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Jobyfiying our Example

In the workflow Creating a minimal client and server, our client should look like this code example.

Note: It is recommended, before reading this workflow, to refresh your memory on how the C# Job System works.

Creating a Jobified Client

Start by creating a client job to handle your inputs from the network. As you only handle one client at a time we will use the IJob as our job type. You need to pass the driver and the connection to the job so you can handle updates within the Execute method of the job.

struct ClientUpdateJob: IJob
{
    public NetworkDriver driver;
    public NativeArray<NetworkConnection> connection;
    public NativeArray<byte> done;

    public void Execute() { ... }
}

Note: The data inside the ClientUpdateJob is copied. If you want to use the data after the job is completed, you need to have your data in a shared container, such as a NativeContainer.

Since you might want to update the NetworkConnection and the done variables inside your job (we might receive a disconnect message), you need to make sure you can share the data between the job and the caller. In this case, you can use a NativeArray.

Note: You can only use blittable types in a NativeContainer. In this case, instead of a bool you need to use a byte, as its a blittable type.

In your Execute method, move over your code from the Update method that you have already in place from ClientBehaviour.cs and you are done.

You need to change any call to m_Connection to connection[0] to refer to the first element inside your NativeArray. The same goes for your done variable, you need to call done[0] when you refer to the done variable. See the code below:

public void Execute()
{
    if (!connection[0].IsCreated)
    {
        // Remember that its not a bool anymore.
        if (done[0] != 1)
            Debug.Log("Something went wrong during connect");
        return;
    }
    DataStreamReader stream;
    NetworkEvent.Type cmd;

    while ((cmd = connection[0].PopEvent(driver, out stream)) != NetworkEvent.Type.Empty)
    {
        if (cmd == NetworkEvent.Type.Connect)
        {
            Debug.Log("We are now connected to the server");

            var value = 1;
            var writer = driver.BeginSend(connection[0]);
            writer.WriteUInt(value);
            driver.EndSend(writer);
        }
        else if (cmd == NetworkEvent.Type.Data)
        {
            uint value = stream.ReadUInt();
            Debug.Log("Got the value = " + value + " back from the server");
            // And finally change the `done[0]` to `1`
            done[0] = 1;
            connection[0].Disconnect(driver);
            connection[0] = default(NetworkConnection);
        }
        else if (cmd == NetworkEvent.Type.Disconnect)
        {
            Debug.Log("Client got disconnected from server");
            connection[0] = default(NetworkConnection);
        }
    }
}

Updating the client MonoBehaviour

When you have a job, you need to make sure that you can execute the job. To do this, you need to make some changes to your ClientBehaviour:

public class JobifiedClientBehaviour : MonoBehaviour
{
    public NetworkDriver m_Driver;
    public NativeArray<NetworkConnection> m_Connection;
    public NativeArray<byte> m_Done;
    public JobHandle ClientJobHandle;

    public void OnDestroy() { ... }
    public void Start() { ... }
    public void Update() { ... }
}

Both m_Done and m_Connection in the code above, have been changed to type NativeArray. We also added a JobHandle so you can track your ongoing jobs.

Start method

void Start () {
    m_Driver = NetworkDriver.Create();
    m_Connection = new NativeArray<NetworkConnection>(1, Allocator.Persistent);
    m_Done = new NativeArray<byte>(1, Allocator.Persistent);

    var endpoint = NetworkEndPoint.LoopbackIpv4;
    endpoint.Port = 9000;

    m_Connection[0] = m_Driver.Connect(endpoint);
}

The Start method looks pretty similar to before, the major update here is to make sure you create your NativeArray.

OnDestroy method

public void OnDestroy()
{
    ClientJobHandle.Complete();

    m_Connection.Dispose();
    m_Driver.Dispose();
    m_Done.Dispose();
}

Same goes for the OnDestroy method. Make sure you dispose all your NativeArray objects. A new addition is the ClientJobHandle.Complete() call. This makes sure your jobs complete before cleaning up and destroying the data they might be using.

Client Update loop

Finally you need to update your core game loop:

void Update()
{
    ClientJobHandle.Complete();
    ...
}

You want to make sure (again) that before you start running your new frame, we check that the last frame is complete. Instead of calling m_Driver.ScheduleUpdate().Complete(), use the JobHandle and call ClientJobHandle.Complete().

To chain your job, start by creating a job struct:

var job = new ClientUpdateJob
{
    driver = m_Driver,
    connection = m_Connection,
    done = m_Done
};

To schedule the job, you need to pass the JobHandle dependency that was returned from the m_Driver.ScheduleUpdate call in the Schedule function of your IJob. Start by invoking the m_Driver.ScheduleUpdate without a call to Complete, and pass the returning JobHandle to your saved ClientJobHandle.

ClientJobHandle = m_Driver.ScheduleUpdate();
ClientJobHandle = job.Schedule(ClientJobHandle);

As you can see in the code above, you pass the returned ClientJobHandle to your own job, returning a newly updated ClientJobHandle.

You now have a JobifiedClientBehaviour that looks like this.

Creating a Jobified Server

The server side is pretty similar to start with. You create the jobs you need and then you update the usage code.

Consider this: you know that the NetworkDriver has a ScheduleUpdate method that returns a JobHandle. The job as you saw above populates the internal buffers of the NetworkDriver and lets us call PopEvent/PopEventForConnection method. What if you create a job that will fan out and run the processing code for all connected clients in parallel? If you look at the documentation for the C# Job System, you can see that there is a IJobParallelFor job type that can handle this scenario

Note: Because we do not now how many requests we might receive or how many connections we might need to process at any one time, there is another IJobPrarallelFor job type that we can use namely: IJobParallelForDefer

struct ServerUpdateJob : IJobParallelForDefer
{
    public void Execute(int index)
    {
        throw new System.NotImplementedException();
    }
}

However, we can’t run all of our code in parallel.

In the client example above, we started off by cleaning up closed connections and accepting new ones, this can't be done in parallel. You need to create a connection job as well;

Start by creating a ServerUpdateConnectionJob job. You know you need to pass both the driver and connections to our connection job. Then you want your job to "Clean up connections" and "Accept new connections":

struct ServerUpdateConnectionsJob : IJob
{
    public NetworkDriver driver;
    public NativeList<NetworkConnection> connections;

    public void Execute()
    {
        // Clean up connections
        for (int i = 0; i < connections.Length; i++)
        {
            if (!connections[i].IsCreated)
            {
                connections.RemoveAtSwapBack(i);
                --i;
            }
        }
        // Accept new connections
        NetworkConnection c;
        while ((c = driver.Accept()) != default(NetworkConnection))
        {
            connections.Add(c);
            Debug.Log("Accepted a connection");
        }
    }
}

The code above should be almost identical to your old non-jobified code.

With the ServerUpdateConnectionsJob done, lets look at how to implement the ServerUpdateJob using IJobParallelFor.

struct ServerUpdateJob : IJobParallelForDefer
{
    public NetworkDriver.Concurrent driver;
    public NativeArray<NetworkConnection> connections;

    public void Execute(int index)
    {
        ...
    }
}

There are two major differences here compared with our other job. First off we are using the NetworkDriver.Concurrent type, this allows you to call the NetworkDriver from multiple threads, precisely what you need for the IParallelForJobDefer. Secondly, you are now passing a NativeArray of type NetworkConnection instead of a NativeList. The IParallelForJobDefer does not accept any other Unity.Collections type than a NativeArray (more on this later).

Execute method

public void Execute(int index)
{
    DataStreamReader stream;
    Assert.IsTrue(connections[index].IsCreated);

    NetworkEvent.Type cmd;
    while ((cmd = driver.PopEventForConnection(connections[index], out stream)) !=
    NetworkEvent.Type.Empty)
    {
        if (cmd == NetworkEvent.Type.Data)
        {
            uint number = stream.ReadUInt();

            Debug.Log("Got " + number + " from the Client adding + 2 to it.");
            number +=2;

            var writer = driver.BeginSend(connections[index]);
            writer.WriteUInt(number);
            driver.EndSend(writer);
        }
        else if (cmd == NetworkEvent.Type.Disconnect)
        {
            Debug.Log("Client disconnected from server");
            connections[index] = default(NetworkConnection);
        }
    }
}

The only difference between our old code and our jobified example is that you remove the top level for loop that you had in your code: for (int i = 0; i < m_Connections.Length; i++). This is removed because the Execute function on this job will be called for each connection, and the index to that a available connection will be passed in. You can see this index in use in the top level while loop:

while ((cmd = driver.PopEventForConnection(connections[index], out stream)) != NetworkEvent.Type.Empty`

Note: You are using the index that was passed into your Execute method to iterate over all the connections.

You now have 2 jobs:

  • The first job is to update your connection status.
    • Add new connections
    • Remove old / stale connections
  • The second job is to parse NetworkEvent on each connected client.

Updating the server MonoBehaviour

With this we can now go back to our MonoBehaviour and start updating the server.

public class JobifiedServerBehaviour : MonoBehaviour
{
    public NetworkDriver m_Driver;
    public NativeList<NetworkConnection> m_Connections;
    private JobHandle ServerJobHandle;

    void Start () { ... }

    public void OnDestroy() { ... }

    void Update () { ... }
}

The only change made in your variable declaration is that you have once again added a JobHandle so you can keep track of your ongoing jobs.

Start method

You do not need to change your Start method as it should look the same:

void Start ()
{
    m_Connections = new NativeList<NetworkConnection>(16, Allocator.Persistent);
    m_Driver = new NetworkDriver.Create();

    var endpoint = NetworkEndPoint.AnyIpv4;
    endpoint.Port = 9000;
    if (m_Driver.Bind(endpoint) != 0)
        Debug.Log("Failed to bind to port 9000");
    else
        m_Driver.Listen();
}

OnDestroy method

You need to remember to call ServerJobHandle.Complete in your OnDestroy method so you can properly clean up after yourself:

public void OnDestroy()
{
    // Make sure we run our jobs to completion before exiting.
    ServerJobHandle.Complete();
    m_Connections.Dispose();
    m_Driver.Dispose();
}

Server update loop

In your Update method, call Completeon the JobHandle. This will force the jobs to complete before we start a new frame:

void Update ()
{
    ServerJobHandle.Complete();

    var connectionJob = new ServerUpdateConnectionsJob
    {
        driver = m_Driver,
        connections = m_Connections
    };

    var serverUpdateJob = new ServerUpdateJob
    {
        driver = m_Driver.ToConcurrent(),
        connections = m_Connections.ToDeferredJobArray()
    };

    ServerJobHandle = m_Driver.ScheduleUpdate();
    ServerJobHandle = connectionJob.Schedule(ServerJobHandle);
    ServerJobHandle = serverUpdateJob.Schedule(m_Connections, 1, ServerJobHandle);
}

To chain the jobs, you want to following to happen: NetworkDriver.Update -> ServerUpdateConnectionsJob -> ServerUpdateJob.

Start by populating your ServerUpdateConnectionsJob:

var connectionJob = new ServerUpdateConnectionsJob
{
    driver = m_Driver,
    connections = m_Connections
};

Then create your ServerUpdateJob. Remember to use the ToConcurrent call on your driver, to make sure you are using a concurrent driver for the IParallelForJobDefer:

var serverUpdateJob = new ServerUpdateJob
{
    driver = m_Driver.ToConcurrent(),
    connections = m_Connections.ToDeferredJobArray()
};

The final step is to make sure the NativeArray is populated to the correct size. This can be done using a DeferredJobArray. It makes sure that, when the job is executed, that the connections array is populated with the correct number of items that you have in your list. Since we will run the ServerUpdateConnectionsJob first, this might change the size of the list.

Create your job chain and call Scheduele as follows:

ServerJobHandle = m_Driver.ScheduleUpdate();
ServerJobHandle = connectionJob.Schedule(ServerJobHandle);
ServerJobHandle = serverUpdateJob.Schedule(m_Connections, 1, ServerJobHandle);

In the code above, you have:

  • Scheduled the NetworkDriver job.
  • Add the JobHandle returned as a dependency on the ServerUpdateConnectionJob.
  • The final link in the chain is the ServerUpdateJob that needs to run after the ServerUpdateConnectionsJob. In this line of code, there is a trick to invoke the IJobParallelForDeferExtensions. As you can see, m_Connections NativeList is passed to the Schedule method, this updates the count of connections before starting the job. It's here that it will fan out and run all the ServerUpdateConnectionJobs in parallel.

Note: If you are having trouble with the serverUpdateJob.Schedule(m_Connections, 1, ServerJobHandle); call, you might need to add "com.unity.jobs": "0.0.7-preview.5" to your manifest.json file, inside the /Packages folder.

You should now have a fully functional jobified server.

You can download all examples from here.

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