Continue improve archetype ecs
Updated Archetype to support add and remove entity Added EntityManager Added EntityCommandBuffer
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161
Ghost.ArcEntities/EntityManager.cs
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161
Ghost.ArcEntities/EntityManager.cs
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using Ghost.Core;
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using Misaki.HighPerformance.LowLevel.Buffer;
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using Misaki.HighPerformance.LowLevel.Collections;
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namespace Ghost.ArcEntities;
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public class EntityManager : IDisposable
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{
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private struct EntityLocation
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{
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public Identifier<Archetype> archetypeID;
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public int chunkIndex;
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public int rowIndex;
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}
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private World _world;
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private UnsafeSlotMap<EntityLocation> _entityLocations;
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internal EntityManager(World world)
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{
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_world = world;
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_entityLocations = new UnsafeSlotMap<EntityLocation>(16, Allocator.Persistent);
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}
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public Entity CreateEntity()
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{
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// Put into empty archetype
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ref var emptyArchetype = ref _world.GetArchetypeReference(World.EmptyArchetypeID);
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emptyArchetype.AllocateEntity(out var chunkIndex, out var rowIndex);
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var id = _entityLocations.Add(new EntityLocation
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{
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archetypeID = World.EmptyArchetypeID,
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chunkIndex = chunkIndex,
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rowIndex = rowIndex
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}, out var generation);
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var entity = new Entity(id, generation);
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emptyArchetype.SetEntity(chunkIndex, rowIndex, entity);
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return entity;
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}
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public ResultStatus RemoveEntity(Entity entity)
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{
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if (!_entityLocations.TryGetElementAt(entity.ID, entity.Generation, out var location))
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{
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return ResultStatus.NotFound;
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}
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ref var archetype = ref _world.GetArchetypeReference(location.archetypeID);
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var r = archetype.RemoveEntity(location.chunkIndex, location.rowIndex);
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if (r != ResultStatus.Success)
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{
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return r;
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}
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if (!_entityLocations.Remove(entity.ID, entity.Generation))
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{
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return ResultStatus.NotFound;
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}
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return ResultStatus.Success;
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}
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internal ResultStatus UpdateEntityLocation(Entity entity, Identifier<Archetype> newArchetypeID, int newChunkIndex, int newRowIndex)
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{
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ref var location = ref _entityLocations.GetElementReferenceAt(entity.ID, entity.Generation, out var exist);
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if (!exist)
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{
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return ResultStatus.NotFound;
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}
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location.archetypeID = newArchetypeID;
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location.chunkIndex = newChunkIndex;
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location.rowIndex = newRowIndex;
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return ResultStatus.Success;
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}
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public ResultStatus AddComponent<T>(Entity entity)
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where T : unmanaged
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{
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// Find current location
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ref var location = ref _entityLocations.GetElementReferenceAt(entity.ID, entity.Generation, out var exist);
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if (!exist)
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{
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return ResultStatus.NotFound;
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}
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// Build new archetype signature
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ref var archetype = ref _world.GetArchetypeReference(location.archetypeID);
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var currentSignature = archetype.Signature;
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var compID = ComponentTypeID<T>.value;
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var largestComponentID = Math.Max(currentSignature.Count, compID);
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var length = UnsafeBitSet.RequiredLength(largestComponentID + 1);
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Span<uint> bits = stackalloc uint[length];
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bits.Clear();
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var newSignature = new SpanBitSet(bits);
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var i = 0;
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var compCount = 0;
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do
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{
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i = currentSignature.NextSetBit(i);
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if (i == -1)
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{
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break;
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}
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newSignature.SetBit(i);
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compCount++;
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} while (true);
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compCount++;
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newSignature.SetBit(compID);
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// Find or create new archetype
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var newSignatureHash = newSignature.GetHashCode();
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var newArcID = _world.GetArchetypeIDBySignatureHash(newSignatureHash);
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if (newArcID.IsNotValid)
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{
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// Create new archetype
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Span<int> componentTypeIDs = stackalloc int[compCount];
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componentTypeIDs[0] = compID;
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do
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{
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i = currentSignature.NextSetBit(i);
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if (i == -1)
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{
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break;
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}
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componentTypeIDs[--compCount] = i;
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} while (true);
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_world.CreateArchetype(componentTypeIDs, newSignatureHash);
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}
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ref var newArchetype = ref _world.GetArchetypeReference(newArcID);
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newArchetype.AllocateEntity(out var newChunkIndex, out var newRowIndex);
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newArchetype.SetEntity(newChunkIndex, newRowIndex, entity);
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// Update location
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location.archetypeID = newArcID;
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location.chunkIndex = newChunkIndex;
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location.rowIndex = newRowIndex;
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return ResultStatus.Success;
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}
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public void Dispose()
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{
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_entityLocations.Dispose();
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}
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}
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