拆分 SimulationWorld.JobDataChannel

- 生命周期在 SimulationWorld.JobDataLifecycle
- 数据转换和输入输出缓冲准备在 SimulationWorld.JobDataConversion
- collision transient/runtime stats 在 SimulationWorld.CollisionTransient
- enemy separation temporal state 在 SimulationWorld.EnemySeparationTemporal
- output commit 在 SimulationWorld.JobOutputCommit
- SimulationWorld 的 partial 布局注释也同步到了 SimulationWorld
This commit is contained in:
SepComet 2026-03-17 09:32:08 +08:00
parent 2d822c02e6
commit 736a2a65bd
12 changed files with 744 additions and 627 deletions

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@ -0,0 +1,129 @@
using Unity.Mathematics;
using UnityEngine;
namespace Simulation
{
public sealed partial class SimulationWorld
{
#region Collision Transient
public int CollisionCandidateCount => _collisionCandidates.IsCreated ? _collisionCandidates.Length : 0;
public int PendingAreaCollisionRequestCount => _areaCollisionRequests.Count;
public int LastCollisionQueryCount => _lastCollisionQueryCount;
public int LastProjectileCollisionQueryCount => _lastProjectileCollisionQueryCount;
public int LastAreaCollisionQueryCount => _lastAreaCollisionQueryCount;
public int LastCollisionCandidateCount => _lastCollisionCandidateCount;
public int LastProjectileCollisionCandidateCount => _lastProjectileCollisionCandidateCount;
public int LastAreaCollisionCandidateCount => _lastAreaCollisionCandidateCount;
public int LastResolvedAreaHitCount => _lastResolvedAreaHitCount;
public float LastCollisionCellSize => _lastCollisionCellSize;
public bool LastCollisionHasEnemyTargets => _lastCollisionHasEnemyTargets;
private void ResetCollisionRuntimeStats()
{
_lastCollisionQueryCount = 0;
_lastProjectileCollisionQueryCount = 0;
_lastAreaCollisionQueryCount = 0;
_lastCollisionCandidateCount = 0;
_lastProjectileCollisionCandidateCount = 0;
_lastAreaCollisionCandidateCount = 0;
_lastResolvedAreaHitCount = 0;
_lastCollisionCellSize = 0f;
_lastCollisionHasEnemyTargets = false;
}
private void PrepareCollisionQueryAndCandidateChannels(int queryCount, int expectedCandidateCount,
int bucketCapacity)
{
InitializeJobDataChannels();
EnsureCapacity(ref _collisionQueryInputs, queryCount);
EnsureCapacity(ref _collisionCandidates, expectedCandidateCount);
EnsureCapacity(ref _enemyCollisionBuckets, bucketCapacity);
_collisionQueryInputs.Clear();
_collisionCandidates.Clear();
_enemyCollisionBuckets.Clear();
}
private void AddProjectileCollisionQuery(int queryId, in ProjectileJobOutputData projectile, float radius,
int maxTargets = 1)
{
if (!_collisionQueryInputs.IsCreated || radius <= 0f)
{
return;
}
_collisionQueryInputs.Add(new CollisionQueryData
{
QueryId = queryId,
SourceType = CollisionSourceTypeProjectile,
SourceEntityId = projectile.EntityId,
SourceOwnerEntityId = projectile.OwnerEntityId,
SourceWasActiveAtQueryTime = true,
Position = projectile.Position,
Radius = radius,
MaxTargets = math.max(1, maxTargets),
ShapeType = CollisionShapeCircle,
Direction = new float3(0f, 0f, 1f),
HalfAngleDeg = 180f
});
}
private void AddAreaCollisionQuery(int queryId, int sourceEntityId, int sourceOwnerEntityId,
bool sourceWasActiveAtQueryTime, in Vector3 center, float radius, int maxTargets, int shapeType,
in Vector3 direction, float halfAngleDeg)
{
if (!_collisionQueryInputs.IsCreated || radius <= 0f)
{
return;
}
Vector3 normalizedDirection = direction;
normalizedDirection.y = 0f;
if (normalizedDirection.sqrMagnitude <= Mathf.Epsilon)
{
normalizedDirection = Vector3.forward;
}
else
{
normalizedDirection.Normalize();
}
_collisionQueryInputs.Add(new CollisionQueryData
{
QueryId = queryId,
SourceType = CollisionSourceTypeArea,
SourceEntityId = sourceEntityId,
SourceOwnerEntityId = sourceOwnerEntityId,
SourceWasActiveAtQueryTime = sourceWasActiveAtQueryTime,
Position = new float3(center.x, center.y, center.z),
Radius = radius,
MaxTargets = math.max(1, maxTargets),
ShapeType = shapeType,
Direction = new float3(normalizedDirection.x, normalizedDirection.y, normalizedDirection.z),
HalfAngleDeg = Mathf.Clamp(halfAngleDeg, 0f, 180f)
});
}
private void AddCollisionCandidate(int queryId, int sourceType, int sourceEntityId, int sourceOwnerEntityId,
int targetEntityId, float sqrDistance)
{
if (!_collisionCandidates.IsCreated)
{
return;
}
_collisionCandidates.Add(new CollisionCandidateData
{
QueryId = queryId,
SourceType = sourceType,
SourceEntityId = sourceEntityId,
SourceOwnerEntityId = sourceOwnerEntityId,
TargetEntityId = targetEntityId,
SqrDistance = sqrDistance
});
}
#endregion
}
}

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@ -0,0 +1,91 @@
using Unity.Mathematics;
namespace Simulation
{
public sealed partial class SimulationWorld
{
#region Enemy Separation Temporal
private void PrepareEnemySeparationJobBuffers(int enemyCount, int bucketCapacity)
{
InitializeJobDataChannels();
EnsureCapacity(ref _enemyJobSeparationOutputs, enemyCount);
_enemyJobSeparationOutputs.Clear();
if (enemyCount > 0)
{
_enemyJobSeparationOutputs.ResizeUninitialized(enemyCount);
}
EnsureCapacity(ref _enemySeparationBuckets, bucketCapacity);
_enemySeparationBuckets.Clear();
EnsureCapacity(ref _enemySeparationPreviousPushes, enemyCount);
EnsureCapacity(ref _enemySeparationCurrentPushes, enemyCount);
if (_enemySeparationPreviousPushes.Length < enemyCount)
{
int oldLength = _enemySeparationPreviousPushes.Length;
_enemySeparationPreviousPushes.ResizeUninitialized(enemyCount);
for (int i = oldLength; i < enemyCount; i++)
{
_enemySeparationPreviousPushes[i] = float2.zero;
}
}
else if (_enemySeparationPreviousPushes.Length > enemyCount)
{
_enemySeparationPreviousPushes.ResizeUninitialized(enemyCount);
}
_enemySeparationCurrentPushes.Clear();
if (enemyCount > 0)
{
_enemySeparationCurrentPushes.ResizeUninitialized(enemyCount);
}
}
private void CommitEnemySeparationTemporalBuffers(int enemyCount)
{
if (!_enemySeparationPreviousPushes.IsCreated || !_enemySeparationCurrentPushes.IsCreated)
{
return;
}
int copyCount = math.min(enemyCount,
math.min(_enemySeparationPreviousPushes.Length, _enemySeparationCurrentPushes.Length));
for (int i = 0; i < copyCount; i++)
{
_enemySeparationPreviousPushes[i] = _enemySeparationCurrentPushes[i];
}
}
private void OnEnemyAddedToSeparationTemporalBuffers()
{
if (_enemySeparationPreviousPushes.IsCreated)
{
_enemySeparationPreviousPushes.Add(float2.zero);
}
if (_enemySeparationCurrentPushes.IsCreated)
{
_enemySeparationCurrentPushes.Add(float2.zero);
}
}
private void OnEnemyRemovedFromSeparationTemporalBuffers(int removedIndex)
{
if (_enemySeparationPreviousPushes.IsCreated && removedIndex >= 0 &&
removedIndex < _enemySeparationPreviousPushes.Length)
{
_enemySeparationPreviousPushes.RemoveAtSwapBack(removedIndex);
}
if (_enemySeparationCurrentPushes.IsCreated && removedIndex >= 0 &&
removedIndex < _enemySeparationCurrentPushes.Length)
{
_enemySeparationCurrentPushes.RemoveAtSwapBack(removedIndex);
}
}
#endregion
}
}

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@ -1,14 +1,12 @@
using System;
using System.Collections.Generic;
using Unity.Collections;
using Unity.Mathematics;
using UnityEngine;
namespace Simulation
{
public sealed partial class SimulationWorld
{
// Native buffers used by burst jobs and main-thread collision post-processing.
// Shared native buffers, collision stats, and channel-level constants.
private const int CollisionSourceTypeProjectile = 1;
private const int CollisionSourceTypeArea = 2;
private const int CollisionShapeCircle = 0;
@ -37,628 +35,5 @@ namespace Simulation
private int _lastResolvedAreaHitCount;
private float _lastCollisionCellSize;
private bool _lastCollisionHasEnemyTargets;
public int CollisionCandidateCount => _collisionCandidates.IsCreated ? _collisionCandidates.Length : 0;
public int PendingAreaCollisionRequestCount => _areaCollisionRequests.Count;
public int LastCollisionQueryCount => _lastCollisionQueryCount;
public int LastProjectileCollisionQueryCount => _lastProjectileCollisionQueryCount;
public int LastAreaCollisionQueryCount => _lastAreaCollisionQueryCount;
public int LastCollisionCandidateCount => _lastCollisionCandidateCount;
public int LastProjectileCollisionCandidateCount => _lastProjectileCollisionCandidateCount;
public int LastAreaCollisionCandidateCount => _lastAreaCollisionCandidateCount;
public int LastResolvedAreaHitCount => _lastResolvedAreaHitCount;
public float LastCollisionCellSize => _lastCollisionCellSize;
public bool LastCollisionHasEnemyTargets => _lastCollisionHasEnemyTargets;
private void InitializeJobDataChannels()
{
if (AreJobDataChannelsUsable())
{
return;
}
DisposeJobDataChannels();
_enemyJobInputs = new NativeList<EnemyJobInputData>(64, Allocator.Persistent);
_enemyJobOutputs = new NativeList<EnemyJobOutputData>(64, Allocator.Persistent);
_enemyJobSeparationOutputs = new NativeList<EnemyJobOutputData>(64, Allocator.Persistent);
_enemySeparationPreviousPushes = new NativeList<float2>(64, Allocator.Persistent);
_enemySeparationCurrentPushes = new NativeList<float2>(64, Allocator.Persistent);
_projectileJobInputs = new NativeList<ProjectileJobInputData>(64, Allocator.Persistent);
_projectileJobOutputs = new NativeList<ProjectileJobOutputData>(64, Allocator.Persistent);
_collisionQueryInputs = new NativeList<CollisionQueryData>(64, Allocator.Persistent);
_collisionCandidates = new NativeList<CollisionCandidateData>(128, Allocator.Persistent);
_enemySeparationBuckets = new NativeParallelMultiHashMap<long, int>(256, Allocator.Persistent);
_enemyCollisionBuckets = new NativeParallelMultiHashMap<long, int>(256, Allocator.Persistent);
InitializeEnemyTargetSpatialIndex();
}
private void DisposeJobDataChannels()
{
if (_enemyJobInputs.IsCreated)
{
_enemyJobInputs.Dispose();
}
_enemyJobInputs = default;
if (_enemyJobOutputs.IsCreated)
{
_enemyJobOutputs.Dispose();
}
_enemyJobOutputs = default;
if (_enemyJobSeparationOutputs.IsCreated)
{
_enemyJobSeparationOutputs.Dispose();
}
_enemyJobSeparationOutputs = default;
if (_enemySeparationPreviousPushes.IsCreated)
{
_enemySeparationPreviousPushes.Dispose();
}
_enemySeparationPreviousPushes = default;
if (_enemySeparationCurrentPushes.IsCreated)
{
_enemySeparationCurrentPushes.Dispose();
}
_enemySeparationCurrentPushes = default;
if (_projectileJobInputs.IsCreated)
{
_projectileJobInputs.Dispose();
}
_projectileJobInputs = default;
if (_projectileJobOutputs.IsCreated)
{
_projectileJobOutputs.Dispose();
}
_projectileJobOutputs = default;
if (_collisionQueryInputs.IsCreated)
{
_collisionQueryInputs.Dispose();
}
_collisionQueryInputs = default;
if (_collisionCandidates.IsCreated)
{
_collisionCandidates.Dispose();
}
_collisionCandidates = default;
if (_enemySeparationBuckets.IsCreated)
{
_enemySeparationBuckets.Dispose();
}
_enemySeparationBuckets = default;
if (_enemyCollisionBuckets.IsCreated)
{
_enemyCollisionBuckets.Dispose();
}
_enemyCollisionBuckets = default;
DisposeEnemyTargetSpatialIndex();
_areaCollisionRequests.Clear();
_areaCollisionHitEvents.Clear();
_areaCollisionHitDedupKeys.Clear();
ResetCollisionRuntimeStats();
}
private void ClearJobDataChannels()
{
if (!AreJobDataChannelsUsable())
{
_areaCollisionRequests.Clear();
_areaCollisionHitEvents.Clear();
_areaCollisionHitDedupKeys.Clear();
ResetCollisionRuntimeStats();
return;
}
if (_enemyJobInputs.IsCreated)
{
_enemyJobInputs.Clear();
}
if (_enemyJobOutputs.IsCreated)
{
_enemyJobOutputs.Clear();
}
if (_projectileJobInputs.IsCreated)
{
_projectileJobInputs.Clear();
}
if (_projectileJobOutputs.IsCreated)
{
_projectileJobOutputs.Clear();
}
if (_collisionQueryInputs.IsCreated)
{
_collisionQueryInputs.Clear();
}
if (_collisionCandidates.IsCreated)
{
_collisionCandidates.Clear();
}
if (_enemyJobSeparationOutputs.IsCreated)
{
_enemyJobSeparationOutputs.Clear();
}
if (_enemySeparationPreviousPushes.IsCreated)
{
_enemySeparationPreviousPushes.Clear();
}
if (_enemySeparationCurrentPushes.IsCreated)
{
_enemySeparationCurrentPushes.Clear();
}
if (_enemySeparationBuckets.IsCreated)
{
_enemySeparationBuckets.Clear();
}
if (_enemyCollisionBuckets.IsCreated)
{
_enemyCollisionBuckets.Clear();
}
ClearEnemyTargetSpatialIndex();
_areaCollisionRequests.Clear();
_areaCollisionHitEvents.Clear();
_areaCollisionHitDedupKeys.Clear();
ResetCollisionRuntimeStats();
}
private void ResetCollisionRuntimeStats()
{
_lastCollisionQueryCount = 0;
_lastProjectileCollisionQueryCount = 0;
_lastAreaCollisionQueryCount = 0;
_lastCollisionCandidateCount = 0;
_lastProjectileCollisionCandidateCount = 0;
_lastAreaCollisionCandidateCount = 0;
_lastResolvedAreaHitCount = 0;
_lastCollisionCellSize = 0f;
_lastCollisionHasEnemyTargets = false;
}
private void SyncSimulationStateToJobInputs()
{
InitializeJobDataChannels();
EnsureCapacity(ref _enemyJobInputs, _enemies.Count);
EnsureCapacity(ref _projectileJobInputs, _projectiles.Count);
_enemyJobInputs.Clear();
_projectileJobInputs.Clear();
foreach (var data in _enemies)
{
_enemyJobInputs.Add(ConvertToEnemyJobInput(data));
}
foreach (var data in _projectiles)
{
_projectileJobInputs.Add(ConvertToProjectileJobInput(data));
}
}
private void PrepareEnemyJobOutputBuffer(int enemyCount)
{
InitializeJobDataChannels();
EnsureCapacity(ref _enemyJobOutputs, enemyCount);
_enemyJobOutputs.Clear();
if (enemyCount > 0)
{
_enemyJobOutputs.ResizeUninitialized(enemyCount);
}
}
private void PrepareProjectileJobOutputBuffer(int projectileCount)
{
InitializeJobDataChannels();
EnsureCapacity(ref _projectileJobOutputs, projectileCount);
_projectileJobOutputs.Clear();
if (projectileCount > 0)
{
_projectileJobOutputs.ResizeUninitialized(projectileCount);
}
}
private void CopyProjectileInputsToOutputs()
{
for (int i = 0; i < _projectileJobInputs.Length; i++)
{
ProjectileJobInputData input = _projectileJobInputs[i];
_projectileJobOutputs[i] = new ProjectileJobOutputData
{
EntityId = input.EntityId,
OwnerEntityId = input.OwnerEntityId,
Position = input.Position,
Forward = input.Forward,
Velocity = input.Velocity,
Speed = input.Speed,
LifeTime = input.LifeTime,
Age = input.Age,
Active = input.Active,
RemainingLifetime = input.RemainingLifetime,
State = input.State
};
}
}
private void PrepareCollisionQueryAndCandidateChannels(int queryCount, int expectedCandidateCount,
int bucketCapacity)
{
InitializeJobDataChannels();
EnsureCapacity(ref _collisionQueryInputs, queryCount);
EnsureCapacity(ref _collisionCandidates, expectedCandidateCount);
EnsureCapacity(ref _enemyCollisionBuckets, bucketCapacity);
_collisionQueryInputs.Clear();
_collisionCandidates.Clear();
_enemyCollisionBuckets.Clear();
}
private void AddProjectileCollisionQuery(int queryId, in ProjectileJobOutputData projectile, float radius,
int maxTargets = 1)
{
if (!_collisionQueryInputs.IsCreated || radius <= 0f)
{
return;
}
_collisionQueryInputs.Add(new CollisionQueryData
{
QueryId = queryId,
SourceType = CollisionSourceTypeProjectile,
SourceEntityId = projectile.EntityId,
SourceOwnerEntityId = projectile.OwnerEntityId,
SourceWasActiveAtQueryTime = true,
Position = projectile.Position,
Radius = radius,
MaxTargets = math.max(1, maxTargets),
ShapeType = CollisionShapeCircle,
Direction = new float3(0f, 0f, 1f),
HalfAngleDeg = 180f
});
}
private void AddAreaCollisionQuery(int queryId, int sourceEntityId, int sourceOwnerEntityId,
bool sourceWasActiveAtQueryTime, in Vector3 center, float radius, int maxTargets, int shapeType,
in Vector3 direction, float halfAngleDeg)
{
if (!_collisionQueryInputs.IsCreated || radius <= 0f)
{
return;
}
Vector3 normalizedDirection = direction;
normalizedDirection.y = 0f;
if (normalizedDirection.sqrMagnitude <= Mathf.Epsilon)
{
normalizedDirection = Vector3.forward;
}
else
{
normalizedDirection.Normalize();
}
_collisionQueryInputs.Add(new CollisionQueryData
{
QueryId = queryId,
SourceType = CollisionSourceTypeArea,
SourceEntityId = sourceEntityId,
SourceOwnerEntityId = sourceOwnerEntityId,
SourceWasActiveAtQueryTime = sourceWasActiveAtQueryTime,
Position = new float3(center.x, center.y, center.z),
Radius = radius,
MaxTargets = math.max(1, maxTargets),
ShapeType = shapeType,
Direction = new float3(normalizedDirection.x, normalizedDirection.y, normalizedDirection.z),
HalfAngleDeg = Mathf.Clamp(halfAngleDeg, 0f, 180f)
});
}
private void AddCollisionCandidate(int queryId, int sourceType, int sourceEntityId, int sourceOwnerEntityId,
int targetEntityId, float sqrDistance)
{
if (!_collisionCandidates.IsCreated)
{
return;
}
_collisionCandidates.Add(new CollisionCandidateData
{
QueryId = queryId,
SourceType = sourceType,
SourceEntityId = sourceEntityId,
SourceOwnerEntityId = sourceOwnerEntityId,
TargetEntityId = targetEntityId,
SqrDistance = sqrDistance
});
}
private void PrepareEnemySeparationJobBuffers(int enemyCount, int bucketCapacity)
{
InitializeJobDataChannels();
EnsureCapacity(ref _enemyJobSeparationOutputs, enemyCount);
_enemyJobSeparationOutputs.Clear();
if (enemyCount > 0)
{
_enemyJobSeparationOutputs.ResizeUninitialized(enemyCount);
}
EnsureCapacity(ref _enemySeparationBuckets, bucketCapacity);
_enemySeparationBuckets.Clear();
EnsureCapacity(ref _enemySeparationPreviousPushes, enemyCount);
EnsureCapacity(ref _enemySeparationCurrentPushes, enemyCount);
if (_enemySeparationPreviousPushes.Length < enemyCount)
{
int oldLength = _enemySeparationPreviousPushes.Length;
_enemySeparationPreviousPushes.ResizeUninitialized(enemyCount);
for (int i = oldLength; i < enemyCount; i++)
{
_enemySeparationPreviousPushes[i] = float2.zero;
}
}
else if (_enemySeparationPreviousPushes.Length > enemyCount)
{
_enemySeparationPreviousPushes.ResizeUninitialized(enemyCount);
}
_enemySeparationCurrentPushes.Clear();
if (enemyCount > 0)
{
_enemySeparationCurrentPushes.ResizeUninitialized(enemyCount);
}
}
private void CommitEnemySeparationTemporalBuffers(int enemyCount)
{
if (!_enemySeparationPreviousPushes.IsCreated || !_enemySeparationCurrentPushes.IsCreated)
{
return;
}
int copyCount = math.min(enemyCount,
math.min(_enemySeparationPreviousPushes.Length, _enemySeparationCurrentPushes.Length));
for (int i = 0; i < copyCount; i++)
{
_enemySeparationPreviousPushes[i] = _enemySeparationCurrentPushes[i];
}
}
private void OnEnemyAddedToSeparationTemporalBuffers()
{
if (_enemySeparationPreviousPushes.IsCreated)
{
_enemySeparationPreviousPushes.Add(float2.zero);
}
if (_enemySeparationCurrentPushes.IsCreated)
{
_enemySeparationCurrentPushes.Add(float2.zero);
}
}
private void OnEnemyRemovedFromSeparationTemporalBuffers(int removedIndex)
{
if (_enemySeparationPreviousPushes.IsCreated && removedIndex >= 0 &&
removedIndex < _enemySeparationPreviousPushes.Length)
{
_enemySeparationPreviousPushes.RemoveAtSwapBack(removedIndex);
}
if (_enemySeparationCurrentPushes.IsCreated && removedIndex >= 0 &&
removedIndex < _enemySeparationCurrentPushes.Length)
{
_enemySeparationCurrentPushes.RemoveAtSwapBack(removedIndex);
}
}
private void ApplyJobOutputsToSimulationState()
{
int enemyCount = Mathf.Min(_enemies.Count, _enemyJobOutputs.Length);
bool hasEnemyPositionChanged = false;
for (int i = 0; i < enemyCount; i++)
{
EnemyJobOutputData output = _enemyJobOutputs[i];
if (!hasEnemyPositionChanged)
{
Vector3 currentPosition = _enemies[i].Position;
hasEnemyPositionChanged = currentPosition.x != output.Position.x ||
currentPosition.z != output.Position.z;
}
_enemies[i] = ConvertToEnemySimData(output);
}
if (hasEnemyPositionChanged)
{
MarkEnemyTargetSpatialIndexDirty();
}
int projectileCount = Mathf.Min(_projectiles.Count, _projectileJobOutputs.Length);
for (int i = 0; i < projectileCount; i++)
{
_projectiles[i] = ConvertToProjectileSimData(_projectileJobOutputs[i]);
}
}
private bool AreJobDataChannelsUsable()
{
return IsNativeListUsable(_enemyJobInputs) &&
IsNativeListUsable(_enemyJobOutputs) &&
IsNativeListUsable(_enemyJobSeparationOutputs) &&
IsNativeListUsable(_enemySeparationPreviousPushes) &&
IsNativeListUsable(_enemySeparationCurrentPushes) &&
IsNativeListUsable(_projectileJobInputs) &&
IsNativeListUsable(_projectileJobOutputs) &&
IsNativeListUsable(_collisionQueryInputs) &&
IsNativeListUsable(_collisionCandidates) &&
IsNativeMultiHashMapUsable(_enemySeparationBuckets) &&
IsNativeMultiHashMapUsable(_enemyCollisionBuckets);
}
private static void EnsureCapacity<T>(ref NativeList<T> nativeList, int targetCount) where T : unmanaged
{
if (!nativeList.IsCreated || targetCount <= 0)
{
return;
}
if (nativeList.Capacity < targetCount)
{
nativeList.Capacity = targetCount;
}
}
private static bool IsNativeListUsable<T>(NativeList<T> nativeList) where T : unmanaged
{
if (!nativeList.IsCreated)
{
return false;
}
try
{
_ = nativeList.Length;
return true;
}
catch (ObjectDisposedException)
{
return false;
}
}
private static bool IsNativeMultiHashMapUsable(NativeParallelMultiHashMap<long, int> hashMap)
{
if (!hashMap.IsCreated)
{
return false;
}
try
{
_ = hashMap.Count();
return true;
}
catch (ObjectDisposedException)
{
return false;
}
}
private static EnemyJobInputData ConvertToEnemyJobInput(in EnemySimData enemy)
{
return new EnemyJobInputData
{
EntityId = enemy.EntityId,
Position = new float3(enemy.Position.x, enemy.Position.y, enemy.Position.z),
Forward = new float3(enemy.Forward.x, enemy.Forward.y, enemy.Forward.z),
Rotation = new quaternion(enemy.Rotation.x, enemy.Rotation.y, enemy.Rotation.z, enemy.Rotation.w),
Speed = enemy.Speed,
AttackRange = enemy.AttackRange,
AvoidEnemyOverlap = enemy.AvoidEnemyOverlap,
EnemyBodyRadius = enemy.EnemyBodyRadius,
SeparationIterations = enemy.SeparationIterations,
TargetType = enemy.TargetType,
State = enemy.State
};
}
private static EnemySimData ConvertToEnemySimData(in EnemyJobOutputData enemy)
{
return new EnemySimData
{
EntityId = enemy.EntityId,
Position = new Vector3(enemy.Position.x, enemy.Position.y, enemy.Position.z),
Forward = new Vector3(enemy.Forward.x, enemy.Forward.y, enemy.Forward.z),
Rotation = new Quaternion(enemy.Rotation.value.x, enemy.Rotation.value.y, enemy.Rotation.value.z,
enemy.Rotation.value.w),
Speed = enemy.Speed,
AttackRange = enemy.AttackRange,
AvoidEnemyOverlap = enemy.AvoidEnemyOverlap,
EnemyBodyRadius = enemy.EnemyBodyRadius,
SeparationIterations = enemy.SeparationIterations,
TargetType = enemy.TargetType,
State = enemy.State
};
}
private static ProjectileJobInputData ConvertToProjectileJobInput(in ProjectileSimData projectile)
{
return new ProjectileJobInputData
{
EntityId = projectile.EntityId,
OwnerEntityId = projectile.OwnerEntityId,
Position = new float3(projectile.Position.x, projectile.Position.y, projectile.Position.z),
Forward = new float3(projectile.Forward.x, projectile.Forward.y, projectile.Forward.z),
Velocity = new float3(projectile.Velocity.x, projectile.Velocity.y, projectile.Velocity.z),
Speed = projectile.Speed,
LifeTime = projectile.LifeTime,
Age = projectile.Age,
Active = projectile.Active,
RemainingLifetime = projectile.RemainingLifetime,
State = projectile.State
};
}
private static ProjectileSimData ConvertToProjectileSimData(in ProjectileJobOutputData projectile)
{
return new ProjectileSimData
{
EntityId = projectile.EntityId,
OwnerEntityId = projectile.OwnerEntityId,
Position = new Vector3(projectile.Position.x, projectile.Position.y, projectile.Position.z),
Forward = new Vector3(projectile.Forward.x, projectile.Forward.y, projectile.Forward.z),
Velocity = new Vector3(projectile.Velocity.x, projectile.Velocity.y, projectile.Velocity.z),
Speed = projectile.Speed,
LifeTime = projectile.LifeTime,
Age = projectile.Age,
Active = projectile.Active,
RemainingLifetime = projectile.RemainingLifetime,
State = projectile.State
};
}
private static void EnsureCapacity(ref NativeParallelMultiHashMap<long, int> hashMap, int targetCount)
{
if (!hashMap.IsCreated || targetCount <= 0)
{
return;
}
if (hashMap.Capacity < targetCount)
{
hashMap.Capacity = targetCount;
}
}
}
}

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@ -0,0 +1,151 @@
using Unity.Mathematics;
using UnityEngine;
namespace Simulation
{
public sealed partial class SimulationWorld
{
#region Job Data Conversion
private void SyncSimulationStateToJobInputs()
{
InitializeJobDataChannels();
EnsureCapacity(ref _enemyJobInputs, _enemies.Count);
EnsureCapacity(ref _projectileJobInputs, _projectiles.Count);
_enemyJobInputs.Clear();
_projectileJobInputs.Clear();
foreach (EnemySimData data in _enemies)
{
_enemyJobInputs.Add(ConvertToEnemyJobInput(data));
}
foreach (ProjectileSimData data in _projectiles)
{
_projectileJobInputs.Add(ConvertToProjectileJobInput(data));
}
}
private void PrepareEnemyJobOutputBuffer(int enemyCount)
{
InitializeJobDataChannels();
EnsureCapacity(ref _enemyJobOutputs, enemyCount);
_enemyJobOutputs.Clear();
if (enemyCount > 0)
{
_enemyJobOutputs.ResizeUninitialized(enemyCount);
}
}
private void PrepareProjectileJobOutputBuffer(int projectileCount)
{
InitializeJobDataChannels();
EnsureCapacity(ref _projectileJobOutputs, projectileCount);
_projectileJobOutputs.Clear();
if (projectileCount > 0)
{
_projectileJobOutputs.ResizeUninitialized(projectileCount);
}
}
private void CopyProjectileInputsToOutputs()
{
for (int i = 0; i < _projectileJobInputs.Length; i++)
{
ProjectileJobInputData input = _projectileJobInputs[i];
_projectileJobOutputs[i] = new ProjectileJobOutputData
{
EntityId = input.EntityId,
OwnerEntityId = input.OwnerEntityId,
Position = input.Position,
Forward = input.Forward,
Velocity = input.Velocity,
Speed = input.Speed,
LifeTime = input.LifeTime,
Age = input.Age,
Active = input.Active,
RemainingLifetime = input.RemainingLifetime,
State = input.State
};
}
}
private static EnemyJobInputData ConvertToEnemyJobInput(in EnemySimData enemy)
{
return new EnemyJobInputData
{
EntityId = enemy.EntityId,
Position = new float3(enemy.Position.x, enemy.Position.y, enemy.Position.z),
Forward = new float3(enemy.Forward.x, enemy.Forward.y, enemy.Forward.z),
Rotation = new quaternion(enemy.Rotation.x, enemy.Rotation.y, enemy.Rotation.z, enemy.Rotation.w),
Speed = enemy.Speed,
AttackRange = enemy.AttackRange,
AvoidEnemyOverlap = enemy.AvoidEnemyOverlap,
EnemyBodyRadius = enemy.EnemyBodyRadius,
SeparationIterations = enemy.SeparationIterations,
TargetType = enemy.TargetType,
State = enemy.State
};
}
private static EnemySimData ConvertToEnemySimData(in EnemyJobOutputData enemy)
{
return new EnemySimData
{
EntityId = enemy.EntityId,
Position = new Vector3(enemy.Position.x, enemy.Position.y, enemy.Position.z),
Forward = new Vector3(enemy.Forward.x, enemy.Forward.y, enemy.Forward.z),
Rotation = new Quaternion(enemy.Rotation.value.x, enemy.Rotation.value.y, enemy.Rotation.value.z,
enemy.Rotation.value.w),
Speed = enemy.Speed,
AttackRange = enemy.AttackRange,
AvoidEnemyOverlap = enemy.AvoidEnemyOverlap,
EnemyBodyRadius = enemy.EnemyBodyRadius,
SeparationIterations = enemy.SeparationIterations,
TargetType = enemy.TargetType,
State = enemy.State
};
}
private static ProjectileJobInputData ConvertToProjectileJobInput(in ProjectileSimData projectile)
{
return new ProjectileJobInputData
{
EntityId = projectile.EntityId,
OwnerEntityId = projectile.OwnerEntityId,
Position = new float3(projectile.Position.x, projectile.Position.y, projectile.Position.z),
Forward = new float3(projectile.Forward.x, projectile.Forward.y, projectile.Forward.z),
Velocity = new float3(projectile.Velocity.x, projectile.Velocity.y, projectile.Velocity.z),
Speed = projectile.Speed,
LifeTime = projectile.LifeTime,
Age = projectile.Age,
Active = projectile.Active,
RemainingLifetime = projectile.RemainingLifetime,
State = projectile.State
};
}
private static ProjectileSimData ConvertToProjectileSimData(in ProjectileJobOutputData projectile)
{
return new ProjectileSimData
{
EntityId = projectile.EntityId,
OwnerEntityId = projectile.OwnerEntityId,
Position = new Vector3(projectile.Position.x, projectile.Position.y, projectile.Position.z),
Forward = new Vector3(projectile.Forward.x, projectile.Forward.y, projectile.Forward.z),
Velocity = new Vector3(projectile.Velocity.x, projectile.Velocity.y, projectile.Velocity.z),
Speed = projectile.Speed,
LifeTime = projectile.LifeTime,
Age = projectile.Age,
Active = projectile.Active,
RemainingLifetime = projectile.RemainingLifetime,
State = projectile.State
};
}
#endregion
}
}

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@ -0,0 +1,271 @@
using System;
using Unity.Collections;
using Unity.Mathematics;
namespace Simulation
{
public sealed partial class SimulationWorld
{
#region Job Data Lifecycle
private void InitializeJobDataChannels()
{
if (AreJobDataChannelsUsable())
{
return;
}
DisposeJobDataChannels();
_enemyJobInputs = new NativeList<EnemyJobInputData>(64, Allocator.Persistent);
_enemyJobOutputs = new NativeList<EnemyJobOutputData>(64, Allocator.Persistent);
_enemyJobSeparationOutputs = new NativeList<EnemyJobOutputData>(64, Allocator.Persistent);
_enemySeparationPreviousPushes = new NativeList<float2>(64, Allocator.Persistent);
_enemySeparationCurrentPushes = new NativeList<float2>(64, Allocator.Persistent);
_projectileJobInputs = new NativeList<ProjectileJobInputData>(64, Allocator.Persistent);
_projectileJobOutputs = new NativeList<ProjectileJobOutputData>(64, Allocator.Persistent);
_collisionQueryInputs = new NativeList<CollisionQueryData>(64, Allocator.Persistent);
_collisionCandidates = new NativeList<CollisionCandidateData>(128, Allocator.Persistent);
_enemySeparationBuckets = new NativeParallelMultiHashMap<long, int>(256, Allocator.Persistent);
_enemyCollisionBuckets = new NativeParallelMultiHashMap<long, int>(256, Allocator.Persistent);
InitializeEnemyTargetSpatialIndex();
}
private void DisposeJobDataChannels()
{
if (_enemyJobInputs.IsCreated)
{
_enemyJobInputs.Dispose();
}
_enemyJobInputs = default;
if (_enemyJobOutputs.IsCreated)
{
_enemyJobOutputs.Dispose();
}
_enemyJobOutputs = default;
if (_enemyJobSeparationOutputs.IsCreated)
{
_enemyJobSeparationOutputs.Dispose();
}
_enemyJobSeparationOutputs = default;
if (_enemySeparationPreviousPushes.IsCreated)
{
_enemySeparationPreviousPushes.Dispose();
}
_enemySeparationPreviousPushes = default;
if (_enemySeparationCurrentPushes.IsCreated)
{
_enemySeparationCurrentPushes.Dispose();
}
_enemySeparationCurrentPushes = default;
if (_projectileJobInputs.IsCreated)
{
_projectileJobInputs.Dispose();
}
_projectileJobInputs = default;
if (_projectileJobOutputs.IsCreated)
{
_projectileJobOutputs.Dispose();
}
_projectileJobOutputs = default;
if (_collisionQueryInputs.IsCreated)
{
_collisionQueryInputs.Dispose();
}
_collisionQueryInputs = default;
if (_collisionCandidates.IsCreated)
{
_collisionCandidates.Dispose();
}
_collisionCandidates = default;
if (_enemySeparationBuckets.IsCreated)
{
_enemySeparationBuckets.Dispose();
}
_enemySeparationBuckets = default;
if (_enemyCollisionBuckets.IsCreated)
{
_enemyCollisionBuckets.Dispose();
}
_enemyCollisionBuckets = default;
DisposeEnemyTargetSpatialIndex();
_areaCollisionRequests.Clear();
_areaCollisionHitEvents.Clear();
_areaCollisionHitDedupKeys.Clear();
ResetCollisionRuntimeStats();
}
private void ClearJobDataChannels()
{
if (!AreJobDataChannelsUsable())
{
_areaCollisionRequests.Clear();
_areaCollisionHitEvents.Clear();
_areaCollisionHitDedupKeys.Clear();
ResetCollisionRuntimeStats();
return;
}
if (_enemyJobInputs.IsCreated)
{
_enemyJobInputs.Clear();
}
if (_enemyJobOutputs.IsCreated)
{
_enemyJobOutputs.Clear();
}
if (_projectileJobInputs.IsCreated)
{
_projectileJobInputs.Clear();
}
if (_projectileJobOutputs.IsCreated)
{
_projectileJobOutputs.Clear();
}
if (_collisionQueryInputs.IsCreated)
{
_collisionQueryInputs.Clear();
}
if (_collisionCandidates.IsCreated)
{
_collisionCandidates.Clear();
}
if (_enemyJobSeparationOutputs.IsCreated)
{
_enemyJobSeparationOutputs.Clear();
}
if (_enemySeparationPreviousPushes.IsCreated)
{
_enemySeparationPreviousPushes.Clear();
}
if (_enemySeparationCurrentPushes.IsCreated)
{
_enemySeparationCurrentPushes.Clear();
}
if (_enemySeparationBuckets.IsCreated)
{
_enemySeparationBuckets.Clear();
}
if (_enemyCollisionBuckets.IsCreated)
{
_enemyCollisionBuckets.Clear();
}
ClearEnemyTargetSpatialIndex();
_areaCollisionRequests.Clear();
_areaCollisionHitEvents.Clear();
_areaCollisionHitDedupKeys.Clear();
ResetCollisionRuntimeStats();
}
private bool AreJobDataChannelsUsable()
{
return IsNativeListUsable(_enemyJobInputs) &&
IsNativeListUsable(_enemyJobOutputs) &&
IsNativeListUsable(_enemyJobSeparationOutputs) &&
IsNativeListUsable(_enemySeparationPreviousPushes) &&
IsNativeListUsable(_enemySeparationCurrentPushes) &&
IsNativeListUsable(_projectileJobInputs) &&
IsNativeListUsable(_projectileJobOutputs) &&
IsNativeListUsable(_collisionQueryInputs) &&
IsNativeListUsable(_collisionCandidates) &&
IsNativeMultiHashMapUsable(_enemySeparationBuckets) &&
IsNativeMultiHashMapUsable(_enemyCollisionBuckets);
}
private static void EnsureCapacity<T>(ref NativeList<T> nativeList, int targetCount) where T : unmanaged
{
if (!nativeList.IsCreated || targetCount <= 0)
{
return;
}
if (nativeList.Capacity < targetCount)
{
nativeList.Capacity = targetCount;
}
}
private static void EnsureCapacity(ref NativeParallelMultiHashMap<long, int> hashMap, int targetCount)
{
if (!hashMap.IsCreated || targetCount <= 0)
{
return;
}
if (hashMap.Capacity < targetCount)
{
hashMap.Capacity = targetCount;
}
}
private static bool IsNativeListUsable<T>(NativeList<T> nativeList) where T : unmanaged
{
if (!nativeList.IsCreated)
{
return false;
}
try
{
_ = nativeList.Length;
return true;
}
catch (ObjectDisposedException)
{
return false;
}
}
private static bool IsNativeMultiHashMapUsable(NativeParallelMultiHashMap<long, int> hashMap)
{
if (!hashMap.IsCreated)
{
return false;
}
try
{
_ = hashMap.Count();
return true;
}
catch (ObjectDisposedException)
{
return false;
}
}
#endregion
}
}

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@ -0,0 +1,40 @@
using UnityEngine;
namespace Simulation
{
public sealed partial class SimulationWorld
{
#region Job Output Commit
private void ApplyJobOutputsToSimulationState()
{
int enemyCount = Mathf.Min(_enemies.Count, _enemyJobOutputs.Length);
bool hasEnemyPositionChanged = false;
for (int i = 0; i < enemyCount; i++)
{
EnemyJobOutputData output = _enemyJobOutputs[i];
if (!hasEnemyPositionChanged)
{
Vector3 currentPosition = _enemies[i].Position;
hasEnemyPositionChanged = currentPosition.x != output.Position.x ||
currentPosition.z != output.Position.z;
}
_enemies[i] = ConvertToEnemySimData(output);
}
if (hasEnemyPositionChanged)
{
MarkEnemyTargetSpatialIndexDirty();
}
int projectileCount = Mathf.Min(_projectiles.Count, _projectileJobOutputs.Length);
for (int i = 0; i < projectileCount; i++)
{
_projectiles[i] = ConvertToProjectileSimData(_projectileJobOutputs[i]);
}
}
#endregion
}
}

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@ -14,7 +14,12 @@ namespace Simulation
// - SimulationWorld.TargetSelectionSpatialIndex.cs: 最近敌空间索引查询。
// - Presentation/SimulationWorld.TransformSync.cs: late-update transform 同步桥。
// - Presentation/SimulationWorld.HitPresentation.cs: 投射物命中事件表现桥。
// - DataChannel/SimulationWorld.JobDataChannel.cs: 本地 通道/缓冲区 持有者和数据的相互转换。
// - DataChannel/SimulationWorld.JobDataChannel.cs: Job 通道共享字段、常量和运行时状态。
// - DataChannel/SimulationWorld.JobDataLifecycle.cs: Native 通道初始化、清理和 clear。
// - DataChannel/SimulationWorld.JobDataConversion.cs: sim/job 数据转换与输入输出缓冲准备。
// - DataChannel/SimulationWorld.CollisionTransient.cs: 碰撞临时通道和运行时统计。
// - DataChannel/SimulationWorld.EnemySeparationTemporal.cs: 敌人分离的帧间临时状态。
// - DataChannel/SimulationWorld.JobOutputCommit.cs: Job 输出回写主容器。
// - Jobs/SimulationWorld.EnemyJobs.cs: 模拟通道 编排 + 敌人移动/分离 顺序执行
// - Jobs/SimulationWorld.ProjectileJobs.cs: 投射物移动与回收
// - Jobs/SimulationWorld.CollisionPipeline.cs: 碰撞管线共享配置和状态