Refactor folder structure
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154
src/Runtime/Ghost.Engine/Core/Scene.cs
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154
src/Runtime/Ghost.Engine/Core/Scene.cs
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using Ghost.Entities;
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using Misaki.HighPerformance.LowLevel.Buffer;
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using Misaki.HighPerformance.LowLevel.Collections;
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namespace Ghost.Engine.Core;
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/// <summary>
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/// Represents a runtime scene - a collection of entities with the same SceneID.
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/// </summary>
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public readonly struct Scene : IEquatable<Scene>
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{
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private readonly short _id;
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/// <summary>
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/// Gets the unique identifier of this scene.
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/// </summary>
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public short ID => _id;
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/// <summary>
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/// Gets whether this scene is valid.
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/// </summary>
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public bool IsValid => _id >= 0;
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/// <summary>
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/// Gets an invalid scene instance.
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/// </summary>
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public static Scene Invalid => new(-1);
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internal Scene(short id)
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{
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_id = id;
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}
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public bool Equals(Scene other)
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{
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return _id == other._id;
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}
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public override bool Equals(object? obj)
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{
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return obj is Scene other && Equals(other);
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}
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public override int GetHashCode()
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{
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return _id.GetHashCode();
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}
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public static bool operator ==(Scene left, Scene right)
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{
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return left.Equals(right);
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}
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public static bool operator !=(Scene left, Scene right)
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{
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return !left.Equals(right);
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}
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public override string ToString()
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{
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return $"Scene(ID: {_id})";
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}
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}
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/// <summary>
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/// Manages scenes within a world.
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/// </summary>
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/// <remarks>
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/// This is a minimal runtime representation. All metadata (like scene names)
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/// should be stored in editor-only classes (SceneNode).
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/// </remarks>
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public static class SceneManager
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{
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private static short s_nextSceneID;
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private static readonly Queue<short> s_recycledSceneIDs = new();
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/// <summary>
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/// Creates a new scene in the world.
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/// </summary>
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/// <returns>The created scene.</returns>
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public static Scene CreateScene()
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{
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if (!s_recycledSceneIDs.TryDequeue(out var id))
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{
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id = s_nextSceneID++;
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}
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return new Scene(id);
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}
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/// <summary>
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/// Destroys all entities belonging to the specified scene.
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/// </summary>
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/// <param name="scene">The scene to unload.</param>
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/// <param name="world">The world containing the entities.</param>
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public static void UnloadScene(Scene scene, World world)
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{
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var queryID = new QueryBuilder().WithAll<Components.SceneID>().Build(world);
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ref var query = ref world.ComponentManager.GetEntityQueryReference(queryID);
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using var scope = AllocationManager.CreateStackScope();
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var entitiesToDestroy = new UnsafeList<Entity>(128, scope.AllocationHandle);
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// Iterate through all matching entities
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foreach (var chunk in query.GetChunkIterator())
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{
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var entities = chunk.GetEntities();
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var sceneIDs = chunk.GetComponentData<Components.SceneID>();
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for (var i = 0; i < chunk.Count; i++)
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{
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if (sceneIDs[i].scene.ID == scene.ID)
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{
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entitiesToDestroy.Add(entities[i]);
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}
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}
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}
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world.EntityManager.DestroyEntities(entitiesToDestroy.AsSpan());
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s_recycledSceneIDs.Enqueue(scene.ID);
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}
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/// <summary>
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/// Gets all entities belonging to the specified scene.
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/// </summary>
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/// <param name="scene">The scene to query.</param>
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/// <param name="world">The world containing the entities.</param>
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/// <param name="entities">Span to store the entities.</param>
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/// <returns>The number of entities written to the span.</returns>
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public static UnsafeList<Entity> GetSceneEntities(Scene scene, World world, AllocationHandle handle)
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{
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var queryID = new QueryBuilder().WithAll<Components.SceneID>().Build(world);
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ref var query = ref world.ComponentManager.GetEntityQueryReference(queryID);
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var entities = new UnsafeList<Entity>(128, handle);
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// Iterate through all matching entities
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foreach (var chunk in query.GetChunkIterator())
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{
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var chunkEntities = chunk.GetEntities();
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var sceneIDs = chunk.GetComponentData<Components.SceneID>();
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for (var i = 0; i < chunk.Count; i++)
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{
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if (sceneIDs[i].scene.ID == scene.ID)
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{
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entities.Add(chunkEntities[i]);
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}
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}
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}
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return entities;
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}
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}
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