Implement core entity management features
Added `Archetype` struct with chunk management and disposal. Added `BitSet` class for managing collections of bits. Added `Class1.cs` as a placeholder for graphics functionality. Added `ComponentData` struct and `ComponentPool` class for component management. Added `ComponentRegistry` for efficient component registration. Added `EntityChangeQueue` as a placeholder for future changes. Added `Helpers.ttinclude` and `QueryRefComponent.tt` for code generation. Added `Signature` struct for managing component signatures. Added `World` struct to manage the game world and entities. Added `QueryRefComponent` delegates for querying entities. Changed `Archetype.cs` to implement `IDisposable`. Changed `AssemblyInfo.cs` to update global using directives. Changed `Chunk.cs` to introduce `ChunkCollection` for chunk management. Changed `Component.cs` to refine component management methods. Changed `Entity.cs` to improve properties and methods. Changed `Ghost.Entities.csproj` to update project properties. Changed `Program.cs` to demonstrate entity creation and querying. Changed `World.Query.cs` to facilitate querying with components.
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Ghost.ArchetypeEntities/Registries/ComponentRegistry.cs
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22
Ghost.ArchetypeEntities/Registries/ComponentRegistry.cs
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namespace Ghost.Entities.Registries;
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internal static class ComponentRegistry
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{
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private static readonly Dictionary<Type, ComponentData> _hashCodeToComponentMap = new(64);
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public static unsafe ComponentData GetOrAdd<T>()
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where T : unmanaged, IComponent
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{
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var type = typeof(T);
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if (_hashCodeToComponentMap.TryGetValue(type, out var data))
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{
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return data;
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}
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var id = (ushort)_hashCodeToComponentMap.Count;
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data = new ComponentData(id, sizeof(T));
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_hashCodeToComponentMap.Add(type, data);
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return data;
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}
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}
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