forked from Misaki/GhostEngine
Added: - New `ProgressService` class for managing progress indicators. - New `AssetDatabase`, `AssetOpenHandlerAttribute`, and `AsyncAssetOpenHandlerAttribute` classes for asset handling. - `Ghost.UnitTest` project for unit testing with associated files and configurations. Changed: - `ActivationHandler` class to ensure correct handling of `LaunchActivatedEventArgs`. - `App.xaml.cs` to register `INotificationService` and `IProgressService`, replacing `StackedNotificationService`. - `OnLaunched` method in `App.xaml.cs` to correctly call `ActivationHandler.Handle(args)` and start the host. - `INavigationAware` interface from internal to public for broader access. - `EditorState.cs` to activate `EditorApplication` with the current service provider. - Property names in `AssetItem` and `ExplorerItem` structs to `Name` and `FullName`. - `NotificationService` class to implement `INotificationService` and refactor notification handling. - `AssetPathToGlyphConverter` to handle file extensions consistently. - Bindings in `ProjectPage.xaml` and `ProjectPage.xaml.cs` to use `FullName` instead of `Path`. - `EngineEditorWindow` and `LandingWindow` classes to utilize new notification and progress services. - `Logger` class to include a new method for logging errors with exceptions. Updated: - Manifest files and project files to reflect new structure and dependencies. - Solution file `GhostEngine.sln` to include the new unit test project. - Added several new test classes and methods in `UnitTests.cs`.
125 lines
3.3 KiB
C#
125 lines
3.3 KiB
C#
using Ghost.Entities.Components;
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using Ghost.Entities.Query;
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using Ghost.Entities.Systems;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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namespace Ghost.Entities;
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// TODO: Archetype system for better performance
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public partial class World
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{
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private static List<World> s_worlds = new(4);
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private static Queue<WorldID> s_freeWorldSlots = new();
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public static int WorldCount => s_worlds.Count - s_freeWorldSlots.Count;
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public static World Create(int entityCapacity = 16)
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{
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lock (s_worlds)
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{
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if (s_freeWorldSlots.TryDequeue(out var index))
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{
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s_worlds[index] = new World(index, entityCapacity);
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}
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else
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{
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if (s_worlds.Count >= WorldID.MaxValue)
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{
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throw new InvalidOperationException("Maximum number of worlds reached");
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}
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index = (WorldID)s_worlds.Count;
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s_worlds.Add(new World(index, entityCapacity));
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}
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return s_worlds[index];
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static World GetWorld(int index)
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{
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return s_worlds[index];
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}
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}
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public partial class World : IDisposable, IEquatable<World>
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{
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private readonly WorldID _id;
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private readonly EntityManager _entityManager;
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private readonly ComponentStorage _componentStorage;
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private readonly SystemStorage _systemStorage;
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internal ComponentStorage ComponentStorage => _componentStorage;
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public WorldID ID => _id;
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public EntityManager EntityManager => _entityManager;
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public SystemStorage SystemStorage => _systemStorage;
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private World(WorldID id, int entityCapacity)
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{
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_id = id;
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_entityManager = new EntityManager(this, entityCapacity);
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_componentStorage = new ComponentStorage(this);
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_systemStorage = new SystemStorage(this);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public Ref<T> GetSingleton<T>()
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where T : struct, IComponentData
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{
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ref var component = ref CollectionsMarshal.GetValueRefOrAddDefault(SingletonContainer<T>.container, _id, out _);
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return new Ref<T>(ref component);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public IEnumerable<ScriptComponent> QueryScript()
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{
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if (_componentStorage.ScriptComponentPool.IsInitialized)
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{
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return _componentStorage.ScriptComponentPool.ExecutionList!;
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}
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return Enumerable.Empty<ScriptComponent>();
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}
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public void Dispose()
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{
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_entityManager.Dispose();
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_componentStorage.Dispose();
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_systemStorage.Dispose();
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s_freeWorldSlots.Enqueue(_id);
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}
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public bool Equals(World? other)
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{
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if (other is null)
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{
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return false;
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}
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if (ReferenceEquals(this, other))
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{
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return true;
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}
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return _id == other._id;
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}
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public override int GetHashCode()
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{
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return _id.GetHashCode();
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}
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public static bool operator ==(World? left, World? right)
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{
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return left?.Equals(right) ?? right is null;
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}
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public static bool operator !=(World? left, World? right)
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{
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return !(left == right);
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}
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} |