Initial commit: Client Doc docs Server Tools

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
ud18010
2026-07-10 10:24:29 +08:00
co-authored by Cursor
commit 7e35d8da31
3374 changed files with 680813 additions and 0 deletions
@@ -0,0 +1,143 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated July 28, 2023. Replaces all prior versions.
*
* Copyright (c) 2013-2026, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
* otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#define ENABLE_WORK_STEALING
using System;
using System.Collections.Generic;
using System.Threading;
#if SPINE_ENABLE_THREAD_PROFILING
using UnityEngine.Profiling;
#endif
/// Class to distribute work items like ThreadPool.QueueUserWorkItem but keep the same tasks at the same thread
/// across frames, increasing core affinity (and in some scenarios with lower cache pressure on secondary cores,
/// perhaps even reduce cache eviction).
public class LockFreeWorkStealingWorkerPool<T> : IDisposable {
public class Task {
public T parameters;
public Action<T, int> function;
}
private readonly int _threadCount;
private readonly Thread[] _threads;
private readonly LockFreeWorkStealingDeque<Task>[] _taskQueues;
private readonly AutoResetEvent[] _taskAvailable;
private volatile bool _running = true;
public LockFreeWorkStealingWorkerPool (int threadCount, int queueCapacity = 8) {
_threadCount = threadCount;
_threads = new Thread[_threadCount];
_taskQueues = new LockFreeWorkStealingDeque<Task>[_threadCount];
_taskAvailable = new AutoResetEvent[_threadCount];
for (int i = 0; i < _threadCount; i++) {
_taskQueues[i] = new LockFreeWorkStealingDeque<Task>(queueCapacity);
_taskAvailable[i] = new AutoResetEvent(false);
int index = i; // Capture the index for the thread
_threads[i] = new Thread(() => WorkerLoop(index));
}
for (int i = 0; i < _threadCount; i++) {
_threads[i].Start();
}
}
/// <summary>Enqueues a task item if there is space available, but does
/// not start processing until <see cref="AllowTaskProcessing"/> is called.</summary>
/// <returns>True if the item was successfully enqueued, false otherwise.</returns>
public bool EnqueueTask (int threadIndex, Task task) {
if (threadIndex < 0 || threadIndex >= _threadCount)
throw new ArgumentOutOfRangeException("threadIndex");
_taskQueues[threadIndex].PushTop(task);
return true;
}
/// <summary>
/// Call this method after <see cref="EnqueueTaskWithoutProcessing"/> to start processing all enqueued tasks.
/// This limitation comes from LockFreeWorkStealingDeque requiring the same thread calling Push and Pop,
/// which would not be the case here.
/// </summary>
/// <param name="numAsyncThreads">Limits the number of active worker threads. Note that when work stealing is
/// enabled, empty threads steal tasks from other threads even if no tasks were originally enqueued at them.</param>
public void AllowTaskProcessing (int numAsyncThreads) {
for (int t = 0; t < numAsyncThreads; ++t)
_taskAvailable[t].Set();
}
private void WorkerLoop (int threadIndex) {
#if SPINE_ENABLE_THREAD_PROFILING
Profiler.BeginThreadProfiling("Spine Threads", "Spine Thread " + threadIndex);
#endif
while (_running) {
_taskAvailable[threadIndex].WaitOne();
Task task = null;
bool success;
do {
success = _taskQueues[threadIndex].Pop(out task);
if (success) {
task.function(task.parameters, threadIndex);
} else {
#if ENABLE_WORK_STEALING
int stealThreadIndex = (threadIndex + 1) % _threadCount;
while (stealThreadIndex != threadIndex) { // circle complete
while (true) {
task = null;
bool stealSuccessful = _taskQueues[stealThreadIndex].Steal(out task);
if (!stealSuccessful)
break;
task.function(task.parameters, threadIndex);
}
stealThreadIndex = (stealThreadIndex + 1) % _threadCount;
}
#endif
}
} while (success);
}
#if SPINE_ENABLE_THREAD_PROFILING
Profiler.EndThreadProfiling();
#endif
}
public void Dispose () {
_running = false;
for (int i = 0; i < _threadCount; i++) {
_taskAvailable[i].Set(); // Wake up threads to exit
}
foreach (var thread in _threads) {
thread.Join();
}
for (int i = 0; i < _threadCount; i++) {
_taskAvailable[i].Close();
}
}
}