Use a sync.Pool for MultiSegmentArenas #350
Merged
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Superseeds #347. note that relative to #347 this does a bit more work in cleanup to make sure memory is properly zeroed and we don't mis-report the number of segments when we get a new arena, though these weren't caught in testing on the other PR.
Benchmark results are similar.
While working on this, I caught a bug in the transport tests: the test assume that it is safe to call the ReleaseFunc returned from NewMessage multiple times, which was incidentally true before but undocmented. This patch documents this invariant, and also ensures that it holds even when release() actually does something with the arena.