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Concurrency & Threading

polyrain edited this page Aug 1, 2021 · 1 revision

Introduction

The game engine provides general-purpose multi-threading through the Job System (code). This is a recommended approach for compute-heavy tasks which may slow down the game. When a 'job' is launched, it is scheduled to be executed on an available thread at some time in the future.

The job system uses Java's CompletableFuture class to return job results. We recommend reading a tutorial or the documentation before using the job system.

Concurrency

Do not use jobs purely to run code concurrently, i.e. running two things at the same time. The update pattern (see Entity Component System) is designed to allow everything in the game to run 'concurrently' by computing one step at a time. If you want to run two things at the same time, consider just doing this in update().

Do not use jobs purely to create delays. It may be tempting when creating some delay to use Thread.sleep(delay) or equivalent on a separate thread. This is computationally expensive and unnecessary. Consider using the update() function together with class variables which store game time. For example, the following component would print to the console every 1000ms:

class PrintComponent extends Component {
  private long lastTime = 0L;

  @Override
  public void update() {
    long currentTime = ServiceLocator.getTimeSource().getTime();
    if (currentTime - lastTime >= 1000L) {
       System.out.println("Hello!");
       lastTime = currentTime;
    }
  }
}

Usage

It's important to consider whether your job is blocking or non-blocking. A blocking job is one that stops execution while waiting on something, such as a delay (Thread.sleep()) or an I/O operation (accessing a file, user input, networking).

Non-blocking jobs

Below is an example of creating a job that performs an expensive path-finding calculation for an NPC.

public class PathFindComponent extends Component {
  private Path currentPath;
  private CompletableFuture<Path> nextPathFuture;

  @Override
  public void create() {
    // Start calculating the next path
    nextPathFuture = JobSystem.launch(this::findNewPath);
  }

  @Override
  public void update() {
    if (nextPathFuture.isDone()) {
      currentPath = nextPathFuture.join();
      // Start calculating the next path
      JobSystem.launch(this::findNewPath);
    } else {
      // Continue moving along the path
      moveAlong(currentPath);
    }
  }

  Path findNewPath() {
    // This method is running on a separate thread, be careful 
    // about accessing class variables!
    return expensivePathCalculation();
  }
}

Blocking jobs

Blocking jobs have significantly more overhead than non-blocking jobs since they need a dedicated thread per job. Launching blocking jobs should not be done frequently, such as on each update() call or in many entities. However, using a blocking job is preferable to blocking in the main thread which would block the entire game. Below is an example of loading a large music file asynchronously, then playing it once it's loaded.

public class MusicComponent extends Component {
  private CompletableFuture<Music> musicFuture;
  private Music music;

  @Override
  public void create() {
    // Start reading the file in a blocking job
    musicFuture = JobSystem.launchBlocking(() -> this.readMusic("beats.wav"));
  }

  @Override
  public void update() {
    if (music == null && musicFuture.isDone()) {
      // Finished loading music from the job
      music = musicFuture.join();
    } else {
      music.play();
    }
  }

  Music readMusic(String filename) {
    // Start loading a large music file
    ResourceService resourceService = ServiceLocator.getResourceService();
    resourceService.loadMusic(new String[] {filename});
    // Block until fully loaded
    resourceService.loadAll();
    return resourceService.getAsset(filename, Music.class);
  }
}

Behind the Scenes

Why isn't the job system used in the base game?

Despite the enormous performance benefits, the base game and underlying engine don't make use of the job system or any other multi-threading. Doing so would require anyone making changes to the game to write only thread-safe code. An understanding of concurrency/threading is not a prerequisite to working with this engine, and concurrency bugs are very difficult to track down and fix. If you are interested in learning how concurrency is integrated into AAA game engines, check out the recommended resources!

What's the benefit of using a job system over just creating threads?

Creating and destroying threads is a computationally expensive operation. When this is done every frame of the game (roughly 16ms) for potentially many entities, that overhead can significantly affect performance. This is why in pratice, game engines and most other multi-threaded programs use thread pools instead. On game launch, we create a pool of threads that don't get destroyed until the game ends. When a new thread is requested, we just re-use a thread from the pool, circumventing the creation/deletion cost.

There may also be many more jobs than physical CPU cores, but there is no performance benefit to having more threads than CPU cores (and context switching between threads also takes time). This is why many languages support virtual threads or some other form of user-space concurrency like coroutines. Unfortunately Java does not have native support for this, but does provide similar functionality in ForkJoinPool, which spawns one thread per CPU core. Tasks are added to a queue, threads take tasks from that queue and run them. The game engine's job system uses this internally for non-blocking jobs.

Further Resources

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 Monster Manual
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Buffs and Debuffs manual

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[code for debuff animations](code for debuff animations)

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 Obstacle/Enemy
 Monster Manual
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 Other Related Code
 UML & Sequence diagram of enemies/obstacles

Scoring System Implementation Explanation

Music Implementation

Buff and Debuff Implementation

Score History Display

code improvement explanation

Infinite generating terrains Implementation Explanation

Game Over Screen and functions explaination

Buffer timer before game start

Scrolling background

Multiple Maps

Invisible ceiling

Rocks and woods layout optimization

Magma and nails code implementation

Background Music Selection

Chooser GUI Implementation

Chooser GUI Logic Persistence

Guide: Adding Background music for a particular screen

Achievements Ecosystem - Code Guidelines

Achievements System

Achievements Screen

Adding Achievements (Guide)

Game Records

DateTimeUtils

History Scoreboard - Score Details

Listening for important events in the Achievements ecosystem

Food and Water System

Food System Water System

Hunger and Thirst icon code guidelines

Asset Creation

In Game Background Music

User Testing

Hunger and Thirst User Testing

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Buff and Debuff Manual User Testing

Game Instruction User Testing

The Main Menu User Test

The New Button User Test in Setting Page

The Main Menu Buttons User Testing

Hunger and Thirst User Test

Infinite loop game and Terrain Testing

Item Bar System Testing

Randomised Item Drops

Recycle System Testing

Scoring System Testing

Music User test

https://github.com/UQdeco2800/2021-ext-studio-2.wiki.git

πŸ‘Ύ Obstacle/Enemy

 Obstacle testing
  - Alien Plants & Variation Thorns
  - Falling Meteorites
 Enemy testing
  - Alien Monkeys & Facehugger
  - Spaceship Boss
 Monster Manual
 Particle-effect
 Player attack testing
  - Player Attack

Inventory system UI layout

Props store user testing

Achievements User Testing

Sprint 1

Sprint 2

Sprint 3

Sprint 4

Items testing

Player Status testing

Changeable background & Buffer time testing

Main game interface test

Invisible ceiling test

Game over screen test sprint 4

New terrain textures on bonus map test sprint 4

Buying Props User Testing

Testing

Hunger and Thirst Testing

Main Character Player

Achievements System, Game Records and Unlockable Chapters

DateTimeUtils Testing

Scoring System Testing Plan

Distance Display Testing Plan

Musics Implementation Testing plan

History Board Testing plan

Rocks and woods testing plan

Sprint 4 terrain tests

Items

Item Bar System Testing Plan

Recycle System Testing Plan

Game Engine

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Input Handling

UI

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Audio

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Concurrency & Threading

Settings

Troubleshooting

MacOS Setup Guide

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