A library is for building server application using loop-action programming model on .NET Core. This library focuses on building game servers with server-side logic.
For example, if you have the following game loops, the library will provide a way to aggregate and process in a more efficient way than driving with a simple Task
.
while (true)
{
// some stuff to do ...
network.Receive();
world.Update();
players.Update();
network.Send();
// some stuff to do ...
// wait for next frame
await Task.Delay(16);
}
using var looper = new LogicLooper(60);
await looper.RegisterActionAsync((in LogicLooperActionContext ctx) =>
{
// The action will be called by looper every frame.
// some stuff to do ...
network.Receive();
world.Update();
players.Update();
network.Send();
// some stuff to do ...
return true; // wait for next update
});
PS> Install-Package LogicLooper
$ dotnet add package LogicLooper
A Looper bound one thread and begin a main-loop. You can register multiple loop actions for the Looper.
It's similar to be multiple Update
methods called in one frame of the game engine.
using Cysharp.Threading;
// Create a looper.
const int targetFps = 60;
using var looper = new LogicLooper(targetFps);
// Register a action to the looper and wait for completion.
await looper.RegisterActionAsync((in LogicLooperActionContext ctx) =>
{
// If you want to stop/complete the loop, return false to stop.
if (...) { return false; }
// some stuff to do ...
return true; // wait for a next update.
});
For example, if your server has many cores, it is more efficient running multiple loops. LooperPool
provides multiple loopers and facade for using them.
using Cysharp.Threading;
// Create a looper pool.
// If your machine has 4-cores, the LooperPool creates 4-Looper instances.
const int targetFps = 60;
var looperCount = Environment.ProcessorCount;
using var looperPool = new LogicLooperPool(targetFps, looperCount, RoundRobinLogicLooperPoolBalancer.Instance);
// Register a action to the looper and wait for completion.
await looperPool.RegisterActionAsync((in LogicLooperActionContext ctx) =>
{
// If you want to stop/complete the loop, return false to stop.
if (...) { return false; }
// some stuff to do ...
return true; // wait for a next update.
});
LogicLooper has support for the coroutine-like operation. If you are using Unity, you are familiar with the coroutine pattern.
using var looper = new LogicLooper(60);
var coroutine = default(LogicLooperCoroutine);
await looper.RegisterActionAsync((in LogicLooperActionContext ctx) =>
{
if (/* ... */)
{
// Launch a coroutine in the looper that same as the loop action.
coroutine = ctx.RunCoroutine(async coCtx =>
{
// NOTE: `DelayFrame`, `DelayNextFrame`, `Delay` methods are allowed and awaitable in the coroutine.
// If you await a Task or Task-like, the coroutine throws an exception.
await coCtx.DelayFrame(60);
// some stuff to do ...
await coCtx.DelayNextFrame();
// some stuff to do ...
await coCtx.Delay(TimeSpan.FromMilliseconds(16.66666));
});
}
if (coroutine.IsCompleted)
{
// When the coroutine has completed, you can do some stuff ...
}
return true;
});