clockworklabs / clockworklabs/SpacetimeDB
Proposal for C# SDK performance
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- Dominant language
- Rust
- Stars
- 25.2k
- Forks
- 1.1k
- Avg merge
- 2d 7h
- Merged PRs (30d)
- 46
Description
The BSATN codegen for c# often generates pattern like new(new()) to emulate rust's variant types, and wraps certain value types into reference classes, such as Timestamp and EnergyQuota.
Similarly, many allocations for encoding and decoding of messages can be made once and reused, or at least pooled to avoid allocations.
A great deal of GC overhead and pressure can be removed by refactoring codegen to emit high-performance C#.
One benefit of this is to gain support for Burst compilation and ECS in Unity, as they do not allow reference types to be used at all.
Proposal should also look at the way updates are processed by SDK clients and look at a way to send the matching memory layouts directly from rust. Right now an intermediate client-side processing pass using a temporary hashmap is required to combine matching inserts/deletes into updates.
Contributor guide
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First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by locating the C# BSATN code generator and the SDK client update-processing path. Measure allocations from generated value wrappers, encoding and decoding, and temporary update processing; done requires a defined high-performance design that supports Burst/ECS constraints and reduces the described allocation and intermediate-processing overhead.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- csharp, rust, unity
- Domain
- backend-api-design, game-dev, performance
- Issue type
- Refactor
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Quiet
- Clarity
- Needs clarification
- Newbie friendliness
- 28/100