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.
95 lines
2.7 KiB
C#
95 lines
2.7 KiB
C#
using Ghost.Entities.Components;
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using Ghost.Entities.Query;
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using Ghost.Entities.Systems;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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namespace Ghost.Entities;
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// TODO: Archetype system for better performance
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public partial class World
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{
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private static List<World> s_worlds = new(4);
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private static Queue<WorldID> s_freeWorldSlots = new();
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public static int WorldCount => s_worlds.Count - s_freeWorldSlots.Count;
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public static World Create(int entityCapacity = 16)
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{
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lock (s_worlds)
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{
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if (s_freeWorldSlots.TryDequeue(out var index))
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{
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s_worlds[index] = new World(index, entityCapacity);
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}
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else
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{
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if (s_worlds.Count >= WorldID.MaxValue)
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{
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throw new InvalidOperationException("Maximum number of worlds reached");
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}
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index = (WorldID)s_worlds.Count;
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s_worlds.Add(new World(index, entityCapacity));
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}
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return s_worlds[index];
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static World GetWorld(int index)
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{
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return s_worlds[index];
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}
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}
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public partial class World : IDisposable
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{
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private readonly WorldID _id;
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private readonly EntityManager _entityManager;
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private readonly ComponentStorage _componentStorage;
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private readonly SystemStorage _systemStorage;
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internal ComponentStorage ComponentStorage => _componentStorage;
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public WorldID ID => _id;
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public EntityManager EntityManager => _entityManager;
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public SystemStorage SystemStorage => _systemStorage;
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private World(WorldID id, int entityCapacity)
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{
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_id = id;
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_entityManager = new EntityManager(this, entityCapacity);
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_componentStorage = new ComponentStorage(this);
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_systemStorage = new SystemStorage(this);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public Ref<T> GetSingleton<T>()
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where T : struct, IComponentData
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{
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ref var component = ref CollectionsMarshal.GetValueRefOrAddDefault(SingletonContainer<T>.container, _id, out _);
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return new Ref<T>(ref component);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public IEnumerable<ScriptComponent> QueryScript()
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{
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if (_componentStorage.ScriptComponentPool.IsInitialized)
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{
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return _componentStorage.ScriptComponentPool.ExecutionList!;
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}
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return Enumerable.Empty<ScriptComponent>();
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}
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public void Dispose()
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{
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_entityManager.Dispose();
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_componentStorage.Dispose();
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_systemStorage.Dispose();
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s_freeWorldSlots.Enqueue(_id);
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}
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} |