Initial commit: Client Doc docs Server Tools
Co-authored-by: Cursor <cursoragent@cursor.com>
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated July 28, 2023. Replaces all prior versions.
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*
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* Copyright (c) 2013-2026, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software or
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* otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
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* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System;
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using System.Collections.Generic;
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using System.Threading;
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#if SPINE_ENABLE_THREAD_PROFILING
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using UnityEngine.Profiling;
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#endif
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/// Class to distribute work items like ThreadPool.QueueUserWorkItem but keep the same tasks at the same thread
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/// across frames, increasing core affinity (and in some scenarios with lower cache pressure on secondary cores,
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/// perhaps even reduce cache eviction).
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public class LockFreeWorkerPool<T> : IDisposable {
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public class Task {
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public T parameters;
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public Action<T, int> function;
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}
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private readonly int _threadCount;
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private readonly Thread[] _threads;
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private readonly LockFreeSPSCQueue<Task>[] _taskQueues;
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private readonly AutoResetEvent[] _taskAvailable;
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private volatile bool _running = true;
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public LockFreeWorkerPool (int threadCount, int queueCapacity = 2) {
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_threadCount = threadCount;
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_threads = new Thread[_threadCount];
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_taskQueues = new LockFreeSPSCQueue<Task>[_threadCount];
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_taskAvailable = new AutoResetEvent[_threadCount];
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for (int i = 0; i < _threadCount; i++) {
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_taskQueues[i] = new LockFreeSPSCQueue<Task>(queueCapacity);
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_taskAvailable[i] = new AutoResetEvent(false);
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int index = i; // Capture the index for the thread
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_threads[i] = new Thread(() => WorkerLoop(index));
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_threads[i].Start();
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}
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}
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/// <summary>Enqueues a task item if there is space available.</summary>
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/// <returns>True if the item was successfully enqueued, false otherwise.</returns>
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public bool EnqueueTask (int threadIndex, Task task) {
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if (threadIndex < 0 || threadIndex >= _threadCount)
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throw new ArgumentOutOfRangeException("threadIndex");
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bool success = _taskQueues[threadIndex].Enqueue(task);
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if (!success) {
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return false;
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}
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_taskAvailable[threadIndex].Set();
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return true;
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}
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private void WorkerLoop (int threadIndex) {
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#if SPINE_ENABLE_THREAD_PROFILING
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Profiler.BeginThreadProfiling("Spine Threads", "Spine Thread " + threadIndex);
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#endif
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while (_running) {
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Task task = null;
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bool success = _taskQueues[threadIndex].Dequeue(out task);
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if (success) {
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task.function(task.parameters, threadIndex);
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} else {
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_taskAvailable[threadIndex].WaitOne();
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}
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}
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#if SPINE_ENABLE_THREAD_PROFILING
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Profiler.EndThreadProfiling();
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#endif
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}
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public void Dispose () {
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_running = false;
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for (int i = 0; i < _threadCount; i++) {
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_taskAvailable[i].Set(); // Wake up threads to exit
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}
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foreach (var thread in _threads) {
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thread.Join();
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}
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for (int i = 0; i < _threadCount; i++) {
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_taskAvailable[i].Close();
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}
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}
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}
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