Files
GhostEngine/Ghost.Entities/World.cs
Misaki ff14c0f49a Refactor application structure and add unit tests
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`.
2025-06-10 16:32:32 +09:00

125 lines
3.3 KiB
C#

using Ghost.Entities.Components;
using Ghost.Entities.Query;
using Ghost.Entities.Systems;
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(4);
private static Queue<WorldID> s_freeWorldSlots = new();
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 >= WorldID.MaxValue)
{
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, IEquatable<World>
{
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);
}
public bool Equals(World? other)
{
if (other is null)
{
return false;
}
if (ReferenceEquals(this, other))
{
return true;
}
return _id == other._id;
}
public override int GetHashCode()
{
return _id.GetHashCode();
}
public static bool operator ==(World? left, World? right)
{
return left?.Equals(right) ?? right is null;
}
public static bool operator !=(World? left, World? right)
{
return !(left == right);
}
}