Files
GhostEngine/src/Runtime/Ghost.Entities/System.cs
Misaki 2ea3c509b0 feat: implement scene graph system with ECS hierarchy support
Add hierarchical scene graph for editor with TreeView UI, runtime
HierarchyUtility for parent/child linked-list management, and
incremental sync between editor world and scene graph nodes.

- SceneGraphNode/SceneNode/EntityNode with World, Scene, Entity refs
- SceneGraphBuilder — construct tree from ECS World queries
- HierarchyUtility — SetParent, RemoveParent, IsAncestor, cascade destroy
- EditorWorldService + SceneGraphSyncService — editor world lifecycle & incremental sync
- Hierarchy.xaml — TreeView with DataTemplate + SceneGraphTemplateSelector
- 25 unit tests covering hierarchy ops and scene graph building
2026-05-10 00:14:55 +09:00

477 lines
12 KiB
C#

using Ghost.Core;
using Misaki.HighPerformance.LowLevel.Collections;
using System.Runtime.InteropServices;
namespace Ghost.Entities;
public readonly ref struct SystemAPI
{
public TimeData Time
{
get; init;
}
public World World
{
get; init;
}
}
public interface ISystem
{
void Initialize(ref readonly SystemAPI systemAPI);
void Update(ref readonly SystemAPI systemAPI);
void Cleanup(ref readonly SystemAPI systemAPI);
}
public abstract class SystemBase : ISystem
{
private UnsafeList<int> _requiredQueries;
/// <summary>
/// Gets the world that the system is running on currently.
/// </summary>
public World World
{
get; init;
} = null!;
/// <summary>
/// Gets the last version that the system update.
/// </summary>
public uint LastSystemVersion
{
get; internal set;
} = uint.MaxValue - 1;
private bool ShouldUpdate()
{
if (!_requiredQueries.IsCreated || _requiredQueries.Count == 0)
{
return true;
}
for (var i = 0; i < _requiredQueries.Count; i++)
{
var queryID = _requiredQueries[i];
ref var query = ref World.ComponentManager.GetEntityQueryReference(new Identifier<EntityQuery>(queryID));
if (query.CalculateEntityCount() == 0)
{
return false;
}
}
return true;
}
protected void RequireQueryForUpdate(Identifier<EntityQuery> queryID)
{
if (!_requiredQueries.IsCreated)
{
_requiredQueries = new UnsafeList<int>(4, Misaki.HighPerformance.LowLevel.Buffer.AllocationHandle.Persistent);
}
_requiredQueries.Add(queryID.Value);
}
void ISystem.Initialize(ref readonly SystemAPI systemAPI)
{
OnInitialize(in systemAPI);
}
void ISystem.Update(ref readonly SystemAPI systemAPI)
{
if (ShouldUpdate())
{
if (World.Version - LastSystemVersion > 1)
{
OnStartRunning();
}
OnUpdate(in systemAPI);
LastSystemVersion = World.Version;
}
else
{
if (World.Version - LastSystemVersion <= 1)
{
OnStopRunning();
}
}
}
void ISystem.Cleanup(ref readonly SystemAPI systemAPI)
{
_requiredQueries.Dispose();
OnCleanup(in systemAPI);
}
protected virtual void OnInitialize(ref readonly SystemAPI systemAPI)
{
}
protected virtual void OnUpdate(ref readonly SystemAPI systemAPI)
{
}
protected virtual void OnCleanup(ref readonly SystemAPI systemAPI)
{
}
protected virtual void OnStopRunning()
{
}
protected virtual void OnStartRunning()
{
}
}
public abstract class UpdateAfterAttribute : Attribute
{
public abstract Type SystemType { get; }
}
public abstract class UpdateBeforeAttribute : Attribute
{
public abstract Type SystemType { get; }
}
[AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct, AllowMultiple = true)]
public class UpdateAfterAttribute<T> : UpdateAfterAttribute
{
public override Type SystemType => typeof(T);
}
[AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct, AllowMultiple = true)]
public class UpdateBeforeAttribute<T> : UpdateBeforeAttribute
{
public override Type SystemType => typeof(T);
}
[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 = [];
private List<ISystem>? _sortedSystems;
private uint _version = 0;
private uint _sortedVersion = 0;
public World World
{
get; init;
} = null!;
// public SystemGroup()
// {
// _systems = SystemGroupRegistry.GetSystemsForGroup(GetType());
// }
// TODO: Use Source Generators to generate group registrations at compile time, and remove the need for this public constructor.
private static List<ISystem> Sort(List<ISystem> systems)
{
// 1. Build the Graph
// Key64: The System, Value: Systems that MUST run before the Key64
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();
ref var value = ref CollectionsMarshal.GetValueRefOrAddDefault(dependencies, type, out var exists);
if (!exists || value == null)
{
value = 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;
value.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;
ref var targetDeps = ref CollectionsMarshal.GetValueRefOrAddDefault(dependencies, targetType, out exists);
if (!exists || targetDeps == null)
{
targetDeps = new HashSet<Type>();
}
targetDeps.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)
{
var 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
var 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<T>()
where T : ISystem, new()
{
_systems.Add(new T());
_version++;
}
public void SortSystems()
{
if (_sortedVersion == _version)
{
return;
}
if (_systems.Count == 0)
{
_sortedSystems = new List<ISystem>();
_sortedVersion = _version;
return;
}
_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)
{
if (_systems.Count == 0)
{
return;
}
ThrowIfNotSorted();
foreach (var system in _sortedSystems!)
{
system.Initialize(in systemAPI);
}
}
public void Update(ref readonly SystemAPI systemAPI)
{
if (_systems.Count == 0)
{
return;
}
ThrowIfNotSorted();
foreach (var system in _sortedSystems!)
{
system.Update(in systemAPI);
}
}
public void Cleanup(ref readonly SystemAPI systemAPI)
{
if (_systems.Count == 0)
{
return;
}
ThrowIfNotSorted();
foreach (var system in _sortedSystems!)
{
system.Cleanup(in systemAPI);
}
}
}
public sealed class DefaultSystemGroup : SystemGroup;
public sealed class SystemManager : IDisposable
{
private readonly World _world;
private readonly List<ISystem> _systems = [];
internal IReadOnlyList<ISystem> Systems => _systems;
internal SystemManager(World world)
{
_world = world;
AddSystem<DefaultSystemGroup>();
}
public void AddSystem<T>()
where T : ISystem, new()
{
_systems.Add(new T());
}
public T GetSystem<T>()
where T : ISystem
{
foreach (var system in _systems)
{
if (system is T typedSystem)
{
return typedSystem;
}
}
throw new InvalidOperationException($"System of type {typeof(T).FullName} not found in SystemManager.");
}
internal void InitializeAll(TimeData timeData)
{
if (_systems.Count == 0)
{
return;
}
var systemAPI = new SystemAPI
{
Time = timeData,
World = _world
};
foreach (var system in _systems)
{
system.Initialize(in systemAPI);
}
}
internal void UpdateAll(TimeData timeData)
{
if (_systems.Count == 0)
{
return;
}
var systemAPI = new SystemAPI
{
Time = timeData,
World = _world
};
foreach (var system in _systems)
{
system.Update(in systemAPI);
}
}
internal void CleanupAll(TimeData timeData)
{
if (_systems.Count == 0)
{
return;
}
var systemAPI = new SystemAPI
{
Time = timeData,
World = _world
};
foreach (var system in _systems)
{
system.Cleanup(in systemAPI);
}
}
public void Dispose()
{
CleanupAll(default);
}
}