perf!: events refactored throughout all the project to use Event<> class

All delegate events are refactored to use the Event<TSender> and Event<TSender, TArgument> for performance issues regarding delegate events creating garbage, also this gives us better control on event invocation since C# Delegates did also create unnecessary garbage during Delegate.DynamicInvoke
This commit is contained in:
2025-05-31 00:14:43 +03:00
parent 996e61d0ad
commit 61e2761580
58 changed files with 637 additions and 485 deletions

View File

@@ -4,8 +4,10 @@ namespace Syntriax.Engine.Physics2D;
public class PhysicsEngine2D : UniverseObject, IPhysicsEngine2D
{
public event IPhysicsEngine2D.PhysicsIterationEventHandler? OnPhysicsIteration = null;
public event IPhysicsEngine2D.PhysicsStepEventHandler? OnPhysicsStep = null;
public Event<IPhysicsEngine2D, float> OnPhysicsIteration { get; } = new();
public Event<IPhysicsEngine2D, float> OnPhysicsStep { get; } = new();
private readonly Event<IUniverse, IUniverse.UpdateArguments>.EventHandler delegateOnPreUpdate = null!;
private float physicsTicker = 0f;
private int _iterationPerStep = 1;
@@ -178,7 +180,7 @@ public class PhysicsEngine2D : UniverseObject, IPhysicsEngine2D
colliderCollector.Assign(universe);
rigidBodyCollector.Assign(universe);
universe.OnPreUpdate += OnEnginePreUpdate;
universe.OnPreUpdate.AddListener(OnEnginePreUpdate);
}
protected override void OnExitingUniverse(IUniverse universe)
@@ -189,12 +191,12 @@ public class PhysicsEngine2D : UniverseObject, IPhysicsEngine2D
colliderCollector.Unassign();
rigidBodyCollector.Unassign();
universe.OnPreUpdate -= OnEnginePreUpdate;
universe.OnPreUpdate.RemoveListener(OnEnginePreUpdate);
}
private void OnEnginePreUpdate(IUniverse sender, UniverseTime engineTime)
private void OnEnginePreUpdate(IUniverse sender, IUniverse.UpdateArguments args)
{
physicsTicker += engineTime.DeltaTime;
physicsTicker += args.EngineTime.DeltaTime;
while (physicsTicker >= IterationPeriod)
{
@@ -207,11 +209,15 @@ public class PhysicsEngine2D : UniverseObject, IPhysicsEngine2D
{
collisionDetector = new CollisionDetector2D();
collisionResolver = new CollisionResolver2D();
delegateOnPreUpdate = OnEnginePreUpdate;
}
public PhysicsEngine2D(ICollisionDetector2D collisionDetector, ICollisionResolver2D collisionResolver)
{
this.collisionDetector = collisionDetector;
this.collisionResolver = collisionResolver;
delegateOnPreUpdate = OnEnginePreUpdate;
}
}