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47 lines
1.8 KiB
C#
47 lines
1.8 KiB
C#
using LanLib.UpdateManager.Jobs.Internal;
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using Unity.Jobs;
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namespace LanLib.UpdateManager.Jobs
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{
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/// <summary>
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/// Singleton class that schedules jobs from registered <see cref="IJobUpdatable{}>"/> objects every frame using Unity's Job System.
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/// </summary>
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/// <remarks>
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/// Any C# object can be registered for updates, including MonoBehaviours, pure C# classes and structs, as long as they implement <see cref="IJobUpdatable{}"/>.
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/// <br/>
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/// This class runs jobs in parallel, so don't rely on jobs being executed in any order.
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/// </remarks>
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/// <seealso cref="IJobParallelForExtensions.Schedule"/>
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public class UpdateJobManager<TData> : AUpdateJobManager<TData, IJobUpdatable<TData>, UpdateJobData<TData, IJobUpdatable<TData>>>
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where TData : struct, IUpdateJob
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{
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public static readonly int JobBatchSize = UpdateJobOptions.GetBatchSize<TData>();
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/// <summary>Get or create the singleton instance</summary>
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public static UpdateJobManager<TData> Instance => _instance != null ? _instance : (_instance = new UpdateJobManager<TData>());
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private static UpdateJobManager<TData> _instance;
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protected override JobHandle ScheduleJob(JobHandle dependsOn)
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{
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#if HAVE_BURST
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if (IsJobBurstCompiled)
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{
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return Schedule<BurstUpdateJob<TData>>(dependsOn);
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}
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else
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#endif
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{
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return Schedule<UpdateJob<TData>>(dependsOn);
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}
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}
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protected JobHandle Schedule<TJob>(JobHandle dependsOn)
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where TJob : struct, IInternalUpdateJob<TData>
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{
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return new TJob
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{
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Data = _jobData.Data,
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}.Schedule(_jobData.Length, JobBatchSize, dependsOn);
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}
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}
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} |