forked from Misaki/GhostEngine
Per-component versioning and change tracking for ECS
Introduce per-component versioning in chunks and world for efficient change detection. - Add version arrays to chunks and global version to world. - Update queries and ForEach to mark written components as changed. - Extend QueryBuilder with WithAllRW/WithPresentRW for write access. - Expose change tracking API in ChunkView. - Improve thread safety and debug code. - Update tests and examples to demonstrate new features.
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@@ -24,12 +24,41 @@ public unsafe partial struct EntityQuery
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public readonly void ForEach<<#= generics #>>(<#= delegateTupe #><<#= generics #>> action)
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<#= restrictions #>
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{
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var world = World.GetWorld(_worldID).GetValueOrThrow();
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var world = World.GetWorldUncheck(_worldID);
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var globalVersion = world.Version;
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var compTypeIDs = stackalloc int[] { <#= AppendGenerics(i, "ComponentTypeID<T{0}>.value") #> };
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<# for (var localIndex = 0; localIndex < i; localIndex++) { #>
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var comp<#= localIndex #>TypeID = ComponentTypeID<T<#= localIndex #>>.value;
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<# } #>
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var compTypeIDs = stackalloc int[]
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{
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<# for (var localIndex = 0; localIndex < i; localIndex++) { #>
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comp<#= localIndex #>TypeID.value,
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<# } #>
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};
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var changedCompIDs = stackalloc int[<#= i #>];
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var offsets = stackalloc int[<#= i #>];
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var basePtrs = stackalloc byte*[<#= i #>];
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var changedCompCount = 0;
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var it = _mask.writeAccess.GetIterator();
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while (it.Next(out var id))
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{
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for (var i =0; i < <#= i #>; i++)
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{
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if (id == compTypeIDs[i])
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{
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ComponentRegister.SetComponentLastWrite(id, globalVersion);
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changedCompIDs[changedCompCount] = id;
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changedCompCount++;
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break;
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}
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}
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}
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for (var i = 0; i < _matchingArchetypes.Count; i++)
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{
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ref var archetype = ref world.GetArchetypeReference(_matchingArchetypes[i]);
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@@ -56,6 +85,11 @@ public unsafe partial struct EntityQuery
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ref var chunk = ref archetype.GetChunkReference(chunkIndex);
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var pChunkData = chunk.GetUnsafePtr();
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for (var j = 0; j < changedCompCount; j++)
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{
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chunk.MarkChanged(changedCompIDs[i], globalVersion);
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}
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for (var index = 0; index < <#= i #>; index++)
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{
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basePtrs[index] = pChunkData + offsets[index];
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