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Classic C# Threads for DragonECS

<table> <tr></tr> <tr> <td colspan="3">Readme Languages:</td> </tr> <tr></tr> <tr> <td nowrap width="100"> <a href="https://github.com/DCFApixels/DragonECS-ClassicThreads/blob/main/README-RU.md"> <img src="https://github.com/user-attachments/assets/7bc29394-46d6-44a3-bace-0a3bae65d755"></br> <span>Русский</span> </a> </td> <td nowrap width="100"> <a href="https://github.com/DCFApixels/DragonECS-ClassicThreads"> <img src="https://github.com/user-attachments/assets/3c699094-f8e6-471d-a7c1-6d2e9530e721"></br> <span>English</span> </a> </td> </tr> </table> </br>

Support for processing entities in multiple threads, based on classic C# threads implementation. Inspired by a similar extension for LeoEcs Lite.

[!WARNING] The project is a work in progress, API may change.

The most current version of the README is in Russian version.

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Installation

Versioning semantics - Open

Environment

Requirements:

Optional:

Tested with:

Unity Installation

The package can be installed as a Unity package by adding the Git URL in the PackageManager or manually adding it to Packages/manifest.json:

https://github.com/DCFApixels/DragonECS-ClassicThreads.git

The package can also be added to the project as source code.

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Parallel iteration

EcsThreadHandler _handler;
public void Run(EcsPipeline pipeline)
{
    // Getting the Aspect and entities for iteration.
    var group = _world.Where(out Aspect a);

    void Handler(ReadOnlySpan<int> entities)
    {
        foreach (var e in entities)
        {
            // Computations in a separate thread.
            a.poses.Get(e).position += a.velocities.Read(e).value * _time.DeltaTime;
        }
    }

    // Starts parallel iteration over entities,
    // entities will be split into parts with a minimum size of 1000.
    group.IterateParallel(_handler ??= Handler, 1000);
}

The smaller the minimum size of the group part when dividing, the more threads can be utilized. In some situations, too many threads can negatively impact performance.

Inside the handler, creating/deleting entities, adding/removing components on entities is prohibited. Only modification of data within components is allowed.