Removed Ghost.ArcEntities project, it's replaced by Ghost.Entities

Added Playback to EntityCommandBuffer
Added JobSchedular to world
Added ISystem and SystemGroup
Updated packages
This commit is contained in:
2025-12-08 20:44:56 +09:00
parent f44208b502
commit 5e276b289d
30 changed files with 2974 additions and 1597 deletions

285
Ghost.Entities/System.cs Normal file
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using Ghost.Core;
using Misaki.HighPerformance.Jobs;
namespace Ghost.Entities;
public readonly ref struct SystemAPI
{
public World World
{
get; init;
}
public Time Time
{
get; init;
}
}
public interface ISystem
{
void Initialize(ref readonly SystemAPI systemAPI);
void PreUpdate(ref readonly SystemAPI systemAPI);
void Update(ref readonly SystemAPI systemAPI);
void PostUpdate(ref readonly SystemAPI systemAPI);
void Cleanup(ref readonly SystemAPI systemAPI);
}
[AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct, AllowMultiple = true)]
public class UpdateAfterAttribute : Attribute
{
public Type SystemType { get; }
public UpdateAfterAttribute(Type systemType)
{
SystemType = systemType;
}
}
[AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct, AllowMultiple = true)]
public class UpdateBeforeAttribute : Attribute
{
public Type SystemType { get; }
public UpdateBeforeAttribute(Type systemType)
{
SystemType = systemType;
}
}
[AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct, AllowMultiple = false)]
public class SystemGroupAttribute : Attribute
{
public Type GroupType { get; }
public SystemGroupAttribute(Type groupType)
{
GroupType = groupType;
}
}
#if false
internal static partial class SystemGroupRegistry
{
private static readonly Dictionary<Type, List<ISystem>> _systemGroupMap = new();
// TODO: Use Source Generators to generate group registrations at compile time.
public static void RegisterSystemGroup<T>(Type groupType)
where T : ISystem, new()
{
if (!_systemGroupMap.ContainsKey(typeof(T)))
{
_systemGroupMap[typeof(T)] = new();
}
_systemGroupMap[groupType].Add(new T());
}
public static List<ISystem> GetSystemsForGroup(Type groupType)
{
if (_systemGroupMap.TryGetValue(groupType, out var systems))
{
return systems;
}
throw new InvalidOperationException($"No systems registered for System Group of type {groupType.FullName}");
}
}
#endif
public abstract class SystemGroup : ISystem
{
private readonly List<ISystem> _systems = new ();
private List<ISystem>? _sortedSystems;
private uint _version = 0;
private uint _sortedVersion = 0;
// public SystemGroup()
// {
// _systems = SystemGroupRegistry.GetSystemsForGroup(GetType());
// }
private static List<ISystem> Sort(List<ISystem> systems)
{
// 1. Build the Graph
// Key: The System, Value: Systems that MUST run before the Key
var dependencies = new Dictionary<Type, HashSet<Type>>();
var systemMap = systems.ToDictionary(s => s.GetType(), s => s);
foreach (var sys in systems)
{
var type = sys.GetType();
if (!dependencies.ContainsKey(type)) dependencies[type] = new HashSet<Type>();
// Handle [UpdateAfter(typeof(Other))] -> Other comes before This
foreach (var attr in type.GetCustomAttributes(typeof(UpdateAfterAttribute), true))
{
var depType = ((UpdateAfterAttribute)attr).SystemType;
dependencies[type].Add(depType);
}
// Handle [UpdateBefore(typeof(Other))] -> This comes before Other
// Which means: Other depends on This
foreach (var attr in type.GetCustomAttributes(typeof(UpdateBeforeAttribute), true))
{
var targetType = ((UpdateBeforeAttribute)attr).SystemType;
if (!dependencies.ContainsKey(targetType)) dependencies[targetType] = new HashSet<Type>();
dependencies[targetType].Add(type);
}
}
// 2. Topological Sort (Kahn's Algorithm variant)
var sortedList = new List<ISystem>();
var visited = new HashSet<Type>();
// We loop until we have sorted everyone
while (sortedList.Count < systems.Count)
{
bool addedAny = false;
foreach (var sys in systems)
{
var type = sys.GetType();
if (visited.Contains(type)) continue;
// Check if all dependencies for this system are already visited/sorted
bool canRun = true;
if (dependencies.TryGetValue(type, out var deps))
{
foreach (var dep in deps)
{
// If the dependency exists in our list but hasn't run yet, we can't run.
// (We check systemMap to ignore dependencies that don't exist in this world)
if (systemMap.ContainsKey(dep) && !visited.Contains(dep))
{
canRun = false;
break;
}
}
}
if (canRun)
{
sortedList.Add(sys);
visited.Add(type);
addedAny = true;
}
}
if (!addedAny)
{
throw new InvalidOperationException("Circular Dependency detected in Systems! Check your [UpdateAfter] attributes.");
}
}
return sortedList;
}
public void AddSystem(ISystem system)
{
_systems.Add(system);
_version++;
}
public void SortSystems()
{
_sortedSystems = Sort(_systems);
_sortedVersion = _version;
}
private void ThrowIfNotSorted()
{
if (_sortedSystems == null || _sortedVersion != _version)
{
throw new InvalidOperationException("Systems must be sorted before calling this method. Call SortSystems() after adding all systems.");
}
}
public void Initialize(ref readonly SystemAPI systemAPI)
{
ThrowIfNotSorted();
foreach (var system in _sortedSystems!)
{
system.Initialize(in systemAPI);
}
}
public void PreUpdate(ref readonly SystemAPI systemAPI)
{
ThrowIfNotSorted();
foreach (var system in _sortedSystems!)
{
system.PreUpdate(in systemAPI);
}
}
public void Update(ref readonly SystemAPI systemAPI)
{
ThrowIfNotSorted();
foreach (var system in _sortedSystems!)
{
system.Update(in systemAPI);
}
}
public void PostUpdate(ref readonly SystemAPI systemAPI)
{
ThrowIfNotSorted();
foreach (var system in _sortedSystems!)
{
system.PostUpdate(in systemAPI);
}
}
public void Cleanup(ref readonly SystemAPI systemAPI)
{
ThrowIfNotSorted();
foreach (var system in _sortedSystems!)
{
system.Cleanup(in systemAPI);
}
}
}
public class DefaultSystemGroup : SystemGroup
{
}
public class SystemManager
{
private readonly World _world;
private readonly List<ISystem> _systems = new ();
private readonly Dictionary<Type, int> _systemTypeMap = new ();
internal SystemManager(World world)
{
_world = world;
}
public void AddSystem<T>()
where T : ISystem, new()
{
var system = new T();
_systems.Add(system);
_systemTypeMap[typeof(T)] = _systems.Count - 1;
}
public T GetSystem<T>()
where T : ISystem
{
if (_systemTypeMap.TryGetValue(typeof(T), out var index))
{
return (T)_systems[index];
}
throw new InvalidOperationException($"System of type {typeof(T).FullName} not found in SystemManager.");
}
}