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@CoderGamester CoderGamester commented Jan 5, 2025

New:

  • Added StartDelayCall method to ICoroutineService to allow deferred methods to be safely executed within the bounds of a Unity Coroutine
  • Added the possibility to know the current state of an IAsyncCoroutine
  • Added the access to the Sample Entity used to generete new entites within an IObjectPool and destroy it when disposing the object pool
  • Added the possibility to reset an IObjectPool to a new state

Summary by CodeRabbit

  • New Feature: Added new methods and functionalities related to coroutines and object pooling.
  • Bug Fix: Refactored the StartAsyncCoroutine_WithData_Successfully method to simplify usage and changed the signature of StartAsyncCoroutine.
  • Documentation: Updated existing interfaces and classes in the GameLovers.Services namespace to support the new functionality.
  • Refactor: Modified handling of SampleEntity in ObjectPoolBase<T>, ObjectPool<T>, and GameObjectPool<T>, and refactored the Dispose method in these classes.
  • Chore: Implemented the new Dispose<T> method in the PoolService class.

Summary by CodeRabbit

  • New Features

    • Added StartDelayCall method to enable deferred method execution in Unity Coroutines
    • Enhanced IAsyncCoroutine with state tracking capabilities
    • Improved IObjectPool<T> with sample entity access and reset functionality
  • Bug Fixes

    • Simplified coroutine completion callback mechanism
  • Chores

    • Updated package version to 0.15.0

- Added *StartDelayCall* method to *ICoroutineService* to allow deferred methods to be safely executed within the bounds of a Unity Coroutine
- Added the possibility to know the current state of an *IAsyncCoroutine*
- Added the access to the Sample Entity used to generete new entites within an *IObjectPool<T>* and destroy it when disposing the object pool
- Added the possibility to reset an *IObjectPool<T>* to a new state
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coderabbitai bot commented Jan 5, 2025

📝 Walkthrough

Walkthrough

This pull request introduces significant enhancements to the coroutine and object pooling systems. The changes include adding new methods to the ICoroutineService for delayed method execution, introducing state tracking for asynchronous coroutines, and expanding the IObjectPool<T> interface with improved entity management capabilities. The package version has been updated to 0.15.0, reflecting these substantial improvements to the core functionality of the library.

Changes

File Change Summary
CHANGELOG.md Added version 0.15.0 entry documenting new features
package.json Version updated from 0.14.1 to 0.15.0
Runtime/CoroutineService.cs - Added IsRunning and StartTime properties to IAsyncCoroutine
- Introduced StartDelayCall methods
- Modified AsyncCoroutine and AsyncCoroutine<T> classes
Runtime/ObjectPool.cs - Added Dispose(bool disposeSampleEntity) method
- Introduced SampleEntity property
- Added Reset method to IObjectPool<T>
- Refactored object pool classes
Runtime/PoolService.cs - Updated Despawn method documentation
- Added Dispose<T>(bool disposeSampleEntity) method
Tests/Editor/...CoroutineServiceTest.cs Updated test method to align with new coroutine service method signature

Sequence Diagram

sequenceDiagram
    participant User
    participant CoroutineService
    participant AsyncCoroutine
    
    User->>CoroutineService: StartDelayCall(callback, delay)
    CoroutineService->>AsyncCoroutine: Create and Schedule
    Note over AsyncCoroutine: Wait for delay
    AsyncCoroutine->>User: Execute Callback
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Poem

🐰 Coroutines dance, pools refine their art,
Async magic leaps with a rabbit's smart start!
Delayed calls whisper, entities flow free,
Version 0.15 brings joy, can't you see?
Code hops forward with playful delight! 🚀


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github-actions bot commented Jan 5, 2025

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Walkthrough

The changes include the addition of new methods and functionalities related to coroutines and object pooling. The CoroutineService class now has a new method called StartDelayCall for starting a delayed callback. The ObjectPool class and its interfaces have been updated with new methods for disposing and resetting object pools. The PoolService class now implements a new method for disposing object pools with an option to dispose sample entities. Additionally, the CoroutineServiceTest class has been refactored to simplify the usage of coroutines.

Changes

File Summary
CHANGELOG.md Added new methods and functionalities to various interfaces related to coroutines and object pooling.
Runtime/CoroutineService.cs Added new method StartDelayCall to start a delayed callback.
Runtime/ObjectPool.cs Added new methods Dispose(bool disposeSampleEntity) and Reset(uint initSize, T sampleEntity) to the IObjectPool<T> interface and its implementations. Modified the handling of SampleEntity in ObjectPoolBase<T>, ObjectPool<T>, and GameObjectPool<T>. Refactored the Dispose method in these classes to handle disposal of the sample entity.
Runtime/PoolService.cs Added new method Dispose<T> to the IPoolService interface for disposing object pools with an option to dispose sample entities. Implemented the new Dispose<T> method in the PoolService class.
Tests/Editor/PlayMode/CoroutineServiceTest.cs Refactored the StartAsyncCoroutine_WithData_Successfully method to simplify the usage of StartAsyncCoroutine. Changed the signature of StartAsyncCoroutine by removing the need to pass a value for completion. Updated the usage of OnComplete method accordingly.

🐇 "Coroutines and pools, oh what a delight! 🌈
New methods and functionalities, shining so bright. ✨
Delayed callbacks and object disposal with ease,
Simplified usage of coroutines, oh please!
This rabbit hops with joy, for these changes are just right!" 🐇✨🎉


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Commits Files that changed from the base of the PR and between 79a3c51 and 413e40b commits.
Files selected (5)
  • CHANGELOG.md (1)
  • Runtime/CoroutineService.cs (9)
  • Runtime/ObjectPool.cs (9)
  • Runtime/PoolService.cs (3)
  • Tests/Editor/PlayMode/CoroutineServiceTest.cs (1)
Files ignored due to filter (1)
  • package.json
Review comments generated (15)
  • Review: 15
  • LGTM: 0

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Comment on lines +70 to +71
var asyncCoroutine = _coroutineService.StartAsyncCoroutine(TestCoroutine(testValue1), testValue2);
asyncCoroutine.OnComplete(newValue => testCompleted = newValue);
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The signature of the StartAsyncCoroutine method has changed. The second argument, testValue2, is no longer needed when calling the method. Instead, you can directly attach the completion callback using the OnComplete method.

- var asyncCoroutine = _coroutineService.StartAsyncCoroutine(TestCoroutine(testValue1), testValue2);
- asyncCoroutine.OnComplete(newValue => testCompleted = newValue);
+ var asyncCoroutine = _coroutineService.StartAsyncCoroutine<int>(TestCoroutine(testValue1));
+ asyncCoroutine.OnComplete(newValue => testCompleted = newValue);

T Spawn<T, TData>(TData data) where T : class, IPoolEntitySpawn<TData>;

/// <inheritdoc cref="IObjectPool{T}.Despawn"/>
/// <inheritdoc cref="IObjectPool{T}.Despawn(T)"/>
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The method signature for the Despawn method has changed. Please update the comment accordingly.

-		/// <inheritdoc cref="IObjectPool{T}.Despawn"/>
+		/// <inheritdoc cref="IObjectPool{T}.Despawn(T)"/>

Comment on lines +74 to +75
/// <inheritdoc cref="IObjectPool{T}.Dispose(bool)"/>
void Dispose<T>(bool disposeSampleEntity) where T : class;
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The method signature for the Dispose method has changed. Please update the comment accordingly.

-		/// <inheritdoc cref="IObjectPool{T}.Dispose(bool)"/>
+		/// <inheritdoc cref="IObjectPool{T}.Dispose(bool)"/>

Comment on lines +150 to +155
/// <inheritdoc />
public void Dispose<T>(bool disposeSampleEntity) where T : class
{
GetPool<T>().Dispose(disposeSampleEntity);
RemovePool<T>();
}
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The implementation of the Dispose method has changed. Please update the comment accordingly.

-		/// <inheritdoc />
+		/// <inheritdoc cref="IPoolService.Dispose{T}"/>
 		public void Dispose<T>(bool disposeSampleEntity) where T : class
 		{
 			GetPool<T>().Dispose(disposeSampleEntity);
 			RemovePool<T>();
 		}

GetPool<T>().Dispose(disposeSampleEntity);
RemovePool<T>();
}

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The Dispose method has been removed. Please remove the comment as well.

-		/// <inheritdoc />
-		public void Dispose()
-		{
-```


<!-- This is an auto-generated comment by OSS CodeRabbit -->

Comment on lines +238 to +247
public virtual void Dispose(bool disposeSampleEntity)
{
if (disposeSampleEntity)
{
_sampleEntity = null;
}

Dispose();
}

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The ObjectPoolBase<T> class has been updated to include the implementation of the Dispose(bool disposeSampleEntity) method. This method disposes the sample entity if disposeSampleEntity is true and then calls the base Dispose method.

Comment on lines +307 to +311
/// <inheritdoc />
public virtual void Dispose()
{
Clear();
}
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The ObjectPoolBase<T> class has been updated to include the implementation of the Dispose method. This method clears the object pool.

Comment on lines +365 to +370
public class ObjectPool<T> : ObjectPoolBase<T> where T : class
{
public ObjectPool(uint initSize, T sampleEntity, Func<T, T> instantiator) : base(initSize, sampleEntity, instantiator)
{
}

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The ObjectPool<T> class has been modified to inherit from ObjectPoolBase<T>. The constructor of ObjectPool<T> has been updated to call the base constructor with the initSize, sampleEntity, and instantiator parameters.

Comment on lines +396 to +402
/// <inheritdoc />
public override void Dispose(bool disposeSampleEntity)
{
Object.Destroy(SampleEntity);

base.Dispose(disposeSampleEntity);
}
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The ObjectPool<T> class has been updated to override the Dispose(bool disposeSampleEntity) method. This method destroys the sample entity using Object.Destroy and then calls the base Dispose method.

Comment on lines +467 to +473
/// <inheritdoc />
public override void Dispose(bool disposeSampleEntity)
{
Object.Destroy(SampleEntity.gameObject);

base.Dispose(disposeSampleEntity);
}
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The GameObjectPool<T> class has been updated to override the Dispose(bool disposeSampleEntity) method. This method destroys the sample entity's game object using Object.Destroy and then calls the base Dispose method.

Suggestions

  1. Consistency: In the IObjectPool interface, the Dispose method should be placed before the DespawnAll method for consistency in the order of methods.

  2. Error Handling: It would be beneficial to add error handling in case the Dispose or Reset methods are called multiple times on the same object pool instance. This can prevent potential issues and provide better feedback to developers.

  3. Naming Convention: The name Reset for the method in the IObjectPool interface could be improved to be more descriptive. Consider renaming it to something like ResetPool or ClearAndReset.

  4. Performance: In the Reset method implementation of ObjectPoolBase<T>, consider using a for loop instead of a foreach loop when pushing new instances of the entity onto the stack. This can potentially improve performance by avoiding the overhead of iterating over the collection.

  5. Security: Ensure that the Dispose method properly handles the disposal of resources and prevents any potential memory leaks or security vulnerabilities. Make sure that all disposable resources are properly disposed of and any references to them are cleared.

  6. Testing: Consider adding unit tests to cover the new methods and functionalities added to the object pooling classes. This can help ensure the correctness and robustness of the implementation.

Overall, the changes made to the Runtime/ObjectPool.cs file introduce new methods and functionalities to enhance object pooling. However, there are some areas where improvements can be made in terms of consistency, error handling, performance, security, and testing.

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Actionable comments posted: 1

🧹 Nitpick comments (6)
Runtime/CoroutineService.cs (5)

29-32: Good addition of StartTime.
This property helps in measuring elapsed time. Consider clarifying if it’s real time or scaled time. Currently, it's set from Time.time, which is scaled by timeScale in Unity.


82-82: Documentation clarity.
Highlights that data is passed into the coroutine. This is beneficial for usage clarity.


85-95: StartDelayCall methods are a solid addition.
Enabling delayed callbacks in a unified pattern is useful. Consider mentioning in docs whether time scaling (Time.timeScale) affects the delay or if unscaled time is desired.


210-216: InternalDelayCoroutine logic.
Simple delay usage with WaitForSeconds. If unscaled time is required, consider WaitForSecondsRealtime.


273-274: Callback invocation in OnCompleteTrigger.
Implementation is clear. Make sure you handle exceptions within _onComplete to avoid silent coroutine failures.

Runtime/ObjectPool.cs (1)

102-106: SampleEntity property exposure.
Allowing read-only access to the sample entity is beneficial for debugging or advanced usage.

📜 Review details

Configuration used: CodeRabbit UI
Review profile: CHILL
Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between 79a3c51 and 413e40b.

📒 Files selected for processing (6)
  • CHANGELOG.md (1 hunks)
  • Runtime/CoroutineService.cs (9 hunks)
  • Runtime/ObjectPool.cs (9 hunks)
  • Runtime/PoolService.cs (3 hunks)
  • Tests/Editor/PlayMode/CoroutineServiceTest.cs (1 hunks)
  • package.json (1 hunks)
✅ Files skipped from review due to trivial changes (1)
  • package.json
🔇 Additional comments (39)
Runtime/CoroutineService.cs (21)

4-4: No immediate concerns with alias usage.
Defining aliases for Action and Object helps resolve naming collisions with Unity classes. This implementation is acceptable.


17-20: Clear documentation for IsRunning.
The property is straightforward. Ensure subsequent code sets the coroutine to null consistently so it accurately reflects whether the coroutine is still running.


38-41: Ensure consistent usage of triggerOnComplete.
Stopping the coroutine and optionally triggering OnComplete can be beneficial, but confirm that it’s not called in unexpected scenarios.


44-45: Inheritance structure is logical.
Combining IAsyncCoroutine<T> with IAsyncCoroutine keeps code DRY.


50-50: Potential concurrency considerations for Data.
Allowing both get and set can be convenient, but be aware of possible race conditions if used in multi-threaded contexts.


54-56: Streamlined callback signature.
Removing the data parameter from OnComplete clarifies usage and avoids confusion.


84-84: Additional overload for StartAsyncCoroutine.
Accepting extra data simplifies code that needs to pass parameters. This is a valuable API addition.


109-109: Game object creation is correct.
Naming the object after its MonoBehaviour is a good convention.


143-143: Instantiating AsyncCoroutine.
This usage is straightforward. Make sure to handle exceptions if the routine is null.


151-153: Generic data parameter in StartAsyncCoroutine<T>.
This design improves flexibility. Ensure that code consistently initializes Data.


159-181: StartDelayCall implementation.
Implementation is well-structured. The automatic callback upon completion is intuitive. Confirm that prematurely stopping the routine still behaves as expected regarding callback invocation.


227-228: Private backing field for _coroutineService.
Storing the service reference is standard practice. No issues found.


231-231: IsRunning relies on Coroutine != null.
Ensure that the coroutine is always set to null after completion so IsRunning does not return a false positive.


234-234: Initialization of StartTime with Time.time.
Straightforward initialization that captures the start moment.


236-241: Overloaded constructor usage.
Having a private constructor plus a public one is safe for controlled instantiation. The design is consistent.


269-271: Marking completed.
Correctly sets IsCompleted = true and clears Coroutine. This ensures the state is synchronized.


279-279: Generic extension AsyncCoroutine<T>.
Proper inheritance from base class. Good to see typed data usage.


282-283: _onComplete moves from typed delegate.
This pattern is consistent. Great for storing typed callbacks.


285-287: Constructor injecting data.
Storing the passed in data is essential and well-implemented. Confirm that data is never null when usage requires it non-null.


290-290: OnComplete(Action<T>) setter.
Straightforward approach for hooking a typed completion callback.


295-297: Extended OnCompleteTrigger.
Calls base trigger first, then typed callback. The order is correct, ensuring base logic completes prior to typed callback.

Runtime/ObjectPool.cs (13)

91-91: DespawnsAll doc improvement.
Adding documentation is helpful.


92-96: Overload of Dispose(bool disposeSampleEntity).
This clarifies whether the sample entity should be destroyed. This is a welcome addition for resource management.


117-121: Reset method signature.
Accepting sampleEntity plus initSize streamlines reinitialization. Avoid usage if it can lead to concurrency issues (e.g., resetting while actively in use).


169-169: Spacing or reorganization.
No functional change—just a minor tweak.


170-173: Transition to private _sampleEntity.
Encapsulation is improved. The public property now safely returns _sampleEntity.


180-180: Constructor updated to store _sampleEntity.
Clean approach to store the entity reference.


204-216: Reset method implementation.
Disposing prior contents before reinitializing the pool is crucial. Confirmation that the newly assigned _sampleEntity is valid for subsequent instantiations is recommended.


238-247: Dispose(bool disposeSampleEntity) override.
Nullifying _sampleEntity if requested, then falling back to Dispose() is an elegant approach. Ensure that disposing sampleEntity in child classes is consistent.


307-308: Virtual Dispose() method remains for backward compatibility.
Clear usage. Ensure that calls to Dispose(bool) do not conflict with direct Dispose() calls.


365-365: Class inheritance change to ObjectPoolBase<T>.
Ensures better alignment with base pool structure. Good step toward consistency.


367-369: Constructors updated to match new inheritance.
All references to the base class remain consistent. No further concerns.


396-402: Dispose(bool disposeSampleEntity) in GameObjectPool.
Destroying the sample GameObject then calling base ensures correct resource cleanup.


467-474: Dispose(bool disposeSampleEntity) in GameObjectPool<T>.
Mirrors the same pattern for typed GameObject pools. Consistency is good.

Tests/Editor/PlayMode/CoroutineServiceTest.cs (1)

70-71: Update to StartAsyncCoroutine_WithData_Successfully().
The new method signature correctly passes testValue2 as data. This ensures the typed callback sets testCompleted properly.

Runtime/PoolService.cs (3)

53-53: Clarified doc reference for Despawn<T>(T entity).
Documentation is more explicit. No implementation issues noted.


73-75: Reference to IObjectPool{T}.Dispose(bool).
Helps highlight the new disposal overload.


150-156: New Dispose<T>(bool disposeSampleEntity) in PoolService.
This provides selective disposal for specific pool types. Confirm that removing the pool from _pools after disposal is the intended behavior.

CHANGELOG.md (1)

7-14: Accurate version update with new features.
Documenting core additions—StartDelayCall, asynchronous coroutine state, object pool sample-entity disposal, and reset functionalities—is thorough.

Comment on lines +253 to +259
public void StopCoroutine(bool triggerOnComplete = false)
{
_coroutineService.StopCoroutine(Coroutine);

OnCompleteTrigger();
}

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🛠️ Refactor suggestion

StopCoroutine body completeness.
Implementation stops the coroutine, then triggers the completion callback if requested. If stopping means incomplete, consider skipping OnCompleteTrigger altogether.

@CoderGamester CoderGamester merged commit 9cf72f8 into master Jan 5, 2025
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