Dev changes (#3)

* Fixed dependency

* Updates to NeoDictionary

* Changes to NeoDictionary

* Started working on a Git implementation to integrate into Game Engines in the future

* Added commit functionality to the git library

* New changes

* Added select for NeoDictionary.cs

* Fixed issue with previous new method

* Added a Benchmarking Tool to be used mostly in game engines

* Added IndexOf to NeoDictionary.cs

* Added new method for BenchmarkUtility.cs

* added an instacedobject class

* Added a new shuffle method for lists

* fixed return type

* Added new Changelog generator
This commit was merged in pull request #3.
This commit is contained in:
2025-02-18 21:09:25 +00:00
committed by GitHub
parent 8f249d2567
commit 7b6115da21
22 changed files with 759 additions and 3 deletions
+2
View File
@@ -0,0 +1,2 @@
# Changelog
@@ -1,6 +1,7 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Security.Cryptography;
namespace GameDevLibrary.Extensions
{
@@ -98,7 +99,7 @@ namespace GameDevLibrary.Extensions
return values;
}
public static IEnumerable<TSource> DistinctBy<TSource, TKey>
/*public static IEnumerable<TSource> DistinctBy<TSource, TKey>
(this IEnumerable<TSource> source, Func<TSource, TKey> keySelector)
{
HashSet<TKey> seenKeys = new HashSet<TKey>();
@@ -109,7 +110,7 @@ namespace GameDevLibrary.Extensions
yield return element;
}
}
}
}*/
// Idea obtained from TaroDev's video on things to do in Unity - https://youtu.be/Ic5ux-tpkCE?t=302
@@ -117,5 +118,30 @@ namespace GameDevLibrary.Extensions
{
return array[currentIndex++ % array.Count];
}
/// <summary>
/// Shuffle around items in a list.
/// Code obtained from https://stackoverflow.com/a/1262619
/// </summary>
/// <param name="list"></param>
/// <typeparam name="T"></typeparam>
public static IList<T> Shuffle<T>(this IList<T> list)
{
RNGCryptoServiceProvider provider = new RNGCryptoServiceProvider();
int n = list.Count;
while (n > 1)
{
byte[] box = new byte[1];
do provider.GetBytes(box);
while (!(box[0] < n * (Byte.MaxValue / n)));
int k = (box[0] % n);
n--;
(list[k], list[n]) = (list[n], list[k]);
}
return list;
}
}
}
@@ -0,0 +1,89 @@
using System;
using System.Collections.Generic;
using System.Diagnostics;
namespace GameDevLibrary.Helpers
{
public class BenchmarkUtility
{
private static Dictionary<string, List<long>> _benchmarks = new Dictionary<string, List<long>>();
private static Dictionary<string, Stopwatch> _stopwatches = new Dictionary<string, Stopwatch>();
private static Stopwatch GetStopwatch(string key)
{
Stopwatch stopwatch = new Stopwatch();
if (_stopwatches.TryGetValue(key, out stopwatch))
{
}
else
{
stopwatch = new Stopwatch();
_stopwatches.Add(key, stopwatch);
}
return stopwatch;
}
public static long Record(Action actionToRecord)
{
var stopwatch = new Stopwatch();
stopwatch.Start();
actionToRecord.Invoke();
stopwatch.Stop();
return stopwatch.ElapsedMilliseconds;
}
public static long RecordAndSaveToResults(string key, Action actionToRecord)
{
var stopwatch = new Stopwatch();
stopwatch.Start();
actionToRecord.Invoke();
stopwatch.Stop();
if (!_benchmarks.ContainsKey(key))
{
_benchmarks[key] = new List<long>();
}
_benchmarks[key].Add(stopwatch.ElapsedMilliseconds);
return stopwatch.ElapsedMilliseconds;
}
public static void Start(string key)
{
GetStopwatch(key).Restart();
}
public static void Stop(string key)
{
if (!_benchmarks.ContainsKey(key))
{
_benchmarks[key] = new List<long>();
}
GetStopwatch(key).Stop();
_benchmarks[key].Add(GetStopwatch(key).ElapsedMilliseconds);
}
public static List<long> GetResults(string key)
{
return _benchmarks.ContainsKey(key) ? _benchmarks[key] : new List<long>();
}
public static void ClearResults()
{
_benchmarks.Clear();
}
public static Dictionary<string, List<long>> GetAllResults()
{
return new Dictionary<string, List<long>>(_benchmarks);
}
}
}
@@ -0,0 +1,31 @@
using System;
namespace GameDevLibrary.Models
{
public abstract class InstancedObject<T> where T : class
{
public static T Instance { get; private set; }
protected InstancedObject()
{
if (Instance != null)
{
throw new InvalidOperationException($"An instance of {typeof(T).Name} already exists.");
}
Instance = this as T;
if (Instance == null)
{
throw new InvalidOperationException($"Failed to cast {GetType().Name} to {typeof(T).Name}.");
}
}
~InstancedObject()
{
if (Instance == this)
{
Instance = null;
}
}
}
}
@@ -81,6 +81,12 @@ namespace GameDevLibrary.Models
public NeoDictionaryItem<TKey, TValue>? LastOrDefault(Func<NeoDictionaryItem<TKey, TValue>, bool> predicate) =>
Items.LastOrDefault(predicate);
public IEnumerable<NeoDictionaryItem<TKey, TValue>> Select(Func<NeoDictionaryItem<TKey, TValue>, NeoDictionaryItem<TKey, TValue>> selector) =>
Items.Select(selector);
public int IndexOf(NeoDictionaryItem<TKey, TValue> selector) =>
Items.IndexOf(selector);
public void Remove(TKey key)
{