feat: add JobSystem
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@@ -10,6 +10,7 @@ add_executable(destrum_tests
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gameplay_tests.cpp
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editor_tests.cpp
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audio_tests.cpp
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jobs_tests.cpp
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${CMAKE_SOURCE_DIR}/lightkeeper/src/components/Activatable.cpp
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${CMAKE_SOURCE_DIR}/lightkeeper/src/components/Interactable.cpp
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${CMAKE_SOURCE_DIR}/lightkeeper/src/components/InteractableButton.cpp
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@@ -38,6 +39,6 @@ target_link_libraries(destrum_tests PRIVATE destrum::destrum destrum::editor)
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destrum_enable_warnings(destrum_tests)
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destrum_copy_runtime_dlls(destrum_tests)
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foreach(suite core serialization physics assets graphics ui gameplay editor audio)
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foreach(suite core serialization physics assets graphics ui gameplay editor audio jobs)
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add_test(NAME destrum_tests.${suite} COMMAND destrum_tests ${suite})
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endforeach()
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@@ -0,0 +1,167 @@
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#include <atomic>
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#include <chrono>
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#include <stdexcept>
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#include <thread>
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#include <vector>
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#include <destrum/Threading/JobSystem.h>
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#include "TestUtils.h"
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using namespace test;
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namespace {
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JobSystem& Jobs() { return JobSystem::GetInstance(); }
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void testExecuteAndWait()
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{
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Jobs().Init(4);
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JobCounter counter;
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std::atomic<int> sum{0};
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for (int i = 1; i <= 100; ++i) {
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Jobs().Execute(counter, [&sum, i] { sum += i; });
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}
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Jobs().Wait(counter);
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check(counter.IsDone(), "counter should be done after Wait");
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check(sum == 5050, "every executed job should run before Wait returns");
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Jobs().Shutdown();
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}
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void testDispatchCoversEveryIndexOnce()
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{
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Jobs().Init(4);
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constexpr std::uint32_t count = 1003;
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std::vector<std::atomic<int>> hits(count);
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JobCounter counter;
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Jobs().Dispatch(counter, count, 64, [&hits](JobDispatchArgs args) {
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check(args.groupIndex == args.index / 64, "group index should match the index range");
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++hits[args.index];
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});
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Jobs().Wait(counter);
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for (const auto& hit : hits) {
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check(hit == 1, "Dispatch should visit each index exactly once");
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}
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Jobs().Shutdown();
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}
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void testNestedWaitDoesNotDeadlock()
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{
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Jobs().Init(2);
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JobCounter outer;
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std::atomic<int> innerRuns{0};
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for (int i = 0; i < 8; ++i) {
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Jobs().Execute(outer, [&innerRuns] {
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JobCounter inner;
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for (int j = 0; j < 8; ++j) {
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Jobs().Execute(inner, [&innerRuns] { ++innerRuns; });
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}
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Jobs().Wait(inner);
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});
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}
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Jobs().Wait(outer);
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check(innerRuns == 64, "nested jobs should all run");
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Jobs().Shutdown();
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}
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void testBlockedLowJobDoesNotStallHigh()
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{
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Jobs().Init(2);
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std::atomic<bool> release{false};
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auto blocker = Jobs().Async([&release] {
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while (!release) {
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std::this_thread::sleep_for(std::chrono::milliseconds(1));
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}
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return 7;
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});
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JobCounter counter;
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std::atomic<int> runs{0};
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Jobs().Dispatch(counter, 32, 4, [&runs](JobDispatchArgs) { ++runs; });
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Jobs().Wait(counter);
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check(runs == 32, "high jobs should finish while a low job is blocked");
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release = true;
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check(blocker.get() == 7, "Async should return the job result");
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Jobs().Shutdown();
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}
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void testAsyncRethrows()
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{
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Jobs().Init(2);
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auto future = Jobs().Async([]() -> int { throw std::runtime_error("boom"); });
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bool threw = false;
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try {
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(void)future.get();
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} catch (const std::runtime_error&) {
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threw = true;
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}
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check(threw, "Async should rethrow the job's exception on get");
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JobCounter counter;
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Jobs().Execute(counter, [] { throw std::runtime_error("logged"); });
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Jobs().Wait(counter);
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check(counter.IsDone(), "a throwing job should still complete its counter");
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Jobs().Shutdown();
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}
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void testMainThreadQueue()
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{
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Jobs().Init(2);
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const auto mainId = std::this_thread::get_id();
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std::vector<int> order;
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bool onMain = true;
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JobCounter counter;
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Jobs().Execute(counter, [&] {
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for (int i = 0; i < 5; ++i) {
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Jobs().RunOnMainThread([&, i] {
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order.push_back(i);
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onMain = onMain && std::this_thread::get_id() == mainId;
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});
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}
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});
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Jobs().Wait(counter);
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check(order.empty(), "main thread jobs should wait for the drain");
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Jobs().DrainMainThreadQueue();
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check(order == std::vector<int>{0, 1, 2, 3, 4}, "main thread jobs should run in submission order");
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check(onMain, "main thread jobs should run on the draining thread");
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Jobs().Shutdown();
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}
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void testShutdownDrainsPendingJobs()
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{
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Jobs().Init(1);
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std::atomic<int> runs{0};
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std::vector<std::future<void>> futures;
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for (int i = 0; i < 50; ++i) {
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futures.push_back(Jobs().Async([&runs] { ++runs; }));
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}
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Jobs().Shutdown();
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Jobs().Shutdown();
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check(runs == 50, "Shutdown should finish queued jobs");
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check(!Jobs().IsRunning(), "job system should be stopped");
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}
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void testRunsInlineWhenStopped()
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{
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check(!Jobs().IsRunning(), "job system should start stopped");
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JobCounter counter;
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int value = 0;
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Jobs().Execute(counter, [&value] { value = 3; });
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check(value == 3 && counter.IsDone(), "jobs should run inline without workers");
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check(Jobs().Async([] { return 5; }).get() == 5, "Async should run inline without workers");
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}
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}
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void RunJobsTests()
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{
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testRunsInlineWhenStopped();
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testExecuteAndWait();
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testDispatchCoversEveryIndexOnce();
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testNestedWaitDoesNotDeadlock();
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testBlockedLowJobDoesNotStallHigh();
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testAsyncRethrows();
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testMainThreadQueue();
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testShutdownDrainsPendingJobs();
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}
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@@ -11,6 +11,7 @@ void RunUiTests();
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void RunGameplayTests();
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void RunEditorTests();
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void RunAudioTests();
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void RunJobsTests();
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namespace {
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struct Suite {
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@@ -28,6 +29,7 @@ namespace {
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{"gameplay", RunGameplayTests},
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{"editor", RunEditorTests},
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{"audio", RunAudioTests},
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{"jobs", RunJobsTests},
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};
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}
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