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Accessing entities in jobs

You can offload the processing of entity data to worker threads with the C# Job System. The Entities package has two interfaces for defining jobs that access entities:

  • IJobChunk, whose Execute() method is called once for each individual chunk matching the query.
  • IJobEntity, whose Execute() method is called once for each entity entity matching the query.

🕹 See examples of IJobChunk and IJobEntity.

Although IJobEntity is generally more convenient to write and use, IJobChunk provides more precise control. In most cases, their performance is identical for equivalent work.

📝 NOTE
IJobEntity is not actually a 'real' job type: source generation extends an IJobEntity struct with an implementation of IJobChunk. So in fact, a IJobEntity is ultimately scheduled as an IJobChunk.

It is not safe to make structural changes in a job, so normally you should only make structural changes on the main thread. To work around this restriction, a job can record structural change commands in an EntityCommandBuffer, and then these commands can be played back later on the main thread.

To split the work of an IJobChunk or IJobEntity across multiple threads, schedule the job by calling ScheduleParallel() instead of Schedule(). When you use ScheduleParallel(), the chunks matching the query will be split into separate batches, and these batches will be farmed out to the worker threads.


Sync points

A 'synchronization point' operation is an operation that cannot safely be performed concurrently with the scheduled jobs which may access entities and components, and so these operations must first complete the jobs. For example, calling EntityManager.CreateEntity() will first complete all currently scheduled jobs which access any entities and components. Likewise, the EntityQuery methods ToComponentDataArray<T>(), ToEntityArray(), and ToArchetypeChunkArray() must first complete any currently scheduled jobs which access any of the same components as the query.

In many cases, these synchronization points will also 'invalidate' existing instances of a few types, namely DynamicBuffer and ComponentLookup<T>. When an instance is invalidated, calling its methods will throw safety check exceptions. If an instance you need to still use gets invalidated, you must retrieve a new instance to replace it.


Component safety handles

Just like the native collections, each component type has an associated job safety handle for each world. The implication is that, for any two jobs which access the same component type in a world, the safety checks won't let the jobs be scheduled concurrently. For example, when we try scheduling a job that accesses component type Foo, the safety checks will throw an exception if an already scheduled job also accesses component type Foo. To avoid this exception, the already scheduled job must be completed before scheduling the new job, or the new job must depend upon the already scheduled job.

📝 NOTE
It's safe for two jobs to be scheduled concurrently if they both have read-only access of the same component type. For any component type in your job that is not ever written, be sure to inform the safety checks by marking the component type handle with the ReadOnly attribute.

SystemState.Dependency

When we schedule a job in a system, we want it to depend upon any currently scheduled jobs that might conflict with the new job, even if those jobs were scheduled in other systems. To arrange this, we use the job handle property Dependency of SystemState.

Immediately before a system updates:

  1. ...the system's Dependency property is completed
  2. ...and then assigned a combination of the Dependency handles of all other systems which access any of the same component types as this system. For example, for a system which accesses the Foo and Bar component type, the Dependency of all other systems in the world which also access either Foo or Bar will be included in the combination job handle.

You're then expected to do two things in every system:

  1. All jobs scheduled in a system update should (directly or indirectly) depend upon the job handle that was assigned to Dependency right before the update.
  2. Before a system update returns, the Dependency property should be assigned a handle that includes all the jobs scheduled in that update.

As long as you follow these two rules, every job scheduled in a system update will depend upon all jobs scheduled in other systems which might access any of the same component types.

⚠ IMPORTANT
Systems do not track which native collections they use, so the Dependency property only accounts for component types, not native collections. Consequently, if two systems both schedule jobs which use the same native collection, their Dependency properties will not necessarily be combined into the job handle assigned to the Dependency property of the other, and so the jobs of the different systems will not depend upon each other as they should. In these scenarios, you could manually share job handles between the systems, but the better solution is to store the native collection in a component: if both systems access the collection through the same component type, the jobs scheduled in both systems should then depend upon each other (as long as you follow the Dependency rules described above).

ComponentLookup<T>

We can randomly access the components of individual entities through an EntityManager, but we generally shouldn't use an EntityManager in jobs. Instead, we should use a type called ComponentLookup<T>, which can get and set component values by entity ID. We can also get dynamic buffers by entity ID using BufferLookup<T>.

⚠ IMPORTANT
Keep in mind that looking up an entity by ID tends to incur the performance cost of cache misses, so it's generally a good idea to avoid lookups when you can. There are though, of course, many problems which require random lookups to solve, so by no means can random lookups be avoided entirely. Just avoid using them carelessly!

The ComponentLookup<T> and BufferLookup<T> method HasComponent() returns true if the specified entity has the component type T. The TryGetComponent<T>() and TryGetBuffer<T>() methods do the same but also outputs the component value or buffer if it exists.

To test whether an entity simply exists, we can call Exists() of an EntityStorageInfoLookup. Indexing an EntityStorageInfoLookup returns an EntityStorageInfo struct, which includes a reference to the entity's chunk and its index within the chunk.

If a job needs to only read the components accessed through a ComponentLookup<T>, the ComponentLookup<T> field should be marked with the ReadOnly attribute to inform the job safety checks. The same is true for a BufferLookup<T>.

In a parallel-scheduled job, getting component values from a ComponentLookup<T> requires the field to be marked with the ReadOnly attribute. The safety checks do not allow setting component values through a ComponentLookup<T> in a parallel-scheduled job because safety cannot be guaranteed. However, you can fully disable the safety checks on the ComponentLookup<T> by marking it with the NativeDisableParallelForRestriction attribute. The same is true for a BufferLookup<T>. Just make sure that your code sets component values in a thread-safe manner!