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@ -35,7 +35,6 @@ ExportedObj/
*.csproj *.csproj
*.unityproj *.unityproj
*.sln *.sln
*.sln.meta
*.suo *.suo
*.tmp *.tmp
*.user *.user

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@ -1,6 +1,6 @@
MIT License MIT License
Copyright (c) 2023 Mikhail(DCFApixels) Copyright (c) 2023 Mikhail
Permission is hereby granted, free of charge, to any person obtaining a copy Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal of this software and associated documentation files (the "Software"), to deal

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@ -5,38 +5,15 @@
<p align="center"> <p align="center">
<img alt="Version" src="https://img.shields.io/github/package-json/v/DCFApixels/DragonECS-ClassicThreads?color=%23ff4e85&style=for-the-badge"> <img alt="Version" src="https://img.shields.io/github/package-json/v/DCFApixels/DragonECS-ClassicThreads?color=%23ff4e85&style=for-the-badge">
<img alt="License" src="https://img.shields.io/github/license/DCFApixels/DragonECS-ClassicThreads?color=ff4e85&style=for-the-badge"> <img alt="License" src="https://img.shields.io/github/license/DCFApixels/DragonECS-ClassicThreads?color=ff4e85&style=for-the-badge">
<a href="https://discord.gg/kqmJjExuCf"><img alt="Discord" src="https://img.shields.io/badge/Discord-JOIN-00b269?logo=discord&logoColor=%23ffffff&style=for-the-badge"></a> <!--<img alt="Discord" src="https://img.shields.io/discord/1111696966208999525?color=%23ff4e85&label=Discord&logo=Discord&logoColor=%23ff4e85&style=for-the-badge">-->
<a href="http://qm.qq.com/cgi-bin/qm/qr?_wv=1027&k=IbDcH43vhfArb30luGMP1TMXB3GCHzxm&authKey=s%2FJfqvv46PswFq68irnGhkLrMR6y9tf%2FUn2mogYizSOGiS%2BmB%2B8Ar9I%2Fnr%2Bs4oS%2B&noverify=0&group_code=949562781"><img alt="QQ" src="https://img.shields.io/badge/QQ-JOIN-00b269?logo=tencentqq&logoColor=%23ffffff&style=for-the-badge"></a>
</p> </p>
# Классические C# Threads для [DragonECS](https://github.com/DCFApixels/DragonECS) # Классические C# Threads для [DragonECS](https://github.com/DCFApixels/DragonECS)
<table> | Languages: | [Русский](https://github.com/DCFApixels/DragonECS-ClassicThreads/blob/main/README-RU.md) | [English(WIP)](https://github.com/DCFApixels/DragonECS-ClassicThreads) |
<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/3c699094-f8e6-471d-a7c1-6d2e9530e721"></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/30528cb5-f38e-49f0-b23e-d001844ae930"></br>
<span>English</span>
</a>
</td>
</tr>
</table>
</br>
Поддержка обработки сущностей в нескольких потоках, на основе классической реализации потоков в C#. Вдохновленно аналогичным расширением для [LeoEcs Lite](https://github.com/Leopotam/ecslite-threads).
Поддержка обработки сущностей в нескольких потоках, на основе классической реализации потоков в C#.
> [!WARNING] > [!WARNING]
> Проект в стадии разработки. API может меняться. > Проект в стадии разработки. API может меняться.
@ -57,7 +34,7 @@
+ Поддержка NativeAOT + Поддержка NativeAOT
+ Игровые движки с C#: Unity, Godot, MonoGame и т.д. + Игровые движки с C#: Unity, Godot, MonoGame и т.д.
Протестировано: Протестированно:
+ **Unity:** Минимальная версия 2020.1.0; + **Unity:** Минимальная версия 2020.1.0;
## Установка для Unity ## Установка для Unity
@ -66,8 +43,8 @@
``` ```
https://github.com/DCFApixels/DragonECS-ClassicThreads.git https://github.com/DCFApixels/DragonECS-ClassicThreads.git
``` ```
* ### В виде исходников * ### В виде иходников
Пакет так же может быть добавлен в проект в виде исходников. Фреймворк так же может быть добавлен в проект в виде исходников.
</br> </br>
@ -76,21 +53,21 @@ https://github.com/DCFApixels/DragonECS-ClassicThreads.git
EcsThreadHandler _handler; EcsThreadHandler _handler;
public void Run(EcsPipeline pipeline) public void Run(EcsPipeline pipeline)
{ {
//Получение Аспекта и сущностей для итерации. //Получение Аспекта и сцщностей для итерации.
var ee = _world.Where(out Aspect a); var group = _world.Where(out Aspect a);
void Handler(ReadOnlySpan<int> entities) void Handler(ReadOnlySpan<int> entities)
{ {
foreach (var e in entities) foreach (var e in entities)
{ {
//Вычисления в отдельном потоке. //Вычисления в отедльном потоке.
a.poses.Get(e).position += a.velocities.Read(e).value * _time.DeltaTime; a.poses.Get(e).position += a.velocities.Read(e).value * _time.DeltaTime;
} }
} }
// Запускает параллельную итерацию по сущностям, // Запускает параллельную итерацию по сущностям,
// сущности будут разбита на части с минимальным размером 1000. // сущности будут разбита на части с минимальным размером 1000.
ee.IterateParallel(_handler ??= Handler, 1000); group.IterateParallel(_handler ??= Handler, 1000);
} }
``` ```
> Чем меньше минимальный размер части группы при делении, тем больше потоков может быть задействовано, в некоторых ситуациях слишком много потоков может негативно повлиять на производительность. > **NOTICE:** Чем меньше минимальный размер части группы при делении, тем больше потоков может быть задействовано, в некоторых ситуациях слишком много потоков может негативно повлиять на производительность.
> Внутри обработчика запрещено создавать/удалять сущности, запрещено добавлять/удалять компоненты на сущности. Допускается только модификация данных внутри компонентов. > **NOTICE:** Внутри обработчика запрещено создавать/удалять сущности, запрещено добавлять/удалять компоненты на сущности. Допускается только модификация данных внутри компонентов.

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@ -5,42 +5,17 @@
<p align="center"> <p align="center">
<img alt="Version" src="https://img.shields.io/github/package-json/v/DCFApixels/DragonECS-ClassicThreads?color=%23ff4e85&style=for-the-badge"> <img alt="Version" src="https://img.shields.io/github/package-json/v/DCFApixels/DragonECS-ClassicThreads?color=%23ff4e85&style=for-the-badge">
<img alt="License" src="https://img.shields.io/github/license/DCFApixels/DragonECS-ClassicThreads?color=ff4e85&style=for-the-badge"> <img alt="License" src="https://img.shields.io/github/license/DCFApixels/DragonECS-ClassicThreads?color=ff4e85&style=for-the-badge">
<a href="https://discord.gg/kqmJjExuCf"><img alt="Discord" src="https://img.shields.io/badge/Discord-JOIN-00b269?logo=discord&logoColor=%23ffffff&style=for-the-badge"></a> <!--<img alt="Discord" src="https://img.shields.io/discord/1111696966208999525?color=%23ff4e85&label=Discord&logo=Discord&logoColor=%23ff4e85&style=for-the-badge">-->
<a href="http://qm.qq.com/cgi-bin/qm/qr?_wv=1027&k=IbDcH43vhfArb30luGMP1TMXB3GCHzxm&authKey=s%2FJfqvv46PswFq68irnGhkLrMR6y9tf%2FUn2mogYizSOGiS%2BmB%2B8Ar9I%2Fnr%2Bs4oS%2B&noverify=0&group_code=949562781"><img alt="QQ" src="https://img.shields.io/badge/QQ-JOIN-00b269?logo=tencentqq&logoColor=%23ffffff&style=for-the-badge"></a>
</p> </p>
# Classic C# Threads for [DragonECS](https://github.com/DCFApixels/DragonECS) # Classic C# Threads for [DragonECS](https://github.com/DCFApixels/DragonECS)
<table> | Languages: | [Русский](https://github.com/DCFApixels/DragonECS-ClassicThreads/blob/main/README-RU.md) | [English(WIP)](https://github.com/DCFApixels/DragonECS-ClassicThreads) |
<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> Support for processing entities in multiple threads, based on classic C# threads implementation.
> **NOTICE:** The project is a work in progress, API may change.
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). > While the English version of the README is incomplete, you can view the [Russian version](https://github.com/DCFApixels/DragonECS-ClassicThreads/blob/main/README-RU.md).
> [!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).
</br> </br>
@ -60,12 +35,12 @@ Tested with:
## Unity Installation ## Unity Installation
* ### Unity Package * ### Unity Package
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`: The framework 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`:
``` ```
https://github.com/DCFApixels/DragonECS-ClassicThreads.git https://github.com/DCFApixels/DragonECS-ClassicThreads.git
``` ```
* ### Source Code * ### Source Code
The package can also be added to the project as source code. The framework can also be added to the project as source code.
</br> </br>
@ -74,23 +49,17 @@ The package can also be added to the project as source code.
EcsThreadHandler _handler; EcsThreadHandler _handler;
public void Run(EcsPipeline pipeline) public void Run(EcsPipeline pipeline)
{ {
// Getting the Aspect and entities for iteration.
var group = _world.Where(out Aspect a); var group = _world.Where(out Aspect a);
void Handler(ReadOnlySpan<int> entities) void Handler(ReadOnlySpan<int> entities)
{ {
foreach (var e in entities) foreach (var e in entities)
{ {
// Computations in a separate thread.
a.poses.Get(e).position += a.velocities.Read(e).value * _time.DeltaTime; a.poses.Get(e).position += a.velocities.Read(e).value * _time.DeltaTime;
} }
} }
// Starts parallel iteration over entities,
// entities will be split into parts with a minimum size of 1000.
group.IterateParallel(_handler ??= Handler, 1000); group.IterateParallel(_handler ??= Handler, 1000);
} }
``` ```
> 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. > **NOTICE:** 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.
> Inside the handler, creating/deleting entities, adding/removing components on entities is prohibited. Only modification of data within components is allowed. > **NOTICE:** Inside the handler, creating/deleting entities, adding/removing components on entities is prohibited. Only modification of data within components is allowed.

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@ -8,7 +8,7 @@
"displayName": "DragonECS-ClassicThreads", "displayName": "DragonECS-ClassicThreads",
"description": "Classic C# Multithreading for DragonECS", "description": "Classic C# Multithreading for DragonECS",
"unity": "2020.3", "unity": "2020.3",
"version": "0.2.6", "version": "0.2.5",
"repository": { "repository": {
"type": "git", "type": "git",
"url": "https://github.com/DCFApixels/DragonECS-ClassicThreads.git" "url": "https://github.com/DCFApixels/DragonECS-ClassicThreads.git"

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@ -1,8 +1,4 @@
#if DISABLE_DEBUG namespace DCFApixels.DragonECS
#undef DEBUG
#endif
namespace DCFApixels.DragonECS
{ {
public static class EcsCollectionsExtensions public static class EcsCollectionsExtensions
{ {

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@ -1,7 +1,4 @@
#if DISABLE_DEBUG using System;
#undef DEBUG
#endif
using System;
namespace DCFApixels.DragonECS namespace DCFApixels.DragonECS
{ {

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@ -1,6 +1,3 @@
#if DISABLE_DEBUG
#undef DEBUG
#endif
using DCFApixels.DragonECS.ClassicThreadsInternal; using DCFApixels.DragonECS.ClassicThreadsInternal;
using System; using System;
using System.Collections.Concurrent; using System.Collections.Concurrent;
@ -11,7 +8,7 @@ namespace DCFApixels.DragonECS
{ {
#if ENABLE_IL2CPP #if ENABLE_IL2CPP
using Unity.IL2CPP.CompilerServices; using Unity.IL2CPP.CompilerServices;
[Il2CppSetOption(Option.NullChecks, false)] [Il2CppSetOption (Option.NullChecks, false)]
[Il2CppSetOption(Option.ArrayBoundsChecks, false)] [Il2CppSetOption(Option.ArrayBoundsChecks, false)]
#endif #endif
internal static class ThreadRunner internal static class ThreadRunner
@ -72,7 +69,7 @@ namespace DCFApixels.DragonECS
{ {
if (_isRunning) if (_isRunning)
{ {
#if DEBUG || DRAGONECS_STABILITY_MODE #if (DEBUG && !DISABLE_DEBUG) || ENABLE_DRAGONECS_ASSERT_CHEKS
if (_threads.Any(o => o.thread == Thread.CurrentThread)) if (_threads.Any(o => o.thread == Thread.CurrentThread))
{ {
Throw.DoubleParallelIteration(); Throw.DoubleParallelIteration();
@ -171,10 +168,10 @@ namespace DCFApixels.DragonECS
#if ENABLE_IL2CPP #if ENABLE_IL2CPP
// Unity IL2CPP performance optimization attribute. // Unity IL2CPP performance optimization attribute.
namespace Unity.IL2CPP.CompilerServices namespace Unity.IL2CPP.CompilerServices
{ {
using System; using System;
internal enum Option internal enum Option
{ {
NullChecks = 1, NullChecks = 1,
ArrayBoundsChecks = 2, ArrayBoundsChecks = 2,