forked from Misaki/GhostEngine
Refactor project structure and improve performance
Changed the `ProjectRepository` class to be static for easier usage. Changed `ProjectService` constants to public properties for accessibility. Changed `App.xaml` to consolidate theme resources into `Override.xaml`. Changed `App.xaml.cs` to implement an `AppStateMachine` for better state management. Changed `ConsolePage` and `HierarchyPage` to utilize the new ViewModel structure. Changed `ProjectPage` to use the `ExplorerItem` model for asset display. Changed `Entity` and `EntityManager` to enhance component management with a new `IComponentData` interface. Changed the `Logger` class to introduce structured logging functionality. Changed the system architecture to support dependency management for better organization. Changed the `QueryEnumerable` class to allow for more flexible entity queries. Changed the `TypeHandle` class to improve efficiency in retrieving type handles. Changed the `World` class to support robust world management and multiple worlds. Updated the `Test` class to demonstrate the new entity and component management system.
This commit is contained in:
27
Ghost.Entities/Systems/ISystem.cs
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27
Ghost.Entities/Systems/ISystem.cs
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namespace Ghost.Entities.Systems;
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/// <summary>
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/// Attribute to declare that a system depends on one or more other systems.
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/// </summary>
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[AttributeUsage(AttributeTargets.Struct | AttributeTargets.Class, AllowMultiple = false)]
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public class DependsOnAttribute : Attribute
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{
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public Type[] Prerequisites
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{
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get;
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}
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public DependsOnAttribute(params Type[] prerequisites)
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{
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Prerequisites = prerequisites;
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}
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}
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public interface ISystem
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{
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public void OnCreate(in SystemState state);
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public void OnUpdate(in SystemState state);
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public void OnDestroy(in SystemState state);
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}
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92
Ghost.Entities/Systems/SystemDependencyBuilder.cs
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92
Ghost.Entities/Systems/SystemDependencyBuilder.cs
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using System.Reflection;
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namespace Ghost.Entities.Systems;
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internal class SystemDependencyBuilder(List<Type> allSystemTypes)
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{
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private Dictionary<Type, List<Type>> _dependencies = new();
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public void BuildDependencyGraph()
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{
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foreach (var systemType in allSystemTypes)
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{
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if (!typeof(ISystem).IsAssignableFrom(systemType) || systemType.IsAbstract || systemType.IsInterface)
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{
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throw new ArgumentException($"{systemType.Name} is not a concrete ISystem type.");
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}
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var directDependencies = new List<Type>();
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var dependsOnAttributes = systemType.GetCustomAttributes<DependsOnAttribute>(false);
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foreach (var attr in dependsOnAttributes)
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{
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directDependencies.AddRange(attr.Prerequisites);
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}
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_dependencies[systemType] = directDependencies;
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}
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}
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private void Visit(Type systemType, HashSet<Type> visited, HashSet<Type> permanentMark, List<Type> executionOrder)
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{
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if (permanentMark.Contains(systemType))
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{
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return;
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}
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if (visited.Contains(systemType))
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{
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throw new InvalidOperationException($"Circular dependency detected involving system: {systemType.Name}");
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}
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visited.Add(systemType); // Mark as currently visiting
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if (_dependencies.TryGetValue(systemType, out var directDependencies))
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{
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foreach (var dependencyType in directDependencies)
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{
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// Ensure the dependency is a registered system type
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if (!allSystemTypes.Contains(dependencyType))
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{
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throw new InvalidOperationException($"System {systemType.Name} depends on unregistered system {dependencyType.Name}.");
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}
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Visit(dependencyType, visited, permanentMark, executionOrder);
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}
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}
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visited.Remove(systemType); // Done visiting this node in the current path
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permanentMark.Add(systemType); // Mark as permanently processed
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executionOrder.Add(systemType); // Add to the sorted list (this will be reversed later for correct order)
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}
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/// <summary>
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/// Builds the topological order of systems.
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/// </summary>
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/// <returns>A list of system types in the order they should be executed.</returns>
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/// <exception cref="InvalidOperationException">Thrown if a circular dependency is detected.</exception>"
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public List<Type> BuildExecutionOrder()
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{
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var executionOrder = new List<Type>(allSystemTypes.Count);
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var visited = new HashSet<Type>(); // Tracks visited nodes in the current DFS path (for cycle detection)
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var permanentMark = new HashSet<Type>(); // Tracks nodes whose dependencies have been fully resolved
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// Initialize dependencies for all registered systems, even those without explicit attributes
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foreach (var sysType in allSystemTypes)
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{
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if (!_dependencies.ContainsKey(sysType))
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{
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_dependencies[sysType] = new();
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}
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}
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foreach (var systemType in allSystemTypes)
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{
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if (!permanentMark.Contains(systemType))
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{
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Visit(systemType, visited, permanentMark, executionOrder);
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}
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}
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return executionOrder;
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}
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}
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10
Ghost.Entities/Systems/SystemState.cs
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10
Ghost.Entities/Systems/SystemState.cs
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namespace Ghost.Entities.Systems;
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public struct SystemState
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{
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public World World
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{
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get;
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init;
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}
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}
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95
Ghost.Entities/Systems/SystemStorage.cs
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95
Ghost.Entities/Systems/SystemStorage.cs
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using System.Runtime.CompilerServices;
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namespace Ghost.Entities.Systems;
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[SkipLocalsInit]
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public struct SystemStorage
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{
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private readonly List<Type> _systems = new();
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private readonly List<ISystem> _executionList = new();
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private readonly World _world;
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public event Action<Type>? SystemAdded;
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public event Action<Type>? SystemRemoved;
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internal SystemStorage(World world)
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{
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_world = world;
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}
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public readonly void AddSystem(Type systemType)
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{
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_systems.Add(systemType);
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SystemAdded?.Invoke(systemType);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly void AddSystem<T>()
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where T : ISystem, new()
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{
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AddSystem(typeof(T));
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}
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public readonly void RemoveSystem(Type systemType)
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{
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_systems.Remove(systemType);
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SystemRemoved?.Invoke(systemType);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly void RemoveSystem<T>()
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where T : ISystem, new()
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{
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RemoveSystem(typeof(T));
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}
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internal void CreateSystems()
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{
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var builder = new SystemDependencyBuilder(_systems);
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builder.BuildDependencyGraph();
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var executionOrder = builder.BuildExecutionOrder();
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var state = new SystemState()
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{
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World = _world,
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};
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foreach (var systemType in executionOrder)
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{
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var system = (ISystem?)Activator.CreateInstance(systemType) ?? throw new InvalidOperationException($"Failed to create instance of system type {systemType.Name}.");
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_executionList.Add(system);
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system.OnCreate(in state);
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}
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}
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internal void UpdateSystems()
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{
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var state = new SystemState()
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{
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World = _world,
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};
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foreach (var system in _executionList)
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{
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system.OnUpdate(in state);
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}
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}
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internal void Dispose()
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{
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var state = new SystemState()
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{
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World = _world,
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};
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foreach (var system in _executionList)
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{
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system.OnDestroy(in state);
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}
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_systems.Clear();
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_executionList.Clear();
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}
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}
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