wave4-ijobchunk-full-anatomy
Low-level parallel chunk iteration with explicit enableable-component mask handling, type handle management, and per-chunk metadata access.
- License 许可
- MIT
- 最近更新
- 2026-07-25
- Stars
- ★ 8
- Forks
- 0
01 前言 Front Matter
- name
- wave4-ijobchunk-full-anatomy
- tags
- [ "jobs", "chunks" ]
- metadata
- { "tier": 3, "internal-only": true }
- description
- Low-level parallel chunk iteration with explicit enableable-component mask handling, type handle management, and per-chunk metadata access.
03 SKILL.md 正文
IJobChunk — Full Anatomy with Enableable Mask
Intent
Low-level parallel chunk iteration with explicit enableable-component mask handling, type handle management, and per-chunk metadata access.
Use When
- Per-chunk metadata needed:
unfilteredChunkIndex,DidChange, SharedComponent values,ChunkHeader. - Fine-grained enableable-component masking required.
- ECB.ParallelWriter sort key must be
unfilteredChunkIndexfor deterministic parallel playback. - IJobEntity source generation is insufficient.
Avoid When
Standard entity iteration without per-chunk metadata — use IJobEntity (less boilerplate, identical performance).
Senior Pattern
[BurstCompile]
public struct MyChunkJob : IJobChunk
{
public ComponentTypeHandle<Velocity> VelocityHandle;
[ReadOnly] public ComponentTypeHandle<Speed> SpeedHandle;
public EntityTypeHandle EntityHandle;
public EntityCommandBuffer.ParallelWriter Ecb;
public float DeltaTime;
[BurstCompile]
public void Execute(in ArchetypeChunk chunk, int unfilteredChunkIndex,
bool useEnableMask, in v128 chunkEnabledMask)
{
var velocities = chunk.GetNativeArray(ref VelocityHandle);
var speeds = chunk.GetNativeArray(ref SpeedHandle);
var entities = chunk.GetNativeArray(EntityHandle);
var enumerator = new ChunkEntityEnumerator(useEnableMask, chunkEnabledMask, chunk.Count);
while (enumerator.NextEntityIndex(out var i))
{
velocities[i] = new Velocity { Value = velocities[i].Value + speeds[i].Value * DeltaTime };
if (speeds[i].Value > 100f)
Ecb.RemoveComponent<Speed>(unfilteredChunkIndex, entities[i]);
}
}
}
// In OnUpdate:
var job = new MyChunkJob
{
VelocityHandle = state.GetComponentTypeHandle<Velocity>(),
SpeedHandle = state.GetComponentTypeHandle<Speed>(true),
EntityHandle = state.GetEntityTypeHandle(),
Ecb = ecbSystem.CreateCommandBuffer().AsParallelWriter(),
DeltaTime = SystemAPI.Time.DeltaTime
};
state.Dependency = job.ScheduleParallel(myQuery, state.Dependency);
Anti-Patterns
- Not passing
useEnableMask/chunkEnabledMasktoChunkEntityEnumerator— silently processes disabled entities. - Caching
ComponentTypeHandle<T>across frames — stale after structural changes; always callstate.GetComponentTypeHandle<T>()in OnUpdate. - Using
chunk.Countdirectly when query has enableable components — iterates disabled entities.
Runtime Risks
- Stale type handles throw safety errors in development builds; silently corrupt data in release builds.
- Wrong ECB.ParallelWriter sort key (not
unfilteredChunkIndex) = non-deterministic command playback order.
Performance Notes
- Direct NativeArray access via type handles = maximum cache locality (chunk memory is contiguous).
ScheduleParalleldistributes whole chunks across workers.- Per-chunk scheduling overhead is lower than per-entity scheduling.
Architecture Guidance
Always use unfilteredChunkIndex as ECB.ParallelWriter sort key. Reserve IJobChunk for systems where per-chunk information genuinely changes behavior — otherwise use IJobEntity.
Related Skills
[[ijobchunk-chunk-job]], [[enableable-component]], [[ecb-parallel-writer]], [[job-dependency-chain]]
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