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edb73ca49a | ||
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76aef4f1b1 | ||
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97fe91387f | ||
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2e29046770 |
18 changed files with 303 additions and 462 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 RunService = game:GetService("RunService")
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local UserInputService = game:GetService("UserInputService")
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local UserInputService = game:GetService("UserInputService")
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local jabby = require(ReplicatedStorage.Packages.jabby)
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local jabby = require(ReplicatedStorage.Packages.jabby)
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local std = require(ReplicatedStorage.std)
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local std = ReplicatedStorage.std
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local Scheduler = std.Scheduler
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local scheduler = require(std.scheduler)
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local world = std.world
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local world = require(std.world)
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local function start(modules)
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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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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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end
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local events = scheduler.collect.all()
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local events = scheduler.COLLECT()
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scheduler.systems.begin(events)
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scheduler.BEGIN(events)
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jabby.set_check_function(function(player)
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jabby.set_check_function(function(player)
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return true
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return true
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end)
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end)
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@ -3,15 +3,15 @@
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-- original author @centau
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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 FAILURE = 1
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local RUNNING = 0
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local RUNNING = 2
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local SUCCESS = 1
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local function SEQUENCE(nodes)
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local function SEQUENCE(nodes)
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return function(...)
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return function(...)
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for _, node in nodes do
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for _, node in nodes do
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local status = node(...)
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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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return status
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end
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end
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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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return function(...)
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for _, node in nodes do
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for _, node in nodes do
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local status = node(...)
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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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return status
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end
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end
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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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Model: Entity<Model>,
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Player: Entity,
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Player: Entity,
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Target: 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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Velocity: Entity<number>,
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Previous: Entity,
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Previous: Entity,
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} =
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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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Previous = world:component(),
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}
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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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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 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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return function()
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refs[key] = nil
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refs[key] = nil
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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 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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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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end
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local e = refs[key]
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local e = refs[key]
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if not e then
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if not e then
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@ -18,7 +20,7 @@ local function ref(key): (handle.Handle, (() -> ())?)
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refs[key] = e
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refs[key] = e
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end
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end
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-- Cannot cache handles because they will get invalidated
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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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end
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return ref
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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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--!native
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--!optimize 2
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--!optimize 2
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local ReplicatedStorage = game:GetService("ReplicatedStorage")
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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 jabby = require(ReplicatedStorage.Packages.jabby)
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local jecs = require(ReplicatedStorage.ecs)
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local jecs = require(ReplicatedStorage.ecs)
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local pair = jecs.pair
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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 World = jecs.World
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type Entity<T = nil> = jecs.Entity<T>
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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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type System = {
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callback: (world: World) -> (),
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callback: (world: World) -> (),
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@ -21,115 +23,92 @@ type Events = {
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Heartbeat: Systems,
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Heartbeat: Systems,
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}
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}
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export type Scheduler = {
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local world = require(script.Parent.world)
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components: {
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local Disabled = world:entity()
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Disabled: Entity,
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local System = world:component() :: Id<{ callback: (any) -> (), name: string}>
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System: Entity<System>,
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local DependsOn = world:entity()
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Phase: Entity,
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local Event = world:component() :: Id<RBXScriptSignal>
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DependsOn: Entity,
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local Phase = world:entity()
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},
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collect: {
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local PreRender = world:entity()
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under_event: (event: Entity) -> Systems,
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local Heartbeat = world:entity()
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all: () -> Events,
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local PreAnimation = world:entity()
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},
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local PreSimulation = world:entity()
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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 sys: System
|
local sys: System
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local dt
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local dt: number
|
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|
|
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local jabby_scheduler = jabby.scheduler.create("Scheduler")
|
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|
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local a, b, c, d
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local function run()
|
local function run()
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local id = sys.id
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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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end
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|
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local function panic(str)
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world:add(Heartbeat, Phase)
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-- We don't want to interrupt the loop when we error
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world:set(Heartbeat, Event, RunService.Heartbeat)
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task.spawn(error, str)
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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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|
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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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})
|
||||||
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|
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jabby.public.updated = true
|
||||||
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table.insert(jabby.public, jabby_scheduler)
|
||||||
|
|
||||||
|
if RunService:IsClient() then
|
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world:add(PreRender, Phase)
|
||||||
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world:set(PreRender, Event, (RunService :: RunService).PreRender)
|
||||||
end
|
end
|
||||||
local function begin(events: { Systems })
|
|
||||||
|
local function begin(events: { [RBXScriptSignal]: Systems })
|
||||||
local connections = {}
|
local connections = {}
|
||||||
for event, systems in events do
|
for event, systems in events do
|
||||||
if not event then
|
if not event then
|
||||||
continue
|
continue
|
||||||
end
|
end
|
||||||
local event_name = tostring(event)
|
local event_name = tostring(event)
|
||||||
connections[event] = event:Connect(function(delta)
|
connections[event] = event:Connect(function(...)
|
||||||
debug.profilebegin(event_name)
|
debug.profilebegin(event_name)
|
||||||
for _, s in systems do
|
for _, s in systems do
|
||||||
sys = s
|
sys = s
|
||||||
dt = delta
|
a, b, c, d = ...
|
||||||
local didNotYield, why = xpcall(function()
|
|
||||||
for _ in run do
|
for _ in run do
|
||||||
break
|
break
|
||||||
end
|
end
|
||||||
end, debug.traceback)
|
|
||||||
|
|
||||||
if didNotYield then
|
|
||||||
continue
|
|
||||||
end
|
|
||||||
|
|
||||||
if string.find(why, "thread is not yieldable") then
|
|
||||||
panic(
|
|
||||||
"Not allowed to yield in the systems."
|
|
||||||
.. "\n"
|
|
||||||
.. "System: "
|
|
||||||
.. debug.info(s.callback, "n")
|
|
||||||
.. " has been ejected"
|
|
||||||
)
|
|
||||||
continue
|
|
||||||
end
|
|
||||||
panic(why)
|
|
||||||
end
|
end
|
||||||
debug.profileend()
|
debug.profileend()
|
||||||
end)
|
end)
|
||||||
end
|
end
|
||||||
return threads
|
return connections
|
||||||
end
|
end
|
||||||
|
|
||||||
local function scheduler_collect_systems_under_phase_recursive(systems, phase)
|
local function scheduler_collect_systems_under_phase_recursive(systems, phase: Entity)
|
||||||
local phase_name = world:get(phase, Name)
|
local phase_name = world:get(phase, Name)
|
||||||
for _, s in world:query(System):with(pair(DependsOn, phase)) do
|
for _, s in world:query(System):with(pair(DependsOn, phase)) do
|
||||||
table.insert(systems, {
|
table.insert(systems, {
|
||||||
id = scheduler:register_system({
|
id = jabby_scheduler:register_system({
|
||||||
name = s.name,
|
name = s.name,
|
||||||
phase = phase_name,
|
phase = phase_name,
|
||||||
}),
|
} :: any),
|
||||||
callback = s.callback,
|
callback = s.callback,
|
||||||
})
|
})
|
||||||
end
|
end
|
||||||
for after in world:query(Phase):with(pair(DependsOn, phase)) do
|
for after in world:query(Phase):with(pair(DependsOn, phase)):iter() do
|
||||||
scheduler_collect_systems_under_phase_recursive(systems, after)
|
scheduler_collect_systems_under_phase_recursive(systems, after)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
@ -148,99 +127,41 @@ do
|
||||||
return events
|
return events
|
||||||
end
|
end
|
||||||
|
|
||||||
local function scheduler_phase_new(after)
|
local function scheduler_phase_new(d: { after: Entity?, event: RBXScriptSignal? })
|
||||||
local phase = world:entity()
|
local phase = world:entity()
|
||||||
world:add(phase, Phase)
|
world:add(phase, Phase)
|
||||||
local dependency = pair(DependsOn, after)
|
local after = d.after
|
||||||
|
if after then
|
||||||
|
local dependency = pair(DependsOn, after :: Entity)
|
||||||
world:add(phase, dependency)
|
world:add(phase, dependency)
|
||||||
|
end
|
||||||
|
|
||||||
|
local event = d.event
|
||||||
|
if event then
|
||||||
|
world:set(phase, Event, event)
|
||||||
|
end
|
||||||
return phase
|
return phase
|
||||||
end
|
end
|
||||||
|
|
||||||
local function scheduler_systems_new(callback, phase)
|
local function scheduler_systems_new(callback: (any) -> (), phase: Entity?)
|
||||||
local system = world:entity()
|
local system = world:entity()
|
||||||
local name = debug.info(callback, "n")
|
world:set(system, System, { callback = callback, name = debug.info(callback, "n") })
|
||||||
world:set(system, System, { callback = callback, name = name })
|
local depends_on = DependsOn :: jecs.Entity
|
||||||
world:add(system, pair(DependsOn, phase))
|
local p: Entity = phase or Heartbeat
|
||||||
|
world:add(system, pair(depends_on, p))
|
||||||
|
|
||||||
return system
|
return system
|
||||||
end
|
end
|
||||||
|
|
||||||
function scheduler_new(w: World, components: { [string]: Entity })
|
|
||||||
world = w
|
|
||||||
Disabled = world:component()
|
|
||||||
System = world:component()
|
|
||||||
Phase = world:component()
|
|
||||||
DependsOn = world:component()
|
|
||||||
Event = world:component()
|
|
||||||
|
|
||||||
RenderStepped = world:component()
|
|
||||||
Heartbeat = world:component()
|
|
||||||
PreSimulation = world:component()
|
|
||||||
PreAnimation = world:component()
|
|
||||||
|
|
||||||
local RunService = game:GetService("RunService")
|
|
||||||
if RunService:IsClient() then
|
|
||||||
world:add(RenderStepped, Phase)
|
|
||||||
world:set(RenderStepped, Event, RunService.RenderStepped)
|
|
||||||
end
|
|
||||||
|
|
||||||
world:add(Heartbeat, Phase)
|
|
||||||
world:set(Heartbeat, Event, RunService.Heartbeat)
|
|
||||||
|
|
||||||
world:add(PreSimulation, Phase)
|
|
||||||
world:set(PreSimulation, Event, RunService.PreSimulation)
|
|
||||||
|
|
||||||
world:add(PreAnimation, Phase)
|
|
||||||
world:set(PreAnimation, Event, RunService.PreAnimation)
|
|
||||||
|
|
||||||
for name, component in components do
|
|
||||||
world:set(component, Name, name)
|
|
||||||
end
|
|
||||||
|
|
||||||
table.insert(jabby.public, {
|
|
||||||
class_name = "World",
|
|
||||||
name = "MyWorld",
|
|
||||||
world = world,
|
|
||||||
debug = Name,
|
|
||||||
entities = {},
|
|
||||||
})
|
|
||||||
|
|
||||||
jabby.public.updated = true
|
|
||||||
scheduler = jabby.scheduler.create("scheduler")
|
|
||||||
|
|
||||||
table.insert(jabby.public, scheduler)
|
|
||||||
|
|
||||||
return {
|
return {
|
||||||
phase = scheduler_phase_new,
|
SYSTEM = scheduler_systems_new,
|
||||||
|
BEGIN = begin,
|
||||||
|
PHASE = scheduler_phase_new,
|
||||||
|
COLLECT = scheduler_collect_systems_all,
|
||||||
phases = {
|
phases = {
|
||||||
RenderStepped = RenderStepped,
|
|
||||||
PreSimulation = PreSimulation,
|
|
||||||
Heartbeat = Heartbeat,
|
Heartbeat = Heartbeat,
|
||||||
|
PreSimulation = PreSimulation,
|
||||||
PreAnimation = PreAnimation,
|
PreAnimation = PreAnimation,
|
||||||
},
|
PreRender = PreRender
|
||||||
|
|
||||||
world = world,
|
|
||||||
|
|
||||||
components = {
|
|
||||||
DependsOn = DependsOn,
|
|
||||||
Disabled = Disabled,
|
|
||||||
Phase = Phase,
|
|
||||||
System = System,
|
|
||||||
},
|
|
||||||
|
|
||||||
collect = {
|
|
||||||
under_event = scheduler_collect_systems_under_event,
|
|
||||||
all = scheduler_collect_systems_all,
|
|
||||||
},
|
|
||||||
|
|
||||||
systems = {
|
|
||||||
new = scheduler_systems_new,
|
|
||||||
begin = begin,
|
|
||||||
},
|
|
||||||
}
|
}
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
return {
|
|
||||||
new = scheduler_new,
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -6,13 +6,12 @@ local ReplicatedStorage = game:GetService("ReplicatedStorage")
|
||||||
local blink = require(game:GetService("ServerScriptService").net)
|
local blink = require(game:GetService("ServerScriptService").net)
|
||||||
local jecs = require(ReplicatedStorage.ecs)
|
local jecs = require(ReplicatedStorage.ecs)
|
||||||
local __ = jecs.Wildcard
|
local __ = jecs.Wildcard
|
||||||
|
local std = ReplicatedStorage.std
|
||||||
|
local ref = require(std.ref)
|
||||||
|
local interval = require(std.interval)
|
||||||
|
|
||||||
local std = require(ReplicatedStorage.std)
|
local world = require(std.world)
|
||||||
local ref = std.ref
|
local cts = require(std.components)
|
||||||
local interval = std.interval
|
|
||||||
|
|
||||||
local world: std.World = std.world
|
|
||||||
local cts = std.components
|
|
||||||
|
|
||||||
local Mob = cts.Mob
|
local Mob = cts.Mob
|
||||||
local Transform = cts.Transform
|
local Transform = cts.Transform
|
||||||
|
@ -20,13 +19,26 @@ local Velocity = cts.Velocity
|
||||||
local Player = cts.Player
|
local Player = cts.Player
|
||||||
local Character = cts.Character
|
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 function mobsMove(dt: number)
|
||||||
local targets = {}
|
local targets = {}
|
||||||
for _, character in world:query(Character):with(Player):iter() do
|
|
||||||
|
for _, character in characters do
|
||||||
table.insert(targets, (character.PrimaryPart :: Part).Position)
|
table.insert(targets, (character.PrimaryPart :: Part).Position)
|
||||||
end
|
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 cf = transform.new
|
||||||
local p = cf.Position
|
local p = cf.Position
|
||||||
|
|
||||||
|
@ -59,15 +71,18 @@ local function spawnMobs()
|
||||||
local cf = CFrame.new(p)
|
local cf = CFrame.new(p)
|
||||||
local v = 5
|
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
|
||||||
end
|
end
|
||||||
|
|
||||||
return function(scheduler: std.Scheduler)
|
local scheduler = require(std.scheduler)
|
||||||
local phases = scheduler.phases
|
|
||||||
local system_new = scheduler.systems.new
|
scheduler.SYSTEM(spawnMobs)
|
||||||
system_new(mobsMove, phases.Heartbeat)
|
scheduler.SYSTEM(mobsMove)
|
||||||
system_new(spawnMobs, phases.Heartbeat)
|
|
||||||
end
|
return 0
|
|
@ -1,43 +1,40 @@
|
||||||
local Players = game:GetService("Players")
|
local Players = game:GetService("Players")
|
||||||
local ReplicatedStorage = game:GetService("ReplicatedStorage")
|
local ReplicatedStorage = game:GetService("ReplicatedStorage")
|
||||||
|
|
||||||
local std = require(ReplicatedStorage.std)
|
local std = ReplicatedStorage.std
|
||||||
local ref = std.ref
|
local ref = require(std.ref)
|
||||||
local collect = std.collect
|
local collect = require(std.collect)
|
||||||
|
|
||||||
local cts = std.components
|
local cts = require(std.components)
|
||||||
|
local world = require(std.world)
|
||||||
local Player = cts.Player
|
local Player = cts.Player
|
||||||
local Character = cts.Character
|
local Character = cts.Character
|
||||||
|
|
||||||
local playersAdded = collect(Players.PlayerAdded)
|
|
||||||
local playersRemoved = collect(Players.PlayerRemoving)
|
|
||||||
local world: std.World = std.world
|
|
||||||
|
|
||||||
local conn = {}
|
local conn = {}
|
||||||
|
|
||||||
local function players()
|
local function playersAdded(player: Player)
|
||||||
for _, player in playersAdded do
|
local e = ref(player.UserId)
|
||||||
world:set(std.world:entity(), cts.Transform)
|
world:set(e, Player, player)
|
||||||
|
|
||||||
local e = ref(player.UserId):set(Player, player)
|
|
||||||
local characterAdd = player.CharacterAdded
|
local characterAdd = player.CharacterAdded
|
||||||
conn[e.id()] = characterAdd:Connect(function(rig)
|
conn[e] = characterAdd:Connect(function(rig)
|
||||||
while rig.Parent ~= workspace do
|
while rig.Parent ~= workspace do
|
||||||
task.wait()
|
task.wait()
|
||||||
end
|
end
|
||||||
e:set(Character, rig)
|
world:set(e, Character, rig)
|
||||||
end)
|
end)
|
||||||
end
|
end
|
||||||
|
|
||||||
for _, player in playersRemoved do
|
local function playersRemoved(player: Player)
|
||||||
local id = ref(player.UserId):clear().id()
|
local e = ref(player.UserId)
|
||||||
conn[id]:Disconnect()
|
world:clear(e)
|
||||||
conn[id] = nil
|
local connection = conn[e]
|
||||||
end
|
connection:Disconnect()
|
||||||
|
conn[e] = nil
|
||||||
end
|
end
|
||||||
|
|
||||||
return function(scheduler: std.Scheduler)
|
local scheduler = require(std.scheduler)
|
||||||
local phases = scheduler.phases
|
local phases = require(std.phases)
|
||||||
local system_new = scheduler.systems.new
|
scheduler.SYSTEM(playersAdded, phases.PlayerAdded)
|
||||||
system_new(players, phases.Heartbeat)
|
scheduler.SYSTEM(playersRemoved, phases.PlayerRemoved)
|
||||||
end
|
|
||||||
|
return 0
|
|
@ -1,20 +1,22 @@
|
||||||
local ReplicatedStorage = game:GetService("ReplicatedStorage")
|
local ReplicatedStorage = game:GetService("ReplicatedStorage")
|
||||||
local blink = require(ReplicatedStorage.net)
|
local blink = require(ReplicatedStorage.net)
|
||||||
local std = require(ReplicatedStorage.std)
|
local std = ReplicatedStorage.std
|
||||||
local world = std.world
|
local world = require(std.world)
|
||||||
local ref = std.ref
|
local ref = require(std.ref)
|
||||||
|
|
||||||
local cts = std.components
|
local cts = require(std.components)
|
||||||
|
|
||||||
local Model = cts.Model
|
local Model = cts.Model
|
||||||
local Transform = cts.Transform
|
local Transform = cts.Transform
|
||||||
|
|
||||||
|
local moving_models = world:query(Transform, Model):cached()
|
||||||
local function move(dt: number)
|
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
|
local cf = transform.new
|
||||||
if cf ~= transform.old then
|
if cf ~= transform.old then
|
||||||
local origo = model.PrimaryPart.CFrame
|
local part = model.PrimaryPart :: BasePart
|
||||||
model.PrimaryPart.CFrame = origo:Lerp(cf, 1)
|
local origo = part.CFrame
|
||||||
|
part.CFrame = origo:Lerp(cf, 1)
|
||||||
transform.old = cf
|
transform.old = cf
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
@ -22,8 +24,8 @@ end
|
||||||
|
|
||||||
local function syncTransforms()
|
local function syncTransforms()
|
||||||
for _, id, cf in blink.UpdateTransform.Iter() do
|
for _, id, cf in blink.UpdateTransform.Iter() do
|
||||||
local e = ref("server-" .. id)
|
local e = ref("server-" .. tostring(id))
|
||||||
local transform = e:get(cts.Transform)
|
local transform = world:get(e, Transform)
|
||||||
if not transform then
|
if not transform then
|
||||||
continue
|
continue
|
||||||
end
|
end
|
||||||
|
@ -31,9 +33,9 @@ local function syncTransforms()
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
return function(scheduler: std.Scheduler)
|
local scheduler = require(std.scheduler)
|
||||||
local phases = scheduler.phases
|
|
||||||
local system_new = scheduler.systems.new
|
scheduler.SYSTEM(move)
|
||||||
system_new(move, phases.Heartbeat)
|
scheduler.SYSTEM(syncTransforms)
|
||||||
system_new(syncTransforms, phases.RenderStepped)
|
|
||||||
end
|
return 0
|
|
@ -1,9 +1,9 @@
|
||||||
local ReplicatedStorage = game:GetService("ReplicatedStorage")
|
local ReplicatedStorage = game:GetService("ReplicatedStorage")
|
||||||
local blink = require(ReplicatedStorage.net)
|
local blink = require(ReplicatedStorage.net)
|
||||||
local std = require(ReplicatedStorage.std)
|
local std = ReplicatedStorage.std
|
||||||
local ref = std.ref
|
local ref = require(std.ref)
|
||||||
local world = std.world
|
local world = require(std.world)
|
||||||
local cts = std.components
|
local cts = require(std.components)
|
||||||
|
|
||||||
local function syncMobs()
|
local function syncMobs()
|
||||||
for _, id, cf, vel in blink.SpawnMob.Iter() do
|
for _, id, cf, vel in blink.SpawnMob.Iter() do
|
||||||
|
@ -16,16 +16,16 @@ local function syncMobs()
|
||||||
part.Parent = model
|
part.Parent = model
|
||||||
model.Parent = workspace
|
model.Parent = workspace
|
||||||
|
|
||||||
ref("server-" .. id)
|
local e = ref("server-" .. tostring(id))
|
||||||
:set(cts.Transform, { new = cf, old = cf })
|
world:set(e, cts.Transform, { new = cf, old = cf })
|
||||||
:set(cts.Velocity, vel)
|
world:set(e, cts.Velocity, vel)
|
||||||
:set(cts.Model, model)
|
world:set(e, cts.Model, model)
|
||||||
:add(cts.Mob)
|
world:add(e, cts.Mob)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
return function(scheduler: std.Scheduler)
|
local scheduler = require(std.scheduler)
|
||||||
local phases = scheduler.phases
|
scheduler.SYSTEM(syncMobs)
|
||||||
local system_new = scheduler.systems.new
|
|
||||||
system_new(syncMobs, phases.RenderStepped)
|
return 0
|
||||||
end
|
|
||||||
|
|
|
@ -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
|
15
jecs.luau
15
jecs.luau
|
@ -263,7 +263,7 @@ local function query_match(query, archetype: Archetype)
|
||||||
end
|
end
|
||||||
|
|
||||||
local without = query.filter_without
|
local without = query.filter_without
|
||||||
if not without then
|
if without then
|
||||||
for _, id in without do
|
for _, id in without do
|
||||||
if records[id] then
|
if records[id] then
|
||||||
return false
|
return false
|
||||||
|
@ -1843,13 +1843,12 @@ local function query_cached(query: QueryInner)
|
||||||
return world_query_iter_next
|
return world_query_iter_next
|
||||||
end
|
end
|
||||||
|
|
||||||
return setmetatable(query, {
|
local cached_query = query :: any
|
||||||
__index = {
|
cached_query.archetypes = query_archetypes
|
||||||
archetypes = query_archetypes,
|
cached_query.__iter = cached_query_iter
|
||||||
__iter = cached_query_iter,
|
cached_query.iter = cached_query_iter
|
||||||
iter = cached_query_iter
|
setmetatable(cached_query, cached_query)
|
||||||
}
|
return cached_query
|
||||||
})
|
|
||||||
end
|
end
|
||||||
|
|
||||||
local Query = {}
|
local Query = {}
|
||||||
|
|
Loading…
Reference in a new issue