Files
2026-07-10 10:24:29 +08:00

114 lines
4.2 KiB
C#

/******************************************************************************
* 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.
*****************************************************************************/
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 LockFreeWorkerPool<T> : IDisposable {
public class Task {
public T parameters;
public Action<T, int> function;
}
private readonly int _threadCount;
private readonly Thread[] _threads;
private readonly LockFreeSPSCQueue<Task>[] _taskQueues;
private readonly AutoResetEvent[] _taskAvailable;
private volatile bool _running = true;
public LockFreeWorkerPool (int threadCount, int queueCapacity = 2) {
_threadCount = threadCount;
_threads = new Thread[_threadCount];
_taskQueues = new LockFreeSPSCQueue<Task>[_threadCount];
_taskAvailable = new AutoResetEvent[_threadCount];
for (int i = 0; i < _threadCount; i++) {
_taskQueues[i] = new LockFreeSPSCQueue<Task>(queueCapacity);
_taskAvailable[i] = new AutoResetEvent(false);
int index = i; // Capture the index for the thread
_threads[i] = new Thread(() => WorkerLoop(index));
_threads[i].Start();
}
}
/// <summary>Enqueues a task item if there is space available.</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");
bool success = _taskQueues[threadIndex].Enqueue(task);
if (!success) {
return false;
}
_taskAvailable[threadIndex].Set();
return true;
}
private void WorkerLoop (int threadIndex) {
#if SPINE_ENABLE_THREAD_PROFILING
Profiler.BeginThreadProfiling("Spine Threads", "Spine Thread " + threadIndex);
#endif
while (_running) {
Task task = null;
bool success = _taskQueues[threadIndex].Dequeue(out task);
if (success) {
task.function(task.parameters, threadIndex);
} else {
_taskAvailable[threadIndex].WaitOne();
}
}
#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();
}
}
}