MoonTools.ECS/src/Rev2/World.cs

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using System;
using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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namespace MoonTools.ECS.Rev2
{
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public class World : IDisposable
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{
// Lookup from ArchetypeSignature to Archetype
Dictionary<ArchetypeSignature, Archetype> ArchetypeIndex = new Dictionary<ArchetypeSignature, Archetype>();
// Going from EntityId to Archetype and storage row
Dictionary<EntityId, Record> EntityIndex = new Dictionary<EntityId, Record>();
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// Going from ComponentId to an Archetype storage column index
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Dictionary<ComponentId, Dictionary<ArchetypeId, ArchetypeRecord>> ComponentIndex = new Dictionary<ComponentId, Dictionary<ArchetypeId, ArchetypeRecord>>();
// Get ComponentId from a Type
Dictionary<Type, ComponentId> TypeToComponentId = new Dictionary<Type, ComponentId>();
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// Get element size from a ComponentId
Dictionary<ComponentId, int> ElementSizes = new Dictionary<ComponentId, int>();
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// ID Management
IdAssigner<ArchetypeId> ArchetypeIdAssigner = new IdAssigner<ArchetypeId>();
IdAssigner<EntityId> EntityIdAssigner = new IdAssigner<EntityId>();
IdAssigner<ComponentId> ComponentIdAssigner = new IdAssigner<ComponentId>();
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private bool IsDisposed;
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public World()
{
// Create the Empty Archetype
CreateArchetype(ArchetypeSignature.Empty);
}
private Archetype CreateArchetype(ArchetypeSignature signature)
{
var archetypeId = ArchetypeIdAssigner.Assign();
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var archetype = new Archetype(archetypeId, signature)
{
Components = new List<Column>(signature.Count)
};
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ArchetypeIndex.Add(signature, archetype);
for (int i = 0; i < signature.Count; i += 1)
{
var componentId = signature[i];
ComponentIndex[componentId].Add(archetypeId, new ArchetypeRecord(i));
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archetype.Components.Add(new Column(ElementSizes[componentId]));
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}
return archetype;
}
public EntityId CreateEntity()
{
var entityId = EntityIdAssigner.Assign();
var emptyArchetype = ArchetypeIndex[ArchetypeSignature.Empty];
EntityIndex.Add(entityId, new Record(emptyArchetype, 0));
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emptyArchetype.RowToEntity.Add(entityId);
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return entityId;
}
// FIXME: would be much more efficient to do all this at load time somehow
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private ComponentId RegisterComponent<T>() where T : unmanaged
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{
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var componentId = ComponentIdAssigner.Assign();
TypeToComponentId.Add(typeof(T), componentId);
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ComponentIndex.Add(componentId, new Dictionary<ArchetypeId, ArchetypeRecord>());
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ElementSizes.Add(componentId, Unsafe.SizeOf<T>());
return componentId;
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}
public ComponentId GetComponentId<T>() where T : unmanaged
{
if (!TypeToComponentId.TryGetValue(typeof(T), out var componentId))
{
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return RegisterComponent<T>();
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}
return componentId;
}
public bool HasComponent<T>(EntityId entityId) where T : unmanaged
{
var componentId = GetComponentId<T>();
var record = EntityIndex[entityId];
var archetypes = ComponentIndex[componentId];
return archetypes.ContainsKey(record.Archetype.Id);
}
public unsafe T GetComponent<T>(EntityId entityId) where T : unmanaged
{
var componentId = GetComponentId<T>();
var record = EntityIndex[entityId];
var archetype = record.Archetype;
var archetypes = ComponentIndex[componentId];
if (!archetypes.ContainsKey(archetype.Id))
{
return default; // FIXME: maybe throw in debug mode?
}
var archetypeRecord = archetypes[archetype.Id];
var column = archetype.Components[archetypeRecord.ColumnIndex];
return ((T*) column.Elements)[record.Row];
}
public void AddComponent<T>(EntityId entityId, T component) where T : unmanaged
{
Archetype? nextArchetype;
var componentId = GetComponentId<T>();
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// move the entity to the new archetype
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var record = EntityIndex[entityId];
var archetype = record.Archetype;
if (archetype.Edges.TryGetValue(componentId, out var edge))
{
nextArchetype = edge.Add;
}
else
{
// FIXME: pool the signatures
var nextSignature = new ArchetypeSignature(archetype.Signature.Count + 1);
archetype.Signature.CopyTo(nextSignature);
nextSignature.Insert(componentId);
if (!ArchetypeIndex.TryGetValue(nextSignature, out nextArchetype))
{
nextArchetype = CreateArchetype(nextSignature);
}
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var newEdge = new ArchetypeEdge(nextArchetype, archetype);
archetype.Edges.Add(componentId, newEdge);
nextArchetype.Edges.Add(componentId, newEdge);
}
MoveEntityToHigherArchetype(entityId, record.Row, archetype, nextArchetype);
// add the new component to the new archetype
var archetypes = ComponentIndex[componentId];
var archetypeRecord = archetypes[nextArchetype.Id];
var column = nextArchetype.Components[archetypeRecord.ColumnIndex];
column.Append(component);
}
public void RemoveComponent<T>(EntityId entityId) where T : unmanaged
{
Archetype? nextArchetype;
var componentId = GetComponentId<T>();
var record = EntityIndex[entityId];
var archetype = record.Archetype;
if (archetype.Edges.TryGetValue(componentId, out var edge))
{
nextArchetype = edge.Remove;
}
else
{
// FIXME: pool the signatures
var nextSignature = new ArchetypeSignature(archetype.Signature.Count + 1);
archetype.Signature.CopyTo(nextSignature);
nextSignature.Remove(componentId);
if (!ArchetypeIndex.TryGetValue(nextSignature, out nextArchetype))
{
nextArchetype = CreateArchetype(nextSignature);
}
var newEdge = new ArchetypeEdge(nextArchetype, archetype);
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archetype.Edges.Add(componentId, newEdge);
nextArchetype.Edges.Add(componentId, newEdge);
}
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MoveEntityToLowerArchetype(entityId, record.Row, archetype, nextArchetype, componentId);
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}
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private void MoveEntityToHigherArchetype(EntityId entityId, int row, Archetype from, Archetype to)
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{
for (int i = 0; i < from.Components.Count; i += 1)
{
var componentId = from.Signature[i];
var destinationColumnIndex = ComponentIndex[componentId][to.Id].ColumnIndex;
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// copy all components to higher archetype
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from.Components[i].CopyToEnd(row, to.Components[destinationColumnIndex]);
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// delete row on from archetype
from.Components[i].Delete(row);
if (from.Count > 1)
{
// update row to entity lookup on from archetype
from.RowToEntity[row] = from.RowToEntity[from.Count - 1];
from.RowToEntity.RemoveAt(from.Count - 1);
EntityIndex[from.RowToEntity[row]] = new Record(from, row);
}
}
// update row to entity lookup on to archetype
EntityIndex[entityId] = new Record(to, to.Count);
to.RowToEntity.Add(entityId);
to.Count += 1;
from.Count -= 1;
}
private void MoveEntityToLowerArchetype(EntityId entityId, int row, Archetype from, Archetype to, ComponentId removed)
{
for (int i = 0; i < from.Components.Count; i += 1)
{
var componentId = from.Signature[i];
// delete the row
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from.Components[i].Delete(row);
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// if this isn't the removed component, copy to the lower archetype
if (componentId != removed)
{
var destinationColumnIndex = ComponentIndex[componentId][to.Id].ColumnIndex;
from.Components[i].CopyToEnd(row, to.Components[destinationColumnIndex]);
if (from.Count > 0)
{
// update row to entity lookup on from archetype
from.RowToEntity[row] = from.RowToEntity[from.Count - 1];
from.RowToEntity.RemoveAt(from.Count - 1);
EntityIndex[from.RowToEntity[row]] = new Record(from, row);
}
}
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}
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// update row to entity lookup on to archetype
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EntityIndex[entityId] = new Record(to, to.Count);
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to.RowToEntity.Add(entityId);
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to.Count += 1;
from.Count -= 1;
}
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protected virtual void Dispose(bool disposing)
{
if (!IsDisposed)
{
if (disposing)
{
// dispose managed state (managed objects)
foreach (var archetype in ArchetypeIndex.Values)
{
for (var i = 0; i < archetype.Signature.Count; i += 1)
{
archetype.Components[i].Dispose();
}
}
}
// TODO: free unmanaged resources (unmanaged objects) and override finalizer
// TODO: set large fields to null
IsDisposed = true;
}
}
// TODO: override finalizer only if 'Dispose(bool disposing)' has code to free unmanaged resources
// ~World()
// {
// // Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method
// Dispose(disposing: false);
// }
public void Dispose()
{
// Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method
Dispose(disposing: true);
GC.SuppressFinalize(this);
}
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}
}