Comments (3)
Well thats right, the world itself is not threadsafe, neither their creation or destruction.
That's fair lol
It's not really a problem in my app, it's just an issue in the Unit Tests themselves.
For now you could also just wrap the destruction and creation of worlds in locks to prevent this happening ^^
I did give that a try, and I'm admittedly not super familiar with C#'s threading practices so maybe I did it wrong, but I ran into some weirdness where the problem persisted.
I would have expected this to work:
// Helper file
public class WorldCreateHelper
{
private readonly object myLock = new();
public World ParallelSafeCreate()
{
lock(myLock)
{
return World.Create();
}
}
}
// Test file
public class SomeTests : IClassFixture<WorldCreateHelper>
{
public SomeTests(WorldCreateHelper helper)
{
var world = helper.ParallelSafeCreate();
// ...
}
// ...
}
But it didn't work...
¯\(ツ)/¯
I'm guessing it has to do with how xUnit was handling my helper fixture that wrapped around World.Create()
, since the lock(object)
documentation seems pretty straightforward.
To be fair, I don't really expect the [Collection]
solution to be much a problem. it'll run tests where I need a World
instance sequentially, but they're unit tests so I don't really expect to see much of a performance problem because they're not in parallel.
from arch.
Well thats right, the world itself is not threadsafe, neither their creation or destruction.
Never thought that this would become a issue. However this should be easy to fix. For now you could also just wrap the destruction and creation of worlds in locks to prevent this happening ^^
from arch.
Thats weird, normally this should work. Unfortunately i dont have that much threading experience either.
I assume that xUnit behaves way different. NUnit does mostly run them in sequence which is quite nice, at least for archs usecase ^^
from arch.
Related Issues (20)
- Mark classes as sealed
- BitSet can cause exceptions on certain platforms HOT 1
- EVENTS and PURE_ECS together is unsupported
- World should have an IsAlive for EntityReference HOT 1
- Component Lifecycle Query Filters
- Component adding/removing events are inconsistent HOT 1
- Broken example on wiki page Query techniques (Custom enumeration)
- Bug in JobScheduler makes Arch not close all job threads. HOT 2
- Is it normal for coimponents not being removed on the entities? HOT 2
- Event handling via generics instead of conditional compilation HOT 3
- Command Buffer without world in constructor HOT 2
- chunk.Has<T>() is possibly broken HOT 2
- Enabling `EVENTS` on other platforms HOT 9
- Remove auto reset from Command Buffer `PlayBack()` method HOT 5
- Disable entity? HOT 1
- IndexOutOfRangeException in SparseJaggedArray HOT 5
- Faster version "World.Get<T>(Entity entity)" HOT 3
- Adding components within inline query affects references to current components HOT 2
- Emotes keep playing when falling / teleporting
- Arch and Blazor webassembly
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from arch.