vampire-like/Assets/GameMain/Scripts/Simulation/DataChannel/SimulationWorld.JobDataLife...

272 lines
8.0 KiB
C#

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
}
}