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.
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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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