All Projects → Cysharp → LogicLooper

Cysharp / LogicLooper

Licence: MIT license
A library for building server application using loop-action programming model on .NET Core.

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C#
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LogicLooper

日本語

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
});

Table of Contents

Installation

PS> Install-Package LogicLooper
$ dotnet add package LogicLooper

Usage

Single-loop application

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.
});

Multiple-loop application using LooperPool

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.
});

Integrate with Microsoft.Extensions.Hosting

See samples/LoopHostingApp.

Advanced

Unit tests / Frame-by-Frame execution

If you want to write unit tests with LogicLooper or update frames manually, you can use ManualLogicLooper / ManualLogicLooperPool.

var looper = new ManualLogicLooper(60.0); // `ElapsedTimeFromPreviousFrame` will be fixed to `1000 / FrameTargetFrameRate`.

var count = 0;
var t1 = looper.RegisterActionAsync((in LogicLooperActionContext ctx) =>
{
    count++;
    return count != 3;
});

looper.Tick(); // Update frame
Console.WriteLine(count); // => 1

looper.Tick(); // Update frame
Console.WriteLine(count); // => 2

looper.Tick(); // Update frame (t1 will be completed)
Console.WriteLine(count); // => 3

looper.Tick(); // Update frame (no action)
Console.WriteLine(count); // => 3

Coroutine

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;
});
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