Files
GhostEngine/Ghost.Entities/World.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

95 lines
2.7 KiB
C#

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