DragonECS-ClassicThreads/README.md

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<p align="center">
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<img width="400" src="https://github.com/DCFApixels/DragonECS-ClassicThreads/assets/99481254/fe788eb4-dcb5-40a9-b25f-4094753bc021.png">
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</p>
<p align="center">
<img alt="Version" src="https://img.shields.io/github/package-json/v/DCFApixels/DragonECS-ClassicThreads?color=%23ff4e85&style=for-the-badge">
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# Classic C# Threads for [DragonECS](https://github.com/DCFApixels/DragonECS)
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<table>
<tr></tr>
<tr>
<td colspan="3">Readme Languages:</td>
</tr>
<tr></tr>
<tr>
<td nowrap width="100">
<a href="https://github.com/DCFApixels/DragonECS-ClassicThreads/blob/main/README-RU.md">
<img src="https://github.com/user-attachments/assets/7bc29394-46d6-44a3-bace-0a3bae65d755"></br>
<span>Русский</span>
</a>
</td>
<td nowrap width="100">
<a href="https://github.com/DCFApixels/DragonECS-ClassicThreads">
<img src="https://github.com/user-attachments/assets/3c699094-f8e6-471d-a7c1-6d2e9530e721"></br>
<span>English</span>
</a>
</td>
</tr>
</table>
</br>
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Support for processing entities in multiple threads, based on classic C# threads implementation. Inspired by a similar extension for [LeoEcs Lite](https://github.com/Leopotam/ecslite-threads).
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> [!WARNING]
> The project is a work in progress, API may change.
>
> The most current version of the README is in [Russian version](https://github.com/DCFApixels/DragonECS-ClassicThreads/blob/main/README-RU.md).
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</br>
# Installation
Versioning semantics - [Open](https://gist.github.com/DCFApixels/e53281d4628b19fe5278f3e77a7da9e8#file-dcfapixels_versioning_ru-md)
## Environment
Requirements:
+ Dependency: [DragonECS](https://github.com/DCFApixels/DragonECS)
+ Minimum version of C# 7.3;
Optional:
+ Support for NativeAOT
+ Game engines with C#: Unity, Godot, MonoGame, etc.
Tested with:
+ **Unity:** Minimum version 2020.1.0;
## Unity Installation
* ### Unity Package
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The package can be installed as a Unity package by adding the Git URL [in the PackageManager](https://docs.unity3d.com/2023.2/Documentation/Manual/upm-ui-giturl.html) or manually adding it to `Packages/manifest.json`:
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```
https://github.com/DCFApixels/DragonECS-ClassicThreads.git
```
* ### Source Code
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The package can also be added to the project as source code.
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</br>
# Parallel iteration
``` csharp
EcsThreadHandler _handler;
public void Run(EcsPipeline pipeline)
{
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// Getting the Aspect and entities for iteration.
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var group = _world.Where(out Aspect a);
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void Handler(ReadOnlySpan<int> entities)
{
foreach (var e in entities)
{
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// Computations in a separate thread.
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a.poses.Get(e).position += a.velocities.Read(e).value * _time.DeltaTime;
}
}
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// Starts parallel iteration over entities,
// entities will be split into parts with a minimum size of 1000.
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group.IterateParallel(_handler ??= Handler, 1000);
}
```
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> The smaller the minimum size of the group part when dividing, the more threads can be utilized. In some situations, too many threads can negatively impact performance.
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> Inside the handler, creating/deleting entities, adding/removing components on entities is prohibited. Only modification of data within components is allowed.