forked from Misaki/GhostEngine
Added new method to remove entities efficently.
This commit is contained in:
@@ -111,6 +111,8 @@ internal unsafe struct Chunk : IDisposable
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private UnsafeArray<byte> _data;
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private UnsafeArray<int> _versions;
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// TODO: Add structual change versioning, similar to DidOrderChange in unity ecs.
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internal int _count;
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internal readonly int _capacity;
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@@ -145,9 +147,7 @@ internal unsafe struct Chunk : IDisposable
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public void Dispose()
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{
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_data.Dispose();
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Console.WriteLine($"Disposing chunk data");
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_versions.Dispose();
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Console.WriteLine($"Disposing chunk versions");
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}
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}
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@@ -487,8 +487,8 @@ internal unsafe struct Archetype : IIdentifierType, IDisposable
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var pLastEntity = chunkBase + _entityIdsOffset + (sizeof(Entity) * lastIndex);
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var pRowEntity = chunkBase + _entityIdsOffset + (sizeof(Entity) * rowIndex);
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var wrold = World.GetWorldUncheck(_worldID);
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var result = wrold.EntityManager.UpdateEntityLocation(*(Entity*)pLastEntity, _id, chunkIndex, rowIndex);
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var world = World.GetWorldUncheck(_worldID);
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var result = world.EntityManager.UpdateEntityLocation(*(Entity*)pLastEntity, _id, chunkIndex, rowIndex);
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if (result != ErrorStatus.None)
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{
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return result;
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@@ -512,6 +512,111 @@ internal unsafe struct Archetype : IIdentifierType, IDisposable
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return ErrorStatus.None;
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}
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public ErrorStatus RemoveEntities(int chunkIndex, ReadOnlySpan<int> sortedIndicesToRemove)
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{
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if (chunkIndex < 0 || chunkIndex >= _chunks.Count)
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{
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return ErrorStatus.InvalidArgument;
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}
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if (sortedIndicesToRemove.Length == 0)
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{
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return ErrorStatus.None;
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}
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ref var chunk = ref _chunks[chunkIndex];
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int oldCount = chunk._count;
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int removeCount = sortedIndicesToRemove.Length;
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int newCount = oldCount - removeCount; // The boundary between "Keep" and "Drop"
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var chunkBase = chunk.GetUnsafePtr();
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var world = World.GetWorldUncheck(_worldID); // Typo fixed from 'wrold'
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// Pointers for the swap logic
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// 1. 'holePtr' tracks which index in the sorted list we are processing
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int holePtr = 0;
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// 2. 'candidateIndex' starts at the end of the OLD array and moves backward
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int candidateIndex = oldCount - 1;
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// 3. 'removalTailPtr' tracks removals at the end of the array to skip them
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int removalTailPtr = sortedIndicesToRemove.Length - 1;
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// Iterate through the holes that are strictly INSIDE the new valid range
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while (holePtr < removeCount)
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{
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int holeIndex = sortedIndicesToRemove[holePtr];
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// If the current hole is beyond the new count, it's in the "Drop Zone".
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// Since the list is sorted, all subsequent holes are also in the drop zone.
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// We are done filling holes.
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if (holeIndex >= newCount)
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break;
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// --- Find a Valid Filler ---
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// We look for an entity at the end of the array that IS NOT scheduled for removal.
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while (candidateIndex >= newCount)
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{
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// Check if the current candidate is actually marked for removal
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bool isCandidateRemoved = false;
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// Because sortedIndices is sorted, we check the end of the list
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// to see if the candidateIndex matches a removal request.
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if (removalTailPtr >= 0 && sortedIndicesToRemove[removalTailPtr] == candidateIndex)
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{
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isCandidateRemoved = true;
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removalTailPtr--; // Consume this removal
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}
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if (!isCandidateRemoved)
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{
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// Found a valid filler!
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break;
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}
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// This candidate was also removed, so skip it and keep looking left
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candidateIndex--;
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}
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// --- Perform The Swap ---
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// Move 'candidateIndex' (Filler) into 'holeIndex' (Hole)
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var pFillerEntity = chunkBase + _entityIdsOffset + (sizeof(Entity) * candidateIndex);
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var pHoleEntity = chunkBase + _entityIdsOffset + (sizeof(Entity) * holeIndex);
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// 1. Update the Map (Critical Step)
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// We tell the world: "The entity that WAS at 'candidateIndex' is now at 'holeIndex'"
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var result = world.EntityManager.UpdateEntityLocation(*(Entity*)pFillerEntity, _id, chunkIndex, holeIndex);
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if (result != ErrorStatus.None)
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{
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return result;
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}
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// 2. Overwrite Entity ID
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MemoryUtility.MemCpy(pHoleEntity, pFillerEntity, (nuint)sizeof(Entity));
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// 3. Overwrite Components
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for (var i = 0; i < _layouts.Count; i++)
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{
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var layout = _layouts[i];
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var pRow = chunkBase + layout.offset + (layout.size * holeIndex);
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var pLast = chunkBase + layout.offset + (layout.size * candidateIndex);
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MemoryUtility.MemCpy(pRow, pLast, (nuint)layout.size);
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}
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// Prepare for next hole
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holePtr++;
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candidateIndex--;
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}
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// Finally, simply truncate the count
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chunk._count = newCount;
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// (Optional) If you have Versioning, mark the components as changed here.
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return ErrorStatus.None;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly bool HasComponent(Identifier<IComponent> componentID)
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{
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@@ -577,12 +682,9 @@ internal unsafe struct Archetype : IIdentifierType, IDisposable
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{
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if (_chunks.IsCreated)
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{
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var i= 0;
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foreach (ref var chunk in _chunks)
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{
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Console.WriteLine($"Disposing chunk {i} of archetype {_id}");
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chunk.Dispose();
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i++;
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}
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}
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