Chasm.Dispatching 1.1.0

dotnet add package Chasm.Dispatching --version 1.1.0
                    
NuGet\Install-Package Chasm.Dispatching -Version 1.1.0
                    
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="Chasm.Dispatching" Version="1.1.0" />
                    
For projects that support PackageReference, copy this XML node into the project file to reference the package.
<PackageVersion Include="Chasm.Dispatching" Version="1.1.0" />
                    
Directory.Packages.props
<PackageReference Include="Chasm.Dispatching" />
                    
Project file
For projects that support Central Package Management (CPM), copy this XML node into the solution Directory.Packages.props file to version the package.
paket add Chasm.Dispatching --version 1.1.0
                    
#r "nuget: Chasm.Dispatching, 1.1.0"
                    
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
#:package Chasm.Dispatching@1.1.0
                    
#:package directive can be used in C# file-based apps starting in .NET 10 preview 4. Copy this into a .cs file before any lines of code to reference the package.
#addin nuget:?package=Chasm.Dispatching&version=1.1.0
                    
Install as a Cake Addin
#tool nuget:?package=Chasm.Dispatching&version=1.1.0
                    
Install as a Cake Tool

Chasm.Dispatching

Latest NuGet version MIT License

Provides a CompiledDispatch<T> class, that pre-compiles the invocation delegate to use static dispatch instead of dynamic dispatch.

CompiledDispatch<T>

Many frameworks tend to use the following pattern:

public interface ISystem {
    void Update(GameTime time);
}

foreach (System system in GetSystems())
    system.Update();

This often results in hundreds, or even thousands, of virtual calls. It's fine if these systems aren't called often, but if they are (e.g. in a game with ECS), it could cost the program entire seconds of CPU time! CompiledDispatch<T> aims to alleviate this problem, by compiling the methods statically (compilation only takes a fraction of a millisecond).

CompiledDispatch<GameTime> dispatch = new();

// all the ways methods can be added:
dispatch.Add(clockSystem.Update); // ← lambda (fastest)
dispatch.Add(timerSystem, "Update"); // with method name
dispatch.Add(npcSystem, updateMethod); // with MethodInfo

// you can even add static methods into the mix!
dispatch.Add(SomeStaticUpdateMethod);
// or even just regular lambdas:
dispatch.Add(time => Console.WriteLine(time));

dispatch.Compile();
dispatch.Dispatch(new GameTime(1000));

The compiled method would essentially look like this:

[MethodImpl(MethodImplOptions.NoInlining)]
static void Dispatch_Generated(GameTime time)
{
    clockSystem.Update(time);
    timerSystem.Update(time);
    npcSystem.Update(time);

    SomeStaticUpdateMethod();
    (time => Console.WriteLine(time))();
}

All of these method calls will have the ability to be inlined or even completely optimized away!

Don't update the collection of dispatched methods too often!
Otherwise, the performance gain won't be worth the extra compilation time.
Ideally, you'd populate the collection just once, and then only call the compiled method.

Benchmarks

Benchmarking: 100 objects with virtual no-op (but not inlinable) methods.

Compiled uses CompiledDispatch<…>, and calls each method statically. Virtual uses a specialized vtable (for class methods), to find the overridden methods more quickly. Interfaces have to look up their own vtable in the type's method table, so it's a bit harder to find the overridden methods. Delegates invoke Action<…> delegates, providing more flexibility to users, but also requiring more runtime checks.

| Method           | Mean        | Error     | StdDev    |
|----------------- |------------:|----------:|----------:|
| Compiled         |    163.9 ns |   1.57 ns |   1.47 ns |
| Virtual          |    180.5 ns |   0.43 ns |   0.38 ns |
| Interfaces       |    230.2 ns |   0.93 ns |   0.87 ns |
| Delegates        |    257.8 ns |   1.11 ns |   1.04 ns |
|----------------- |------------:|----------:|----------:|
| Create           |    11.32 us |  0.123 us |  0.115 us |
| CreateAndCompile |    91.21 us |  0.704 us |  0.588 us |
| ^ Compile        |    79.89 us |
  • Compiled vs. Virtual: 16.6 ns difference [40s @120fps]
  • Compiled vs. Interfaces: 66.3 ns difference [10s @120fps]
  • Compiled vs. Delegates: 93.9 ns difference [7s @120fps]

Time in square brackets is the amount of time running a game with ECS on 120fps, after which this optimization's benefits become worthwhile after compiling the CompiledDispatch<…>'s methods once.

Conclusion

While virtual class methods can be almost just as efficient, the CompiledDispatch<…> class really shines when it comes to systems relying on interfaces or delegates. And another conclusion: abstract classes > interfaces > delegates.

Product Compatible and additional computed target framework versions.
.NET net5.0 was computed.  net5.0-windows was computed.  net6.0 was computed.  net6.0-android was computed.  net6.0-ios was computed.  net6.0-maccatalyst was computed.  net6.0-macos was computed.  net6.0-tvos was computed.  net6.0-windows was computed.  net7.0 was computed.  net7.0-android was computed.  net7.0-ios was computed.  net7.0-maccatalyst was computed.  net7.0-macos was computed.  net7.0-tvos was computed.  net7.0-windows was computed.  net8.0 was computed.  net8.0-android was computed.  net8.0-browser was computed.  net8.0-ios was computed.  net8.0-maccatalyst was computed.  net8.0-macos was computed.  net8.0-tvos was computed.  net8.0-windows was computed.  net9.0 is compatible.  net9.0-android was computed.  net9.0-browser was computed.  net9.0-ios was computed.  net9.0-maccatalyst was computed.  net9.0-macos was computed.  net9.0-tvos was computed.  net9.0-windows was computed.  net10.0 was computed.  net10.0-android was computed.  net10.0-browser was computed.  net10.0-ios was computed.  net10.0-maccatalyst was computed.  net10.0-macos was computed.  net10.0-tvos was computed.  net10.0-windows was computed. 
.NET Core netcoreapp2.0 is compatible.  netcoreapp2.1 was computed.  netcoreapp2.2 was computed.  netcoreapp3.0 is compatible.  netcoreapp3.1 was computed. 
.NET Standard netstandard2.0 is compatible.  netstandard2.1 is compatible. 
.NET Framework net45 is compatible.  net451 was computed.  net452 was computed.  net46 was computed.  net461 is compatible.  net462 was computed.  net463 was computed.  net47 was computed.  net471 was computed.  net472 was computed.  net48 was computed.  net481 was computed. 
MonoAndroid monoandroid was computed. 
MonoMac monomac was computed. 
MonoTouch monotouch was computed. 
Tizen tizen40 was computed.  tizen60 was computed. 
Xamarin.iOS xamarinios was computed. 
Xamarin.Mac xamarinmac was computed. 
Xamarin.TVOS xamarintvos was computed. 
Xamarin.WatchOS xamarinwatchos was computed. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.

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Version Downloads Last Updated
1.1.0 133 7/3/2025
1.0.0 137 7/3/2025