using System.Threading; namespace Pathfinding.Jobs { /// /// Spin lock which can be used in Burst. /// Good when the lock is generally uncontested. /// Very inefficient when the lock is contested. /// 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"); } } }