To implement a custom native container, you must annotate your type with the the NativeContainer
attribute. You should also understand how native containers are integrated with the safety system.
There are two major elements to implement:
NativeContainer
instance, so that it can detect and prevent potential conflicts, such as two jobs writing to the same native container at the same time.NativeContainer
isn’t disposed of properly. In this situation, a memory leak happens, where the memory allocated to the NativeContainer
becomes unavailable for the entire remaining lifetime of the program.To access usage tracking in your code, use the AtomicSafetyHandle
class. AtomicSafetyHandle
holds a reference to the central information that the safety system stores for a given native container, and is the main way that the methods of a NativeContainer
interact with the safety system. Because of this, every NativeContainer
instance must contain an AtomicSafetyHandle
field named m_Safety
.
Each AtomicSafetyHandle
stores a set of flags that indicate what types of operation can be performed on the native container in the current context. When a job contains a NativeContainer
instance, the job system automatically configures the flags in the AtomicSafetyHandle
to reflect the way that the native container can be used in that job.
When a job tries to read from a NativeContainer
instance, the job system calls the CheckReadAndThrow
method before reading, to confirm that the job has read access to the native container. Similarly, when a job tries to write to a native container, the job system calls CheckWriteAndThrow
before writing, to check that the job has write access to the native container. Two jobs that have been assigned the same NativeContainer
instance have separate AtomicSafetyHandle
objects for that native container, so although they both reference the same set of central information, they can each hold separate flags that indicate what read and write access each job has to the native container.
Unity’s native code primarily implements leak tracking. It uses the UnsafeUtility.MallocTracked
method to allocate the memory needed to store NativeContainer
data, and then uses UnsafeUtility.FreeTracked
to dispose of it.
In earlier versions of Unity the DisposeSentinel
class provides leak tracking. Unity reports a memory leak when the garbage collector collects the DisposeSentinel
object. To create a DisposeSentinel
, use the Create
method, which also initializes the AtomicSafetyHandle
at the same time. When you use this method, you don’t need to initialize the AtomicSafetyHandle
. When the NativeContainer
is disposed of, the Dispose
method disposes of both the DisposeSentinel
and the AtomicSafetyHandle
in a single call.
To identify where the leaked NativeContainer
was created, you can capture the stack trace of where the memory was originally allocated. To do this, use the NativeLeakDetection.Mode
property. You can also access this property in the Editor. To do this, go to Preferences > Jobs > Leak Detection Level and choose the leak detection level you need.
The safety system doesn’t support nested native containers in jobs, because the job system can’t correctly configure the AtomicSafetyHandle
for each individual NativeContainer
inside the larger NativeContainer
instance.
To prevent scheduling jobs that use nested native containers, use SetNestedContainer
, which flags a NativeContainer
as nested when they contain other NativeContainer
instances.
The safety system provides error messages that indicate when your code doesn’t adhere to safety constraints. To help make the error messages clearer, you can register a NativeContainer
object’s name with the safety system.
To register a name, use NewStaticSafetyId
, which returns a safety ID that you can pass to SetStaticSafetyId
. Once you create a safety ID, you can reuse it for all instances of the NativeContainer
, so a common pattern is to store it in a static member of the container class.
You can also override the error messages for specific safety constraint violations with SetCustomErrorMessage
.
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