Rework demo

This commit is contained in:
Ukendio 2024-12-26 06:03:50 +01:00
parent 2e29046770
commit 97fe91387f
17 changed files with 296 additions and 454 deletions

View file

@ -2,18 +2,16 @@ local ReplicatedStorage = game:GetService("ReplicatedStorage")
local RunService = game:GetService("RunService")
local UserInputService = game:GetService("UserInputService")
local jabby = require(ReplicatedStorage.Packages.jabby)
local std = require(ReplicatedStorage.std)
local Scheduler = std.Scheduler
local world = std.world
local std = ReplicatedStorage.std
local scheduler = require(std.scheduler)
local world = require(std.world)
local function start(modules)
local scheduler = Scheduler.new(world, require(ReplicatedStorage.std.components))
for _, module in modules do
require(module)(scheduler)
require(module)
end
local events = scheduler.collect.all()
scheduler.systems.begin(events)
local events = scheduler.COLLECT()
scheduler.BEGIN(events)
jabby.set_check_function(function(player)
return true
end)

View file

@ -3,15 +3,15 @@
-- original author @centau
local SUCCESS = 0
local FAILURE = 1
local RUNNING = 2
local FAILURE = -1
local RUNNING = 0
local SUCCESS = 1
local function SEQUENCE(nodes)
return function(...)
for _, node in nodes do
local status = node(...)
if status == FAILURE or status == RUNNING then
if status <= RUNNING then
return status
end
end
@ -23,7 +23,7 @@ local function FALLBACK(nodes)
return function(...)
for _, node in nodes do
local status = node(...)
if status == SUCCESS or status == RUNNING then
if status > FAILURE then
return status
end
end

View file

@ -8,7 +8,7 @@ local components: {
Model: Entity<Model>,
Player: Entity,
Target: Entity,
Transform: Entity<CFrame>,
Transform: Entity<{ new: CFrame, old: CFrame }>,
Velocity: Entity<number>,
Previous: Entity,
} =
@ -23,4 +23,8 @@ local components: {
Previous = world:component(),
}
for name, component in components :: {[string]: jecs.Entity} do
world:set(component, jecs.Name, name)
end
return table.freeze(components)

View file

@ -1,11 +0,0 @@
local handle = require(script.Parent.handle)
local world = require(script.Parent.world)
local singleton = world:entity()
local function ctx()
-- Cannot cache handles because they will get invalidated
return handle(singleton)
end
return ctx

View file

@ -1,56 +0,0 @@
local jecs = require(game:GetService("ReplicatedStorage").ecs)
local world = require(script.Parent.world)
type Handle = {
has: (self: Handle, id: jecs.Entity) -> boolean,
get: <T>(self: Handle, id: jecs.Entity<T>) -> T?,
add: <T>(self: Handle, id: jecs.Entity<T>) -> Handle,
set: <T>(self: Handle, id: jecs.Entity<T>, value: T) -> Handle,
id: (self: Handle?) -> jecs.Entity,
}
local handle: (e: jecs.Entity) -> Handle
do
local e
local function has(_, id)
return world:has(e, id)
end
local function get(_, id)
return world:get(e, id)
end
local function set(self, id, value)
world:set(e, id, value)
return self
end
local function add(self, id)
world:add(e, id)
return self
end
local function clear(self)
world:clear(e)
return self
end
local function delete(self)
world:delete(e)
end
local function id()
return e
end
local entity = {
has = has,
get = get,
set = set,
add = add,
clear = clear,
id = id,
}
function handle(id)
e = id
return entity
end
end
return handle

View file

@ -1,32 +0,0 @@
--!native
--!optimize 2
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local jecs = require(ReplicatedStorage.ecs)
local function create_cache(hook)
local columns = setmetatable({}, {
__index = function(self, component)
local column = {}
self[component] = column
return column
end,
})
return function(world, component, fn)
local column = columns[component]
table.insert(column, fn)
world:set(component, hook, function(entity, value)
for _, callback in column do
callback(entity, value)
end
end)
end
end
local hooks = {
OnSet = create_cache(jecs.OnSet),
OnAdd = create_cache(jecs.OnAdd),
OnRemove = create_cache(jecs.OnRemove),
}
return hooks

View file

@ -1,25 +0,0 @@
local jecs = require(game:GetService("ReplicatedStorage").ecs)
local world = require(script.world) :: jecs.World
export type World = jecs.World
local Scheduler = require(script.scheduler)
export type Scheduler = Scheduler.Scheduler
local std = {
ChangeTracker = require(script.changetracker),
Scheduler = Scheduler,
bt = require(script.bt),
collect = require(script.collect),
components = require(script.components),
ctx = require(script.ctx),
handle = require(script.handle),
interval = require(script.interval),
ref = require(script.ref),
world = world :: World,
pair = jecs.pair,
__ = jecs.w,
hooks = require(script.hooks),
}
return std

View file

@ -16,4 +16,4 @@ local function interval(s)
return throttle
end
return interval
return interval

View file

@ -0,0 +1,14 @@
local std = game:GetService("ReplicatedStorage").std
local Players = game:GetService("Players")
local scheduler = require(std.scheduler)
local PHASE = scheduler.PHASE
return {
PlayerAdded = PHASE({
event = Players.PlayerAdded
}),
PlayerRemoved = PHASE({
event = Players.PlayerRemoving
})
}

View file

@ -1,16 +1,18 @@
local handle = require(script.Parent.handle)
local world = require(script.Parent.world)
local refs = {}
local jecs = require(game:GetService("ReplicatedStorage").ecs)
local refs: {[any]: jecs.Entity} = {}
local function fini(key)
local function fini(key): () -> ()
return function()
refs[key] = nil
end
end
local function ref(key): (handle.Handle, (() -> ())?)
local function noop() end
local function ref(key): (jecs.Entity, () -> ())
if not key then
return handle(world:entity())
return world:entity(), noop
end
local e = refs[key]
if not e then
@ -18,7 +20,7 @@ local function ref(key): (handle.Handle, (() -> ())?)
refs[key] = e
end
-- Cannot cache handles because they will get invalidated
return handle(e), fini(key)
return e, fini(key)
end
return ref

View file

@ -1,31 +0,0 @@
local reserved = 0
local function reserve()
reserved += 1
return reserved
end
-- If you don't like passing around a world singleton
-- and you need to register component IDs, just register them.
-- I dont use this because I like adding component traits
--[[
local components = {
Model = registry.reserve(),
Transform = registry.reserve(),
}
local world = registry.register(jecs.World.new())
local e = world:entity()
world:set(e, components.Transform, CFrame)
]]
local function register(world)
for _ = 1, reserved do
world:component()
end
return world
end
return {
reserve = reserve,
register = register,
}

View file

@ -1,6 +1,7 @@
--!native
--!optimize 2
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local RunService = game:GetService("RunService")
local jabby = require(ReplicatedStorage.Packages.jabby)
local jecs = require(ReplicatedStorage.ecs)
local pair = jecs.pair
@ -8,6 +9,7 @@ local Name = jecs.Name
type World = jecs.World
type Entity<T = nil> = jecs.Entity<T>
type Id<T = unknown> = jecs.Id<T>
type System = {
callback: (world: World) -> (),
@ -21,226 +23,145 @@ type Events = {
Heartbeat: Systems,
}
export type Scheduler = {
components: {
Disabled: Entity,
System: Entity<System>,
Phase: Entity,
DependsOn: Entity,
},
local world = require(script.Parent.world)
local Disabled = world:entity()
local System = world:component() :: Id<{ callback: (any) -> (), name: string}>
local DependsOn = world:entity()
local Event = world:component() :: Id<RBXScriptSignal>
local Phase = world:entity()
collect: {
under_event: (event: Entity) -> Systems,
all: () -> Events,
},
local PreRender = world:entity()
local Heartbeat = world:entity()
local PreAnimation = world:entity()
local PreSimulation = world:entity()
systems: {
begin: (events: Events) -> { [Entity]: thread },
new: (callback: (dt: number) -> (), phase: Entity) -> Entity,
},
local sys: System
local dt: number
phases: {
RenderStepped: Entity,
Heartbeat: Entity,
},
local jabby_scheduler = jabby.scheduler.create("Scheduler")
phase: (after: Entity) -> Entity,
local a, b, c, d
local function run()
local id = sys.id
jabby_scheduler:run(id, sys.callback, a, b, c, d)
return nil
end
debugging: boolean,
}
world:add(Heartbeat, Phase)
world:set(Heartbeat, Event, RunService.Heartbeat)
local scheduler_new: (w: World, components: { [string]: Entity }) -> Scheduler
world:add(PreSimulation, Phase)
world:set(PreSimulation, Event, RunService.PreSimulation)
do
local world: World
local Disabled: Entity
local System: Entity<System>
local DependsOn: Entity
local Phase: Entity
local Event: Entity<RBXScriptSignal>
world:add(PreAnimation, Phase)
world:set(PreAnimation, Event, RunService.PreAnimation)
local scheduler
table.insert(jabby.public, {
class_name = "World",
name = "MyWorld",
world = world,
debug = Name,
entities = {},
})
local RenderStepped
local Heartbeat
local PreAnimation
local PreSimulation
jabby.public.updated = true
local sys: System
local dt
table.insert(jabby.public, jabby_scheduler)
local function run()
local id = sys.id
scheduler:run(id, sys.callback, dt)
end
if RunService:IsClient() then
world:add(PreRender, Phase)
world:set(PreRender, Event, (RunService :: RunService).PreRender)
end
local function panic(str)
-- We don't want to interrupt the loop when we error
task.spawn(error, str)
end
local function begin(events: { Systems })
local connections = {}
for event, systems in events do
if not event then
continue
end
local event_name = tostring(event)
connections[event] = event:Connect(function(delta)
debug.profilebegin(event_name)
for _, s in systems do
sys = s
dt = delta
local didNotYield, why = xpcall(function()
for _ in run do
break
end
end, debug.traceback)
local function begin(events: { [RBXScriptSignal]: Systems })
local connections = {}
for event, systems in events do
if not event then
continue
end
local event_name = tostring(event)
connections[event] = event:Connect(function(...)
debug.profilebegin(event_name)
for _, s in systems do
sys = s
a, b, c, d = ...
if didNotYield then
continue
end
if string.find(why, "thread is not yieldable") then
panic(
"Not allowed to yield in the systems."
.. "\n"
.. "System: "
.. debug.info(s.callback, "n")
.. " has been ejected"
)
continue
end
panic(why)
for _ in run do
break
end
debug.profileend()
end)
end
return threads
end
debug.profileend()
end)
end
return connections
end
local function scheduler_collect_systems_under_phase_recursive(systems, phase)
local phase_name = world:get(phase, Name)
for _, s in world:query(System):with(pair(DependsOn, phase)) do
table.insert(systems, {
id = scheduler:register_system({
name = s.name,
phase = phase_name,
}),
callback = s.callback,
})
end
for after in world:query(Phase):with(pair(DependsOn, phase)) do
scheduler_collect_systems_under_phase_recursive(systems, after)
end
end
local function scheduler_collect_systems_under_event(event)
local systems = {}
scheduler_collect_systems_under_phase_recursive(systems, event)
return systems
end
local function scheduler_collect_systems_all()
local events = {}
for phase, event in world:query(Event):with(Phase) do
events[event] = scheduler_collect_systems_under_event(phase)
end
return events
end
local function scheduler_phase_new(after)
local phase = world:entity()
world:add(phase, Phase)
local dependency = pair(DependsOn, after)
world:add(phase, dependency)
return phase
end
local function scheduler_systems_new(callback, phase)
local system = world:entity()
local name = debug.info(callback, "n")
world:set(system, System, { callback = callback, name = name })
world:add(system, pair(DependsOn, phase))
return system
end
function scheduler_new(w: World, components: { [string]: Entity })
world = w
Disabled = world:component()
System = world:component()
Phase = world:component()
DependsOn = world:component()
Event = world:component()
RenderStepped = world:component()
Heartbeat = world:component()
PreSimulation = world:component()
PreAnimation = world:component()
local RunService = game:GetService("RunService")
if RunService:IsClient() then
world:add(RenderStepped, Phase)
world:set(RenderStepped, Event, RunService.RenderStepped)
end
world:add(Heartbeat, Phase)
world:set(Heartbeat, Event, RunService.Heartbeat)
world:add(PreSimulation, Phase)
world:set(PreSimulation, Event, RunService.PreSimulation)
world:add(PreAnimation, Phase)
world:set(PreAnimation, Event, RunService.PreAnimation)
for name, component in components do
world:set(component, Name, name)
end
table.insert(jabby.public, {
class_name = "World",
name = "MyWorld",
world = world,
debug = Name,
entities = {},
local function scheduler_collect_systems_under_phase_recursive(systems, phase: Entity)
local phase_name = world:get(phase, Name)
for _, s in world:query(System):with(pair(DependsOn, phase)) do
table.insert(systems, {
id = jabby_scheduler:register_system({
name = s.name,
phase = phase_name,
} :: any),
callback = s.callback,
})
jabby.public.updated = true
scheduler = jabby.scheduler.create("scheduler")
table.insert(jabby.public, scheduler)
return {
phase = scheduler_phase_new,
phases = {
RenderStepped = RenderStepped,
PreSimulation = PreSimulation,
Heartbeat = Heartbeat,
PreAnimation = PreAnimation,
},
world = world,
components = {
DependsOn = DependsOn,
Disabled = Disabled,
Phase = Phase,
System = System,
},
collect = {
under_event = scheduler_collect_systems_under_event,
all = scheduler_collect_systems_all,
},
systems = {
new = scheduler_systems_new,
begin = begin,
},
}
end
for after in world:query(Phase):with(pair(DependsOn, phase)):iter() do
scheduler_collect_systems_under_phase_recursive(systems, after)
end
end
local function scheduler_collect_systems_under_event(event)
local systems = {}
scheduler_collect_systems_under_phase_recursive(systems, event)
return systems
end
local function scheduler_collect_systems_all()
local events = {}
for phase, event in world:query(Event):with(Phase) do
events[event] = scheduler_collect_systems_under_event(phase)
end
return events
end
local function scheduler_phase_new(d: { after: Entity?, event: RBXScriptSignal? })
local phase = world:entity()
world:add(phase, Phase)
local after = d.after
if after then
local dependency = pair(DependsOn, after :: Entity)
world:add(phase, dependency)
end
local event = d.event
if event then
world:set(phase, Event, event)
end
return phase
end
local function scheduler_systems_new(callback: (any) -> (), phase: Entity?)
local system = world:entity()
world:set(system, System, { callback = callback, name = debug.info(callback, "n") })
local depends_on = DependsOn :: jecs.Entity
local p: Entity = phase or Heartbeat
world:add(system, pair(depends_on, p))
return system
end
return {
new = scheduler_new,
SYSTEM = scheduler_systems_new,
BEGIN = begin,
PHASE = scheduler_phase_new,
COLLECT = scheduler_collect_systems_all,
phases = {
Heartbeat = Heartbeat,
PreSimulation = PreSimulation,
PreAnimation = PreAnimation,
PreRender = PreRender
}
}

View file

@ -6,13 +6,12 @@ local ReplicatedStorage = game:GetService("ReplicatedStorage")
local blink = require(game:GetService("ServerScriptService").net)
local jecs = require(ReplicatedStorage.ecs)
local __ = jecs.Wildcard
local std = ReplicatedStorage.std
local ref = require(std.ref)
local interval = require(std.interval)
local std = require(ReplicatedStorage.std)
local ref = std.ref
local interval = std.interval
local world: std.World = std.world
local cts = std.components
local world = require(std.world)
local cts = require(std.components)
local Mob = cts.Mob
local Transform = cts.Transform
@ -20,13 +19,26 @@ local Velocity = cts.Velocity
local Player = cts.Player
local Character = cts.Character
local characters = world
:query(Character)
:with(Player)
:cached()
local moving_mobs = world
:query(Transform, Velocity)
:with(Mob)
:cached()
local function mobsMove(dt: number)
local targets = {}
for _, character in world:query(Character):with(Player):iter() do
for _, character in characters:iter() do
table.insert(targets, (character.PrimaryPart :: Part).Position)
end
for mob, transform, v in world:query(Transform, Velocity):with(Mob):iter() do
for mob, transform, v in moving_mobs:iter() do
local cf = transform.new
local p = cf.Position
@ -53,21 +65,24 @@ end
local throttle = interval(5)
local function spawnMobs()
local function spawnMobs()
if throttle() then
local p = Vector3.new(0, 5, 0)
local cf = CFrame.new(p)
local v = 5
local id = ref():set(Velocity, v):set(Transform, { new = cf }):add(Mob).id()
local e = world:entity()
world:set(e, Velocity, v)
world:set(e, Transform, { new = cf })
world:add(e, Mob)
blink.SpawnMob.FireAll(id, cf, v)
blink.SpawnMob.FireAll(e, cf, v)
end
end
return function(scheduler: std.Scheduler)
local phases = scheduler.phases
local system_new = scheduler.systems.new
system_new(mobsMove, phases.Heartbeat)
system_new(spawnMobs, phases.Heartbeat)
end
local scheduler = require(std.scheduler)
scheduler.SYSTEM(spawnMobs)
scheduler.SYSTEM(mobsMove)
return 0

View file

@ -1,43 +1,40 @@
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local std = require(ReplicatedStorage.std)
local ref = std.ref
local collect = std.collect
local std = ReplicatedStorage.std
local ref = require(std.ref)
local collect = require(std.collect)
local cts = std.components
local cts = require(std.components)
local world = require(std.world)
local Player = cts.Player
local Character = cts.Character
local playersAdded = collect(Players.PlayerAdded)
local playersRemoved = collect(Players.PlayerRemoving)
local world: std.World = std.world
local conn = {}
local function players()
for _, player in playersAdded do
world:set(std.world:entity(), cts.Transform)
local e = ref(player.UserId):set(Player, player)
local characterAdd = player.CharacterAdded
conn[e.id()] = characterAdd:Connect(function(rig)
while rig.Parent ~= workspace do
task.wait()
end
e:set(Character, rig)
end)
end
for _, player in playersRemoved do
local id = ref(player.UserId):clear().id()
conn[id]:Disconnect()
conn[id] = nil
end
local function playersAdded(player: Player)
local e = ref(player.UserId)
world:set(e, Player, player)
local characterAdd = player.CharacterAdded
conn[e] = characterAdd:Connect(function(rig)
while rig.Parent ~= workspace do
task.wait()
end
world:set(e, Character, rig)
end)
end
return function(scheduler: std.Scheduler)
local phases = scheduler.phases
local system_new = scheduler.systems.new
system_new(players, phases.Heartbeat)
local function playersRemoved(player: Player)
local e = ref(player.UserId)
world:clear(e)
local connection = conn[e]
connection:Disconnect()
conn[e] = nil
end
local scheduler = require(std.scheduler)
local phases = require(std.phases)
scheduler.SYSTEM(playersAdded, phases.PlayerAdded)
scheduler.SYSTEM(playersRemoved, phases.PlayerRemoved)
return 0

View file

@ -1,20 +1,22 @@
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local blink = require(ReplicatedStorage.net)
local std = require(ReplicatedStorage.std)
local world = std.world
local ref = std.ref
local std = ReplicatedStorage.std
local world = require(std.world)
local ref = require(std.ref)
local cts = std.components
local cts = require(std.components)
local Model = cts.Model
local Transform = cts.Transform
local moving_models = world:query(Transform, Model):cached()
local function move(dt: number)
for _, transform, model in world:query(Transform, Model):iter() do
for _, transform, model in moving_models:iter() do
local cf = transform.new
if cf ~= transform.old then
local origo = model.PrimaryPart.CFrame
model.PrimaryPart.CFrame = origo:Lerp(cf, 1)
local part = model.PrimaryPart :: BasePart
local origo = part.CFrame
part.CFrame = origo:Lerp(cf, 1)
transform.old = cf
end
end
@ -22,8 +24,8 @@ end
local function syncTransforms()
for _, id, cf in blink.UpdateTransform.Iter() do
local e = ref("server-" .. id)
local transform = e:get(cts.Transform)
local e = ref("server-" .. tostring(id))
local transform = world:get(e, Transform)
if not transform then
continue
end
@ -31,9 +33,9 @@ local function syncTransforms()
end
end
return function(scheduler: std.Scheduler)
local phases = scheduler.phases
local system_new = scheduler.systems.new
system_new(move, phases.Heartbeat)
system_new(syncTransforms, phases.RenderStepped)
end
local scheduler = require(std.scheduler)
scheduler.SYSTEM(move)
scheduler.SYSTEM(syncTransforms)
return 0

View file

@ -1,9 +1,9 @@
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local blink = require(ReplicatedStorage.net)
local std = require(ReplicatedStorage.std)
local ref = std.ref
local world = std.world
local cts = std.components
local std = ReplicatedStorage.std
local ref = require(std.ref)
local world = require(std.world)
local cts = require(std.components)
local function syncMobs()
for _, id, cf, vel in blink.SpawnMob.Iter() do
@ -16,16 +16,16 @@ local function syncMobs()
part.Parent = model
model.Parent = workspace
ref("server-" .. id)
:set(cts.Transform, { new = cf, old = cf })
:set(cts.Velocity, vel)
:set(cts.Model, model)
:add(cts.Mob)
local e = ref("server-" .. tostring(id))
world:set(e, cts.Transform, { new = cf, old = cf })
world:set(e, cts.Velocity, vel)
world:set(e, cts.Model, model)
world:add(e, cts.Mob)
end
end
return function(scheduler: std.Scheduler)
local phases = scheduler.phases
local system_new = scheduler.systems.new
system_new(syncMobs, phases.RenderStepped)
end
local scheduler = require(std.scheduler)
scheduler.SYSTEM(syncMobs)
return 0

View file

@ -0,0 +1,44 @@
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local std = ReplicatedStorage.std
local world = require(std.world)
local A = world:component()
local B = world:component()
local C = world:component()
local D = world:component()
local function flip()
return math.random() >= 0.15
end
for i = 1, 2^8 do
local e = world:entity()
if flip() then
world:set(e, A, true)
end
if flip() then
world:set(e, B, true)
end
if flip() then
world:set(e, C, true)
end
if flip() then
world:set(e, D, true)
end
end
local function uncached()
for _ in world:query(A, B, C, D) do
end
end
local q = world:query(A, B, C, D):cached()
local function cached()
for _ in q:iter() do
end
end
local scheduler = require(std.scheduler)
scheduler.SYSTEM(uncached)
scheduler.SYSTEM(cached)
return 0