#include "il2cpp-config.h"
#include "MetadataAlloc.h"
#include "il2cpp-class-internals.h"
#include "utils/MemoryPool.h"
#if IL2CPP_SANITIZE_ADDRESS
#include "utils/MemoryPoolAddressSanitizer.h"
#endif
namespace il2cpp
{
namespace vm
{
#if IL2CPP_SANITIZE_ADDRESS
    typedef utils::MemoryPoolAddressSanitizer MemoryPoolType;
#else
    typedef utils::MemoryPool MemoryPoolType;
#endif

// we allocate these dynamically on runtime initialization
// because the pool uses standard allocators, and we want to give embedding
// client the chance to install their own allocator callbacks
    static MemoryPoolType* s_MetadataMemoryPool;
    static MemoryPoolType* s_GenericClassMemoryPool;

// This initial size (256k/512k) allows us enough room to initialize metadata
// an empty Unity project and have a bit of room leftover.
    const size_t kInitialRegionSize = IL2CPP_SIZEOF_VOID_P * 64 * 1024;

    void MetadataAllocInitialize()
    {
#if IL2CPP_SANITIZE_ADDRESS
        s_MetadataMemoryPool = new utils::MemoryPoolAddressSanitizer(kInitialRegionSize);
        s_GenericClassMemoryPool = new utils::MemoryPoolAddressSanitizer();
#else
        s_MetadataMemoryPool = new utils::MemoryPool(kInitialRegionSize);
        // these can use the default smaller initial pool size
        s_GenericClassMemoryPool = new utils::MemoryPool();
#endif
    }

    void MetadataAllocCleanup()
    {
        delete s_MetadataMemoryPool;
        s_MetadataMemoryPool = NULL;
        delete s_GenericClassMemoryPool;
        s_GenericClassMemoryPool = NULL;
    }

    void* MetadataMalloc(size_t size)
    {
        return s_MetadataMemoryPool->Malloc(size);
    }

    void* MetadataCalloc(size_t count, size_t size)
    {
        return s_MetadataMemoryPool->Calloc(count, size);
    }

    Il2CppGenericClass* MetadataAllocGenericClass()
    {
        return (Il2CppGenericClass*)s_GenericClassMemoryPool->Calloc(1, sizeof(Il2CppGenericClass));
    }
}
}
