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GhostEngine/doc/docs/ecs-workflows.md
Misaki d8a7b07624 feat(graphics): improve rendering pipeline and docs
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# ECS Workflows
This document outlines standard daily workflows for working within GhostEngine's ECS.
## Creating Entity Queries
To read or modify data, you first build an `EntityQuery`. You use the `QueryBuilder` struct to define inclusion and exclusion constraints.
```csharp
Identifier<EntityQuery> queryId = QueryBuilder.Create()
.WithAll<Position>() // Must have Position
.WithAny<Player, Enemy>() // Must have Player OR Enemy
.WithNone<Dead>() // Must NOT have Dead structurally
.WithDisabled<Renderable>() // Must have Renderable structurally, but it must be disabled
.Build(world);
```
Queries are hashed and cached internally by the `ComponentManager`. Building the same query mask twice will yield the same `Identifier<EntityQuery>`.
## Iterating Chunk Views
Once you have a query, use `GetChunkIterator()` to traverse the unmanaged memory directly. This returns a `ChunkView` struct.
Because the data is unmanaged, you can extract `Span<T>` and modify it with extreme speed.
```csharp
ref var query = ref world.ComponentManager.GetEntityQueryReference(queryId);
foreach (var chunkView in query.GetChunkIterator())
{
// Get Read-Only Span
ReadOnlySpan<Velocity> vels = chunkView.GetComponentData<Velocity>();
// Get Read-Write Span
Span<Position> pos = chunkView.GetComponentDataRW<Position>();
// For loop for cache-aligned processing
for (int i = 0; i < chunkView.EntityCount; i++)
{
pos[i].Value += vels[i].Value * dt;
}
}
```
> **Note:** Accessing data using `GetComponentDataRW<T>()` will automatically bump the internal version numbers for that component type in that specific chunk, allowing other systems to detect changes efficiently.
## Entity Command Buffers (Structural Changes)
In ECS, structural changes (adding/removing components, destroying entities) reorganize chunk memory. Doing this while iterating over chunks invalidates the memory layout.
To safely defer structural changes, use an `EntityCommandBuffer`.
```csharp
// Get the world's main ECB
var ecb = world.EntityCommandBuffer;
foreach (var chunk in query.GetChunkIterator())
{
var entities = chunk.GetEntities();
var healths = chunk.GetComponentData<Health>();
for (int i = 0; i < chunk.EntityCount; i++)
{
if (healths[i].Value <= 0)
{
// Defer the destruction until Playback() is called
ecb.DestroyEntity(entities[i]);
}
}
}
```
At the end of the frame (or the end of the system group update), you must call:
```csharp
world.PlaybackEntityCommandBuffers();
```
### Multi-threading ECBs
When using the `JobScheduler`, you can record deferred commands across multiple worker threads concurrently by requesting thread-local ECBs:
```csharp
int workerIndex = JobScheduler.CurrentThreadIndex;
var threadEcb = world.GetThreadLocalEntityCommandBuffer(workerIndex);
// Safely record structural changes from parallel jobs
threadEcb.AddComponent<Dead>(entity);
```