using UnityEngine; using System.Collections; using System.Collections.Generic; using System.Threading; using UnityEngine.Profiling; using UnityEngine.Assertions; namespace Pathfinding { #if NETFX_CORE using Thread = Pathfinding.WindowsStore.Thread; #else using Thread = System.Threading.Thread; #endif public class PathProcessor { public event System.Action OnPathPreSearch; public event System.Action OnPathPostSearch; public event System.Action OnQueueUnblocked; internal BlockableChannel queue; readonly AstarPath astar; readonly PathReturnQueue returnQueue; PathHandler[] pathHandlers; /// References to each of the pathfinding threads Thread[] threads; bool multithreaded; /// /// When no multithreading is used, the IEnumerator is stored here. /// When no multithreading is used, a coroutine is used instead. It is not directly called with StartCoroutine /// but a separate function has just a while loop which increments the main IEnumerator. /// This is done so other functions can step the thread forward at any time, without having to wait for Unity to update it. /// See: /// See: /// IEnumerator threadCoroutine; BlockableChannel.Receiver coroutineReceiver; readonly List locks = new List(); int nextLockID = 0; static readonly Unity.Profiling.ProfilerMarker MarkerCalculatePath = new Unity.Profiling.ProfilerMarker("Calculating Path"); static readonly Unity.Profiling.ProfilerMarker MarkerPreparePath = new Unity.Profiling.ProfilerMarker("Prepare Path"); /// /// Number of parallel pathfinders. /// Returns the number of concurrent processes which can calculate paths at once. /// When using multithreading, this will be the number of threads, if not using multithreading it is always 1 (since only 1 coroutine is used). /// See: threadInfos /// See: IsUsingMultithreading /// public int NumThreads { get { return pathHandlers.Length; } } /// Returns whether or not multithreading is used public bool IsUsingMultithreading { get { return multithreaded; } } internal PathProcessor (AstarPath astar, PathReturnQueue returnQueue, int processors, bool multithreaded) { this.astar = astar; this.returnQueue = returnQueue; // Set up path queue with the specified number of receivers queue = new BlockableChannel(); threads = null; threadCoroutine = null; pathHandlers = new PathHandler[0]; } /// /// Changes the number of threads used for pathfinding. /// /// If multithreading is disabled, processors must be equal to 1. /// public void SetThreadCount (int processors, bool multithreaded) { if (threads != null || threadCoroutine != null || pathHandlers.Length > 0) throw new System.Exception("Call StopThreads before setting the thread count"); if (processors < 1) { throw new System.ArgumentOutOfRangeException("processors"); } if (!multithreaded && processors != 1) { throw new System.Exception("Only a single non-multithreaded processor is allowed"); } pathHandlers = new PathHandler[processors]; this.multithreaded = multithreaded; for (int i = 0; i < processors; i++) { pathHandlers[i] = new PathHandler(astar.nodeStorage, i, processors); } astar.nodeStorage.SetThreadCount(processors); StartThreads(); } void StartThreads () { if (threads != null || threadCoroutine != null) throw new System.Exception("Call StopThreads before starting threads"); queue.Reopen(); // Ensure the node storage is up to date. // Per-thread data may have been cleared if the AstarPath object // was disabled. astar.nodeStorage.SetThreadCount(pathHandlers.Length); if (multithreaded) { threads = new Thread[this.pathHandlers.Length]; // Start lots of threads for (int i = 0; i < this.pathHandlers.Length; i++) { var pathHandler = pathHandlers[i]; var receiver = queue.AddReceiver(); threads[i] = new Thread(() => CalculatePathsThreaded(pathHandler, receiver)); #if !UNITY_SWITCH || UNITY_EDITOR // Note: Setting the thread name seems to crash when deploying for Switch: https://forum.arongranberg.com/t/path-processor-crashing-nintendo-switch-build/6584 threads[i].Name = "Pathfinding Thread " + i; #endif threads[i].IsBackground = true; threads[i].Start(); } } else { coroutineReceiver = queue.AddReceiver(); // Start coroutine if not using multithreading threadCoroutine = CalculatePaths(pathHandlers[0]); } } /// Prevents pathfinding from running while held public struct GraphUpdateLock { PathProcessor pathProcessor; int id; public GraphUpdateLock (PathProcessor pathProcessor, bool block) { this.pathProcessor = pathProcessor; Profiler.BeginSample("Pausing pathfinding"); id = pathProcessor.Lock(block); Profiler.EndSample(); } /// /// True while this lock is preventing the pathfinding threads from processing more paths. /// Note that the pathfinding threads may not be paused yet (if this lock was obtained using PausePathfinding(false)). /// public bool Held => pathProcessor != null && pathProcessor.locks.Contains(id); /// Allow pathfinding to start running again if no other locks are still held public void Release() => pathProcessor.Unlock(id); } int Lock (bool block) { queue.isBlocked = true; if (block) { while (!queue.allReceiversBlocked) { Assert.IsTrue(threads != null || threadCoroutine != null); if (IsUsingMultithreading) { Thread.Sleep(1); } else { TickNonMultithreaded(); } } } nextLockID++; locks.Add(nextLockID); return nextLockID; } void Unlock (int id) { if (!locks.Remove(id)) { throw new System.ArgumentException("This lock has already been released"); } // Check if there are no remaining active locks if (locks.Count == 0) { if (OnQueueUnblocked != null) OnQueueUnblocked(); queue.isBlocked = false; } } /// /// Prevents pathfinding threads from starting to calculate any new paths. /// /// Returns: A lock object. You need to call Unlock on that object to allow pathfinding to resume. /// /// Note: In most cases this should not be called from user code. /// /// If true, this call will block until all pathfinding threads are paused. /// otherwise the threads will be paused as soon as they are done with what they are currently doing. public GraphUpdateLock PausePathfinding (bool block) { return new GraphUpdateLock(this, block); } /// /// Does pathfinding calculations when not using multithreading. /// /// This method should be called once per frame if is true. /// public void TickNonMultithreaded () { // Process paths if (threadCoroutine == null) throw new System.InvalidOperationException("Cannot tick non-multithreaded pathfinding when no coroutine has been started"); try { if (!threadCoroutine.MoveNext()) { threadCoroutine = null; coroutineReceiver.Close(); } } catch (System.Exception e) { Debug.LogException(e); Debug.LogError("Unhandled exception during pathfinding. Terminating."); queue.Close(); // This will kill pathfinding threadCoroutine = null; coroutineReceiver.Close(); } } /// /// Calls 'Join' on each of the threads to block until they have completed. /// /// This will also clean up any unmanaged memory used by the threads. /// public void StopThreads () { // Don't accept any more path calls to this AstarPath instance. // This will cause all pathfinding threads to exit (if any exist) queue.Close(); if (threads != null) { for (int i = 0; i < threads.Length; i++) { if (!threads[i].Join(200)) { Debug.LogError("Could not terminate pathfinding thread["+i+"] in 200ms, trying Thread.Abort"); threads[i].Abort(); } } threads = null; } if (threadCoroutine != null) { Assert.IsTrue(queue.numReceivers > 0); while (queue.numReceivers > 0) TickNonMultithreaded(); Assert.IsNull(threadCoroutine); } Assert.AreEqual(queue.numReceivers, 0, "Not all receivers were blocked and terminated when stopping threads"); // Dispose unmanaged data for (int i = 0; i < pathHandlers.Length; i++) { pathHandlers[i].Dispose(); } pathHandlers = new PathHandler[0]; } /// /// Cleans up all native memory managed by this instance. /// /// You may use this instance again by calling SetThreadCount. /// public void Dispose () { StopThreads(); } /// /// Main pathfinding method (multithreaded). /// This method will calculate the paths in the pathfinding queue when multithreading is enabled. /// /// See: CalculatePaths /// See: /// void CalculatePathsThreaded (PathHandler pathHandler, BlockableChannel.Receiver receiver) { UnityEngine.Profiling.Profiler.BeginThreadProfiling("Pathfinding", "Pathfinding thread #" + (pathHandler.threadID+1)); try { // Max number of ticks we are allowed to continue working in one run. // One tick is 1/10000 of a millisecond. // We need to check once in a while if the thread should be stopped. long maxTicks = (long)(10*10000); long targetTick = System.DateTime.UtcNow.Ticks + maxTicks; while (true) { // The path we are currently calculating if (receiver.Receive(out var path) == BlockableChannel.PopState.Closed) { if (astar.logPathResults == PathLog.Heavy) Debug.LogWarning("Shutting down pathfinding thread #" + pathHandler.threadID); receiver.Close(); return; } MarkerCalculatePath.Begin(); // Access the internal implementation methods IPathInternals ipath = (IPathInternals)path; MarkerPreparePath.Begin(); ipath.PrepareBase(pathHandler); // Now processing the path // Will advance to Processing ipath.AdvanceState(PathState.Processing); // Call some callbacks if (OnPathPreSearch != null) { OnPathPreSearch(path); } // Tick for when the path started, used for calculating how long time the calculation took long startTicks = System.DateTime.UtcNow.Ticks; // Prepare the path ipath.Prepare(); MarkerPreparePath.End(); if (path.CompleteState == PathCompleteState.NotCalculated) { // For visualization purposes, we set the last computed path to p, so we can view debug info on it in the editor (scene view). astar.debugPathData = ipath.PathHandler; astar.debugPathID = path.pathID; // Loop while the path has not been fully calculated while (path.CompleteState == PathCompleteState.NotCalculated) { // Do some work on the path calculation. // The function will return when it has taken too much time // or when it has finished calculation ipath.CalculateStep(targetTick); targetTick = System.DateTime.UtcNow.Ticks + maxTicks; // Cancel function (and thus the thread) if no more paths should be accepted. // This is done when the A* object is about to be destroyed // The path is returned and then this function will be terminated if (queue.isClosed) { path.FailWithError("AstarPath object destroyed"); } } path.duration = (System.DateTime.UtcNow.Ticks - startTicks)*0.0001F; #if ProfileAstar System.Threading.Interlocked.Increment(ref AstarPath.PathsCompleted); System.Threading.Interlocked.Add(ref AstarPath.TotalSearchTime, System.DateTime.UtcNow.Ticks - startTicks); #endif } // Cleans up node tagging and other things ipath.Cleanup(); pathHandler.heap.Clear(pathHandler.pathNodes); if (path.immediateCallback != null) path.immediateCallback(path); if (OnPathPostSearch != null) { OnPathPostSearch(path); } // Push the path onto the return stack // It will be detected by the main Unity thread and returned as fast as possible (the next late update hopefully) returnQueue.Enqueue(path); // Will advance to ReturnQueue ipath.AdvanceState(PathState.ReturnQueue); MarkerCalculatePath.End(); } } catch (System.Exception e) { #if !NETFX_CORE if (e is ThreadAbortException) { if (astar.logPathResults == PathLog.Heavy) Debug.LogWarning("Shutting down pathfinding thread #" + pathHandler.threadID); receiver.Close(); return; } #endif Debug.LogException(e); Debug.LogError("Unhandled exception during pathfinding. Terminating."); // Unhandled exception, kill pathfinding queue.Close(); } finally { UnityEngine.Profiling.Profiler.EndThreadProfiling(); } Debug.LogError("Error : This part should never be reached."); receiver.Close(); } /// /// Main pathfinding method. /// This method will calculate the paths in the pathfinding queue. /// /// See: CalculatePathsThreaded /// See: StartPath /// IEnumerator CalculatePaths (PathHandler pathHandler) { // Max number of ticks before yielding/sleeping long maxTicks = (long)(astar.maxFrameTime*10000); long targetTick = System.DateTime.UtcNow.Ticks + maxTicks; while (true) { // The path we are currently calculating Path p = null; // Try to get the next path to be calculated bool blockedBefore = false; while (p == null) { switch (coroutineReceiver.ReceiveNoBlock(blockedBefore, out p)) { case BlockableChannel.PopState.Ok: break; case BlockableChannel.PopState.Wait: blockedBefore = true; yield return null; break; case BlockableChannel.PopState.Closed: yield break; } } IPathInternals ip = (IPathInternals)p; // Max number of ticks we are allowed to use for pathfinding in one frame // One tick is 1/10000 of a millisecond maxTicks = (long)(astar.maxFrameTime*10000); ip.PrepareBase(pathHandler); // Now processing the path // Will advance to Processing ip.AdvanceState(PathState.Processing); // Call some callbacks // It needs to be stored in a local variable to avoid race conditions var tmpOnPathPreSearch = OnPathPreSearch; if (tmpOnPathPreSearch != null) tmpOnPathPreSearch(p); // Tick for when the path started, used for calculating how long time the calculation took long startTicks = System.DateTime.UtcNow.Ticks; long totalTicks = 0; ip.Prepare(); // Check if the Prepare call caused the path to complete // If this happens the path usually failed if (p.CompleteState == PathCompleteState.NotCalculated) { // For debug uses, we set the last computed path to p, so we can view debug info on it in the editor (scene view). astar.debugPathData = ip.PathHandler; astar.debugPathID = p.pathID; // The error can turn up in the Init function while (p.CompleteState == PathCompleteState.NotCalculated) { // Run some pathfinding calculations. // The function will return when it has taken too much time // or when it has finished calculating the path. ip.CalculateStep(targetTick); // If the path has finished calculating, we can break here directly instead of sleeping // Improves latency if (p.CompleteState != PathCompleteState.NotCalculated) break; totalTicks += System.DateTime.UtcNow.Ticks-startTicks; // Yield/sleep so other threads can work yield return null; startTicks = System.DateTime.UtcNow.Ticks; // Cancel function (and thus the thread) if no more paths should be accepted. // This is done when the A* object is about to be destroyed // The path is returned and then this function will be terminated (see similar IF statement higher up in the function) if (queue.isClosed) { p.FailWithError("AstarPath object destroyed"); } targetTick = System.DateTime.UtcNow.Ticks + maxTicks; } totalTicks += System.DateTime.UtcNow.Ticks-startTicks; p.duration = totalTicks*0.0001F; #if ProfileAstar System.Threading.Interlocked.Increment(ref AstarPath.PathsCompleted); #endif } // Cleans up node tagging and other things ip.Cleanup(); pathHandler.heap.Clear(pathHandler.pathNodes); // Call the immediate callback // It needs to be stored in a local variable to avoid race conditions var tmpImmediateCallback = p.immediateCallback; if (tmpImmediateCallback != null) tmpImmediateCallback(p); // It needs to be stored in a local variable to avoid race conditions var tmpOnPathPostSearch = OnPathPostSearch; if (tmpOnPathPostSearch != null) tmpOnPathPostSearch(p); // Push the path onto the return stack // It will be detected by the main Unity thread and returned as fast as possible (the next late update) returnQueue.Enqueue(p); ip.AdvanceState(PathState.ReturnQueue); // Wait a bit if we have calculated a lot of paths if (System.DateTime.UtcNow.Ticks > targetTick) { yield return null; targetTick = System.DateTime.UtcNow.Ticks + maxTicks; } } } } }