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authorchai <215380520@qq.com>2024-05-23 10:08:29 +0800
committerchai <215380520@qq.com>2024-05-23 10:08:29 +0800
commit8722a9920c1f6119bf6e769cba270e63097f8e25 (patch)
tree2eaf9865de7fb1404546de4a4296553d8f68cc3b /Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Utilities/SpinLock.cs
parent3ba4020b69e5971bb0df7ee08b31d10ea4d01937 (diff)
+ astar project
Diffstat (limited to 'Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Utilities/SpinLock.cs')
-rw-r--r--Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Utilities/SpinLock.cs28
1 files changed, 28 insertions, 0 deletions
diff --git a/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Utilities/SpinLock.cs b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Utilities/SpinLock.cs
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--- /dev/null
+++ b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Utilities/SpinLock.cs
@@ -0,0 +1,28 @@
+using System.Threading;
+
+namespace Pathfinding.Jobs {
+ /// <summary>
+ /// Spin lock which can be used in Burst.
+ /// Good when the lock is generally uncontested.
+ /// Very inefficient when the lock is contested.
+ /// </summary>
+ public struct SpinLock {
+ private volatile int locked;
+
+ public void Lock () {
+ while (Interlocked.CompareExchange(ref locked, 1, 0) != 0)
+ Unity.Burst.Intrinsics.Common.Pause(); // spin
+
+ // We need to ensure that any optimizer does not reorder loads to before we aquire the lock.
+ System.Threading.Thread.MemoryBarrier();
+ }
+
+ public void Unlock () {
+ // We need a memory barrier to ensure that all writes are visible to other threads, before we unlock.
+ // We also need to ensure that any optimizer does not reorder stores to after the unlock.
+ System.Threading.Thread.MemoryBarrier();
+ // Release the lock by writing 0 to it. Use atomics to make it immediately visible to other threads.
+ if (Interlocked.Exchange(ref locked, 0) == 0) throw new System.InvalidOperationException("Trying to unlock a lock which is not locked");
+ }
+ }
+}