Files
GhostEngine/Ghost.Entities/Systems/SystemDependencyBuilder.cs
Misaki bab3be2508 Refactor project structure and improve performance
Changed the `ProjectRepository` class to be static for easier usage.
Changed `ProjectService` constants to public properties for accessibility.
Changed `App.xaml` to consolidate theme resources into `Override.xaml`.
Changed `App.xaml.cs` to implement an `AppStateMachine` for better state management.
Changed `ConsolePage` and `HierarchyPage` to utilize the new ViewModel structure.
Changed `ProjectPage` to use the `ExplorerItem` model for asset display.
Changed `Entity` and `EntityManager` to enhance component management with a new `IComponentData` interface.
Changed the `Logger` class to introduce structured logging functionality.
Changed the system architecture to support dependency management for better organization.
Changed the `QueryEnumerable` class to allow for more flexible entity queries.
Changed the `TypeHandle` class to improve efficiency in retrieving type handles.
Changed the `World` class to support robust world management and multiple worlds.
Updated the `Test` class to demonstrate the new entity and component management system.
2025-06-05 21:45:50 +09:00

92 lines
3.3 KiB
C#

using System.Reflection;
namespace Ghost.Entities.Systems;
internal class SystemDependencyBuilder(List<Type> allSystemTypes)
{
private Dictionary<Type, List<Type>> _dependencies = new();
public void BuildDependencyGraph()
{
foreach (var systemType in allSystemTypes)
{
if (!typeof(ISystem).IsAssignableFrom(systemType) || systemType.IsAbstract || systemType.IsInterface)
{
throw new ArgumentException($"{systemType.Name} is not a concrete ISystem type.");
}
var directDependencies = new List<Type>();
var dependsOnAttributes = systemType.GetCustomAttributes<DependsOnAttribute>(false);
foreach (var attr in dependsOnAttributes)
{
directDependencies.AddRange(attr.Prerequisites);
}
_dependencies[systemType] = directDependencies;
}
}
private void Visit(Type systemType, HashSet<Type> visited, HashSet<Type> permanentMark, List<Type> executionOrder)
{
if (permanentMark.Contains(systemType))
{
return;
}
if (visited.Contains(systemType))
{
throw new InvalidOperationException($"Circular dependency detected involving system: {systemType.Name}");
}
visited.Add(systemType); // Mark as currently visiting
if (_dependencies.TryGetValue(systemType, out var directDependencies))
{
foreach (var dependencyType in directDependencies)
{
// Ensure the dependency is a registered system type
if (!allSystemTypes.Contains(dependencyType))
{
throw new InvalidOperationException($"System {systemType.Name} depends on unregistered system {dependencyType.Name}.");
}
Visit(dependencyType, visited, permanentMark, executionOrder);
}
}
visited.Remove(systemType); // Done visiting this node in the current path
permanentMark.Add(systemType); // Mark as permanently processed
executionOrder.Add(systemType); // Add to the sorted list (this will be reversed later for correct order)
}
/// <summary>
/// Builds the topological order of systems.
/// </summary>
/// <returns>A list of system types in the order they should be executed.</returns>
/// <exception cref="InvalidOperationException">Thrown if a circular dependency is detected.</exception>"
public List<Type> BuildExecutionOrder()
{
var executionOrder = new List<Type>(allSystemTypes.Count);
var visited = new HashSet<Type>(); // Tracks visited nodes in the current DFS path (for cycle detection)
var permanentMark = new HashSet<Type>(); // Tracks nodes whose dependencies have been fully resolved
// Initialize dependencies for all registered systems, even those without explicit attributes
foreach (var sysType in allSystemTypes)
{
if (!_dependencies.ContainsKey(sysType))
{
_dependencies[sysType] = new();
}
}
foreach (var systemType in allSystemTypes)
{
if (!permanentMark.Contains(systemType))
{
Visit(systemType, visited, permanentMark, executionOrder);
}
}
return executionOrder;
}
}