├── .gitignore ├── DisruptorUnity3d ├── Assembly-CSharp-vs.csproj ├── Assembly-CSharp.csproj ├── Assets │ ├── BasicBenchmark.unity │ ├── BasicBenchmark.unity.meta │ ├── ConcurrentQueue.cs │ ├── ConcurrentQueue.cs.meta │ ├── RingBuffer.cs │ ├── RingBuffer.cs.meta │ ├── Test.cs │ └── Test.cs.meta ├── DisruptorUnity3d-csharp.sln ├── DisruptorUnity3d.sln ├── DisruptorUnity3d.v12.suo └── ProjectSettings │ ├── AudioManager.asset │ ├── DynamicsManager.asset │ ├── EditorBuildSettings.asset │ ├── EditorSettings.asset │ ├── GraphicsSettings.asset │ ├── InputManager.asset │ ├── NavMeshAreas.asset │ ├── NetworkManager.asset │ ├── Physics2DSettings.asset │ ├── ProjectSettings.asset │ ├── ProjectVersion.txt │ ├── QualitySettings.asset │ ├── TagManager.asset │ └── TimeManager.asset ├── LICENSE ├── README.md └── readme-img ├── ConcurrentQueueProfile.png └── RingBufferProfile.png /.gitignore: -------------------------------------------------------------------------------- 1 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | [Bb]uild/ 5 | 6 | # Autogenerated VS/MD solution and project files 7 | /*.csproj 8 | /*.unityproj 9 | /*.sln 10 | /*.suo 11 | /*.user 12 | /*.userprefs 13 | /*.pidb 14 | /*.booproj 15 | 16 | #Unity3D Generated File On Crash Reports 17 | sysinfo.txt 18 | -------------------------------------------------------------------------------- /DisruptorUnity3d/Assembly-CSharp-vs.csproj: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Debug 5 | AnyCPU 6 | 10.0.20506 7 | 2.0 8 | {B82A8DAA-65CD-1450-2295-651F0AD06589} 9 | Library 10 | Properties 11 | 12 | Assembly-CSharp 13 | v3.5 14 | 512 15 | Assets 16 | 17 | 18 | true 19 | full 20 | false 21 | Temp\bin\Debug\ 22 | DEBUG;TRACE;UNITY_5_0_0;UNITY_5_0;UNITY_5;ENABLE_NEW_BUGREPORTER;ENABLE_2D_PHYSICS;ENABLE_4_6_FEATURES;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_FRAME_DEBUGGER;ENABLE_GENERICS;ENABLE_HOME_SCREEN;ENABLE_IMAGEEFFECTS;ENABLE_LIGHT_PROBES_LEGACY;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_NEW_HIERARCHY;ENABLE_PHYSICS;ENABLE_PHYSICS_PHYSX3;ENABLE_PLUGIN_INSPECTOR;ENABLE_SHADOWS;ENABLE_SINGLE_INSTANCE_BUILD_SETTING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_AUDIOMIXER_SUSPEND;INCLUDE_DYNAMIC_GI;INCLUDE_GI;INCLUDE_IL2CPP;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_TEXTUREID_MAP;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_MONO;ENABLE_PROFILER;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN 23 | prompt 24 | 4 25 | 0169 26 | 27 | 28 | pdbonly 29 | true 30 | Temp\bin\Release\ 31 | TRACE 32 | prompt 33 | 4 34 | 0169 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | C:/Program Files/Unity/Editor/Data/Managed/UnityEngine.dll 43 | 44 | 45 | C:/Program Files/Unity/Editor/Data/Managed/UnityEditor.dll 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll 54 | 55 | 56 | 57 | 64 | 65 | 66 | -------------------------------------------------------------------------------- /DisruptorUnity3d/Assembly-CSharp.csproj: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Debug 5 | AnyCPU 6 | 10.0.20506 7 | 2.0 8 | {B82A8DAA-65CD-1450-2295-651F0AD06589} 9 | Library 10 | Properties 11 | 12 | Assembly-CSharp 13 | v3.5 14 | 512 15 | Assets 16 | 17 | 18 | true 19 | full 20 | false 21 | Temp\bin\Debug\ 22 | DEBUG;TRACE;UNITY_5_0_0;UNITY_5_0;UNITY_5;ENABLE_NEW_BUGREPORTER;ENABLE_2D_PHYSICS;ENABLE_4_6_FEATURES;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_FRAME_DEBUGGER;ENABLE_GENERICS;ENABLE_HOME_SCREEN;ENABLE_IMAGEEFFECTS;ENABLE_LIGHT_PROBES_LEGACY;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_NEW_HIERARCHY;ENABLE_PHYSICS;ENABLE_PHYSICS_PHYSX3;ENABLE_PLUGIN_INSPECTOR;ENABLE_SHADOWS;ENABLE_SINGLE_INSTANCE_BUILD_SETTING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_AUDIOMIXER_SUSPEND;INCLUDE_DYNAMIC_GI;INCLUDE_GI;INCLUDE_IL2CPP;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_TEXTUREID_MAP;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_MONO;ENABLE_PROFILER;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN 23 | prompt 24 | 4 25 | 0169 26 | 27 | 28 | pdbonly 29 | true 30 | Temp\bin\Release\ 31 | TRACE 32 | prompt 33 | 4 34 | 0169 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | C:/Program Files/Unity/Editor/Data/Managed/UnityEngine.dll 43 | 44 | 45 | C:/Program Files/Unity/Editor/Data/Managed/UnityEditor.dll 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll 54 | 55 | 56 | 57 | 64 | 65 | 66 | -------------------------------------------------------------------------------- /DisruptorUnity3d/Assets/BasicBenchmark.unity: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dave-hillier/disruptor-unity3d/717491f41d8663949b2d05056bb42bde17f61ce3/DisruptorUnity3d/Assets/BasicBenchmark.unity -------------------------------------------------------------------------------- /DisruptorUnity3d/Assets/BasicBenchmark.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bcce797dc7719ff4ca37171989fef5d9 3 | timeCreated: 1425935652 4 | licenseType: Free 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /DisruptorUnity3d/Assets/ConcurrentQueue.cs: -------------------------------------------------------------------------------- 1 | // ConcurrentQueue.cs 2 | // 3 | // Copyright (c) 2008 Jérémie "Garuma" Laval 4 | // 5 | // Permission is hereby granted, free of charge, to any person obtaining a copy 6 | // of this software and associated documentation files (the "Software"), to deal 7 | // in the Software without restriction, including without limitation the rights 8 | // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | // copies of the Software, and to permit persons to whom the Software is 10 | // furnished to do so, subject to the following conditions: 11 | // 12 | // The above copyright notice and this permission notice shall be included in 13 | // all copies or substantial portions of the Software. 14 | // 15 | // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 21 | // THE SOFTWARE. 22 | // 23 | // 24 | 25 | // Note this is slightly modified from the original from Mono for compatibility with .Net 3.5 26 | 27 | using System; 28 | using System.Collections; 29 | using System.Collections.Generic; 30 | using System.Runtime.Serialization; 31 | 32 | namespace System.Threading.Collections 33 | { 34 | public class ConcurrentQueue : IEnumerable, ICollection, ISerializable, IDeserializationCallback 35 | { 36 | class Node 37 | { 38 | public T Value; 39 | public Node Next; 40 | } 41 | 42 | Node _head = new Node(); 43 | Node _tail; 44 | int _count; 45 | 46 | /// 47 | /// 48 | public ConcurrentQueue() 49 | { 50 | _tail = _head; 51 | } 52 | 53 | public ConcurrentQueue(IEnumerable enumerable) 54 | : this() 55 | { 56 | foreach (T item in enumerable) 57 | Enqueue(item); 58 | } 59 | 60 | public void Enqueue(T item) 61 | { 62 | var node = new Node { Value = item }; 63 | 64 | Node oldTail = null; 65 | 66 | bool update = false; 67 | while (!update) 68 | { 69 | oldTail = _tail; 70 | var oldNext = oldTail.Next; 71 | 72 | // Did tail was already updated ? 73 | if (_tail == oldTail) 74 | { 75 | if (oldNext == null) 76 | { 77 | // The place is for us 78 | update = Interlocked.CompareExchange(ref _tail.Next, node, null) == null; 79 | } 80 | else 81 | { 82 | // another Thread already used the place so give him a hand by putting tail where it should be 83 | Interlocked.CompareExchange(ref _tail, oldNext, oldTail); 84 | } 85 | } 86 | } 87 | // At this point we added correctly our node, now we have to update tail. If it fails then it will be done by another thread 88 | Interlocked.CompareExchange(ref _tail, node, oldTail); 89 | 90 | Interlocked.Increment(ref _count); 91 | } 92 | 93 | 94 | /// 95 | /// 96 | /// 97 | public bool TryDequeue(out T value) 98 | { 99 | value = default(T); 100 | bool advanced = false; 101 | while (!advanced) 102 | { 103 | Node oldHead = _head; 104 | Node oldTail = _tail; 105 | Node oldNext = oldHead.Next; 106 | 107 | if (oldHead == _head) 108 | { 109 | // Empty case ? 110 | if (oldHead == oldTail) 111 | { 112 | // This should be false then 113 | if (oldNext != null) 114 | { 115 | // If not then the linked list is mal formed, update tail 116 | Interlocked.CompareExchange(ref _tail, oldNext, oldTail); 117 | } 118 | value = default(T); 119 | return false; 120 | } 121 | else 122 | { 123 | value = oldNext.Value; 124 | advanced = Interlocked.CompareExchange(ref _head, oldNext, oldHead) == oldHead; 125 | } 126 | } 127 | } 128 | 129 | Interlocked.Decrement(ref _count); 130 | return true; 131 | } 132 | 133 | /// 134 | /// 135 | /// 136 | public bool TryPeek(out T value) 137 | { 138 | if (IsEmpty) 139 | { 140 | value = default(T); 141 | return false; 142 | } 143 | 144 | Node first = _head.Next; 145 | value = first.Value; 146 | return true; 147 | } 148 | 149 | public void Clear() 150 | { 151 | _count = 0; 152 | _tail = _head = new Node(); 153 | } 154 | 155 | IEnumerator IEnumerable.GetEnumerator() 156 | { 157 | return InternalGetEnumerator(); 158 | } 159 | 160 | IEnumerator IEnumerable.GetEnumerator() 161 | { 162 | return InternalGetEnumerator(); 163 | } 164 | 165 | public IEnumerator GetEnumerator() 166 | { 167 | return InternalGetEnumerator(); 168 | } 169 | 170 | IEnumerator InternalGetEnumerator() 171 | { 172 | Node myHead = _head; 173 | while ((myHead = myHead.Next) != null) 174 | { 175 | yield return myHead.Value; 176 | } 177 | } 178 | 179 | void ICollection.CopyTo(Array array, int index) 180 | { 181 | T[] dest = array as T[]; 182 | if (dest == null) 183 | return; 184 | CopyTo(dest, index); 185 | } 186 | 187 | public void CopyTo(T[] dest, int index) 188 | { 189 | IEnumerator e = InternalGetEnumerator(); 190 | int i = index; 191 | while (e.MoveNext()) 192 | { 193 | dest[i++] = e.Current; 194 | } 195 | } 196 | 197 | public T[] ToArray() 198 | { 199 | T[] dest = new T[_count]; 200 | CopyTo(dest, 0); 201 | return dest; 202 | } 203 | 204 | public void GetObjectData(SerializationInfo info, StreamingContext context) 205 | { 206 | throw new NotImplementedException(); 207 | } 208 | 209 | bool ICollection.IsSynchronized 210 | { 211 | get { return true; } 212 | } 213 | 214 | public void OnDeserialization(object sender) 215 | { 216 | throw new NotImplementedException(); 217 | } 218 | 219 | readonly object _syncRoot = new object(); 220 | object ICollection.SyncRoot 221 | { 222 | get { return _syncRoot; } 223 | } 224 | 225 | public int Count 226 | { 227 | get 228 | { 229 | return _count; 230 | } 231 | } 232 | 233 | public bool IsEmpty 234 | { 235 | get 236 | { 237 | return _count == 0; 238 | } 239 | } 240 | } 241 | } 242 | 243 | -------------------------------------------------------------------------------- /DisruptorUnity3d/Assets/ConcurrentQueue.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 13a495889b422dc4a867161d1f69dde8 3 | timeCreated: 1425935504 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /DisruptorUnity3d/Assets/RingBuffer.cs: -------------------------------------------------------------------------------- 1 | using System.Runtime.CompilerServices; 2 | using System.Runtime.InteropServices; 3 | using System.Threading; 4 | 5 | namespace DisruptorUnity3d 6 | { 7 | /// 8 | /// Implementation of the Disruptor pattern 9 | /// 10 | /// the type of item to be stored 11 | public class RingBuffer 12 | { 13 | private readonly T[] _entries; 14 | private readonly int _modMask; 15 | private Volatile.PaddedLong _consumerCursor = new Volatile.PaddedLong(); 16 | private Volatile.PaddedLong _producerCursor = new Volatile.PaddedLong(); 17 | 18 | /// 19 | /// Creates a new RingBuffer with the given capacity 20 | /// 21 | /// The capacity of the buffer 22 | /// Only a single thread may attempt to consume at any one time 23 | public RingBuffer(int capacity) 24 | { 25 | capacity = NextPowerOfTwo(capacity); 26 | _modMask = capacity - 1; 27 | _entries = new T[capacity]; 28 | } 29 | 30 | /// 31 | /// The maximum number of items that can be stored 32 | /// 33 | public int Capacity 34 | { 35 | get { return _entries.Length; } 36 | } 37 | 38 | public T this[long index] 39 | { 40 | get { unchecked { return _entries[index & _modMask]; } } 41 | set { unchecked { _entries[index & _modMask] = value; } } 42 | } 43 | 44 | /// 45 | /// Removes an item from the buffer. 46 | /// 47 | /// The next available item 48 | public T Dequeue() 49 | { 50 | var next = _consumerCursor.ReadAcquireFence() + 1; 51 | while (_producerCursor.ReadAcquireFence() < next) // makes sure we read the data from _entries after we have read the producer cursor 52 | { 53 | Thread.SpinWait(1); 54 | } 55 | var result = this[next]; 56 | _consumerCursor.WriteReleaseFence(next); // makes sure we read the data from _entries before we update the consumer cursor 57 | return result; 58 | } 59 | 60 | /// 61 | /// Attempts to remove an items from the queue 62 | /// 63 | /// the items 64 | /// True if successful 65 | public bool TryDequeue(out T obj) 66 | { 67 | var next = _consumerCursor.ReadAcquireFence() + 1; 68 | 69 | if (_producerCursor.ReadAcquireFence() < next) 70 | { 71 | obj = default(T); 72 | return false; 73 | } 74 | obj = Dequeue(); 75 | return true; 76 | } 77 | 78 | /// 79 | /// Add an item to the buffer 80 | /// 81 | /// 82 | public void Enqueue(T item) 83 | { 84 | var next = _producerCursor.ReadAcquireFence() + 1; 85 | 86 | long wrapPoint = next - _entries.Length; 87 | long min = _consumerCursor.ReadAcquireFence(); 88 | 89 | while (wrapPoint > min) 90 | { 91 | min = _consumerCursor.ReadAcquireFence(); 92 | Thread.SpinWait(1); 93 | } 94 | 95 | this[next] = item; 96 | _producerCursor.WriteReleaseFence(next); // makes sure we write the data in _entries before we update the producer cursor 97 | } 98 | 99 | /// 100 | /// The number of items in the buffer 101 | /// 102 | /// for indicative purposes only, may contain stale data 103 | public int Count { get { return (int)(_producerCursor.ReadFullFence() - _consumerCursor.ReadFullFence()); } } 104 | 105 | private static int NextPowerOfTwo(int x) 106 | { 107 | var result = 2; 108 | while (result < x) 109 | { 110 | result <<= 1; 111 | } 112 | return result; 113 | } 114 | 115 | 116 | } 117 | public static class Volatile 118 | { 119 | private const int CacheLineSize = 64; 120 | 121 | [StructLayout(LayoutKind.Explicit, Size = CacheLineSize * 2)] 122 | public struct PaddedLong 123 | { 124 | [FieldOffset(CacheLineSize)] 125 | private long _value; 126 | 127 | /// 128 | /// Create a new with the given initial value. 129 | /// 130 | /// Initial value 131 | public PaddedLong(long value) 132 | { 133 | _value = value; 134 | } 135 | 136 | /// 137 | /// Read the value without applying any fence 138 | /// 139 | /// The current value 140 | public long ReadUnfenced() 141 | { 142 | return _value; 143 | } 144 | 145 | /// 146 | /// Read the value applying acquire fence semantic 147 | /// 148 | /// The current value 149 | public long ReadAcquireFence() 150 | { 151 | var value = _value; 152 | Thread.MemoryBarrier(); 153 | return value; 154 | } 155 | 156 | /// 157 | /// Read the value applying full fence semantic 158 | /// 159 | /// The current value 160 | public long ReadFullFence() 161 | { 162 | Thread.MemoryBarrier(); 163 | return _value; 164 | } 165 | 166 | /// 167 | /// Read the value applying a compiler only fence, no CPU fence is applied 168 | /// 169 | /// The current value 170 | [MethodImpl(MethodImplOptions.NoOptimization)] 171 | public long ReadCompilerOnlyFence() 172 | { 173 | return _value; 174 | } 175 | 176 | /// 177 | /// Write the value applying release fence semantic 178 | /// 179 | /// The new value 180 | public void WriteReleaseFence(long newValue) 181 | { 182 | Thread.MemoryBarrier(); 183 | _value = newValue; 184 | } 185 | 186 | /// 187 | /// Write the value applying full fence semantic 188 | /// 189 | /// The new value 190 | public void WriteFullFence(long newValue) 191 | { 192 | Thread.MemoryBarrier(); 193 | _value = newValue; 194 | } 195 | 196 | /// 197 | /// Write the value applying a compiler fence only, no CPU fence is applied 198 | /// 199 | /// The new value 200 | [MethodImpl(MethodImplOptions.NoOptimization)] 201 | public void WriteCompilerOnlyFence(long newValue) 202 | { 203 | _value = newValue; 204 | } 205 | 206 | /// 207 | /// Write without applying any fence 208 | /// 209 | /// The new value 210 | public void WriteUnfenced(long newValue) 211 | { 212 | _value = newValue; 213 | } 214 | 215 | /// 216 | /// Atomically set the value to the given updated value if the current value equals the comparand 217 | /// 218 | /// The new value 219 | /// The comparand (expected value) 220 | /// 221 | public bool AtomicCompareExchange(long newValue, long comparand) 222 | { 223 | return Interlocked.CompareExchange(ref _value, newValue, comparand) == comparand; 224 | } 225 | 226 | /// 227 | /// Atomically set the value to the given updated value 228 | /// 229 | /// The new value 230 | /// The original value 231 | public long AtomicExchange(long newValue) 232 | { 233 | return Interlocked.Exchange(ref _value, newValue); 234 | } 235 | 236 | /// 237 | /// Atomically add the given value to the current value and return the sum 238 | /// 239 | /// The value to be added 240 | /// The sum of the current value and the given value 241 | public long AtomicAddAndGet(long delta) 242 | { 243 | return Interlocked.Add(ref _value, delta); 244 | } 245 | 246 | /// 247 | /// Atomically increment the current value and return the new value 248 | /// 249 | /// The incremented value. 250 | public long AtomicIncrementAndGet() 251 | { 252 | return Interlocked.Increment(ref _value); 253 | } 254 | 255 | /// 256 | /// Atomically increment the current value and return the new value 257 | /// 258 | /// The decremented value. 259 | public long AtomicDecrementAndGet() 260 | { 261 | return Interlocked.Decrement(ref _value); 262 | } 263 | 264 | /// 265 | /// Returns the string representation of the current value. 266 | /// 267 | /// the string representation of the current value. 268 | public override string ToString() 269 | { 270 | var value = ReadFullFence(); 271 | return value.ToString(); 272 | } 273 | } 274 | } 275 | } 276 | -------------------------------------------------------------------------------- /DisruptorUnity3d/Assets/RingBuffer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ce496afbbb1748d4187d4e402c111f47 3 | timeCreated: 1425935504 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /DisruptorUnity3d/Assets/Test.cs: -------------------------------------------------------------------------------- 1 | using System.Diagnostics; 2 | using System.Threading; 3 | using UnityEngine; 4 | using Debug = UnityEngine.Debug; 5 | using Random = System.Random; 6 | 7 | namespace DisruptorUnity3d 8 | { 9 | public class Test : MonoBehaviour 10 | { 11 | static readonly Random Rng = new Random(); 12 | static readonly RingBuffer Queue = new RingBuffer(1000); 13 | //static readonly ConcurrentQueue Queue = new ConcurrentQueue(); 14 | 15 | static readonly Stopwatch sw = new Stopwatch(); 16 | private const long Count = 5000000;//100000000; 17 | private long _queued = 0; 18 | private const long BatchSize = 20000; 19 | private Thread _consumerThread; 20 | private bool _printed = false; 21 | 22 | private int numberToEnqueue; 23 | 24 | public void Start() 25 | { 26 | Debug.Log("Started Test"); 27 | _consumerThread = new Thread(() => 28 | { 29 | Debug.Log("Started consumer"); 30 | int expectedNumber = 0; 31 | int previousNumber = 0; 32 | for (long i = 0; i < Count; ) 33 | { 34 | int val; 35 | var dequeued = Queue.TryDequeue(out val); 36 | if (dequeued) 37 | { 38 | if (expectedNumber != val) 39 | Debug.Log("wrong value " + val + " ,correct: " + i + " ,previous: " + previousNumber); 40 | previousNumber = val; 41 | expectedNumber++; 42 | ++i; 43 | } 44 | 45 | } 46 | Debug.Log(string.Format("Consumer done {0}", sw.Elapsed)); 47 | }); 48 | _consumerThread.Start(); 49 | sw.Start(); 50 | } 51 | 52 | 53 | 54 | // Update is called once per frame 55 | public void Update() 56 | { 57 | if (_queued >= Count && !_printed) 58 | { 59 | sw.Stop(); 60 | Debug.Log(string.Format("Producer done {0} {1}", sw.Elapsed, _queued)); 61 | _printed = true; 62 | 63 | } 64 | else 65 | { 66 | for (long i = 0; i < BatchSize && _queued < Count; ++i) 67 | { 68 | Queue.Enqueue(numberToEnqueue++); 69 | ++_queued; 70 | } 71 | } 72 | } 73 | } 74 | } 75 | -------------------------------------------------------------------------------- /DisruptorUnity3d/Assets/Test.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 991b6f2de77c4054d90c8d0b1fb1da3c 3 | timeCreated: 1425935504 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | 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Only supports a single producer/single consumer. Only tested on x86 platforms. Bugs in Mono prevent this is working on iOS and Android before Unity 5.5. 3 | 4 | ## Usage 5 | 6 | Copy [RingBuffer.cs](https://github.com/dave-hillier/disruptor-unity3d/blob/master/DisruptorUnity3d/Assets/RingBuffer.cs) into your Unity project's assets folder (or sub-folder) and use the generic `RingBuffer` class. 7 | For example: 8 | 9 | ```csharp 10 | var buffer = new RingBuffer(8); 11 | for (int i = 1; i < 6; ++i) 12 | buffer.Enqueue(i); 13 | for (int i = 1; i < 6; ++i) 14 | buffer.Dequeue(); 15 | ``` 16 | 17 | ## Motivation 18 | 19 | [Unity3d](http://unity3d.com/) is a game engine with Mono embedded in it. The version of Mono inside Unity is very old; it doesnt have the SGen collector and uses the [Boehm GC](http://www.hboehm.info/gc/). The Boehm GC does not have great performance. 20 | 21 | When working on a Unity project I've found myself in need of a [Queue](http://en.wikipedia.org/wiki/Queue_%28abstract_data_type%29) for sending messages between threads. The current version of Mono contains an implementation of [ConcurrentQueue](https://github.com/mono/mono/blob/effa4c07ba850bedbe1ff54b2a5df281c058ebcb/mcs/class/corlib/System.Collections.Concurrent/ConcurrentQueue.cs). 22 | 23 | My game uses a queue pretty intensively. When I want to send a message, it is enqueued to a queue and then subsequently dequeued by another thread, which serializes and sends it. When profiling, I've seen that the queue seems to be the source of the ocasional slow frame because it allocates with every message that is queued. The allocations can cause GC stalls at any time, but sometimes it doesnt doesnt explicitly appear on the profiler (for example, the profiler will show a long time in allocation itself and a reduction in total memory usage). 24 | 25 | I wanted to replace the `ConcurrentQueue` with something that did not have any extra allocation overhead. A [circular buffer](http://en.wikipedia.org/wiki/Circular_buffer) is a fixed size data structure that could be used in this case. When searching for an existing implementation I remembered the [Disruptor](https://lmax-exchange.github.io/disruptor/); a high performance lockless queue. Disruptor has many good qualities, but in my case, I only care about the lack of allocations. 26 | 27 | There is a [.Net port](https://github.com/disruptor-net/Disruptor-net) of the Disruptor, but it is for .Net 4 which is not supported by Unity and it actually makes some allocations. I did not want to spend the time porting it and I have a very much simpler use case. I don't need most of the functionality. 28 | 29 | I've implemented a very simple, self-contained version that uses the volatile long that is key to the implementation. It is intended to be self contained; just drop the source into your project. This project is not intended to rival the functionality of disruptor-net but provide an easy to use drop in queue. If you need a fully featured disruptor library then you should port or check out the forks incase someone has already done it. 30 | 31 | ## Benchmark 32 | 33 | I've created a benchmark in Test.cs for my single producer/single consumer RingBuffer. Each frame a batch of random integers are queued. The values are dequeued and discarded by the other thread. 34 | 35 | This benchmark is not intended as an example use case or to take performance, but allowed me to profile for allocations. 36 | 37 | 38 | ### Concurrent Queue 39 | Note: 40 | * the yellow spikes represent time spent on GC. 41 | * All frames are longer than 5ms some frames are longer than 16ms. 42 | 43 | ![ConcurrentQueue profile](https://raw.githubusercontent.com/dave-hillier/disruptor-unity3d/master/readme-img/ConcurrentQueueProfile.png) 44 | 45 | ### RingBuffer 46 | Note: 47 | * No yellow GC spikes 48 | * Most frames are under 5ms, no frames are longer than 16ms. 49 | 50 | ![RingBuffer profile](https://raw.githubusercontent.com/dave-hillier/disruptor-unity3d/master/readme-img/RingBufferProfile.png) 51 | 52 | -------------------------------------------------------------------------------- /readme-img/ConcurrentQueueProfile.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dave-hillier/disruptor-unity3d/717491f41d8663949b2d05056bb42bde17f61ce3/readme-img/ConcurrentQueueProfile.png -------------------------------------------------------------------------------- /readme-img/RingBufferProfile.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dave-hillier/disruptor-unity3d/717491f41d8663949b2d05056bb42bde17f61ce3/readme-img/RingBufferProfile.png --------------------------------------------------------------------------------