694 lines
24 KiB
C#
694 lines
24 KiB
C#
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using System;
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using System.Runtime.InteropServices;
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using System.Threading;
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using Unity.Collections.LowLevel.Unsafe;
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using Unity.Burst;
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using Unity.Jobs;
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using Unity.Jobs.LowLevel.Unsafe;
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using System.Diagnostics;
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namespace Unity.Collections
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{
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unsafe struct NativeQueueBlockHeader
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{
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public NativeQueueBlockHeader* m_NextBlock;
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public int m_NumItems;
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}
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[StructLayout(LayoutKind.Sequential)]
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[BurstCompatible]
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internal unsafe struct NativeQueueBlockPoolData
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{
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internal IntPtr m_FirstBlock;
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internal int m_NumBlocks;
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internal int m_MaxBlocks;
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internal const int m_BlockSize = 16 * 1024;
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internal int m_AllocLock;
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public NativeQueueBlockHeader* AllocateBlock()
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{
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// There can only ever be a single thread allocating an entry from the free list since it needs to
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// access the content of the block (the next pointer) before doing the CAS.
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// If there was no lock thread A could read the next pointer, thread B could quickly allocate
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// the same block then free it with another next pointer before thread A performs the CAS which
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// leads to an invalid free list potentially causing memory corruption.
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// Having multiple threads freeing data concurrently to each other while another thread is allocating
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// is no problems since there is only ever a single thread modifying global data in that case.
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while (Interlocked.CompareExchange(ref m_AllocLock, 1, 0) != 0)
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{
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}
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NativeQueueBlockHeader* checkBlock = (NativeQueueBlockHeader*)m_FirstBlock;
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NativeQueueBlockHeader* block;
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do
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{
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block = checkBlock;
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if (block == null)
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{
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Interlocked.Exchange(ref m_AllocLock, 0);
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Interlocked.Increment(ref m_NumBlocks);
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block = (NativeQueueBlockHeader*)Memory.Unmanaged.Allocate(m_BlockSize, 16, Allocator.Persistent);
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return block;
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}
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checkBlock = (NativeQueueBlockHeader*)Interlocked.CompareExchange(ref m_FirstBlock, (IntPtr)block->m_NextBlock, (IntPtr)block);
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}
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while (checkBlock != block);
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Interlocked.Exchange(ref m_AllocLock, 0);
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return block;
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}
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public void FreeBlock(NativeQueueBlockHeader* block)
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{
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if (m_NumBlocks > m_MaxBlocks)
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{
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if (Interlocked.Decrement(ref m_NumBlocks) + 1 > m_MaxBlocks)
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{
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Memory.Unmanaged.Free(block, Allocator.Persistent);
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return;
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}
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Interlocked.Increment(ref m_NumBlocks);
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}
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NativeQueueBlockHeader* checkBlock = (NativeQueueBlockHeader*)m_FirstBlock;
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NativeQueueBlockHeader* nextPtr;
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do
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{
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nextPtr = checkBlock;
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block->m_NextBlock = checkBlock;
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checkBlock = (NativeQueueBlockHeader*)Interlocked.CompareExchange(ref m_FirstBlock, (IntPtr)block, (IntPtr)checkBlock);
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}
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while (checkBlock != nextPtr);
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}
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}
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internal unsafe class NativeQueueBlockPool
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{
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static readonly SharedStatic<IntPtr> Data = SharedStatic<IntPtr>.GetOrCreate<NativeQueueBlockPool>();
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internal static NativeQueueBlockPoolData* GetQueueBlockPool()
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{
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var pData = (NativeQueueBlockPoolData**)Data.UnsafeDataPointer;
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var data = *pData;
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if (data == null)
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{
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data = (NativeQueueBlockPoolData*)Memory.Unmanaged.Allocate(UnsafeUtility.SizeOf<NativeQueueBlockPoolData>(), 8, Allocator.Persistent);
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*pData = data;
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data->m_NumBlocks = data->m_MaxBlocks = 256;
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data->m_AllocLock = 0;
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// Allocate MaxBlocks items
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NativeQueueBlockHeader* prev = null;
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for (int i = 0; i < data->m_MaxBlocks; ++i)
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{
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NativeQueueBlockHeader* block = (NativeQueueBlockHeader*)Memory.Unmanaged.Allocate(NativeQueueBlockPoolData.m_BlockSize, 16, Allocator.Persistent);
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block->m_NextBlock = prev;
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prev = block;
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}
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data->m_FirstBlock = (IntPtr)prev;
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AppDomainOnDomainUnload();
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}
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return data;
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}
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[BurstDiscard]
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static void AppDomainOnDomainUnload()
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{
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#if !UNITY_DOTSRUNTIME
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AppDomain.CurrentDomain.DomainUnload += OnDomainUnload;
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#endif
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}
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#if !UNITY_DOTSRUNTIME
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static void OnDomainUnload(object sender, EventArgs e)
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{
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var pData = (NativeQueueBlockPoolData**)Data.UnsafeDataPointer;
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var data = *pData;
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while (data->m_FirstBlock != IntPtr.Zero)
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{
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NativeQueueBlockHeader* block = (NativeQueueBlockHeader*)data->m_FirstBlock;
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data->m_FirstBlock = (IntPtr)block->m_NextBlock;
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Memory.Unmanaged.Free(block, Allocator.Persistent);
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--data->m_NumBlocks;
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}
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Memory.Unmanaged.Free(data, Allocator.Persistent);
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*pData = null;
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}
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#endif
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}
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[StructLayout(LayoutKind.Sequential)]
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[BurstCompatible]
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internal unsafe struct NativeQueueData
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{
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public IntPtr m_FirstBlock;
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public IntPtr m_LastBlock;
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public int m_MaxItems;
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public int m_CurrentRead;
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public byte* m_CurrentWriteBlockTLS;
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internal NativeQueueBlockHeader* GetCurrentWriteBlockTLS(int threadIndex)
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{
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var data = (NativeQueueBlockHeader**)&m_CurrentWriteBlockTLS[threadIndex * JobsUtility.CacheLineSize];
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return *data;
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}
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internal void SetCurrentWriteBlockTLS(int threadIndex, NativeQueueBlockHeader* currentWriteBlock)
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{
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var data = (NativeQueueBlockHeader**)&m_CurrentWriteBlockTLS[threadIndex * JobsUtility.CacheLineSize];
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*data = currentWriteBlock;
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}
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[BurstCompatible(GenericTypeArguments = new [] { typeof(int) })]
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public static NativeQueueBlockHeader* AllocateWriteBlockMT<T>(NativeQueueData* data, NativeQueueBlockPoolData* pool, int threadIndex) where T : struct
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{
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NativeQueueBlockHeader* currentWriteBlock = data->GetCurrentWriteBlockTLS(threadIndex);
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if (currentWriteBlock != null
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&& currentWriteBlock->m_NumItems == data->m_MaxItems)
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{
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currentWriteBlock = null;
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}
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if (currentWriteBlock == null)
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{
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currentWriteBlock = pool->AllocateBlock();
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currentWriteBlock->m_NextBlock = null;
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currentWriteBlock->m_NumItems = 0;
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NativeQueueBlockHeader* prevLast = (NativeQueueBlockHeader*)Interlocked.Exchange(ref data->m_LastBlock, (IntPtr)currentWriteBlock);
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if (prevLast == null)
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{
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data->m_FirstBlock = (IntPtr)currentWriteBlock;
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}
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else
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{
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prevLast->m_NextBlock = currentWriteBlock;
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}
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data->SetCurrentWriteBlockTLS(threadIndex, currentWriteBlock);
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}
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return currentWriteBlock;
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}
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[BurstCompatible(GenericTypeArguments = new [] { typeof(int) })]
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public unsafe static void AllocateQueue<T>(AllocatorManager.AllocatorHandle label, out NativeQueueData* outBuf) where T : struct
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{
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var queueDataSize = CollectionHelper.Align(UnsafeUtility.SizeOf<NativeQueueData>(), JobsUtility.CacheLineSize);
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var data = (NativeQueueData*)Memory.Unmanaged.Allocate(
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queueDataSize
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+ JobsUtility.CacheLineSize * JobsUtility.MaxJobThreadCount
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, JobsUtility.CacheLineSize
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, label
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);
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data->m_CurrentWriteBlockTLS = (((byte*)data) + queueDataSize);
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data->m_FirstBlock = IntPtr.Zero;
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data->m_LastBlock = IntPtr.Zero;
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data->m_MaxItems = (NativeQueueBlockPoolData.m_BlockSize - UnsafeUtility.SizeOf<NativeQueueBlockHeader>()) / UnsafeUtility.SizeOf<T>();
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data->m_CurrentRead = 0;
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for (int threadIndex = 0; threadIndex < JobsUtility.MaxJobThreadCount; ++threadIndex)
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{
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data->SetCurrentWriteBlockTLS(threadIndex, null);
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}
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outBuf = data;
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}
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public unsafe static void DeallocateQueue(NativeQueueData* data, NativeQueueBlockPoolData* pool, AllocatorManager.AllocatorHandle allocation)
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{
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NativeQueueBlockHeader* firstBlock = (NativeQueueBlockHeader*)data->m_FirstBlock;
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while (firstBlock != null)
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{
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NativeQueueBlockHeader* next = firstBlock->m_NextBlock;
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pool->FreeBlock(firstBlock);
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firstBlock = next;
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}
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Memory.Unmanaged.Free(data, allocation);
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}
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}
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/// <summary>
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/// An unmanaged queue.
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/// </summary>
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/// <typeparam name="T">The type of the elements.</typeparam>
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[StructLayout(LayoutKind.Sequential)]
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[NativeContainer]
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[BurstCompatible(GenericTypeArguments = new [] { typeof(int) })]
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public unsafe struct NativeQueue<T>
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: INativeDisposable
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where T : struct
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{
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[NativeDisableUnsafePtrRestriction]
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NativeQueueData* m_Buffer;
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[NativeDisableUnsafePtrRestriction]
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NativeQueueBlockPoolData* m_QueuePool;
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#if ENABLE_UNITY_COLLECTIONS_CHECKS
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AtomicSafetyHandle m_Safety;
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static readonly SharedStatic<int> s_staticSafetyId = SharedStatic<int>.GetOrCreate<NativeQueue<T>>();
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#if REMOVE_DISPOSE_SENTINEL
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#else
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[NativeSetClassTypeToNullOnSchedule]
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DisposeSentinel m_DisposeSentinel;
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#endif
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#endif
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AllocatorManager.AllocatorHandle m_AllocatorLabel;
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/// <summary>
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/// Initializes and returns an instance of NativeQueue.
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/// </summary>
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/// <param name="allocator">The allocator to use.</param>
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public NativeQueue(AllocatorManager.AllocatorHandle allocator)
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{
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CollectionHelper.CheckIsUnmanaged<T>();
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m_QueuePool = NativeQueueBlockPool.GetQueueBlockPool();
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m_AllocatorLabel = allocator;
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NativeQueueData.AllocateQueue<T>(allocator, out m_Buffer);
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#if ENABLE_UNITY_COLLECTIONS_CHECKS
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#if REMOVE_DISPOSE_SENTINEL
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m_Safety = CollectionHelper.CreateSafetyHandle(allocator);
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#else
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if (allocator.IsCustomAllocator)
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{
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m_Safety = AtomicSafetyHandle.Create();
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m_DisposeSentinel = null;
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}
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else
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{
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DisposeSentinel.Create(out m_Safety, out m_DisposeSentinel, 0, allocator.ToAllocator);
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}
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#endif
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CollectionHelper.SetStaticSafetyId<NativeQueue<T>>(ref m_Safety, ref s_staticSafetyId.Data);
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#endif
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}
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/// <summary>
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/// Returns true if this queue is empty.
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/// </summary>
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/// <value>True if this queue has no items or if the queue has not been constructed.</value>
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public bool IsEmpty()
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{
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if (!IsCreated)
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{
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return true;
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}
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CheckRead();
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int count = 0;
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var currentRead = m_Buffer->m_CurrentRead;
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for (NativeQueueBlockHeader* block = (NativeQueueBlockHeader*)m_Buffer->m_FirstBlock
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; block != null
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; block = block->m_NextBlock
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)
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{
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count += block->m_NumItems;
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if (count > currentRead)
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{
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return false;
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}
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}
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return count == currentRead;
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}
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/// <summary>
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/// Returns the current number of elements in this queue.
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/// </summary>
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/// <remarks>Note that getting the count requires traversing the queue's internal linked list of blocks.
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/// Where possible, cache this value instead of reading the property repeatedly.</remarks>
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/// <returns>The current number of elements in this queue.</returns>
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public int Count
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{
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get
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{
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CheckRead();
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int count = 0;
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for (NativeQueueBlockHeader* block = (NativeQueueBlockHeader*)m_Buffer->m_FirstBlock
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; block != null
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; block = block->m_NextBlock
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)
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{
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count += block->m_NumItems;
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}
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return count - m_Buffer->m_CurrentRead;
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}
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}
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internal static int PersistentMemoryBlockCount
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{
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get { return NativeQueueBlockPool.GetQueueBlockPool()->m_MaxBlocks; }
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set { Interlocked.Exchange(ref NativeQueueBlockPool.GetQueueBlockPool()->m_MaxBlocks, value); }
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}
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internal static int MemoryBlockSize
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{
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get { return NativeQueueBlockPoolData.m_BlockSize; }
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}
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/// <summary>
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/// Returns the element at the end of this queue without removing it.
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/// </summary>
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/// <returns>The element at the end of this queue.</returns>
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public T Peek()
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{
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CheckReadNotEmpty();
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NativeQueueBlockHeader* firstBlock = (NativeQueueBlockHeader*)m_Buffer->m_FirstBlock;
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return UnsafeUtility.ReadArrayElement<T>(firstBlock + 1, m_Buffer->m_CurrentRead);
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}
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/// <summary>
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/// Adds an element at the front of this queue.
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/// </summary>
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/// <param name="value">The value to be enqueued.</param>
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public void Enqueue(T value)
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{
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CheckWrite();
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NativeQueueBlockHeader* writeBlock = NativeQueueData.AllocateWriteBlockMT<T>(m_Buffer, m_QueuePool, 0);
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UnsafeUtility.WriteArrayElement(writeBlock + 1, writeBlock->m_NumItems, value);
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++writeBlock->m_NumItems;
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}
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/// <summary>
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/// Removes and returns the element at the end of this queue.
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/// </summary>
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/// <exception cref="InvalidOperationException">Thrown if this queue is empty.</exception>
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/// <returns>The element at the end of this queue.</returns>
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public T Dequeue()
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{
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if (!TryDequeue(out T item))
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{
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ThrowEmpty();
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}
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return item;
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}
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/// <summary>
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/// Removes and outputs the element at the end of this queue.
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/// </summary>
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/// <param name="item">Outputs the removed element.</param>
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/// <returns>True if this queue was not empty.</returns>
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public bool TryDequeue(out T item)
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{
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CheckWrite();
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NativeQueueBlockHeader* firstBlock = (NativeQueueBlockHeader*)m_Buffer->m_FirstBlock;
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if (firstBlock == null)
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{
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item = default(T);
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return false;
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}
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var currentRead = m_Buffer->m_CurrentRead++;
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item = UnsafeUtility.ReadArrayElement<T>(firstBlock + 1, currentRead);
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if (m_Buffer->m_CurrentRead >= firstBlock->m_NumItems)
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{
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m_Buffer->m_CurrentRead = 0;
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m_Buffer->m_FirstBlock = (IntPtr)firstBlock->m_NextBlock;
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if (m_Buffer->m_FirstBlock == IntPtr.Zero)
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{
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m_Buffer->m_LastBlock = IntPtr.Zero;
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}
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for (int threadIndex = 0; threadIndex < JobsUtility.MaxJobThreadCount; ++threadIndex)
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{
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if (m_Buffer->GetCurrentWriteBlockTLS(threadIndex) == firstBlock)
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{
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m_Buffer->SetCurrentWriteBlockTLS(threadIndex, null);
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}
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}
|
||
|
|
||
|
m_QueuePool->FreeBlock(firstBlock);
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Returns an array containing a copy of this queue's content.
|
||
|
/// </summary>
|
||
|
/// <param name="allocator">The allocator to use.</param>
|
||
|
/// <returns>An array containing a copy of this queue's content. The elements are ordered in the same order they were
|
||
|
/// enqueued, *e.g.* the earliest enqueued element is copied to index 0 of the array.</returns>
|
||
|
public NativeArray<T> ToArray(AllocatorManager.AllocatorHandle allocator)
|
||
|
{
|
||
|
CheckRead();
|
||
|
|
||
|
NativeQueueBlockHeader* firstBlock = (NativeQueueBlockHeader*)m_Buffer->m_FirstBlock;
|
||
|
var outputArray = CollectionHelper.CreateNativeArray<T>(Count, allocator);
|
||
|
|
||
|
NativeQueueBlockHeader* currentBlock = firstBlock;
|
||
|
var arrayPtr = (byte*)outputArray.GetUnsafePtr();
|
||
|
int size = UnsafeUtility.SizeOf<T>();
|
||
|
int dstOffset = 0;
|
||
|
int srcOffset = m_Buffer->m_CurrentRead * size;
|
||
|
int srcOffsetElements = m_Buffer->m_CurrentRead;
|
||
|
while (currentBlock != null)
|
||
|
{
|
||
|
int bytesToCopy = (currentBlock->m_NumItems - srcOffsetElements) * size;
|
||
|
UnsafeUtility.MemCpy(arrayPtr + dstOffset, (byte*)(currentBlock + 1) + srcOffset, bytesToCopy);
|
||
|
srcOffset = srcOffsetElements = 0;
|
||
|
dstOffset += bytesToCopy;
|
||
|
currentBlock = currentBlock->m_NextBlock;
|
||
|
}
|
||
|
|
||
|
return outputArray;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Removes all elements of this queue.
|
||
|
/// </summary>
|
||
|
/// <remarks>Does not change the capacity.</remarks>
|
||
|
public void Clear()
|
||
|
{
|
||
|
CheckWrite();
|
||
|
|
||
|
NativeQueueBlockHeader* firstBlock = (NativeQueueBlockHeader*)m_Buffer->m_FirstBlock;
|
||
|
|
||
|
while (firstBlock != null)
|
||
|
{
|
||
|
NativeQueueBlockHeader* next = firstBlock->m_NextBlock;
|
||
|
m_QueuePool->FreeBlock(firstBlock);
|
||
|
firstBlock = next;
|
||
|
}
|
||
|
|
||
|
m_Buffer->m_FirstBlock = IntPtr.Zero;
|
||
|
m_Buffer->m_LastBlock = IntPtr.Zero;
|
||
|
m_Buffer->m_CurrentRead = 0;
|
||
|
|
||
|
for (int threadIndex = 0; threadIndex < JobsUtility.MaxJobThreadCount; ++threadIndex)
|
||
|
{
|
||
|
m_Buffer->SetCurrentWriteBlockTLS(threadIndex, null);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Whether this queue has been allocated (and not yet deallocated).
|
||
|
/// </summary>
|
||
|
/// <value>True if this queue has been allocated (and not yet deallocated).</value>
|
||
|
public bool IsCreated => m_Buffer != null;
|
||
|
|
||
|
/// <summary>
|
||
|
/// Releases all resources (memory and safety handles).
|
||
|
/// </summary>
|
||
|
public void Dispose()
|
||
|
{
|
||
|
#if ENABLE_UNITY_COLLECTIONS_CHECKS
|
||
|
#if REMOVE_DISPOSE_SENTINEL
|
||
|
CollectionHelper.DisposeSafetyHandle(ref m_Safety);
|
||
|
#else
|
||
|
DisposeSentinel.Dispose(ref m_Safety, ref m_DisposeSentinel);
|
||
|
#endif
|
||
|
#endif
|
||
|
NativeQueueData.DeallocateQueue(m_Buffer, m_QueuePool, m_AllocatorLabel);
|
||
|
m_Buffer = null;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Creates and schedules a job that releases all resources (memory and safety handles) of this queue.
|
||
|
/// </summary>
|
||
|
/// <param name="inputDeps">The dependency for the new job.</param>
|
||
|
/// <returns>The handle of the new job. The job depends upon `inputDeps` and releases all resources (memory and safety handles) of this queue.</returns>
|
||
|
[NotBurstCompatible /* This is not burst compatible because of IJob's use of a static IntPtr. Should switch to IJobBurstSchedulable in the future */]
|
||
|
public JobHandle Dispose(JobHandle inputDeps)
|
||
|
{
|
||
|
#if ENABLE_UNITY_COLLECTIONS_CHECKS
|
||
|
#if REMOVE_DISPOSE_SENTINEL
|
||
|
#else
|
||
|
// [DeallocateOnJobCompletion] is not supported, but we want the deallocation
|
||
|
// to happen in a thread. DisposeSentinel needs to be cleared on main thread.
|
||
|
// AtomicSafetyHandle can be destroyed after the job was scheduled (Job scheduling
|
||
|
// will check that no jobs are writing to the container).
|
||
|
DisposeSentinel.Clear(ref m_DisposeSentinel);
|
||
|
#endif
|
||
|
var jobHandle = new NativeQueueDisposeJob { Data = new NativeQueueDispose { m_Buffer = m_Buffer, m_QueuePool = m_QueuePool, m_AllocatorLabel = m_AllocatorLabel, m_Safety = m_Safety } }.Schedule(inputDeps);
|
||
|
|
||
|
AtomicSafetyHandle.Release(m_Safety);
|
||
|
#else
|
||
|
var jobHandle = new NativeQueueDisposeJob { Data = new NativeQueueDispose { m_Buffer = m_Buffer, m_QueuePool = m_QueuePool, m_AllocatorLabel = m_AllocatorLabel } }.Schedule(inputDeps);
|
||
|
#endif
|
||
|
m_Buffer = null;
|
||
|
|
||
|
return jobHandle;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Returns a parallel writer for this queue.
|
||
|
/// </summary>
|
||
|
/// <returns>A parallel writer for this queue.</returns>
|
||
|
public ParallelWriter AsParallelWriter()
|
||
|
{
|
||
|
ParallelWriter writer;
|
||
|
|
||
|
#if ENABLE_UNITY_COLLECTIONS_CHECKS
|
||
|
writer.m_Safety = m_Safety;
|
||
|
CollectionHelper.SetStaticSafetyId<ParallelWriter>(ref writer.m_Safety, ref ParallelWriter.s_staticSafetyId.Data);
|
||
|
#endif
|
||
|
writer.m_Buffer = m_Buffer;
|
||
|
writer.m_QueuePool = m_QueuePool;
|
||
|
writer.m_ThreadIndex = 0;
|
||
|
|
||
|
return writer;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// A parallel writer for a NativeQueue.
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// Use <see cref="AsParallelWriter"/> to create a parallel writer for a NativeQueue.
|
||
|
/// </remarks>
|
||
|
[NativeContainer]
|
||
|
[NativeContainerIsAtomicWriteOnly]
|
||
|
[BurstCompatible(GenericTypeArguments = new [] { typeof(int) })]
|
||
|
public unsafe struct ParallelWriter
|
||
|
{
|
||
|
[NativeDisableUnsafePtrRestriction]
|
||
|
internal NativeQueueData* m_Buffer;
|
||
|
|
||
|
[NativeDisableUnsafePtrRestriction]
|
||
|
internal NativeQueueBlockPoolData* m_QueuePool;
|
||
|
|
||
|
#if ENABLE_UNITY_COLLECTIONS_CHECKS
|
||
|
internal AtomicSafetyHandle m_Safety;
|
||
|
internal static readonly SharedStatic<int> s_staticSafetyId = SharedStatic<int>.GetOrCreate<ParallelWriter>();
|
||
|
#endif
|
||
|
[NativeSetThreadIndex]
|
||
|
internal int m_ThreadIndex;
|
||
|
|
||
|
/// <summary>
|
||
|
/// Adds an element at the front of the queue.
|
||
|
/// </summary>
|
||
|
/// <param name="value">The value to be enqueued.</param>
|
||
|
public void Enqueue(T value)
|
||
|
{
|
||
|
#if ENABLE_UNITY_COLLECTIONS_CHECKS
|
||
|
AtomicSafetyHandle.CheckWriteAndThrow(m_Safety);
|
||
|
#endif
|
||
|
NativeQueueBlockHeader* writeBlock = NativeQueueData.AllocateWriteBlockMT<T>(m_Buffer, m_QueuePool, m_ThreadIndex);
|
||
|
UnsafeUtility.WriteArrayElement(writeBlock + 1, writeBlock->m_NumItems, value);
|
||
|
++writeBlock->m_NumItems;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
[Conditional("ENABLE_UNITY_COLLECTIONS_CHECKS")]
|
||
|
void CheckRead()
|
||
|
{
|
||
|
#if ENABLE_UNITY_COLLECTIONS_CHECKS
|
||
|
AtomicSafetyHandle.CheckReadAndThrow(m_Safety);
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
[Conditional("ENABLE_UNITY_COLLECTIONS_CHECKS")]
|
||
|
void CheckReadNotEmpty()
|
||
|
{
|
||
|
CheckRead();
|
||
|
|
||
|
if (m_Buffer->m_FirstBlock == (IntPtr)0)
|
||
|
{
|
||
|
ThrowEmpty();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
[Conditional("ENABLE_UNITY_COLLECTIONS_CHECKS")]
|
||
|
void CheckWrite()
|
||
|
{
|
||
|
#if ENABLE_UNITY_COLLECTIONS_CHECKS
|
||
|
AtomicSafetyHandle.CheckWriteAndThrow(m_Safety);
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
[Conditional("ENABLE_UNITY_COLLECTIONS_CHECKS")]
|
||
|
static void ThrowEmpty()
|
||
|
{
|
||
|
throw new InvalidOperationException("Trying to read from an empty queue.");
|
||
|
}
|
||
|
}
|
||
|
|
||
|
[NativeContainer]
|
||
|
[BurstCompatible]
|
||
|
internal unsafe struct NativeQueueDispose
|
||
|
{
|
||
|
[NativeDisableUnsafePtrRestriction]
|
||
|
internal NativeQueueData* m_Buffer;
|
||
|
|
||
|
[NativeDisableUnsafePtrRestriction]
|
||
|
internal NativeQueueBlockPoolData* m_QueuePool;
|
||
|
|
||
|
internal AllocatorManager.AllocatorHandle m_AllocatorLabel;
|
||
|
|
||
|
#if ENABLE_UNITY_COLLECTIONS_CHECKS
|
||
|
internal AtomicSafetyHandle m_Safety;
|
||
|
#endif
|
||
|
|
||
|
public void Dispose()
|
||
|
{
|
||
|
NativeQueueData.DeallocateQueue(m_Buffer, m_QueuePool, m_AllocatorLabel);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
[BurstCompile]
|
||
|
struct NativeQueueDisposeJob : IJob
|
||
|
{
|
||
|
public NativeQueueDispose Data;
|
||
|
|
||
|
public void Execute()
|
||
|
{
|
||
|
Data.Dispose();
|
||
|
}
|
||
|
}
|
||
|
}
|