コード例 #1
0
    public static void Run()
    {
        List <AsyncLoader> list = new List <AsyncLoader>();

        Assembly[] assemblies = AppDomain.CurrentDomain.GetAssemblies();
        foreach (Assembly assembly in assemblies)
        {
            Type[] types = assembly.GetTypes();
            foreach (Type type in types)
            {
                if (!type.IsAbstract && typeof(AsyncLoaderType).IsAssignableFrom(type))
                {
                    AsyncLoader asyncLoader = (AsyncLoader)Activator.CreateInstance(type);
                    list.Add(asyncLoader);
                    loaders[type] = asyncLoader;
                    asyncLoader.CollectLoaders(list);
                }
            }
        }
        if (loaders.Count > 0)
        {
            WorkItemCollection <RunLoader, object> workItemCollection = new WorkItemCollection <RunLoader, object>();
            workItemCollection.Reset(null);
            foreach (AsyncLoader item in list)
            {
                workItemCollection.Add(new RunLoader
                {
                    loader = item
                });
            }
            GlobalJobManager.Run(workItemCollection);
        }
    }
コード例 #2
0
        private void AsyncPathProbe()
        {
            int probeSize = this.probeSize;

            pathProbeJob.Reset(null);
            for (int i = 0; i != brains.Count; i++)
            {
                ClampBrainIndex(ref nextPathProbeBrain);
                Navigator component = brains[nextPathProbeBrain].GetComponent <Navigator>();
                IncrementBrainIndex(ref nextPathProbeBrain);
                if ((UnityEngine.Object)component != (UnityEngine.Object)null)
                {
                    component.executePathProbeTaskAsync          = true;
                    component.PathProber.potentialCellsPerUpdate = this.probeSize;
                    component.pathProbeTask.Update();
                    pathProbeJob.Add(component.pathProbeTask);
                    if (pathProbeJob.Count == probeCount)
                    {
                        break;
                    }
                }
            }
            CPUBudget.Start(this);
            GlobalJobManager.Run(pathProbeJob);
            CPUBudget.End(this);
        }
コード例 #3
0
    public void Sim200ms(float time_delta)
    {
        find_top_priority_job.Reset(null);
        FindTopPriorityTask.abort = false;
        int num = 512;

        for (int i = 0; i < Components.Prioritizables.Items.Count; i += num)
        {
            int num2 = i + num;
            if (Components.Prioritizables.Items.Count < num2)
            {
                num2 = Components.Prioritizables.Items.Count;
            }
            find_top_priority_job.Add(new FindTopPriorityTask(i, num2));
        }
        GlobalJobManager.Run(find_top_priority_job);
        bool on = false;

        for (int j = 0; j != find_top_priority_job.Count; j++)
        {
            FindTopPriorityTask workItem = find_top_priority_job.GetWorkItem(j);
            if (workItem.found)
            {
                on = true;
                break;
            }
        }
        VignetteManager.Instance.Get().HasTopPriorityChore(on);
    }
コード例 #4
0
    public void UpdateData(Texture2D texture, byte[] textureBytes, HashedString viewMode, byte alpha)
    {
        if (!dataUpdateFuncs.TryGetValue(viewMode, out Action <SimDebugView, Texture> value))
        {
            value = SetDefaultPoint;
        }
        value(this, texture);
        Grid.GetVisibleExtents(out int min_x, out int min_y, out int max_x, out int max_y);
        selectedPathProber = null;
        KSelectable selected = SelectTool.Instance.selected;

        if ((UnityEngine.Object)selected != (UnityEngine.Object)null)
        {
            selectedPathProber = selected.GetComponent <PathProber>();
        }
        updateSimViewWorkItems.Reset(new UpdateSimViewSharedData(this, texBytes, viewMode, this));
        int num = 16;

        for (int i = min_y; i <= max_y; i += num)
        {
            int y = Math.Min(i + num - 1, max_y);
            updateSimViewWorkItems.Add(new UpdateSimViewWorkItem(min_x, i, max_x, y));
        }
        currentFrame = Time.frameCount;
        selectedCell = Grid.PosToCell(Camera.main.ScreenToWorldPoint(KInputManager.GetMousePos()));
        GlobalJobManager.Run(updateSimViewWorkItems);
        texture.LoadRawTextureData(textureBytes);
        texture.Apply();
    }
コード例 #5
0
    public void UpdatePickups(PathProber path_prober, Worker worker)
    {
        Navigator component = worker.GetComponent <Navigator>();

        updatePickupsWorkItems.Reset(null);
        foreach (KeyValuePair <Tag, FetchablesByPrefabId> prefabIdToFetchable in prefabIdToFetchables)
        {
            FetchablesByPrefabId value = prefabIdToFetchable.Value;
            value.UpdateOffsetTables();
            updatePickupsWorkItems.Add(new UpdatePickupWorkItem
            {
                fetchablesByPrefabId = value,
                pathProber           = path_prober,
                navigator            = component,
                worker = worker.gameObject
            });
        }
        OffsetTracker.isExecutingWithinJob = true;
        GlobalJobManager.Run(updatePickupsWorkItems);
        OffsetTracker.isExecutingWithinJob = false;
        pickups.Clear();
        foreach (KeyValuePair <Tag, FetchablesByPrefabId> prefabIdToFetchable2 in prefabIdToFetchables)
        {
            pickups.AddRange(prefabIdToFetchable2.Value.finalPickups);
        }
        pickups.Sort(ComparerNoPriority);
    }
    private void RenderMesh(float z, int render_layer, float lerp_percent, bool trigger_audio)
    {
        GridArea          visibleArea = GridVisibleArea.GetVisibleArea();
        Vector2I          min         = visibleArea.Min;
        int               a           = Mathf.Max(0, min.x - 1);
        Vector2I          min2        = visibleArea.Min;
        Vector2I          min3        = new Vector2I(a, Mathf.Max(0, min2.y - 1));
        int               a2          = Grid.WidthInCells - 1;
        Vector2I          max         = visibleArea.Max;
        int               a3          = Mathf.Min(a2, max.x + 1);
        int               a4          = Grid.HeightInCells - 1;
        Vector2I          max2        = visibleArea.Max;
        Vector2I          max3        = new Vector2I(a3, Mathf.Min(a4, max2.y + 1));
        RenderMeshContext shared_data = new RenderMeshContext(this, lerp_percent, min3, max3);

        if (shared_data.visible_conduits.Count == 0)
        {
            shared_data.Finish();
        }
        else
        {
            render_mesh_job.Reset(shared_data);
            int num  = Mathf.Max(1, (int)((float)(shared_data.visible_conduits.Count / CPUBudget.coreCount) / 1.5f));
            int num2 = Mathf.Max(1, shared_data.visible_conduits.Count / num);
            for (int i = 0; i != num2; i++)
            {
                int num3 = i * num;
                int end  = (i != num2 - 1) ? (num3 + num) : shared_data.visible_conduits.Count;
                render_mesh_job.Add(new RenderMeshTask(num3, end));
            }
            GlobalJobManager.Run(render_mesh_job);
            float z2 = 0f;
            if (showContents)
            {
                z2 = 1f;
            }
            int   num4 = (int)(animTime / (1.0 / (double)tuning.framesPerSecond)) % (int)tuning.spriteCount;
            float w    = (float)num4 * (1f / tuning.spriteCount);
            movingBallMesh.Begin();
            movingBallMesh.SetTexture("_BackgroundTex", tuning.backgroundTexture);
            movingBallMesh.SetTexture("_ForegroundTex", tuning.foregroundTexture);
            movingBallMesh.SetVector("_SpriteSettings", new Vector4(1f / tuning.spriteCount, 1f, z2, w));
            movingBallMesh.SetVector("_Highlight", new Vector4((float)(int)highlightColour.r / 255f, (float)(int)highlightColour.g / 255f, (float)(int)highlightColour.b / 255f, 0f));
            staticBallMesh.Begin();
            staticBallMesh.SetTexture("_BackgroundTex", tuning.backgroundTexture);
            staticBallMesh.SetTexture("_ForegroundTex", tuning.foregroundTexture);
            staticBallMesh.SetVector("_SpriteSettings", new Vector4(1f / tuning.spriteCount, 1f, z2, 0f));
            staticBallMesh.SetVector("_Highlight", new Vector4((float)(int)highlightColour.r / 255f, (float)(int)highlightColour.g / 255f, (float)(int)highlightColour.b / 255f, 0f));
            Vector3 position = CameraController.Instance.transform.GetPosition();
            ConduitFlowVisualizer visualizer = (!trigger_audio) ? null : this;
            for (int j = 0; j != render_mesh_job.Count; j++)
            {
                render_mesh_job.GetWorkItem(j).Finish(movingBallMesh, staticBallMesh, position, visualizer);
            }
            movingBallMesh.End(z, layer);
            staticBallMesh.End(z, layer);
            shared_data.Finish();
        }
    }
        public static void FindEggToGuard(List <UpdateBucketWithUpdater <Instance> .Entry> instances, float time_delta)
        {
            ListPool <KPrefabID, EggProtectionMonitor> .PooledList pooledList = ListPool <KPrefabID, EggProtectionMonitor> .Allocate();

            pooledList.Capacity = Mathf.Max(pooledList.Capacity, Components.Pickupables.Count);
            IEnumerator enumerator = Components.Pickupables.GetEnumerator();

            try
            {
                while (enumerator.MoveNext())
                {
                    Pickupable pickupable = (Pickupable)enumerator.Current;
                    pooledList.Add(pickupable.gameObject.GetComponent <KPrefabID>());
                }
            }
            finally
            {
                IDisposable disposable;
                if ((disposable = (enumerator as IDisposable)) != null)
                {
                    disposable.Dispose();
                }
            }
            ListPool <Egg, EggProtectionMonitor> .PooledList pooledList2 = ListPool <Egg, EggProtectionMonitor> .Allocate();

            find_eggs_job.Reset(pooledList);
            for (int i = 0; i < pooledList.Count; i += 256)
            {
                find_eggs_job.Add(new FindEggsTask(i, Mathf.Min(i + 256, pooledList.Count)));
            }
            GlobalJobManager.Run(find_eggs_job);
            for (int j = 0; j != find_eggs_job.Count; j++)
            {
                find_eggs_job.GetWorkItem(j).Finish(pooledList, pooledList2);
            }
            pooledList.Recycle();
            foreach (UpdateBucketWithUpdater <Instance> .Entry instance in instances)
            {
                UpdateBucketWithUpdater <Instance> .Entry current = instance;
                GameObject eggToGuard = null;
                int        num        = 100;
                foreach (Egg item in pooledList2)
                {
                    Egg current2       = item;
                    int navigationCost = current.data.navigator.GetNavigationCost(current2.cell);
                    if (navigationCost != -1 && navigationCost < num)
                    {
                        eggToGuard = current2.game_object;
                        num        = navigationCost;
                    }
                }
                current.data.SetEggToGuard(eggToGuard);
            }
            pooledList2.Recycle();
        }
コード例 #8
0
    private static void MarkValidCells(NavTable nav_table, NavType[] valid_nav_types, NavTableValidator[] validators, CellOffset[] bounding_offsets)
    {
        WorkItemCollection <MarkValidCellWorkItem, object> workItemCollection = new WorkItemCollection <MarkValidCellWorkItem, object>();

        workItemCollection.Reset(null);
        for (int i = 0; i < Grid.HeightInCells; i++)
        {
            workItemCollection.Add(new MarkValidCellWorkItem(Grid.OffsetCell(0, new CellOffset(0, i)), nav_table, bounding_offsets, validators));
        }
        GlobalJobManager.Run(workItemCollection);
    }
コード例 #9
0
    private static void CreateLinks(NavTable nav_table, int max_links_per_cell, NavGrid.Link[] links, NavGrid.Transition[][] transitions_by_nav_type)
    {
        WorkItemCollection <CreateLinkWorkItem, object> workItemCollection = new WorkItemCollection <CreateLinkWorkItem, object>();

        workItemCollection.Reset(null);
        for (int i = 0; i < Grid.HeightInCells; i++)
        {
            workItemCollection.Add(new CreateLinkWorkItem(Grid.OffsetCell(0, new CellOffset(0, i)), nav_table, max_links_per_cell, links, transitions_by_nav_type));
        }
        GlobalJobManager.Run(workItemCollection);
    }
コード例 #10
0
    private void UpdateTextureThreaded(TextureRegion texture_region, int x0, int y0, int x1, int y1, WorkItem.Callback update_texture_cb)
    {
        workItems.Reset(null);
        int num = 16;

        for (int i = y0; i <= y1; i += num)
        {
            int y2 = Math.Min(i + num - 1, y1);
            workItems.Add(new WorkItem(texture_region, x0, i, x1, y2, update_texture_cb));
        }
        GlobalJobManager.Run(workItems);
    }
コード例 #11
0
 public static void BatchUpdate(List <UpdateBucketWithUpdater <ISim200ms> .Entry> amount_instances, float time_delta)
 {
     if (time_delta != 0f)
     {
         BatchUpdateContext shared_data = new BatchUpdateContext(amount_instances, time_delta);
         batch_update_job.Reset(shared_data);
         int num = 512;
         for (int i = 0; i < amount_instances.Count; i += num)
         {
             int num2 = i + num;
             if (amount_instances.Count < num2)
             {
                 num2 = amount_instances.Count;
             }
             batch_update_job.Add(new BatchUpdateTask(i, num2));
         }
         GlobalJobManager.Run(batch_update_job);
         shared_data.Finish();
     }
 }
コード例 #12
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        /// <summary>
        /// Reduce the time that async loaders take to index, by only indexing the game
        /// assemblies and not stuff like UnityEngine.
        /// </summary>
        private static void QuickAsyncLoad()
        {
            var collectedLoaders = new List <AsyncLoader>();
            var loaderFor        = AsyncLoadManager <IGlobalAsyncLoader> .loaders;
            // Only index the game assemblies
            var assemblies = new Assembly[] { typeof(Game).Assembly, typeof(KAnim).Assembly };
            int n          = assemblies.Length;

            loaderFor.Clear();
            for (int i = 0; i < n; i++)
            {
                foreach (var type in assemblies[i].GetTypes())
                {
                    if (!type.IsAbstract && typeof(IGlobalAsyncLoader).IsAssignableFrom(type))
                    {
                        var loadInstance = Activator.CreateInstance(type) as AsyncLoader;
                        collectedLoaders.Add(loadInstance);
                        loaderFor[type] = loadInstance;
                        loadInstance.CollectLoaders(collectedLoaders);
                    }
                }
            }
#if DEBUG
            PUtil.LogDebug("Async loading {0:D} types".F(collectedLoaders.Count));
#endif
            // Run them all in parallel (base game does it too!)
            if (loaderFor.Count > 0)
            {
                var jobs = new WorkItemCollection <RunLoader, object>();
                jobs.Reset(null);
                foreach (var loader in collectedLoaders)
                {
                    jobs.Add(new RunLoader {
                        loader = loader
                    });
                }
                GlobalJobManager.Run(jobs);
            }
            collectedLoaders.Clear();
        }
 public static void ModifyBrightness(List <UpdateBucketWithUpdater <Instance> .Entry> instances, ModifyLuxDelegate modify_lux, float time_delta)
 {
     modify_brightness_job.Reset(null);
     for (int i = 0; i != instances.Count; i++)
     {
         UpdateBucketWithUpdater <Instance> .Entry value = instances[i];
         value.lastUpdateTime = 0f;
         instances[i]         = value;
         Instance data = value.data;
         modify_lux(data, time_delta);
         data.light.Range = data.originalRange * (float)data.light.Lux / (float)data.originalLux;
         data.light.RefreshShapeAndPosition();
         if (data.light.RefreshShapeAndPosition() != 0)
         {
             modify_brightness_job.Add(new ModifyBrightnessTask(data.light.emitter));
         }
     }
     GlobalJobManager.Run(modify_brightness_job);
     for (int j = 0; j != modify_brightness_job.Count; j++)
     {
         modify_brightness_job.GetWorkItem(j).Finish();
     }
 }