Compare commits
2
Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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059638e6e0 | ||
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fec2cd8d24 |
@@ -0,0 +1,4 @@
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# Copilot Instructions
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## Project Guidelines
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- In MoonTools.ECS, do not store plain references to `Entity` objects in long-lived collections outside the ECS world, because their underlying IDs can be reused or destroyed. Instead, query the ECS world to track or process entities based on their assigned components.
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@@ -1,4 +1,6 @@
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using System.Diagnostics;
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using System.Text.Json;
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using Nerfed.Builder.Meta;
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namespace Nerfed.Builder;
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@@ -57,15 +59,45 @@ public class Builder : IDisposable
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string outFile = $"{args.ResourceOutPath}/{relativeFile}{PathUtil.ImportedFileExtension}";
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FileInfo inFileInfo = new FileInfo(inFile);
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FileInfo outFileInfo = new FileInfo(outFile);
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if (!FileUtil.IsNewer(inFileInfo, outFileInfo))
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// =========================================================================
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// STEP 1: GUID META FILE SYNC
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// Ensure the source file has a backing .meta file generating its Guid
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// =========================================================================
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string metaFile = inFile + ".meta";
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AssetMeta metaData;
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if (!File.Exists(metaFile))
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{
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// Generate a brand new meta file to track this asset permanently
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metaData = new AssetMeta(Guid.NewGuid());
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string json = JsonSerializer.Serialize(metaData, new JsonSerializerOptions { WriteIndented = true });
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File.WriteAllText(metaFile, json);
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Console.WriteLine($"[Meta] Generated new tracking ID '{metaData.Id}' for {relativeFile}");
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}
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else
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{
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// Load the existing guid
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metaData = JsonSerializer.Deserialize<AssetMeta>(File.ReadAllText(metaFile))!;
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}
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// Change output file from Name.ext.bin -> /GUID.bin to completely anonymize the actual game package!
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string cacheOutFile = $"{args.ResourceOutPath}/{metaData.Id}.bin";
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FileInfo outFileInfo = new FileInfo(cacheOutFile);
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// Rebuild if the source file changed, or if the meta file changed!
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FileInfo metaFileInfo = new FileInfo(metaFile);
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bool requiresCompile = !outFileInfo.Exists ||
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FileUtil.IsNewer(inFileInfo, outFileInfo) ||
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FileUtil.IsNewer(metaFileInfo, outFileInfo);
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if (!requiresCompile)
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{
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// File has not changed since last build, no need to build this one.
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return;
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}
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string outDir = Path.GetDirectoryName(outFile);
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string outDir = Path.GetDirectoryName(cacheOutFile)!;
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if (!Directory.Exists(outDir))
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{
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Directory.CreateDirectory(outDir);
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@@ -74,14 +106,14 @@ public class Builder : IDisposable
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string ext = Path.GetExtension(inFile).ToLower();
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if (importers.TryGetValue(ext, out IImporter importer))
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{
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importer.Import(inFile, outFile);
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importer.Import(inFile, cacheOutFile); // Compile source directly to hash.bin
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}
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else
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{
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rawFileImporter.Import(inFile, outFile);
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rawFileImporter.Import(inFile, cacheOutFile);
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}
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Console.WriteLine(relativeFile);
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Console.WriteLine($"Compiled {relativeFile} -> {metaData.Id}.bin");
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}
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catch (Exception e)
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{
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@@ -0,0 +1,30 @@
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using System;
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namespace Nerfed.Builder.Meta
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{
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/// <summary>
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/// Foundation for JSON-serialized metadata files (e.g. hero.png.meta)
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/// </summary>
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public class AssetMeta
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{
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/// <summary>
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/// The universally unique identifier for this asset, generated on first import.
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/// </summary>
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public Guid Id { get; set; }
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/// <summary>
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/// The importer version. Useful to force re-imports if your engine updates how it parses textures.
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/// </summary>
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public int ImporterVersion { get; set; } = 1;
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/// <summary>
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/// Base constructor needed for JSON deserialization
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/// </summary>
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public AssetMeta() { }
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public AssetMeta(Guid id)
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{
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Id = id;
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}
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}
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}
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+25
-25
@@ -29,40 +29,40 @@ internal class Program
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//systems.Add(new ParentSystem(world));
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systems.Add(new LocalToWorldSystem(world));
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editorSystems.Add(new EditorProfilerWindow(world));
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editorSystems.Add(new EditorHierarchyWindow(world));
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// editorSystems.Add(new EditorHierarchyWindow(world));
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#if DEBUG
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editorSystems.Add(new EditorInspectorWindow(world));
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#endif
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Entity ent1 = world.CreateEntity("parent");
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world.Set(ent1, new Root());
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world.Set(ent1, new LocalTransform(new Vector3(1, 0, 0), Quaternion.Identity, Vector3.One));
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// Entity ent1 = world.CreateEntity("parent");
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// world.Set(ent1, new Root());
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// world.Set(ent1, new LocalTransform(new Vector3(1, 0, 0), Quaternion.Identity, Vector3.One));
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//
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// Entity ent2 = world.CreateEntity("child");
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// world.Set(ent2, new LocalTransform(new Vector3(0, 1, 0), Quaternion.Identity, Vector3.One));
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// Transform.SetParent(world, ent2, ent1);
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//
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// Entity ent3 = world.CreateEntity("entity3");
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// world.Set(ent3, new Root());
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// Transform.SetParent(world, ent3, ent2);
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//
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// Entity ent4 = world.CreateEntity("entity4");
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// world.Set(ent4, new Root());
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//
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// Entity ent5 = world.CreateBaseEntity("entity5");
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Entity ent2 = world.CreateEntity("child");
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world.Set(ent2, new LocalTransform(new Vector3(0, 1, 0), Quaternion.Identity, Vector3.One));
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Transform.SetParent(world, ent2, ent1);
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Entity ent3 = world.CreateEntity("entity3");
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world.Set(ent3, new Root());
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Transform.SetParent(world, ent3, ent2);
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Entity ent4 = world.CreateEntity("entity4");
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world.Set(ent4, new Root());
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Entity ent5 = world.CreateBaseEntity("entity5");
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for (int i = 0; i < 256; i++)
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for (int i = 0; i < 1000000; i++)
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{
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Entity newEnt = world.CreateBaseEntity();
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world.Set(newEnt, new LocalTransform(new Vector3(i, i, i), Quaternion.Identity, Vector3.One));
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Entity parent = newEnt;
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for (int j = 0; j < 2; j++) {
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Entity newChildEnt = world.CreateEntity();
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world.Set(newChildEnt, new LocalTransform(new Vector3(i + j * i, i - j * i, j - i * i), Quaternion.Identity, Vector3.One));
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Transform.SetParent(world, newChildEnt, parent);
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parent = newChildEnt;
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}
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// Entity parent = newEnt;
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// for (int j = 0; j < 2; j++) {
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// Entity newChildEnt = world.CreateEntity();
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// world.Set(newChildEnt, new LocalTransform(new Vector3(i + j * i, i - j * i, j - i * i), Quaternion.Identity, Vector3.One));
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// Transform.SetParent(world, newChildEnt, parent);
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// parent = newChildEnt;
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// }
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}
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// Open project.
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@@ -1,7 +1,6 @@
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using ImGuiNET;
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using MoonTools.ECS;
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using Nerfed.Runtime;
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using System.Numerics;
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namespace Nerfed.Editor.Systems
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{
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@@ -13,10 +12,7 @@ namespace Nerfed.Editor.Systems
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private int selectedFrame = 0;
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private int previousSelectedFrame = -1;
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private IOrderedEnumerable<KeyValuePair<string, (double ms, double selfMs, uint calls, double avgMs, double p95Ms, long allocBytes, long selfAllocBytes)>> orderedCombinedData = null;
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private IOrderedEnumerable<KeyValuePair<int, Profiler.RollingThreadMetrics>> orderedThreadRollingData = null;
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private readonly ProfilerVisualizer.TimelineState timelineState = new ProfilerVisualizer.TimelineState();
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private readonly List<Profiler.Frame> frameSnapshot = new List<Profiler.Frame>(256);
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private IOrderedEnumerable<KeyValuePair<string, (double ms, uint calls)>> orderedCombinedData = null;
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public EditorProfilerWindow(World world) : base(world)
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{
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@@ -29,108 +25,49 @@ namespace Nerfed.Editor.Systems
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return;
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}
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if (Profiler.CopyFramesTo(frameSnapshot) <= 0)
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{
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return;
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}
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selectedFrame = Math.Clamp(selectedFrame, 0, frameSnapshot.Count - 1);
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timelineState.SelectedFrameIndex = Math.Clamp(timelineState.SelectedFrameIndex, -1, frameSnapshot.Count - 1);
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timelineState.VisibleFrameCount = Math.Clamp(timelineState.VisibleFrameCount, 1, frameSnapshot.Count);
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ImGui.Begin("Profiler");
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ImGui.BeginChild("Toolbar", new Vector2(0, 0), ImGuiChildFlags.AutoResizeY);
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ImGui.BeginChild("Toolbar", new System.Numerics.Vector2(0, 0), ImGuiChildFlags.AutoResizeY);
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if (ImGui.RadioButton("Recording", Profiler.IsRecording))
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{
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Profiler.SetActive(!Profiler.IsRecording);
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}
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ImGui.SameLine();
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ImGui.Text("Follow");
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ImGui.SameLine();
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ImGui.Checkbox("##follow-timeline", ref timelineState.FollowLatest);
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ImGui.SameLine();
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int visibleFrameCount = timelineState.VisibleFrameCount;
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ImGui.SetNextItemWidth(130f);
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if (ImGui.SliderInt("Window", ref visibleFrameCount, 1, frameSnapshot.Count))
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{
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timelineState.VisibleFrameCount = visibleFrameCount;
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timelineState.FollowLatest = false;
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}
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ImGui.SameLine();
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if (ImGui.Button("Reset Zoom"))
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{
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timelineState.Zoom = 1f;
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timelineState.PanTicks = 0d;
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timelineState.FollowLatest = true;
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}
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ImGui.SameLine();
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int mode = (int)Profiler.Mode;
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ImGui.SetNextItemWidth(130f);
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if (ImGui.Combo("Mode", ref mode, "Instrumented\0Sampled\0"))
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{
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Profiler.Mode = (Profiler.CaptureMode)mode;
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}
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ImGui.SameLine();
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int stride = Profiler.SamplingStride;
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ImGui.SetNextItemWidth(90f);
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if (ImGui.SliderInt("Stride", ref stride, 1, 64))
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{
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Profiler.SamplingStride = stride;
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}
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if (Profiler.IsRecording)
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{
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// Select last frame when recording to see latest frame data.
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selectedFrame = frameSnapshot.Count - 1;
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selectedFrame = Profiler.Frames.Count - 1;
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}
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int sliderFrame = selectedFrame;
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if (ImGui.SliderInt("Frame", ref sliderFrame, 0, frameSnapshot.Count - 1))
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if (ImGui.SliderInt(string.Empty, ref selectedFrame, 0, Profiler.Frames.Count - 1))
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{
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selectedFrame = sliderFrame;
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timelineState.SelectedFrameIndex = selectedFrame;
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timelineState.FollowLatest = false;
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// Stop recording when browsing frames.
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Profiler.SetActive(false);
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}
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Profiler.Frame frame = frameSnapshot[selectedFrame];
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Profiler.Frame frame = Profiler.Frames.ElementAt(selectedFrame);
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double ms = frame.ElapsedMilliseconds();
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double s = 1000;
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ImGui.Text($"Frame: {frame.FrameCount} ({ms:0.000} ms | {(s / ms):0} fps)");
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ImGui.Text($"Budget: {frame.BudgetMilliseconds:0.00} ms ({(frame.OverBudget ? "over" : "within")})");
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ImGui.Text($"Thread Budget: {Profiler.ThreadBudgetMilliseconds:0.00} ms | Capture: {Profiler.Mode}");
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ImGui.Text($"Alloc: {frame.AllocatedBytesDelta / 1024d:0.0} KB | GC: G0 {frame.Gen0CollectionsDelta}, G1 {frame.Gen1CollectionsDelta}, G2 {frame.Gen2CollectionsDelta}");
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ImGui.EndChild();
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ProfilerVisualizer.TimelineRenderResult timelineResult = DrawFlameGraph(frameSnapshot, timelineState);
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if (timelineResult.SelectionChanged)
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{
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selectedFrame = timelineResult.SelectedFrameIndex;
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if (!Profiler.IsRecording) {
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if (previousSelectedFrame != selectedFrame)
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{
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previousSelectedFrame = selectedFrame;
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orderedCombinedData = CalculateCombinedData(frame);
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}
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DrawFlameGraph(frame);
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DrawHierachy(frame);
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ImGui.SameLine();
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DrawCombined(orderedCombinedData);
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}
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selectedFrame = Math.Clamp(selectedFrame, 0, frameSnapshot.Count - 1);
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frame = frameSnapshot[selectedFrame];
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if (previousSelectedFrame != selectedFrame)
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{
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previousSelectedFrame = selectedFrame;
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orderedCombinedData = CalculateCombinedData(frame);
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orderedThreadRollingData = CalculateThreadRollingData();
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}
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DrawThreadRolling(orderedThreadRollingData);
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DrawHierachy(frame);
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ImGui.SameLine();
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DrawCombined(orderedCombinedData);
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ImGui.End();
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}
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@@ -141,18 +78,13 @@ namespace Nerfed.Editor.Systems
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return;
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}
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ImGui.BeginChild("Hierachy", new Vector2(150, 0), ImGuiChildFlags.ResizeX);
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ImGui.BeginChild("Hierachy", new System.Numerics.Vector2(150, 0), ImGuiChildFlags.ResizeX);
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if (ImGui.BeginTable("ProfilerData", 8, tableFlags, new Vector2(0, 0)))
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if (ImGui.BeginTable("ProfilerData", 3, tableFlags, new System.Numerics.Vector2(0, 0)))
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{
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ImGui.TableSetupColumn("name", ImGuiTableColumnFlags.WidthStretch, 0.30f, 0);
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ImGui.TableSetupColumn("category", ImGuiTableColumnFlags.WidthStretch, 0.12f, 1);
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ImGui.TableSetupColumn("tags", ImGuiTableColumnFlags.WidthStretch, 0.08f, 2);
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ImGui.TableSetupColumn("thread", ImGuiTableColumnFlags.WidthStretch, 0.08f, 3);
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ImGui.TableSetupColumn("ms", ImGuiTableColumnFlags.WidthStretch, 0.10f, 4);
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ImGui.TableSetupColumn("self", ImGuiTableColumnFlags.WidthStretch, 0.10f, 5);
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ImGui.TableSetupColumn("alloc(B)", ImGuiTableColumnFlags.WidthStretch, 0.11f, 6);
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ImGui.TableSetupColumn("self alloc", ImGuiTableColumnFlags.WidthStretch, 0.11f, 7);
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ImGui.TableSetupColumn("name", ImGuiTableColumnFlags.WidthStretch, 0.8f, 0);
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ImGui.TableSetupColumn("thread", ImGuiTableColumnFlags.WidthStretch, 0.2f, 1);
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ImGui.TableSetupColumn("ms", ImGuiTableColumnFlags.WidthStretch, 0.2f, 1);
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ImGui.TableSetupScrollFreeze(0, 1); // Make row always visible
|
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ImGui.TableHeadersRow();
|
||||
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||||
@@ -183,29 +115,10 @@ namespace Nerfed.Editor.Systems
|
||||
isOpen = ImGui.TreeNodeEx(node.Label, treeNodeFlags);
|
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}
|
||||
|
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ImGui.TableNextColumn();
|
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ImGui.Text($"{node.Category}");
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ImGui.TableNextColumn();
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ImGui.Text($"0x{node.TagMask:X}");
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ImGui.TableNextColumn();
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ImGui.Text($"{node.ManagedThreadId}");
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ImGui.TableNextColumn();
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ImGui.Text($"{node.ElapsedMilliseconds():0.000}");
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ImGui.TableNextColumn();
|
||||
ImGui.Text($"{node.SelfMilliseconds():0.000}");
|
||||
ImGui.TableNextColumn();
|
||||
if (node.ProfilerSetupBytes > 0)
|
||||
{
|
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ImGui.Text($"{node.AllocatedBytes} !");
|
||||
if (ImGui.IsItemHovered())
|
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ImGui.SetTooltip($"{node.ProfilerSetupBytes} B is profiler warmup overhead");
|
||||
}
|
||||
else
|
||||
{
|
||||
ImGui.Text($"{node.AllocatedBytes}");
|
||||
}
|
||||
ImGui.TableNextColumn();
|
||||
ImGui.Text($"{node.SelfAllocatedBytes()}");
|
||||
|
||||
if (isOpen)
|
||||
{
|
||||
@@ -217,29 +130,24 @@ namespace Nerfed.Editor.Systems
|
||||
}
|
||||
}
|
||||
|
||||
private static void DrawCombined(in IOrderedEnumerable<KeyValuePair<string, (double ms, double selfMs, uint calls, double avgMs, double p95Ms, long allocBytes, long selfAllocBytes)>> orderedCombinedData)
|
||||
private static void DrawCombined(in IOrderedEnumerable<KeyValuePair<string, (double ms, uint calls)>> orderedCombinedData)
|
||||
{
|
||||
if(orderedCombinedData == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
ImGui.BeginChild("Combined", new Vector2(0, 0));
|
||||
ImGui.BeginChild("Combined", new System.Numerics.Vector2(0, 0));
|
||||
|
||||
if (ImGui.BeginTable("ProfilerCombinedData", 8, tableFlags, new Vector2(0, 0)))
|
||||
if (ImGui.BeginTable("ProfilerCombinedData", 3, tableFlags, new System.Numerics.Vector2(0, 0)))
|
||||
{
|
||||
ImGui.TableSetupColumn("name", ImGuiTableColumnFlags.WidthStretch, 0.32f, 0);
|
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ImGui.TableSetupColumn("ms", ImGuiTableColumnFlags.WidthStretch, 0.11f, 1);
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ImGui.TableSetupColumn("self", ImGuiTableColumnFlags.WidthStretch, 0.11f, 2);
|
||||
ImGui.TableSetupColumn("calls", ImGuiTableColumnFlags.WidthStretch, 0.08f, 3);
|
||||
ImGui.TableSetupColumn("avg", ImGuiTableColumnFlags.WidthStretch, 0.09f, 4);
|
||||
ImGui.TableSetupColumn("p95", ImGuiTableColumnFlags.WidthStretch, 0.09f, 5);
|
||||
ImGui.TableSetupColumn("alloc(B)", ImGuiTableColumnFlags.WidthStretch, 0.10f, 6);
|
||||
ImGui.TableSetupColumn("self alloc", ImGuiTableColumnFlags.WidthStretch, 0.10f, 7);
|
||||
ImGui.TableSetupColumn("name", ImGuiTableColumnFlags.WidthStretch, 0.6f, 0);
|
||||
ImGui.TableSetupColumn("ms", ImGuiTableColumnFlags.WidthStretch, 0.2f, 1);
|
||||
ImGui.TableSetupColumn("calls", ImGuiTableColumnFlags.WidthStretch, 0.2f, 2);
|
||||
ImGui.TableSetupScrollFreeze(0, 1); // Make row always visible
|
||||
ImGui.TableHeadersRow();
|
||||
|
||||
foreach (KeyValuePair<string, (double ms, double selfMs, uint calls, double avgMs, double p95Ms, long allocBytes, long selfAllocBytes)> combinedData in orderedCombinedData)
|
||||
foreach (KeyValuePair<string, (double ms, uint calls)> combinedData in orderedCombinedData)
|
||||
{
|
||||
ImGui.TableNextRow();
|
||||
ImGui.TableNextColumn();
|
||||
@@ -247,17 +155,7 @@ namespace Nerfed.Editor.Systems
|
||||
ImGui.TableNextColumn();
|
||||
ImGui.Text($"{combinedData.Value.ms:0.000}");
|
||||
ImGui.TableNextColumn();
|
||||
ImGui.Text($"{combinedData.Value.selfMs:0.000}");
|
||||
ImGui.TableNextColumn();
|
||||
ImGui.Text($"{combinedData.Value.calls}");
|
||||
ImGui.TableNextColumn();
|
||||
ImGui.Text($"{combinedData.Value.avgMs:0.000}");
|
||||
ImGui.TableNextColumn();
|
||||
ImGui.Text($"{combinedData.Value.p95Ms:0.000}");
|
||||
ImGui.TableNextColumn();
|
||||
ImGui.Text($"{combinedData.Value.allocBytes}");
|
||||
ImGui.TableNextColumn();
|
||||
ImGui.Text($"{combinedData.Value.selfAllocBytes}");
|
||||
}
|
||||
|
||||
ImGui.EndTable();
|
||||
@@ -266,78 +164,41 @@ namespace Nerfed.Editor.Systems
|
||||
ImGui.EndChild();
|
||||
}
|
||||
|
||||
private static IOrderedEnumerable<KeyValuePair<string, (double ms, double selfMs, uint calls, double avgMs, double p95Ms, long allocBytes, long selfAllocBytes)>> CalculateCombinedData(Profiler.Frame frame)
|
||||
private static IOrderedEnumerable<KeyValuePair<string, (double ms, uint calls)>> CalculateCombinedData(Profiler.Frame frame)
|
||||
{
|
||||
IReadOnlyDictionary<string, Profiler.RollingLabelMetrics> rollingData = Profiler.GetRollingLabelMetricsSnapshot();
|
||||
Dictionary<string, (double ms, double selfMs, uint calls, double avgMs, double p95Ms, long allocBytes, long selfAllocBytes)> combinedRecordData = new Dictionary<string, (double ms, double selfMs, uint calls, double avgMs, double p95Ms, long allocBytes, long selfAllocBytes)>(128);
|
||||
foreach (KeyValuePair<string, Profiler.LabelMetrics> metric in frame.LabelMetrics)
|
||||
Dictionary<string, (double ms, uint calls)> combinedRecordData = new Dictionary<string, (double ms, uint calls)>(128);
|
||||
foreach (Profiler.ScopeNode node in frame.RootNodes)
|
||||
{
|
||||
Profiler.RollingLabelMetrics rolling = default;
|
||||
if (rollingData.TryGetValue(metric.Key, out Profiler.RollingLabelMetrics found))
|
||||
{
|
||||
rolling = found;
|
||||
}
|
||||
|
||||
combinedRecordData[metric.Key] = (metric.Value.InclusiveMs, metric.Value.SelfMs, metric.Value.Calls, rolling.AverageMs, rolling.P95Ms, metric.Value.AllocatedBytes, metric.Value.SelfAllocatedBytes);
|
||||
CalculateCombinedData(node, in combinedRecordData);
|
||||
}
|
||||
return combinedRecordData.OrderByDescending(x => x.Value.ms);
|
||||
}
|
||||
|
||||
private static IOrderedEnumerable<KeyValuePair<int, Profiler.RollingThreadMetrics>> CalculateThreadRollingData()
|
||||
private static void CalculateCombinedData(Profiler.ScopeNode node, in Dictionary<string, (double ms, uint calls)> combinedRecordData)
|
||||
{
|
||||
IReadOnlyDictionary<int, Profiler.RollingThreadMetrics> rollingData = Profiler.GetRollingThreadMetricsSnapshot();
|
||||
return rollingData.OrderByDescending(x => x.Value.P95Ms);
|
||||
if (combinedRecordData.TryGetValue(node.Label, out (double ms, uint calls) combined))
|
||||
{
|
||||
combinedRecordData[node.Label] = (combined.ms + node.ElapsedMilliseconds(), combined.calls + 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
combinedRecordData.Add(node.Label, (node.ElapsedMilliseconds(), 1));
|
||||
}
|
||||
|
||||
for (int i = 0; i < node.Children.Count; i++)
|
||||
{
|
||||
CalculateCombinedData(node.Children[i], combinedRecordData);
|
||||
}
|
||||
}
|
||||
|
||||
private static void DrawThreadRolling(in IOrderedEnumerable<KeyValuePair<int, Profiler.RollingThreadMetrics>> orderedThreadRollingData)
|
||||
private static void DrawFlameGraph(Profiler.Frame frame)
|
||||
{
|
||||
if (orderedThreadRollingData == null)
|
||||
if (frame == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
ImGui.BeginChild("ThreadRolling", new Vector2(0, 140), ImGuiChildFlags.Border);
|
||||
if (ImGui.BeginTable("ProfilerThreadRollingData", 6, tableFlags, new Vector2(0, 0)))
|
||||
{
|
||||
ImGui.TableSetupColumn("thread", ImGuiTableColumnFlags.WidthStretch, 0.15f, 0);
|
||||
ImGui.TableSetupColumn("avg", ImGuiTableColumnFlags.WidthStretch, 0.20f, 1);
|
||||
ImGui.TableSetupColumn("p95", ImGuiTableColumnFlags.WidthStretch, 0.20f, 2);
|
||||
ImGui.TableSetupColumn("max", ImGuiTableColumnFlags.WidthStretch, 0.20f, 3);
|
||||
ImGui.TableSetupColumn("samples", ImGuiTableColumnFlags.WidthStretch, 0.15f, 4);
|
||||
ImGui.TableSetupColumn("misses", ImGuiTableColumnFlags.WidthStretch, 0.15f, 5);
|
||||
ImGui.TableHeadersRow();
|
||||
|
||||
foreach (KeyValuePair<int, Profiler.RollingThreadMetrics> metric in orderedThreadRollingData)
|
||||
{
|
||||
ImGui.TableNextRow();
|
||||
ImGui.TableNextColumn();
|
||||
ImGui.Text($"T{metric.Key}");
|
||||
ImGui.TableNextColumn();
|
||||
ImGui.Text($"{metric.Value.AverageMs:0.000}");
|
||||
ImGui.TableNextColumn();
|
||||
ImGui.Text($"{metric.Value.P95Ms:0.000}");
|
||||
ImGui.TableNextColumn();
|
||||
ImGui.Text($"{metric.Value.MaxMs:0.000}");
|
||||
ImGui.TableNextColumn();
|
||||
ImGui.Text($"{metric.Value.Samples}");
|
||||
ImGui.TableNextColumn();
|
||||
ImGui.Text($"{metric.Value.BudgetMisses}");
|
||||
}
|
||||
|
||||
ImGui.EndTable();
|
||||
}
|
||||
|
||||
ImGui.EndChild();
|
||||
}
|
||||
|
||||
private static ProfilerVisualizer.TimelineRenderResult DrawFlameGraph(IReadOnlyList<Profiler.Frame> frames, ProfilerVisualizer.TimelineState timelineState)
|
||||
{
|
||||
if (frames == null || frames.Count == 0)
|
||||
{
|
||||
return default;
|
||||
}
|
||||
|
||||
return ProfilerVisualizer.RenderTimeline(frames, timelineState);
|
||||
ProfilerVisualizer.RenderFlameGraph(frame);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,7 +1,9 @@
|
||||
using System.Numerics;
|
||||
using Nerfed.Runtime.Scene;
|
||||
|
||||
namespace Nerfed.Runtime.Components
|
||||
{
|
||||
[SceneComponent]
|
||||
public readonly record struct LocalTransform(Vector3 position, Quaternion rotation, Vector3 scale)
|
||||
{
|
||||
public static readonly LocalTransform Identity = new(Vector3.Zero, Quaternion.Identity, Vector3.One);
|
||||
|
||||
@@ -1,4 +1,7 @@
|
||||
namespace Nerfed.Runtime.Components
|
||||
using Nerfed.Runtime.Scene;
|
||||
|
||||
namespace Nerfed.Runtime.Components
|
||||
{
|
||||
[SceneComponent]
|
||||
public readonly record struct Test();
|
||||
}
|
||||
|
||||
+30
-61
@@ -16,7 +16,7 @@ public static class Engine
|
||||
public static bool VSync { get; set; }
|
||||
|
||||
public static GraphicsDevice GraphicsDevice { get; private set; }
|
||||
public static AudioDevice AudioDevice { get; private set; }
|
||||
//public static AudioDevice AudioDevice { get; private set; }
|
||||
public static Window MainWindow { get; private set; }
|
||||
public static TimeSpan Timestep { get; private set; }
|
||||
|
||||
@@ -44,19 +44,16 @@ public static class Engine
|
||||
private const string WindowTitle = "Nerfed";
|
||||
//..
|
||||
|
||||
public static void Run(string[] args)
|
||||
{
|
||||
public static void Run(string[] args) {
|
||||
Timestep = TimeSpan.FromTicks(TimeSpan.TicksPerSecond / TargetTimestep);
|
||||
gameTimer = Stopwatch.StartNew();
|
||||
SetFrameLimiter(new FrameLimiterSettings(FrameLimiterMode.Capped, MaxFps));
|
||||
|
||||
for (int i = 0; i < previousSleepTimes.Length; i += 1)
|
||||
{
|
||||
for(int i = 0; i < previousSleepTimes.Length; i += 1) {
|
||||
previousSleepTimes[i] = TimeSpan.FromMilliseconds(1);
|
||||
}
|
||||
|
||||
if (SDL.SDL_Init(SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_TIMER | SDL.SDL_INIT_GAMECONTROLLER) < 0)
|
||||
{
|
||||
if(SDL.SDL_Init(SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_TIMER | SDL.SDL_INIT_GAMECONTROLLER) < 0) {
|
||||
throw new Exception("Failed to init SDL");
|
||||
}
|
||||
|
||||
@@ -64,19 +61,15 @@ public static class Engine
|
||||
GraphicsDevice.LoadDefaultPipelines();
|
||||
|
||||
MainWindow = new Window(GraphicsDevice, new WindowCreateInfo(WindowTitle, WindowWidth, WindowHeight, ScreenMode.Windowed));
|
||||
if (!GraphicsDevice.ClaimWindow(MainWindow, SwapchainComposition.SDR, VSync ? PresentMode.VSync : PresentMode.Mailbox))
|
||||
{
|
||||
if(!GraphicsDevice.ClaimWindow(MainWindow, SwapchainComposition.SDR, VSync ? PresentMode.VSync : PresentMode.Mailbox)) {
|
||||
throw new Exception("Failed to claim window");
|
||||
}
|
||||
|
||||
AudioDevice = new AudioDevice();
|
||||
|
||||
JobSystem.Default.Initialize();
|
||||
//AudioDevice = new AudioDevice();
|
||||
|
||||
OnInitialize?.Invoke();
|
||||
|
||||
while (!quit)
|
||||
{
|
||||
while(!quit) {
|
||||
Tick();
|
||||
}
|
||||
|
||||
@@ -85,41 +78,33 @@ public static class Engine
|
||||
GraphicsDevice.UnclaimWindow(MainWindow);
|
||||
MainWindow.Dispose();
|
||||
GraphicsDevice.Dispose();
|
||||
AudioDevice.Dispose();
|
||||
JobSystem.Default.Shutdown();
|
||||
//AudioDevice.Dispose();
|
||||
SDL.SDL_Quit();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates the frame limiter settings.
|
||||
/// </summary>
|
||||
public static void SetFrameLimiter(FrameLimiterSettings settings)
|
||||
{
|
||||
public static void SetFrameLimiter(FrameLimiterSettings settings) {
|
||||
framerateCapped = settings.Mode == FrameLimiterMode.Capped;
|
||||
|
||||
if (framerateCapped)
|
||||
{
|
||||
if(framerateCapped) {
|
||||
framerateCapTimeSpan = TimeSpan.FromTicks(TimeSpan.TicksPerSecond / settings.Cap);
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
framerateCapTimeSpan = TimeSpan.Zero;
|
||||
}
|
||||
}
|
||||
|
||||
public static void Quit()
|
||||
{
|
||||
public static void Quit() {
|
||||
quit = true;
|
||||
}
|
||||
|
||||
private static void Tick()
|
||||
{
|
||||
private static void Tick() {
|
||||
Profiler.BeginFrame();
|
||||
|
||||
AdvanceElapsedTime();
|
||||
|
||||
if (framerateCapped)
|
||||
{
|
||||
if(framerateCapped) {
|
||||
Profiler.BeginSample("framerateCapped");
|
||||
|
||||
/* We want to wait until the framerate cap,
|
||||
@@ -127,8 +112,7 @@ public static class Engine
|
||||
* seeing how long we actually slept for lets us estimate the worst case
|
||||
* sleep precision so we don't oversleep the next frame.
|
||||
*/
|
||||
while (accumulatedDrawTime + worstCaseSleepPrecision < framerateCapTimeSpan)
|
||||
{
|
||||
while(accumulatedDrawTime + worstCaseSleepPrecision < framerateCapTimeSpan) {
|
||||
Thread.Sleep(1);
|
||||
TimeSpan timeAdvancedSinceSleeping = AdvanceElapsedTime();
|
||||
UpdateEstimatedSleepPrecision(timeAdvancedSinceSleeping);
|
||||
@@ -139,8 +123,7 @@ public static class Engine
|
||||
* SpinWait(1) works by pausing the thread for very short intervals, so it is
|
||||
* an efficient and time-accurate way to wait out the rest of the time.
|
||||
*/
|
||||
while (accumulatedDrawTime < framerateCapTimeSpan)
|
||||
{
|
||||
while(accumulatedDrawTime < framerateCapTimeSpan) {
|
||||
Thread.SpinWait(1);
|
||||
AdvanceElapsedTime();
|
||||
}
|
||||
@@ -149,15 +132,12 @@ public static class Engine
|
||||
}
|
||||
|
||||
// Do not let any step take longer than our maximum.
|
||||
if (accumulatedUpdateTime > MaxDeltaTime)
|
||||
{
|
||||
if(accumulatedUpdateTime > MaxDeltaTime) {
|
||||
accumulatedUpdateTime = MaxDeltaTime;
|
||||
}
|
||||
|
||||
if (!quit)
|
||||
{
|
||||
while (accumulatedUpdateTime >= Timestep)
|
||||
{
|
||||
if(!quit) {
|
||||
while(accumulatedUpdateTime >= Timestep) {
|
||||
Profiler.BeginSample("Update");
|
||||
Keyboard.Update();
|
||||
Mouse.Update();
|
||||
@@ -170,7 +150,7 @@ public static class Engine
|
||||
OnUpdate?.Invoke();
|
||||
Profiler.EndSample();
|
||||
|
||||
AudioDevice.WakeThread();
|
||||
//AudioDevice.WakeThread();
|
||||
accumulatedUpdateTime -= Timestep;
|
||||
Profiler.EndSample();
|
||||
}
|
||||
@@ -188,8 +168,7 @@ public static class Engine
|
||||
Profiler.EndFrame();
|
||||
}
|
||||
|
||||
private static TimeSpan AdvanceElapsedTime()
|
||||
{
|
||||
private static TimeSpan AdvanceElapsedTime() {
|
||||
long currentTicks = gameTimer.Elapsed.Ticks;
|
||||
TimeSpan timeAdvanced = TimeSpan.FromTicks(currentTicks - previousTicks);
|
||||
accumulatedUpdateTime += timeAdvanced;
|
||||
@@ -198,12 +177,9 @@ public static class Engine
|
||||
return timeAdvanced;
|
||||
}
|
||||
|
||||
private static void ProcessSDLEvents()
|
||||
{
|
||||
while (SDL.SDL_PollEvent(out SDL.SDL_Event ev) == 1)
|
||||
{
|
||||
switch (ev.type)
|
||||
{
|
||||
private static void ProcessSDLEvents() {
|
||||
while(SDL.SDL_PollEvent(out SDL.SDL_Event ev) == 1) {
|
||||
switch(ev.type) {
|
||||
case SDL.SDL_EventType.SDL_QUIT:
|
||||
Quit();
|
||||
break;
|
||||
@@ -239,16 +215,14 @@ public static class Engine
|
||||
/* To calculate the sleep precision of the OS, we take the worst case
|
||||
* time spent sleeping over the results of previous requests to sleep 1ms.
|
||||
*/
|
||||
private static void UpdateEstimatedSleepPrecision(TimeSpan timeSpentSleeping)
|
||||
{
|
||||
private static void UpdateEstimatedSleepPrecision(TimeSpan timeSpentSleeping) {
|
||||
/* It is unlikely that the scheduler will actually be more imprecise than
|
||||
* 4ms and we don't want to get wrecked by a single long sleep so we cap this
|
||||
* value at 4ms for sanity.
|
||||
*/
|
||||
TimeSpan upperTimeBound = TimeSpan.FromMilliseconds(4);
|
||||
|
||||
if (timeSpentSleeping > upperTimeBound)
|
||||
{
|
||||
if(timeSpentSleeping > upperTimeBound) {
|
||||
timeSpentSleeping = upperTimeBound;
|
||||
}
|
||||
|
||||
@@ -257,17 +231,12 @@ public static class Engine
|
||||
* is if we either 1) just got a new worst case, or 2) the worst case was
|
||||
* the oldest entry on the list.
|
||||
*/
|
||||
if (timeSpentSleeping >= worstCaseSleepPrecision)
|
||||
{
|
||||
if(timeSpentSleeping >= worstCaseSleepPrecision) {
|
||||
worstCaseSleepPrecision = timeSpentSleeping;
|
||||
}
|
||||
else if (previousSleepTimes[sleepTimeIndex] == worstCaseSleepPrecision)
|
||||
{
|
||||
} else if(previousSleepTimes[sleepTimeIndex] == worstCaseSleepPrecision) {
|
||||
TimeSpan maxSleepTime = TimeSpan.MinValue;
|
||||
for (int i = 0; i < previousSleepTimes.Length; i++)
|
||||
{
|
||||
if (previousSleepTimes[i] > maxSleepTime)
|
||||
{
|
||||
for(int i = 0; i < previousSleepTimes.Length; i++) {
|
||||
if(previousSleepTimes[i] > maxSleepTime) {
|
||||
maxSleepTime = previousSleepTimes[i];
|
||||
}
|
||||
}
|
||||
|
||||
@@ -68,10 +68,10 @@ public class GraphicsDevice : IDisposable
|
||||
|
||||
internal void LoadDefaultPipelines()
|
||||
{
|
||||
FullscreenVertexShader = ResourceManager.Load<Shader>("Shaders/Fullscreen.vert");
|
||||
VideoFragmentShader = ResourceManager.Load<Shader>("Shaders/Video.frag");
|
||||
TextVertexShader = ResourceManager.Load<Shader>("Shaders/Text.vert");
|
||||
TextFragmentShader = ResourceManager.Load<Shader>("Shaders/Text.frag");
|
||||
FullscreenVertexShader = ResourceManager.Retain<Shader>("Shaders/Fullscreen.vert");
|
||||
VideoFragmentShader = ResourceManager.Retain<Shader>("Shaders/Video.frag");
|
||||
TextVertexShader = ResourceManager.Retain<Shader>("Shaders/Text.vert");
|
||||
TextFragmentShader = ResourceManager.Retain<Shader>("Shaders/Text.frag");
|
||||
|
||||
VideoPipeline = new GraphicsPipeline(
|
||||
this,
|
||||
@@ -373,10 +373,10 @@ public class GraphicsDevice : IDisposable
|
||||
resources.Clear();
|
||||
}
|
||||
|
||||
ResourceManager.Unload(FullscreenVertexShader);
|
||||
ResourceManager.Unload(TextFragmentShader);
|
||||
ResourceManager.Unload(TextVertexShader);
|
||||
ResourceManager.Unload(VideoFragmentShader);
|
||||
ResourceManager.Release(FullscreenVertexShader);
|
||||
ResourceManager.Release(TextFragmentShader);
|
||||
ResourceManager.Release(TextVertexShader);
|
||||
ResourceManager.Release(VideoFragmentShader);
|
||||
}
|
||||
|
||||
Refresh.Refresh_DestroyDevice(Handle);
|
||||
|
||||
@@ -60,8 +60,8 @@ public class GuiController : IDisposable
|
||||
io.DisplaySize = new Vector2(mainWindow.Width, mainWindow.Height);
|
||||
io.DisplayFramebufferScale = Vector2.One;
|
||||
|
||||
imGuiVertexShader = ResourceManager.Load<Shader>("Shaders/ImGui.vert");
|
||||
imGuiFragmentShader = ResourceManager.Load<Shader>("Shaders/ImGui.frag");
|
||||
imGuiVertexShader = ResourceManager.Retain<Shader>("Shaders/ImGui.vert");
|
||||
imGuiFragmentShader = ResourceManager.Retain<Shader>("Shaders/ImGui.frag");
|
||||
|
||||
imGuiSampler = new Sampler(graphicsDevice, SamplerCreateInfo.LinearClamp);
|
||||
|
||||
@@ -630,8 +630,8 @@ public class GuiController : IDisposable
|
||||
fontTexture?.Dispose();
|
||||
imGuiVertexBuffer?.Dispose();
|
||||
imGuiIndexBuffer?.Dispose();
|
||||
ResourceManager.Unload(imGuiVertexShader);
|
||||
ResourceManager.Unload(imGuiFragmentShader);
|
||||
ResourceManager.Release(imGuiVertexShader);
|
||||
ResourceManager.Release(imGuiFragmentShader);
|
||||
imGuiPipeline?.Dispose();
|
||||
imGuiSampler?.Dispose();
|
||||
resourceUploader?.Dispose();
|
||||
|
||||
@@ -1,109 +0,0 @@
|
||||
using System.Diagnostics;
|
||||
|
||||
namespace Nerfed.Runtime;
|
||||
|
||||
public sealed class JobSystem : IDisposable
|
||||
{
|
||||
public static readonly JobSystem Default = new JobSystem();
|
||||
|
||||
private Thread[] workers;
|
||||
private SemaphoreSlim startSignal;
|
||||
private CountdownEvent completionEvent;
|
||||
private volatile bool running;
|
||||
|
||||
// Shared per-dispatch state written by main thread before workers wake.
|
||||
private volatile Action<int> currentAction;
|
||||
private int workCount;
|
||||
private int nextIndex; // grabbed with Interlocked.Increment for work-stealing
|
||||
|
||||
public int WorkerCount => workers?.Length ?? 0;
|
||||
public bool IsInitialized => workers != null;
|
||||
|
||||
public void Initialize(int threadCount = -1)
|
||||
{
|
||||
if (IsInitialized)
|
||||
{
|
||||
throw new InvalidOperationException("JobSystem is already initialized. Call Shutdown first.");
|
||||
}
|
||||
|
||||
threadCount = threadCount < 0
|
||||
? Math.Max(1, Environment.ProcessorCount - 2)
|
||||
: Math.Max(1, threadCount);
|
||||
|
||||
running = true;
|
||||
startSignal = new SemaphoreSlim(0);
|
||||
completionEvent = new CountdownEvent(1);
|
||||
workers = new Thread[threadCount];
|
||||
|
||||
for (int i = 0; i < threadCount; i++)
|
||||
{
|
||||
workers[i] = new Thread(WorkerLoop)
|
||||
{
|
||||
IsBackground = true,
|
||||
Name = $"Job-{i}",
|
||||
};
|
||||
workers[i].Start();
|
||||
}
|
||||
}
|
||||
|
||||
public void Dispatch(int count, Action<int> action)
|
||||
{
|
||||
if (count <= 0) return;
|
||||
|
||||
if (!IsInitialized)
|
||||
{
|
||||
// Safe fallback: run inline if Initialize was never called.
|
||||
for (int i = 0; i < count; i++)
|
||||
action(i);
|
||||
return;
|
||||
}
|
||||
|
||||
currentAction = action;
|
||||
workCount = count;
|
||||
Volatile.Write(ref nextIndex, 0);
|
||||
|
||||
completionEvent.Reset(workers.Length);
|
||||
startSignal.Release(workers.Length);
|
||||
completionEvent.Wait();
|
||||
|
||||
currentAction = null;
|
||||
}
|
||||
|
||||
public void Shutdown()
|
||||
{
|
||||
if (!IsInitialized) return;
|
||||
|
||||
running = false;
|
||||
startSignal.Release(workers.Length); // wake all workers so they can see running=false and exit
|
||||
|
||||
foreach (Thread t in workers)
|
||||
t.Join();
|
||||
|
||||
completionEvent.Dispose();
|
||||
startSignal.Dispose();
|
||||
workers = null;
|
||||
}
|
||||
|
||||
public void Dispose() => Shutdown();
|
||||
|
||||
private void WorkerLoop()
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
startSignal.Wait();
|
||||
if (!running) return;
|
||||
|
||||
Action<int> action = currentAction;
|
||||
int total = workCount;
|
||||
|
||||
while (true)
|
||||
{
|
||||
int index = Interlocked.Increment(ref nextIndex) - 1;
|
||||
if (index >= total) break;
|
||||
action(index);
|
||||
}
|
||||
|
||||
completionEvent.Signal();
|
||||
}
|
||||
}
|
||||
}
|
||||
+49
-695
@@ -10,11 +10,6 @@ public struct ProfilerScope : IDisposable
|
||||
Profiler.BeginSample(label);
|
||||
}
|
||||
|
||||
public ProfilerScope(string label, string category, ulong tagMask = 0)
|
||||
{
|
||||
Profiler.BeginSample(label, category, tagMask);
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
Profiler.EndSample();
|
||||
@@ -23,289 +18,18 @@ public struct ProfilerScope : IDisposable
|
||||
|
||||
public static class Profiler
|
||||
{
|
||||
public enum CaptureMode
|
||||
public class Frame(uint frameCount)
|
||||
{
|
||||
Instrumented = 0,
|
||||
SampledInstrumentation = 1,
|
||||
}
|
||||
|
||||
private sealed class ThreadProfilerState
|
||||
{
|
||||
public readonly Stack<ScopeNode> Scopes = new Stack<ScopeNode>();
|
||||
public readonly Stack<bool> CaptureDecisions = new Stack<bool>();
|
||||
public int SampleCursor;
|
||||
public int ThreadId;
|
||||
}
|
||||
|
||||
public readonly struct LabelMetrics
|
||||
{
|
||||
public LabelMetrics(double inclusiveMs, double selfMs, uint calls, double minInclusiveMs, double maxInclusiveMs, long allocatedBytes, long selfAllocatedBytes)
|
||||
{
|
||||
InclusiveMs = inclusiveMs;
|
||||
SelfMs = selfMs;
|
||||
Calls = calls;
|
||||
MinInclusiveMs = minInclusiveMs;
|
||||
MaxInclusiveMs = maxInclusiveMs;
|
||||
AllocatedBytes = allocatedBytes;
|
||||
SelfAllocatedBytes = selfAllocatedBytes;
|
||||
}
|
||||
|
||||
public double InclusiveMs { get; }
|
||||
public double SelfMs { get; }
|
||||
public uint Calls { get; }
|
||||
public double MinInclusiveMs { get; }
|
||||
public double MaxInclusiveMs { get; }
|
||||
public long AllocatedBytes { get; }
|
||||
public long SelfAllocatedBytes { get; }
|
||||
}
|
||||
|
||||
public readonly struct RollingLabelMetrics
|
||||
{
|
||||
public RollingLabelMetrics(double averageMs, double minMs, double maxMs, double p95Ms, int samples)
|
||||
{
|
||||
AverageMs = averageMs;
|
||||
MinMs = minMs;
|
||||
MaxMs = maxMs;
|
||||
P95Ms = p95Ms;
|
||||
Samples = samples;
|
||||
}
|
||||
|
||||
public double AverageMs { get; }
|
||||
public double MinMs { get; }
|
||||
public double MaxMs { get; }
|
||||
public double P95Ms { get; }
|
||||
public int Samples { get; }
|
||||
}
|
||||
|
||||
public readonly struct ThreadMetrics
|
||||
{
|
||||
public ThreadMetrics(double inclusiveMs, double selfMs, uint calls, bool overBudget)
|
||||
{
|
||||
InclusiveMs = inclusiveMs;
|
||||
SelfMs = selfMs;
|
||||
Calls = calls;
|
||||
OverBudget = overBudget;
|
||||
}
|
||||
|
||||
public double InclusiveMs { get; }
|
||||
public double SelfMs { get; }
|
||||
public uint Calls { get; }
|
||||
public bool OverBudget { get; }
|
||||
}
|
||||
|
||||
public readonly struct RollingThreadMetrics
|
||||
{
|
||||
public RollingThreadMetrics(double averageMs, double p95Ms, double maxMs, int samples, int budgetMisses)
|
||||
{
|
||||
AverageMs = averageMs;
|
||||
P95Ms = p95Ms;
|
||||
MaxMs = maxMs;
|
||||
Samples = samples;
|
||||
BudgetMisses = budgetMisses;
|
||||
}
|
||||
|
||||
public double AverageMs { get; }
|
||||
public double P95Ms { get; }
|
||||
public double MaxMs { get; }
|
||||
public int Samples { get; }
|
||||
public int BudgetMisses { get; }
|
||||
}
|
||||
|
||||
private sealed class RollingWindow
|
||||
{
|
||||
private readonly double[] values;
|
||||
private readonly double[] sortBuffer; // pre-allocated; avoids per-snapshot heap allocation
|
||||
private int index;
|
||||
private int count;
|
||||
|
||||
public RollingWindow(int capacity)
|
||||
{
|
||||
int size = Math.Max(8, capacity);
|
||||
values = new double[size];
|
||||
sortBuffer = new double[size];
|
||||
}
|
||||
|
||||
public void Add(double value)
|
||||
{
|
||||
values[index] = value;
|
||||
index = (index + 1) % values.Length;
|
||||
if (count < values.Length)
|
||||
{
|
||||
count++;
|
||||
}
|
||||
}
|
||||
|
||||
public RollingLabelMetrics Snapshot()
|
||||
{
|
||||
if (count == 0)
|
||||
{
|
||||
return default;
|
||||
}
|
||||
|
||||
double sum = 0;
|
||||
double min = double.MaxValue;
|
||||
double max = double.MinValue;
|
||||
|
||||
int start = (index - count + values.Length) % values.Length;
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
double value = values[(start + i) % values.Length];
|
||||
sortBuffer[i] = value;
|
||||
sum += value;
|
||||
min = Math.Min(min, value);
|
||||
max = Math.Max(max, value);
|
||||
}
|
||||
|
||||
Array.Sort(sortBuffer, 0, count);
|
||||
int percentileIndex = (int)Math.Ceiling((count - 1) * 0.95d);
|
||||
double p95 = sortBuffer[Math.Clamp(percentileIndex, 0, count - 1)];
|
||||
return new RollingLabelMetrics(sum / count, min, max, p95, count);
|
||||
}
|
||||
}
|
||||
|
||||
private sealed class RollingThreadWindow
|
||||
{
|
||||
private readonly double[] durations;
|
||||
private readonly double[] sortBuffer; // pre-allocated; avoids per-snapshot heap allocation
|
||||
private readonly byte[] misses;
|
||||
private int index;
|
||||
private int count;
|
||||
|
||||
public RollingThreadWindow(int capacity)
|
||||
{
|
||||
int size = Math.Max(8, capacity);
|
||||
durations = new double[size];
|
||||
sortBuffer = new double[size];
|
||||
misses = new byte[size];
|
||||
}
|
||||
|
||||
public void Add(double durationMs, bool budgetMiss)
|
||||
{
|
||||
durations[index] = durationMs;
|
||||
misses[index] = budgetMiss ? (byte)1 : (byte)0;
|
||||
index = (index + 1) % durations.Length;
|
||||
if (count < durations.Length)
|
||||
{
|
||||
count++;
|
||||
}
|
||||
}
|
||||
|
||||
public RollingThreadMetrics Snapshot()
|
||||
{
|
||||
if (count == 0)
|
||||
{
|
||||
return default;
|
||||
}
|
||||
|
||||
double sum = 0;
|
||||
double max = double.MinValue;
|
||||
int budgetMisses = 0;
|
||||
|
||||
int start = (index - count + durations.Length) % durations.Length;
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
int at = (start + i) % durations.Length;
|
||||
double value = durations[at];
|
||||
sum += value;
|
||||
max = Math.Max(max, value);
|
||||
budgetMisses += misses[at];
|
||||
sortBuffer[i] = value;
|
||||
}
|
||||
|
||||
Array.Sort(sortBuffer, 0, count);
|
||||
int percentileIndex = (int)Math.Ceiling((count - 1) * 0.95d);
|
||||
double p95 = sortBuffer[Math.Clamp(percentileIndex, 0, count - 1)];
|
||||
return new RollingThreadMetrics(sum / count, p95, max, count, budgetMisses);
|
||||
}
|
||||
}
|
||||
|
||||
public class Frame
|
||||
{
|
||||
private readonly List<ScopeNode> rootNodes = new List<ScopeNode>(8);
|
||||
private readonly object rootNodesLock = new object();
|
||||
private readonly Dictionary<string, LabelMetrics> labelMetrics = new Dictionary<string, LabelMetrics>(128, StringComparer.Ordinal);
|
||||
private readonly Dictionary<string, LabelMetrics> categoryMetrics = new Dictionary<string, LabelMetrics>(32, StringComparer.Ordinal);
|
||||
private readonly Dictionary<int, ThreadMetrics> threadMetrics = new Dictionary<int, ThreadMetrics>(16);
|
||||
private readonly List<int> knownThreadIds = new List<int>(16); // avoids Keys.ToArray() in ApplyThreadBudgetFlags
|
||||
|
||||
public uint FrameCount { get; private set; }
|
||||
public long StartTime { get; private set; }
|
||||
public uint FrameCount { get; } = frameCount;
|
||||
public long StartTime { get; } = Stopwatch.GetTimestamp();
|
||||
public long EndTime { get; private set; }
|
||||
|
||||
public IReadOnlyList<ScopeNode> RootNodes => rootNodes;
|
||||
public IReadOnlyDictionary<string, LabelMetrics> LabelMetrics => labelMetrics;
|
||||
public IReadOnlyDictionary<string, LabelMetrics> CategoryMetrics => categoryMetrics;
|
||||
public IReadOnlyDictionary<int, ThreadMetrics> ThreadMetrics => threadMetrics;
|
||||
// Use a concurrent list to collect all thread root nodes per frame.
|
||||
public ConcurrentBag<ScopeNode> RootNodes = new ConcurrentBag<ScopeNode>();
|
||||
|
||||
// Return concrete types so callers can use the struct enumerator and avoid boxing.
|
||||
internal Dictionary<string, LabelMetrics> LabelMetricsRaw => labelMetrics;
|
||||
internal Dictionary<int, ThreadMetrics> ThreadMetricsRaw => threadMetrics;
|
||||
|
||||
public long AllocatedBytesStart { get; private set; }
|
||||
public long AllocatedBytesEnd { get; private set; }
|
||||
public long AllocatedBytesDelta { get; private set; }
|
||||
public int Gen0CollectionsStart { get; private set; }
|
||||
public int Gen1CollectionsStart { get; private set; }
|
||||
public int Gen2CollectionsStart { get; private set; }
|
||||
public int Gen0CollectionsEnd { get; private set; }
|
||||
public int Gen1CollectionsEnd { get; private set; }
|
||||
public int Gen2CollectionsEnd { get; private set; }
|
||||
public int Gen0CollectionsDelta { get; private set; }
|
||||
public int Gen1CollectionsDelta { get; private set; }
|
||||
public int Gen2CollectionsDelta { get; private set; }
|
||||
public bool OverBudget { get; private set; }
|
||||
public double BudgetMilliseconds { get; private set; }
|
||||
|
||||
internal void Reset(uint frameCount)
|
||||
{
|
||||
FrameCount = frameCount;
|
||||
StartTime = Stopwatch.GetTimestamp();
|
||||
EndTime = 0;
|
||||
OverBudget = false;
|
||||
BudgetMilliseconds = 0;
|
||||
AllocatedBytesStart = GC.GetTotalAllocatedBytes(false);
|
||||
AllocatedBytesEnd = 0;
|
||||
AllocatedBytesDelta = 0;
|
||||
Gen0CollectionsStart = GC.CollectionCount(0);
|
||||
Gen1CollectionsStart = GC.CollectionCount(1);
|
||||
Gen2CollectionsStart = GC.CollectionCount(2);
|
||||
Gen0CollectionsEnd = 0;
|
||||
Gen1CollectionsEnd = 0;
|
||||
Gen2CollectionsEnd = 0;
|
||||
Gen0CollectionsDelta = 0;
|
||||
Gen1CollectionsDelta = 0;
|
||||
Gen2CollectionsDelta = 0;
|
||||
lock (rootNodesLock)
|
||||
{
|
||||
rootNodes.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
internal void AddRootNode(ScopeNode rootNode)
|
||||
{
|
||||
lock (rootNodesLock)
|
||||
{
|
||||
rootNodes.Add(rootNode);
|
||||
}
|
||||
}
|
||||
|
||||
internal void End(double budgetMilliseconds)
|
||||
internal void End()
|
||||
{
|
||||
EndTime = Stopwatch.GetTimestamp();
|
||||
BudgetMilliseconds = budgetMilliseconds;
|
||||
OverBudget = budgetMilliseconds > 0 && ElapsedMilliseconds() > budgetMilliseconds;
|
||||
|
||||
AllocatedBytesEnd = GC.GetTotalAllocatedBytes(false);
|
||||
AllocatedBytesDelta = AllocatedBytesEnd - AllocatedBytesStart;
|
||||
|
||||
Gen0CollectionsEnd = GC.CollectionCount(0);
|
||||
Gen1CollectionsEnd = GC.CollectionCount(1);
|
||||
Gen2CollectionsEnd = GC.CollectionCount(2);
|
||||
Gen0CollectionsDelta = Gen0CollectionsEnd - Gen0CollectionsStart;
|
||||
Gen1CollectionsDelta = Gen1CollectionsEnd - Gen1CollectionsStart;
|
||||
Gen2CollectionsDelta = Gen2CollectionsEnd - Gen2CollectionsStart;
|
||||
|
||||
BuildLabelMetrics();
|
||||
}
|
||||
|
||||
public double ElapsedMilliseconds()
|
||||
@@ -313,280 +37,53 @@ public static class Profiler
|
||||
long elapsedTicks = EndTime - StartTime;
|
||||
return ((double)(elapsedTicks * 1000)) / Stopwatch.Frequency;
|
||||
}
|
||||
|
||||
private void BuildLabelMetrics()
|
||||
{
|
||||
labelMetrics.Clear();
|
||||
categoryMetrics.Clear();
|
||||
threadMetrics.Clear();
|
||||
knownThreadIds.Clear();
|
||||
lock (rootNodesLock)
|
||||
{
|
||||
for (int i = 0; i < rootNodes.Count; i++)
|
||||
{
|
||||
AccumulateLabelMetrics(rootNodes[i]);
|
||||
}
|
||||
|
||||
for (int i = 0; i < rootNodes.Count; i++)
|
||||
{
|
||||
ScopeNode rootNode = rootNodes[i];
|
||||
for (int j = 0; j < rootNode.Children.Count; j++)
|
||||
{
|
||||
AccumulateThreadMetrics(rootNode.ManagedThreadId, rootNode.Children[j]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ApplyThreadBudgetFlags();
|
||||
}
|
||||
|
||||
private void AccumulateLabelMetrics(ScopeNode node)
|
||||
{
|
||||
double inclusiveMs = node.ElapsedMilliseconds();
|
||||
double selfMs = node.SelfMilliseconds();
|
||||
long allocBytes = node.AllocatedBytes;
|
||||
long selfAllocBytes = node.SelfAllocatedBytes();
|
||||
|
||||
if (labelMetrics.TryGetValue(node.Label, out LabelMetrics current))
|
||||
{
|
||||
labelMetrics[node.Label] = new LabelMetrics(
|
||||
current.InclusiveMs + inclusiveMs,
|
||||
current.SelfMs + selfMs,
|
||||
current.Calls + 1,
|
||||
Math.Min(current.MinInclusiveMs, inclusiveMs),
|
||||
Math.Max(current.MaxInclusiveMs, inclusiveMs),
|
||||
current.AllocatedBytes + allocBytes,
|
||||
current.SelfAllocatedBytes + selfAllocBytes);
|
||||
}
|
||||
else
|
||||
{
|
||||
labelMetrics[node.Label] = new LabelMetrics(inclusiveMs, selfMs, 1, inclusiveMs, inclusiveMs, allocBytes, selfAllocBytes);
|
||||
}
|
||||
|
||||
if (categoryMetrics.TryGetValue(node.Category, out LabelMetrics categoryCurrent))
|
||||
{
|
||||
categoryMetrics[node.Category] = new LabelMetrics(
|
||||
categoryCurrent.InclusiveMs + inclusiveMs,
|
||||
categoryCurrent.SelfMs + selfMs,
|
||||
categoryCurrent.Calls + 1,
|
||||
Math.Min(categoryCurrent.MinInclusiveMs, inclusiveMs),
|
||||
Math.Max(categoryCurrent.MaxInclusiveMs, inclusiveMs),
|
||||
categoryCurrent.AllocatedBytes + allocBytes,
|
||||
categoryCurrent.SelfAllocatedBytes + selfAllocBytes);
|
||||
}
|
||||
else
|
||||
{
|
||||
categoryMetrics[node.Category] = new LabelMetrics(inclusiveMs, selfMs, 1, inclusiveMs, inclusiveMs, allocBytes, selfAllocBytes);
|
||||
}
|
||||
|
||||
for (int i = 0; i < node.Children.Count; i++)
|
||||
{
|
||||
AccumulateLabelMetrics(node.Children[i]);
|
||||
}
|
||||
}
|
||||
|
||||
private void AccumulateThreadMetrics(int threadId, ScopeNode node)
|
||||
{
|
||||
double inclusiveMs = node.ElapsedMilliseconds();
|
||||
double selfMs = node.SelfMilliseconds();
|
||||
|
||||
if (threadMetrics.TryGetValue(threadId, out ThreadMetrics current))
|
||||
{
|
||||
threadMetrics[threadId] = new ThreadMetrics(current.InclusiveMs + inclusiveMs, current.SelfMs + selfMs, current.Calls + 1, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
threadMetrics[threadId] = new ThreadMetrics(inclusiveMs, selfMs, 1, false);
|
||||
knownThreadIds.Add(threadId);
|
||||
}
|
||||
|
||||
for (int i = 0; i < node.Children.Count; i++)
|
||||
{
|
||||
AccumulateThreadMetrics(threadId, node.Children[i]);
|
||||
}
|
||||
}
|
||||
|
||||
private void ApplyThreadBudgetFlags()
|
||||
{
|
||||
double perThreadBudget = Math.Max(0d, ThreadBudgetMilliseconds);
|
||||
if (perThreadBudget <= 0d)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// knownThreadIds avoids Keys.ToArray() allocation
|
||||
for (int i = 0; i < knownThreadIds.Count; i++)
|
||||
{
|
||||
int key = knownThreadIds[i];
|
||||
ThreadMetrics metric = threadMetrics[key];
|
||||
threadMetrics[key] = new ThreadMetrics(metric.InclusiveMs, metric.SelfMs, metric.Calls, metric.InclusiveMs > perThreadBudget);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public class ScopeNode
|
||||
public class ScopeNode(string label)
|
||||
{
|
||||
public string Label { get; private set; } = string.Empty;
|
||||
public string Category { get; private set; } = DefaultCategory;
|
||||
public ulong TagMask { get; private set; }
|
||||
public long StartTime { get; private set; }
|
||||
public string Label { get; } = label;
|
||||
public long StartTime { get; private set; } = Stopwatch.GetTimestamp(); // Start time in ticks
|
||||
public long EndTime { get; private set; }
|
||||
public int ManagedThreadId { get; private set; }
|
||||
public int ManagedThreadId { get; } = Environment.CurrentManagedThreadId;
|
||||
public List<ScopeNode> Children { get; } = new List<ScopeNode>();
|
||||
public long AllocatedBytes { get; private set; }
|
||||
public long ProfilerSetupBytes { get; private set; }
|
||||
internal ScopeNode Parent { get; private set; }
|
||||
internal long ChildrenDurationTicks { get; private set; }
|
||||
internal long ChildrenAllocatedBytes { get; private set; }
|
||||
private long allocatedBytesAtStart;
|
||||
|
||||
internal void Reset(string label, string category, ulong tagMask, int managedThreadId, ScopeNode parent)
|
||||
{
|
||||
Label = label;
|
||||
Category = string.IsNullOrEmpty(category) ? DefaultCategory : category;
|
||||
TagMask = tagMask;
|
||||
ManagedThreadId = managedThreadId;
|
||||
Parent = parent;
|
||||
StartTime = Stopwatch.GetTimestamp();
|
||||
EndTime = 0;
|
||||
ChildrenDurationTicks = 0;
|
||||
ChildrenAllocatedBytes = 0;
|
||||
AllocatedBytes = 0;
|
||||
ProfilerSetupBytes = 0;
|
||||
Children.Clear();
|
||||
allocatedBytesAtStart = GC.GetAllocatedBytesForCurrentThread();
|
||||
}
|
||||
|
||||
internal void End()
|
||||
{
|
||||
if (EndTime != 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
EndTime = Stopwatch.GetTimestamp();
|
||||
if (Parent != null)
|
||||
{
|
||||
// Root nodes are ended from FinalizeCurrentFrame on the main thread, so their
|
||||
// GC counter would be from the wrong thread. Only track alloc on non-root nodes.
|
||||
AllocatedBytes = Math.Max(0, GC.GetAllocatedBytesForCurrentThread() - allocatedBytesAtStart);
|
||||
Parent.ChildrenDurationTicks += Math.Max(0, EndTime - StartTime);
|
||||
Parent.ChildrenAllocatedBytes += AllocatedBytes;
|
||||
}
|
||||
EndTime = Stopwatch.GetTimestamp(); // End time in ticks
|
||||
}
|
||||
|
||||
public double ElapsedMilliseconds()
|
||||
{
|
||||
return ((double)(Math.Max(0, EndTime - StartTime))) * 1000 / Stopwatch.Frequency;
|
||||
return ((double)(EndTime - StartTime)) * 1000 / Stopwatch.Frequency; // Convert ticks to ms
|
||||
}
|
||||
|
||||
public double SelfMilliseconds()
|
||||
// Add a child node (used for nested scopes)
|
||||
internal ScopeNode AddChild(string label)
|
||||
{
|
||||
long elapsedTicks = Math.Max(0, EndTime - StartTime);
|
||||
long selfTicks = Math.Max(0, elapsedTicks - ChildrenDurationTicks);
|
||||
return ((double)selfTicks) * 1000 / Stopwatch.Frequency;
|
||||
}
|
||||
|
||||
public long SelfAllocatedBytes()
|
||||
{
|
||||
return Math.Max(0, AllocatedBytes - ChildrenAllocatedBytes);
|
||||
}
|
||||
|
||||
// Called after all profiler setup (Children.Add + scopes.Push) to measure overhead within this scope's window.
|
||||
internal void NoteSetupOverhead()
|
||||
{
|
||||
ProfilerSetupBytes = Math.Max(0, GC.GetAllocatedBytesForCurrentThread() - allocatedBytesAtStart);
|
||||
}
|
||||
|
||||
internal ScopeNode AddChild(string label, string category, ulong tagMask)
|
||||
{
|
||||
ScopeNode child = RentNode(label, category, tagMask, ManagedThreadId, this);
|
||||
ScopeNode child = new ScopeNode(label);
|
||||
Children.Add(child);
|
||||
return child;
|
||||
}
|
||||
}
|
||||
|
||||
private const int maxFrames = 128;
|
||||
private const int rollingWindowSize = 240;
|
||||
private const string DefaultCategory = "General";
|
||||
|
||||
public static bool IsRecording { get; private set; } = true;
|
||||
public static double FrameBudgetMilliseconds { get; set; } = 16.667;
|
||||
public static double ThreadBudgetMilliseconds { get; set; } = 8.333;
|
||||
public static CaptureMode Mode { get; set; } = CaptureMode.Instrumented;
|
||||
public static int SamplingStride { get; set; } = 8;
|
||||
|
||||
// Store only the last x amount of frames in memory.
|
||||
public static readonly BoundedQueue<Frame> Frames = new(maxFrames);
|
||||
|
||||
// trackAllValues=false; registeredThreadStates avoids ThreadLocal.Values allocating a ReadOnlyCollection each call
|
||||
private static readonly ThreadLocal<ThreadProfilerState> threadStates =
|
||||
new ThreadLocal<ThreadProfilerState>(() =>
|
||||
{
|
||||
ThreadProfilerState state = new ThreadProfilerState();
|
||||
lock (registeredThreadStatesLock)
|
||||
{
|
||||
registeredThreadStates.Add(state);
|
||||
}
|
||||
|
||||
return state;
|
||||
});
|
||||
|
||||
private static readonly List<ThreadProfilerState> registeredThreadStates = new List<ThreadProfilerState>(8);
|
||||
private static readonly object registeredThreadStatesLock = new object();
|
||||
|
||||
private static readonly ConcurrentDictionary<int, string> threadRootLabelCache = new ConcurrentDictionary<int, string>();
|
||||
private static readonly ConcurrentBag<ScopeNode> nodePool = new ConcurrentBag<ScopeNode>();
|
||||
private static readonly ConcurrentBag<Frame> framePool = new ConcurrentBag<Frame>(); // pooled; avoids per-frame Frame allocation
|
||||
private static readonly Dictionary<string, RollingWindow> rollingWindows = new Dictionary<string, RollingWindow>(256, StringComparer.Ordinal);
|
||||
private static readonly Dictionary<int, RollingThreadWindow> rollingThreadWindows = new Dictionary<int, RollingThreadWindow>(16);
|
||||
private static readonly object rollingWindowsLock = new object();
|
||||
// Use ThreadLocal to store a stack of ScopeNodes per thread and enable tracking of thread-local values.
|
||||
private static readonly ThreadLocal<Stack<ScopeNode>> threadLocalScopes = new ThreadLocal<Stack<ScopeNode>>(() => new Stack<ScopeNode>(), true);
|
||||
|
||||
private static Frame currentFrame = null;
|
||||
private static uint frameCount = 0;
|
||||
|
||||
public static void SetActive(bool isRecording)
|
||||
{
|
||||
if (IsRecording && !isRecording)
|
||||
{
|
||||
FinalizeCurrentFrame();
|
||||
}
|
||||
|
||||
IsRecording = isRecording;
|
||||
}
|
||||
|
||||
public static int CopyFramesTo(List<Frame> destination)
|
||||
{
|
||||
return Frames.CopyTo(destination);
|
||||
}
|
||||
|
||||
public static IReadOnlyDictionary<string, RollingLabelMetrics> GetRollingLabelMetricsSnapshot()
|
||||
{
|
||||
lock (rollingWindowsLock)
|
||||
{
|
||||
Dictionary<string, RollingLabelMetrics> snapshot = new Dictionary<string, RollingLabelMetrics>(rollingWindows.Count, StringComparer.Ordinal);
|
||||
foreach (KeyValuePair<string, RollingWindow> pair in rollingWindows)
|
||||
{
|
||||
snapshot[pair.Key] = pair.Value.Snapshot();
|
||||
}
|
||||
|
||||
return snapshot;
|
||||
}
|
||||
}
|
||||
|
||||
public static IReadOnlyDictionary<int, RollingThreadMetrics> GetRollingThreadMetricsSnapshot()
|
||||
{
|
||||
lock (rollingWindowsLock)
|
||||
{
|
||||
Dictionary<int, RollingThreadMetrics> snapshot = new Dictionary<int, RollingThreadMetrics>(rollingThreadWindows.Count);
|
||||
foreach (KeyValuePair<int, RollingThreadWindow> pair in rollingThreadWindows)
|
||||
{
|
||||
snapshot[pair.Key] = pair.Value.Snapshot();
|
||||
}
|
||||
|
||||
return snapshot;
|
||||
}
|
||||
}
|
||||
|
||||
[Conditional("PROFILING")]
|
||||
public static void BeginFrame()
|
||||
{
|
||||
@@ -595,12 +92,7 @@ public static class Profiler
|
||||
return;
|
||||
}
|
||||
|
||||
if (currentFrame != null)
|
||||
{
|
||||
FinalizeCurrentFrame();
|
||||
}
|
||||
|
||||
currentFrame = RentFrame(frameCount);
|
||||
currentFrame = new Frame(frameCount);
|
||||
}
|
||||
|
||||
[Conditional("PROFILING")]
|
||||
@@ -611,202 +103,64 @@ public static class Profiler
|
||||
return;
|
||||
}
|
||||
|
||||
FinalizeCurrentFrame();
|
||||
foreach (Stack<ScopeNode> scopes in threadLocalScopes.Values)
|
||||
{
|
||||
if (scopes.Count > 0)
|
||||
{
|
||||
// Pop the left over root nodes.
|
||||
ScopeNode currentScope = scopes.Pop();
|
||||
currentScope.End();
|
||||
}
|
||||
|
||||
// Clean up the thread-local stack to ensure it's empty for the next frame.
|
||||
scopes.Clear();
|
||||
}
|
||||
|
||||
currentFrame.End();
|
||||
Frames.Enqueue(currentFrame);
|
||||
frameCount++;
|
||||
}
|
||||
|
||||
[Conditional("PROFILING")]
|
||||
public static void BeginSample(string label)
|
||||
{
|
||||
BeginSample(label, DefaultCategory, 0);
|
||||
}
|
||||
|
||||
[Conditional("PROFILING")]
|
||||
public static void BeginSample(string label, string category, ulong tagMask = 0)
|
||||
{
|
||||
if (!IsRecording || currentFrame == null)
|
||||
if (!IsRecording)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
ThreadProfilerState state = threadStates.Value;
|
||||
state.ThreadId = Environment.CurrentManagedThreadId;
|
||||
|
||||
bool parentCaptured = state.CaptureDecisions.Count > 0 && state.CaptureDecisions.Peek();
|
||||
bool capture = parentCaptured || Mode == CaptureMode.Instrumented || ShouldSample(state);
|
||||
state.CaptureDecisions.Push(capture);
|
||||
|
||||
if (!capture)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Stack<ScopeNode> scopes = state.Scopes;
|
||||
Frame frame = currentFrame;
|
||||
if (frame == null)
|
||||
{
|
||||
state.CaptureDecisions.Pop();
|
||||
return;
|
||||
}
|
||||
Stack<ScopeNode> scopes = threadLocalScopes.Value; // Get the stack for the current thread
|
||||
|
||||
if (scopes.Count == 0)
|
||||
{
|
||||
int threadId = state.ThreadId;
|
||||
ScopeNode rootScopeNode = RentNode(GetThreadRootLabel(threadId), DefaultCategory, 0, threadId, null);
|
||||
// First scope for this thread (new root for this thread)
|
||||
ScopeNode rootScopeNode = new ScopeNode($"Thread-{Environment.CurrentManagedThreadId}");
|
||||
scopes.Push(rootScopeNode);
|
||||
frame.AddRootNode(rootScopeNode);
|
||||
currentFrame.RootNodes.Add(rootScopeNode); // Add root node to the frame list
|
||||
}
|
||||
|
||||
ScopeNode newScope = scopes.Peek().AddChild(label, category, tagMask);
|
||||
scopes.Push(newScope);
|
||||
newScope.NoteSetupOverhead();
|
||||
// Create a new child under the current top of the stack
|
||||
ScopeNode newScope = scopes.Peek().AddChild(label);
|
||||
|
||||
scopes.Push(newScope); // Push new scope to the thread's stack
|
||||
}
|
||||
|
||||
[Conditional("PROFILING")]
|
||||
public static void EndSample()
|
||||
{
|
||||
if (!IsRecording || currentFrame == null)
|
||||
if (!IsRecording)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
ThreadProfilerState state = threadStates.Value;
|
||||
if (state.CaptureDecisions.Count == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
Stack<ScopeNode> scopes = threadLocalScopes.Value;
|
||||
|
||||
bool captured = state.CaptureDecisions.Pop();
|
||||
if (!captured)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Stack<ScopeNode> scopes = state.Scopes;
|
||||
|
||||
if (scopes.Count > 1)
|
||||
if (scopes.Count > 0)
|
||||
{
|
||||
// Only pop if this is not the root node.
|
||||
//ScopeNode currentScope = scopes.Count > 1 ? scopes.Pop() : scopes.Peek();
|
||||
ScopeNode currentScope = scopes.Pop();
|
||||
currentScope.End();
|
||||
}
|
||||
}
|
||||
|
||||
private static bool ShouldSample(ThreadProfilerState state)
|
||||
{
|
||||
int stride = Math.Max(1, SamplingStride);
|
||||
state.SampleCursor++;
|
||||
return state.SampleCursor % stride == 0;
|
||||
}
|
||||
|
||||
private static string GetThreadRootLabel(int threadId)
|
||||
{
|
||||
return threadRootLabelCache.GetOrAdd(threadId, static id => $"Thread-{id}");
|
||||
}
|
||||
|
||||
private static Frame RentFrame(uint count)
|
||||
{
|
||||
if (!framePool.TryTake(out Frame frame))
|
||||
{
|
||||
frame = new Frame();
|
||||
}
|
||||
|
||||
frame.Reset(count);
|
||||
return frame;
|
||||
}
|
||||
|
||||
private static ScopeNode RentNode(string label, string category, ulong tagMask, int managedThreadId, ScopeNode parent)
|
||||
{
|
||||
if (!nodePool.TryTake(out ScopeNode node))
|
||||
{
|
||||
node = new ScopeNode();
|
||||
}
|
||||
|
||||
node.Reset(label, category, tagMask, managedThreadId, parent);
|
||||
return node;
|
||||
}
|
||||
|
||||
private static void ReturnNodeTree(ScopeNode node)
|
||||
{
|
||||
for (int i = 0; i < node.Children.Count; i++)
|
||||
{
|
||||
ReturnNodeTree(node.Children[i]);
|
||||
}
|
||||
|
||||
node.Reset(string.Empty, DefaultCategory, 0, 0, null);
|
||||
nodePool.Add(node);
|
||||
}
|
||||
|
||||
private static void FinalizeCurrentFrame()
|
||||
{
|
||||
Frame frame = currentFrame;
|
||||
if (frame == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
lock (registeredThreadStatesLock)
|
||||
{
|
||||
for (int i = 0; i < registeredThreadStates.Count; i++)
|
||||
{
|
||||
ThreadProfilerState state = registeredThreadStates[i];
|
||||
Stack<ScopeNode> scopes = state.Scopes;
|
||||
while (scopes.Count > 0)
|
||||
{
|
||||
scopes.Pop().End();
|
||||
}
|
||||
|
||||
state.CaptureDecisions.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
frame.End(FrameBudgetMilliseconds);
|
||||
|
||||
if (Frames.Enqueue(frame, out Frame evictedFrame))
|
||||
{
|
||||
for (int i = 0; i < evictedFrame.RootNodes.Count; i++)
|
||||
{
|
||||
ReturnNodeTree(evictedFrame.RootNodes[i]);
|
||||
}
|
||||
|
||||
framePool.Add(evictedFrame);
|
||||
}
|
||||
|
||||
UpdateRollingWindows(frame);
|
||||
UpdateRollingThreadWindows(frame);
|
||||
frameCount++;
|
||||
currentFrame = null;
|
||||
}
|
||||
|
||||
private static void UpdateRollingWindows(Frame frame)
|
||||
{
|
||||
lock (rollingWindowsLock)
|
||||
{
|
||||
foreach (KeyValuePair<string, LabelMetrics> pair in frame.LabelMetricsRaw)
|
||||
{
|
||||
if (!rollingWindows.TryGetValue(pair.Key, out RollingWindow window))
|
||||
{
|
||||
window = new RollingWindow(rollingWindowSize);
|
||||
rollingWindows.Add(pair.Key, window);
|
||||
}
|
||||
|
||||
window.Add(pair.Value.InclusiveMs);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static void UpdateRollingThreadWindows(Frame frame)
|
||||
{
|
||||
lock (rollingWindowsLock)
|
||||
{
|
||||
foreach (KeyValuePair<int, ThreadMetrics> pair in frame.ThreadMetricsRaw)
|
||||
{
|
||||
if (!rollingThreadWindows.TryGetValue(pair.Key, out RollingThreadWindow window))
|
||||
{
|
||||
window = new RollingThreadWindow(rollingWindowSize);
|
||||
rollingThreadWindows.Add(pair.Key, window);
|
||||
}
|
||||
|
||||
window.Add(pair.Value.InclusiveMs, pair.Value.OverBudget);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -5,552 +5,152 @@ namespace Nerfed.Runtime;
|
||||
|
||||
public static class ProfilerVisualizer
|
||||
{
|
||||
public sealed class TimelineState
|
||||
{
|
||||
public int SelectedFrameIndex = -1;
|
||||
public int WindowStartIndex = 0;
|
||||
public int VisibleFrameCount = 64;
|
||||
public bool FollowLatest = true;
|
||||
public float Zoom = 1f;
|
||||
public double PanTicks = 0;
|
||||
}
|
||||
private const float barHeight = 20f;
|
||||
private const float barPadding = 2f;
|
||||
|
||||
public readonly struct TimelineRenderResult
|
||||
{
|
||||
public TimelineRenderResult(int selectedFrameIndex, bool selectionChanged, bool userNavigated)
|
||||
{
|
||||
SelectedFrameIndex = selectedFrameIndex;
|
||||
SelectionChanged = selectionChanged;
|
||||
UserNavigated = userNavigated;
|
||||
}
|
||||
|
||||
public int SelectedFrameIndex { get; }
|
||||
public bool SelectionChanged { get; }
|
||||
public bool UserNavigated { get; }
|
||||
}
|
||||
|
||||
private readonly struct HoverEntry
|
||||
{
|
||||
public HoverEntry(Profiler.ScopeNode node, Profiler.Frame frame, int frameIndex, int depth, double timelineStartTicks)
|
||||
{
|
||||
Node = node;
|
||||
Frame = frame;
|
||||
FrameIndex = frameIndex;
|
||||
Depth = depth;
|
||||
DurationMs = TicksToMilliseconds(node.EndTime - node.StartTime);
|
||||
SelfMs = node.SelfMilliseconds();
|
||||
StartInFrameMs = TicksToMilliseconds(node.StartTime - frame.StartTime);
|
||||
EndInFrameMs = TicksToMilliseconds(node.EndTime - frame.StartTime);
|
||||
StartInTimelineMs = TicksToMilliseconds(node.StartTime - timelineStartTicks);
|
||||
EndInTimelineMs = TicksToMilliseconds(node.EndTime - timelineStartTicks);
|
||||
}
|
||||
|
||||
public Profiler.ScopeNode Node { get; }
|
||||
public Profiler.Frame Frame { get; }
|
||||
public int FrameIndex { get; }
|
||||
public int Depth { get; }
|
||||
public double DurationMs { get; }
|
||||
public double SelfMs { get; }
|
||||
public double StartInFrameMs { get; }
|
||||
public double EndInFrameMs { get; }
|
||||
public double StartInTimelineMs { get; }
|
||||
public double EndInTimelineMs { get; }
|
||||
}
|
||||
|
||||
private const float BarHeight = 18f;
|
||||
private const float BarPadding = 2f;
|
||||
private const float ThreadGap = 8f;
|
||||
private const float HeaderHeight = 28f;
|
||||
private const float TimelineHeight = 220f;
|
||||
private const float MinTextWidth = 36f;
|
||||
private static readonly double TickToMs = 1000d / System.Diagnostics.Stopwatch.Frequency;
|
||||
|
||||
// Backwards-compatible entry point used by existing call sites.
|
||||
// Render the flame graph across multiple threads
|
||||
public static void RenderFlameGraph(Profiler.Frame frame)
|
||||
{
|
||||
if (frame == null)
|
||||
if (frame == null) return;
|
||||
if (frame.RootNodes == null) return;
|
||||
|
||||
// Calculate the total timeline duration (max end time across all nodes)
|
||||
double totalDuration = frame.EndTime - frame.StartTime;
|
||||
double startTime = frame.StartTime;
|
||||
|
||||
// Precompute the maximum depth for each thread's call stack
|
||||
Dictionary<int, int> threadMaxDepths = new Dictionary<int, int>();
|
||||
foreach (IGrouping<int, Profiler.ScopeNode> threadGroup in frame.RootNodes.GroupBy(node => node.ManagedThreadId))
|
||||
{
|
||||
return;
|
||||
int maxDepth = 0;
|
||||
foreach (Profiler.ScopeNode rootNode in threadGroup)
|
||||
{
|
||||
maxDepth = Math.Max(maxDepth, GetMaxDepth(rootNode, 0));
|
||||
}
|
||||
threadMaxDepths[threadGroup.Key] = maxDepth;
|
||||
}
|
||||
|
||||
List<Profiler.Frame> frames = new List<Profiler.Frame>(1)
|
||||
{
|
||||
frame
|
||||
};
|
||||
|
||||
TimelineState state = new TimelineState
|
||||
{
|
||||
VisibleFrameCount = 1,
|
||||
SelectedFrameIndex = 0,
|
||||
FollowLatest = true
|
||||
};
|
||||
|
||||
RenderTimeline(frames, state);
|
||||
}
|
||||
|
||||
public static TimelineRenderResult RenderTimeline(IReadOnlyList<Profiler.Frame> frames, TimelineState state)
|
||||
{
|
||||
if (frames == null || frames.Count == 0 || state == null)
|
||||
{
|
||||
return default;
|
||||
}
|
||||
|
||||
bool selectionChanged = false;
|
||||
bool userNavigated = false;
|
||||
|
||||
int frameCount = frames.Count;
|
||||
state.VisibleFrameCount = Math.Clamp(state.VisibleFrameCount, 1, frameCount);
|
||||
state.Zoom = Math.Clamp(state.Zoom, 1f, 128f);
|
||||
|
||||
int maxStartIndex = Math.Max(0, frameCount - state.VisibleFrameCount);
|
||||
if (state.FollowLatest)
|
||||
{
|
||||
state.WindowStartIndex = maxStartIndex;
|
||||
}
|
||||
else
|
||||
{
|
||||
state.WindowStartIndex = Math.Clamp(state.WindowStartIndex, 0, maxStartIndex);
|
||||
}
|
||||
|
||||
int visibleStartIndex = state.WindowStartIndex;
|
||||
int visibleEndIndex = visibleStartIndex + state.VisibleFrameCount - 1;
|
||||
|
||||
if (state.SelectedFrameIndex < 0)
|
||||
{
|
||||
state.SelectedFrameIndex = visibleEndIndex;
|
||||
selectionChanged = true;
|
||||
}
|
||||
state.SelectedFrameIndex = Math.Clamp(state.SelectedFrameIndex, visibleStartIndex, visibleEndIndex);
|
||||
|
||||
Profiler.Frame firstFrame = frames[visibleStartIndex];
|
||||
Profiler.Frame lastFrame = frames[visibleEndIndex];
|
||||
|
||||
double timelineStartTicks = firstFrame.StartTime;
|
||||
double timelineEndTicks = Math.Max(lastFrame.EndTime, firstFrame.StartTime + 1);
|
||||
double timelineDurationTicks = Math.Max(1d, timelineEndTicks - timelineStartTicks);
|
||||
|
||||
double visibleDurationTicks = Math.Max(1d, timelineDurationTicks / state.Zoom);
|
||||
double maxPanTicks = Math.Max(0d, timelineDurationTicks - visibleDurationTicks);
|
||||
if (state.FollowLatest)
|
||||
{
|
||||
state.PanTicks = maxPanTicks;
|
||||
}
|
||||
else
|
||||
{
|
||||
state.PanTicks = Math.Clamp(state.PanTicks, 0d, maxPanTicks);
|
||||
}
|
||||
|
||||
double visibleStartTicks = timelineStartTicks + state.PanTicks;
|
||||
double visibleEndTicks = visibleStartTicks + visibleDurationTicks;
|
||||
|
||||
Dictionary<int, int> threadDepths = BuildThreadDepths(frames, visibleStartIndex, visibleEndIndex);
|
||||
List<int> threadOrder = threadDepths.Keys.OrderBy(x => x).ToList();
|
||||
|
||||
Dictionary<int, float> threadBaseY = new Dictionary<int, float>(threadOrder.Count);
|
||||
float yCursor = HeaderHeight;
|
||||
for (int i = 0; i < threadOrder.Count; i++)
|
||||
{
|
||||
int threadId = threadOrder[i];
|
||||
threadBaseY[threadId] = yCursor;
|
||||
yCursor += ((threadDepths[threadId] + 1) * (BarHeight + BarPadding)) + ThreadGap;
|
||||
}
|
||||
|
||||
float contentHeight = Math.Max(TimelineHeight, yCursor + 6f);
|
||||
|
||||
ImGui.BeginChild("ProfilerTimeline", new Vector2(0, TimelineHeight), ImGuiChildFlags.Border | ImGuiChildFlags.ResizeY, ImGuiWindowFlags.AlwaysVerticalScrollbar);
|
||||
// Start a child window to support scrolling
|
||||
ImGui.BeginChild("FlameGraph", new Vector2(0, 64), ImGuiChildFlags.Border | ImGuiChildFlags.ResizeY, ImGuiWindowFlags.HorizontalScrollbar | ImGuiWindowFlags.AlwaysVerticalScrollbar);
|
||||
|
||||
ImDrawListPtr drawList = ImGui.GetWindowDrawList();
|
||||
Vector2 origin = ImGui.GetCursorScreenPos();
|
||||
Vector2 viewSize = ImGui.GetContentRegionAvail();
|
||||
float canvasWidth = Math.Max(1f, viewSize.X);
|
||||
Vector2 windowPos = ImGui.GetCursorScreenPos();
|
||||
|
||||
uint frameBgColor = ImGui.GetColorU32(ImGuiCol.FrameBg);
|
||||
uint frameBgHoveredColor = ImGui.GetColorU32(ImGuiCol.FrameBgHovered);
|
||||
uint headerColor = ImGui.GetColorU32(ImGuiCol.Header);
|
||||
uint headerHoveredColor = ImGui.GetColorU32(ImGuiCol.HeaderHovered);
|
||||
uint textColor = ImGui.GetColorU32(ImGuiCol.Text);
|
||||
uint borderColor = ImGui.GetColorU32(ImGuiCol.Border);
|
||||
// Sort nodes by ThreadID, ensuring main thread (Thread ID 1) is on top
|
||||
IOrderedEnumerable<IGrouping<int, Profiler.ScopeNode>> threadGroups = frame.RootNodes.GroupBy(node => node.ManagedThreadId).OrderBy(g => g.Key);
|
||||
|
||||
float clipMinX = origin.X;
|
||||
float clipMaxX = origin.X + canvasWidth;
|
||||
float clipMinY = origin.Y;
|
||||
float clipMaxY = origin.Y + Math.Max(1f, ImGui.GetWindowHeight());
|
||||
// Initial Y position for drawing
|
||||
float baseY = windowPos.Y;
|
||||
bool alternate = false;
|
||||
float contentWidth = ImGui.GetContentRegionAvail().X;
|
||||
|
||||
DrawTimelineHeader(drawList, origin, canvasWidth, timelineStartTicks, visibleStartTicks, visibleDurationTicks, textColor, borderColor);
|
||||
|
||||
HoverEntry? hovered = null;
|
||||
|
||||
for (int frameIndex = visibleStartIndex; frameIndex <= visibleEndIndex; frameIndex++)
|
||||
// Draw each thread's flame graph row by row
|
||||
foreach (IGrouping<int, Profiler.ScopeNode> threadGroup in threadGroups)
|
||||
{
|
||||
Profiler.Frame frame = frames[frameIndex];
|
||||
float frameStartX = ToScreenX(frame.StartTime, visibleStartTicks, visibleDurationTicks, origin.X, canvasWidth);
|
||||
float frameEndX = ToScreenX(frame.EndTime, visibleStartTicks, visibleDurationTicks, origin.X, canvasWidth);
|
||||
int threadId = threadGroup.Key;
|
||||
|
||||
if (frameEndX < clipMinX || frameStartX > clipMaxX)
|
||||
// Compute the base Y position for this thread
|
||||
float threadBaseY = baseY;
|
||||
|
||||
// Calculate the maximum height for this thread's flame graph
|
||||
float threadHeight = (threadMaxDepths[threadId] + 1) * (barHeight + barPadding);
|
||||
|
||||
// Draw the alternating background for each thread row
|
||||
uint backgroundColor = ImGui.ColorConvertFloat4ToU32(alternate ? new Vector4(0.2f, 0.2f, 0.2f, 1f) : new Vector4(0.1f, 0.1f, 0.1f, 1f));
|
||||
drawList.AddRectFilled(new Vector2(windowPos.X, threadBaseY), new Vector2(windowPos.X + contentWidth, threadBaseY + threadHeight), backgroundColor);
|
||||
|
||||
alternate = !alternate;
|
||||
|
||||
// Draw each root node in the group (one per thread)
|
||||
foreach (Profiler.ScopeNode rootNode in threadGroup)
|
||||
{
|
||||
continue;
|
||||
RenderNode(drawList, rootNode, startTime, totalDuration, windowPos.X, threadBaseY, 0, contentWidth, false);
|
||||
}
|
||||
|
||||
bool isSelectedFrame = frameIndex == state.SelectedFrameIndex;
|
||||
uint frameShadeColor = (frameIndex & 1) == 0 ? frameBgColor : frameBgHoveredColor;
|
||||
if (isSelectedFrame)
|
||||
{
|
||||
frameShadeColor = LerpColor(headerColor, headerHoveredColor, 0.45f);
|
||||
}
|
||||
|
||||
drawList.AddRectFilled(new Vector2(frameStartX, origin.Y + HeaderHeight), new Vector2(frameEndX, origin.Y + contentHeight), SetAlpha(frameShadeColor, isSelectedFrame ? 0.20f : 0.08f));
|
||||
drawList.AddLine(new Vector2(frameStartX, origin.Y + HeaderHeight), new Vector2(frameStartX, origin.Y + contentHeight), SetAlpha(borderColor, 0.55f), 1f);
|
||||
|
||||
foreach (Profiler.ScopeNode root in frame.RootNodes)
|
||||
{
|
||||
if (!threadBaseY.TryGetValue(root.ManagedThreadId, out float baseY))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
DrawThreadLabel(drawList, origin.X, origin.Y + baseY, root.ManagedThreadId, textColor);
|
||||
for (int i = 0; i < root.Children.Count; i++)
|
||||
{
|
||||
RenderNode(
|
||||
drawList,
|
||||
root.Children[i],
|
||||
frame,
|
||||
frameIndex,
|
||||
baseY,
|
||||
0,
|
||||
visibleStartTicks,
|
||||
visibleDurationTicks,
|
||||
origin.X,
|
||||
origin.Y,
|
||||
canvasWidth,
|
||||
clipMinX,
|
||||
clipMaxX,
|
||||
clipMaxY,
|
||||
ref hovered,
|
||||
textColor,
|
||||
headerColor,
|
||||
headerHoveredColor,
|
||||
frameIndex == state.SelectedFrameIndex);
|
||||
}
|
||||
}
|
||||
|
||||
drawList.AddLine(new Vector2(frameEndX, origin.Y + HeaderHeight), new Vector2(frameEndX, origin.Y + contentHeight), SetAlpha(borderColor, 0.30f), 1f);
|
||||
// Move to the next thread's row (max depth * height per level)
|
||||
baseY += (threadMaxDepths[threadId] + 1) * (barHeight + barPadding);
|
||||
}
|
||||
|
||||
ImGui.Dummy(new Vector2(canvasWidth, contentHeight));
|
||||
|
||||
bool windowHovered = ImGui.IsWindowHovered(ImGuiHoveredFlags.ChildWindows);
|
||||
if (windowHovered)
|
||||
{
|
||||
HandleZoomAndPan(state, timelineStartTicks, timelineDurationTicks, visibleDurationTicks, origin.X, canvasWidth, ref userNavigated);
|
||||
}
|
||||
|
||||
if (windowHovered && ImGui.IsMouseClicked(ImGuiMouseButton.Left))
|
||||
{
|
||||
int clickedFrame = FindFrameIndexByMouseX(frames, visibleStartIndex, visibleEndIndex, visibleStartTicks, visibleDurationTicks, origin.X, canvasWidth, ImGui.GetMousePos().X);
|
||||
if (clickedFrame >= visibleStartIndex && clickedFrame <= visibleEndIndex && clickedFrame != state.SelectedFrameIndex)
|
||||
{
|
||||
state.SelectedFrameIndex = clickedFrame;
|
||||
selectionChanged = true;
|
||||
state.FollowLatest = false;
|
||||
userNavigated = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (hovered.HasValue)
|
||||
{
|
||||
if (ImGui.IsMouseClicked(ImGuiMouseButton.Left) && hovered.Value.FrameIndex != state.SelectedFrameIndex)
|
||||
{
|
||||
state.SelectedFrameIndex = hovered.Value.FrameIndex;
|
||||
selectionChanged = true;
|
||||
state.FollowLatest = false;
|
||||
userNavigated = true;
|
||||
}
|
||||
|
||||
DrawTooltip(hovered.Value);
|
||||
}
|
||||
// Ensure that ImGui knows the size of the content.
|
||||
ImGui.Dummy(new Vector2(contentWidth, baseY));
|
||||
|
||||
ImGui.EndChild();
|
||||
|
||||
return new TimelineRenderResult(state.SelectedFrameIndex, selectionChanged, userNavigated);
|
||||
}
|
||||
|
||||
private static void HandleZoomAndPan(TimelineState state, double timelineStartTicks, double timelineDurationTicks, double visibleDurationTicks, float originX, float canvasWidth, ref bool userNavigated)
|
||||
private static void RenderNode(ImDrawListPtr drawList, Profiler.ScopeNode node, double startTime, double totalDuration, float startX, float baseY, int depth, float contentWidth, bool alternate)
|
||||
{
|
||||
ImGuiIOPtr io = ImGui.GetIO();
|
||||
if (Math.Abs(io.MouseWheel) < float.Epsilon)
|
||||
if (node == null) return;
|
||||
|
||||
double nodeStartTime = node.StartTime - startTime;
|
||||
double nodeEndTime = node.EndTime - startTime;
|
||||
double nodeDuration = nodeEndTime - nodeStartTime;
|
||||
|
||||
// Calculate the position and width of the bar based on time
|
||||
float xPos = (float)(startX + (nodeStartTime / totalDuration) * contentWidth);
|
||||
float width = (float)((nodeDuration / totalDuration) * contentWidth);
|
||||
|
||||
// Calculate the Y position based on depth
|
||||
float yPos = baseY + (depth * (barHeight + barPadding)) + (barPadding * 0.5f);
|
||||
|
||||
// Define the rectangle bounds for the node
|
||||
Vector2 min = new Vector2(xPos, yPos);
|
||||
Vector2 max = new Vector2(xPos + width, yPos + barHeight);
|
||||
|
||||
// Define color.
|
||||
Vector4 barColor = alternate ? new Vector4(0.4f, 0.6f, 0.9f, 1f) : new Vector4(0.4f, 0.5f, 0.8f, 1f);
|
||||
Vector4 textColor = new Vector4(1f, 1f, 1f, 1f);
|
||||
|
||||
if (depth != 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
// Draw the bar for the node (colored based on thread depth)
|
||||
drawList.AddRectFilled(min, max, ImGui.ColorConvertFloat4ToU32(barColor));
|
||||
|
||||
if (!io.KeyCtrl && !io.KeyShift)
|
||||
{
|
||||
return; // plain scroll goes to ImGui vertical scrolling
|
||||
}
|
||||
|
||||
float wheel = io.MouseWheel;
|
||||
io.MouseWheel = 0; // consume so the child window doesn't also scroll vertically
|
||||
|
||||
if (io.KeyCtrl)
|
||||
{
|
||||
float previousZoom = state.Zoom;
|
||||
double visibleStartTicksBefore = timelineStartTicks + state.PanTicks;
|
||||
double mouseT = Math.Clamp((ImGui.GetMousePos().X - originX) / Math.Max(1f, canvasWidth), 0f, 1f);
|
||||
double pivotTick = visibleStartTicksBefore + (visibleDurationTicks * mouseT);
|
||||
|
||||
state.Zoom = Math.Clamp(state.Zoom * MathF.Pow(1.12f, wheel), 1f, 128f);
|
||||
if (Math.Abs(previousZoom - state.Zoom) > float.Epsilon)
|
||||
// Draw the label if it fits inside the bar
|
||||
string label = $"{node.Label} ({node.ElapsedMilliseconds():0.000} ms)";
|
||||
if (width > ImGui.CalcTextSize(label).X)
|
||||
{
|
||||
double newVisibleDurationTicks = Math.Max(1d, timelineDurationTicks / state.Zoom);
|
||||
double newVisibleStartTicks = pivotTick - (newVisibleDurationTicks * mouseT);
|
||||
state.PanTicks = Math.Clamp(newVisibleStartTicks - timelineStartTicks, 0d, Math.Max(0d, timelineDurationTicks - newVisibleDurationTicks));
|
||||
state.FollowLatest = false;
|
||||
userNavigated = true;
|
||||
drawList.AddText(new Vector2(xPos + barPadding, yPos + barPadding), ImGui.ColorConvertFloat4ToU32(textColor), label);
|
||||
}
|
||||
|
||||
// Add tooltip on hover
|
||||
if (ImGui.IsMouseHoveringRect(min, max))
|
||||
{
|
||||
// Show tooltip when hovering over the node
|
||||
ImGui.BeginTooltip();
|
||||
ImGui.Text($"{node.Label}");
|
||||
ImGui.Text($"{node.ElapsedMilliseconds():0.000} ms");
|
||||
ImGui.Text($"{node.ManagedThreadId}");
|
||||
ImGui.EndTooltip();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Shift + scroll: horizontal pan
|
||||
state.PanTicks -= wheel * (visibleDurationTicks * 0.10d);
|
||||
state.FollowLatest = false;
|
||||
userNavigated = true;
|
||||
// Aka root node.
|
||||
string label = $"{node.Label}";
|
||||
drawList.AddText(new Vector2(startX + barPadding, yPos + barPadding), ImGui.ColorConvertFloat4ToU32(textColor), label);
|
||||
}
|
||||
|
||||
// Draw each child node under this node
|
||||
foreach (Profiler.ScopeNode child in node.Children)
|
||||
{
|
||||
alternate = !alternate;
|
||||
RenderNode(drawList, child, startTime, totalDuration, startX, baseY, depth + 1, contentWidth, alternate);
|
||||
}
|
||||
}
|
||||
|
||||
private static int FindFrameIndexByMouseX(IReadOnlyList<Profiler.Frame> frames, int visibleStartIndex, int visibleEndIndex, double visibleStartTicks, double visibleDurationTicks, float originX, float width, float mouseX)
|
||||
// Recursive function to calculate the maximum depth of the node tree
|
||||
private static int GetMaxDepth(Profiler.ScopeNode node, int currentDepth)
|
||||
{
|
||||
double t = Math.Clamp((mouseX - originX) / Math.Max(1f, width), 0f, 1f);
|
||||
double timelineTicks = visibleStartTicks + (visibleDurationTicks * t);
|
||||
|
||||
for (int i = visibleStartIndex; i <= visibleEndIndex; i++)
|
||||
if (node.Children == null || node.Children.Count == 0)
|
||||
{
|
||||
Profiler.Frame frame = frames[i];
|
||||
if (timelineTicks >= frame.StartTime && timelineTicks <= frame.EndTime)
|
||||
{
|
||||
return i;
|
||||
}
|
||||
return currentDepth;
|
||||
}
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
private static void DrawTimelineHeader(ImDrawListPtr drawList, Vector2 origin, float width, double timelineStartTicks, double visibleStartTicks, double visibleDurationTicks, uint textColor, uint borderColor)
|
||||
{
|
||||
drawList.AddLine(new Vector2(origin.X, origin.Y + HeaderHeight), new Vector2(origin.X + width, origin.Y + HeaderHeight), SetAlpha(borderColor, 0.65f), 1f);
|
||||
|
||||
int tickCount = Math.Clamp((int)(width / 130f), 4, 20);
|
||||
for (int i = 0; i <= tickCount; i++)
|
||||
int maxDepth = currentDepth;
|
||||
foreach (Profiler.ScopeNode child in node.Children)
|
||||
{
|
||||
float t = i / (float)tickCount;
|
||||
float x = origin.X + (t * width);
|
||||
drawList.AddLine(new Vector2(x, origin.Y + HeaderHeight - 8f), new Vector2(x, origin.Y + HeaderHeight), SetAlpha(borderColor, 0.8f), 1f);
|
||||
|
||||
double ms = TicksToMilliseconds((visibleStartTicks - timelineStartTicks) + (visibleDurationTicks * t));
|
||||
drawList.AddText(new Vector2(x + 2f, origin.Y + 4f), textColor, $"+{ms:0.0} ms");
|
||||
}
|
||||
}
|
||||
|
||||
private static void DrawThreadLabel(ImDrawListPtr drawList, float x, float y, int threadId, uint textColor)
|
||||
{
|
||||
drawList.AddText(new Vector2(x + 4f, y + 2f), SetAlpha(textColor, 0.85f), $"T{threadId}");
|
||||
}
|
||||
|
||||
private static void DrawTooltip(HoverEntry hover)
|
||||
{
|
||||
ImGui.BeginTooltip();
|
||||
ImGui.Text($"{hover.Node.Label}");
|
||||
ImGui.Separator();
|
||||
ImGui.Text($"Category: {hover.Node.Category}");
|
||||
ImGui.Text($"Tags: 0x{hover.Node.TagMask:X}");
|
||||
ImGui.Text($"Frame: {hover.Frame.FrameCount} (idx {hover.FrameIndex})");
|
||||
ImGui.Text($"Thread: {hover.Node.ManagedThreadId}");
|
||||
ImGui.Text($"Depth: {hover.Depth}");
|
||||
ImGui.Text($"Duration: {hover.DurationMs:0.000} ms");
|
||||
ImGui.Text($"Self: {hover.SelfMs:0.000} ms");
|
||||
ImGui.Text($"Frame Start: {hover.StartInFrameMs:0.000} ms");
|
||||
ImGui.Text($"Frame End: {hover.EndInFrameMs:0.000} ms");
|
||||
ImGui.Text($"Timeline Start: {hover.StartInTimelineMs:0.000} ms");
|
||||
ImGui.Text($"Timeline End: {hover.EndInTimelineMs:0.000} ms");
|
||||
ImGui.Text($"Children: {hover.Node.Children.Count}");
|
||||
if (hover.Node.ProfilerSetupBytes > 0)
|
||||
{
|
||||
ImGui.Separator();
|
||||
ImGui.TextColored(new Vector4(1f, 0.75f, 0f, 1f), $"\u26a0 {hover.Node.ProfilerSetupBytes} B of alloc is profiler warmup overhead");
|
||||
}
|
||||
ImGui.EndTooltip();
|
||||
}
|
||||
|
||||
private static void RenderNode(
|
||||
ImDrawListPtr drawList,
|
||||
Profiler.ScopeNode node,
|
||||
Profiler.Frame frame,
|
||||
int frameIndex,
|
||||
float baseY,
|
||||
int depth,
|
||||
double visibleStartTicks,
|
||||
double visibleDurationTicks,
|
||||
float originX,
|
||||
float originY,
|
||||
float width,
|
||||
float clipMinX,
|
||||
float clipMaxX,
|
||||
float clipMaxY,
|
||||
ref HoverEntry? hovered,
|
||||
uint textColor,
|
||||
uint headerColor,
|
||||
uint headerHoveredColor,
|
||||
bool selectedFrame)
|
||||
{
|
||||
long nodeEndTime = Math.Max(node.EndTime, node.StartTime + 1);
|
||||
if (nodeEndTime < visibleStartTicks || node.StartTime > visibleStartTicks + visibleDurationTicks)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
float y = originY + baseY + (depth * (BarHeight + BarPadding));
|
||||
if (y > clipMaxY)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
float minX = ToScreenX(node.StartTime, visibleStartTicks, visibleDurationTicks, originX, width);
|
||||
float maxX = ToScreenX(nodeEndTime, visibleStartTicks, visibleDurationTicks, originX, width);
|
||||
if (maxX < clipMinX || minX > clipMaxX)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
float barWidth = Math.Max(1f, maxX - minX);
|
||||
Vector2 min = new Vector2(minX, y + (BarPadding * 0.5f));
|
||||
Vector2 max = new Vector2(minX + barWidth, y + (BarPadding * 0.5f) + BarHeight);
|
||||
|
||||
uint barColor = BuildBarColor(node.Label, depth, selectedFrame);
|
||||
uint borderColor = LerpColor(headerColor, headerHoveredColor, 0.45f);
|
||||
drawList.AddRectFilled(min, max, barColor, 3f);
|
||||
drawList.AddRect(min, max, SetAlpha(borderColor, 0.55f), 3f, ImDrawFlags.None, 1f);
|
||||
|
||||
Vector2 mousePos = ImGui.GetMousePos();
|
||||
bool isHovered = mousePos.X >= min.X && mousePos.X <= max.X && mousePos.Y >= min.Y && mousePos.Y <= max.Y;
|
||||
if (isHovered)
|
||||
{
|
||||
hovered = new HoverEntry(node, frame, frameIndex, depth, visibleStartTicks);
|
||||
drawList.AddRect(min, max, headerHoveredColor, 3f, ImDrawFlags.None, 1.5f);
|
||||
}
|
||||
|
||||
if (barWidth > MinTextWidth)
|
||||
{
|
||||
string label = node.Label;
|
||||
float textWidth = ImGui.CalcTextSize(label).X;
|
||||
if (textWidth + 8f <= barWidth)
|
||||
{
|
||||
drawList.AddText(new Vector2(min.X + 4f, min.Y + 2f), textColor, label);
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < node.Children.Count; i++)
|
||||
{
|
||||
RenderNode(
|
||||
drawList,
|
||||
node.Children[i],
|
||||
frame,
|
||||
frameIndex,
|
||||
baseY,
|
||||
depth + 1,
|
||||
visibleStartTicks,
|
||||
visibleDurationTicks,
|
||||
originX,
|
||||
originY,
|
||||
width,
|
||||
clipMinX,
|
||||
clipMaxX,
|
||||
clipMaxY,
|
||||
ref hovered,
|
||||
textColor,
|
||||
headerColor,
|
||||
headerHoveredColor,
|
||||
selectedFrame);
|
||||
}
|
||||
}
|
||||
|
||||
private static Dictionary<int, int> BuildThreadDepths(IReadOnlyList<Profiler.Frame> frames, int startIndex, int endIndex)
|
||||
{
|
||||
Dictionary<int, int> threadMaxDepths = new Dictionary<int, int>(8);
|
||||
for (int frameIndex = startIndex; frameIndex <= endIndex; frameIndex++)
|
||||
{
|
||||
foreach (Profiler.ScopeNode root in frames[frameIndex].RootNodes)
|
||||
{
|
||||
int maxDepth = 0;
|
||||
for (int i = 0; i < root.Children.Count; i++)
|
||||
{
|
||||
maxDepth = Math.Max(maxDepth, GetMaxDepth(root.Children[i], 0));
|
||||
}
|
||||
|
||||
if (threadMaxDepths.TryGetValue(root.ManagedThreadId, out int currentMax))
|
||||
{
|
||||
if (maxDepth > currentMax)
|
||||
{
|
||||
threadMaxDepths[root.ManagedThreadId] = maxDepth;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
threadMaxDepths[root.ManagedThreadId] = maxDepth;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return threadMaxDepths;
|
||||
}
|
||||
|
||||
private static int GetMaxDepth(Profiler.ScopeNode node, int depth)
|
||||
{
|
||||
if (node.Children.Count == 0)
|
||||
{
|
||||
return depth;
|
||||
}
|
||||
|
||||
int maxDepth = depth;
|
||||
for (int i = 0; i < node.Children.Count; i++)
|
||||
{
|
||||
maxDepth = Math.Max(maxDepth, GetMaxDepth(node.Children[i], depth + 1));
|
||||
maxDepth = Math.Max(maxDepth, GetMaxDepth(child, currentDepth + 1));
|
||||
}
|
||||
return maxDepth;
|
||||
}
|
||||
|
||||
private static uint BuildBarColor(string label, int depth, bool selectedFrame)
|
||||
{
|
||||
int hash = label.GetHashCode();
|
||||
float hue = ((hash & 1023) / 1023f + (depth * 0.031f)) % 1f;
|
||||
ImGui.ColorConvertHSVtoRGB(hue, 0.52f, selectedFrame ? 0.82f : 0.68f, out float r, out float g, out float b);
|
||||
|
||||
Vector4 frameBg = ImGui.ColorConvertU32ToFloat4(ImGui.GetColorU32(ImGuiCol.FrameBg));
|
||||
Vector4 accent = new Vector4(r, g, b, 1f);
|
||||
Vector4 mixed = Vector4.Lerp(frameBg, accent, 0.72f);
|
||||
return ImGui.ColorConvertFloat4ToU32(mixed);
|
||||
}
|
||||
|
||||
private static float ToScreenX(double ticks, double visibleStartTicks, double visibleDurationTicks, float startX, float width)
|
||||
{
|
||||
double normalized = (ticks - visibleStartTicks) / visibleDurationTicks;
|
||||
return startX + (float)(normalized * width);
|
||||
}
|
||||
|
||||
private static double TicksToMilliseconds(double ticks)
|
||||
{
|
||||
return ticks * TickToMs;
|
||||
}
|
||||
|
||||
private static uint SetAlpha(uint color, float alpha)
|
||||
{
|
||||
Vector4 c = ImGui.ColorConvertU32ToFloat4(color);
|
||||
c.W *= alpha;
|
||||
return ImGui.ColorConvertFloat4ToU32(c);
|
||||
}
|
||||
|
||||
private static uint LerpColor(uint a, uint b, float t)
|
||||
{
|
||||
Vector4 av = ImGui.ColorConvertU32ToFloat4(a);
|
||||
Vector4 bv = ImGui.ColorConvertU32ToFloat4(b);
|
||||
return ImGui.ColorConvertFloat4ToU32(Vector4.Lerp(av, bv, Math.Clamp(t, 0f, 1f)));
|
||||
}
|
||||
}
|
||||
@@ -1,9 +1,31 @@
|
||||
using System;
|
||||
namespace Nerfed.Runtime;
|
||||
|
||||
public enum ResourceState
|
||||
{
|
||||
Unloaded,
|
||||
Queued,
|
||||
Loading,
|
||||
Loaded,
|
||||
Failed
|
||||
}
|
||||
|
||||
public abstract class Resource
|
||||
{
|
||||
public Guid Id { get; internal set; }
|
||||
public string Path { get; internal set; }
|
||||
|
||||
/// <summary>
|
||||
/// Natively tracks if the resource is currently in RAM/VRAM.
|
||||
/// </summary>
|
||||
public ResourceState State { get; internal set; } = ResourceState.Unloaded;
|
||||
|
||||
/// <summary>
|
||||
/// Tracks how many entities or systems currently need this loaded.
|
||||
/// When it hits 0, the ResourceManager handles unloading natively.
|
||||
/// </summary>
|
||||
public int ReferenceCount { get; internal set; } = 0;
|
||||
|
||||
internal abstract void Load(Stream stream);
|
||||
internal abstract void Unload();
|
||||
}
|
||||
|
||||
@@ -0,0 +1,19 @@
|
||||
namespace Nerfed.Runtime;
|
||||
|
||||
/// <summary>
|
||||
/// Attach this component to an entity mapped to raw source-path strings.
|
||||
/// Useful for testing, hardcoded assets, or before full editor-guided GUID injection.
|
||||
/// </summary>
|
||||
public readonly record struct AssetReferenceComponent(Guid AssetId);
|
||||
|
||||
/// <summary>
|
||||
/// A strongly-typed version of an asset reference, preventing the user from accidentally
|
||||
/// assigning a Shader GUID to a Texture component in the Editor.
|
||||
/// </summary>
|
||||
public readonly record struct TypedAssetReference<TRes>(Guid AssetId) where TRes : Resource;
|
||||
|
||||
/// <summary>
|
||||
/// Added to an entity by the AssetStreamingSystem when the physical resource is fully
|
||||
/// loaded in memory and ready to be used by the renderer or physics engine.
|
||||
/// </summary>
|
||||
public struct AssetLoadedTag { }
|
||||
@@ -1,43 +1,209 @@
|
||||
using System;
|
||||
using System.Collections.Concurrent;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Threading;
|
||||
|
||||
namespace Nerfed.Runtime;
|
||||
|
||||
/// <summary>
|
||||
/// A highly scalable, multithreaded resource manager that handles asynchronous asset
|
||||
/// loading and automatic reference-counted memory management.
|
||||
/// </summary>
|
||||
public static class ResourceManager
|
||||
{
|
||||
private const string rootName = "Resources";
|
||||
private static readonly Dictionary<string, Resource> loadedResources = new Dictionary<string, Resource>();
|
||||
private const string RootName = "Resources";
|
||||
|
||||
public static T Load<T>(string resourcePath) where T : Resource
|
||||
// Track resources by their Guid ID instead of simple strings.
|
||||
private static readonly ConcurrentDictionary<Guid, Resource> _resourceCache = new();
|
||||
|
||||
// Mapping a string path to its runtime Guid identifier
|
||||
private static readonly ConcurrentDictionary<string, Guid> _pathToGuid = new();
|
||||
|
||||
// Queues for background processing
|
||||
private static readonly ConcurrentQueue<Resource> _loadQueue = new();
|
||||
|
||||
// Loader threads
|
||||
private static readonly Thread _loaderThread;
|
||||
private static bool _isRunning = true;
|
||||
|
||||
// A registry of how to create concrete Resource instances from a generic type without massive switch statements.
|
||||
private static readonly Dictionary<Type, Func<Resource>> _resourceFactories = new()
|
||||
{
|
||||
if (loadedResources.TryGetValue(resourcePath, out Resource resource))
|
||||
{ typeof(Shader), () => new Shader() }
|
||||
};
|
||||
|
||||
static ResourceManager()
|
||||
{
|
||||
_loaderThread = new Thread(LoaderWorkerLoop)
|
||||
{
|
||||
return (T)resource;
|
||||
Name = "Nerfed Asset Loader",
|
||||
IsBackground = true,
|
||||
Priority = ThreadPriority.BelowNormal // Keeps CPU time focused on the main game loop
|
||||
};
|
||||
_loaderThread.Start();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Synchronously shuts down the loader thread when the engine closes.
|
||||
/// </summary>
|
||||
public static void Shutdown()
|
||||
{
|
||||
_isRunning = false;
|
||||
_loaderThread.Join();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Registers a new resource type factory so the manager knows how to instantiate it.
|
||||
/// Example: RegisterResourceType<Texture>(() => new Texture());
|
||||
/// </summary>
|
||||
public static void RegisterResourceType<T>(Func<T> factory) where T : Resource
|
||||
{
|
||||
_resourceFactories[typeof(T)] = factory;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the Guid associated with a specific asset path, making an initial id pass if required.
|
||||
/// In a fully baked engine, the Guid is known at compile time or baked in the map data.
|
||||
/// </summary>
|
||||
public static Guid GetId(string resourcePath)
|
||||
{
|
||||
return _pathToGuid.GetOrAdd(resourcePath, _ => Guid.NewGuid());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Begins an asynchronous load for a resource by its Guid.
|
||||
/// In ECS systems, Entities should strictly prefer this overload over the string one.
|
||||
/// </summary>
|
||||
public static T Retain<T>(Guid id, string expectedPath) where T : Resource
|
||||
{
|
||||
var resource = _resourceCache.GetOrAdd(id, (assetId) =>
|
||||
{
|
||||
if (!_resourceFactories.TryGetValue(typeof(T), out var factory))
|
||||
{
|
||||
throw new Exception($"Failed to create resource. No factory registered for {typeof(T).Name}");
|
||||
}
|
||||
|
||||
var newResource = factory();
|
||||
newResource.Id = assetId;
|
||||
// The path is still required so the background thread knows which file to open from disk.
|
||||
newResource.Path = expectedPath;
|
||||
newResource.State = ResourceState.Unloaded;
|
||||
|
||||
return newResource;
|
||||
});
|
||||
|
||||
lock (resource)
|
||||
{
|
||||
resource.ReferenceCount++;
|
||||
|
||||
if (resource.State == ResourceState.Unloaded)
|
||||
{
|
||||
resource.State = ResourceState.Queued;
|
||||
_loadQueue.Enqueue(resource);
|
||||
}
|
||||
}
|
||||
|
||||
if (typeof(T) == typeof(Shader))
|
||||
{
|
||||
resource = new Shader();
|
||||
}
|
||||
else
|
||||
{
|
||||
throw new Exception("Failed to create resource");
|
||||
}
|
||||
|
||||
Assert.Always(resource != null);
|
||||
resource.Path = resourcePath;
|
||||
resource.Load(StorageContainer.OpenStream(Path.Combine(AppContext.BaseDirectory, rootName, resourcePath) + ".bin"));
|
||||
|
||||
loadedResources.Add(resourcePath, resource);
|
||||
return (T)resource;
|
||||
}
|
||||
|
||||
public static void Unload(Resource resource)
|
||||
/// <summary>
|
||||
/// Begins an asynchronous load utilizing the string path to find the matching Guid.
|
||||
/// This should generally be avoided in tight ECS loops.
|
||||
/// </summary>
|
||||
public static T Retain<T>(string resourcePath) where T : Resource
|
||||
{
|
||||
if (!loadedResources.ContainsKey(resource.Path))
|
||||
{
|
||||
return;
|
||||
}
|
||||
Guid id = GetId(resourcePath);
|
||||
return Retain<T>(id, resourcePath);
|
||||
}
|
||||
|
||||
resource.Unload();
|
||||
resource.Path = string.Empty;
|
||||
loadedResources.Remove(resource.Path);
|
||||
/// <summary>
|
||||
/// Gets the current loading state of a resource by its Guid without altering its reference count.
|
||||
/// </summary>
|
||||
public static ResourceState GetState(Guid id)
|
||||
{
|
||||
if (_resourceCache.TryGetValue(id, out var resource))
|
||||
{
|
||||
return resource.State;
|
||||
}
|
||||
return ResourceState.Unloaded;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Decrements the reference count of a resource by its Guid.
|
||||
/// </summary>
|
||||
public static void Release(Guid id)
|
||||
{
|
||||
if (_resourceCache.TryGetValue(id, out var resource))
|
||||
{
|
||||
Release(resource);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Decrements the reference count of a resource.
|
||||
/// If the count reaches 0, the asset is automatically unloaded from memory.
|
||||
/// </summary>
|
||||
public static void Release(Resource resource)
|
||||
{
|
||||
if (resource == null) return;
|
||||
|
||||
lock (resource)
|
||||
{
|
||||
resource.ReferenceCount--;
|
||||
|
||||
if (resource.ReferenceCount <= 0)
|
||||
{
|
||||
// Fully unused! We should unload it safely.
|
||||
if (resource.State == ResourceState.Loaded)
|
||||
{
|
||||
resource.Unload();
|
||||
}
|
||||
|
||||
resource.State = ResourceState.Unloaded;
|
||||
_resourceCache.TryRemove(resource.Id, out _);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Background thread loop that pulls from the queue and does the slow file I/O operations.
|
||||
/// </summary>
|
||||
private static void LoaderWorkerLoop()
|
||||
{
|
||||
while (_isRunning)
|
||||
{
|
||||
if (_loadQueue.TryDequeue(out var resource))
|
||||
{
|
||||
// Safety check: Was the resource released before we even got around to loading it?
|
||||
if (resource.ReferenceCount <= 0)
|
||||
{
|
||||
resource.State = ResourceState.Unloaded;
|
||||
continue;
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
resource.State = ResourceState.Loading;
|
||||
string fullPath = Path.Combine(AppContext.BaseDirectory, RootName, resource.Id.ToString()) + ".bin";
|
||||
|
||||
// Do the slow synchronous disk read
|
||||
using var stream = StorageContainer.OpenStream(fullPath);
|
||||
resource.Load(stream);
|
||||
|
||||
resource.State = ResourceState.Loaded;
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Log.Error($"Failed to background load asset '{resource.Path}': {e.Message}");
|
||||
resource.State = ResourceState.Failed;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Sleep cleanly if queue is empty to avoid burning total CPU usage on an infinite while-loop
|
||||
Thread.Sleep(10);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,19 @@
|
||||
namespace Nerfed.Runtime.Resources;
|
||||
|
||||
/// <summary>
|
||||
/// A sample component demonstrating how to use strongly-typed asset references
|
||||
/// in a realistic scenario where an entity requires multiple distinct resources.
|
||||
/// </summary>
|
||||
public struct SampleMeshVisualComponent
|
||||
{
|
||||
// The user safely assigns a Mesh GUID in the Editor inspector.
|
||||
public TypedAssetReference<Shader> VertexShader;
|
||||
|
||||
// The user safely assigns a Material GUID in the Editor inspector.
|
||||
public TypedAssetReference<Shader> FragmentShader;
|
||||
|
||||
public SampleMeshVisualComponent(Guid vertexId, Guid fragId) {
|
||||
VertexShader = new TypedAssetReference<Shader>(vertexId);
|
||||
FragmentShader = new TypedAssetReference<Shader>(fragId);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,53 @@
|
||||
using MoonTools.ECS;
|
||||
using Nerfed.Runtime.Scene.Streaming;
|
||||
using System;
|
||||
|
||||
namespace Nerfed.Runtime.Resources;
|
||||
|
||||
/// <summary>
|
||||
/// A typical rendering preparation system that natively resolves and requests
|
||||
/// asynchronous background loading for its own required assets, removing the
|
||||
/// need for a monolithic generic AssetStreaming manager.
|
||||
/// </summary>
|
||||
public class SampleRenderSystem : MoonTools.ECS.System
|
||||
{
|
||||
private readonly Filter _meshVisualsFilter;
|
||||
|
||||
public SampleRenderSystem(World world) : base(world) {
|
||||
_meshVisualsFilter = FilterBuilder
|
||||
.Include<SampleMeshVisualComponent>()
|
||||
// Always ignore chunk entities technically "unloading" from RAM
|
||||
.Exclude<ChunkUnloadPendingTag>()
|
||||
.Build();
|
||||
}
|
||||
|
||||
public override void Update(TimeSpan delta) {
|
||||
foreach(Entity entity in _meshVisualsFilter.Entities) {
|
||||
SampleMeshVisualComponent visualComp = Get<SampleMeshVisualComponent>(entity);
|
||||
|
||||
// 1. Resolve State
|
||||
ResourceState vertState = ResourceManager.GetState(visualComp.VertexShader.AssetId);
|
||||
ResourceState fragState = ResourceManager.GetState(visualComp.FragmentShader.AssetId);
|
||||
|
||||
// 2. Asynchronously request assets if they don't exist in memory yet
|
||||
if(vertState == ResourceState.Unloaded) {
|
||||
ResourceManager.Retain<Shader>(visualComp.VertexShader.AssetId, "Unknown/Path");
|
||||
}
|
||||
if(fragState == ResourceState.Unloaded) {
|
||||
ResourceManager.Retain<Shader>(visualComp.FragmentShader.AssetId, "Unknown/Path");
|
||||
}
|
||||
|
||||
// 3. Prevent rendering logic unless ALL strictly required assets are fully mapped
|
||||
bool isReadyToDraw = vertState == ResourceState.Loaded && fragState == ResourceState.Loaded;
|
||||
|
||||
if(isReadyToDraw) {
|
||||
// At this exact point, you can safely assume:
|
||||
// 1) The background loading threads are 100% finished processing these shaders.
|
||||
// 2) The GraphicsDevice can safely extract the native handle.
|
||||
|
||||
// e.g. GraphicsDevice.BindShader(visualComp.VertexShader.AssetId);
|
||||
// e.g. GraphicsDevice.DrawPolygons(...);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,13 @@
|
||||
namespace Nerfed.Runtime.Scene;
|
||||
|
||||
/// <summary>
|
||||
/// Abstraction over a concrete scene format (JSON, binary, …).
|
||||
/// Implementations read and write <see cref="SceneData"/> to a <see cref="Stream"/>,
|
||||
/// making it straightforward to add a compact binary format later without
|
||||
/// changing any of the surrounding scene infrastructure.
|
||||
/// </summary>
|
||||
public interface ISceneSerializer
|
||||
{
|
||||
void Serialize(SceneData scene, Stream stream);
|
||||
SceneData Deserialize(Stream stream);
|
||||
}
|
||||
@@ -0,0 +1,189 @@
|
||||
using System.Numerics;
|
||||
using System.Text.Json;
|
||||
using System.Text.Json.Serialization;
|
||||
|
||||
namespace Nerfed.Runtime.Scene;
|
||||
|
||||
/// <summary>
|
||||
/// Human-readable JSON scene serializer.
|
||||
///
|
||||
/// Example output:
|
||||
/// <code>
|
||||
/// {
|
||||
/// "version": 1,
|
||||
/// "name": "MyScene",
|
||||
/// "entities": [
|
||||
/// {
|
||||
/// "id": "a1b2c3d4-...",
|
||||
/// "tag": "Player",
|
||||
/// "parentId": null,
|
||||
/// "components": [
|
||||
/// {
|
||||
/// "type": "Nerfed.Runtime.Components.LocalTransform",
|
||||
/// "data": {
|
||||
/// "position": { "x": 0.0, "y": 0.0, "z": 0.0 },
|
||||
/// "rotation": { "x": 0.0, "y": 0.0, "z": 0.0, "w": 1.0 },
|
||||
/// "scale": { "x": 1.0, "y": 1.0, "z": 1.0 }
|
||||
/// }
|
||||
/// }
|
||||
/// ]
|
||||
/// }
|
||||
/// ],
|
||||
/// "relations": [
|
||||
/// {
|
||||
/// "type": "Nerfed.Runtime.Components.OwnerRelation",
|
||||
/// "entityA": "a1b2c3d4-...",
|
||||
/// "entityB": "e5f6a7b8-...",
|
||||
/// "data": {}
|
||||
/// }
|
||||
/// ]
|
||||
/// }
|
||||
/// </code>
|
||||
/// </summary>
|
||||
public sealed class JsonSceneSerializer : ISceneSerializer
|
||||
{
|
||||
private static readonly JsonSerializerOptions Options = new() {
|
||||
WriteIndented = true,
|
||||
Converters =
|
||||
{
|
||||
new Vector3JsonConverter(),
|
||||
new QuaternionJsonConverter(),
|
||||
new SceneComponentDataJsonConverter(),
|
||||
new SceneRelationDataJsonConverter(),
|
||||
},
|
||||
};
|
||||
|
||||
public void Serialize(SceneData scene, Stream stream) {
|
||||
JsonSerializer.Serialize(stream, scene, Options);
|
||||
}
|
||||
|
||||
public SceneData Deserialize(Stream stream) {
|
||||
return JsonSerializer.Deserialize<SceneData>(stream, Options)
|
||||
?? throw new InvalidOperationException("Failed to deserialize scene: root element was null.");
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------------
|
||||
// Converters
|
||||
// -------------------------------------------------------------------------
|
||||
|
||||
private sealed class Vector3JsonConverter : JsonConverter<Vector3>
|
||||
{
|
||||
public override Vector3 Read(ref Utf8JsonReader reader, Type typeToConvert, JsonSerializerOptions options) {
|
||||
float x = 0f, y = 0f, z = 0f;
|
||||
reader.Read(); // StartObject
|
||||
while(reader.Read() && reader.TokenType != JsonTokenType.EndObject) {
|
||||
string name = reader.GetString()!;
|
||||
reader.Read();
|
||||
switch(name) {
|
||||
case "x": x = reader.GetSingle(); break;
|
||||
case "y": y = reader.GetSingle(); break;
|
||||
case "z": z = reader.GetSingle(); break;
|
||||
}
|
||||
}
|
||||
return new Vector3(x, y, z);
|
||||
}
|
||||
|
||||
public override void Write(Utf8JsonWriter writer, Vector3 value, JsonSerializerOptions options) {
|
||||
writer.WriteStartObject();
|
||||
writer.WriteNumber("x", value.X);
|
||||
writer.WriteNumber("y", value.Y);
|
||||
writer.WriteNumber("z", value.Z);
|
||||
writer.WriteEndObject();
|
||||
}
|
||||
}
|
||||
|
||||
private sealed class QuaternionJsonConverter : JsonConverter<Quaternion>
|
||||
{
|
||||
public override Quaternion Read(ref Utf8JsonReader reader, Type typeToConvert, JsonSerializerOptions options) {
|
||||
float x = 0f, y = 0f, z = 0f, w = 1f;
|
||||
reader.Read(); // StartObject
|
||||
while(reader.Read() && reader.TokenType != JsonTokenType.EndObject) {
|
||||
string name = reader.GetString()!;
|
||||
reader.Read();
|
||||
switch(name) {
|
||||
case "x": x = reader.GetSingle(); break;
|
||||
case "y": y = reader.GetSingle(); break;
|
||||
case "z": z = reader.GetSingle(); break;
|
||||
case "w": w = reader.GetSingle(); break;
|
||||
}
|
||||
}
|
||||
return new Quaternion(x, y, z, w);
|
||||
}
|
||||
|
||||
public override void Write(Utf8JsonWriter writer, Quaternion value, JsonSerializerOptions options) {
|
||||
writer.WriteStartObject();
|
||||
writer.WriteNumber("x", value.X);
|
||||
writer.WriteNumber("y", value.Y);
|
||||
writer.WriteNumber("z", value.Z);
|
||||
writer.WriteNumber("w", value.W);
|
||||
writer.WriteEndObject();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Buffers the full JSON object, resolves the CLR component type from the "type" field,
|
||||
/// then deserializes "data" using that concrete type.
|
||||
/// </summary>
|
||||
private sealed class SceneComponentDataJsonConverter : JsonConverter<SceneComponentData>
|
||||
{
|
||||
public override SceneComponentData Read(ref Utf8JsonReader reader, Type typeToConvert, JsonSerializerOptions options) {
|
||||
using JsonDocument doc = JsonDocument.ParseValue(ref reader);
|
||||
JsonElement root = doc.RootElement;
|
||||
|
||||
string typeName = root.GetProperty("type").GetString()
|
||||
?? throw new JsonException("Missing or null 'type' field in component data.");
|
||||
|
||||
Type componentType = SceneManager.GetComponentType(typeName)
|
||||
?? throw new JsonException($"Unknown component type '{typeName}'. Ensure the struct is marked with [SceneComponent].");
|
||||
|
||||
string rawData = root.GetProperty("data").GetRawText();
|
||||
ValueType value = (ValueType)JsonSerializer.Deserialize(rawData, componentType, options)!;
|
||||
|
||||
return new SceneComponentData { Type = typeName, Value = value };
|
||||
}
|
||||
|
||||
public override void Write(Utf8JsonWriter writer, SceneComponentData value, JsonSerializerOptions options) {
|
||||
writer.WriteStartObject();
|
||||
writer.WriteString("type", value.Type);
|
||||
writer.WritePropertyName("data");
|
||||
JsonSerializer.Serialize(writer, value.Value, value.Value.GetType(), options);
|
||||
writer.WriteEndObject();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Same pattern as <see cref="SceneComponentDataJsonConverter"/> but for relation data.
|
||||
/// Resolves the type via <see cref="SceneManager.GetRelationType"/>.
|
||||
/// </summary>
|
||||
private sealed class SceneRelationDataJsonConverter : JsonConverter<SceneRelationData>
|
||||
{
|
||||
public override SceneRelationData Read(ref Utf8JsonReader reader, Type typeToConvert, JsonSerializerOptions options) {
|
||||
using JsonDocument doc = JsonDocument.ParseValue(ref reader);
|
||||
JsonElement root = doc.RootElement;
|
||||
|
||||
string typeName = root.GetProperty("type").GetString()
|
||||
?? throw new JsonException("Missing or null 'type' field in relation data.");
|
||||
|
||||
Type relationType = SceneManager.GetRelationType(typeName)
|
||||
?? throw new JsonException($"Unknown relation type '{typeName}'. Ensure the struct is marked with [SceneRelation].");
|
||||
|
||||
Guid entityA = root.GetProperty("entityA").GetGuid();
|
||||
Guid entityB = root.GetProperty("entityB").GetGuid();
|
||||
|
||||
string rawData = root.GetProperty("data").GetRawText();
|
||||
ValueType value = (ValueType)JsonSerializer.Deserialize(rawData, relationType, options)!;
|
||||
|
||||
return new SceneRelationData { Type = typeName, EntityA = entityA, EntityB = entityB, Value = value };
|
||||
}
|
||||
|
||||
public override void Write(Utf8JsonWriter writer, SceneRelationData value, JsonSerializerOptions options) {
|
||||
writer.WriteStartObject();
|
||||
writer.WriteString("type", value.Type);
|
||||
writer.WriteString("entityA", value.EntityA);
|
||||
writer.WriteString("entityB", value.EntityB);
|
||||
writer.WritePropertyName("data");
|
||||
JsonSerializer.Serialize(writer, value.Value, value.Value.GetType(), options);
|
||||
writer.WriteEndObject();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,8 @@
|
||||
namespace Nerfed.Runtime.Scene;
|
||||
|
||||
/// <summary>
|
||||
/// Marks an unmanaged struct as a serializable scene component.
|
||||
/// Only types with this attribute will be saved/loaded by the scene system.
|
||||
/// </summary>
|
||||
[AttributeUsage(AttributeTargets.Struct, Inherited = false)]
|
||||
public sealed class SceneComponentAttribute : Attribute { }
|
||||
@@ -0,0 +1,65 @@
|
||||
namespace Nerfed.Runtime.Scene;
|
||||
|
||||
/// <summary>
|
||||
/// Root data model for a scene. A scene and a prefab are the same thing —
|
||||
/// there is no distinction between the two, mirroring Godot's design.
|
||||
/// </summary>
|
||||
public sealed class SceneData
|
||||
{
|
||||
/// <summary>Incremented when the file format changes in a breaking way.</summary>
|
||||
public int Version { get; set; } = SceneData.CurrentVersion;
|
||||
public string Name { get; set; } = string.Empty;
|
||||
public List<SceneEntityData> Entities { get; set; } = new();
|
||||
/// <summary>All user-defined relations between entities in this scene.</summary>
|
||||
public List<SceneRelationData> Relations { get; set; } = new();
|
||||
|
||||
public const int CurrentVersion = 1;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Serialized representation of a single entity.
|
||||
/// The <see cref="Id"/> is a scene-local identifier that only exists in the
|
||||
/// serialized data and is used to reconstruct parent–child and relation references.
|
||||
/// It is never stored as a component on a live entity.
|
||||
/// An entity is included if it owns at least one <see cref="SceneComponentAttribute"/> component
|
||||
/// OR participates in at least one <see cref="SceneRelationAttribute"/> relation.
|
||||
/// </summary>
|
||||
public sealed class SceneEntityData
|
||||
{
|
||||
public Guid Id { get; set; } = Guid.NewGuid();
|
||||
public string Tag { get; set; } = string.Empty;
|
||||
|
||||
/// <summary>
|
||||
/// Scene-local <see cref="Id"/> of this entity's <see cref="Components.ChildParentRelation"/>
|
||||
/// parent, or <c>null</c> if this is a root entity.
|
||||
/// </summary>
|
||||
public Guid? ParentId { get; set; }
|
||||
|
||||
public List<SceneComponentData> Components { get; set; } = new();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Serialized representation of a single component value on an entity.
|
||||
/// <see cref="Type"/> is the fully-qualified CLR type name used to resolve the component on load.
|
||||
/// <see cref="Value"/> is the boxed runtime value; each <see cref="ISceneSerializer"/> is
|
||||
/// responsible for converting it to/from its wire format.
|
||||
/// </summary>
|
||||
public sealed class SceneComponentData
|
||||
{
|
||||
public string Type { get; set; } = string.Empty;
|
||||
public ValueType Value { get; set; } = default!;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Serialized representation of a relation between two entities.
|
||||
/// <see cref="EntityA"/> and <see cref="EntityB"/> reference scene-local <see cref="SceneEntityData.Id"/> values.
|
||||
/// <see cref="Type"/> identifies the relation kind (must be marked with <see cref="SceneRelationAttribute"/>).
|
||||
/// <see cref="Value"/> holds the relation data payload (may be an empty struct).
|
||||
/// </summary>
|
||||
public sealed class SceneRelationData
|
||||
{
|
||||
public string Type { get; set; } = string.Empty;
|
||||
public Guid EntityA { get; set; }
|
||||
public Guid EntityB { get; set; }
|
||||
public ValueType Value { get; set; } = default!;
|
||||
}
|
||||
@@ -0,0 +1,345 @@
|
||||
using System.Reflection;
|
||||
using MoonTools.ECS;
|
||||
using Nerfed.Runtime.Components;
|
||||
|
||||
namespace Nerfed.Runtime.Scene;
|
||||
|
||||
/// <summary>
|
||||
/// Central hub for scene serialization and deserialization.
|
||||
///
|
||||
/// On first use the static constructor scans all loaded assemblies for:
|
||||
/// • Structs annotated with <see cref="SceneComponentAttribute"/> — serialized as per-entity component data.
|
||||
/// • Structs annotated with <see cref="SceneRelationAttribute"/> — serialized as cross-entity relation data.
|
||||
///
|
||||
/// The <see cref="Components.ChildParentRelation"/> hierarchy is handled separately via
|
||||
/// <see cref="SceneEntityData.ParentId"/> and does NOT need a <see cref="SceneRelationAttribute"/>.
|
||||
///
|
||||
/// Usage:
|
||||
/// <code>
|
||||
/// var serializer = new JsonSceneSerializer();
|
||||
/// SceneManager.Save(world, "Assets/level1.scene", serializer, "Level 1");
|
||||
/// SceneManager.Load(world, "Assets/level1.scene", serializer);
|
||||
/// </code>
|
||||
/// </summary>
|
||||
public static class SceneManager
|
||||
{
|
||||
// Full CLR type name → Type
|
||||
private static readonly Dictionary<string, Type> ComponentRegistry = new();
|
||||
private static readonly Dictionary<string, Type> RelationRegistry = new();
|
||||
|
||||
// Reflection cache so we only build the delegates once per type.
|
||||
private static readonly Dictionary<Type, Func<World, Entity, bool>> HasComponentCache = new();
|
||||
private static readonly Dictionary<Type, Func<World, Entity, ValueType>> GetComponentCache = new();
|
||||
private static readonly Dictionary<Type, Action<World, Entity, ValueType>> SetComponentCache = new();
|
||||
private static readonly Dictionary<Type, Func<World, Entity, bool>> HasOutRelationCache = new();
|
||||
private static readonly Dictionary<Type, Func<World, Entity, Entity[]>> OutRelationsCache = new();
|
||||
private static readonly Dictionary<Type, Func<World, Entity, Entity, ValueType>> GetRelationDataCache = new();
|
||||
private static readonly Dictionary<Type, Action<World, Entity, Entity, ValueType>> RelateCache = new();
|
||||
|
||||
static SceneManager() {
|
||||
foreach(Assembly assembly in AppDomain.CurrentDomain.GetAssemblies()) {
|
||||
Type[] types;
|
||||
try { types = assembly.GetTypes(); } catch(ReflectionTypeLoadException ex) { types = ex.Types.Where(t => t is not null).ToArray()!; }
|
||||
|
||||
foreach(Type type in types) {
|
||||
if(type.FullName is null) continue;
|
||||
|
||||
if(type.GetCustomAttribute<SceneComponentAttribute>() is not null)
|
||||
ComponentRegistry[type.FullName] = type;
|
||||
|
||||
if(type.GetCustomAttribute<SceneRelationAttribute>() is not null)
|
||||
RelationRegistry[type.FullName] = type;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------------
|
||||
// Public registry accessors
|
||||
// -------------------------------------------------------------------------
|
||||
|
||||
public static Type? GetComponentType(string fullName) {
|
||||
ComponentRegistry.TryGetValue(fullName, out Type? type);
|
||||
return type;
|
||||
}
|
||||
|
||||
public static Type? GetRelationType(string fullName) {
|
||||
RelationRegistry.TryGetValue(fullName, out Type? type);
|
||||
return type;
|
||||
}
|
||||
|
||||
public static IReadOnlyDictionary<string, Type> RegisteredComponentTypes => ComponentRegistry;
|
||||
public static IReadOnlyDictionary<string, Type> RegisteredRelationTypes => RelationRegistry;
|
||||
|
||||
// -------------------------------------------------------------------------
|
||||
// High-level Save / Load
|
||||
// -------------------------------------------------------------------------
|
||||
|
||||
public static void Save(World world, string path, ISceneSerializer serializer, string sceneName = "") {
|
||||
SceneData scene = Extract(world, sceneName);
|
||||
string? directory = Path.GetDirectoryName(path);
|
||||
if(!string.IsNullOrEmpty(directory))
|
||||
Directory.CreateDirectory(directory);
|
||||
using FileStream stream = File.Open(path, FileMode.Create, FileAccess.Write);
|
||||
serializer.Serialize(scene, stream);
|
||||
}
|
||||
|
||||
public static Dictionary<Guid, Entity> Load(World world, string path, ISceneSerializer serializer) {
|
||||
using FileStream stream = File.Open(path, FileMode.Open, FileAccess.Read);
|
||||
SceneData scene = serializer.Deserialize(stream);
|
||||
return Instantiate(world, scene);
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------------
|
||||
// Extract (world → SceneData)
|
||||
// -------------------------------------------------------------------------
|
||||
|
||||
public static SceneData Extract(World world, string name = "") {
|
||||
SceneData scene = new() { Name = name };
|
||||
|
||||
// ── 1. Collect entities ──────────────────────────────────────────────
|
||||
// Include an entity if it has at least one scene component OR if it
|
||||
// appears as an endpoint of at least one scene relation. This ensures
|
||||
// pure grouping nodes and relation-only entities are not dropped.
|
||||
|
||||
Dictionary<uint, Guid> entityToGuid = new();
|
||||
|
||||
void EnsureEntity(Entity e) {
|
||||
if(!entityToGuid.ContainsKey(e.ID))
|
||||
entityToGuid[e.ID] = Guid.NewGuid();
|
||||
}
|
||||
|
||||
foreach(Entity entity in world.GetAllEntities()) {
|
||||
if(HasAnySceneComponent(world, entity))
|
||||
EnsureEntity(entity);
|
||||
}
|
||||
|
||||
// Walk all registered relation types and pull in both endpoints.
|
||||
foreach(Type relationType in RelationRegistry.Values) {
|
||||
foreach((Entity a, Entity b) in WorldAllRelations(world, relationType)) {
|
||||
EnsureEntity(a);
|
||||
EnsureEntity(b);
|
||||
}
|
||||
}
|
||||
|
||||
// Also include entities that are part of the ChildParentRelation hierarchy
|
||||
// even if they carry no scene components and no user-defined relations.
|
||||
foreach((Entity child, Entity parent) in world.Relations<ChildParentRelation>()) {
|
||||
EnsureEntity(child);
|
||||
EnsureEntity(parent);
|
||||
}
|
||||
|
||||
// ── 2. Build entity records (parents must be known before children so
|
||||
// we sort parents-before-children for readable output) ───────────
|
||||
List<SceneEntityData> ordered = BuildSortedEntityList(world, entityToGuid);
|
||||
scene.Entities.AddRange(ordered);
|
||||
|
||||
// ── 3. Build relation records ────────────────────────────────────────
|
||||
foreach((string typeName, Type relationType) in RelationRegistry) {
|
||||
foreach((Entity a, Entity b) in WorldAllRelations(world, relationType)) {
|
||||
if(!entityToGuid.TryGetValue(a.ID, out Guid guidA) ||
|
||||
!entityToGuid.TryGetValue(b.ID, out Guid guidB))
|
||||
continue;
|
||||
|
||||
ValueType payload = WorldGetRelationData(world, a, b, relationType);
|
||||
scene.Relations.Add(new SceneRelationData {
|
||||
Type = typeName,
|
||||
EntityA = guidA,
|
||||
EntityB = guidB,
|
||||
Value = payload,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
return scene;
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------------
|
||||
// Instantiate (SceneData → world)
|
||||
// -------------------------------------------------------------------------
|
||||
|
||||
public static Dictionary<Guid, Entity> Instantiate(World world, SceneData scene) {
|
||||
Dictionary<Guid, Entity> guidToEntity = new(scene.Entities.Count);
|
||||
|
||||
// Pass 1 – create all entities.
|
||||
foreach(SceneEntityData entityData in scene.Entities) {
|
||||
Entity entity = world.CreateEntity(entityData.Tag);
|
||||
guidToEntity[entityData.Id] = entity;
|
||||
}
|
||||
|
||||
// Pass 2 – set components and wire up the ChildParentRelation hierarchy.
|
||||
foreach(SceneEntityData entityData in scene.Entities) {
|
||||
Entity entity = guidToEntity[entityData.Id];
|
||||
|
||||
foreach(SceneComponentData componentData in entityData.Components)
|
||||
WorldSetComponent(world, entity, componentData.Type, componentData.Value);
|
||||
|
||||
if(entityData.ParentId is Guid parentGuid && guidToEntity.TryGetValue(parentGuid, out Entity parent)) {
|
||||
world.Set(entity, new Child());
|
||||
world.Relate(entity, parent, new ChildParentRelation());
|
||||
} else {
|
||||
world.Set(entity, new Root());
|
||||
}
|
||||
}
|
||||
|
||||
// Pass 3 – restore all user-defined relations.
|
||||
foreach(SceneRelationData relationData in scene.Relations) {
|
||||
if(!guidToEntity.TryGetValue(relationData.EntityA, out Entity entityA) ||
|
||||
!guidToEntity.TryGetValue(relationData.EntityB, out Entity entityB))
|
||||
continue;
|
||||
|
||||
WorldRelate(world, entityA, entityB, relationData.Type, relationData.Value);
|
||||
}
|
||||
|
||||
return guidToEntity;
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------------
|
||||
// Helpers – entity ordering
|
||||
// -------------------------------------------------------------------------
|
||||
|
||||
// Returns entities sorted so that a parent always appears before its children,
|
||||
// making the JSON file human-readable and easier to diff.
|
||||
private static List<SceneEntityData> BuildSortedEntityList(
|
||||
World world,
|
||||
Dictionary<uint, Guid> entityToGuid) {
|
||||
// Build per-entity data (unsorted first).
|
||||
Dictionary<Guid, SceneEntityData> byGuid = new(entityToGuid.Count);
|
||||
|
||||
foreach((uint entityId, Guid guid) in entityToGuid) {
|
||||
Entity entity = new(entityId);
|
||||
|
||||
Guid? parentId = null;
|
||||
if(world.HasOutRelation<ChildParentRelation>(entity)) {
|
||||
// Iterate all out-relations — an entity may have multiple parents
|
||||
// in theory, but ChildParentRelation is designed as singleton.
|
||||
// We capture the first valid one here.
|
||||
foreach(Entity parent in world.OutRelations<ChildParentRelation>(entity)) {
|
||||
if(entityToGuid.TryGetValue(parent.ID, out Guid parentGuid)) {
|
||||
parentId = parentGuid;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
List<SceneComponentData> components = new();
|
||||
foreach((string typeName, Type componentType) in ComponentRegistry) {
|
||||
if(!WorldHasComponent(world, entity, componentType)) continue;
|
||||
ValueType value = WorldGetComponent(world, entity, componentType);
|
||||
components.Add(new SceneComponentData { Type = typeName, Value = value });
|
||||
}
|
||||
|
||||
byGuid[guid] = new SceneEntityData {
|
||||
Id = guid,
|
||||
Tag = world.GetTag(entity),
|
||||
ParentId = parentId,
|
||||
Components = components,
|
||||
};
|
||||
}
|
||||
|
||||
// Topological sort: parents before children.
|
||||
List<SceneEntityData> sorted = new(byGuid.Count);
|
||||
HashSet<Guid> visited = new(byGuid.Count);
|
||||
|
||||
void Visit(Guid id) {
|
||||
if(!visited.Add(id)) return;
|
||||
SceneEntityData data = byGuid[id];
|
||||
if(data.ParentId is Guid pid && byGuid.ContainsKey(pid))
|
||||
Visit(pid);
|
||||
sorted.Add(data);
|
||||
}
|
||||
|
||||
foreach(Guid id in byGuid.Keys)
|
||||
Visit(id);
|
||||
|
||||
return sorted;
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------------
|
||||
// Reflection helpers – components
|
||||
// -------------------------------------------------------------------------
|
||||
|
||||
private static bool HasAnySceneComponent(World world, Entity entity) {
|
||||
foreach(Type componentType in ComponentRegistry.Values) {
|
||||
if(WorldHasComponent(world, entity, componentType)) return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
private static bool WorldHasComponent(World world, Entity entity, Type componentType) {
|
||||
if(!HasComponentCache.TryGetValue(componentType, out Func<World, Entity, bool>? fn)) {
|
||||
MethodInfo method = FindGenericMethod(nameof(World.Has)).MakeGenericMethod(componentType);
|
||||
fn = (w, e) => (bool)method.Invoke(w, new object[] { e })!;
|
||||
HasComponentCache[componentType] = fn;
|
||||
}
|
||||
return fn(world, entity);
|
||||
}
|
||||
|
||||
private static ValueType WorldGetComponent(World world, Entity entity, Type componentType) {
|
||||
if(!GetComponentCache.TryGetValue(componentType, out Func<World, Entity, ValueType>? fn)) {
|
||||
MethodInfo method = FindGenericMethod(nameof(World.Get)).MakeGenericMethod(componentType);
|
||||
fn = (w, e) => (ValueType)method.Invoke(w, new object[] { e })!;
|
||||
GetComponentCache[componentType] = fn;
|
||||
}
|
||||
return fn(world, entity);
|
||||
}
|
||||
|
||||
private static void WorldSetComponent(World world, Entity entity, string typeName, ValueType value) {
|
||||
if(!ComponentRegistry.TryGetValue(typeName, out Type? componentType)) return;
|
||||
|
||||
if(!SetComponentCache.TryGetValue(componentType, out Action<World, Entity, ValueType>? fn)) {
|
||||
MethodInfo method = FindGenericMethod(nameof(World.Set)).MakeGenericMethod(componentType);
|
||||
fn = (w, e, v) => method.Invoke(w, new object[] { e, v });
|
||||
SetComponentCache[componentType] = fn;
|
||||
}
|
||||
fn(world, entity, value);
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------------
|
||||
// Reflection helpers – relations
|
||||
// -------------------------------------------------------------------------
|
||||
|
||||
private static IEnumerable<(Entity, Entity)> WorldAllRelations(World world, Type relationType) {
|
||||
// World.Relations<T>() returns ReverseSpanEnumerator<(Entity,Entity)>.
|
||||
// We materialise it into a list so the caller can iterate freely.
|
||||
MethodInfo method = FindGenericMethod(nameof(World.Relations)).MakeGenericMethod(relationType);
|
||||
// Returns a boxed ReverseSpanEnumerator; invoke MoveNext/Current via dynamic.
|
||||
// Easiest: call via dynamic to avoid unsafe span-from-box issues.
|
||||
dynamic enumerator = method.Invoke(world, null)!;
|
||||
List<(Entity, Entity)> results = new();
|
||||
while(enumerator.MoveNext())
|
||||
results.Add(enumerator.Current);
|
||||
return results;
|
||||
}
|
||||
|
||||
private static ValueType WorldGetRelationData(World world, Entity a, Entity b, Type relationType) {
|
||||
if(!GetRelationDataCache.TryGetValue(relationType, out Func<World, Entity, Entity, ValueType>? fn)) {
|
||||
MethodInfo method = FindGenericMethod(nameof(World.GetRelationData)).MakeGenericMethod(relationType);
|
||||
fn = (w, ea, eb) => (ValueType)method.Invoke(w, new object[] { ea, eb })!;
|
||||
GetRelationDataCache[relationType] = fn;
|
||||
}
|
||||
return fn(world, a, b);
|
||||
}
|
||||
|
||||
private static void WorldRelate(World world, Entity a, Entity b, string typeName, ValueType value) {
|
||||
if(!RelationRegistry.TryGetValue(typeName, out Type? relationType)) return;
|
||||
|
||||
if(!RelateCache.TryGetValue(relationType, out Action<World, Entity, Entity, ValueType>? fn)) {
|
||||
MethodInfo method = FindGenericMethod(nameof(World.Relate)).MakeGenericMethod(relationType);
|
||||
fn = (w, ea, eb, v) => method.Invoke(w, new object[] { ea, eb, v });
|
||||
RelateCache[relationType] = fn;
|
||||
}
|
||||
fn(world, a, b, value);
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------------
|
||||
// Utility
|
||||
// -------------------------------------------------------------------------
|
||||
|
||||
private static MethodInfo FindGenericMethod(string name) {
|
||||
foreach(MethodInfo m in typeof(World).GetMethods(BindingFlags.Public | BindingFlags.Instance)) {
|
||||
if(m.Name == name && m.IsGenericMethodDefinition)
|
||||
return m;
|
||||
}
|
||||
throw new InvalidOperationException($"Could not find generic method '{name}' on {nameof(World)}.");
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,10 @@
|
||||
namespace Nerfed.Runtime.Scene;
|
||||
|
||||
/// <summary>
|
||||
/// Marks an unmanaged struct as a serializable scene relation kind.
|
||||
/// Both endpoints and the data payload will be saved/loaded by the scene system.
|
||||
/// The <see cref="Components.ChildParentRelation"/> hierarchy is handled separately via
|
||||
/// <see cref="SceneEntityData.ParentId"/> and should NOT be marked with this attribute.
|
||||
/// </summary>
|
||||
[AttributeUsage(AttributeTargets.Struct, Inherited = false)]
|
||||
public sealed class SceneRelationAttribute : Attribute { }
|
||||
@@ -0,0 +1,202 @@
|
||||
using MoonTools.ECS;
|
||||
using System.Collections.Generic;
|
||||
using System;
|
||||
using System.Numerics;
|
||||
using Nerfed.Runtime.Components;
|
||||
|
||||
namespace Nerfed.Runtime.Scene.Streaming;
|
||||
|
||||
/// <summary>
|
||||
/// Status of a chunk in the streaming system.
|
||||
/// </summary>
|
||||
public enum ChunkState
|
||||
{
|
||||
Unloaded,
|
||||
Loading,
|
||||
Loaded,
|
||||
Unloading
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A system that manages spatial partitioning. It determines which chunks should be loaded based on observers.
|
||||
/// </summary>
|
||||
public class ChunkStreamingSystem : MoonTools.ECS.System
|
||||
{
|
||||
private readonly struct ChunkCoord : IEquatable<ChunkCoord>
|
||||
{
|
||||
public readonly int X;
|
||||
public readonly int Y;
|
||||
public readonly int Z;
|
||||
|
||||
// Pre-calculated on creation
|
||||
public readonly long Id;
|
||||
|
||||
public ChunkCoord(int x, int y, int z)
|
||||
{
|
||||
X = x;
|
||||
Y = y;
|
||||
Z = z;
|
||||
|
||||
// We allocate 21 bits per axis (allowing ~2 million chunks positive and negative).
|
||||
var hashX = (long)x & 0x1FFFFF;
|
||||
var hashY = (long)y & 0x1FFFFF;
|
||||
var hashZ = (long)z & 0x1FFFFF;
|
||||
|
||||
Id = hashX | (hashY << 21) | (hashZ << 42);
|
||||
}
|
||||
|
||||
public bool Equals(ChunkCoord other) => Id == other.Id;
|
||||
public override bool Equals(object? obj) => obj is ChunkCoord other && Equals(other);
|
||||
public override int GetHashCode() => Id.GetHashCode();
|
||||
}
|
||||
|
||||
// Configurable size of a chunk in world coordinates.
|
||||
public float ChunkSize { get; set; } = 64f;
|
||||
|
||||
private readonly Filter _observerFilter;
|
||||
private readonly Filter _chunkMemberFilter;
|
||||
private readonly Filter _unloadedFilter;
|
||||
|
||||
// Active loaded/loading chunks
|
||||
private readonly Dictionary<ChunkCoord, ChunkState> _activeChunks = new();
|
||||
|
||||
// Queue of chunks waiting to be loaded
|
||||
private readonly Queue<ChunkCoord> _pendingLoads = new();
|
||||
|
||||
// Queue of chunks waiting to be completely tagged for unloading
|
||||
private readonly Queue<ChunkCoord> _pendingUnloads = new();
|
||||
|
||||
public ChunkStreamingSystem(World world) : base(world)
|
||||
{
|
||||
_observerFilter = FilterBuilder
|
||||
.Include<ChunkObserverComponent>()
|
||||
.Include<LocalToWorld>() // Needs a world position
|
||||
.Exclude<ChunkUnloadPendingTag>() // Ignore dying observers
|
||||
.Build();
|
||||
|
||||
_chunkMemberFilter = FilterBuilder
|
||||
.Include<ChunkMemberComponent>()
|
||||
.Exclude<ChunkUnloadPendingTag>() // Ignore entities already marked for death
|
||||
.Build();
|
||||
|
||||
_unloadedFilter = FilterBuilder
|
||||
.Include<ChunkUnloadPendingTag>()
|
||||
.Build();
|
||||
}
|
||||
|
||||
public override void Update(TimeSpan delta)
|
||||
{
|
||||
var requiredChunks = new HashSet<ChunkCoord>();
|
||||
|
||||
// 1. Find all chunks that should be loaded based on observers
|
||||
foreach (var observerEntity in _observerFilter.Entities)
|
||||
{
|
||||
var observer = Get<ChunkObserverComponent>(observerEntity);
|
||||
var transform = Get<LocalToWorld>(observerEntity);
|
||||
|
||||
// Convert world pos to grid coordinates
|
||||
var worldPos = transform.localToWorldMatrix.Translation;
|
||||
var centerChunk = GetChunkCoord(worldPos);
|
||||
|
||||
// Determine chunk radius based on observer radius and chunk size
|
||||
int chunkRadius = (int)MathF.Ceiling(observer.ViewRadius / ChunkSize);
|
||||
|
||||
for (int x = -chunkRadius; x <= chunkRadius; x++)
|
||||
{
|
||||
for (int y = -chunkRadius; y <= chunkRadius; y++)
|
||||
{
|
||||
for (int z = -chunkRadius; z <= chunkRadius; z++)
|
||||
{
|
||||
var coord = new ChunkCoord(centerChunk.X + x, centerChunk.Y + y, centerChunk.Z + z);
|
||||
requiredChunks.Add(coord);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 2. Unload chunks that are active but no longer required
|
||||
var chunksToUnload = new List<ChunkCoord>();
|
||||
foreach (var activeChunk in _activeChunks.Keys)
|
||||
{
|
||||
if (!requiredChunks.Contains(activeChunk) && _activeChunks[activeChunk] != ChunkState.Unloading)
|
||||
{
|
||||
chunksToUnload.Add(activeChunk);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var coord in chunksToUnload)
|
||||
{
|
||||
_activeChunks[coord] = ChunkState.Unloading;
|
||||
_pendingUnloads.Enqueue(coord);
|
||||
}
|
||||
|
||||
// 3. Queue newly required chunks
|
||||
foreach (var coord in requiredChunks)
|
||||
{
|
||||
if (!_activeChunks.ContainsKey(coord))
|
||||
{
|
||||
// Mark as unloaded so we don't queue it multiple times
|
||||
_activeChunks[coord] = ChunkState.Unloaded;
|
||||
_pendingLoads.Enqueue(coord);
|
||||
}
|
||||
}
|
||||
|
||||
// 4. Process only ONE chunk load per frame to prevent stuttering
|
||||
if (_pendingLoads.Count > 0)
|
||||
{
|
||||
var chunkToLoad = _pendingLoads.Dequeue();
|
||||
// Double check it wasn't unloaded before we got around to loading it
|
||||
if (_activeChunks.TryGetValue(chunkToLoad, out var state) && state == ChunkState.Unloaded)
|
||||
{
|
||||
LoadChunk(chunkToLoad);
|
||||
}
|
||||
}
|
||||
|
||||
// 5. Process only ONE chunk unload tagging per frame
|
||||
if (_pendingUnloads.Count > 0)
|
||||
{
|
||||
var chunkToUnload = _pendingUnloads.Dequeue();
|
||||
UnloadChunk(chunkToUnload);
|
||||
}
|
||||
}
|
||||
|
||||
private ChunkCoord GetChunkCoord(Vector3 worldPos)
|
||||
{
|
||||
return new ChunkCoord(
|
||||
(int)MathF.Floor(worldPos.X / ChunkSize),
|
||||
(int)MathF.Floor(worldPos.Y / ChunkSize),
|
||||
(int)MathF.Floor(worldPos.Z / ChunkSize)
|
||||
);
|
||||
}
|
||||
|
||||
private void LoadChunk(ChunkCoord coord)
|
||||
{
|
||||
_activeChunks[coord] = ChunkState.Loading;
|
||||
|
||||
// TODO: In a real system, you'd queue async I/O here to read SceneData for this chunk
|
||||
// and spawn the entities. Once they are all spawned, set state to Loaded.
|
||||
|
||||
// For demonstration, immediately set to loaded.
|
||||
_activeChunks[coord] = ChunkState.Loaded;
|
||||
}
|
||||
|
||||
private void UnloadChunk(ChunkCoord coord)
|
||||
{
|
||||
// Instead of destroying everything instantly, we tag the entities as 'Unloaded'
|
||||
// so that they stop participating in rendering/gameplay, and get destroyed slowly
|
||||
// by the ChunkTeardownSystem.
|
||||
long coordId = coord.Id;
|
||||
foreach (var entity in _chunkMemberFilter.Entities)
|
||||
{
|
||||
var chunkMember = Get<ChunkMemberComponent>(entity);
|
||||
if (chunkMember.ChunkId == coordId)
|
||||
{
|
||||
Set(entity, new ChunkUnloadPendingTag());
|
||||
}
|
||||
}
|
||||
|
||||
// Immediately remove it from the required grid so it can be re-loaded
|
||||
// if the player turns around quickly, while older entities are just garbage collected.
|
||||
_activeChunks.Remove(coord);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,35 @@
|
||||
using MoonTools.ECS;
|
||||
using System;
|
||||
|
||||
namespace Nerfed.Runtime.Scene.Streaming;
|
||||
|
||||
/// <summary>
|
||||
/// A centralized cleanup system for slowly destroying chunk entities to avoid frame stutters.
|
||||
/// </summary>
|
||||
public class ChunkTeardownSystem : MoonTools.ECS.System
|
||||
{
|
||||
private readonly Filter _unloadedFilter;
|
||||
|
||||
// Adjustable limit to prevent massive stutters when unloading chunks.
|
||||
public int MaxEntitiesToDestroyPerFrame { get; set; } = 250;
|
||||
|
||||
public ChunkTeardownSystem(World world) : base(world)
|
||||
{
|
||||
_unloadedFilter = FilterBuilder
|
||||
.Include<ChunkUnloadPendingTag>()
|
||||
.Build();
|
||||
}
|
||||
|
||||
public override void Update(TimeSpan delta)
|
||||
{
|
||||
int destroyed = 0;
|
||||
|
||||
foreach (var entity in _unloadedFilter.Entities)
|
||||
{
|
||||
if (destroyed >= MaxEntitiesToDestroyPerFrame) break;
|
||||
|
||||
Destroy(entity);
|
||||
destroyed++;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,28 @@
|
||||
using MoonTools.ECS;
|
||||
using System.Numerics;
|
||||
|
||||
namespace Nerfed.Runtime.Scene.Streaming;
|
||||
|
||||
/// <summary>
|
||||
/// Marks an entity as a streaming observer (e.g. the player camera) that causes chunks
|
||||
/// to be loaded around it.
|
||||
/// </summary>
|
||||
public struct ChunkObserverComponent
|
||||
{
|
||||
public float ViewRadius;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tags an entity as belonging to a specific chunk, allowing it to be unloaded when the chunk is out of range.
|
||||
/// </summary>
|
||||
public struct ChunkMemberComponent
|
||||
{
|
||||
// A 64-bit spatial hash combining the X, Y, and Z coordinates.
|
||||
public long ChunkId;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Added to entities that belong to a chunk that has been unloaded.
|
||||
/// A dedicated system will process and destroy these slowly over multiple frames.
|
||||
/// </summary>
|
||||
public struct ChunkUnloadPendingTag { }
|
||||
@@ -1,6 +1,8 @@
|
||||
using MoonTools.ECS;
|
||||
using Nerfed.Runtime.Components;
|
||||
using Nerfed.Runtime.Util;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Numerics;
|
||||
|
||||
// TODO:
|
||||
@@ -15,17 +17,28 @@ namespace Nerfed.Runtime.Systems
|
||||
{
|
||||
public class LocalToWorldSystem : MoonTools.ECS.System
|
||||
{
|
||||
private readonly JobSystem jobs;
|
||||
public override IReadOnlySet<Type> ReadsComponents { get; } = new HashSet<Type> { typeof(LocalTransform) };
|
||||
public override IReadOnlySet<Type> WritesComponents { get; } = new HashSet<Type> { typeof(LocalToWorld) };
|
||||
|
||||
private readonly bool useParallelFor = true;
|
||||
private const int ParallelForMinCount = 32; // Below this, parallel overhead costs more than it saves.
|
||||
private static readonly System.Threading.Tasks.ParallelOptions ParallelOptions = new()
|
||||
{
|
||||
MaxDegreeOfParallelism = Environment.ProcessorCount
|
||||
};
|
||||
private readonly Filter rootEntitiesFilter;
|
||||
private readonly Filter entitiesWithoutLocalToWorldFilter;
|
||||
private readonly Action<int> updateWorldTransformByIndex;
|
||||
private readonly Action<int> updateWorldTransform;
|
||||
private ParallelWriter<LocalToWorld> _parallelWriter;
|
||||
|
||||
public LocalToWorldSystem(World world, JobSystem jobs = null) : base(world)
|
||||
public LocalToWorldSystem(World world) : base(world)
|
||||
{
|
||||
this.jobs = jobs ?? JobSystem.Default;
|
||||
rootEntitiesFilter = FilterBuilder.Include<LocalTransform>().Exclude<Child>().Build();
|
||||
entitiesWithoutLocalToWorldFilter = FilterBuilder.Include<LocalTransform>().Exclude<LocalToWorld>().Build();
|
||||
updateWorldTransformByIndex = UpdateWorldTransformByIndex;
|
||||
if (useParallelFor)
|
||||
{
|
||||
entitiesWithoutLocalToWorldFilter = FilterBuilder.Include<LocalTransform>().Exclude<LocalToWorld>().Build();
|
||||
updateWorldTransform = UpdateWorldTransformByIndex;
|
||||
}
|
||||
}
|
||||
|
||||
public override void Update(TimeSpan delta)
|
||||
@@ -35,36 +48,52 @@ namespace Nerfed.Runtime.Systems
|
||||
return;
|
||||
}
|
||||
|
||||
if (this.jobs.WorkerCount > 0)
|
||||
if (useParallelFor)
|
||||
{
|
||||
Profiler.BeginSample("LocalToWorldCheck");
|
||||
// Structural pre-pass: ensure LocalToWorld exists on all entities before parallel writes.
|
||||
foreach (Entity entity in entitiesWithoutLocalToWorldFilter.Entities)
|
||||
{
|
||||
// This check is needed because some entities might not have a LocalToWorld component yet.
|
||||
// Adding this during the loop will break.
|
||||
Profiler.BeginSample("ParallelFor.LocalToWorldCheck");
|
||||
foreach (Entity entity in entitiesWithoutLocalToWorldFilter.Entities) {
|
||||
Set(entity, new LocalToWorld(Matrix4x4.Identity));
|
||||
}
|
||||
Profiler.EndSample();
|
||||
|
||||
Profiler.BeginSample("LocalToWorldUpdate");
|
||||
this.jobs.Dispatch(rootEntitiesFilter.Count, updateWorldTransformByIndex);
|
||||
// Acquire a ParallelWriter AFTER pre-allocation — all entities now have LocalToWorld.
|
||||
// This writer only permits updating existing values; no structural mutations allowed.
|
||||
_parallelWriter = World.GetParallelWriter<LocalToWorld>();
|
||||
|
||||
Profiler.BeginSample("ParallelFor.LocalToWorldUpdate");
|
||||
if (rootEntitiesFilter.Count >= ParallelForMinCount)
|
||||
{
|
||||
Parallel.For(0, rootEntitiesFilter.Count, ParallelOptions, updateWorldTransform);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Not enough work to justify thread overhead — run serially.
|
||||
for (int i = 0; i < rootEntitiesFilter.Count; i++)
|
||||
{
|
||||
updateWorldTransform(i);
|
||||
}
|
||||
}
|
||||
Profiler.EndSample();
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach (Entity entity in rootEntitiesFilter.Entities)
|
||||
{
|
||||
Profiler.BeginSample("UpdateWorldTransform");
|
||||
// Profiler.BeginSample("UpdateWorldTransform");
|
||||
UpdateWorldTransform(entity, Matrix4x4.Identity);
|
||||
Profiler.EndSample();
|
||||
// Profiler.EndSample();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateWorldTransformByIndex(int entityFilterIndex)
|
||||
{
|
||||
using ProfilerScope scope = new("UpdateWorldTransformByIndex");
|
||||
// Profiler.BeginSample("UpdateWorldTransformByIndex");
|
||||
Entity entity = rootEntitiesFilter.NthEntity(entityFilterIndex);
|
||||
UpdateWorldTransform(entity, Matrix4x4.Identity);
|
||||
// Profiler.EndSample();
|
||||
}
|
||||
|
||||
private void UpdateWorldTransform(in Entity entity, Matrix4x4 localToWorldMatrix)
|
||||
@@ -74,14 +103,11 @@ namespace Nerfed.Runtime.Systems
|
||||
LocalTransform localTransform = Get<LocalTransform>(entity);
|
||||
localToWorldMatrix = Matrix4x4.Multiply(localToWorldMatrix, localTransform.TRS());
|
||||
LocalToWorld localToWorld = new(localToWorldMatrix);
|
||||
#if DEBUG
|
||||
if (!Has<LocalToWorld>(entity))
|
||||
{
|
||||
throw new InvalidOperationException(
|
||||
$"Entity {entity} is missing LocalToWorld. Ensure the structural pre-pass runs before parallel dispatch.");
|
||||
}
|
||||
#endif
|
||||
Set(entity, localToWorld);
|
||||
|
||||
if (useParallelFor)
|
||||
_parallelWriter.Set(entity, localToWorld); // thread-safe: direct write, no structural mutation
|
||||
else
|
||||
Set(entity, localToWorld);
|
||||
}
|
||||
|
||||
ReverseSpanEnumerator<Entity> childEntities = World.InRelations<ChildParentRelation>(entity);
|
||||
|
||||
@@ -5,7 +5,6 @@ namespace Nerfed.Runtime;
|
||||
public class BoundedQueue<T> : IEnumerable<T>, ICollection, IReadOnlyCollection<T>
|
||||
{
|
||||
private readonly Queue<T> queue = null;
|
||||
private readonly object syncLock = new object();
|
||||
private readonly int maxSize = 10;
|
||||
private T lastAddedElement;
|
||||
|
||||
@@ -17,129 +16,58 @@ public class BoundedQueue<T> : IEnumerable<T>, ICollection, IReadOnlyCollection<
|
||||
|
||||
public void Enqueue(T item)
|
||||
{
|
||||
Enqueue(item, out _);
|
||||
}
|
||||
|
||||
public bool Enqueue(T item, out T evictedItem)
|
||||
{
|
||||
lock (syncLock)
|
||||
queue.Enqueue(item);
|
||||
if (queue.Count > maxSize)
|
||||
{
|
||||
queue.Enqueue(item);
|
||||
if (queue.Count > maxSize)
|
||||
{
|
||||
evictedItem = queue.Dequeue();
|
||||
lastAddedElement = item;
|
||||
return true;
|
||||
}
|
||||
|
||||
evictedItem = default;
|
||||
lastAddedElement = item;
|
||||
return false;
|
||||
queue.Dequeue(); // Remove the oldest element
|
||||
}
|
||||
|
||||
lastAddedElement = item;
|
||||
}
|
||||
|
||||
public T Dequeue()
|
||||
{
|
||||
lock (syncLock)
|
||||
{
|
||||
return queue.Dequeue();
|
||||
}
|
||||
return queue.Dequeue();
|
||||
}
|
||||
|
||||
public T Peek()
|
||||
{
|
||||
lock (syncLock)
|
||||
{
|
||||
return queue.Peek();
|
||||
}
|
||||
return queue.Peek();
|
||||
}
|
||||
|
||||
public T LastAddedElement()
|
||||
{
|
||||
lock (syncLock)
|
||||
{
|
||||
return lastAddedElement;
|
||||
}
|
||||
return lastAddedElement;
|
||||
}
|
||||
|
||||
public void Clear()
|
||||
{
|
||||
lock (syncLock)
|
||||
{
|
||||
queue.Clear();
|
||||
}
|
||||
queue.Clear();
|
||||
}
|
||||
|
||||
public bool Contains(T item)
|
||||
{
|
||||
lock (syncLock)
|
||||
{
|
||||
return queue.Contains(item);
|
||||
}
|
||||
}
|
||||
|
||||
// Iterates the internal Queue<T> directly (struct enumerator, no allocation) under the lock.
|
||||
public int CopyTo(List<T> destination)
|
||||
{
|
||||
lock (syncLock)
|
||||
{
|
||||
destination.Clear();
|
||||
foreach (T item in queue)
|
||||
{
|
||||
destination.Add(item);
|
||||
}
|
||||
|
||||
return destination.Count;
|
||||
}
|
||||
return queue.Contains(item);
|
||||
}
|
||||
|
||||
public IEnumerator<T> GetEnumerator()
|
||||
{
|
||||
T[] snapshot;
|
||||
lock (syncLock)
|
||||
{
|
||||
snapshot = queue.ToArray();
|
||||
}
|
||||
|
||||
return ((IEnumerable<T>)snapshot).GetEnumerator();
|
||||
return queue.GetEnumerator();
|
||||
}
|
||||
|
||||
IEnumerator IEnumerable.GetEnumerator()
|
||||
{
|
||||
return GetEnumerator();
|
||||
return queue.GetEnumerator();
|
||||
}
|
||||
|
||||
public void CopyTo(Array array, int index)
|
||||
{
|
||||
lock (syncLock)
|
||||
{
|
||||
((ICollection)queue).CopyTo(array, index);
|
||||
}
|
||||
}
|
||||
|
||||
public int Count
|
||||
{
|
||||
get
|
||||
{
|
||||
lock (syncLock)
|
||||
{
|
||||
return queue.Count;
|
||||
}
|
||||
}
|
||||
((ICollection)queue).CopyTo(array, index);
|
||||
}
|
||||
|
||||
public int Count => queue.Count;
|
||||
public int Capacity => maxSize;
|
||||
public bool IsSynchronized => true;
|
||||
public object SyncRoot => syncLock;
|
||||
|
||||
int IReadOnlyCollection<T>.Count
|
||||
{
|
||||
get
|
||||
{
|
||||
lock (syncLock)
|
||||
{
|
||||
return queue.Count;
|
||||
}
|
||||
}
|
||||
}
|
||||
public bool IsSynchronized => ((ICollection)queue).IsSynchronized;
|
||||
public object SyncRoot => ((ICollection)queue).SyncRoot;
|
||||
int IReadOnlyCollection<T>.Count => queue.Count;
|
||||
}
|
||||
Reference in New Issue
Block a user