Workers
namespace Griff.Runtime;
public static class WorkersThe threads Griff spreads a big scene’s work over: building a frame of thousands of sprites, and running a crowd of scripts (see CrowdAttribute). Work is split into chunks that the game’s own thread and the workers take in turn, so a slower core (on a CPU with fast and efficient cores) takes fewer. What comes out is the same however many threads there are, one included: they only change how soon it’s done.
Properties
Section titled “Properties”Default
Section titled “Default”public static int Default { get; }How many threads a game shares its work over unless its host says otherwise (WorkerCount): one for each of the computer’s logical processors, up to 16, and 1 in a browser (the web player has the page’s thread only). The threads themselves are the process’s, shared by every game in it; how many of them a game’s work takes is the game’s.
Methods
Section titled “Methods”AllocatedBytes
Section titled “AllocatedBytes”public static long AllocatedBytes()The bytes this thread has allocated so far, and the workers have doing its work, all told: what a profiler counts the game’s garbage by (GetAllocatedBytesForCurrentThread would miss what the workers make for it).