Files
GhostEngine/Ghost.Entities/World.cs
Misaki 61bbb1bc68 Refactor project structure and enhance functionality
Added `InternalsVisibleTo` attribute for "Ghost.Editor" in `AssemblyInfo.cs`.
Added a binary file `Empty.zip` to the project.
Added a new `ProjectMetadata` class in `ProjectMetadata.cs`.
Added new states and interfaces for managing application states in `EditorState.cs`, `LandingState.cs`, and `IAppState.cs`.
Added a notification service in `INotificationService.cs` and `StackedNotificationService.cs`.
Added new XAML files for UI components, including `InspectorView.xaml` and `InternalControls.xaml`.

Changed the `ProjectInfo` class in `ProjectInfo.cs` to include a `MetadataPath` property instead of `Path` and `EngineVersion`.
Changed the `TemplateInfo` class in `TemplateInfo.cs` to use a struct instead of a class for `TemplateData`.
Changed the `ProjectService` class to use the new `ProjectRepository` for managing project data.

Removed several using directives and the entire `ProjectRepository` class from `ProjectRepository.cs`, replacing it with a new implementation.
Removed old methods and properties in `EntityManager` and `World` classes to improve entity management and component handling.

Updated the `Ghost.Data.csproj` file to include the new `Empty.zip` file as a content item.
Updated the `ProjectRepository` class to manage project data using SQLite.
Updated various XAML files to include new styles and controls, improving the overall UI design.
Updated the `CreateProjectViewModel` to include a notification service and handle project creation logic.
Updated the test project to include references to the new `Ghost.Graphics` project and modified test cases to align with the new structure.
2025-05-31 01:45:34 +09:00

95 lines
2.8 KiB
C#

using Ghost.Entities.Query;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
namespace Ghost.Entities;
// TODO: Archetype system for better performance
public partial class World
{
private static List<World> s_worlds = new(2);
private static Queue<WorldID> s_freeWorldSlots = new();
private static int s_maxWorldCount = (int)MathF.Pow(2, Entity.WORLD_INDEX_BITS);
public static int WorldCount => s_worlds.Count - s_freeWorldSlots.Count;
public static World Create(int entityCapacity = 16)
{
lock (s_worlds)
{
if (s_freeWorldSlots.TryDequeue(out var index))
{
s_worlds[index] = new World(index, entityCapacity);
}
else
{
if (s_worlds.Count >= s_maxWorldCount)
{
throw new InvalidOperationException("Maximum number of worlds reached");
}
index = (WorldID)s_worlds.Count;
s_worlds.Add(new World(index, entityCapacity));
}
return s_worlds[index];
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static World GetWorld(int index)
{
return s_worlds[index];
}
}
public partial class World : IDisposable
{
private readonly WorldID _id;
private readonly EntityManager _entityManager;
private readonly ComponentStorage _componentStorage;
private readonly SystemStorage _systemStorage;
internal ComponentStorage ComponentStorage => _componentStorage;
public WorldID ID => _id;
public EntityManager EntityManager => _entityManager;
public SystemStorage SystemStorage => _systemStorage;
private World(WorldID id, int entityCapacity)
{
_id = id;
_entityManager = new EntityManager(this, entityCapacity);
_componentStorage = new ComponentStorage(this);
_systemStorage = new SystemStorage(this);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public Ref<T> GetSingleton<T>()
where T : struct, IComponentData
{
ref var component = ref CollectionsMarshal.GetValueRefOrAddDefault(SingletonContainer<T>.container, _id, out _);
return new Ref<T>(ref component);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public IEnumerable<ScriptComponent> QueryScript()
{
if (_componentStorage.ScriptComponentPool.IsInitialized)
{
return _componentStorage.ScriptComponentPool.ExecutionList!;
}
return Enumerable.Empty<ScriptComponent>();
}
public void Dispose()
{
_entityManager.Dispose();
_componentStorage.Dispose();
_systemStorage.Dispose();
s_freeWorldSlots.Enqueue(_id);
}
}