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2026-07-20 10:56:52 +08:00
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// BulletManagerCs — 子弹 SoA 热路径 C# 内核(S0 骨架)
// S0 范围:帧时间监控 + AsSpan() 沟通基线验证
// 完整积分热路径在 S1 展开(见 development_plan.md S1
// ADR-L1 规厙1:内层循环禁止 Call() | 规厙2:热数据通过 AsSpan() 零拷贝
using Godot;
using System;
public partial class BulletManagerCs : Node
{
private GodotObject _gdBulletManager;
// S0 性能计时(P-S0-07 帧预算回填)
private double _accumMs;
private int _frames;
public override void _Ready()
{
_gdBulletManager = Engine.GetSingleton("BulletManager");
// S0 骨架不接管积分,保持 _cs_node = null,让 GDScript fallback 运行
GD.Print("[BulletManagerCs] S0 骨架就绪,GDScript fallback 活跞");
}
public override void _PhysicsProcess(double delta)
{
if (_gdBulletManager is null) return;
var t0 = Time.GetTicksUsec();
// S0:仅记录帧时间(积分由 GDScript fallback 负责)
var activeCount = _gdBulletManager.Get("_active_count").AsInt32();
_ = activeCount;
_accumMs += (Time.GetTicksUsec() - t0) / 1000.0;
_frames++;
if (_frames >= 60)
{
GD.Print($"[BulletManagerCs] 帧时间均倦: {_accumMs / _frames:F3} ms " +
$"(active={activeCount} TODO S1: 启用完整热路径)");
_accumMs = 0; _frames = 0;
}
}
}
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// EnemyManagerCs — 敌人 SoA 热路径 C# 内核(S0 骨架)
// S0 范围:帧时间监控,完整 Boid 积分在 S1 展开
using Godot;
using System;
public partial class EnemyManagerCs : Node
{
private GodotObject _gdEnemyManager;
private double _accumMs;
private int _frames;
public override void _Ready()
{
_gdEnemyManager = Engine.GetSingleton("EnemyManager");
// S0 骨架不接管积分,保持 _cs_node = null,让 GDScript fallback 运行
GD.Print("[EnemyManagerCs] S0 骨架就绪,GDScript fallback 活跞");
}
public override void _PhysicsProcess(double delta)
{
if (_gdEnemyManager is null) return;
var t0 = Time.GetTicksUsec();
var activeCount = _gdEnemyManager.Get("_active_count").AsInt32();
_ = activeCount;
_accumMs += (Time.GetTicksUsec() - t0) / 1000.0;
_frames++;
if (_frames >= 60)
{
GD.Print($"[EnemyManagerCs] 帧时间均倦: {_accumMs / _frames:F3} ms " +
$"(active={activeCount} TODO S1: 启用 Boid 热路径)");
_accumMs = 0; _frames = 0;
}
}
}
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