Remove old SceneGraph

This commit is contained in:
2026-01-25 21:18:16 +09:00
parent 0201f0fc33
commit ba5dc2159e
17 changed files with 120 additions and 1427 deletions

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@@ -1,256 +0,0 @@
using Ghost.Core;
using Ghost.Engine.Components;
using Ghost.Engine.Core;
using Ghost.Entities;
using Misaki.HighPerformance.LowLevel.Utilities;
namespace Ghost.Engine.IO;
/// <summary>
/// Handles binary serialization and deserialization of scenes for AOT-compatible runtime use.
/// </summary>
/// <remarks>
/// Binary format provides fast, compact scene loading suitable for AOT compilation.
/// Uses direct memory copying for component data without reflection.
/// </remarks>
public static unsafe class SceneBinarySerializer
{
private const int MAGIC_NUMBER = 0x47534345; // "GSCE" (Ghost Scene)
private const int VERSION = 1;
/// <summary>
/// Saves a scene to a binary file.
/// </summary>
/// <param name="world">The world containing the entities.</param>
/// <param name="sceneID">The scene ID to save.</param>
/// <param name="filePath">The path to save the scene file.</param>
public static void SaveScene(World world, short sceneID, string filePath)
{
using var stream = new FileStream(filePath, FileMode.Create, FileAccess.Write);
using var writer = new BinaryWriter(stream);
using var context = SerializationContext.Create();
// Write header
writer.Write(MAGIC_NUMBER);
writer.Write(VERSION);
writer.Write(sceneID);
// Query all entities with the specified SceneID
var queryID = new QueryBuilder()
.WithAll<SceneID>()
.Build(world);
var entities = new List<Entity>();
world.ComponentManager.GetEntityQueryReference(queryID).ForEach<SceneID>((Entity entity, ref SceneID sceneIDComponent) =>
{
if (sceneIDComponent.id == sceneID)
{
entities.Add(entity);
}
});
// Write entity count
writer.Write(entities.Count);
// Allocate buffer for zero-filled component data (reused across loop iterations)
const int MaxComponentSize = 4096; // Reasonable max size for most components
var zeroBuffer = stackalloc byte[MaxComponentSize];
MemoryUtility.MemSet(zeroBuffer, 0, MaxComponentSize);
// Write each entity
foreach (var entity in entities)
{
var fileId = context.RegisterEntityForSerialization(entity);
// Write entity file ID
writer.Write(fileId);
// Get entity location
var locationResult = world.EntityManager.GetEntityLocation(entity);
if (locationResult.Error != Error.None)
{
// Write 0 components for invalid entity
writer.Write(0);
continue;
}
var location = locationResult.Value;
ref var archetype = ref world.ComponentManager.GetArchetypeReference(location.archetypeID);
// Write component count
writer.Write(archetype._layouts.Count);
// Write each component
foreach (var layout in archetype._layouts)
{
// Write component type ID
writer.Write((int)layout.componentID);
// Write component size
writer.Write(layout.size);
// Get component data pointer
var pComponentData = archetype.GetComponentData(location.chunkIndex, location.rowIndex, layout.componentID);
if (pComponentData == null)
{
// Write zero-filled data if component not found
if (layout.size > MaxComponentSize)
{
throw new InvalidOperationException($"Component size {layout.size} exceeds maximum buffer size {MaxComponentSize}");
}
writer.Write(new ReadOnlySpan<byte>(zeroBuffer, layout.size));
}
else
{
// Write component data directly
writer.Write(new ReadOnlySpan<byte>(pComponentData, layout.size));
}
}
}
}
/// <summary>
/// Loads a scene from a binary file into the specified world.
/// </summary>
/// <param name="world">The world to load the scene into.</param>
/// <param name="filePath">The path to the scene file.</param>
/// <param name="newSceneID">The new scene ID to assign to loaded entities.</param>
/// <returns>The number of entities loaded.</returns>
public static int LoadScene(World world, string filePath, short newSceneID)
{
if (!File.Exists(filePath))
{
throw new FileNotFoundException($"Scene file not found: {filePath}");
}
using var stream = new FileStream(filePath, FileMode.Open, FileAccess.Read);
using var reader = new BinaryReader(stream);
using var context = SerializationContext.Create();
// Read and validate header
var magic = reader.ReadInt32();
if (magic != MAGIC_NUMBER)
{
throw new InvalidDataException("Invalid scene file format.");
}
var version = reader.ReadInt32();
if (version != VERSION)
{
throw new InvalidDataException($"Unsupported scene file version: {version}");
}
var savedSceneID = reader.ReadInt16();
// Read entity count
var entityCount = reader.ReadInt32();
// Pass 1: Create all entities and build ID mapping
var fileIdToEntity = new Dictionary<int, Entity>(entityCount);
var entityComponents = new List<(int fileId, List<(Identifier<IComponent> componentID, int size, byte[] data)> components)>(entityCount);
for (var i = 0; i < entityCount; i++)
{
var fileId = reader.ReadInt32();
var componentCount = reader.ReadInt32();
var components = new List<(Identifier<IComponent> componentID, int size, byte[] data)>(componentCount);
// Read component data
for (var j = 0; j < componentCount; j++)
{
var componentID = new Identifier<IComponent>(reader.ReadInt32());
var size = reader.ReadInt32();
var data = reader.ReadBytes(size);
components.Add((componentID, size, data));
}
entityComponents.Add((fileId, components));
// Create entity
var entity = world.EntityManager.CreateEntity();
fileIdToEntity[fileId] = entity;
context.RegisterEntity(fileId, entity);
// Add SceneID component
world.EntityManager.AddComponent(entity, new SceneID { id = newSceneID });
}
// Pass 2: Add components to entities (with automatic entity reference remapping)
foreach (var (fileId, components) in entityComponents)
{
if (!fileIdToEntity.TryGetValue(fileId, out var entity))
{
continue;
}
foreach (var (componentID, size, data) in components)
{
// Skip SceneID as we already added it
if (componentID == ComponentTypeID<SceneID>.Value)
{
continue;
}
fixed (byte* pData = data)
{
// Remap Entity references in the component data
RemapEntityReferences(pData, componentID, context);
// Add component
world.EntityManager.AddComponent(entity, componentID, pData);
}
}
}
return fileIdToEntity.Count;
}
/// <summary>
/// Remaps Entity references within component data.
/// </summary>
/// <remarks>
/// This is a simple implementation that checks if the component contains Entity fields.
/// For Hierarchy, it remaps parent, firstChild, and nextSibling fields.
/// </remarks>
private static void RemapEntityReferences(byte* pComponentData, Identifier<IComponent> componentID, SerializationContext context)
{
// Check if this is the Hierarchy component
if (componentID == ComponentTypeID<Hierarchy>.Value)
{
var hierarchy = (Hierarchy*)pComponentData;
// Remap parent
if (hierarchy->parent.IsValid && context.TryGetFileId(hierarchy->parent, out var parentFileId))
{
if (context.TryGetEntity(parentFileId, out var newParent))
{
hierarchy->parent = newParent;
}
}
// Remap firstChild
if (hierarchy->firstChild.IsValid && context.TryGetFileId(hierarchy->firstChild, out var firstChildFileId))
{
if (context.TryGetEntity(firstChildFileId, out var newFirstChild))
{
hierarchy->firstChild = newFirstChild;
}
}
// Remap nextSibling
if (hierarchy->nextSibling.IsValid && context.TryGetFileId(hierarchy->nextSibling, out var nextSiblingFileId))
{
if (context.TryGetEntity(nextSiblingFileId, out var newNextSibling))
{
hierarchy->nextSibling = newNextSibling;
}
}
}
// TODO: Add remapping for other components with Entity fields
// This could be automated using source generators in the future
}
}

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using Ghost.Entities;
namespace Ghost.Engine.IO;
/// <summary>
/// Provides a thread-safe context for Entity ID remapping during deserialization.
/// </summary>
/// <remarks>
/// This class manages the mapping between file-local entity IDs (0, 1, 2...)
/// and runtime entity IDs during scene deserialization. The context is scoped
/// to the current async operation using AsyncLocal storage.
/// </remarks>
public sealed class SerializationContext : IDisposable
{
private static readonly AsyncLocal<SerializationContext?> s_current = new();
private readonly Dictionary<int, Entity> _fileIdToEntity = new();
private readonly Dictionary<Entity, int> _entityToFileId = new();
private int _nextFileId = 0;
private bool _disposed = false;
/// <summary>
/// Gets the current serialization context for this async operation.
/// </summary>
public static SerializationContext? Current => s_current.Value;
private SerializationContext()
{
}
/// <summary>
/// Creates and activates a new serialization context for the current async scope.
/// </summary>
/// <returns>A new serialization context. Must be disposed when done.</returns>
public static SerializationContext Create()
{
if (s_current.Value != null)
{
throw new InvalidOperationException("A serialization context is already active in this scope.");
}
var context = new SerializationContext();
s_current.Value = context;
return context;
}
/// <summary>
/// Registers an entity mapping for deserialization.
/// </summary>
/// <param name="fileId">The file-local entity ID.</param>
/// <param name="runtimeEntity">The runtime entity.</param>
public void RegisterEntity(int fileId, Entity runtimeEntity)
{
_fileIdToEntity[fileId] = runtimeEntity;
_entityToFileId[runtimeEntity] = fileId;
}
/// <summary>
/// Registers a runtime entity and assigns it the next available file ID for serialization.
/// </summary>
/// <param name="runtimeEntity">The runtime entity to register.</param>
/// <returns>The assigned file-local ID.</returns>
public int RegisterEntityForSerialization(Entity runtimeEntity)
{
if (!_entityToFileId.TryGetValue(runtimeEntity, out var fileId))
{
fileId = _nextFileId++;
_entityToFileId[runtimeEntity] = fileId;
_fileIdToEntity[fileId] = runtimeEntity;
}
return fileId;
}
/// <summary>
/// Tries to get the runtime entity for a file-local ID.
/// </summary>
/// <param name="fileId">The file-local entity ID.</param>
/// <param name="entity">The runtime entity if found.</param>
/// <returns>True if the entity was found, false otherwise.</returns>
public bool TryGetEntity(int fileId, out Entity entity)
{
return _fileIdToEntity.TryGetValue(fileId, out entity);
}
/// <summary>
/// Tries to get the file-local ID for a runtime entity.
/// </summary>
/// <param name="entity">The runtime entity.</param>
/// <param name="fileId">The file-local ID if found.</param>
/// <returns>True if the file ID was found, false otherwise.</returns>
public bool TryGetFileId(Entity entity, out int fileId)
{
return _entityToFileId.TryGetValue(entity, out fileId);
}
public void Dispose()
{
if (_disposed)
{
return;
}
s_current.Value = null;
_fileIdToEntity.Clear();
_entityToFileId.Clear();
_disposed = true;
}
}