Compare commits

..

No commits in common. "ed3b2ae35d7cb89eb48a761fac1324e8988157b6" and "0f2e0eba7607874b257076b14722d7603a98a73b" have entirely different histories.

22 changed files with 596 additions and 841 deletions

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

@ -6,12 +6,13 @@ 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 world = require(std.world) local std = require(ReplicatedStorage.std)
local cts = require(std.components) local ref = std.ref
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
@ -19,26 +20,13 @@ 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 moving_mobs do for mob, transform, v in world:query(Transform, Velocity):with(Mob):iter() do
local cf = transform.new local cf = transform.new
local p = cf.Position local p = cf.Position
@ -65,24 +53,21 @@ end
local throttle = interval(5) local throttle = interval(5)
local function spawnMobs() local function spawnMobs()
if throttle() then if throttle() then
local p = Vector3.new(0, 5, 0) local p = Vector3.new(0, 5, 0)
local cf = CFrame.new(p) local cf = CFrame.new(p)
local v = 5 local v = 5
local e = world:entity() local id = ref():set(Velocity, v):set(Transform, { new = cf }):add(Mob).id()
world:set(e, Velocity, v)
world:set(e, Transform, { new = cf })
world:add(e, Mob)
blink.SpawnMob.FireAll(e, cf, v) blink.SpawnMob.FireAll(id, cf, v)
end end
end end
local scheduler = require(std.scheduler) return function(scheduler: std.Scheduler)
local phases = scheduler.phases
scheduler.SYSTEM(spawnMobs) local system_new = scheduler.systems.new
scheduler.SYSTEM(mobsMove) system_new(mobsMove, phases.Heartbeat)
system_new(spawnMobs, phases.Heartbeat)
return 0 end

View file

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

View file

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

View file

@ -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 = ReplicatedStorage.std local std = require(ReplicatedStorage.std)
local ref = require(std.ref) local ref = std.ref
local world = require(std.world) local world = std.world
local cts = require(std.components) local cts = 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
local e = ref("server-" .. tostring(id)) ref("server-" .. id)
world:set(e, cts.Transform, { new = cf, old = cf }) :set(cts.Transform, { new = cf, old = cf })
world:set(e, cts.Velocity, vel) :set(cts.Velocity, vel)
world:set(e, cts.Model, model) :set(cts.Model, model)
world:add(e, cts.Mob) :add(cts.Mob)
end end
end end
local scheduler = require(std.scheduler) return function(scheduler: std.Scheduler)
scheduler.SYSTEM(syncMobs) local phases = scheduler.phases
local system_new = scheduler.systems.new
return 0 system_new(syncMobs, phases.RenderStepped)
end

View file

@ -1,44 +0,0 @@
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

26
jecs.d.ts vendored
View file

@ -13,32 +13,24 @@ export type Tag = Entity<undefined>;
* A pair of entities * A pair of entities
* P is the type of the predicate, O is the type of the object, and V is the type of the value (defaults to P) * P is the type of the predicate, O is the type of the object, and V is the type of the value (defaults to P)
*/ */
export type Pair<P = Entity, O = Entity> = number & { export type Pair<P = undefined, O = undefined, V = P> = number & {
__jecs_pair_pred: P; __jecs_pair_pred: P;
__jecs_pair_obj: O; __jecs_pair_obj: O;
__jecs_pair_value: P extends Entity<undefined> __jecs_pair_value: V;
? O extends Entity<infer V>
? V
: never
: P extends Entity<infer V> ? V : never
}; };
/** /**
* Either an Entity or a Pair * Either an Entity or a Pair
*/ */
export type Id<T = unknown> = Entity<T> | Pair<Entity<T>, Entity<T>>; export type Id<T = unknown> = Entity<T> | Pair<unknown, unknown, T>;
type InferComponent<E> = E extends Entity<infer T>
? T
: E extends Pair
? E["__jecs_pair_value"]
: never;
type InferComponent<E> = E extends Id<infer T> ? T : never;
type FlattenTuple<T extends any[]> = T extends [infer U] ? U : LuaTuple<T>; type FlattenTuple<T extends any[]> = T extends [infer U] ? U : LuaTuple<T>;
type Nullable<T extends unknown[]> = { [K in keyof T]: T[K] | undefined }; type Nullable<T extends unknown[]> = { [K in keyof T]: T[K] | undefined };
type InferComponents<A extends Id[]> = { type InferComponents<A extends Id[]> = {
[K in keyof A]: InferComponent<A[K]>; [K in keyof A]: InferComponent<A[K]>;
}; };
type TupleForWorldGet = [Id] | [Id, Id] | [Id, Id, Id] | [Id, Id, Id, Id];
type Iter<T extends unknown[]> = IterableFunction<LuaTuple<[Entity, ...T]>>; type Iter<T extends unknown[]> = IterableFunction<LuaTuple<[Entity, ...T]>>;
@ -144,7 +136,7 @@ export class World {
* @param components Target Components * @param components Target Components
* @returns Data associated with target components if it exists. * @returns Data associated with target components if it exists.
*/ */
get<T extends [Id] | [Id, Id] | [Id, Id, Id] | [Id, Id, Id, Id]>(id: Entity, ...components: T): FlattenTuple<Nullable<InferComponents<T>>>; get<T extends TupleForWorldGet>(id: Entity, ...components: T): FlattenTuple<Nullable<InferComponents<T>>>;
/** /**
* Returns whether the entity has the specified components. * Returns whether the entity has the specified components.
@ -184,7 +176,7 @@ export class World {
* @param obj The second entity (object) * @param obj The second entity (object)
* @returns The composite key (pair) * @returns The composite key (pair)
*/ */
export function pair<P, O>(pred: Entity<P>, obj: Entity<O>): Pair<Entity<P>, Entity<O>>; export function pair<P, O, V = P>(pred: Entity<P>, obj: Entity<O>): Pair<P, O, V>;
/** /**
* Checks if the entity is a composite key (pair) * Checks if the entity is a composite key (pair)
@ -198,14 +190,14 @@ export function IS_PAIR(value: Id): value is Pair;
* @param pair The pair to get the first entity from * @param pair The pair to get the first entity from
* @returns The first entity (predicate) of the pair * @returns The first entity (predicate) of the pair
*/ */
export function pair_first<P, O>(pair: Pair<P, O>): Entity<P>; export function pair_first<P, O, V = P>(pair: Pair<P, O, V>): Entity<P>;
/** /**
* Gets the second entity (object) of a pair * Gets the second entity (object) of a pair
* @param pair The pair to get the second entity from * @param pair The pair to get the second entity from
* @returns The second entity (object) of the pair * @returns The second entity (object) of the pair
*/ */
export function pair_second<P, O>(pair: Pair<P, O>): Entity<O>; export function pair_second<P, O, V = P>(pair: Pair<P, O, V>): Entity<O>;
export const OnAdd: Entity<(e: Entity) => void>; export const OnAdd: Entity<(e: Entity) => void>;
export const OnRemove: Entity<(e: Entity) => void>; export const OnRemove: Entity<(e: Entity) => void>;

590
jecs.luau
View file

@ -78,32 +78,30 @@ type EntityIndex = {
local HI_COMPONENT_ID = _G.__JECS_HI_COMPONENT_ID or 256 local HI_COMPONENT_ID = _G.__JECS_HI_COMPONENT_ID or 256
-- stylua: ignore start -- stylua: ignore start
local EcsOnAdd = HI_COMPONENT_ID + 1 local EcsOnAdd = HI_COMPONENT_ID + 1
local EcsOnRemove = HI_COMPONENT_ID + 2 local EcsOnRemove = HI_COMPONENT_ID + 2
local EcsOnSet = HI_COMPONENT_ID + 3 local EcsOnSet = HI_COMPONENT_ID + 3
local EcsWildcard = HI_COMPONENT_ID + 4 local EcsWildcard = HI_COMPONENT_ID + 4
local EcsChildOf = HI_COMPONENT_ID + 5 local EcsChildOf = HI_COMPONENT_ID + 5
local EcsComponent = HI_COMPONENT_ID + 6 local EcsComponent = HI_COMPONENT_ID + 6
local EcsOnDelete = HI_COMPONENT_ID + 7 local EcsOnDelete = HI_COMPONENT_ID + 7
local EcsOnDeleteTarget = HI_COMPONENT_ID + 8 local EcsOnDeleteTarget = HI_COMPONENT_ID + 8
local EcsDelete = HI_COMPONENT_ID + 9 local EcsDelete = HI_COMPONENT_ID + 9
local EcsRemove = HI_COMPONENT_ID + 10 local EcsRemove = HI_COMPONENT_ID + 10
local EcsName = HI_COMPONENT_ID + 11 local EcsName = HI_COMPONENT_ID + 11
local EcsArchetypeCreate = HI_COMPONENT_ID + 12 local EcsRest = HI_COMPONENT_ID + 12
local EcsArchetypeDelete = HI_COMPONENT_ID + 13
local EcsRest = HI_COMPONENT_ID + 14
local ECS_PAIR_FLAG = 0x8 local ECS_PAIR_FLAG = 0x8
local ECS_ID_FLAGS_MASK = 0x10 local ECS_ID_FLAGS_MASK = 0x10
local ECS_ENTITY_MASK = bit32.lshift(1, 24) local ECS_ENTITY_MASK = bit32.lshift(1, 24)
local ECS_GENERATION_MASK = bit32.lshift(1, 16) local ECS_GENERATION_MASK = bit32.lshift(1, 16)
local ECS_ID_DELETE = 0b0000_0001 local ECS_ID_DELETE = 0b0000_0001
local ECS_ID_IS_TAG = 0b0000_0010 local ECS_ID_IS_TAG = 0b0000_0010
local ECS_ID_HAS_ON_ADD = 0b0000_0100 local ECS_ID_HAS_ON_ADD = 0b0000_0100
local ECS_ID_HAS_ON_SET = 0b0000_1000 local ECS_ID_HAS_ON_SET = 0b0000_1000
local ECS_ID_HAS_ON_REMOVE = 0b0001_0000 local ECS_ID_HAS_ON_REMOVE = 0b0001_0000
local ECS_ID_MASK = 0b0000_0000 local ECS_ID_MASK = 0b0000_0000
-- stylua: ignore end -- stylua: ignore end
local NULL_ARRAY = table.freeze({}) :: Column local NULL_ARRAY = table.freeze({}) :: Column
@ -252,36 +250,6 @@ local function ecs_pair_second(world, e)
return entity_index_get_alive(world.entity_index, ECS_ENTITY_T_HI(e)) return entity_index_get_alive(world.entity_index, ECS_ENTITY_T_HI(e))
end 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 function archetype_move(entity_index: EntityIndex, to: Archetype, dst_row: i24, from: Archetype, src_row: i24)
local src_columns = from.columns local src_columns = from.columns
local dst_columns = to.columns local dst_columns = to.columns
@ -581,20 +549,6 @@ local function archetype_create(world: World, id_types: { i24 }, ty, prev: i53?)
local columns = (table.create(length) :: any) :: { Column } local columns = (table.create(length) :: any) :: { Column }
local records: { ArchetypeRecord } = {} 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 for i, componentId in id_types do
local idr = id_record_ensure(world, componentId) local idr = id_record_ensure(world, componentId)
archetype_append_to_records(idr, archetype_id, records, componentId, i) archetype_append_to_records(idr, archetype_id, records, componentId, i)
@ -618,17 +572,18 @@ local function archetype_create(world: World, id_types: { i24 }, ty, prev: i53?)
end end
end end
for _, id in id_types do local archetype: Archetype = {
local observer_list = find_observers(world, EcsArchetypeCreate, id) columns = columns,
if not observer_list then entities = {},
continue id = archetype_id,
end records = records,
for _, observer in observer_list do type = ty,
if query_match(observer.query, archetype) then types = id_types,
observer.callback(archetype)
end add = {},
end remove = {},
end refs = {} :: GraphEdge,
}
world.archetypeIndex[ty] = archetype world.archetypeIndex[ty] = archetype
world.archetypes[archetype_id] = archetype world.archetypes[archetype_id] = archetype
@ -671,13 +626,13 @@ local function find_insert(id_types: { i53 }, toAdd: i53): number
end end
local function find_archetype_with(world: World, node: Archetype, id: i53): Archetype local function find_archetype_with(world: World, node: Archetype, id: i53): Archetype
local id_types = node.types local types = node.types
-- Component IDs are added incrementally, so inserting and sorting -- Component IDs are added incrementally, so inserting and sorting
-- them each time would be expensive. Instead this insertion sort can find the insertion -- them each time would be expensive. Instead this insertion sort can find the insertion
-- point in the types array. -- point in the types array.
local dst = table.clone(node.types) :: { i53 } local dst = table.clone(node.types) :: { i53 }
local at = find_insert(id_types, id) local at = find_insert(types, id)
if at == -1 then if at == -1 then
-- If it finds a duplicate, it just means it is the same archetype so it can return it -- 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. -- directly instead of needing to hash types for a lookup to the archetype.
@ -689,13 +644,13 @@ local function find_archetype_with(world: World, node: Archetype, id: i53): Arch
end end
local function find_archetype_without(world: World, node: Archetype, id: i53): Archetype local function find_archetype_without(world: World, node: Archetype, id: i53): Archetype
local id_types = node.types local types = node.types
local at = table.find(id_types, id) local at = table.find(types, id)
if at == nil then if at == nil then
return node return node
end end
local dst = table.clone(id_types) local dst = table.clone(types)
table.remove(dst, at) table.remove(dst, at)
return archetype_ensure(world, dst) return archetype_ensure(world, dst)
@ -1051,18 +1006,6 @@ local function archetype_destroy(world: World, archetype: Archetype)
world.archetypeIndex[archetype.type] = nil :: any world.archetypeIndex[archetype.type] = nil :: any
local records = archetype.records 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 for id in records do
local idr = component_index[id] local idr = component_index[id]
idr.cache[archetype_id] = nil :: any idr.cache[archetype_id] = nil :: any
@ -1121,30 +1064,23 @@ do
local idr = component_index[delete] local idr = component_index[delete]
if idr then if idr then
local children = {}
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)
end
end
local flags = idr.flags local flags = idr.flags
if bit32.band(flags, ECS_ID_DELETE) ~= 0 then if bit32.band(flags, ECS_ID_DELETE) ~= 0 then
for archetype_id in idr.cache do for _, child in children do
local idr_archetype = archetypes[archetype_id] -- Cascade deletion to children
world_delete(world, child)
local entities = idr_archetype.entities
local n = #entities
for i = n, 1, -1 do
world_delete(world, entities[i])
end
end end
else else
for archetype_id in idr.cache do for _, child in children do
local idr_archetype = archetypes[archetype_id] world_remove(world, child, delete)
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 end
end end
@ -1231,7 +1167,7 @@ local EMPTY_QUERY = {
setmetatable(EMPTY_QUERY, EMPTY_QUERY) setmetatable(EMPTY_QUERY, EMPTY_QUERY)
local function query_iter_init(query: QueryInner): () -> (number, ...any) local function query_iter_init(query): () -> (number, ...any)
local world_query_iter_next local world_query_iter_next
local compatible_archetypes = query.compatible_archetypes local compatible_archetypes = query.compatible_archetypes
@ -1310,7 +1246,7 @@ local function query_iter_init(query: QueryInner): () -> (number, ...any)
i = #entities i = #entities
entityId = entities[i] entityId = entities[i]
columns = archetype.columns columns = archetype.columns
records = archetype.records local records = archetype.records
a = columns[records[A].column] a = columns[records[A].column]
end end
@ -1333,7 +1269,7 @@ local function query_iter_init(query: QueryInner): () -> (number, ...any)
i = #entities i = #entities
entityId = entities[i] entityId = entities[i]
columns = archetype.columns columns = archetype.columns
records = archetype.records local records = archetype.records
a = columns[records[A].column] a = columns[records[A].column]
b = columns[records[B].column] b = columns[records[B].column]
end end
@ -1357,7 +1293,7 @@ local function query_iter_init(query: QueryInner): () -> (number, ...any)
i = #entities i = #entities
entityId = entities[i] entityId = entities[i]
columns = archetype.columns columns = archetype.columns
records = archetype.records local records = archetype.records
a = columns[records[A].column] a = columns[records[A].column]
b = columns[records[B].column] b = columns[records[B].column]
c = columns[records[C].column] c = columns[records[C].column]
@ -1382,7 +1318,7 @@ local function query_iter_init(query: QueryInner): () -> (number, ...any)
i = #entities i = #entities
entityId = entities[i] entityId = entities[i]
columns = archetype.columns columns = archetype.columns
records = archetype.records local records = archetype.records
a = columns[records[A].column] a = columns[records[A].column]
b = columns[records[B].column] b = columns[records[B].column]
c = columns[records[C].column] c = columns[records[C].column]
@ -1409,7 +1345,7 @@ local function query_iter_init(query: QueryInner): () -> (number, ...any)
i = #entities i = #entities
entityId = entities[i] entityId = entities[i]
columns = archetype.columns columns = archetype.columns
records = archetype.records local records = archetype.records
if not F then if not F then
a = columns[records[A].column] a = columns[records[A].column]
@ -1478,64 +1414,65 @@ local function query_iter(query): () -> (number, ...any)
return query_next return query_next
end end
local function query_without(query: QueryInner, ...: i53) local function query_without(query: { compatible_archetypes: { Archetype } }, ...)
local without = { ... }
query.filter_without = without
local compatible_archetypes = query.compatible_archetypes local compatible_archetypes = query.compatible_archetypes
local N = select("#", ...)
for i = #compatible_archetypes, 1, -1 do for i = #compatible_archetypes, 1, -1 do
local archetype = compatible_archetypes[i] local archetype = compatible_archetypes[i]
local records = archetype.records local records = archetype.records
local matches = true local shouldRemove = false
for _, id in without do for j = 1, N do
local id = select(j, ...)
if records[id] then if records[id] then
matches = false shouldRemove = true
break break
end end
end end
if matches then if shouldRemove then
continue local last = #compatible_archetypes
if last ~= i then
compatible_archetypes[i] = compatible_archetypes[last]
end
compatible_archetypes[last] = nil :: any
end end
end
local last = #compatible_archetypes if #compatible_archetypes == 0 then
if last ~= i then return EMPTY_QUERY
compatible_archetypes[i] = compatible_archetypes[last]
end
compatible_archetypes[last] = nil :: any
end end
return query :: any return query :: any
end end
local function query_with(query: QueryInner, ...: i53) local function query_with(query: { compatible_archetypes: { Archetype } }, ...)
local compatible_archetypes = query.compatible_archetypes local compatible_archetypes = query.compatible_archetypes
local with = { ... } local N = select("#", ...)
query.filter_with = with
for i = #compatible_archetypes, 1, -1 do for i = #compatible_archetypes, 1, -1 do
local archetype = compatible_archetypes[i] local archetype = compatible_archetypes[i]
local records = archetype.records local records = archetype.records
local matches = true local shouldRemove = false
for _, id in with do for j = 1, N do
local id = select(j, ...)
if not records[id] then if not records[id] then
matches = false shouldRemove = true
break break
end end
end end
if matches then if shouldRemove then
continue local last = #compatible_archetypes
if last ~= i then
compatible_archetypes[i] = compatible_archetypes[last]
end
compatible_archetypes[last] = nil :: any
end end
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 return query :: any
end end
@ -1546,311 +1483,6 @@ local function query_archetypes(query)
return query.compatible_archetypes return query.compatible_archetypes
end 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
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
local 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
local 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
local 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
local 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
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 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 = {} local Query = {}
Query.__index = Query Query.__index = Query
Query.__iter = query_iter Query.__iter = query_iter
@ -1858,7 +1490,6 @@ Query.iter = query_iter_init
Query.without = query_without Query.without = query_without
Query.with = query_with Query.with = query_with
Query.archetypes = query_archetypes Query.archetypes = query_archetypes
Query.cached = query_cached
local function world_query(world: World, ...) local function world_query(world: World, ...)
local compatible_archetypes = {} local compatible_archetypes = {}
@ -1871,16 +1502,10 @@ local function world_query(world: World, ...)
local idr: IdRecord? local idr: IdRecord?
local componentIndex = world.componentIndex local componentIndex = world.componentIndex
local q = setmetatable({
ids = ids,
compatible_archetypes = compatible_archetypes,
world = world,
}, Query)
for _, id in ids do for _, id in ids do
local map = componentIndex[id] local map = componentIndex[id]
if not map then if not map then
return q return EMPTY_QUERY
end end
if idr == nil or map.size < idr.size then if idr == nil or map.size < idr.size then
@ -1889,7 +1514,7 @@ local function world_query(world: World, ...)
end end
if not idr then if not idr then
return q return EMPTY_QUERY
end end
for archetype_id in idr.cache do for archetype_id in idr.cache do
@ -1917,6 +1542,15 @@ local function world_query(world: World, ...)
compatible_archetypes[length] = compatibleArchetype compatible_archetypes[length] = compatibleArchetype
end end
if length == 0 then
return EMPTY_QUERY
end
local q = setmetatable({
compatible_archetypes = compatible_archetypes,
ids = ids,
}, Query) :: any
return q return q
end end
@ -2102,7 +1736,6 @@ function World.new()
nextComponentId = 0 :: number, nextComponentId = 0 :: number,
nextEntityId = 0 :: number, nextEntityId = 0 :: number,
ROOT_ARCHETYPE = (nil :: any) :: Archetype, ROOT_ARCHETYPE = (nil :: any) :: Archetype,
observerable = {},
}, World) :: any }, World) :: any
self.ROOT_ARCHETYPE = archetype_create(self, {}, "") self.ROOT_ARCHETYPE = archetype_create(self, {}, "")
@ -2148,7 +1781,7 @@ type function ecs_entity_t(entity)
return entity:components()[2]:readproperty(types.singleton("__T")) return entity:components()[2]:readproperty(types.singleton("__T"))
end end
type function Pair(first, second) export type function Pair(first, second)
local thing = first:components()[2] local thing = first:components()[2]
if thing:readproperty(types.singleton("__T")):is("nil") then if thing:readproperty(types.singleton("__T")):is("nil") then
@ -2164,38 +1797,15 @@ export type Entity<T = unknown> = number & { __T: T }
type Iter<T...> = (query: Query<T...>) -> () -> (Entity, T...) type Iter<T...> = (query: Query<T...>) -> () -> (Entity, T...)
export type Query<T...> = typeof(setmetatable({}, { type Query<T...> = typeof(setmetatable({}, {
__iter = (nil :: any) :: Iter<T...>, __iter = (nil :: any) :: Iter<T...>,
})) & { })) & {
iter: Iter<T...>, iter: Iter<T...>,
with: (self: Query<T...>, ...Id) -> Query<T...>, with: (self: Query<T...>, ...i53) -> Query<T...>,
without: (self: Query<T...>, ...Id) -> Query<T...>, without: (self: Query<T...>, ...i53) -> Query<T...>,
archetypes: (self: Query<T...>) -> { Archetype }, 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 = { export type World = {
archetypeIndex: { [string]: Archetype }, archetypeIndex: { [string]: Archetype },
archetypes: Archetypes, archetypes: Archetypes,
@ -2206,8 +1816,6 @@ export type World = {
nextComponentId: number, nextComponentId: number,
nextEntityId: number, nextEntityId: number,
nextArchetypeId: number, nextArchetypeId: number,
observerable: { [i53]: { [i53]: { { query: Query<i53> } } } },
} & { } & {
--- Creates a new entity --- Creates a new entity
entity: (self: World) -> Entity, entity: (self: World) -> Entity,

View file

@ -1,6 +1,6 @@
{ {
"name": "@rbxts/jecs", "name": "@rbxts/jecs",
"version": "0.5.0", "version": "0.4.1-rc.0",
"description": "Stupidly fast Entity Component System", "description": "Stupidly fast Entity Component System",
"main": "jecs.luau", "main": "jecs.luau",
"repository": { "repository": {

View file

@ -63,10 +63,6 @@ local function debug_world_inspect(world: World)
} }
end end
local function name(world, e)
return world:get(e, jecs.Name)
end
TEST("archetype", function() TEST("archetype", function()
local archetype_append_to_records = jecs.archetype_append_to_records local archetype_append_to_records = jecs.archetype_append_to_records
local id_record_ensure = jecs.id_record_ensure local id_record_ensure = jecs.id_record_ensure
@ -363,39 +359,6 @@ TEST("world:add()", function()
end) end)
TEST("world:query()", function() 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") do CASE("multiple iter")
local world = jecs.World.new() local world = jecs.World.new()
local A = world:component() local A = world:component()
@ -851,6 +814,40 @@ TEST("world:query()", function()
CHECK(withoutCount == 0) CHECK(withoutCount == 0)
end 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 do
CASE("without") CASE("without")
do do

View file

@ -1,6 +1,6 @@
[package] [package]
name = "ukendio/jecs" name = "ukendio/jecs"
version = "0.5.0" version = "0.4.1-rc.0"
registry = "https://github.com/UpliftGames/wally-index" registry = "https://github.com/UpliftGames/wally-index"
realm = "shared" realm = "shared"
license = "MIT" license = "MIT"