以下は、追加専用のリストとしてのカスタム NativeContainer
の完全な例です。読み取りと書き込み操作の基本的な保護と、エイリアスビューの作成と無効化を示しています。別の例として NativeContainerAttribute
API ドキュメントを参照してください。
using System;
using System.Runtime.InteropServices;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Collections;
// Marks the struct as a NativeContainer. This tells the job system that it contains an AtomicSafetyHandle.
[NativeContainer]
public unsafe struct NativeAppendOnlyList<T> : IDisposable where T : unmanaged
{
// Raw pointers aren't usually allowed inside structures that are passed to jobs, but because it's protected
// with the safety system, you can disable that restriction for it
[NativeDisableUnsafePtrRestriction]
internal void* m_Buffer;
internal int m_Length;
internal Allocator m_AllocatorLabel;
// You should only declare and use safety system members with the ENABLE_UNITY_COLLECTIONS_CHECKS define.
// In final builds of projects, the safety system is disabled for performance reasons, so these APIs aren't
// available in those builds.
# if ENABLE_UNITY_COLLECTIONS_CHECKS
// The AtomicSafetyHandle field must be named exactly 'm_Safety'.
internal AtomicSafetyHandle m_Safety;
// Statically register this type with the safety system, using a name derived from the type itself
internal static readonly int s_staticSafetyId = AtomicSafetyHandle.NewStaticSafetyId<NativeAppendOnlyList<T>>();
# endif
public NativeAppendOnlyList(Allocator allocator, params T[] initialItems)
{
m_Length = initialItems.Length;
m_AllocatorLabel = allocator;
// Calculate the size of the initial buffer in bytes, and allocate it
int totalSize = UnsafeUtility.SizeOf<T>() * m_Length;
m_Buffer = UnsafeUtility.MallocTracked(totalSize, UnsafeUtility.AlignOf<T>(), m_AllocatorLabel, 1);
// Copy the data from the array into the buffer
var handle = GCHandle.Alloc(initialItems, GCHandleType.Pinned);
try
{
UnsafeUtility.MemCpy(m_Buffer, handle.AddrOfPinnedObject().ToPointer(), totalSize);
}
finally
{
handle.Free();
}
# if ENABLE_UNITY_COLLECTIONS_CHECKS
// Create the AtomicSafetyHandle and DisposeSentinel
m_Safety = AtomicSafetyHandle.Create();
// Set the safety ID on the AtomicSafetyHandle so that error messages describe this container type properly.
AtomicSafetyHandle.SetStaticSafetyId(ref m_Safety, s_staticSafetyId);
// Automatically bump the secondary version any time this container is scheduled for writing in a job
AtomicSafetyHandle.SetBumpSecondaryVersionOnScheduleWrite(m_Safety, true);
// Check if this is a nested container, and if so, set the nested container flag
if (UnsafeUtility.IsNativeContainerType<T>())
AtomicSafetyHandle.SetNestedContainer(m_Safety, true);
# endif
}
public int Length
{
get
{
# if ENABLE_UNITY_COLLECTIONS_CHECKS
// Check that you are allowed to read information about the container
// This throws InvalidOperationException if you aren't allowed to read from the native container,
// or if the native container has been disposed
AtomicSafetyHandle.CheckReadAndThrow(m_Safety);
# endif
return m_Length;
}
}
public T this[int index]
{
get
{
# if ENABLE_UNITY_COLLECTIONS_CHECKS
// Check that you can read from the native container right now.
AtomicSafetyHandle.CheckReadAndThrow(m_Safety);
# endif
// Read from the buffer and return the value
return UnsafeUtility.ReadArrayElement<T>(m_Buffer, index);
}
set
{
# if ENABLE_UNITY_COLLECTIONS_CHECKS
// Check that you can write to the native container right now.
AtomicSafetyHandle.CheckWriteAndThrow(m_Safety);
# endif
// Write the value into the buffer
UnsafeUtility.WriteArrayElement(m_Buffer, index, value);
}
}
public void Add(T value)
{
# if ENABLE_UNITY_COLLECTIONS_CHECKS
// Check that you can modify (write to) the native container right now, and if so, bump the secondary version so that
// any views are invalidated, because you are going to change the size and pointer to the buffer
AtomicSafetyHandle.CheckWriteAndBumpSecondaryVersion(m_Safety);
# endif
// Replace the current buffer with a new one that has space for an extra element
int newTotalSize = (m_Length + 1) * UnsafeUtility.SizeOf<T>();
void* newBuffer = UnsafeUtility.MallocTracked(newTotalSize, UnsafeUtility.AlignOf<T>(), m_AllocatorLabel, 1);
UnsafeUtility.MemCpy(newBuffer, m_Buffer, m_Length * UnsafeUtility.SizeOf<T>());
UnsafeUtility.FreeTracked(m_Buffer, m_AllocatorLabel);
m_Buffer = newBuffer;
// Put the new element at the end of the buffer and increase the length
UnsafeUtility.WriteArrayElement(m_Buffer, m_Length++, value);
}
public NativeArray<T> AsArray()
{
# if ENABLE_UNITY_COLLECTIONS_CHECKS
// Check that it's safe for you to use the buffer pointer to construct a view right now.
AtomicSafetyHandle.CheckGetSecondaryDataPointerAndThrow(m_Safety);
// Make a copy of the AtomicSafetyHandle, and mark the copy to use the secondary version instead of the primary
AtomicSafetyHandle handleForArray = m_Safety;
AtomicSafetyHandle.UseSecondaryVersion(ref handleForArray);
# endif
// Create a new NativeArray which aliases the buffer, using the current size. This doesn't allocate or copy
// any data, it just sets up a NativeArray<T> which points at the m_Buffer.
var array = NativeArrayUnsafeUtility.ConvertExistingDataToNativeArray<T>(m_Buffer, m_Length, Allocator.None);
# if ENABLE_UNITY_COLLECTIONS_CHECKS
// Set the AtomicSafetyHandle on the newly created NativeArray to be the one that you copied from your handle
// and made to use the secondary version.
NativeArrayUnsafeUtility.SetAtomicSafetyHandle(ref array, handleForArray);
# endif
return array;
}
public void Dispose()
{
# if ENABLE_UNITY_COLLECTIONS_CHECKS
AtomicSafetyHandle.CheckDeallocateAndThrow(m_Safety);
AtomicSafetyHandle.Release(m_Safety);
# endif
// Free the buffer
UnsafeUtility.FreeTracked(m_Buffer, m_AllocatorLabel);
m_Buffer = null;
m_Length = 0;
}
}