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a0f2713fdc |
@@ -71,6 +71,8 @@ public static class Engine
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AudioDevice = new AudioDevice();
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JobSystem.Default.Initialize();
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OnInitialize?.Invoke();
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while (!quit)
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@@ -84,6 +86,7 @@ public static class Engine
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MainWindow.Dispose();
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GraphicsDevice.Dispose();
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AudioDevice.Dispose();
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JobSystem.Default.Shutdown();
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SDL.SDL_Quit();
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}
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@@ -0,0 +1,109 @@
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using System.Diagnostics;
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namespace Nerfed.Runtime;
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public sealed class JobSystem : IDisposable
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{
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public static readonly JobSystem Default = new JobSystem();
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private Thread[] workers;
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private SemaphoreSlim startSignal;
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private CountdownEvent completionEvent;
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private volatile bool running;
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// Shared per-dispatch state written by main thread before workers wake.
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private volatile Action<int> currentAction;
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private int workCount;
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private int nextIndex; // grabbed with Interlocked.Increment for work-stealing
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public int WorkerCount => workers?.Length ?? 0;
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public bool IsInitialized => workers != null;
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public void Initialize(int threadCount = -1)
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{
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if (IsInitialized)
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{
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throw new InvalidOperationException("JobSystem is already initialized. Call Shutdown first.");
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}
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threadCount = threadCount < 0
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? Math.Max(1, Environment.ProcessorCount - 2)
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: Math.Max(1, threadCount);
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running = true;
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startSignal = new SemaphoreSlim(0);
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completionEvent = new CountdownEvent(1);
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workers = new Thread[threadCount];
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for (int i = 0; i < threadCount; i++)
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{
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workers[i] = new Thread(WorkerLoop)
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{
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IsBackground = true,
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Name = $"Job-{i}",
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};
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workers[i].Start();
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}
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}
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public void Dispatch(int count, Action<int> action)
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{
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if (count <= 0) return;
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if (!IsInitialized)
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{
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// Safe fallback: run inline if Initialize was never called.
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for (int i = 0; i < count; i++)
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action(i);
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return;
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}
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currentAction = action;
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workCount = count;
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Volatile.Write(ref nextIndex, 0);
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completionEvent.Reset(workers.Length);
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startSignal.Release(workers.Length);
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completionEvent.Wait();
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currentAction = null;
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}
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public void Shutdown()
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{
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if (!IsInitialized) return;
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running = false;
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startSignal.Release(workers.Length); // wake all workers so they can see running=false and exit
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foreach (Thread t in workers)
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t.Join();
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completionEvent.Dispose();
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startSignal.Dispose();
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workers = null;
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}
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public void Dispose() => Shutdown();
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private void WorkerLoop()
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{
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while (true)
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{
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startSignal.Wait();
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if (!running) return;
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Action<int> action = currentAction;
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int total = workCount;
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while (true)
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{
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int index = Interlocked.Increment(ref nextIndex) - 1;
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if (index >= total) break;
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action(index);
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}
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completionEvent.Signal();
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}
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}
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}
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@@ -15,19 +15,17 @@ namespace Nerfed.Runtime.Systems
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{
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public class LocalToWorldSystem : MoonTools.ECS.System
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{
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private readonly bool useParallelFor = true; // When having a low amount of transforms or when in debug mode this might be slower.
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private readonly JobSystem jobs;
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private readonly Filter rootEntitiesFilter;
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private readonly Filter entitiesWithoutLocalToWorldFilter;
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private readonly Action<int> updateWorldTransform;
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private readonly Action<int> updateWorldTransformByIndex;
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public LocalToWorldSystem(World world) : base(world)
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public LocalToWorldSystem(World world, JobSystem jobs = null) : base(world)
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{
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this.jobs = jobs ?? JobSystem.Default;
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rootEntitiesFilter = FilterBuilder.Include<LocalTransform>().Exclude<Child>().Build();
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if (useParallelFor)
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{
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entitiesWithoutLocalToWorldFilter = FilterBuilder.Include<LocalTransform>().Exclude<LocalToWorld>().Build();
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updateWorldTransform = UpdateWorldTransformByIndex;
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}
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updateWorldTransformByIndex = UpdateWorldTransformByIndex;
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}
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public override void Update(TimeSpan delta)
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@@ -37,20 +35,18 @@ namespace Nerfed.Runtime.Systems
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return;
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}
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if (useParallelFor)
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if (this.jobs.WorkerCount > 0)
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{
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Profiler.BeginSample("LocalToWorldCheck");
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// Structural pre-pass: ensure LocalToWorld exists on all entities before parallel writes.
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foreach (Entity entity in entitiesWithoutLocalToWorldFilter.Entities)
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{
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Profiler.BeginSample("ParallelFor.LocalToWorldCheck");
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// This check is needed because some entities might not have a LocalToWorld component yet.
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// Adding this during the loop will break.
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foreach (Entity entity in entitiesWithoutLocalToWorldFilter.Entities) {
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Set(entity, new LocalToWorld(Matrix4x4.Identity));
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}
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Profiler.EndSample();
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Profiler.BeginSample("ParallelFor.LocalToWorldUpdate");
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// This should only be used when the filter doesn't change by executing these functions!
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// So no entity deletion or setting/removing of components used by the filters in this loop.
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Parallel.For(0, rootEntitiesFilter.Count, updateWorldTransform);
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Profiler.BeginSample("LocalToWorldUpdate");
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this.jobs.Dispatch(rootEntitiesFilter.Count, updateWorldTransformByIndex);
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Profiler.EndSample();
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}
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else
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@@ -66,22 +62,25 @@ namespace Nerfed.Runtime.Systems
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private void UpdateWorldTransformByIndex(int entityFilterIndex)
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{
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Profiler.BeginSample("UpdateWorldTransformByIndex");
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using ProfilerScope scope = new("UpdateWorldTransformByIndex");
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Entity entity = rootEntitiesFilter.NthEntity(entityFilterIndex);
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UpdateWorldTransform(entity, Matrix4x4.Identity);
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Profiler.EndSample();
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}
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private void UpdateWorldTransform(in Entity entity, Matrix4x4 localToWorldMatrix)
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{
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// TODO: Only update dirty transforms.
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// If a parent is dirty all the children need to update their localToWorld matrix.
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// How do we check if something is dirty? How do we know if a LocalTransform has been changed?
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if (Has<LocalTransform>(entity))
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{
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LocalTransform localTransform = Get<LocalTransform>(entity);
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localToWorldMatrix = Matrix4x4.Multiply(localToWorldMatrix, localTransform.TRS());
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LocalToWorld localToWorld = new(localToWorldMatrix);
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#if DEBUG
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if (!Has<LocalToWorld>(entity))
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{
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throw new InvalidOperationException(
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$"Entity {entity} is missing LocalToWorld. Ensure the structural pre-pass runs before parallel dispatch.");
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}
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#endif
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Set(entity, localToWorld);
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}
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