Description
What problem does this solve or what need does it fill?
NonSend
resources cannot be sent across threads, but our requirement is currently significantly stricter: systems that contain even one NonSend
resource always run on the main thread.
This creates minor inefficiencies when working in a single world context, but causes much more serious problems in the context of multiple worlds.
If we are running two schedules in parallel, and each contains a system that operates on a distinct NonSend
resource, under the current model, we must couple the two schedules to ensure that the main thread is free, even though no other coordination is required.
This limitation also blocks the ability to use more complex strategies for thread management, such as a dedicated input-polling thread.
What solution would you like?
Relax the limitation that NonSend
resources must always be accessed on the main thread to the limitation that they are always accessed on the same thread.
In order to assign threads properly, we must evaluate the Schedule
as a whole. As systems must run in exactly one thread, NonSend
resources that are accessed in the same system must belong to the same thread.
This creates a particular challenge when it comes to exclusive systems, which access the contents of the entire World
.
Option 1: Remove NonSend resources from the World
If NonSend
resources are not part of the World
, then exclusive systems must request them explicitly.
This avoids spurious conflicts, and allows us to find a thread-assignment that meets the constraints of the schedule.
However, this causes some serious limitations:
- Systems which must operate on all NonSend resources associated with a
World
become dramatically harder to write and probably need to get moved into the runner. These should be extremely rare (perhaps restricted to editor-style inspection), but this is a noticeable ergonomics loss. - Scheduling access to
NonSend
resources that are accessed by more than oneWorld
requires coordination. - If and when we have the ability to dynamically add systems to the schedule (API for dynamic management of systems (adding and removing at runtime) #279), this strategy can result in users attempting to add systems that access two
NonSend
resources that are already assigned to different threads. The only possible solution is to error upon system insertion, which is frustrating at best.
Users could annotate systems with manual thread assignments (or hints) to work around this, but this is tedious and requires a very global view of both current and future schedule state. It is also rather unclear how this would work with respect to systems that have variable numbers of threads.
Note that this would resolve the problem fixed by #3519's turtles.
Option 2: Assign each World
its own thread
This solution is straightforward, and allows zero-coordination execution of schedules on different worlds.
Furthermore, (assuming that schedules are bound to specific worlds) new systems will always be able to be added.
However:
- it blocks optimizations for scheduling systems involving
NonSend
resources within the sameWorld
- not all threads are created equal: some OS processes must be created on the main thread, or some
NonSend
resources may have to be initialized in the runner- as a result, we must have two tiers of
World
: ones which are associated with the main thread (and thus must contend for access), and ones which are not (and can never access hypotheticalMainThread
resources)
- as a result, we must have two tiers of