mirror of
https://github.com/Ukendio/jecs.git
synced 2025-04-24 17:10:03 +00:00
Add cached queries (#166)
* Initial commit * Add tests * Dedup observers * Handle filters on table creation * Handle Archetype deletion * Remove print * Fix type errors * Cleanup code * Manually inline code * Build terms for cached queries * Specialized cached query iterator * Remove shadowed variable * Inverse statement * Rework demo * Fix metatable * Use generalized iteration
This commit is contained in:
parent
0f2e0eba76
commit
ec4fa3ff3e
19 changed files with 865 additions and 628 deletions
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@ -2,18 +2,16 @@ local ReplicatedStorage = game:GetService("ReplicatedStorage")
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local RunService = game:GetService("RunService")
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local UserInputService = game:GetService("UserInputService")
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local jabby = require(ReplicatedStorage.Packages.jabby)
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local std = require(ReplicatedStorage.std)
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local Scheduler = std.Scheduler
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local world = std.world
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local std = ReplicatedStorage.std
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local scheduler = require(std.scheduler)
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local world = require(std.world)
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local function start(modules)
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local scheduler = Scheduler.new(world, require(ReplicatedStorage.std.components))
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for _, module in modules do
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require(module)(scheduler)
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require(module)
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end
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local events = scheduler.collect.all()
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scheduler.systems.begin(events)
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local events = scheduler.COLLECT()
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scheduler.BEGIN(events)
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jabby.set_check_function(function(player)
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return true
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end)
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@ -3,15 +3,15 @@
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-- original author @centau
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local SUCCESS = 0
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local FAILURE = 1
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local RUNNING = 2
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local FAILURE = -1
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local RUNNING = 0
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local SUCCESS = 1
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local function SEQUENCE(nodes)
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return function(...)
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for _, node in nodes do
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local status = node(...)
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if status == FAILURE or status == RUNNING then
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if status <= RUNNING then
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return status
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end
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end
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@ -23,7 +23,7 @@ local function FALLBACK(nodes)
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return function(...)
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for _, node in nodes do
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local status = node(...)
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if status == SUCCESS or status == RUNNING then
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if status > FAILURE then
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return status
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end
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end
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@ -8,7 +8,7 @@ local components: {
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Model: Entity<Model>,
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Player: Entity,
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Target: Entity,
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Transform: Entity<CFrame>,
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Transform: Entity<{ new: CFrame, old: CFrame }>,
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Velocity: Entity<number>,
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Previous: Entity,
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} =
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@ -23,4 +23,8 @@ local components: {
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Previous = world:component(),
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}
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for name, component in components :: {[string]: jecs.Entity} do
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world:set(component, jecs.Name, name)
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end
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return table.freeze(components)
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@ -1,11 +0,0 @@
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local handle = require(script.Parent.handle)
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local world = require(script.Parent.world)
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local singleton = world:entity()
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local function ctx()
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-- Cannot cache handles because they will get invalidated
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return handle(singleton)
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end
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return ctx
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@ -1,56 +0,0 @@
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local jecs = require(game:GetService("ReplicatedStorage").ecs)
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local world = require(script.Parent.world)
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type Handle = {
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has: (self: Handle, id: jecs.Entity) -> boolean,
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get: <T>(self: Handle, id: jecs.Entity<T>) -> T?,
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add: <T>(self: Handle, id: jecs.Entity<T>) -> Handle,
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set: <T>(self: Handle, id: jecs.Entity<T>, value: T) -> Handle,
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id: (self: Handle?) -> jecs.Entity,
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}
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local handle: (e: jecs.Entity) -> Handle
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do
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local e
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local function has(_, id)
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return world:has(e, id)
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end
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local function get(_, id)
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return world:get(e, id)
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end
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local function set(self, id, value)
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world:set(e, id, value)
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return self
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end
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local function add(self, id)
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world:add(e, id)
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return self
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end
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local function clear(self)
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world:clear(e)
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return self
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end
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local function delete(self)
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world:delete(e)
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end
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local function id()
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return e
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end
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local entity = {
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has = has,
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get = get,
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set = set,
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add = add,
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clear = clear,
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id = id,
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}
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function handle(id)
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e = id
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return entity
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end
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end
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return handle
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@ -1,32 +0,0 @@
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--!native
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--!optimize 2
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local ReplicatedStorage = game:GetService("ReplicatedStorage")
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local jecs = require(ReplicatedStorage.ecs)
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local function create_cache(hook)
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local columns = setmetatable({}, {
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__index = function(self, component)
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local column = {}
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self[component] = column
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return column
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end,
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})
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return function(world, component, fn)
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local column = columns[component]
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table.insert(column, fn)
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world:set(component, hook, function(entity, value)
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for _, callback in column do
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callback(entity, value)
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end
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end)
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end
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end
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local hooks = {
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OnSet = create_cache(jecs.OnSet),
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OnAdd = create_cache(jecs.OnAdd),
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OnRemove = create_cache(jecs.OnRemove),
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}
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return hooks
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@ -1,25 +0,0 @@
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local jecs = require(game:GetService("ReplicatedStorage").ecs)
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local world = require(script.world) :: jecs.World
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export type World = jecs.World
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local Scheduler = require(script.scheduler)
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export type Scheduler = Scheduler.Scheduler
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local std = {
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ChangeTracker = require(script.changetracker),
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Scheduler = Scheduler,
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bt = require(script.bt),
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collect = require(script.collect),
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components = require(script.components),
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ctx = require(script.ctx),
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handle = require(script.handle),
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interval = require(script.interval),
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ref = require(script.ref),
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world = world :: World,
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pair = jecs.pair,
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__ = jecs.w,
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hooks = require(script.hooks),
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}
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return std
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14
demo/src/ReplicatedStorage/std/phases.luau
Normal file
14
demo/src/ReplicatedStorage/std/phases.luau
Normal file
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@ -0,0 +1,14 @@
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local std = game:GetService("ReplicatedStorage").std
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local Players = game:GetService("Players")
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local scheduler = require(std.scheduler)
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local PHASE = scheduler.PHASE
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return {
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PlayerAdded = PHASE({
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event = Players.PlayerAdded
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}),
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PlayerRemoved = PHASE({
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event = Players.PlayerRemoving
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})
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}
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@ -1,16 +1,18 @@
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local handle = require(script.Parent.handle)
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local world = require(script.Parent.world)
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local refs = {}
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local jecs = require(game:GetService("ReplicatedStorage").ecs)
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local refs: {[any]: jecs.Entity} = {}
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local function fini(key)
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local function fini(key): () -> ()
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return function()
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refs[key] = nil
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end
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end
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local function ref(key): (handle.Handle, (() -> ())?)
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local function noop() end
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local function ref(key): (jecs.Entity, () -> ())
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if not key then
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return handle(world:entity())
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return world:entity(), noop
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end
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local e = refs[key]
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if not e then
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refs[key] = e
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end
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-- Cannot cache handles because they will get invalidated
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return handle(e), fini(key)
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return e, fini(key)
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end
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return ref
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@ -1,31 +0,0 @@
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local reserved = 0
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local function reserve()
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reserved += 1
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return reserved
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end
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-- If you don't like passing around a world singleton
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-- and you need to register component IDs, just register them.
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-- I dont use this because I like adding component traits
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--[[
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local components = {
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Model = registry.reserve(),
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Transform = registry.reserve(),
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}
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local world = registry.register(jecs.World.new())
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local e = world:entity()
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world:set(e, components.Transform, CFrame)
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]]
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local function register(world)
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for _ = 1, reserved do
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world:component()
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end
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return world
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end
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return {
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reserve = reserve,
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register = register,
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}
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@ -1,6 +1,7 @@
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--!native
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--!optimize 2
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local ReplicatedStorage = game:GetService("ReplicatedStorage")
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local RunService = game:GetService("RunService")
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local jabby = require(ReplicatedStorage.Packages.jabby)
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local jecs = require(ReplicatedStorage.ecs)
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local pair = jecs.pair
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@ -8,6 +9,7 @@ local Name = jecs.Name
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type World = jecs.World
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type Entity<T = nil> = jecs.Entity<T>
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type Id<T = unknown> = jecs.Id<T>
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type System = {
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callback: (world: World) -> (),
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Heartbeat: Systems,
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}
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export type Scheduler = {
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components: {
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Disabled: Entity,
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System: Entity<System>,
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Phase: Entity,
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DependsOn: Entity,
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},
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local world = require(script.Parent.world)
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local Disabled = world:entity()
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local System = world:component() :: Id<{ callback: (any) -> (), name: string}>
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local DependsOn = world:entity()
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local Event = world:component() :: Id<RBXScriptSignal>
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local Phase = world:entity()
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collect: {
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under_event: (event: Entity) -> Systems,
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all: () -> Events,
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},
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systems: {
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begin: (events: Events) -> { [Entity]: thread },
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new: (callback: (dt: number) -> (), phase: Entity) -> Entity,
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},
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phases: {
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RenderStepped: Entity,
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Heartbeat: Entity,
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},
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phase: (after: Entity) -> Entity,
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debugging: boolean,
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}
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local scheduler_new: (w: World, components: { [string]: Entity }) -> Scheduler
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do
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local world: World
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local Disabled: Entity
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local System: Entity<System>
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local DependsOn: Entity
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local Phase: Entity
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local Event: Entity<RBXScriptSignal>
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local scheduler
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local RenderStepped
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local Heartbeat
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local PreAnimation
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local PreSimulation
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local PreRender = world:entity()
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local Heartbeat = world:entity()
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local PreAnimation = world:entity()
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local PreSimulation = world:entity()
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local sys: System
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local dt
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local dt: number
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local jabby_scheduler = jabby.scheduler.create("Scheduler")
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local a, b, c, d
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local function run()
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local id = sys.id
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scheduler:run(id, sys.callback, dt)
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jabby_scheduler:run(id, sys.callback, a, b, c, d)
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return nil
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end
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local function panic(str)
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-- We don't want to interrupt the loop when we error
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task.spawn(error, str)
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world:add(Heartbeat, Phase)
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world:set(Heartbeat, Event, RunService.Heartbeat)
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world:add(PreSimulation, Phase)
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world:set(PreSimulation, Event, RunService.PreSimulation)
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world:add(PreAnimation, Phase)
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world:set(PreAnimation, Event, RunService.PreAnimation)
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table.insert(jabby.public, {
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class_name = "World",
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name = "MyWorld",
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world = world,
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debug = Name,
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entities = {},
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})
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jabby.public.updated = true
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table.insert(jabby.public, jabby_scheduler)
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if RunService:IsClient() then
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world:add(PreRender, Phase)
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world:set(PreRender, Event, (RunService :: RunService).PreRender)
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end
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local function begin(events: { Systems })
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local function begin(events: { [RBXScriptSignal]: Systems })
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local connections = {}
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for event, systems in events do
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if not event then
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continue
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end
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local event_name = tostring(event)
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connections[event] = event:Connect(function(delta)
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connections[event] = event:Connect(function(...)
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debug.profilebegin(event_name)
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for _, s in systems do
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sys = s
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dt = delta
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local didNotYield, why = xpcall(function()
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a, b, c, d = ...
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for _ in run do
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break
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end
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end, debug.traceback)
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if didNotYield then
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continue
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end
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if string.find(why, "thread is not yieldable") then
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panic(
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"Not allowed to yield in the systems."
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.. "\n"
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.. "System: "
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.. debug.info(s.callback, "n")
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.. " has been ejected"
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)
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continue
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end
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panic(why)
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end
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debug.profileend()
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end)
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end
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return threads
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return connections
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end
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local function scheduler_collect_systems_under_phase_recursive(systems, phase)
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local function scheduler_collect_systems_under_phase_recursive(systems, phase: Entity)
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local phase_name = world:get(phase, Name)
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for _, s in world:query(System):with(pair(DependsOn, phase)) do
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table.insert(systems, {
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id = scheduler:register_system({
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id = jabby_scheduler:register_system({
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name = s.name,
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phase = phase_name,
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}),
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} :: any),
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callback = s.callback,
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})
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end
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for after in world:query(Phase):with(pair(DependsOn, phase)) do
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for after in world:query(Phase):with(pair(DependsOn, phase)):iter() do
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scheduler_collect_systems_under_phase_recursive(systems, after)
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end
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end
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|
@ -148,99 +127,41 @@ do
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return events
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end
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local function scheduler_phase_new(after)
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local function scheduler_phase_new(d: { after: Entity?, event: RBXScriptSignal? })
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local phase = world:entity()
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world:add(phase, Phase)
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local dependency = pair(DependsOn, after)
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local after = d.after
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if after then
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local dependency = pair(DependsOn, after :: Entity)
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world:add(phase, dependency)
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end
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|
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local event = d.event
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if event then
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world:set(phase, Event, event)
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end
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return phase
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end
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|
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local function scheduler_systems_new(callback, phase)
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local function scheduler_systems_new(callback: (any) -> (), phase: Entity?)
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local system = world:entity()
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local name = debug.info(callback, "n")
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world:set(system, System, { callback = callback, name = name })
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world:add(system, pair(DependsOn, phase))
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world:set(system, System, { callback = callback, name = debug.info(callback, "n") })
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local depends_on = DependsOn :: jecs.Entity
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local p: Entity = phase or Heartbeat
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world:add(system, pair(depends_on, p))
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return system
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end
|
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|
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function scheduler_new(w: World, components: { [string]: Entity })
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world = w
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Disabled = world:component()
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System = world:component()
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Phase = world:component()
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DependsOn = world:component()
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Event = world:component()
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RenderStepped = world:component()
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Heartbeat = world:component()
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PreSimulation = world:component()
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PreAnimation = world:component()
|
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|
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local RunService = game:GetService("RunService")
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if RunService:IsClient() then
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world:add(RenderStepped, Phase)
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world:set(RenderStepped, Event, RunService.RenderStepped)
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end
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|
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world:add(Heartbeat, Phase)
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world:set(Heartbeat, Event, RunService.Heartbeat)
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world:add(PreSimulation, Phase)
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world:set(PreSimulation, Event, RunService.PreSimulation)
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|
||||
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 = {},
|
||||
})
|
||||
|
||||
jabby.public.updated = true
|
||||
scheduler = jabby.scheduler.create("scheduler")
|
||||
|
||||
table.insert(jabby.public, scheduler)
|
||||
|
||||
return {
|
||||
phase = scheduler_phase_new,
|
||||
|
||||
SYSTEM = scheduler_systems_new,
|
||||
BEGIN = begin,
|
||||
PHASE = scheduler_phase_new,
|
||||
COLLECT = scheduler_collect_systems_all,
|
||||
phases = {
|
||||
RenderStepped = RenderStepped,
|
||||
PreSimulation = PreSimulation,
|
||||
Heartbeat = Heartbeat,
|
||||
PreSimulation = PreSimulation,
|
||||
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,
|
||||
},
|
||||
PreRender = PreRender
|
||||
}
|
||||
end
|
||||
end
|
||||
|
||||
return {
|
||||
new = scheduler_new,
|
||||
}
|
||||
|
|
|
@ -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 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 do
|
||||
local cf = transform.new
|
||||
local p = cf.Position
|
||||
|
||||
|
@ -59,15 +71,18 @@ local function spawnMobs()
|
|||
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
|
|
@ -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 function playersAdded(player: Player)
|
||||
local e = ref(player.UserId)
|
||||
world:set(e, Player, player)
|
||||
local characterAdd = player.CharacterAdded
|
||||
conn[e.id()] = characterAdd:Connect(function(rig)
|
||||
conn[e] = characterAdd:Connect(function(rig)
|
||||
while rig.Parent ~= workspace do
|
||||
task.wait()
|
||||
end
|
||||
e:set(Character, rig)
|
||||
world:set(e, 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 playersRemoved(player: Player)
|
||||
local e = ref(player.UserId)
|
||||
world:clear(e)
|
||||
local connection = conn[e]
|
||||
connection:Disconnect()
|
||||
conn[e] = nil
|
||||
end
|
||||
|
||||
return function(scheduler: std.Scheduler)
|
||||
local phases = scheduler.phases
|
||||
local system_new = scheduler.systems.new
|
||||
system_new(players, phases.Heartbeat)
|
||||
end
|
||||
local scheduler = require(std.scheduler)
|
||||
local phases = require(std.phases)
|
||||
scheduler.SYSTEM(playersAdded, phases.PlayerAdded)
|
||||
scheduler.SYSTEM(playersRemoved, phases.PlayerRemoved)
|
||||
|
||||
return 0
|
|
@ -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 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
|
|
@ -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
|
||||
|
||||
|
|
|
@ -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 do
|
||||
end
|
||||
end
|
||||
|
||||
local scheduler = require(std.scheduler)
|
||||
scheduler.SYSTEM(uncached)
|
||||
scheduler.SYSTEM(cached)
|
||||
return 0
|
634
jecs.luau
634
jecs.luau
|
@ -89,7 +89,9 @@ local EcsOnDeleteTarget = HI_COMPONENT_ID + 8
|
|||
local EcsDelete = HI_COMPONENT_ID + 9
|
||||
local EcsRemove = HI_COMPONENT_ID + 10
|
||||
local EcsName = HI_COMPONENT_ID + 11
|
||||
local EcsRest = HI_COMPONENT_ID + 12
|
||||
local EcsArchetypeCreate = HI_COMPONENT_ID + 12
|
||||
local EcsArchetypeDelete = HI_COMPONENT_ID + 13
|
||||
local EcsRest = HI_COMPONENT_ID + 14
|
||||
|
||||
local ECS_PAIR_FLAG = 0x8
|
||||
local ECS_ID_FLAGS_MASK = 0x10
|
||||
|
@ -250,6 +252,36 @@ local function ecs_pair_second(world, e)
|
|||
return entity_index_get_alive(world.entity_index, ECS_ENTITY_T_HI(e))
|
||||
end
|
||||
|
||||
local function query_match(query, archetype: Archetype)
|
||||
local records = archetype.records
|
||||
local with = query.filter_with
|
||||
|
||||
for _, id in with do
|
||||
if not records[id] then
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
local without = query.filter_without
|
||||
if without then
|
||||
for _, id in without do
|
||||
if records[id] then
|
||||
return false
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return true
|
||||
end
|
||||
|
||||
local function find_observers(world: World, event, component): { Observer }?
|
||||
local cache = world.observerable[event]
|
||||
if not cache then
|
||||
return nil
|
||||
end
|
||||
return cache[component] :: any
|
||||
end
|
||||
|
||||
local function archetype_move(entity_index: EntityIndex, to: Archetype, dst_row: i24, from: Archetype, src_row: i24)
|
||||
local src_columns = from.columns
|
||||
local dst_columns = to.columns
|
||||
|
@ -549,6 +581,20 @@ local function archetype_create(world: World, id_types: { i24 }, ty, prev: i53?)
|
|||
local columns = (table.create(length) :: any) :: { Column }
|
||||
|
||||
local records: { ArchetypeRecord } = {}
|
||||
|
||||
local archetype: Archetype = {
|
||||
columns = columns,
|
||||
entities = {},
|
||||
id = archetype_id,
|
||||
records = records,
|
||||
type = ty,
|
||||
types = id_types,
|
||||
|
||||
add = {},
|
||||
remove = {},
|
||||
refs = {} :: GraphEdge,
|
||||
}
|
||||
|
||||
for i, componentId in id_types do
|
||||
local idr = id_record_ensure(world, componentId)
|
||||
archetype_append_to_records(idr, archetype_id, records, componentId, i)
|
||||
|
@ -572,18 +618,17 @@ local function archetype_create(world: World, id_types: { i24 }, ty, prev: i53?)
|
|||
end
|
||||
end
|
||||
|
||||
local archetype: Archetype = {
|
||||
columns = columns,
|
||||
entities = {},
|
||||
id = archetype_id,
|
||||
records = records,
|
||||
type = ty,
|
||||
types = id_types,
|
||||
|
||||
add = {},
|
||||
remove = {},
|
||||
refs = {} :: GraphEdge,
|
||||
}
|
||||
for _, id in id_types do
|
||||
local observer_list = find_observers(world, EcsArchetypeCreate, id)
|
||||
if not observer_list then
|
||||
continue
|
||||
end
|
||||
for _, observer in observer_list do
|
||||
if query_match(observer.query, archetype) then
|
||||
observer.callback(archetype)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
world.archetypeIndex[ty] = archetype
|
||||
world.archetypes[archetype_id] = archetype
|
||||
|
@ -626,13 +671,13 @@ local function find_insert(id_types: { i53 }, toAdd: i53): number
|
|||
end
|
||||
|
||||
local function find_archetype_with(world: World, node: Archetype, id: i53): Archetype
|
||||
local types = node.types
|
||||
local id_types = node.types
|
||||
-- Component IDs are added incrementally, so inserting and sorting
|
||||
-- them each time would be expensive. Instead this insertion sort can find the insertion
|
||||
-- point in the types array.
|
||||
|
||||
local dst = table.clone(node.types) :: { i53 }
|
||||
local at = find_insert(types, id)
|
||||
local at = find_insert(id_types, id)
|
||||
if at == -1 then
|
||||
-- If it finds a duplicate, it just means it is the same archetype so it can return it
|
||||
-- directly instead of needing to hash types for a lookup to the archetype.
|
||||
|
@ -644,13 +689,13 @@ local function find_archetype_with(world: World, node: Archetype, id: i53): Arch
|
|||
end
|
||||
|
||||
local function find_archetype_without(world: World, node: Archetype, id: i53): Archetype
|
||||
local types = node.types
|
||||
local at = table.find(types, id)
|
||||
local id_types = node.types
|
||||
local at = table.find(id_types, id)
|
||||
if at == nil then
|
||||
return node
|
||||
end
|
||||
|
||||
local dst = table.clone(types)
|
||||
local dst = table.clone(id_types)
|
||||
table.remove(dst, at)
|
||||
|
||||
return archetype_ensure(world, dst)
|
||||
|
@ -1006,6 +1051,18 @@ local function archetype_destroy(world: World, archetype: Archetype)
|
|||
world.archetypeIndex[archetype.type] = nil :: any
|
||||
local records = archetype.records
|
||||
|
||||
for id in records do
|
||||
local observer_list = find_observers(world, EcsArchetypeDelete, id)
|
||||
if not observer_list then
|
||||
continue
|
||||
end
|
||||
for _, observer in observer_list do
|
||||
if query_match(observer.query, archetype) then
|
||||
observer.callback(archetype)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
for id in records do
|
||||
local idr = component_index[id]
|
||||
idr.cache[archetype_id] = nil :: any
|
||||
|
@ -1064,23 +1121,30 @@ do
|
|||
local idr = component_index[delete]
|
||||
|
||||
if idr then
|
||||
local children = {}
|
||||
local flags = idr.flags
|
||||
if bit32.band(flags, ECS_ID_DELETE) ~= 0 then
|
||||
for archetype_id in idr.cache do
|
||||
local idr_archetype = archetypes[archetype_id]
|
||||
|
||||
for i, child in idr_archetype.entities do
|
||||
table.insert(children, child)
|
||||
local entities = idr_archetype.entities
|
||||
local n = #entities
|
||||
for i = n, 1, -1 do
|
||||
world_delete(world, entities[i])
|
||||
end
|
||||
end
|
||||
local flags = idr.flags
|
||||
if bit32.band(flags, ECS_ID_DELETE) ~= 0 then
|
||||
for _, child in children do
|
||||
-- Cascade deletion to children
|
||||
world_delete(world, child)
|
||||
end
|
||||
else
|
||||
for _, child in children do
|
||||
world_remove(world, child, delete)
|
||||
for archetype_id in idr.cache do
|
||||
local idr_archetype = archetypes[archetype_id]
|
||||
local entities = idr_archetype.entities
|
||||
local n = #entities
|
||||
for i = n, 1, -1 do
|
||||
world_remove(world, entities[i], delete)
|
||||
end
|
||||
end
|
||||
|
||||
for archetype_id in idr.cache do
|
||||
local idr_archetype = archetypes[archetype_id]
|
||||
archetype_destroy(world, idr_archetype)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
@ -1167,7 +1231,7 @@ local EMPTY_QUERY = {
|
|||
|
||||
setmetatable(EMPTY_QUERY, EMPTY_QUERY)
|
||||
|
||||
local function query_iter_init(query): () -> (number, ...any)
|
||||
local function query_iter_init(query: QueryInner): () -> (number, ...any)
|
||||
local world_query_iter_next
|
||||
|
||||
local compatible_archetypes = query.compatible_archetypes
|
||||
|
@ -1246,7 +1310,325 @@ local function query_iter_init(query): () -> (number, ...any)
|
|||
i = #entities
|
||||
entityId = entities[i]
|
||||
columns = archetype.columns
|
||||
records = archetype.records
|
||||
a = columns[records[A].column]
|
||||
end
|
||||
|
||||
local row = i
|
||||
i -= 1
|
||||
|
||||
return entityId, a[row]
|
||||
end
|
||||
elseif not C then
|
||||
function world_query_iter_next(): any
|
||||
local entityId = entities[i]
|
||||
while entityId == nil do
|
||||
lastArchetype += 1
|
||||
archetype = compatible_archetypes[lastArchetype]
|
||||
if not archetype then
|
||||
return nil
|
||||
end
|
||||
|
||||
entities = archetype.entities
|
||||
i = #entities
|
||||
entityId = entities[i]
|
||||
columns = archetype.columns
|
||||
records = archetype.records
|
||||
a = columns[records[A].column]
|
||||
b = columns[records[B].column]
|
||||
end
|
||||
|
||||
local row = i
|
||||
i -= 1
|
||||
|
||||
return entityId, a[row], b[row]
|
||||
end
|
||||
elseif not D then
|
||||
function world_query_iter_next(): any
|
||||
local entityId = entities[i]
|
||||
while entityId == nil do
|
||||
lastArchetype += 1
|
||||
archetype = compatible_archetypes[lastArchetype]
|
||||
if not archetype then
|
||||
return nil
|
||||
end
|
||||
|
||||
entities = archetype.entities
|
||||
i = #entities
|
||||
entityId = entities[i]
|
||||
columns = archetype.columns
|
||||
records = archetype.records
|
||||
a = columns[records[A].column]
|
||||
b = columns[records[B].column]
|
||||
c = columns[records[C].column]
|
||||
end
|
||||
|
||||
local row = i
|
||||
i -= 1
|
||||
|
||||
return entityId, a[row], b[row], c[row]
|
||||
end
|
||||
elseif not E then
|
||||
function world_query_iter_next(): any
|
||||
local entityId = entities[i]
|
||||
while entityId == nil do
|
||||
lastArchetype += 1
|
||||
archetype = compatible_archetypes[lastArchetype]
|
||||
if not archetype then
|
||||
return nil
|
||||
end
|
||||
|
||||
entities = archetype.entities
|
||||
i = #entities
|
||||
entityId = entities[i]
|
||||
columns = archetype.columns
|
||||
records = archetype.records
|
||||
a = columns[records[A].column]
|
||||
b = columns[records[B].column]
|
||||
c = columns[records[C].column]
|
||||
d = columns[records[D].column]
|
||||
end
|
||||
|
||||
local row = i
|
||||
i -= 1
|
||||
|
||||
return entityId, a[row], b[row], c[row], d[row]
|
||||
end
|
||||
else
|
||||
local queryOutput = {}
|
||||
function world_query_iter_next(): any
|
||||
local entityId = entities[i]
|
||||
while entityId == nil do
|
||||
lastArchetype += 1
|
||||
archetype = compatible_archetypes[lastArchetype]
|
||||
if not archetype then
|
||||
return nil
|
||||
end
|
||||
|
||||
entities = archetype.entities
|
||||
i = #entities
|
||||
entityId = entities[i]
|
||||
columns = archetype.columns
|
||||
records = archetype.records
|
||||
|
||||
if not F then
|
||||
a = columns[records[A].column]
|
||||
b = columns[records[B].column]
|
||||
c = columns[records[C].column]
|
||||
d = columns[records[D].column]
|
||||
e = columns[records[E].column]
|
||||
elseif not G then
|
||||
a = columns[records[A].column]
|
||||
b = columns[records[B].column]
|
||||
c = columns[records[C].column]
|
||||
d = columns[records[D].column]
|
||||
e = columns[records[E].column]
|
||||
f = columns[records[F].column]
|
||||
elseif not H then
|
||||
a = columns[records[A].column]
|
||||
b = columns[records[B].column]
|
||||
c = columns[records[C].column]
|
||||
d = columns[records[D].column]
|
||||
e = columns[records[E].column]
|
||||
f = columns[records[F].column]
|
||||
g = columns[records[G].column]
|
||||
elseif not I then
|
||||
a = columns[records[A].column]
|
||||
b = columns[records[B].column]
|
||||
c = columns[records[C].column]
|
||||
d = columns[records[D].column]
|
||||
e = columns[records[E].column]
|
||||
f = columns[records[F].column]
|
||||
g = columns[records[G].column]
|
||||
h = columns[records[H].column]
|
||||
end
|
||||
end
|
||||
|
||||
local row = i
|
||||
i -= 1
|
||||
|
||||
if not F then
|
||||
return entityId, a[row], b[row], c[row], d[row], e[row]
|
||||
elseif not G then
|
||||
return entityId, a[row], b[row], c[row], d[row], e[row], f[row]
|
||||
elseif not H then
|
||||
return entityId, a[row], b[row], c[row], d[row], e[row], f[row], g[row]
|
||||
elseif not I then
|
||||
return entityId, a[row], b[row], c[row], d[row], e[row], f[row], g[row], h[row]
|
||||
end
|
||||
|
||||
local records = archetype.records
|
||||
for j, id in ids do
|
||||
queryOutput[j] = columns[records[id].column][row]
|
||||
end
|
||||
|
||||
return entityId, unpack(queryOutput)
|
||||
end
|
||||
end
|
||||
|
||||
query.next = world_query_iter_next
|
||||
return world_query_iter_next
|
||||
end
|
||||
|
||||
local function query_iter(query): () -> (number, ...any)
|
||||
local query_next = query.next
|
||||
if not query_next then
|
||||
query_next = query_iter_init(query)
|
||||
end
|
||||
return query_next
|
||||
end
|
||||
|
||||
local function query_without(query: QueryInner, ...: i53)
|
||||
local without = { ... }
|
||||
query.filter_without = without
|
||||
local compatible_archetypes = query.compatible_archetypes
|
||||
for i = #compatible_archetypes, 1, -1 do
|
||||
local archetype = compatible_archetypes[i]
|
||||
local records = archetype.records
|
||||
local matches = true
|
||||
|
||||
for _, id in without do
|
||||
if records[id] then
|
||||
matches = false
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
if matches then
|
||||
continue
|
||||
end
|
||||
|
||||
local last = #compatible_archetypes
|
||||
if last ~= i then
|
||||
compatible_archetypes[i] = compatible_archetypes[last]
|
||||
end
|
||||
compatible_archetypes[last] = nil :: any
|
||||
end
|
||||
|
||||
return query :: any
|
||||
end
|
||||
|
||||
local function query_with(query: QueryInner, ...: i53)
|
||||
local compatible_archetypes = query.compatible_archetypes
|
||||
local with = { ... }
|
||||
query.filter_with = with
|
||||
|
||||
for i = #compatible_archetypes, 1, -1 do
|
||||
local archetype = compatible_archetypes[i]
|
||||
local records = archetype.records
|
||||
local matches = true
|
||||
|
||||
for _, id in with do
|
||||
if not records[id] then
|
||||
matches = false
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
if matches then
|
||||
continue
|
||||
end
|
||||
|
||||
local last = #compatible_archetypes
|
||||
if last ~= i then
|
||||
compatible_archetypes[i] = compatible_archetypes[last]
|
||||
end
|
||||
compatible_archetypes[last] = nil :: any
|
||||
end
|
||||
|
||||
return query :: any
|
||||
end
|
||||
|
||||
-- Meant for directly iterating over archetypes to minimize
|
||||
-- function call overhead. Should not be used unless iterating over
|
||||
-- hundreds of thousands of entities in bulk.
|
||||
local function query_archetypes(query)
|
||||
return query.compatible_archetypes
|
||||
end
|
||||
|
||||
local function query_cached(query: QueryInner)
|
||||
local archetypes = query.compatible_archetypes
|
||||
local world = query.world :: World
|
||||
-- Only need one observer for EcsArchetypeCreate and EcsArchetypeDelete respectively
|
||||
-- because the event will be emitted for all components of that Archetype.
|
||||
local first = query.ids[1]
|
||||
local observerable = world.observerable
|
||||
local on_create_action = observerable[EcsArchetypeCreate]
|
||||
if not on_create_action then
|
||||
on_create_action = {}
|
||||
observerable[EcsArchetypeCreate] = on_create_action
|
||||
end
|
||||
local query_cache_on_create = on_create_action[first]
|
||||
if not query_cache_on_create then
|
||||
query_cache_on_create = {}
|
||||
on_create_action[first] = query_cache_on_create
|
||||
end
|
||||
|
||||
local on_delete_action = observerable[EcsArchetypeDelete]
|
||||
if not on_delete_action then
|
||||
on_delete_action = {}
|
||||
observerable[EcsArchetypeDelete] = on_delete_action
|
||||
end
|
||||
local query_cache_on_delete = on_delete_action[first]
|
||||
if not query_cache_on_delete then
|
||||
query_cache_on_delete = {}
|
||||
on_delete_action[first] = query_cache_on_delete
|
||||
end
|
||||
|
||||
local function on_create_callback(archetype)
|
||||
table.insert(archetypes, archetype)
|
||||
end
|
||||
|
||||
local function on_delete_callback(archetype)
|
||||
local i = table.find(archetypes, archetype) :: number
|
||||
local n = #archetypes
|
||||
archetypes[i] = archetypes[n]
|
||||
archetypes[n] = nil
|
||||
end
|
||||
|
||||
local with = query.filter_with
|
||||
local ids = query.ids
|
||||
if with then
|
||||
table.move(ids, 1, #ids, #with, with)
|
||||
else
|
||||
query.filter_with = ids
|
||||
end
|
||||
|
||||
local observer_for_create = { query = query, callback = on_create_callback }
|
||||
local observer_for_delete = { query = query, callback = on_delete_callback }
|
||||
|
||||
table.insert(query_cache_on_create, observer_for_create)
|
||||
table.insert(query_cache_on_delete, observer_for_delete)
|
||||
|
||||
local compatible_archetypes = query.compatible_archetypes
|
||||
local lastArchetype = 1
|
||||
|
||||
local A, B, C, D, E, F, G, H, I = unpack(ids)
|
||||
local a: Column, b: Column, c: Column, d: Column
|
||||
local e: Column, f: Column, g: Column, h: Column
|
||||
|
||||
local world_query_iter_next
|
||||
local columns: { Column }
|
||||
local entities: { i53 }
|
||||
local i: number
|
||||
local archetype: Archetype
|
||||
local records: { ArchetypeRecord }
|
||||
|
||||
if not B then
|
||||
function world_query_iter_next(): any
|
||||
local entityId = entities[i]
|
||||
while entityId == nil do
|
||||
lastArchetype += 1
|
||||
archetype = compatible_archetypes[lastArchetype]
|
||||
if not archetype then
|
||||
return nil
|
||||
end
|
||||
|
||||
entities = archetype.entities
|
||||
i = #entities
|
||||
entityId = entities[i]
|
||||
columns = archetype.columns
|
||||
records = archetype.records
|
||||
a = columns[records[A].column]
|
||||
end
|
||||
|
||||
|
@ -1402,85 +1784,71 @@ local function query_iter_init(query): () -> (number, ...any)
|
|||
end
|
||||
end
|
||||
|
||||
query.next = world_query_iter_next
|
||||
local function cached_query_iter()
|
||||
lastArchetype = 1
|
||||
archetype = compatible_archetypes[lastArchetype]
|
||||
if not archetype then
|
||||
return NOOP
|
||||
end
|
||||
entities = archetype.entities
|
||||
i = #entities
|
||||
records = archetype.records
|
||||
columns = archetype.columns
|
||||
if not B then
|
||||
a = columns[records[A].column]
|
||||
elseif not C then
|
||||
a = columns[records[A].column]
|
||||
b = columns[records[B].column]
|
||||
elseif not D then
|
||||
a = columns[records[A].column]
|
||||
b = columns[records[B].column]
|
||||
c = columns[records[C].column]
|
||||
elseif not E then
|
||||
a = columns[records[A].column]
|
||||
b = columns[records[B].column]
|
||||
c = columns[records[C].column]
|
||||
d = columns[records[D].column]
|
||||
elseif not F then
|
||||
a = columns[records[A].column]
|
||||
b = columns[records[B].column]
|
||||
c = columns[records[C].column]
|
||||
d = columns[records[D].column]
|
||||
e = columns[records[E].column]
|
||||
elseif not G then
|
||||
a = columns[records[A].column]
|
||||
b = columns[records[B].column]
|
||||
c = columns[records[C].column]
|
||||
d = columns[records[D].column]
|
||||
e = columns[records[E].column]
|
||||
f = columns[records[F].column]
|
||||
elseif not H then
|
||||
a = columns[records[A].column]
|
||||
b = columns[records[B].column]
|
||||
c = columns[records[C].column]
|
||||
d = columns[records[D].column]
|
||||
e = columns[records[E].column]
|
||||
f = columns[records[F].column]
|
||||
g = columns[records[G].column]
|
||||
elseif not I then
|
||||
a = columns[records[A].column]
|
||||
b = columns[records[B].column]
|
||||
c = columns[records[C].column]
|
||||
d = columns[records[D].column]
|
||||
e = columns[records[E].column]
|
||||
f = columns[records[F].column]
|
||||
g = columns[records[G].column]
|
||||
h = columns[records[H].column]
|
||||
end
|
||||
|
||||
return world_query_iter_next
|
||||
end
|
||||
|
||||
local function query_iter(query): () -> (number, ...any)
|
||||
local query_next = query.next
|
||||
if not query_next then
|
||||
query_next = query_iter_init(query)
|
||||
end
|
||||
return query_next
|
||||
end
|
||||
|
||||
local function query_without(query: { compatible_archetypes: { Archetype } }, ...)
|
||||
local compatible_archetypes = query.compatible_archetypes
|
||||
local N = select("#", ...)
|
||||
for i = #compatible_archetypes, 1, -1 do
|
||||
local archetype = compatible_archetypes[i]
|
||||
local records = archetype.records
|
||||
local shouldRemove = false
|
||||
|
||||
for j = 1, N do
|
||||
local id = select(j, ...)
|
||||
if records[id] then
|
||||
shouldRemove = true
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
if shouldRemove then
|
||||
local last = #compatible_archetypes
|
||||
if last ~= i then
|
||||
compatible_archetypes[i] = compatible_archetypes[last]
|
||||
end
|
||||
compatible_archetypes[last] = nil :: any
|
||||
end
|
||||
end
|
||||
|
||||
if #compatible_archetypes == 0 then
|
||||
return EMPTY_QUERY
|
||||
end
|
||||
|
||||
return query :: any
|
||||
end
|
||||
|
||||
local function query_with(query: { compatible_archetypes: { Archetype } }, ...)
|
||||
local compatible_archetypes = query.compatible_archetypes
|
||||
local N = select("#", ...)
|
||||
for i = #compatible_archetypes, 1, -1 do
|
||||
local archetype = compatible_archetypes[i]
|
||||
local records = archetype.records
|
||||
local shouldRemove = false
|
||||
|
||||
for j = 1, N do
|
||||
local id = select(j, ...)
|
||||
if not records[id] then
|
||||
shouldRemove = true
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
if shouldRemove then
|
||||
local last = #compatible_archetypes
|
||||
if last ~= i then
|
||||
compatible_archetypes[i] = compatible_archetypes[last]
|
||||
end
|
||||
compatible_archetypes[last] = nil :: any
|
||||
end
|
||||
end
|
||||
if #compatible_archetypes == 0 then
|
||||
return EMPTY_QUERY
|
||||
end
|
||||
return query :: any
|
||||
end
|
||||
|
||||
-- Meant for directly iterating over archetypes to minimize
|
||||
-- function call overhead. Should not be used unless iterating over
|
||||
-- hundreds of thousands of entities in bulk.
|
||||
local function query_archetypes(query)
|
||||
return query.compatible_archetypes
|
||||
local cached_query = query :: any
|
||||
cached_query.archetypes = query_archetypes
|
||||
cached_query.__iter = cached_query_iter
|
||||
cached_query.iter = cached_query_iter
|
||||
setmetatable(cached_query, cached_query)
|
||||
return cached_query
|
||||
end
|
||||
|
||||
local Query = {}
|
||||
|
@ -1490,6 +1858,7 @@ Query.iter = query_iter_init
|
|||
Query.without = query_without
|
||||
Query.with = query_with
|
||||
Query.archetypes = query_archetypes
|
||||
Query.cached = query_cached
|
||||
|
||||
local function world_query(world: World, ...)
|
||||
local compatible_archetypes = {}
|
||||
|
@ -1502,10 +1871,16 @@ local function world_query(world: World, ...)
|
|||
local idr: IdRecord?
|
||||
local componentIndex = world.componentIndex
|
||||
|
||||
local q = setmetatable({
|
||||
ids = ids,
|
||||
compatible_archetypes = compatible_archetypes,
|
||||
world = world,
|
||||
}, Query)
|
||||
|
||||
for _, id in ids do
|
||||
local map = componentIndex[id]
|
||||
if not map then
|
||||
return EMPTY_QUERY
|
||||
return q
|
||||
end
|
||||
|
||||
if idr == nil or map.size < idr.size then
|
||||
|
@ -1514,7 +1889,7 @@ local function world_query(world: World, ...)
|
|||
end
|
||||
|
||||
if not idr then
|
||||
return EMPTY_QUERY
|
||||
return q
|
||||
end
|
||||
|
||||
for archetype_id in idr.cache do
|
||||
|
@ -1542,15 +1917,6 @@ local function world_query(world: World, ...)
|
|||
compatible_archetypes[length] = compatibleArchetype
|
||||
end
|
||||
|
||||
if length == 0 then
|
||||
return EMPTY_QUERY
|
||||
end
|
||||
|
||||
local q = setmetatable({
|
||||
compatible_archetypes = compatible_archetypes,
|
||||
ids = ids,
|
||||
}, Query) :: any
|
||||
|
||||
return q
|
||||
end
|
||||
|
||||
|
@ -1736,6 +2102,7 @@ function World.new()
|
|||
nextComponentId = 0 :: number,
|
||||
nextEntityId = 0 :: number,
|
||||
ROOT_ARCHETYPE = (nil :: any) :: Archetype,
|
||||
observerable = {},
|
||||
}, World) :: any
|
||||
|
||||
self.ROOT_ARCHETYPE = archetype_create(self, {}, "")
|
||||
|
@ -1781,7 +2148,7 @@ type function ecs_entity_t(entity)
|
|||
return entity:components()[2]:readproperty(types.singleton("__T"))
|
||||
end
|
||||
|
||||
export type function Pair(first, second)
|
||||
type function Pair(first, second)
|
||||
local thing = first:components()[2]
|
||||
|
||||
if thing:readproperty(types.singleton("__T")):is("nil") then
|
||||
|
@ -1797,15 +2164,38 @@ export type Entity<T = unknown> = number & { __T: T }
|
|||
|
||||
type Iter<T...> = (query: Query<T...>) -> () -> (Entity, T...)
|
||||
|
||||
type Query<T...> = typeof(setmetatable({}, {
|
||||
export type Query<T...> = typeof(setmetatable({}, {
|
||||
__iter = (nil :: any) :: Iter<T...>,
|
||||
})) & {
|
||||
iter: Iter<T...>,
|
||||
with: (self: Query<T...>, ...i53) -> Query<T...>,
|
||||
without: (self: Query<T...>, ...i53) -> Query<T...>,
|
||||
with: (self: Query<T...>, ...Id) -> Query<T...>,
|
||||
without: (self: Query<T...>, ...Id) -> Query<T...>,
|
||||
archetypes: (self: Query<T...>) -> { Archetype },
|
||||
cached: (self: Query<T...>) -> Query<T...>,
|
||||
}
|
||||
|
||||
type QueryInner = {
|
||||
compatible_archetypes: { Archetype },
|
||||
filter_with: { i53 }?,
|
||||
filter_without: { i53 }?,
|
||||
ids: { i53 },
|
||||
world: {}, -- Downcasted to be serializable by the analyzer
|
||||
next: () -> Item<any>
|
||||
}
|
||||
|
||||
type Observer = {
|
||||
callback: (archetype: Archetype) -> (),
|
||||
query: QueryInner,
|
||||
}
|
||||
|
||||
type function ecs_partial_t(ty)
|
||||
local output = types.newtable()
|
||||
for k, v in ty:properties() do
|
||||
output:setproperty(k, types.unionof(v.write, types.singleton(nil)))
|
||||
end
|
||||
return output
|
||||
end
|
||||
|
||||
export type World = {
|
||||
archetypeIndex: { [string]: Archetype },
|
||||
archetypes: Archetypes,
|
||||
|
@ -1816,6 +2206,8 @@ export type World = {
|
|||
nextComponentId: number,
|
||||
nextEntityId: number,
|
||||
nextArchetypeId: number,
|
||||
|
||||
observerable: { [i53]: { [i53]: { { query: Query<i53> } } } },
|
||||
} & {
|
||||
--- Creates a new entity
|
||||
entity: (self: World) -> Entity,
|
||||
|
|
|
@ -63,6 +63,10 @@ local function debug_world_inspect(world: World)
|
|||
}
|
||||
end
|
||||
|
||||
local function name(world, e)
|
||||
return world:get(e, jecs.Name)
|
||||
end
|
||||
|
||||
TEST("archetype", function()
|
||||
local archetype_append_to_records = jecs.archetype_append_to_records
|
||||
local id_record_ensure = jecs.id_record_ensure
|
||||
|
@ -359,6 +363,39 @@ TEST("world:add()", function()
|
|||
end)
|
||||
|
||||
TEST("world:query()", function()
|
||||
do CASE "cached"
|
||||
local world = world_new()
|
||||
local Foo = world:component()
|
||||
local Bar = world:component()
|
||||
local Baz = world:component()
|
||||
local e = world:entity()
|
||||
local q = world:query(Foo, Bar):without(Baz):cached()
|
||||
world:set(e, Foo, true)
|
||||
world:set(e, Bar, false)
|
||||
local i = 0
|
||||
|
||||
for _, e in q:iter() do
|
||||
i=1
|
||||
end
|
||||
CHECK(i == 1)
|
||||
for _, e in q:iter() do
|
||||
i=2
|
||||
end
|
||||
CHECK(i == 2)
|
||||
for _, e in q do
|
||||
i=3
|
||||
end
|
||||
CHECK(i == 3)
|
||||
for _, e in q do
|
||||
i=4
|
||||
end
|
||||
CHECK(i == 4)
|
||||
|
||||
CHECK(#q:archetypes() == 1)
|
||||
CHECK(not table.find(q:archetypes(), world.archetypes[table.concat({Foo, Bar, Baz}, "_")]))
|
||||
world:delete(Foo)
|
||||
CHECK(#q:archetypes() == 0)
|
||||
end
|
||||
do CASE("multiple iter")
|
||||
local world = jecs.World.new()
|
||||
local A = world:component()
|
||||
|
@ -814,40 +851,6 @@ TEST("world:query()", function()
|
|||
CHECK(withoutCount == 0)
|
||||
end
|
||||
|
||||
do
|
||||
CASE("Empty Query")
|
||||
do
|
||||
local world = jecs.World.new()
|
||||
local A = world:component()
|
||||
local B = world:component()
|
||||
|
||||
local e1 = world:entity()
|
||||
world:add(e1, A)
|
||||
|
||||
local query = world:query(B)
|
||||
CHECK(query:without() == query)
|
||||
CHECK(query:with() == query)
|
||||
-- They always return the same EMPTY_LIST
|
||||
CHECK(query:archetypes() == world:query(B):archetypes())
|
||||
end
|
||||
|
||||
do
|
||||
local world = jecs.World.new()
|
||||
local A = world:component()
|
||||
local B = world:component()
|
||||
|
||||
local e1 = world:entity()
|
||||
world:add(e1, A)
|
||||
|
||||
local count = 0
|
||||
for id in world:query(B) do
|
||||
count += 1
|
||||
end
|
||||
|
||||
CHECK(count == 0)
|
||||
end
|
||||
end
|
||||
|
||||
do
|
||||
CASE("without")
|
||||
do
|
||||
|
|
Loading…
Reference in a new issue