mirror of
https://github.com/Ukendio/jecs.git
synced 2025-04-24 17:10:03 +00:00
Demo (#96)
* Fix query types * Add systems to demo * Remove comments of inlined versions * Fix style * Replication * Test :iter
This commit is contained in:
parent
56694ba99f
commit
a73eeb1a4f
28 changed files with 1288 additions and 151 deletions
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@ -4,3 +4,4 @@ rojo = "rojo-rbx/rojo@7.4.1"
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stylua = "johnnymorganz/stylua@0.19.1"
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selene = "kampfkarren/selene@0.26.1"
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wally-patch-package = "Barocena/wally-patch-package@1.2.1"
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Blink = "1Axen/Blink@0.14.1"
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@ -3,23 +3,20 @@
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"tree": {
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"$className": "DataModel",
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"ReplicatedStorage": {
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"Shared": {
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"$path": "demo/src/shared"
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},
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"$className": "ReplicatedStorage",
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"$path": "demo/src/ReplicatedStorage",
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"ecs": {
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"$path": "src"
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},
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"net": {
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"$path": "demo/net/client.luau"
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}
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},
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"ServerScriptService": {
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"Server": {
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"$path": "demo/src/server"
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}
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},
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"StarterPlayer": {
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"StarterPlayerScripts": {
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"Client": {
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"$path": "demo/src/client"
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}
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"$className": "ServerScriptService",
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"$path": "demo/src/ServerScriptService",
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"net": {
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"$path": "demo/net/server.luau"
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}
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},
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"Workspace": {
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@ -66,6 +63,11 @@
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"$properties": {
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"RespectFilteringEnabled": true
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}
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},
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"StarterPlayer": {
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"StarterPlayerScripts": {
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"$path": "demo/src/StarterPlayer/StarterPlayerScripts"
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}
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}
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}
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}
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18
demo/.config/blink
Normal file
18
demo/.config/blink
Normal file
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@ -0,0 +1,18 @@
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option ClientOutput = "../net/client.luau"
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option ServerOutput = "../net/server.luau"
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event UpdateTransform {
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From: Server,
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Type: Unreliable,
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Call: SingleSync,
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Poll: true,
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Data: (f64, CFrame)
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}
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event SpawnMob {
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From: Server,
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Type: Reliable,
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Call: SingleSync,
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Poll: true,
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Data: (f64, CFrame, u8)
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}
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@ -1,17 +1,15 @@
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# example
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Generated by [Rojo](https://github.com/rojo-rbx/rojo) 7.4.1.
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# Demo
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## Getting Started
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To build the place from scratch, use:
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## Build with Rojo
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To build the place, run the following commands from the root of the repository:
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```bash
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rojo build -o "example.rbxlx"
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cd demo
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rojo build -o "demo.rbxl"
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```
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Next, open `example.rbxlx` in Roblox Studio and start the Rojo server:
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Next, open `demo.rbxl` in Roblox Studio and start the Rojo server:
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```bash
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rojo serve
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```
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For more help, check out [the Rojo documentation](https://rojo.space/docs).
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337
demo/net/client.luau
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337
demo/net/client.luau
Normal file
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@ -0,0 +1,337 @@
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--!strict
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--!native
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--!optimize 2
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--!nolint LocalShadow
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--#selene: allow(shadowing)
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-- File generated by Blink v0.14.1 (https://github.com/1Axen/Blink)
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-- This file is not meant to be edited
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local ReplicatedStorage = game:GetService("ReplicatedStorage")
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local RunService = game:GetService("RunService")
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if not RunService:IsClient() then
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error("Client network module can only be required from the client.")
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end
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local Reliable: RemoteEvent = ReplicatedStorage:WaitForChild("BLINK_RELIABLE_REMOTE") :: RemoteEvent
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local Unreliable: UnreliableRemoteEvent = ReplicatedStorage:WaitForChild("BLINK_UNRELIABLE_REMOTE") :: UnreliableRemoteEvent
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local Invocations = 0
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local SendSize = 64
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local SendOffset = 0
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local SendCursor = 0
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local SendBuffer = buffer.create(64)
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local SendInstances = {}
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local RecieveCursor = 0
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local RecieveBuffer = buffer.create(64)
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local RecieveInstances = {}
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local RecieveInstanceCursor = 0
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type Entry = {
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value: any,
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next: Entry?
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}
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type Queue = {
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head: Entry?,
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tail: Entry?
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}
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type BufferSave = {
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Size: number,
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Cursor: number,
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Buffer: buffer,
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Instances: {Instance}
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}
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local function Read(Bytes: number)
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local Offset = RecieveCursor
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RecieveCursor += Bytes
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return Offset
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end
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local function Save(): BufferSave
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return {
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Size = SendSize,
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Cursor = SendCursor,
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Buffer = SendBuffer,
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Instances = SendInstances
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}
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end
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local function Load(Save: BufferSave?)
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if Save then
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SendSize = Save.Size
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SendCursor = Save.Cursor
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SendOffset = Save.Cursor
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SendBuffer = Save.Buffer
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SendInstances = Save.Instances
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return
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end
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SendSize = 64
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SendCursor = 0
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SendOffset = 0
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SendBuffer = buffer.create(64)
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SendInstances = {}
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end
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local function Invoke()
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if Invocations == 255 then
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Invocations = 0
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end
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local Invocation = Invocations
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Invocations += 1
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return Invocation
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end
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local function Allocate(Bytes: number)
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local InUse = (SendCursor + Bytes)
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if InUse > SendSize then
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--> Avoid resizing the buffer for every write
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while InUse > SendSize do
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SendSize *= 1.5
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end
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local Buffer = buffer.create(SendSize)
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buffer.copy(Buffer, 0, SendBuffer, 0, SendCursor)
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SendBuffer = Buffer
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end
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SendOffset = SendCursor
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SendCursor += Bytes
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return SendOffset
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end
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local function CreateQueue(): Queue
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return {
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head = nil,
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tail = nil
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}
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end
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local function Pop(queue: Queue): any
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local head = queue.head
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if head == nil then
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return
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end
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queue.head = head.next
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return head.value
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end
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local function Push(queue: Queue, value: any)
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local entry: Entry = {
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value = value,
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next = nil
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}
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if queue.tail ~= nil then
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queue.tail.next = entry
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end
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queue.tail = entry
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if queue.head == nil then
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queue.head = entry
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end
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end
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local Types = {}
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local Calls = table.create(256)
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local Events: any = {
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Reliable = table.create(256),
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Unreliable = table.create(256)
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}
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local Queue: any = {
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Reliable = table.create(256),
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Unreliable = table.create(256)
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}
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Queue.Unreliable[0] = CreateQueue()
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Queue.Reliable[0] = CreateQueue()
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function Types.ReadEVENT_UpdateTransform(): (number, CFrame)
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-- Read BLOCK: 32 bytes
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local BLOCK_START = Read(32)
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local Value1 = buffer.readf64(RecieveBuffer, BLOCK_START + 0)
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local X = buffer.readf32(RecieveBuffer, BLOCK_START + 8)
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local Y = buffer.readf32(RecieveBuffer, BLOCK_START + 12)
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local Z = buffer.readf32(RecieveBuffer, BLOCK_START + 16)
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local Position = Vector3.new(X, Y, Z)
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local rX = buffer.readf32(RecieveBuffer, BLOCK_START + 20)
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local rY = buffer.readf32(RecieveBuffer, BLOCK_START + 24)
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local rZ = buffer.readf32(RecieveBuffer, BLOCK_START + 28)
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local Value2 = CFrame.new(Position) * CFrame.fromOrientation(rX, rY, rZ)
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return Value1, Value2
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end
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function Types.WriteEVENT_UpdateTransform(Value1: number, Value2: CFrame): ()
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-- Allocate BLOCK: 33 bytes
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local BLOCK_START = Allocate(33)
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buffer.writeu8(SendBuffer, BLOCK_START + 0, 0)
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buffer.writef64(SendBuffer, BLOCK_START + 1, Value1)
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local Vector = Value2.Position
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buffer.writef32(SendBuffer, BLOCK_START + 9, Vector.X)
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buffer.writef32(SendBuffer, BLOCK_START + 13, Vector.Y)
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buffer.writef32(SendBuffer, BLOCK_START + 17, Vector.Z)
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local rX, rY, rZ = Value2:ToOrientation()
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buffer.writef32(SendBuffer, BLOCK_START + 21, rX)
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buffer.writef32(SendBuffer, BLOCK_START + 25, rY)
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buffer.writef32(SendBuffer, BLOCK_START + 29, rZ)
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end
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function Types.ReadEVENT_SpawnMob(): (number, CFrame, number)
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-- Read BLOCK: 33 bytes
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local BLOCK_START = Read(33)
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local Value1 = buffer.readf64(RecieveBuffer, BLOCK_START + 0)
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local X = buffer.readf32(RecieveBuffer, BLOCK_START + 8)
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local Y = buffer.readf32(RecieveBuffer, BLOCK_START + 12)
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local Z = buffer.readf32(RecieveBuffer, BLOCK_START + 16)
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local Position = Vector3.new(X, Y, Z)
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local rX = buffer.readf32(RecieveBuffer, BLOCK_START + 20)
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local rY = buffer.readf32(RecieveBuffer, BLOCK_START + 24)
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local rZ = buffer.readf32(RecieveBuffer, BLOCK_START + 28)
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local Value2 = CFrame.new(Position) * CFrame.fromOrientation(rX, rY, rZ)
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local Value3 = buffer.readu8(RecieveBuffer, BLOCK_START + 32)
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return Value1, Value2, Value3
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end
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function Types.WriteEVENT_SpawnMob(Value1: number, Value2: CFrame, Value3: number): ()
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-- Allocate BLOCK: 34 bytes
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local BLOCK_START = Allocate(34)
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buffer.writeu8(SendBuffer, BLOCK_START + 0, 0)
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buffer.writef64(SendBuffer, BLOCK_START + 1, Value1)
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local Vector = Value2.Position
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buffer.writef32(SendBuffer, BLOCK_START + 9, Vector.X)
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buffer.writef32(SendBuffer, BLOCK_START + 13, Vector.Y)
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buffer.writef32(SendBuffer, BLOCK_START + 17, Vector.Z)
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local rX, rY, rZ = Value2:ToOrientation()
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buffer.writef32(SendBuffer, BLOCK_START + 21, rX)
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buffer.writef32(SendBuffer, BLOCK_START + 25, rY)
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buffer.writef32(SendBuffer, BLOCK_START + 29, rZ)
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buffer.writeu8(SendBuffer, BLOCK_START + 33, Value3)
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end
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local function StepReplication()
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if SendCursor <= 0 then
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return
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end
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local Buffer = buffer.create(SendCursor)
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buffer.copy(Buffer, 0, SendBuffer, 0, SendCursor)
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Reliable:FireServer(Buffer, SendInstances)
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SendSize = 64
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SendCursor = 0
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SendOffset = 0
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SendBuffer = buffer.create(64)
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table.clear(SendInstances)
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end
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local Elapsed = 0
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RunService.Heartbeat:Connect(function(DeltaTime: number)
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Elapsed += DeltaTime
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if Elapsed >= (1 / 61) then
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Elapsed -= (1 / 61)
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StepReplication()
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end
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end)
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Reliable.OnClientEvent:Connect(function(Buffer: buffer, Instances: {Instance})
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RecieveCursor = 0
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RecieveBuffer = Buffer
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RecieveInstances = Instances
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RecieveInstanceCursor = 0
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local Size = buffer.len(RecieveBuffer)
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while (RecieveCursor < Size) do
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-- Read BLOCK: 1 bytes
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local BLOCK_START = Read(1)
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local Index = buffer.readu8(RecieveBuffer, BLOCK_START + 0)
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if Index == 0 then
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Push(Queue.Reliable[0], table.pack(Types.ReadEVENT_SpawnMob()))
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end
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end
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end)
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Unreliable.OnClientEvent:Connect(function(Buffer: buffer, Instances: {Instance})
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RecieveCursor = 0
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RecieveBuffer = Buffer
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RecieveInstances = Instances
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RecieveInstanceCursor = 0
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local Size = buffer.len(RecieveBuffer)
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while (RecieveCursor < Size) do
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-- Read BLOCK: 1 bytes
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local BLOCK_START = Read(1)
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local Index = buffer.readu8(RecieveBuffer, BLOCK_START + 0)
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if Index == 0 then
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Push(Queue.Unreliable[0], table.pack(Types.ReadEVENT_UpdateTransform()))
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end
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end
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end)
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return {
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StepReplication = StepReplication,
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UpdateTransform = {
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Iter = function(): () -> (number, number, CFrame)
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local index = 0
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local queue = Queue.Unreliable[0]
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return function (): (number, number, CFrame)
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index += 1
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local arguments = Pop(queue)
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if arguments ~= nil then
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return index, unpack(arguments, 1, arguments.n)
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end
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return
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end
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end,
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Next = function(): () -> (number, number, CFrame)
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local index = 0
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local queue = Queue.Unreliable[0]
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return function (): (number, number, CFrame)
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index += 1
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local arguments = Pop(queue)
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if arguments ~= nil then
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return index, unpack(arguments, 1, arguments.n)
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end
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return
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end
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end
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},
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SpawnMob = {
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Iter = function(): () -> (number, number, CFrame, number)
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local index = 0
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local queue = Queue.Reliable[0]
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return function (): (number, number, CFrame, number)
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index += 1
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local arguments = Pop(queue)
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if arguments ~= nil then
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return index, unpack(arguments, 1, arguments.n)
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end
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return
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end
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end,
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Next = function(): () -> (number, number, CFrame, number)
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local index = 0
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local queue = Queue.Reliable[0]
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return function (): (number, number, CFrame, number)
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index += 1
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local arguments = Pop(queue)
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if arguments ~= nil then
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return index, unpack(arguments, 1, arguments.n)
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end
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return
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end
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end
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},
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}
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374
demo/net/server.luau
Normal file
374
demo/net/server.luau
Normal file
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@ -0,0 +1,374 @@
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--!strict
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--!native
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--!optimize 2
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--!nolint LocalShadow
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--#selene: allow(shadowing)
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-- File generated by Blink v0.14.1 (https://github.com/1Axen/Blink)
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-- This file is not meant to be edited
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local Players = game:GetService("Players")
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local ReplicatedStorage = game:GetService("ReplicatedStorage")
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local RunService = game:GetService("RunService")
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if not RunService:IsServer() then
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error("Server network module can only be required from the server.")
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end
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local Reliable: RemoteEvent = ReplicatedStorage:FindFirstChild("BLINK_RELIABLE_REMOTE") :: RemoteEvent
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if not Reliable then
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local RemoteEvent = Instance.new("RemoteEvent")
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RemoteEvent.Name = "BLINK_RELIABLE_REMOTE"
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RemoteEvent.Parent = ReplicatedStorage
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Reliable = RemoteEvent
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end
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local Unreliable: UnreliableRemoteEvent = ReplicatedStorage:FindFirstChild("BLINK_UNRELIABLE_REMOTE") :: UnreliableRemoteEvent
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if not Unreliable then
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local UnreliableRemoteEvent = Instance.new("UnreliableRemoteEvent")
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UnreliableRemoteEvent.Name = "BLINK_UNRELIABLE_REMOTE"
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UnreliableRemoteEvent.Parent = ReplicatedStorage
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Unreliable = UnreliableRemoteEvent
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end
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local Invocations = 0
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local SendSize = 64
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local SendOffset = 0
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local SendCursor = 0
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local SendBuffer = buffer.create(64)
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local SendInstances = {}
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local RecieveCursor = 0
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local RecieveBuffer = buffer.create(64)
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local RecieveInstances = {}
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local RecieveInstanceCursor = 0
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type Entry = {
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value: any,
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next: Entry?
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}
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type Queue = {
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head: Entry?,
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tail: Entry?
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}
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type BufferSave = {
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Size: number,
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Cursor: number,
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Buffer: buffer,
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Instances: {Instance}
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}
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local function Read(Bytes: number)
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local Offset = RecieveCursor
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RecieveCursor += Bytes
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return Offset
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end
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local function Save(): BufferSave
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return {
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Size = SendSize,
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Cursor = SendCursor,
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Buffer = SendBuffer,
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Instances = SendInstances
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}
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end
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|
||||
local function Load(Save: BufferSave?)
|
||||
if Save then
|
||||
SendSize = Save.Size
|
||||
SendCursor = Save.Cursor
|
||||
SendOffset = Save.Cursor
|
||||
SendBuffer = Save.Buffer
|
||||
SendInstances = Save.Instances
|
||||
return
|
||||
end
|
||||
|
||||
SendSize = 64
|
||||
SendCursor = 0
|
||||
SendOffset = 0
|
||||
SendBuffer = buffer.create(64)
|
||||
SendInstances = {}
|
||||
end
|
||||
|
||||
local function Invoke()
|
||||
if Invocations == 255 then
|
||||
Invocations = 0
|
||||
end
|
||||
|
||||
local Invocation = Invocations
|
||||
Invocations += 1
|
||||
return Invocation
|
||||
end
|
||||
|
||||
local function Allocate(Bytes: number)
|
||||
local InUse = (SendCursor + Bytes)
|
||||
if InUse > SendSize then
|
||||
--> Avoid resizing the buffer for every write
|
||||
while InUse > SendSize do
|
||||
SendSize *= 1.5
|
||||
end
|
||||
|
||||
local Buffer = buffer.create(SendSize)
|
||||
buffer.copy(Buffer, 0, SendBuffer, 0, SendCursor)
|
||||
SendBuffer = Buffer
|
||||
end
|
||||
|
||||
SendOffset = SendCursor
|
||||
SendCursor += Bytes
|
||||
|
||||
return SendOffset
|
||||
end
|
||||
|
||||
local function CreateQueue(): Queue
|
||||
return {
|
||||
head = nil,
|
||||
tail = nil
|
||||
}
|
||||
end
|
||||
|
||||
local function Pop(queue: Queue): any
|
||||
local head = queue.head
|
||||
if head == nil then
|
||||
return
|
||||
end
|
||||
|
||||
queue.head = head.next
|
||||
return head.value
|
||||
end
|
||||
|
||||
local function Push(queue: Queue, value: any)
|
||||
local entry: Entry = {
|
||||
value = value,
|
||||
next = nil
|
||||
}
|
||||
|
||||
if queue.tail ~= nil then
|
||||
queue.tail.next = entry
|
||||
end
|
||||
|
||||
queue.tail = entry
|
||||
|
||||
if queue.head == nil then
|
||||
queue.head = entry
|
||||
end
|
||||
end
|
||||
|
||||
local Types = {}
|
||||
local Calls = table.create(256)
|
||||
|
||||
local Events: any = {
|
||||
Reliable = table.create(256),
|
||||
Unreliable = table.create(256)
|
||||
}
|
||||
|
||||
local Queue: any = {
|
||||
Reliable = table.create(256),
|
||||
Unreliable = table.create(256)
|
||||
}
|
||||
|
||||
|
||||
function Types.ReadEVENT_UpdateTransform(): (number, CFrame)
|
||||
-- Read BLOCK: 32 bytes
|
||||
local BLOCK_START = Read(32)
|
||||
local Value1 = buffer.readf64(RecieveBuffer, BLOCK_START + 0)
|
||||
local X = buffer.readf32(RecieveBuffer, BLOCK_START + 8)
|
||||
local Y = buffer.readf32(RecieveBuffer, BLOCK_START + 12)
|
||||
local Z = buffer.readf32(RecieveBuffer, BLOCK_START + 16)
|
||||
local Position = Vector3.new(X, Y, Z)
|
||||
local rX = buffer.readf32(RecieveBuffer, BLOCK_START + 20)
|
||||
local rY = buffer.readf32(RecieveBuffer, BLOCK_START + 24)
|
||||
local rZ = buffer.readf32(RecieveBuffer, BLOCK_START + 28)
|
||||
local Value2 = CFrame.new(Position) * CFrame.fromOrientation(rX, rY, rZ)
|
||||
return Value1, Value2
|
||||
end
|
||||
|
||||
function Types.WriteEVENT_UpdateTransform(Value1: number, Value2: CFrame): ()
|
||||
-- Allocate BLOCK: 33 bytes
|
||||
local BLOCK_START = Allocate(33)
|
||||
buffer.writeu8(SendBuffer, BLOCK_START + 0, 0)
|
||||
buffer.writef64(SendBuffer, BLOCK_START + 1, Value1)
|
||||
local Vector = Value2.Position
|
||||
buffer.writef32(SendBuffer, BLOCK_START + 9, Vector.X)
|
||||
buffer.writef32(SendBuffer, BLOCK_START + 13, Vector.Y)
|
||||
buffer.writef32(SendBuffer, BLOCK_START + 17, Vector.Z)
|
||||
local rX, rY, rZ = Value2:ToOrientation()
|
||||
buffer.writef32(SendBuffer, BLOCK_START + 21, rX)
|
||||
buffer.writef32(SendBuffer, BLOCK_START + 25, rY)
|
||||
buffer.writef32(SendBuffer, BLOCK_START + 29, rZ)
|
||||
end
|
||||
|
||||
function Types.ReadEVENT_SpawnMob(): (number, CFrame, number)
|
||||
-- Read BLOCK: 33 bytes
|
||||
local BLOCK_START = Read(33)
|
||||
local Value1 = buffer.readf64(RecieveBuffer, BLOCK_START + 0)
|
||||
local X = buffer.readf32(RecieveBuffer, BLOCK_START + 8)
|
||||
local Y = buffer.readf32(RecieveBuffer, BLOCK_START + 12)
|
||||
local Z = buffer.readf32(RecieveBuffer, BLOCK_START + 16)
|
||||
local Position = Vector3.new(X, Y, Z)
|
||||
local rX = buffer.readf32(RecieveBuffer, BLOCK_START + 20)
|
||||
local rY = buffer.readf32(RecieveBuffer, BLOCK_START + 24)
|
||||
local rZ = buffer.readf32(RecieveBuffer, BLOCK_START + 28)
|
||||
local Value2 = CFrame.new(Position) * CFrame.fromOrientation(rX, rY, rZ)
|
||||
local Value3 = buffer.readu8(RecieveBuffer, BLOCK_START + 32)
|
||||
return Value1, Value2, Value3
|
||||
end
|
||||
|
||||
function Types.WriteEVENT_SpawnMob(Value1: number, Value2: CFrame, Value3: number): ()
|
||||
-- Allocate BLOCK: 34 bytes
|
||||
local BLOCK_START = Allocate(34)
|
||||
buffer.writeu8(SendBuffer, BLOCK_START + 0, 0)
|
||||
buffer.writef64(SendBuffer, BLOCK_START + 1, Value1)
|
||||
local Vector = Value2.Position
|
||||
buffer.writef32(SendBuffer, BLOCK_START + 9, Vector.X)
|
||||
buffer.writef32(SendBuffer, BLOCK_START + 13, Vector.Y)
|
||||
buffer.writef32(SendBuffer, BLOCK_START + 17, Vector.Z)
|
||||
local rX, rY, rZ = Value2:ToOrientation()
|
||||
buffer.writef32(SendBuffer, BLOCK_START + 21, rX)
|
||||
buffer.writef32(SendBuffer, BLOCK_START + 25, rY)
|
||||
buffer.writef32(SendBuffer, BLOCK_START + 29, rZ)
|
||||
buffer.writeu8(SendBuffer, BLOCK_START + 33, Value3)
|
||||
end
|
||||
|
||||
|
||||
local PlayersMap: {[Player]: BufferSave} = {}
|
||||
|
||||
Players.PlayerRemoving:Connect(function(Player)
|
||||
PlayersMap[Player] = nil
|
||||
end)
|
||||
|
||||
local function StepReplication()
|
||||
for Player, Send in PlayersMap do
|
||||
if Send.Cursor <= 0 then
|
||||
continue
|
||||
end
|
||||
|
||||
local Buffer = buffer.create(Send.Cursor)
|
||||
buffer.copy(Buffer, 0, Send.Buffer, 0, Send.Cursor)
|
||||
Reliable:FireClient(Player, Buffer, Send.Instances)
|
||||
|
||||
Send.Size = 64
|
||||
Send.Cursor = 0
|
||||
Send.Buffer = buffer.create(64)
|
||||
table.clear(Send.Instances)
|
||||
end
|
||||
end
|
||||
|
||||
RunService.Heartbeat:Connect(StepReplication)
|
||||
|
||||
Reliable.OnServerEvent:Connect(function(Player: Player, Buffer: buffer, Instances: {Instance})
|
||||
RecieveCursor = 0
|
||||
RecieveBuffer = Buffer
|
||||
RecieveInstances = Instances
|
||||
RecieveInstanceCursor = 0
|
||||
local Size = buffer.len(RecieveBuffer)
|
||||
while (RecieveCursor < Size) do
|
||||
-- Read BLOCK: 1 bytes
|
||||
local BLOCK_START = Read(1)
|
||||
local Index = buffer.readu8(RecieveBuffer, BLOCK_START + 0)
|
||||
end
|
||||
end)
|
||||
|
||||
Unreliable.OnServerEvent:Connect(function(Player: Player, Buffer: buffer, Instances: {Instance})
|
||||
RecieveCursor = 0
|
||||
RecieveBuffer = Buffer
|
||||
RecieveInstances = Instances
|
||||
RecieveInstanceCursor = 0
|
||||
local Size = buffer.len(RecieveBuffer)
|
||||
while (RecieveCursor < Size) do
|
||||
-- Read BLOCK: 1 bytes
|
||||
local BLOCK_START = Read(1)
|
||||
local Index = buffer.readu8(RecieveBuffer, BLOCK_START + 0)
|
||||
end
|
||||
end)
|
||||
|
||||
return {
|
||||
StepReplication = StepReplication,
|
||||
|
||||
UpdateTransform = {
|
||||
Fire = function(Player: Player, Value1: number, Value2: CFrame): ()
|
||||
Load()
|
||||
Types.WriteEVENT_UpdateTransform(Value1, Value2)
|
||||
local Buffer = buffer.create(SendCursor)
|
||||
buffer.copy(Buffer, 0, SendBuffer, 0, SendCursor)
|
||||
Unreliable:FireClient(Player, Buffer, SendInstances)
|
||||
end,
|
||||
FireAll = function(Value1: number, Value2: CFrame): ()
|
||||
Load()
|
||||
Types.WriteEVENT_UpdateTransform(Value1, Value2)
|
||||
local Buffer = buffer.create(SendCursor)
|
||||
buffer.copy(Buffer, 0, SendBuffer, 0, SendCursor)
|
||||
Unreliable:FireAllClients(Buffer, SendInstances)
|
||||
end,
|
||||
FireList = function(List: {Player}, Value1: number, Value2: CFrame): ()
|
||||
Load()
|
||||
Types.WriteEVENT_UpdateTransform(Value1, Value2)
|
||||
local Buffer = buffer.create(SendCursor)
|
||||
buffer.copy(Buffer, 0, SendBuffer, 0, SendCursor)
|
||||
for _, Player in List do
|
||||
Unreliable:FireClient(Player, Buffer, SendInstances)
|
||||
end
|
||||
end,
|
||||
FireExcept = function(Except: Player, Value1: number, Value2: CFrame): ()
|
||||
Load()
|
||||
Types.WriteEVENT_UpdateTransform(Value1, Value2)
|
||||
local Buffer = buffer.create(SendCursor)
|
||||
buffer.copy(Buffer, 0, SendBuffer, 0, SendCursor)
|
||||
for _, Player in Players:GetPlayers() do
|
||||
if Player == Except then
|
||||
continue
|
||||
end
|
||||
Unreliable:FireClient(Player, Buffer, SendInstances)
|
||||
end
|
||||
end,
|
||||
},
|
||||
SpawnMob = {
|
||||
Fire = function(Player: Player, Value1: number, Value2: CFrame, Value3: number): ()
|
||||
Load(PlayersMap[Player])
|
||||
Types.WriteEVENT_SpawnMob(Value1, Value2, Value3)
|
||||
PlayersMap[Player] = Save()
|
||||
end,
|
||||
FireAll = function(Value1: number, Value2: CFrame, Value3: number): ()
|
||||
Load()
|
||||
Types.WriteEVENT_SpawnMob(Value1, Value2, Value3)
|
||||
local Buffer, Size, Instances = SendBuffer, SendCursor, SendInstances
|
||||
for _, Player in Players:GetPlayers() do
|
||||
Load(PlayersMap[Player])
|
||||
local Position = Allocate(Size)
|
||||
buffer.copy(SendBuffer, Position, Buffer, 0, Size)
|
||||
table.move(Instances, 1, #Instances, #SendInstances + 1, SendInstances)
|
||||
PlayersMap[Player] = Save()
|
||||
end
|
||||
end,
|
||||
FireList = function(List: {Player}, Value1: number, Value2: CFrame, Value3: number): ()
|
||||
Load()
|
||||
Types.WriteEVENT_SpawnMob(Value1, Value2, Value3)
|
||||
local Buffer, Size, Instances = SendBuffer, SendCursor, SendInstances
|
||||
for _, Player in List do
|
||||
Load(PlayersMap[Player])
|
||||
local Position = Allocate(Size)
|
||||
buffer.copy(SendBuffer, Position, Buffer, 0, Size)
|
||||
table.move(Instances, 1, #Instances, #SendInstances + 1, SendInstances)
|
||||
PlayersMap[Player] = Save()
|
||||
end
|
||||
end,
|
||||
FireExcept = function(Except: Player, Value1: number, Value2: CFrame, Value3: number): ()
|
||||
Load()
|
||||
Types.WriteEVENT_SpawnMob(Value1, Value2, Value3)
|
||||
local Buffer, Size, Instances = SendBuffer, SendCursor, SendInstances
|
||||
for _, Player in Players:GetPlayers() do
|
||||
if Player == Except then
|
||||
continue
|
||||
end
|
||||
Load(PlayersMap[Player])
|
||||
local Position = Allocate(Size)
|
||||
buffer.copy(SendBuffer, Position, Buffer, 0, Size)
|
||||
table.move(Instances, 1, #Instances, #SendInstances + 1, SendInstances)
|
||||
PlayersMap[Player] = Save()
|
||||
end
|
||||
end,
|
||||
},
|
||||
|
||||
}
|
40
demo/src/ReplicatedStorage/std/bt.luau
Normal file
40
demo/src/ReplicatedStorage/std/bt.luau
Normal file
|
@ -0,0 +1,40 @@
|
|||
--!optimize 2
|
||||
--!native
|
||||
|
||||
-- original author @centau
|
||||
|
||||
local SUCCESS = 0
|
||||
local FAILURE = 1
|
||||
local RUNNING = 2
|
||||
|
||||
local function SEQUENCE(nodes)
|
||||
return function(...)
|
||||
for _, node in nodes do
|
||||
local status = node(...)
|
||||
if status == FAILURE or status == RUNNING then
|
||||
return status
|
||||
end
|
||||
end
|
||||
return SUCCESS
|
||||
end
|
||||
end
|
||||
|
||||
local function FALLBACK(nodes)
|
||||
return function(...)
|
||||
for _, node in nodes do
|
||||
local status = node(...)
|
||||
if status == SUCCESS or status == RUNNING then
|
||||
return status
|
||||
end
|
||||
end
|
||||
return FAILURE
|
||||
end
|
||||
end
|
||||
|
||||
local bt = {
|
||||
SEQUENCE = SEQUENCE,
|
||||
FALLBACK = FALLBACK,
|
||||
RUNNING = RUNNING
|
||||
}
|
||||
|
||||
return bt
|
|
@ -1,73 +1,8 @@
|
|||
--!optimize 2
|
||||
--!native
|
||||
|
||||
local jecs = require(game:GetService("ReplicatedStorage").ecs)
|
||||
|
||||
type World = jecs.WorldShim
|
||||
type Entity<T = any> = jecs.Entity<T>
|
||||
|
||||
local function panic(str)
|
||||
-- We don't want to interrupt the loop when we error
|
||||
task.spawn(error, str)
|
||||
end
|
||||
|
||||
local function Scheduler(world, ...)
|
||||
local systems = { ... }
|
||||
local systemsNames = {}
|
||||
local N = #systems
|
||||
local system
|
||||
local dt
|
||||
|
||||
for i, module in systems do
|
||||
local sys = require(module)
|
||||
systems[i] = sys
|
||||
local file, line = debug.info(2, "sl")
|
||||
systemsNames[sys] = `{file}->::{line}::->{debug.info(sys, "n")}`
|
||||
end
|
||||
|
||||
local function run()
|
||||
local name = systemsNames[system]
|
||||
|
||||
debug.profilebegin(name)
|
||||
debug.setmemorycategory(name)
|
||||
system(world, dt)
|
||||
debug.profileend()
|
||||
end
|
||||
|
||||
local function loop(sinceLastFrame)
|
||||
debug.profilebegin("loop()")
|
||||
|
||||
for i = N, 1, -1 do
|
||||
system = systems[i]
|
||||
|
||||
dt = sinceLastFrame
|
||||
|
||||
local didNotYield, why = xpcall(function()
|
||||
for _ in run do end
|
||||
end, debug.traceback)
|
||||
|
||||
if didNotYield then
|
||||
continue
|
||||
end
|
||||
|
||||
if string.find(why, "thread is not yieldable") then
|
||||
N -= 1
|
||||
local name = table.remove(systems, i)
|
||||
panic("Not allowed to yield in the systems."
|
||||
.. "\n"
|
||||
.. `System: {name} has been ejected`
|
||||
)
|
||||
else
|
||||
panic(why)
|
||||
end
|
||||
end
|
||||
|
||||
debug.profileend()
|
||||
debug.resetmemorycategory()
|
||||
end
|
||||
|
||||
return loop
|
||||
end
|
||||
local world = require(script.Parent.world)
|
||||
local sparse = ((world :: any) :: jecs.World).entityIndex.sparse
|
||||
type World = world.World
|
||||
|
||||
type Tracker<T> = { track: (world: World, fn: (changes: {
|
||||
added: () -> () -> (number, T),
|
||||
|
@ -97,7 +32,7 @@ local function diff(a, b)
|
|||
return false
|
||||
end
|
||||
|
||||
local function ChangeTracker<T>(world, T: Entity<T>): Tracker<T>
|
||||
local function ChangeTracker<T>(T: Entity<T>): Tracker<T>
|
||||
local PreviousT = jecs.pair(jecs.Rest, T)
|
||||
local add = {}
|
||||
local added
|
||||
|
@ -142,7 +77,7 @@ local function ChangeTracker<T>(world, T: Entity<T>): Tracker<T>
|
|||
id, new, old = q.next()
|
||||
end
|
||||
|
||||
local record = world.entityIndex.sparse[id]
|
||||
local record = sparse[id]
|
||||
local archetype = record.archetype
|
||||
local column = archetype.records[PreviousT].column
|
||||
local data = if is_trivial then new else table.clone(new)
|
||||
|
@ -197,62 +132,4 @@ local function ChangeTracker<T>(world, T: Entity<T>): Tracker<T>
|
|||
return tracker
|
||||
end
|
||||
|
||||
local bt
|
||||
do
|
||||
local SUCCESS = 0
|
||||
local FAILURE = 1
|
||||
local RUNNING = 2
|
||||
|
||||
local function SEQUENCE(nodes)
|
||||
return function(...)
|
||||
for _, node in nodes do
|
||||
local status = node(...)
|
||||
if status == FAILURE or status == RUNNING then
|
||||
return status
|
||||
end
|
||||
end
|
||||
return SUCCESS
|
||||
end
|
||||
end
|
||||
local function FALLBACK(nodes)
|
||||
return function(...)
|
||||
for _, node in nodes do
|
||||
local status = node(...)
|
||||
if status == SUCCESS or status == RUNNING then
|
||||
return status
|
||||
end
|
||||
end
|
||||
return FAILURE
|
||||
end
|
||||
end
|
||||
bt = {
|
||||
SEQUENCE = SEQUENCE,
|
||||
FALLBACK = FALLBACK,
|
||||
RUNNING = RUNNING
|
||||
}
|
||||
end
|
||||
|
||||
local function interval(s)
|
||||
local pin
|
||||
|
||||
local function throttle()
|
||||
if not pin then
|
||||
pin = os.clock()
|
||||
end
|
||||
|
||||
local elapsed = os.clock() - pin > s
|
||||
if elapsed then
|
||||
pin = os.clock()
|
||||
end
|
||||
|
||||
return elapsed
|
||||
end
|
||||
return throttle
|
||||
end
|
||||
|
||||
return {
|
||||
Scheduler = Scheduler,
|
||||
ChangeTracker = ChangeTracker,
|
||||
interval = interval,
|
||||
BehaviorTree = bt
|
||||
}
|
||||
return ChangeTracker
|
67
demo/src/ReplicatedStorage/std/collect.luau
Normal file
67
demo/src/ReplicatedStorage/std/collect.luau
Normal file
|
@ -0,0 +1,67 @@
|
|||
--!nonstrict
|
||||
|
||||
--[[
|
||||
local signal = Signal.new() :: Signal.Signal<string, string>
|
||||
local events = collect(signal)
|
||||
local function system(world)
|
||||
for id, str1, str2 in events do
|
||||
--
|
||||
end
|
||||
end
|
||||
]]
|
||||
|
||||
--[[
|
||||
original author by @memorycode
|
||||
|
||||
MIT License
|
||||
|
||||
Copyright (c) 2024 Michael
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
--]]
|
||||
|
||||
type Signal<T...> = { [any]: any }
|
||||
local function collect<T...>(event: Signal<T...>)
|
||||
local storage = {}
|
||||
local mt = {}
|
||||
local iter = function()
|
||||
local n = #storage
|
||||
return function()
|
||||
if n <= 0 then
|
||||
mt.__iter = nil
|
||||
return nil
|
||||
end
|
||||
|
||||
n -= 1
|
||||
return n + 1, unpack(table.remove(storage, 1) :: any)
|
||||
end
|
||||
end
|
||||
|
||||
local disconnect = event:Connect(function(...)
|
||||
table.insert(storage, { ... })
|
||||
mt.__iter = iter
|
||||
end)
|
||||
|
||||
setmetatable(storage, mt)
|
||||
return (storage :: any) :: () -> (number, T...), function()
|
||||
disconnect()
|
||||
end
|
||||
end
|
||||
|
||||
return collect
|
14
demo/src/ReplicatedStorage/std/components.luau
Normal file
14
demo/src/ReplicatedStorage/std/components.luau
Normal file
|
@ -0,0 +1,14 @@
|
|||
local jecs = require(game:GetService("ReplicatedStorage").ecs)
|
||||
local world = require(script.Parent.world)
|
||||
|
||||
local components = {
|
||||
Character = world:component(),
|
||||
Mob = world:component(),
|
||||
Model = world:component() :: jecs.Entity<Model>,
|
||||
Player = world:component(),
|
||||
Target = world:component(),
|
||||
Transform = world:component() :: jecs.Entity<CFrame>,
|
||||
Velocity = world:component(),
|
||||
}
|
||||
|
||||
return table.freeze(components)
|
11
demo/src/ReplicatedStorage/std/ctx.luau
Normal file
11
demo/src/ReplicatedStorage/std/ctx.luau
Normal file
|
@ -0,0 +1,11 @@
|
|||
local world = require(script.Parent.world)
|
||||
local handle = require(script.Parent.handle)
|
||||
|
||||
local singleton = world:entity()
|
||||
|
||||
local function ctx()
|
||||
-- Cannot cache handles because they will get invalidated
|
||||
return handle(singleton)
|
||||
end
|
||||
|
||||
return ctx
|
53
demo/src/ReplicatedStorage/std/handle.luau
Normal file
53
demo/src/ReplicatedStorage/std/handle.luau
Normal file
|
@ -0,0 +1,53 @@
|
|||
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 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
|
20
demo/src/ReplicatedStorage/std/init.luau
Normal file
20
demo/src/ReplicatedStorage/std/init.luau
Normal file
|
@ -0,0 +1,20 @@
|
|||
local jecs = require(game:GetService("ReplicatedStorage").ecs)
|
||||
local world = require(script.world)
|
||||
export type World = world.World
|
||||
|
||||
local std = {
|
||||
ChangeTracker = require(script.changetracker),
|
||||
Scheduler = require(script.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,
|
||||
pair = jecs.pair,
|
||||
__ = jecs.w,
|
||||
}
|
||||
|
||||
return std
|
19
demo/src/ReplicatedStorage/std/interval.luau
Normal file
19
demo/src/ReplicatedStorage/std/interval.luau
Normal file
|
@ -0,0 +1,19 @@
|
|||
local function interval(s)
|
||||
local pin
|
||||
|
||||
local function throttle()
|
||||
if not pin then
|
||||
pin = os.clock()
|
||||
end
|
||||
|
||||
local elapsed = os.clock() - pin > s
|
||||
if elapsed then
|
||||
pin = os.clock()
|
||||
end
|
||||
|
||||
return elapsed
|
||||
end
|
||||
return throttle
|
||||
end
|
||||
|
||||
return interval
|
18
demo/src/ReplicatedStorage/std/ref.luau
Normal file
18
demo/src/ReplicatedStorage/std/ref.luau
Normal file
|
@ -0,0 +1,18 @@
|
|||
local world = require(script.Parent.world)
|
||||
local handle = require(script.Parent.handle)
|
||||
local refs = {}
|
||||
|
||||
local function ref(key)
|
||||
if not key then
|
||||
return handle(world:entity())
|
||||
end
|
||||
local e = refs[key]
|
||||
if not e then
|
||||
e = world:entity()
|
||||
refs[key] = e
|
||||
end
|
||||
-- Cannot cache handles because they will get invalidated
|
||||
return handle(e)
|
||||
end
|
||||
|
||||
return ref
|
31
demo/src/ReplicatedStorage/std/registry.luau
Normal file
31
demo/src/ReplicatedStorage/std/registry.luau
Normal file
|
@ -0,0 +1,31 @@
|
|||
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,
|
||||
}
|
64
demo/src/ReplicatedStorage/std/scheduler.luau
Normal file
64
demo/src/ReplicatedStorage/std/scheduler.luau
Normal file
|
@ -0,0 +1,64 @@
|
|||
local function panic(str)
|
||||
-- We don't want to interrupt the loop when we error
|
||||
task.spawn(error, str)
|
||||
end
|
||||
|
||||
local function Scheduler(...)
|
||||
local systems = { ... }
|
||||
local systemsNames = {}
|
||||
local N = #systems
|
||||
local system
|
||||
local dt
|
||||
|
||||
for i, module in systems do
|
||||
local sys = require(module)
|
||||
systems[i] = sys
|
||||
local file, line = debug.info(2, "sl")
|
||||
systemsNames[sys] = `{file}->::{line}::->{debug.info(sys, "n")}`
|
||||
end
|
||||
|
||||
local function run()
|
||||
local name = systemsNames[system]
|
||||
|
||||
debug.profilebegin(name)
|
||||
debug.setmemorycategory(name)
|
||||
system(dt)
|
||||
debug.profileend()
|
||||
end
|
||||
|
||||
local function loop(sinceLastFrame)
|
||||
debug.profilebegin("loop()")
|
||||
|
||||
for i = N, 1, -1 do
|
||||
system = systems[i]
|
||||
|
||||
dt = sinceLastFrame
|
||||
|
||||
local didNotYield, why = xpcall(function()
|
||||
for _ in run do end
|
||||
end, debug.traceback)
|
||||
|
||||
if didNotYield then
|
||||
continue
|
||||
end
|
||||
|
||||
if string.find(why, "thread is not yieldable") then
|
||||
N -= 1
|
||||
local name = table.remove(systems, i)
|
||||
panic("Not allowed to yield in the systems."
|
||||
.. "\n"
|
||||
.. `System: {name} has been ejected`
|
||||
)
|
||||
else
|
||||
panic(why)
|
||||
end
|
||||
end
|
||||
|
||||
debug.profileend()
|
||||
debug.resetmemorycategory()
|
||||
end
|
||||
|
||||
return loop
|
||||
end
|
||||
|
||||
return Scheduler
|
5
demo/src/ReplicatedStorage/std/world.luau
Normal file
5
demo/src/ReplicatedStorage/std/world.luau
Normal file
|
@ -0,0 +1,5 @@
|
|||
local jecs = require(game:GetService("ReplicatedStorage").ecs)
|
||||
export type World = jecs.WorldShim
|
||||
|
||||
-- I like the idea of only having the world be a singleton.
|
||||
return jecs.World.new()
|
4
demo/src/ServerScriptService/main.server.luau
Normal file
4
demo/src/ServerScriptService/main.server.luau
Normal file
|
@ -0,0 +1,4 @@
|
|||
local ReplicatedStorage = game:GetService("ReplicatedStorage")
|
||||
local std = require(ReplicatedStorage.std)
|
||||
local loop = std.Scheduler(unpack(script.Parent.systems:GetChildren()))
|
||||
game:GetService("RunService").Heartbeat:Connect(loop)
|
49
demo/src/ServerScriptService/systems/mobsMove.luau
Normal file
49
demo/src/ServerScriptService/systems/mobsMove.luau
Normal file
|
@ -0,0 +1,49 @@
|
|||
local ReplicatedStorage = game:GetService("ReplicatedStorage")
|
||||
local blink = require(game:GetService("ServerScriptService").net)
|
||||
local jecs = require(ReplicatedStorage.ecs)
|
||||
local pair = jecs.pair
|
||||
local __ = jecs.Wildcard
|
||||
|
||||
local std = require(ReplicatedStorage.std)
|
||||
local world = std.world
|
||||
|
||||
local cts = std.components
|
||||
|
||||
local Mob = cts.Mob
|
||||
local Transform = cts.Transform
|
||||
local Velocity = cts.Velocity
|
||||
local Player = cts.Player
|
||||
local Character = cts.Character
|
||||
print("client Model", cts.Model)
|
||||
|
||||
local function mobsMove(dt: number)
|
||||
local players = world:query(Character):with(Player)
|
||||
|
||||
for mob, cf, v in world:query(Transform, Velocity):with(Mob):iter() do
|
||||
local p = cf.Position
|
||||
|
||||
local target
|
||||
for playerId, character in players do
|
||||
local pos = character.PrimaryPart.Position
|
||||
if true then
|
||||
target = pos
|
||||
break
|
||||
end
|
||||
if not target then
|
||||
target = pos
|
||||
elseif (p - pos).Magnitude < (p - target) then
|
||||
target = pos
|
||||
end
|
||||
end
|
||||
|
||||
if not target then
|
||||
continue
|
||||
end
|
||||
|
||||
local moving = CFrame.new(p + (target - p).Unit * dt * v)
|
||||
world:set(mob, Transform, moving)
|
||||
blink.UpdateTransform.FireAll(mob, moving)
|
||||
end
|
||||
end
|
||||
|
||||
return mobsMove
|
40
demo/src/ServerScriptService/systems/players.luau
Normal file
40
demo/src/ServerScriptService/systems/players.luau
Normal file
|
@ -0,0 +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 cts = std.components
|
||||
local Player = cts.Player
|
||||
local Character = cts.Character
|
||||
|
||||
local playersAdded = collect(Players.PlayerAdded)
|
||||
local playersRemoved = collect(Players.PlayerRemoving)
|
||||
|
||||
local conn = {}
|
||||
|
||||
local function players()
|
||||
for _, player in playersAdded do
|
||||
std.world:set(
|
||||
std.world:entity(),
|
||||
std.world:entity())
|
||||
|
||||
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
|
||||
end
|
||||
|
||||
return players
|
30
demo/src/ServerScriptService/systems/spawnMobs.luau
Normal file
30
demo/src/ServerScriptService/systems/spawnMobs.luau
Normal file
|
@ -0,0 +1,30 @@
|
|||
local std = require(game:GetService("ReplicatedStorage").std)
|
||||
local blink = require(game:GetService("ServerScriptService").net)
|
||||
|
||||
local ref = std.ref
|
||||
local interval = std.interval
|
||||
local cts = std.components
|
||||
|
||||
local Mob = cts.Mob
|
||||
local Transform = cts.Transform
|
||||
local Velocity = cts.Velocity
|
||||
|
||||
local throttle = interval(5)
|
||||
|
||||
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, cf)
|
||||
:add(Mob)
|
||||
.id()
|
||||
|
||||
blink.SpawnMob.FireAll(id, cf, v)
|
||||
end
|
||||
end
|
||||
|
||||
return spawnMobs
|
|
@ -0,0 +1,6 @@
|
|||
local ReplicatedStorage = game:GetService("ReplicatedStorage")
|
||||
local std = require(ReplicatedStorage.std)
|
||||
|
||||
print(script.Parent:WaitForChild("systems"):GetChildren())
|
||||
local loop = std.Scheduler(unpack(script.Parent:WaitForChild("systems"):GetChildren()))
|
||||
game:GetService("RunService").Heartbeat:Connect(loop)
|
|
@ -0,0 +1,17 @@
|
|||
local ReplicatedStorage = game:GetService("ReplicatedStorage")
|
||||
|
||||
local std = require(ReplicatedStorage.std)
|
||||
local world = std.world
|
||||
|
||||
local cts = std.components
|
||||
|
||||
local Model = cts.Model
|
||||
local Transform = cts.Transform
|
||||
|
||||
local function move(dt: number)
|
||||
for _, cf, model in world:query(Transform, Model) do
|
||||
model.PrimaryPart.CFrame = cf
|
||||
end
|
||||
end
|
||||
|
||||
return move
|
|
@ -0,0 +1,28 @@
|
|||
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 function syncMobs()
|
||||
for _, id, cf, vel in blink.SpawnMob.Iter() do
|
||||
local part = Instance.new("Part")
|
||||
part.Size = Vector3.one * 5
|
||||
part.BrickColor = BrickColor.Red()
|
||||
part.Anchored = true
|
||||
local model = Instance.new("Model")
|
||||
model.PrimaryPart = part
|
||||
part.Parent = model
|
||||
model.Parent = workspace
|
||||
|
||||
ref("server-"..id)
|
||||
:set(cts.Transform, cf)
|
||||
:set(cts.Velocity, vel)
|
||||
:set(cts.Model, model)
|
||||
:add(cts.Mob)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
return syncMobs
|
|
@ -0,0 +1,16 @@
|
|||
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 function syncTransforms()
|
||||
for _, id, cf in blink.UpdateTransform.Iter() do
|
||||
ref("server-"..id)
|
||||
:set(cts.Transform, cf)
|
||||
end
|
||||
end
|
||||
|
||||
return syncTransforms
|
|
@ -1 +0,0 @@
|
|||
print("Hello world, from client!")
|
|
@ -1 +0,0 @@
|
|||
|
Loading…
Reference in a new issue