Improve AssetDatabase performance.

This commit is contained in:
2026-01-29 20:37:45 +09:00
parent e71851550b
commit 9f05944d81
10 changed files with 140 additions and 183 deletions

View File

@@ -1,3 +1,4 @@
using Ghost.Core;
using Ghost.Entities;
using Misaki.HighPerformance.LowLevel.Buffer;
using Misaki.HighPerformance.LowLevel.Collections;
@@ -58,7 +59,7 @@ public readonly struct Scene : IEquatable<Scene>
public override string ToString()
{
return $"Scene {{ ID: {_id} }}";
return $"Scene(ID: {_id})";
}
}
@@ -69,24 +70,17 @@ public readonly struct Scene : IEquatable<Scene>
/// This is a minimal runtime representation. All metadata (like scene names)
/// should be stored in editor-only classes (SceneNode).
/// </remarks>
public class SceneManager
public static class SceneManager
{
private readonly World _world;
private short _nextSceneID;
internal SceneManager(World world)
{
_world = world;
_nextSceneID = 0;
}
private static short s_nextSceneID;
/// <summary>
/// Creates a new scene in the world.
/// </summary>
/// <returns>The created scene.</returns>
public Scene CreateScene()
public static Scene CreateScene()
{
var scene = new Scene(_nextSceneID++);
var scene = new Scene(s_nextSceneID++);
return scene;
}
@@ -94,13 +88,11 @@ public class SceneManager
/// Destroys all entities belonging to the specified scene.
/// </summary>
/// <param name="scene">The scene to unload.</param>
public void UnloadScene(Scene scene)
/// <param name="world">The world containing the entities.</param>
public static void UnloadScene(Scene scene, World world)
{
// Build query for entities with SceneID
var builder = new QueryBuilder();
builder.WithAll([ComponentTypeID<Components.SceneID>.Value]);
var queryID = builder.Build(_world);
ref var query = ref _world.ComponentManager.GetEntityQueryReference(queryID);
var queryID = new QueryBuilder().WithAll<Components.SceneID>().Build(world);
ref var query = ref world.ComponentManager.GetEntityQueryReference(queryID);
using var scope = AllocationManager.CreateStackScope();
var entitiesToDestroy = new UnsafeList<Entity>(128, scope.AllocationHandle);
@@ -120,22 +112,20 @@ public class SceneManager
}
}
_world.EntityManager.DestroyEntities(entitiesToDestroy.AsSpan());
world.EntityManager.DestroyEntities(entitiesToDestroy.AsSpan());
}
/// <summary>
/// Gets all entities belonging to the specified scene.
/// </summary>
/// <param name="scene">The scene to query.</param>
/// <param name="world">The world containing the entities.</param>
/// <param name="entities">Span to store the entities.</param>
/// <returns>The number of entities written to the span.</returns>
public int GetSceneEntities(Scene scene, Span<Entity> entities)
public static int GetSceneEntities(Scene scene, World world, Span<Entity> entities)
{
// Build query for entities with SceneID
var builder = new QueryBuilder();
builder.WithAll([ComponentTypeID<Components.SceneID>.Value]);
var queryID = builder.Build(_world);
ref var query = ref _world.ComponentManager.GetEntityQueryReference(queryID);
var queryID = new QueryBuilder().WithAll<Components.SceneID>().Build(world);
ref var query = ref world.ComponentManager.GetEntityQueryReference(queryID);
var index = 0;