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106 commits
v0.5.2 ... main

Author SHA1 Message Date
Ukendio
8822be58a9 Add assertion against existing idr
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2025-04-22 04:52:21 +02:00
Ukendio
ef0f69ac6d Set signal with hook 2025-04-22 04:49:52 +02:00
Marcus
42401f93ae
Add component registration and metadata API (#219)
* Add component registration and metadata API

* Fix test case erroring

* Fix type issues

* Add component to hook calls' arguments

* Add is_tag function

* Allow focus to capture a single Test

* Add test cases for preregistered tags
2025-04-22 04:38:30 +02:00
Axen
6835f91a09
Docs/hooks set order warning (#220)
* Add docs warning about hook set order

* Improve warning wording
2025-04-22 04:37:04 +02:00
Neon
e5a30f2bc7
Fix jecs addon repository links
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2025-04-17 21:08:32 +02:00
as8d
9163285f9e
Add a replication and input section and add feces and axis to addons.md (#217)
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2025-04-14 17:47:39 +02:00
Ukendio
6ec8ed69e9 Pin luau version
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2025-04-13 05:27:13 +02:00
Ukendio
f9bacf3f54 Remove until end of range for relationship 2025-04-13 05:21:41 +02:00
Ukendio
765a7f9a36 Removed unnecessary tests 2025-04-13 02:37:58 +02:00
Ukendio
66636fd844 Merge branch 'main' of https://github.com/Ukendio/jecs 2025-04-13 01:58:36 +02:00
Ukendio
fc4f4a6a3a Add type overloads for World.has method 2025-04-13 01:52:41 +02:00
Ukendio
447bb76bb8 Optimize world:has and improve type annotations 2025-04-13 01:51:21 +02:00
nidho
d85a182c76
Fix duplicated 'Luau/TypeScript' in documentation (#216)
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2025-04-11 23:25:52 +02:00
Ukendio
4c958071e0 Change observers export value 2025-04-10 21:10:42 +02:00
Ukendio
ba31aa98ba Cleanup testing slightly 2025-04-10 19:52:07 +02:00
Ukendio
5c051eb737 Merge branch 'main' of https://github.com/Ukendio/jecs 2025-04-06 20:38:53 +02:00
Marcus
d3830a1c2a
Replace linked list with bidirectional edges
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2025-04-06 19:24:10 +02:00
Ukendio
001431b836 Experiment: rip out linked lists from archetype graph 2025-04-05 06:04:48 +02:00
Ukendio
6bb36f281e Merge branch 'main' of https://github.com/Ukendio/jecs
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2025-04-05 04:55:21 +02:00
Ukendio
74ef525092 Fix dst clone 2025-04-05 04:55:11 +02:00
Ukendio
df6c568c6b 0.6.0-rc.1 2025-04-05 00:42:04 +02:00
Ukendio
d24ab71e4c Style fixes 2025-04-05 00:41:38 +02:00
Sivak
5e6b030fb4
Change OnSet to OnChange in type definitions for typescript (#214)
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2025-04-05 00:36:04 +02:00
EncodedVenom
908d83a619
Fix typo
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2025-03-30 20:00:49 -04:00
Ukendio
41ebde415f OnChange should invoke after data has been set
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2025-03-30 22:49:11 +02:00
Ukendio
7bcd6bd220 Update docs 2025-03-30 22:29:43 +02:00
Ukendio
2b90fabec5 Add tests for addons 2025-03-30 22:14:22 +02:00
Ukendio
9c68218d5d Update changelog 2025-03-30 21:47:25 +02:00
Ukendio
cf88c259f8 Replace OnSet hook with OnChange 2025-03-30 21:31:18 +02:00
Ukendio
a466ab151b Move coverage under docs 2025-03-30 18:55:14 +02:00
Ukendio
3050ea1560 Add coverage to Nav 2025-03-30 18:42:16 +02:00
Ukendio
5a1424ee48 Merge branch 'main' of https://github.com/Ukendio/jecs 2025-03-30 18:41:59 +02:00
Ukendio
0455a55625 Remove duplicate .github folder 2025-03-30 18:38:14 +02:00
EncodedVenom
27b58e9745
Update jecs.md
Makes the sentence clearer
2025-03-30 12:24:24 -04:00
lolmanurfunny
0046dcdf1a
find_archetype_with shouldn't clone types unconditionally (#210)
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2025-03-29 02:22:15 +01:00
Ukendio
9800355131 Styling on coverage reports
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2025-03-28 02:29:55 +01:00
Ukendio
dd9db448e3 New coverage reports 2025-03-28 01:53:19 +01:00
Ukendio
34777b51c4 Fix typos 2025-03-28 01:52:33 +01:00
Ukendio
4eb15bbb55 Update removal functions to handle more variants 2025-03-27 21:49:44 +01:00
Ukendio
b81bd6eea8 Make tests lazily evaluated 2025-03-27 17:37:36 +01:00
Ukendio
e6039caaaf Revert mirror back to pinned version
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2025-03-27 06:33:41 +01:00
Ukendio
5aec94cb5f Remove file
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2025-03-27 05:08:55 +01:00
Ukendio
75f2584bf4 Clear ID will remove ID from all entities 2025-03-27 05:08:38 +01:00
Ukendio
4d6c2ccbb8 Change generic to unknown 2025-03-27 04:17:23 +01:00
Ukendio
bf33748ecf Exclude html coverage reports from language stats 2025-03-27 04:09:09 +01:00
Ukendio
324f0fa9a2 Add html files to coverage folder 2025-03-27 03:55:43 +01:00
Ukendio
1561e446b8 Add html files to coverage folder 2025-03-27 03:55:16 +01:00
Ukendio
9a22b38bb3 Reorganize repo 2025-03-27 02:33:38 +01:00
unknown
58e67eda0d Target should return the entity with its generation
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2025-03-26 14:23:54 +01:00
Ukendio
045408af37 Rollback types
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2025-03-26 04:59:11 +01:00
Ukendio
59e7fd1f41 Fix nth count for target 2025-03-26 03:39:04 +01:00
Ukendio
f3befa3adb Add dual types 2025-03-25 23:13:53 +01:00
Ukendio
9d83c3bc13 Fix bits arrangement in IDs
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2025-03-24 17:36:13 +01:00
Ukendio
e073a570b7 Change invocation points for hooks 2025-03-24 14:31:56 +01:00
Ukendio
79a4a6a0c4 Update demo packages
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2025-03-20 00:39:37 +01:00
Ukendio
db1b29fa04 set hook before usage
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2025-03-13 16:56:02 +01:00
Ukendio
b26fc39fce Add options to lifetime tracker
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2025-03-12 18:49:18 +01:00
Ukendio
0e4f40ced7 Improved emit for devtools 2025-03-12 17:12:25 +01:00
Ukendio
de8e263828 Add entity visualiser
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2025-03-12 16:30:19 +01:00
Ukendio
d15266b6d5 Devtools initial commit 2025-03-12 15:30:56 +01:00
Ukendio
18019679d5 Alias for world consttructor 2025-03-12 15:29:24 +01:00
Ukendio
925864dd2b Merge branch 'main' of https://github.com/Ukendio/jecs 2025-03-12 13:10:51 +01:00
Ukendio
ac79638599 Prevent invalidation during removal of pairs with deleted target 2025-03-12 13:10:17 +01:00
Ukendio
f7573e8824 Removal being invalidated during removal of deleted target
Prevent invalidation during removal of pairs with deleted targe
2025-03-12 13:08:19 +01:00
Ukendio
263544d77c Merge branch 'main' of https://github.com/Ukendio/jecs
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2025-03-09 22:45:48 +01:00
Ukendio
77cfc9f817 Fix old benchmark code 2025-03-09 22:45:41 +01:00
lolmanurfunny
b29f6c5037
Remove unused EMPTY_QUERY table (#204)
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2025-03-07 19:54:44 +01:00
lolmanurfunny
a703e2c361
Remove redundant check in entity_index_try_get_any (#203)
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2025-03-07 02:16:49 +01:00
Ukendio
4435d718a7 Change TS types for Archetype
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2025-03-02 01:24:53 +01:00
Ukendio
62af051e7a Bump 2025-03-01 20:16:26 +01:00
Ukendio
a5dad9aa4d Fix entity deletion swap logic 2025-03-01 20:15:52 +01:00
Ukendio
1bfcba7422 Optimized queries for more than 4 components
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2025-02-26 17:26:11 +01:00
Ukendio
c9b07433aa Reduce memory usage for archetype records 2025-02-26 17:04:17 +01:00
Ukendio
af13ea9f5f Bump
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2025-02-25 02:41:27 +01:00
Ukendio
61e0df82ae Remove invoke_hook
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2025-02-25 02:39:41 +01:00
Nidoxs
1a7b1b02b6
Update Jecs version to latest in get-started.md (#199)
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2025-02-23 18:34:53 +01:00
Clown
872e5c9cdb
Bump Jabby v0.2.0-rc.9 (#197)
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Fixes demo not running because of breaking changes in Jabby
2025-02-21 18:26:06 +01:00
lolmanurfunny
4c5e5e1968
Fix redundant checks in world_remove (#198) 2025-02-21 18:10:24 +01:00
Ukendio
3815c62442 Fix critical issue with deleted entity being swapped with the last
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2025-02-20 22:55:07 +01:00
Ukendio
1b96975b53 Merge branch 'main' of https://github.com/Ukendio/jecs
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2025-02-15 21:57:37 +01:00
Ukendio
11589f5aa8 Add stress test 2025-02-15 21:57:30 +01:00
Saber
19af753903
Fix docs for :parent (#192)
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* Update relationships.md

removed duplicate descrption for 'find first target of a relationship' and fixed the incorrect typescript (I hope) example of getting the parent of an entity

* Start work on #188
2025-02-15 00:07:07 +01:00
Ketasaja
7af6908781
Fix types (#190)
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2025-02-14 10:51:30 +01:00
Ukendio
0064f24924 Merge branch 'main' of https://github.com/Ukendio/jecs
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2025-02-09 20:38:08 +01:00
Ketasaja
6ec0b0bb8b
Change entity type (#189) 2025-02-09 20:37:20 +01:00
Saber
1d1b7b099a
Update relationships.md (#184)
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removed duplicate descrption for 'find first target of a relationship' and fixed the incorrect typescript (I hope) example of getting the parent of an entity
2025-02-07 11:01:54 +01:00
Clown
57fd564aa7
Add planck to addons page (#185) 2025-02-07 07:18:41 +01:00
Ukendio
1937529dcb Modify example 2025-02-05 22:26:12 +01:00
Saber
aac91bb8ff
Update relationships.md (#184)
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removed duplicate descrption for 'find first target of a relationship' and fixed the incorrect typescript (I hope) example of getting the parent of an entity
2025-02-04 20:21:19 +01:00
EncodedVenom
f91ed9f24b
Bump analysis.yaml
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2025-02-02 19:06:11 -05:00
Ukendio
44534b7c81 Improve deletion 2025-02-01 13:07:55 +01:00
maeriil
5c19a3b595
Typescript Types for Archetypes
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* resolves #182 - TS types for Archetypes

* description for archetype query

* updated archetype number type
2025-01-31 15:29:32 +01:00
Ukendio
cc7daa6a06 Cleanup codebase
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2025-01-29 08:28:08 +01:00
EncodedVenom
a39fc8d0a2
Merge pull request #181 from maeriil/ts-types-tag-fix
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Typescript: Refine types to use proper values for tags commonly used in conjunction with pair
2025-01-20 21:15:32 -05:00
maeriil
a8570e89a7 fix ts types from Entity<unknown> to Tag for appropriate entities 2025-01-20 03:50:42 -05:00
Ukendio
b3ab540705 Merge addons
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2025-01-18 00:14:26 +01:00
Ukendio
61a7acae55 Update documentation 2025-01-18 00:13:34 +01:00
Magic
a9bb87745c
docs: Remove sapphire-jecs, add rubine (#180)
- Sapphire, therefore also sapphire-jecs, is going away soon. It's currently unmaintained and will be archived as soon as I can do some final updates to it.

+ Rubine is nearing it's full v0.1.0 release, being stable so far but lacking unit tests. In it's current state it's ready to be added to the addons page.
2025-01-17 23:30:26 +01:00
Ukendio
f66961fc9b Add documentation on caching to concepts
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2025-01-17 11:17:26 +01:00
Ukendio
0cb7558fbb Fix types on idr 2025-01-17 11:17:07 +01:00
Ukendio
a1a3e14a1a Bump 2025-01-17 10:42:24 +01:00
Intrinsic
5e3739036a
Fixed hooks invocation in the event of relationship target deletion. (#179)
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* Fixed hooks invocation (case #3)

* Reverted world:component() to world:entity()

Co-authored-by: lolmanurfunny <77128366+lolmanurfunny@users.noreply.github.com>

* Removed whitespace

---------

Co-authored-by: lolmanurfunny <77128366+lolmanurfunny@users.noreply.github.com>
2025-01-17 01:46:14 +01:00
Magic
0296c4b2f9
fix 'jecs.World.new()' being inferred to return 'any' (#177) 2025-01-17 00:45:55 +01:00
Intrinsic
c354a29fb1
Fixed world:delete() not invoking OnRemove hooks. (#178)
* Fixed cached wildcard queries

* Fixed world:delete() not calling OnRemove hook

* Typo in hooks fix

* Fixed test case

* Fixed test case (again)

* Fixed test case (again 2x)

* Now it should work
2025-01-17 00:45:29 +01:00
Intrinsic
669c216387
Fixed cached wildcard queries (#176)
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2025-01-16 09:02:21 +01:00
Ukendio
52e03683db Update documentation
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2025-01-15 19:59:07 +01:00
68 changed files with 16639 additions and 8209 deletions

2
.gitattributes vendored Normal file
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@ -0,0 +1,2 @@
*.luau text eol=lf
*.html linguist-vendored

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@ -1,22 +1,25 @@
---
name: Bug report
about: File a bug report for any behavior that you believe is unintentional or problematic
title: "[BUG]"
labels: bug
assignees: ''
---
## Describe the bug
Put a clear and concise description of what the bug is. This should be short and to the point, not to exceed more than a paragraph. Put the details inside your reproduction steps.
## Reproduction
Make an easy-to-follow guide on how to reproduce it. Does it happen all the time? Will specific features affect reproduction? All these questions should be answered for a good issue.
This is a good place to put rbxl files or scripts that help explain your reproduction steps.
## Expected Behavior
What you expect to happen
## Actual Behavior
What actually happens
---
name: Bug report
about: File a bug report for any behavior that you believe is unintentional or problematic
title: ""
labels: bug
assignees: ""
---
## Describe the bug
Put a clear and concise description of what the bug is. This should be short and to the point, not to exceed more than a paragraph. Put the details inside your reproduction steps.
## Reproduction
Make an easy-to-follow guide on how to reproduce it. Does it happen all the time? Will specific features affect reproduction? All these questions should be answered for a good issue.
This is a good place to put rbxl files or scripts that help explain your reproduction steps.
## Expected Behavior
What you expect to happen
## Actual Behavior
What actually happens

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@ -1,14 +1,15 @@
---
name: Documentation
about: Open an issue to add, change, or otherwise modify any part of the documentation.
title: "[DOCS]"
title: ""
labels: documentation
assignees: ''
assignees: ""
---
## Which Sections Does This Issue Cover?
[Put sections (e.g. Query Concepts), page links, etc as necessary]
## What Needs To Change?
What specifically needs to change and what suggestions do you have to change it?
What specifically needs to change and what suggestions do you have to change it?

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@ -1,27 +1,27 @@
---
name: Feature Request
about: File a feature request for something you believe should be added to Jecs
title: "[FEATURE]"
labels: enhancement
assignees: ''
---
## Describe your Feature
You should explain your feature here, and the motivation for why you want it.
## Implementation
Explain how you would implement your feature here. Provide relevant API examples and such here (if applicable).
## Alternatives
What other alternative implementations or otherwise relevant information is important to why you decided to go with this specific implementation?
## Considerations
Some questions that need to be answered include the following:
- Will old code break in response to this feature?
- What are the performance impacts with this feature (if any)?
- How is it useful to include?
---
name: Feature Request
about: File a feature request for something you believe should be added to Jecs
title: ""
labels: enhancement
assignees: ""
---
## Describe your Feature
You should explain your feature here, and the motivation for why you want it.
## Implementation
Explain how you would implement your feature here. Provide relevant API examples and such here (if applicable).
## Alternatives
What other alternative implementations or otherwise relevant information is important to why you decided to go with this specific implementation?
## Considerations
Some questions that need to be answered include the following:
- Will old code break in response to this feature?
- What are the performance impacts with this feature (if any)?
- How is it useful to include?

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@ -12,7 +12,7 @@ jobs:
uses: actions/checkout@v4
- name: Install Luau
uses: encodedvenom/install-luau@v2.1
uses: encodedvenom/install-luau@v4.3
- name: Analyze
run: |

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@ -15,7 +15,7 @@ jobs:
- name: Install Luau
uses: encodedvenom/install-luau@v4.3
with:
version: "latest"
version: "0.667"
verbose: "true"
- name: Run Unit Tests

7
.gitignore vendored
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@ -64,5 +64,10 @@ drafts/
.vitepress/dist
# Luau tools
/tools
profile.*
# Patch files
*.patch
genhtml.perl

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@ -1,8 +1,10 @@
{
"aliases": {
"jecs": "jecs",
"testkit": "test/testkit",
"mirror": "mirror"
"testkit": "tools/testkit",
"mirror": "mirror",
"tools": "tools",
"addons": "addons"
},
"languageMode": "strict"
}

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@ -1,11 +1,9 @@
column_width = 120
line_endings = "Unix"
indent_type = "Tabs"
indent_width = 4
quote_style = "ForceDouble"
call_parentheses = "Always"
collapse_simple_statement = "Never"
syntax = "Luau"
[sort_requires]
enabled = true
syntax = "All"
column_width = 120
line_endings = "Unix"
indent_type = "Tabs"
indent_width = 4
quote_style = "AutoPreferDouble"
call_parentheses = "Always"
space_after_function_names = "Never"
collapse_simple_statement = "Never"

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@ -11,28 +11,48 @@ The format is based on [Keep a Changelog][kac], and this project adheres to
## [Unreleased]
- `[world]`:
- 16% faster `world:get`
- `[typescript]`
- Changed `world:clear` to also look through the component record for the cleared `ID`
- Removes the cleared ID from every entity that has it
- Changed entity ID layouts by putting the index in the lower bits, which should make every world function 1-5 nanoseconds faster
- Fixed `world:delete` not removing every pair with an unalive target
- Specifically happened when you had at least two pairs of different relations with multiple targets each
- `[hooks]`:
- Replaced `OnSet` with `OnChange`
- The former was used to detect emplace/move actions. Now the behaviour for `OnChange` is that it will run only when the value has changed
- Changed `OnAdd` to specifically run after the data has been set for non-zero-sized components. Also returns the value that the component was set to
- This should allow a more lenient window for modifying data
- Changed `OnRemove` to lazily lookup which archetype the entity will move to
- Can now have interior structural changes within `OnRemove` hooks
- Optimized `world:has` for both single component and multiple component presence.
- This comes at the cost that it cannot check the component presence for more than 4 components at a time. If this is important, consider calling to this function multiple times.
- Fixed Entity type to default to `undefined | unknown` instead of just `undefined`
## [0.5.0] - 2024-12-26
- `[world]`:
- Fixed `world:target` not giving adjacent pairs
- Added `world:each` to find entities with a specific Tag
- Added `world:children` to find children of entity
- `[query]`:
- Fixed bug where `world:clear` did not invoke `jecs.OnRemove` hooks
- Changed `query.__iter` to drain on iteration
- It will initialize once wherever you left iteration off at last time
- Changed `query:iter` to restart the iterator
- Removed `query:drain` and `query:next`
- If you want to get individual results outside of a for-loop, you need to call `query:iter` to initialize the iterator and then call the iterator function manually
```lua
local it = world:query(A, B, C):iter()
local entity, a, b, c = it()
entity, a, b, c = it() -- get next results
```
- `[world`
- Fixed a bug with `world:clear` not invoking `jecs.OnRemove` hooks
- `[typescript]`:
- Changed pair to accept generics
- Improved handling of Tags
- Added `query:cached`
- Adds query cache that updates itself when an archetype matching the query gets created or deleted.
- `[luau]`:
- Changed how entities' types are inferred with user-defined type functions
- Changed `Pair<First, Second>` to return `Second` if `First` is a `Tag`; otherwise, returns `First`.
## [0.4.0] - 2024-11-17
- `[world]`:
- Added recycling to `world:entity`
- If you see much larger entity ids, that is because its generation has been incremented
- `[query]`:
- Removed `query:drain`
- The default behaviour is simply to drain the iterator
- Removed `query:next`
- Just call the iterator function returned by `query:iter` directly if you want to get the next results
- Removed `query:replace`
- `[luau]`:
- Fixed `query:archetypes` not taking `self`
- Changed so that the `jecs.Pair` type now returns the first element's type so you won't need to typecast anymore.
## [0.3.2] - 2024-10-01
@ -165,7 +185,7 @@ The format is based on [Keep a Changelog][kac], and this project adheres to
- Separates ranges for components and entity IDs.
- IDs created with `world:component()` will promote array lookups rather than map lookups in the `componentIndex` which is a significant boost
- IDs created with `world:component()` will promote array lookups rather than map lookups in the `component_index` which is a significant boost
- No longer caches the column pointers directly and instead the column indices which stay persistent even when data is reallocated during swap-removals
- This was an issue with the iterator being invalidated when you move an entity to a different archetype.

161
addons/observers.luau Normal file
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@ -0,0 +1,161 @@
local jecs = require("@jecs")
type Observer<T...> = {
callback: (jecs.Entity) -> (),
query: jecs.Query<T...>,
}
export type PatchedWorld = jecs.World & {
added: (PatchedWorld, jecs.Id, (e: jecs.Entity, id: jecs.Id, value: any) -> ()) -> (),
removed: (PatchedWorld, jecs.Id, (e: jecs.Entity, id: jecs.Id) -> ()) -> (),
changed: (PatchedWorld, jecs.Id, (e: jecs.Entity, id: jecs.Id) -> ()) -> (),
observer: (PatchedWorld, Observer<any>) -> (),
monitor: (PatchedWorld, Observer<any>) -> (),
}
local function observers_new(world, description)
local query = description.query
local callback = description.callback
local terms = query.filter_with :: { jecs.Id }
if not terms then
local ids = query.ids
query.filter_with = ids
terms = ids
end
local entity_index = world.entity_index :: any
local function emplaced(entity: jecs.Entity)
local r = jecs.entity_index_try_get_fast(
entity_index, entity :: any)
if not r then
return
end
local archetype = r.archetype
if jecs.query_match(query, archetype) then
callback(entity)
end
end
for _, term in terms do
world:added(term, emplaced)
world:changed(term, emplaced)
end
end
local function monitors_new(world, description)
local query = description.query
local callback = description.callback
local terms = query.filter_with :: { jecs.Id }
if not terms then
local ids = query.ids
query.filter_with = ids
terms = ids
end
local entity_index = world.entity_index :: any
local function emplaced(entity: jecs.Entity)
local r = jecs.entity_index_try_get_fast(
entity_index, entity :: any)
if not r then
return
end
local archetype = r.archetype
if jecs.query_match(query, archetype) then
callback(entity, jecs.OnAdd)
end
end
local function removed(entity: jecs.Entity, component: jecs.Id)
local r = jecs.entity_index_try_get_fast(
entity_index, entity :: any)
if not r then
return
end
local archetype = r.archetype
if jecs.query_match(query, archetype) then
callback(entity, jecs.OnRemove)
end
end
for _, term in terms do
world:added(term, emplaced)
world:removed(term, removed)
end
end
local function observers_add(world: jecs.World & { [string]: any }): PatchedWorld
local signals = {
added = {},
emplaced = {},
removed = {}
}
world.added = function(_, component, fn)
local listeners = signals.added[component]
local component_index = world.component_index :: jecs.ComponentIndex
assert(component_index[component] == nil, "You cannot use hooks on components you intend to use this signal with")
if not listeners then
listeners = {}
signals.added[component] = listeners
local function on_add(entity: number, id: number, value: any)
for _, listener in listeners :: any do
listener(entity, id, value)
end
end
world:set(component, jecs.OnAdd, on_add) end
table.insert(listeners, fn)
end
world.changed = function(_, component, fn)
local listeners = signals.emplaced[component]
local component_index = world.component_index :: jecs.ComponentIndex
assert(component_index[component] == nil, "You cannot use hooks on components you intend to use this signal with")
if not listeners then
listeners = {}
signals.emplaced[component] = listeners
local function on_change(entity: number, id: number, value: any)
for _, listener in listeners :: any do
listener(entity, id, value)
end
end
world:set(component, jecs.OnChange, on_change)
end
table.insert(listeners, fn)
end
world.removed = function(_, component, fn)
local listeners = signals.removed[component]
local component_index = world.component_index :: jecs.ComponentIndex
assert(component_index[component] == nil, "You cannot use hooks on components you intend to use this signal with")
if not listeners then
listeners = {}
signals.removed[component] = listeners
local function on_remove(entity: number, id: number, value: any)
for _, listener in listeners :: any do
listener(entity, id, value)
end
end
world:set(component, jecs.OnRemove, on_remove)
end
table.insert(listeners, fn)
end
world.signals = signals
world.observer = observers_new
world.monitor = monitors_new
return world :: PatchedWorld
end
return observers_add

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@ -1,5 +1,5 @@
local jecs = require("@jecs")
local mirror = require("../mirror/init")
local mirror = require("@mirror")
type i53 = number

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@ -36,7 +36,7 @@ do
TITLE("set")
local world = jecs.World.new()
local A = world:entity()
local A = world:component()
local entities = table.create(N)
@ -70,7 +70,7 @@ do
TITLE("set relationship")
local world = jecs.World.new()
local A = world:entity()
local A = world:component()
local entities = table.create(N)
@ -194,12 +194,13 @@ do
world:set(id, B, true)
world:set(id, C, true)
world:set(id, D, true)
world:set(id, ct, true)
world:add(id, ct)
end
end
local q = world:query(A, B, C, D)
START()
for id in world:query(A, B, C, D) do
for id in q do
end
end)
@ -218,17 +219,18 @@ do
world:set(id, B, true)
world:set(id, C, true)
world:set(id, D, true)
world:set(id, ct, true)
world:add(id, ct)
end
end
local archetypes = world:query(A, B, C, D):archetypes()
START()
for _, archetype in world:query(A, B, C, D):archetypes() do
for _, archetype in archetypes do
local columns, records = archetype.columns, archetype.records
local a = columns[records[A].column]
local b = columns[records[B].column]
local c = columns[records[C].column]
local d = columns[records[D].column]
local a = columns[records[A]]
local b = columns[records[B]]
local c = columns[records[C]]
local d = columns[records[D]]
for row in archetype.entities do
local _1, _2, _3, _4 = a[row], b[row], c[row], d[row]
end

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@ -5,41 +5,60 @@ local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Matter = require(ReplicatedStorage.DevPackages.Matter)
local ecr = require(ReplicatedStorage.DevPackages.ecr)
local jecs = require(ReplicatedStorage.Lib)
local pair = jecs.pair
local newWorld = Matter.World.new()
local ecs = jecs.World.new()
local mirror = require(ReplicatedStorage.mirror)
local mcs = mirror.World.new()
local A, B = Matter.component(), Matter.component()
local C, D = ecs:component(), ecs:component()
local C1 = ecs:component()
local C2 = ecs:entity()
ecs:add(C2, pair(jecs.OnDeleteTarget, jecs.Delete))
local C3 = ecs:entity()
ecs:add(C3, pair(jecs.OnDeleteTarget, jecs.Delete))
local C4 = ecs:entity()
ecs:add(C4, pair(jecs.OnDeleteTarget, jecs.Delete))
local E1 = mcs:component()
local E2 = mcs:entity()
mcs:add(E2, pair(jecs.OnDeleteTarget, jecs.Delete))
local E3 = mcs:entity()
mcs:add(E3, pair(jecs.OnDeleteTarget, jecs.Delete))
local E4 = mcs:entity()
mcs:add(E4, pair(jecs.OnDeleteTarget, jecs.Delete))
local registry2 = ecr.registry()
return {
ParameterGenerator = function()
local matter_entities = {}
local jecs_entities = {}
local entities = {
matter = matter_entities,
jecs = jecs_entities,
}
local j = ecs:entity()
ecs:set(j, C1, true)
local m = mcs:entity()
mcs:set(m, E1, true)
for i = 1, 1000 do
table.insert(matter_entities, newWorld:spawn(A(), B()))
local e = ecs:entity()
ecs:set(e, C, {})
ecs:set(e, D, {})
table.insert(jecs_entities, e)
local friend1 = ecs:entity()
local friend2 = mcs:entity()
ecs:add(friend1, pair(C2, j))
ecs:add(friend1, pair(C3, j))
ecs:add(friend1, pair(C4, j))
mcs:add(friend2, pair(E2, m))
mcs:add(friend2, pair(E3, m))
mcs:add(friend2, pair(E4, m))
end
return entities
return {
m = m,
j = j,
}
end,
Functions = {
Matter = function(_, entities)
for _, entity in entities.matter do
newWorld:despawn(entity)
end
Mirror = function(_, a)
mcs:delete(a.m)
end,
Jecs = function(_, entities)
for _, entity in entities.jecs do
ecs:delete(entity)
end
Jecs = function(_, a)
ecs:delete(a.j)
end,
},
}

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@ -28,22 +28,22 @@ local B6 = ecr.component()
local B7 = ecr.component()
local B8 = ecr.component()
local C1 = ecs:entity()
local C2 = ecs:entity()
local C3 = ecs:entity()
local C4 = ecs:entity()
local C5 = ecs:entity()
local C6 = ecs:entity()
local C7 = ecs:entity()
local C8 = ecs:entity()
local E1 = mcs:entity()
local E2 = mcs:entity()
local E3 = mcs:entity()
local E4 = mcs:entity()
local E5 = mcs:entity()
local E6 = mcs:entity()
local E7 = mcs:entity()
local E8 = mcs:entity()
local C1 = ecs:component()
local C2 = ecs:component()
local C3 = ecs:component()
local C4 = ecs:component()
local C5 = ecs:component()
local C6 = ecs:component()
local C7 = ecs:component()
local C8 = ecs:component()
local E1 = mcs:component()
local E2 = mcs:component()
local E3 = mcs:component()
local E4 = mcs:component()
local E5 = mcs:component()
local E6 = mcs:component()
local E7 = mcs:component()
local E8 = mcs:component()
local registry2 = ecr.registry()
return {
@ -52,48 +52,30 @@ return {
end,
Functions = {
Matter = function()
local e = newWorld:spawn()
Mirror = function()
local e = mcs:entity()
for i = 1, 5000 do
newWorld:insert(
e,
A1({ value = true }),
A2({ value = true }),
A3({ value = true }),
A4({ value = true }),
A5({ value = true }),
A6({ value = true }),
A7({ value = true }),
A8({ value = true })
)
mcs:set(e, E1, false)
mcs:set(e, E2, false)
mcs:set(e, E3, false)
mcs:set(e, E4, false)
mcs:set(e, E5, false)
mcs:set(e, E6, false)
mcs:set(e, E7, false)
mcs:set(e, E8, false)
end
end,
ECR = function()
local e = registry2.create()
for i = 1, 5000 do
registry2:set(e, B1, { value = false })
registry2:set(e, B2, { value = false })
registry2:set(e, B3, { value = false })
registry2:set(e, B4, { value = false })
registry2:set(e, B5, { value = false })
registry2:set(e, B6, { value = false })
registry2:set(e, B7, { value = false })
registry2:set(e, B8, { value = false })
end
end,
Jecs = function()
local e = ecs:entity()
for i = 1, 5000 do
ecs:set(e, C1, { value = false })
ecs:set(e, C2, { value = false })
ecs:set(e, C3, { value = false })
ecs:set(e, C4, { value = false })
ecs:set(e, C5, { value = false })
ecs:set(e, C6, { value = false })
ecs:set(e, C7, { value = false })
ecs:set(e, C8, { value = false })
ecs:set(e, C1, false)
ecs:set(e, C2, false)
ecs:set(e, C3, false)
ecs:set(e, C4, false)
ecs:set(e, C5, false)
ecs:set(e, C6, false)
ecs:set(e, C7, false)
ecs:set(e, C8, false)
end
end,
},

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@ -0,0 +1,49 @@
--!optimize 2
--!native
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Matter = require(ReplicatedStorage.DevPackages.Matter)
local ecr = require(ReplicatedStorage.DevPackages.ecr)
local jecs = require(ReplicatedStorage.Lib)
local pair = jecs.pair
local ecs = jecs.World.new()
local mirror = require(ReplicatedStorage.mirror)
local mcs = mirror.World.new()
local C1 = ecs:component()
local C2 = ecs:entity()
ecs:add(C2, pair(jecs.OnDeleteTarget, jecs.Delete))
local C3 = ecs:entity()
ecs:add(C3, pair(jecs.OnDeleteTarget, jecs.Delete))
local C4 = ecs:entity()
ecs:add(C4, pair(jecs.OnDeleteTarget, jecs.Delete))
local E1 = mcs:component()
local E2 = mcs:entity()
mcs:add(E2, pair(jecs.OnDeleteTarget, jecs.Delete))
local E3 = mcs:entity()
mcs:add(E3, pair(jecs.OnDeleteTarget, jecs.Delete))
local E4 = mcs:entity()
mcs:add(E4, pair(jecs.OnDeleteTarget, jecs.Delete))
return {
ParameterGenerator = function()
end,
Functions = {
Mirror = function()
local m = mcs:entity()
for i = 1, 100 do
mcs:add(m, E3)
mcs:remove(m, E3)
end
end,
Jecs = function()
local j = ecs:entity()
for i = 1, 100 do
ecs:add(j, C3)
ecs:remove(j, C3)
end
end,
},
}

69
coverage/ansi.luau.html vendored Normal file
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@ -0,0 +1,69 @@
<html><head>
<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/bootstrap/5.3.0/css/bootstrap.min.css">
<script src="https://cdnjs.cloudflare.com/ajax/libs/bootstrap/5.3.0/js/bootstrap.bundle.min.js"></script>
<style>
body { font-family: monospace; text-align: center; }
#funcTable table { margin: 0 auto; width: auto; max-width: 300px; font-size: 14px; border-collapse: collapse; }
#funcTable th, #funcTable td { padding: 2px 6px; text-align: left; white-space: nowrap; }
#funcTable th { background-color: #ddd; }
#funcTable td:nth-child(2) { text-align: right; min-width: 50px; }
.zero-hits { background-color: #fcc; font-weight: bold; color: red; }
.nonzero-hits { color: green; font-weight: bold; }
.low-hits { background-color: #ffe6b3; }
.high-hits { background-color: #cfc; }
.source-code-table { margin-left: 10px; }th, td { padding: 0px; font-size: 12px; }
table.table { font-size: 14px; border-collapse: collapse; }
table.table th, table.table td { padding: 1px; font-size: 12px; line-height: 1.2; }
table.table tr { height: auto; }
</style></head><body>
<h1 class="text-center">ansi.luau Coverage</h1>
<h2>Total Execution Hits: 1</h2>
<h2>Function Coverage Overview: 11.11%</h2>
<button class="btn btn-primary mb-2" type="button" data-bs-toggle="collapse" data-bs-target="#funcTable">Toggle Function Coverage</button>
<div class="collapse show" id="funcTable">
<h2>Function Coverage:</h2><table class="table table-bordered"><thead><tr><th>Function</th><th>Hits</th></tr></thead><tbody>
<tr><td style="padding: 1px; min-width: 18ch;"><main></td><td style="padding: 1px; color: green; font-weight: bold;">1</td></tr>
<tr><td style="padding: 1px; min-width: 18ch;">white_underline:2</td><td style="padding: 1px; color: red; font-weight: bold;">0</td></tr>
<tr><td style="padding: 1px; min-width: 18ch;">white:6</td><td style="padding: 1px; color: red; font-weight: bold;">0</td></tr>
<tr><td style="padding: 1px; min-width: 18ch;">green:10</td><td style="padding: 1px; color: red; font-weight: bold;">0</td></tr>
<tr><td style="padding: 1px; min-width: 18ch;">red:14</td><td style="padding: 1px; color: red; font-weight: bold;">0</td></tr>
<tr><td style="padding: 1px; min-width: 18ch;">yellow:18</td><td style="padding: 1px; color: red; font-weight: bold;">0</td></tr>
<tr><td style="padding: 1px; min-width: 18ch;">red_highlight:22</td><td style="padding: 1px; color: red; font-weight: bold;">0</td></tr>
<tr><td style="padding: 1px; min-width: 18ch;">green_highlight:26</td><td style="padding: 1px; color: red; font-weight: bold;">0</td></tr>
<tr><td style="padding: 1px; min-width: 18ch;">gray:30</td><td style="padding: 1px; color: red; font-weight: bold;">0</td></tr>
</tbody></table></div>
<h2>Source Code:</h2><table class="table table-bordered source-code-table "><thead><tr><th>Line</th><th>Hits</th><th>Code</th></tr></thead><tbody>
<tr><td>1</td><td>1</td><td><span class=high-hits>return {</span></td></tr>
<tr><td>2</td><td>1</td><td><span class=high-hits>white_underline = function(s: any)</span></td></tr>
<tr><td>3</td><td>0</td><td><span class=zero-hits>return `\27[1;4m{s}\27[0m`</span></td></tr>
<tr><td>4</td><td><span class='text-muted'>N/A</span></td><td>end,</td>></tr>
<tr><td>5</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>6</td><td>1</td><td><span class=high-hits>white = function(s: any)</span></td></tr>
<tr><td>7</td><td>0</td><td><span class=zero-hits>return `\27[37;1m{s}\27[0m`</span></td></tr>
<tr><td>8</td><td><span class='text-muted'>N/A</span></td><td>end,</td>></tr>
<tr><td>9</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>10</td><td>1</td><td><span class=high-hits>green = function(s: any)</span></td></tr>
<tr><td>11</td><td>0</td><td><span class=zero-hits>return `\27[32;1m{s}\27[0m`</span></td></tr>
<tr><td>12</td><td><span class='text-muted'>N/A</span></td><td>end,</td>></tr>
<tr><td>13</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>14</td><td>1</td><td><span class=high-hits>red = function(s: any)</span></td></tr>
<tr><td>15</td><td>0</td><td><span class=zero-hits>return `\27[31;1m{s}\27[0m`</span></td></tr>
<tr><td>16</td><td><span class='text-muted'>N/A</span></td><td>end,</td>></tr>
<tr><td>17</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>18</td><td>1</td><td><span class=high-hits>yellow = function(s: any)</span></td></tr>
<tr><td>19</td><td>0</td><td><span class=zero-hits>return `\27[33;1m{s}\27[0m`</span></td></tr>
<tr><td>20</td><td><span class='text-muted'>N/A</span></td><td>end,</td>></tr>
<tr><td>21</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>22</td><td>1</td><td><span class=high-hits>red_highlight = function(s: any)</span></td></tr>
<tr><td>23</td><td>0</td><td><span class=zero-hits>return `\27[41;1;30m{s}\27[0m`</span></td></tr>
<tr><td>24</td><td><span class='text-muted'>N/A</span></td><td>end,</td>></tr>
<tr><td>25</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>26</td><td>1</td><td><span class=high-hits>green_highlight = function(s: any)</span></td></tr>
<tr><td>27</td><td>0</td><td><span class=zero-hits>return `\27[42;1;30m{s}\27[0m`</span></td></tr>
<tr><td>28</td><td><span class='text-muted'>N/A</span></td><td>end,</td>></tr>
<tr><td>29</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>30</td><td>1</td><td><span class=high-hits>gray = function(s: any)</span></td></tr>
<tr><td>31</td><td>0</td><td><span class=zero-hits>return `\27[30;1m{s}\27[0m`</span></td></tr>
<tr><td>32</td><td><span class='text-muted'>N/A</span></td><td>end,</td>></tr>
<tr><td>33</td><td>0</td><td><span class=zero-hits>}</span></td></tr>
</tbody></table></body></html>

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<html><head>
<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/bootstrap/5.3.0/css/bootstrap.min.css">
<script src="https://cdnjs.cloudflare.com/ajax/libs/bootstrap/5.3.0/js/bootstrap.bundle.min.js"></script>
<style>
body { font-family: monospace; text-align: center; }
#funcTable table { margin: 0 auto; width: auto; max-width: 300px; font-size: 14px; border-collapse: collapse; }
#funcTable th, #funcTable td { padding: 2px 6px; text-align: left; white-space: nowrap; }
#funcTable th { background-color: #ddd; }
#funcTable td:nth-child(2) { text-align: right; min-width: 50px; }
.zero-hits { background-color: #fcc; font-weight: bold; color: red; }
.nonzero-hits { color: green; font-weight: bold; }
.low-hits { background-color: #ffe6b3; }
.high-hits { background-color: #cfc; }
.source-code-table { margin-left: 10px; }th, td { padding: 0px; font-size: 12px; }
table.table { font-size: 14px; border-collapse: collapse; }
table.table th, table.table td { padding: 1px; font-size: 12px; line-height: 1.2; }
table.table tr { height: auto; }
</style></head><body>
<h1 class="text-center">entity_visualiser.luau Coverage</h1>
<h2>Total Execution Hits: 1</h2>
<h2>Function Coverage Overview: 25.00%</h2>
<button class="btn btn-primary mb-2" type="button" data-bs-toggle="collapse" data-bs-target="#funcTable">Toggle Function Coverage</button>
<div class="collapse show" id="funcTable">
<h2>Function Coverage:</h2><table class="table table-bordered"><thead><tr><th>Function</th><th>Hits</th></tr></thead><tbody>
<tr><td style="padding: 1px; min-width: 13ch;"><main></td><td style="padding: 1px; color: green; font-weight: bold;">1</td></tr>
<tr><td style="padding: 1px; min-width: 13ch;">pe:6</td><td style="padding: 1px; color: red; font-weight: bold;">0</td></tr>
<tr><td style="padding: 1px; min-width: 13ch;">name:11</td><td style="padding: 1px; color: red; font-weight: bold;">0</td></tr>
<tr><td style="padding: 1px; min-width: 13ch;">components:15</td><td style="padding: 1px; color: red; font-weight: bold;">0</td></tr>
</tbody></table></div>
<h2>Source Code:</h2><table class="table table-bordered source-code-table "><thead><tr><th>Line</th><th>Hits</th><th>Code</th></tr></thead><tbody>
<tr><td>1</td><td>1</td><td><span class=high-hits>local jecs = require("@jecs")</span></td></tr>
<tr><td>2</td><td>1</td><td><span class=high-hits>local ECS_GENERATION = jecs.ECS_GENERATION</span></td></tr>
<tr><td>3</td><td>1</td><td><span class=high-hits>local ECS_ID = jecs.ECS_ID</span></td></tr>
<tr><td>4</td><td>1</td><td><span class=high-hits>local ansi = require("@tools/ansi")</span></td></tr>
<tr><td>5</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>6</td><td>1</td><td><span class=high-hits>local function pe(e: any)</span></td></tr>
<tr><td>7</td><td>0</td><td><span class=zero-hits>local gen = ECS_GENERATION(e)</span></td></tr>
<tr><td>8</td><td>0</td><td><span class=zero-hits>return ansi.green(`e{ECS_ID(e)}`) .. ansi.yellow(`v{gen}`)</span></td></tr>
<tr><td>9</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>10</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>11</td><td>1</td><td><span class=high-hits>local function name(world: jecs.World, id: any)</span></td></tr>
<tr><td>12</td><td>0</td><td><span class=zero-hits>return world:get(id, jecs.Name) or `${id}`</span></td></tr>
<tr><td>13</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>14</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>15</td><td>1</td><td><span class=high-hits>local function components(world: jecs.World, entity: any)</span></td></tr>
<tr><td>16</td><td>0</td><td><span class=zero-hits>local r = jecs.entity_index_try_get(world.entity_index, entity)</span></td></tr>
<tr><td>17</td><td>0</td><td><span class=zero-hits>if not r then</span></td></tr>
<tr><td>18</td><td>0</td><td><span class=zero-hits>return false</span></td></tr>
<tr><td>19</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>20</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>21</td><td>0</td><td><span class=zero-hits>local archetype = r.archetype</span></td></tr>
<tr><td>22</td><td>0</td><td><span class=zero-hits>local row = r.row</span></td></tr>
<tr><td>23</td><td>0</td><td><span class=zero-hits>print(`Entity {pe(entity)}`)</span></td></tr>
<tr><td>24</td><td>0</td><td><span class=zero-hits>print("-----------------------------------------------------")</span></td></tr>
<tr><td>25</td><td>0</td><td><span class=zero-hits>for i, column in archetype.columns do</span></td></tr>
<tr><td>26</td><td>0</td><td><span class=zero-hits>local component = archetype.types[i]</span></td></tr>
<tr><td>27</td><td>0</td><td><span class=zero-hits>local n</span></td></tr>
<tr><td>28</td><td>0</td><td><span class=zero-hits>if jecs.IS_PAIR(component) then</span></td></tr>
<tr><td>29</td><td>0</td><td><span class=zero-hits>n = `({name(world, jecs.pair_first(world, component))}, {name(world, jecs.pair_second(world, component))})`</span></td></tr>
<tr><td>30</td><td>0</td><td><span class=zero-hits>else</span></td></tr>
<tr><td>31</td><td>0</td><td><span class=zero-hits>n = name(world, component)</span></td></tr>
<tr><td>32</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>33</td><td>0</td><td><span class=zero-hits>local data = column[row] or "TAG"</span></td></tr>
<tr><td>34</td><td>0</td><td><span class=zero-hits>print(`| {n} | {data} |`)</span></td></tr>
<tr><td>35</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>36</td><td>0</td><td><span class=zero-hits>print("-----------------------------------------------------")</span></td></tr>
<tr><td>37</td><td>0</td><td><span class=zero-hits>return true</span></td></tr>
<tr><td>38</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>39</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>40</td><td>1</td><td><span class=high-hits>return {</span></td></tr>
<tr><td>41</td><td>1</td><td><span class=high-hits>components = components,</span></td></tr>
<tr><td>42</td><td>1</td><td><span class=high-hits>prettify = pe,</span></td></tr>
<tr><td>43</td><td>0</td><td><span class=zero-hits>}</span></td></tr>
</tbody></table></body></html>

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<html><head>
<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/bootstrap/5.3.0/css/bootstrap.min.css">
</head><body>
<h1 class="text-center">Coverage Report</h1>
<table class="table table-striped table-bordered"><thead><tr><th>File</th><th>Total Hits</th><th>Functions</th></tr></thead><tbody>
<tr><td><a href="tests.luau.html">tests.luau</a></td><td>100</td><td>67</td></tr>
<tr><td><a href="jecs.luau.html">jecs.luau</a></td><td>1006447</td><td>97</td></tr>
<tr><td><a href="testkit.luau.html">testkit.luau</a></td><td>1826</td><td>31</td></tr>
<tr><td><a href="lifetime_tracker.luau.html">lifetime_tracker.luau</a></td><td>1</td><td>11</td></tr>
<tr><td><a href="entity_visualiser.luau.html">entity_visualiser.luau</a></td><td>1</td><td>4</td></tr>
<tr><td><a href="ansi.luau.html">ansi.luau</a></td><td>1</td><td>9</td></tr>
</tbody></table></body></html>

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<html><head>
<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/bootstrap/5.3.0/css/bootstrap.min.css">
<script src="https://cdnjs.cloudflare.com/ajax/libs/bootstrap/5.3.0/js/bootstrap.bundle.min.js"></script>
<style>
body { font-family: monospace; text-align: center; }
#funcTable table { margin: 0 auto; width: auto; max-width: 300px; font-size: 14px; border-collapse: collapse; }
#funcTable th, #funcTable td { padding: 2px 6px; text-align: left; white-space: nowrap; }
#funcTable th { background-color: #ddd; }
#funcTable td:nth-child(2) { text-align: right; min-width: 50px; }
.zero-hits { background-color: #fcc; font-weight: bold; color: red; }
.nonzero-hits { color: green; font-weight: bold; }
.low-hits { background-color: #ffe6b3; }
.high-hits { background-color: #cfc; }
.source-code-table { margin-left: 10px; }th, td { padding: 0px; font-size: 12px; }
table.table { font-size: 14px; border-collapse: collapse; }
table.table th, table.table td { padding: 1px; font-size: 12px; line-height: 1.2; }
table.table tr { height: auto; }
</style></head><body>
<h1 class="text-center">lifetime_tracker.luau Coverage</h1>
<h2>Total Execution Hits: 1</h2>
<h2>Function Coverage Overview: 9.09%</h2>
<button class="btn btn-primary mb-2" type="button" data-bs-toggle="collapse" data-bs-target="#funcTable">Toggle Function Coverage</button>
<div class="collapse show" id="funcTable">
<h2>Function Coverage:</h2><table class="table table-bordered"><thead><tr><th>Function</th><th>Hits</th></tr></thead><tbody>
<tr><td style="padding: 1px; min-width: 24ch;"><main></td><td style="padding: 1px; color: green; font-weight: bold;">1</td></tr>
<tr><td style="padding: 1px; min-width: 24ch;">print_centered_entity:12</td><td style="padding: 1px; color: red; font-weight: bold;">0</td></tr>
<tr><td style="padding: 1px; min-width: 24ch;">name:26</td><td style="padding: 1px; color: red; font-weight: bold;">0</td></tr>
<tr><td style="padding: 1px; min-width: 24ch;">pad:30</td><td style="padding: 1px; color: red; font-weight: bold;">0</td></tr>
<tr><td style="padding: 1px; min-width: 24ch;">lifetime_tracker_add:36</td><td style="padding: 1px; color: red; font-weight: bold;">0</td></tr>
<tr><td style="padding: 1px; min-width: 24ch;"><anonymous>:48</td><td style="padding: 1px; color: red; font-weight: bold;">0</td></tr>
<tr><td style="padding: 1px; min-width: 24ch;"><anonymous>:62</td><td style="padding: 1px; color: red; font-weight: bold;">0</td></tr>
<tr><td style="padding: 1px; min-width: 24ch;"><anonymous>:89</td><td style="padding: 1px; color: red; font-weight: bold;">0</td></tr>
<tr><td style="padding: 1px; min-width: 24ch;"><anonymous>:135</td><td style="padding: 1px; color: red; font-weight: bold;">0</td></tr>
<tr><td style="padding: 1px; min-width: 24ch;"><anonymous>:164</td><td style="padding: 1px; color: red; font-weight: bold;">0</td></tr>
<tr><td style="padding: 1px; min-width: 24ch;"><anonymous>:175</td><td style="padding: 1px; color: red; font-weight: bold;">0</td></tr>
</tbody></table></div>
<h2>Source Code:</h2><table class="table table-bordered source-code-table "><thead><tr><th>Line</th><th>Hits</th><th>Code</th></tr></thead><tbody>
<tr><td>1</td><td>1</td><td><span class=high-hits>local jecs = require("@jecs")</span></td></tr>
<tr><td>2</td><td>1</td><td><span class=high-hits>local ECS_GENERATION = jecs.ECS_GENERATION</span></td></tr>
<tr><td>3</td><td>1</td><td><span class=high-hits>local ECS_ID = jecs.ECS_ID</span></td></tr>
<tr><td>4</td><td>1</td><td><span class=high-hits>local __ = jecs.Wildcard</span></td></tr>
<tr><td>5</td><td>1</td><td><span class=high-hits>local pair = jecs.pair</span></td></tr>
<tr><td>6</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>7</td><td>1</td><td><span class=high-hits>local prettify = require("@tools/entity_visualiser").prettify</span></td></tr>
<tr><td>8</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>9</td><td>1</td><td><span class=high-hits>local pe = prettify</span></td></tr>
<tr><td>10</td><td>1</td><td><span class=high-hits>local ansi = require("@tools/ansi")</span></td></tr>
<tr><td>11</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>12</td><td>1</td><td><span class=high-hits>function print_centered_entity(entity, width: number)</span></td></tr>
<tr><td>13</td><td>0</td><td><span class=zero-hits>local entity_str = tostring(entity)</span></td></tr>
<tr><td>14</td><td>0</td><td><span class=zero-hits>local entity_length = #entity_str</span></td></tr>
<tr><td>15</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>16</td><td>0</td><td><span class=zero-hits>local padding_total = width - 2 - entity_length</span></td></tr>
<tr><td>17</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>18</td><td>0</td><td><span class=zero-hits>local padding_left = math.floor(padding_total / 2)</span></td></tr>
<tr><td>19</td><td>0</td><td><span class=zero-hits>local padding_right = padding_total - padding_left</span></td></tr>
<tr><td>20</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>21</td><td>0</td><td><span class=zero-hits>local centered_str = string.rep(" ", padding_left) .. entity_str .. string.rep(" ", padding_right)</span></td></tr>
<tr><td>22</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>23</td><td>0</td><td><span class=zero-hits>print("|" .. centered_str .. "|")</span></td></tr>
<tr><td>24</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>25</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>26</td><td>1</td><td><span class=high-hits>local function name(world, e)</span></td></tr>
<tr><td>27</td><td>0</td><td><span class=zero-hits>return world:get(world, e, jecs.Name) or pe(e)</span></td></tr>
<tr><td>28</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>29</td><td>1</td><td><span class=high-hits>local padding_enabled = false</span></td></tr>
<tr><td>30</td><td>1</td><td><span class=high-hits>local function pad()</span></td></tr>
<tr><td>31</td><td>0</td><td><span class=zero-hits>if padding_enabled then</span></td></tr>
<tr><td>32</td><td>0</td><td><span class=zero-hits>print("")</span></td></tr>
<tr><td>33</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>34</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>35</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>36</td><td>1</td><td><span class=high-hits>local function lifetime_tracker_add(world: jecs.World, opt)</span></td></tr>
<tr><td>37</td><td>0</td><td><span class=zero-hits>local entity_index = world.entity_index</span></td></tr>
<tr><td>38</td><td>0</td><td><span class=zero-hits>local dense_array = entity_index.dense_array</span></td></tr>
<tr><td>39</td><td>0</td><td><span class=zero-hits>local component_index = world.component_index</span></td></tr>
<tr><td>40</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>41</td><td>0</td><td><span class=zero-hits>local ENTITY_RANGE = (jecs.Rest :: any) + 1</span></td></tr>
<tr><td>42</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>43</td><td>0</td><td><span class=zero-hits>local w = setmetatable({}, { __index = world })</span></td></tr>
<tr><td>44</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>45</td><td>0</td><td><span class=zero-hits>padding_enabled = opt.padding_enabled</span></td></tr>
<tr><td>46</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>47</td><td>0</td><td><span class=zero-hits>local world_entity = world.entity</span></td></tr>
<tr><td>48</td><td>0</td><td><span class=zero-hits>w.entity = function(self, entity)</span></td></tr>
<tr><td>49</td><td>0</td><td><span class=zero-hits>if entity then</span></td></tr>
<tr><td>50</td><td>0</td><td><span class=zero-hits>return world_entity(world, entity)</span></td></tr>
<tr><td>51</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>52</td><td>0</td><td><span class=zero-hits>local will_recycle = entity_index.max_id ~= entity_index.alive_count</span></td></tr>
<tr><td>53</td><td>0</td><td><span class=zero-hits>local e = world_entity(world)</span></td></tr>
<tr><td>54</td><td>0</td><td><span class=zero-hits>if will_recycle then</span></td></tr>
<tr><td>55</td><td>0</td><td><span class=zero-hits>print(`*recycled {pe(e)}`)</span></td></tr>
<tr><td>56</td><td>0</td><td><span class=zero-hits>else</span></td></tr>
<tr><td>57</td><td>0</td><td><span class=zero-hits>print(`*created {pe(e)}`)</span></td></tr>
<tr><td>58</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>59</td><td>0</td><td><span class=zero-hits>pad()</span></td></tr>
<tr><td>60</td><td>0</td><td><span class=zero-hits>return e</span></td></tr>
<tr><td>61</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>62</td><td>0</td><td><span class=zero-hits>w.print_entity_index = function(self)</span></td></tr>
<tr><td>63</td><td>0</td><td><span class=zero-hits>local max_id = entity_index.max_id</span></td></tr>
<tr><td>64</td><td>0</td><td><span class=zero-hits>local alive_count = entity_index.alive_count</span></td></tr>
<tr><td>65</td><td>0</td><td><span class=zero-hits>local alive = table.move(dense_array, 1 + jecs.Rest :: any, alive_count, 1, {})</span></td></tr>
<tr><td>66</td><td>0</td><td><span class=zero-hits>local dead = table.move(dense_array, alive_count + 1, max_id, 1, {})</span></td></tr>
<tr><td>67</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>68</td><td>0</td><td><span class=zero-hits>local sep = "|--------|"</span></td></tr>
<tr><td>69</td><td>0</td><td><span class=zero-hits>if #alive > 0 then</span></td></tr>
<tr><td>70</td><td>0</td><td><span class=zero-hits>print("|-alive--|")</span></td></tr>
<tr><td>71</td><td>0</td><td><span class=zero-hits>for i = 1, #alive do</span></td></tr>
<tr><td>72</td><td>0</td><td><span class=zero-hits>local e = pe(alive[i])</span></td></tr>
<tr><td>73</td><td>0</td><td><span class=zero-hits>print_centered_entity(e, 32)</span></td></tr>
<tr><td>74</td><td>0</td><td><span class=zero-hits>print(sep)</span></td></tr>
<tr><td>75</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>76</td><td>0</td><td><span class=zero-hits>print("\n")</span></td></tr>
<tr><td>77</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>78</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>79</td><td>0</td><td><span class=zero-hits>if #dead > 0 then</span></td></tr>
<tr><td>80</td><td>0</td><td><span class=zero-hits>print("|--dead--|")</span></td></tr>
<tr><td>81</td><td>0</td><td><span class=zero-hits>for i = 1, #dead do</span></td></tr>
<tr><td>82</td><td>0</td><td><span class=zero-hits>print_centered_entity(pe(dead[i]), 32)</span></td></tr>
<tr><td>83</td><td>0</td><td><span class=zero-hits>print(sep)</span></td></tr>
<tr><td>84</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>85</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>86</td><td>0</td><td><span class=zero-hits>pad()</span></td></tr>
<tr><td>87</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>88</td><td>0</td><td><span class=zero-hits>local timelines = {}</span></td></tr>
<tr><td>89</td><td>0</td><td><span class=zero-hits>w.print_snapshot = function(self)</span></td></tr>
<tr><td>90</td><td>0</td><td><span class=zero-hits>local timeline = #timelines + 1</span></td></tr>
<tr><td>91</td><td>0</td><td><span class=zero-hits>local entity_column_width = 10</span></td></tr>
<tr><td>92</td><td>0</td><td><span class=zero-hits>local status_column_width = 8</span></td></tr>
<tr><td>93</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>94</td><td>0</td><td><span class=zero-hits>local header = string.format("| %-" .. entity_column_width .. "s |", "Entity")</span></td></tr>
<tr><td>95</td><td>0</td><td><span class=zero-hits>for i = 1, timeline do</span></td></tr>
<tr><td>96</td><td>0</td><td><span class=zero-hits>header = header .. string.format(" %-" .. status_column_width .. "s |", string.format("T%d", i))</span></td></tr>
<tr><td>97</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>98</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>99</td><td>0</td><td><span class=zero-hits>local max_id = entity_index.max_id</span></td></tr>
<tr><td>100</td><td>0</td><td><span class=zero-hits>local alive_count = entity_index.alive_count</span></td></tr>
<tr><td>101</td><td>0</td><td><span class=zero-hits>local alive = table.move(dense_array, 1 + jecs.Rest :: any, alive_count, 1, {})</span></td></tr>
<tr><td>102</td><td>0</td><td><span class=zero-hits>local dead = table.move(dense_array, alive_count + 1, max_id, 1, {})</span></td></tr>
<tr><td>103</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>104</td><td>0</td><td><span class=zero-hits>local data = {}</span></td></tr>
<tr><td>105</td><td>0</td><td><span class=zero-hits>print("-------------------------------------------------------------------")</span></td></tr>
<tr><td>106</td><td>0</td><td><span class=zero-hits>print(header)</span></td></tr>
<tr><td>107</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>108</td><td><span class='text-muted'>N/A</span></td><td>-- Store the snapshot data for this timeline</td>></tr>
<tr><td>109</td><td>0</td><td><span class=zero-hits>for i = ENTITY_RANGE, max_id do</span></td></tr>
<tr><td>110</td><td>0</td><td><span class=zero-hits>if dense_array[i] then</span></td></tr>
<tr><td>111</td><td>0</td><td><span class=zero-hits>local entity = dense_array[i]</span></td></tr>
<tr><td>112</td><td>0</td><td><span class=zero-hits>local id = ECS_ID(entity)</span></td></tr>
<tr><td>113</td><td>0</td><td><span class=zero-hits>local status = "alive"</span></td></tr>
<tr><td>114</td><td>0</td><td><span class=zero-hits>if not world:contains(entity) then</span></td></tr>
<tr><td>115</td><td>0</td><td><span class=zero-hits>status = "dead"</span></td></tr>
<tr><td>116</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>117</td><td>0</td><td><span class=zero-hits>data[id] = status</span></td></tr>
<tr><td>118</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>119</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>120</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>121</td><td>0</td><td><span class=zero-hits>table.insert(timelines, data)</span></td></tr>
<tr><td>122</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>123</td><td><span class='text-muted'>N/A</span></td><td>-- Create a table to hold entity data for sorting</td>></tr>
<tr><td>124</td><td>0</td><td><span class=zero-hits>local entities = {}</span></td></tr>
<tr><td>125</td><td>0</td><td><span class=zero-hits>for i = ENTITY_RANGE, max_id do</span></td></tr>
<tr><td>126</td><td>0</td><td><span class=zero-hits>if dense_array[i] then</span></td></tr>
<tr><td>127</td><td>0</td><td><span class=zero-hits>local entity = dense_array[i]</span></td></tr>
<tr><td>128</td><td>0</td><td><span class=zero-hits>local id = ECS_ID(entity)</span></td></tr>
<tr><td>129</td><td><span class='text-muted'>N/A</span></td><td>-- Push entity and id into the new `entities` table</td>></tr>
<tr><td>130</td><td>0</td><td><span class=zero-hits>table.insert(entities, { entity = entity, id = id })</span></td></tr>
<tr><td>131</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>132</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>133</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>134</td><td><span class='text-muted'>N/A</span></td><td>-- Sort the entities by ECS_ID</td>></tr>
<tr><td>135</td><td>0</td><td><span class=zero-hits>table.sort(entities, function(a, b)</span></td></tr>
<tr><td>136</td><td>0</td><td><span class=zero-hits>return a.id < b.id</span></td></tr>
<tr><td>137</td><td><span class='text-muted'>N/A</span></td><td>end)</td>></tr>
<tr><td>138</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>139</td><td><span class='text-muted'>N/A</span></td><td>-- Print the sorted rows</td>></tr>
<tr><td>140</td><td>0</td><td><span class=zero-hits>for _, entity_data in ipairs(entities) do</span></td></tr>
<tr><td>141</td><td>0</td><td><span class=zero-hits>local entity = entity_data.entity</span></td></tr>
<tr><td>142</td><td>0</td><td><span class=zero-hits>local id = entity_data.id</span></td></tr>
<tr><td>143</td><td>0</td><td><span class=zero-hits>local status = "alive"</span></td></tr>
<tr><td>144</td><td>0</td><td><span class=zero-hits>if id > alive_count then</span></td></tr>
<tr><td>145</td><td>0</td><td><span class=zero-hits>status = "dead"</span></td></tr>
<tr><td>146</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>147</td><td>0</td><td><span class=zero-hits>local row = string.format("| %-" .. entity_column_width .. "s |", pe(entity))</span></td></tr>
<tr><td>148</td><td>0</td><td><span class=zero-hits>for j = 1, timeline do</span></td></tr>
<tr><td>149</td><td>0</td><td><span class=zero-hits>local timeline_data = timelines[j]</span></td></tr>
<tr><td>150</td><td>0</td><td><span class=zero-hits>local entity_data = timeline_data[id]</span></td></tr>
<tr><td>151</td><td>0</td><td><span class=zero-hits>if entity_data then</span></td></tr>
<tr><td>152</td><td>0</td><td><span class=zero-hits>row = row .. string.format(" %-" .. status_column_width .. "s |", entity_data)</span></td></tr>
<tr><td>153</td><td>0</td><td><span class=zero-hits>else</span></td></tr>
<tr><td>154</td><td>0</td><td><span class=zero-hits>row = row .. string.format(" %-" .. status_column_width .. "s |", "-")</span></td></tr>
<tr><td>155</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>156</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>157</td><td>0</td><td><span class=zero-hits>print(row)</span></td></tr>
<tr><td>158</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>159</td><td>0</td><td><span class=zero-hits>print("-------------------------------------------------------------------")</span></td></tr>
<tr><td>160</td><td>0</td><td><span class=zero-hits>pad()</span></td></tr>
<tr><td>161</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>162</td><td>0</td><td><span class=zero-hits>local world_add = world.add</span></td></tr>
<tr><td>163</td><td>0</td><td><span class=zero-hits>local relations = {}</span></td></tr>
<tr><td>164</td><td>0</td><td><span class=zero-hits>w.add = function(self, entity: any, component: any)</span></td></tr>
<tr><td>165</td><td>0</td><td><span class=zero-hits>world_add(world, entity, component)</span></td></tr>
<tr><td>166</td><td>0</td><td><span class=zero-hits>if jecs.IS_PAIR(component) then</span></td></tr>
<tr><td>167</td><td>0</td><td><span class=zero-hits>local relation = jecs.pair_first(world, component)</span></td></tr>
<tr><td>168</td><td>0</td><td><span class=zero-hits>local target = jecs.pair_second(world, component)</span></td></tr>
<tr><td>169</td><td>0</td><td><span class=zero-hits>print(`*added ({pe(relation)}, {pe(target)}) to {pe(entity)}`)</span></td></tr>
<tr><td>170</td><td>0</td><td><span class=zero-hits>pad()</span></td></tr>
<tr><td>171</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>172</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>173</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>174</td><td>0</td><td><span class=zero-hits>local world_delete = world.delete</span></td></tr>
<tr><td>175</td><td>0</td><td><span class=zero-hits>w.delete = function(self, e)</span></td></tr>
<tr><td>176</td><td>0</td><td><span class=zero-hits>world_delete(world, e)</span></td></tr>
<tr><td>177</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>178</td><td>0</td><td><span class=zero-hits>local idr_t = component_index[pair(__, e)]</span></td></tr>
<tr><td>179</td><td>0</td><td><span class=zero-hits>if idr_t then</span></td></tr>
<tr><td>180</td><td>0</td><td><span class=zero-hits>for archetype_id in idr_t.cache do</span></td></tr>
<tr><td>181</td><td>0</td><td><span class=zero-hits>local archetype = world.archetypes[archetype_id]</span></td></tr>
<tr><td>182</td><td>0</td><td><span class=zero-hits>for _, id in archetype.types do</span></td></tr>
<tr><td>183</td><td>0</td><td><span class=zero-hits>if not jecs.IS_PAIR(id) then</span></td></tr>
<tr><td>184</td><td>0</td><td><span class=zero-hits>continue</span></td></tr>
<tr><td>185</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>186</td><td>0</td><td><span class=zero-hits>local object = jecs.pair_second(world, id)</span></td></tr>
<tr><td>187</td><td>0</td><td><span class=zero-hits>if object ~= e then</span></td></tr>
<tr><td>188</td><td>0</td><td><span class=zero-hits>continue</span></td></tr>
<tr><td>189</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>190</td><td>0</td><td><span class=zero-hits>local id_record = component_index[id]</span></td></tr>
<tr><td>191</td><td>0</td><td><span class=zero-hits>local flags = id_record.flags</span></td></tr>
<tr><td>192</td><td>0</td><td><span class=zero-hits>local flags_delete_mask: number = bit32.band(flags, jecs.ECS_ID_DELETE)</span></td></tr>
<tr><td>193</td><td>0</td><td><span class=zero-hits>if flags_delete_mask ~= 0 then</span></td></tr>
<tr><td>194</td><td>0</td><td><span class=zero-hits>for _, entity in archetype.entities do</span></td></tr>
<tr><td>195</td><td>0</td><td><span class=zero-hits>print(`*deleted dependant {pe(entity)} of {pe(e)}`)</span></td></tr>
<tr><td>196</td><td>0</td><td><span class=zero-hits>pad()</span></td></tr>
<tr><td>197</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>198</td><td>0</td><td><span class=zero-hits>break</span></td></tr>
<tr><td>199</td><td>0</td><td><span class=zero-hits>else</span></td></tr>
<tr><td>200</td><td>0</td><td><span class=zero-hits>for _, entity in archetype.entities do</span></td></tr>
<tr><td>201</td><td>0</td><td><span class=zero-hits>print(</span></td></tr>
<tr><td>202</td><td>0</td><td><span class=zero-hits>`*removed dependency ({pe(jecs.pair_first(world, id))}, {pe(object)}) from {pe(entity)}`</span></td></tr>
<tr><td>203</td><td>0</td><td><span class=zero-hits>)</span></td></tr>
<tr><td>204</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>205</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>206</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>207</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>208</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>209</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>210</td><td>0</td><td><span class=zero-hits>print(`*deleted {pe(e)}`)</span></td></tr>
<tr><td>211</td><td>0</td><td><span class=zero-hits>pad()</span></td></tr>
<tr><td>212</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>213</td><td>0</td><td><span class=zero-hits>return w</span></td></tr>
<tr><td>214</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>215</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>216</td><td>1</td><td><span class=high-hits>return lifetime_tracker_add</span></td></tr>
</tbody></table></body></html>

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<h1 class="text-center">testkit.luau Coverage</h1>
<h2>Total Execution Hits: 1826</h2>
<h2>Function Coverage Overview: 64.52%</h2>
<button class="btn btn-primary mb-2" type="button" data-bs-toggle="collapse" data-bs-target="#funcTable">Toggle Function Coverage</button>
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<h2>Function Coverage:</h2><table class="table table-bordered"><thead><tr><th>Function</th><th>Hits</th></tr></thead><tbody>
<tr><td style="padding: 1px; min-width: 22ch;"><main></td><td style="padding: 1px; color: green; font-weight: bold;">1</td></tr>
<tr><td style="padding: 1px; min-width: 22ch;">white_underline:11</td><td style="padding: 1px; color: red; font-weight: bold;">0</td></tr>
<tr><td style="padding: 1px; min-width: 22ch;">white:15</td><td style="padding: 1px; color: green; font-weight: bold;">24</td></tr>
<tr><td style="padding: 1px; min-width: 22ch;">green:19</td><td style="padding: 1px; color: green; font-weight: bold;">77</td></tr>
<tr><td style="padding: 1px; min-width: 22ch;">red:23</td><td style="padding: 1px; color: green; font-weight: bold;">146</td></tr>
<tr><td style="padding: 1px; min-width: 22ch;">yellow:27</td><td style="padding: 1px; color: green; font-weight: bold;">76</td></tr>
<tr><td style="padding: 1px; min-width: 22ch;">red_highlight:31</td><td style="padding: 1px; color: red; font-weight: bold;">0</td></tr>
<tr><td style="padding: 1px; min-width: 22ch;">green_highlight:35</td><td style="padding: 1px; color: red; font-weight: bold;">0</td></tr>
<tr><td style="padding: 1px; min-width: 22ch;">gray:39</td><td style="padding: 1px; color: green; font-weight: bold;">84</td></tr>
<tr><td style="padding: 1px; min-width: 22ch;">orange:43</td><td style="padding: 1px; color: green; font-weight: bold;">73</td></tr>
<tr><td style="padding: 1px; min-width: 22ch;">convert_units:48</td><td style="padding: 1px; color: green; font-weight: bold;">6</td></tr>
<tr><td style="padding: 1px; min-width: 22ch;">output_test_result:131</td><td style="padding: 1px; color: green; font-weight: bold;">24</td></tr>
<tr><td style="padding: 1px; min-width: 22ch;">CASE:169</td><td style="padding: 1px; color: green; font-weight: bold;">73</td></tr>
<tr><td style="padding: 1px; min-width: 22ch;">CHECK_EXPECT_ERR:183</td><td style="padding: 1px; color: green; font-weight: bold;">9</td></tr>
<tr><td style="padding: 1px; min-width: 22ch;">CHECK:201</td><td style="padding: 1px; color: green; font-weight: bold;">1195</td></tr>
<tr><td style="padding: 1px; min-width: 22ch;">TEST:224</td><td style="padding: 1px; color: green; font-weight: bold;">24</td></tr>
<tr><td style="padding: 1px; min-width: 22ch;">FOCUS:237</td><td style="padding: 1px; color: red; font-weight: bold;">0</td></tr>
<tr><td style="padding: 1px; min-width: 22ch;">FINISH:248</td><td style="padding: 1px; color: green; font-weight: bold;">1</td></tr>
<tr><td style="padding: 1px; min-width: 22ch;"><anonymous>:264</td><td style="padding: 1px; color: red; font-weight: bold;">0</td></tr>
<tr><td style="padding: 1px; min-width: 22ch;">SKIP:314</td><td style="padding: 1px; color: green; font-weight: bold;">1</td></tr>
<tr><td style="padding: 1px; min-width: 22ch;">START:330</td><td style="padding: 1px; color: green; font-weight: bold;">1</td></tr>
<tr><td style="padding: 1px; min-width: 22ch;">BENCH:342</td><td style="padding: 1px; color: green; font-weight: bold;">3</td></tr>
<tr><td style="padding: 1px; min-width: 22ch;"><anonymous>:354</td><td style="padding: 1px; color: red; font-weight: bold;">0</td></tr>
<tr><td style="padding: 1px; min-width: 22ch;">round:372</td><td style="padding: 1px; color: green; font-weight: bold;">6</td></tr>
<tr><td style="padding: 1px; min-width: 22ch;">print2:396</td><td style="padding: 1px; color: red; font-weight: bold;">0</td></tr>
<tr><td style="padding: 1px; min-width: 22ch;">tos:401</td><td style="padding: 1px; color: red; font-weight: bold;">0</td></tr>
<tr><td style="padding: 1px; min-width: 22ch;">shallow_eq:480</td><td style="padding: 1px; color: red; font-weight: bold;">0</td></tr>
<tr><td style="padding: 1px; min-width: 22ch;">deep_eq:500</td><td style="padding: 1px; color: red; font-weight: bold;">0</td></tr>
<tr><td style="padding: 1px; min-width: 22ch;">test:533</td><td style="padding: 1px; color: green; font-weight: bold;">1</td></tr>
<tr><td style="padding: 1px; min-width: 22ch;">benchmark:545</td><td style="padding: 1px; color: green; font-weight: bold;">1</td></tr>
<tr><td style="padding: 1px; min-width: 22ch;">disable_formatting:549</td><td style="padding: 1px; color: red; font-weight: bold;">0</td></tr>
</tbody></table></div>
<h2>Source Code:</h2><table class="table table-bordered source-code-table "><thead><tr><th>Line</th><th>Hits</th><th>Code</th></tr></thead><tbody>
<tr><td>1</td><td><span class='text-muted'>N/A</span></td><td>--------------------------------------------------------------------------------</td>></tr>
<tr><td>2</td><td><span class='text-muted'>N/A</span></td><td>-- testkit.luau</td>></tr>
<tr><td>3</td><td><span class='text-muted'>N/A</span></td><td>-- v0.7.3</td>></tr>
<tr><td>4</td><td><span class='text-muted'>N/A</span></td><td>-- MIT License</td>></tr>
<tr><td>5</td><td><span class='text-muted'>N/A</span></td><td>-- Copyright (c) 2022 centau</td>></tr>
<tr><td>6</td><td><span class='text-muted'>N/A</span></td><td>--------------------------------------------------------------------------------</td>></tr>
<tr><td>7</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>8</td><td>1</td><td><span class=low-hits>local disable_ansi = false</span></td></tr>
<tr><td>9</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>10</td><td>1</td><td><span class=low-hits>local color = {</span></td></tr>
<tr><td>11</td><td>1</td><td><span class=low-hits>white_underline = function(s: string): string</span></td></tr>
<tr><td>12</td><td>0</td><td><span class=zero-hits>return if disable_ansi then s else `\27[1;4m{s}\27[0m`</span></td></tr>
<tr><td>13</td><td><span class='text-muted'>N/A</span></td><td>end,</td>></tr>
<tr><td>14</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>15</td><td>1</td><td><span class=low-hits>white = function(s: string): string</span></td></tr>
<tr><td>16</td><td>24</td><td><span class=low-hits>return if disable_ansi then s else `\27[37;1m{s}\27[0m`</span></td></tr>
<tr><td>17</td><td><span class='text-muted'>N/A</span></td><td>end,</td>></tr>
<tr><td>18</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>19</td><td>1</td><td><span class=low-hits>green = function(s: string): string</span></td></tr>
<tr><td>20</td><td>77</td><td><span class=low-hits>return if disable_ansi then s else `\27[32;1m{s}\27[0m`</span></td></tr>
<tr><td>21</td><td><span class='text-muted'>N/A</span></td><td>end,</td>></tr>
<tr><td>22</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>23</td><td>1</td><td><span class=low-hits>red = function(s: string): string</span></td></tr>
<tr><td>24</td><td>146</td><td><span class=low-hits>return if disable_ansi then s else `\27[31;1m{s}\27[0m`</span></td></tr>
<tr><td>25</td><td><span class='text-muted'>N/A</span></td><td>end,</td>></tr>
<tr><td>26</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>27</td><td>1</td><td><span class=low-hits>yellow = function(s: string): string</span></td></tr>
<tr><td>28</td><td>76</td><td><span class=low-hits>return if disable_ansi then s else `\27[33;1m{s}\27[0m`</span></td></tr>
<tr><td>29</td><td><span class='text-muted'>N/A</span></td><td>end,</td>></tr>
<tr><td>30</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>31</td><td>1</td><td><span class=low-hits>red_highlight = function(s: string): string</span></td></tr>
<tr><td>32</td><td>0</td><td><span class=zero-hits>return if disable_ansi then s else `\27[41;1;30m{s}\27[0m`</span></td></tr>
<tr><td>33</td><td><span class='text-muted'>N/A</span></td><td>end,</td>></tr>
<tr><td>34</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>35</td><td>1</td><td><span class=low-hits>green_highlight = function(s: string): string</span></td></tr>
<tr><td>36</td><td>0</td><td><span class=zero-hits>return if disable_ansi then s else `\27[42;1;30m{s}\27[0m`</span></td></tr>
<tr><td>37</td><td><span class='text-muted'>N/A</span></td><td>end,</td>></tr>
<tr><td>38</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>39</td><td>1</td><td><span class=low-hits>gray = function(s: string): string</span></td></tr>
<tr><td>40</td><td>84</td><td><span class=low-hits>return if disable_ansi then s else `\27[38;1m{s}\27[0m`</span></td></tr>
<tr><td>41</td><td><span class='text-muted'>N/A</span></td><td>end,</td>></tr>
<tr><td>42</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>43</td><td>1</td><td><span class=low-hits>orange = function(s: string): string</span></td></tr>
<tr><td>44</td><td>73</td><td><span class=low-hits>return if disable_ansi then s else `\27[38;5;208m{s}\27[0m`</span></td></tr>
<tr><td>45</td><td><span class='text-muted'>N/A</span></td><td>end,</td>></tr>
<tr><td>46</td><td>0</td><td><span class=zero-hits>}</span></td></tr>
<tr><td>47</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>48</td><td>1</td><td><span class=low-hits>local function convert_units(unit: string, value: number): (number, string)</span></td></tr>
<tr><td>49</td><td>6</td><td><span class=low-hits>local sign = math.sign(value)</span></td></tr>
<tr><td>50</td><td>6</td><td><span class=low-hits>value = math.abs(value)</span></td></tr>
<tr><td>51</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>52</td><td>6</td><td><span class=low-hits>local prefix_colors = {</span></td></tr>
<tr><td>53</td><td>6</td><td><span class=low-hits>[4] = color.red,</span></td></tr>
<tr><td>54</td><td>6</td><td><span class=low-hits>[3] = color.red,</span></td></tr>
<tr><td>55</td><td>6</td><td><span class=low-hits>[2] = color.yellow,</span></td></tr>
<tr><td>56</td><td>6</td><td><span class=low-hits>[1] = color.yellow,</span></td></tr>
<tr><td>57</td><td>6</td><td><span class=low-hits>[0] = color.green,</span></td></tr>
<tr><td>58</td><td>6</td><td><span class=low-hits>[-1] = color.red,</span></td></tr>
<tr><td>59</td><td>6</td><td><span class=low-hits>[-2] = color.yellow,</span></td></tr>
<tr><td>60</td><td>6</td><td><span class=low-hits>[-3] = color.green,</span></td></tr>
<tr><td>61</td><td>6</td><td><span class=low-hits>[-4] = color.red,</span></td></tr>
<tr><td>62</td><td>0</td><td><span class=zero-hits>}</span></td></tr>
<tr><td>63</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>64</td><td>6</td><td><span class=low-hits>local prefixes = {</span></td></tr>
<tr><td>65</td><td>6</td><td><span class=low-hits>[4] = "T",</span></td></tr>
<tr><td>66</td><td>6</td><td><span class=low-hits>[3] = "G",</span></td></tr>
<tr><td>67</td><td>6</td><td><span class=low-hits>[2] = "M",</span></td></tr>
<tr><td>68</td><td>6</td><td><span class=low-hits>[1] = "k",</span></td></tr>
<tr><td>69</td><td>6</td><td><span class=low-hits>[0] = " ",</span></td></tr>
<tr><td>70</td><td>6</td><td><span class=low-hits>[-1] = "m",</span></td></tr>
<tr><td>71</td><td>6</td><td><span class=low-hits>[-2] = "u",</span></td></tr>
<tr><td>72</td><td>6</td><td><span class=low-hits>[-3] = "n",</span></td></tr>
<tr><td>73</td><td>6</td><td><span class=low-hits>[-4] = "p",</span></td></tr>
<tr><td>74</td><td>0</td><td><span class=zero-hits>}</span></td></tr>
<tr><td>75</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>76</td><td>6</td><td><span class=low-hits>local order = 0</span></td></tr>
<tr><td>77</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>78</td><td>7</td><td><span class=low-hits>while value >= 1000 do</span></td></tr>
<tr><td>79</td><td>1</td><td><span class=low-hits>order += 1</span></td></tr>
<tr><td>80</td><td>1</td><td><span class=low-hits>value /= 1000</span></td></tr>
<tr><td>81</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>82</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>83</td><td>11</td><td><span class=low-hits>while value ~= 0 and value < 1 do</span></td></tr>
<tr><td>84</td><td>7</td><td><span class=low-hits>order -= 1</span></td></tr>
<tr><td>85</td><td>7</td><td><span class=low-hits>value *= 1000</span></td></tr>
<tr><td>86</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>87</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>88</td><td>6</td><td><span class=low-hits>if value >= 100 then</span></td></tr>
<tr><td>89</td><td>1</td><td><span class=low-hits>value = math.floor(value)</span></td></tr>
<tr><td>90</td><td>5</td><td><span class=low-hits>elseif value >= 10 then</span></td></tr>
<tr><td>91</td><td>2</td><td><span class=low-hits>value = math.floor(value * 1e1) / 1e1</span></td></tr>
<tr><td>92</td><td>3</td><td><span class=low-hits>elseif value >= 1 then</span></td></tr>
<tr><td>93</td><td>1</td><td><span class=low-hits>value = math.floor(value * 1e2) / 1e2</span></td></tr>
<tr><td>94</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>95</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>96</td><td>6</td><td><span class=low-hits>return value * sign, prefix_colors[order](prefixes[order] .. unit)</span></td></tr>
<tr><td>97</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>98</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>99</td><td>1</td><td><span class=low-hits>local WALL = color.gray("│")</span></td></tr>
<tr><td>100</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>101</td><td><span class='text-muted'>N/A</span></td><td>--------------------------------------------------------------------------------</td>></tr>
<tr><td>102</td><td><span class='text-muted'>N/A</span></td><td>-- Testing</td>></tr>
<tr><td>103</td><td><span class='text-muted'>N/A</span></td><td>--------------------------------------------------------------------------------</td>></tr>
<tr><td>104</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>105</td><td>0</td><td><span class=zero-hits>type Test = {</span></td></tr>
<tr><td>106</td><td>0</td><td><span class=zero-hits>name: string,</span></td></tr>
<tr><td>107</td><td>0</td><td><span class=zero-hits>case: Case?,</span></td></tr>
<tr><td>108</td><td>0</td><td><span class=zero-hits>cases: { Case },</span></td></tr>
<tr><td>109</td><td>0</td><td><span class=zero-hits>duration: number,</span></td></tr>
<tr><td>110</td><td>0</td><td><span class=zero-hits>error: {</span></td></tr>
<tr><td>111</td><td>0</td><td><span class=zero-hits>message: string,</span></td></tr>
<tr><td>112</td><td>0</td><td><span class=zero-hits>trace: string,</span></td></tr>
<tr><td>113</td><td>0</td><td><span class=zero-hits>}?,</span></td></tr>
<tr><td>114</td><td>0</td><td><span class=zero-hits>focus: boolean,</span></td></tr>
<tr><td>115</td><td>0</td><td><span class=zero-hits>}</span></td></tr>
<tr><td>116</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>117</td><td>0</td><td><span class=zero-hits>type Case = {</span></td></tr>
<tr><td>118</td><td>0</td><td><span class=zero-hits>name: string,</span></td></tr>
<tr><td>119</td><td>0</td><td><span class=zero-hits>result: number,</span></td></tr>
<tr><td>120</td><td>0</td><td><span class=zero-hits>line: number?,</span></td></tr>
<tr><td>121</td><td>0</td><td><span class=zero-hits>focus: boolean,</span></td></tr>
<tr><td>122</td><td>0</td><td><span class=zero-hits>}</span></td></tr>
<tr><td>123</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>124</td><td>1</td><td><span class=low-hits>local PASS, FAIL, NONE, ERROR, SKIPPED = 1, 2, 3, 4, 5</span></td></tr>
<tr><td>125</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>126</td><td>1</td><td><span class=low-hits>local check_for_focused = false</span></td></tr>
<tr><td>127</td><td>1</td><td><span class=low-hits>local skip = false</span></td></tr>
<tr><td>128</td><td>1</td><td><span class=low-hits>local test: Test?</span></td></tr>
<tr><td>129</td><td>1</td><td><span class=low-hits>local tests: { Test } = {}</span></td></tr>
<tr><td>130</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>131</td><td>1</td><td><span class=low-hits>local function output_test_result(test: Test)</span></td></tr>
<tr><td>132</td><td>24</td><td><span class=low-hits>if check_for_focused then</span></td></tr>
<tr><td>133</td><td>0</td><td><span class=zero-hits>local any_focused = test.focus</span></td></tr>
<tr><td>134</td><td>0</td><td><span class=zero-hits>for _, case in test.cases do</span></td></tr>
<tr><td>135</td><td>0</td><td><span class=zero-hits>any_focused = any_focused or case.focus</span></td></tr>
<tr><td>136</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>137</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>138</td><td>0</td><td><span class=zero-hits>if not any_focused then</span></td></tr>
<tr><td>139</td><td>0</td><td><span class=zero-hits>return</span></td></tr>
<tr><td>140</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>141</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>142</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>143</td><td>24</td><td><span class=low-hits>print(color.white(test.name))</span></td></tr>
<tr><td>144</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>145</td><td>24</td><td><span class=low-hits>for _, case in test.cases do</span></td></tr>
<tr><td>146</td><td>73</td><td><span class=low-hits>local status = ({</span></td></tr>
<tr><td>147</td><td>73</td><td><span class=low-hits>[PASS] = color.green("PASS"),</span></td></tr>
<tr><td>148</td><td>73</td><td><span class=low-hits>[FAIL] = color.red("FAIL"),</span></td></tr>
<tr><td>149</td><td>73</td><td><span class=low-hits>[NONE] = color.orange("NONE"),</span></td></tr>
<tr><td>150</td><td>73</td><td><span class=low-hits>[ERROR] = color.red("FAIL"),</span></td></tr>
<tr><td>151</td><td>73</td><td><span class=low-hits>[SKIPPED] = color.yellow("SKIP"),</span></td></tr>
<tr><td>152</td><td>73</td><td><span class=low-hits>})[case.result]</span></td></tr>
<tr><td>153</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>154</td><td>73</td><td><span class=low-hits>local line = case.result == FAIL and color.red(`{case.line}:`) or ""</span></td></tr>
<tr><td>155</td><td>73</td><td><span class=low-hits>if check_for_focused and case.focus == false and test.focus == false then</span></td></tr>
<tr><td>156</td><td>0</td><td><span class=zero-hits>continue</span></td></tr>
<tr><td>157</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>158</td><td>73</td><td><span class=low-hits>print(`{status}{WALL} {line}{color.gray(case.name)}`)</span></td></tr>
<tr><td>159</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>160</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>161</td><td>24</td><td><span class=low-hits>if test.error then</span></td></tr>
<tr><td>162</td><td>0</td><td><span class=zero-hits>print(color.gray("error: ") .. color.red(test.error.message))</span></td></tr>
<tr><td>163</td><td>0</td><td><span class=zero-hits>print(color.gray("trace: ") .. color.red(test.error.trace))</span></td></tr>
<tr><td>164</td><td>0</td><td><span class=zero-hits>else</span></td></tr>
<tr><td>165</td><td>24</td><td><span class=low-hits>print()</span></td></tr>
<tr><td>166</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>167</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>168</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>169</td><td>1</td><td><span class=low-hits>local function CASE(name: string)</span></td></tr>
<tr><td>170</td><td>73</td><td><span class=low-hits>skip = false</span></td></tr>
<tr><td>171</td><td>73</td><td><span class=low-hits>assert(test, "no active test")</span></td></tr>
<tr><td>172</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>173</td><td>73</td><td><span class=low-hits>local case = {</span></td></tr>
<tr><td>174</td><td>73</td><td><span class=low-hits>name = name,</span></td></tr>
<tr><td>175</td><td>73</td><td><span class=low-hits>result = NONE,</span></td></tr>
<tr><td>176</td><td>73</td><td><span class=low-hits>focus = false,</span></td></tr>
<tr><td>177</td><td>0</td><td><span class=zero-hits>}</span></td></tr>
<tr><td>178</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>179</td><td>73</td><td><span class=low-hits>test.case = case</span></td></tr>
<tr><td>180</td><td>73</td><td><span class=low-hits>table.insert(test.cases, case)</span></td></tr>
<tr><td>181</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>182</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>183</td><td>1</td><td><span class=low-hits>local function CHECK_EXPECT_ERR(fn, ...)</span></td></tr>
<tr><td>184</td><td>9</td><td><span class=low-hits>assert(test, "no active test")</span></td></tr>
<tr><td>185</td><td>9</td><td><span class=low-hits>local case = test.case</span></td></tr>
<tr><td>186</td><td>9</td><td><span class=low-hits>if not case then</span></td></tr>
<tr><td>187</td><td>0</td><td><span class=zero-hits>CASE("")</span></td></tr>
<tr><td>188</td><td>0</td><td><span class=zero-hits>case = test.case</span></td></tr>
<tr><td>189</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>190</td><td>9</td><td><span class=low-hits>assert(case, "no active case")</span></td></tr>
<tr><td>191</td><td>9</td><td><span class=low-hits>if case.result ~= FAIL then</span></td></tr>
<tr><td>192</td><td>9</td><td><span class=low-hits>local ok, err = pcall(fn, ...)</span></td></tr>
<tr><td>193</td><td>9</td><td><span class=low-hits>case.result = if ok then FAIL else PASS</span></td></tr>
<tr><td>194</td><td>9</td><td><span class=low-hits>if skip then</span></td></tr>
<tr><td>195</td><td>0</td><td><span class=zero-hits>case.result = SKIPPED</span></td></tr>
<tr><td>196</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>197</td><td>9</td><td><span class=low-hits>case.line = debug.info(stack and stack + 1 or 2, "l")</span></td></tr>
<tr><td>198</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>199</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>200</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>201</td><td>1</td><td><span class=low-hits>local function CHECK<T>(value: T, stack: number?): T?</span></td></tr>
<tr><td>202</td><td>1195</td><td><span class=high-hits>assert(test, "no active test")</span></td></tr>
<tr><td>203</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>204</td><td>1195</td><td><span class=high-hits>local case = test.case</span></td></tr>
<tr><td>205</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>206</td><td>1195</td><td><span class=high-hits>if not case then</span></td></tr>
<tr><td>207</td><td>9</td><td><span class=low-hits>CASE("")</span></td></tr>
<tr><td>208</td><td>9</td><td><span class=low-hits>case = test.case</span></td></tr>
<tr><td>209</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>210</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>211</td><td>1195</td><td><span class=high-hits>assert(case, "no active case")</span></td></tr>
<tr><td>212</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>213</td><td>1195</td><td><span class=high-hits>if case.result ~= FAIL then</span></td></tr>
<tr><td>214</td><td>1195</td><td><span class=high-hits>case.result = value and PASS or FAIL</span></td></tr>
<tr><td>215</td><td>1195</td><td><span class=high-hits>if skip then</span></td></tr>
<tr><td>216</td><td>1</td><td><span class=low-hits>case.result = SKIPPED</span></td></tr>
<tr><td>217</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>218</td><td>1195</td><td><span class=high-hits>case.line = debug.info(stack and stack + 1 or 2, "l")</span></td></tr>
<tr><td>219</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>220</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>221</td><td>1195</td><td><span class=high-hits>return value</span></td></tr>
<tr><td>222</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>223</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>224</td><td>1</td><td><span class=low-hits>local function TEST(name: string, fn: () -> ())</span></td></tr>
<tr><td>225</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>226</td><td>24</td><td><span class=low-hits>test = {</span></td></tr>
<tr><td>227</td><td>24</td><td><span class=low-hits>name = name,</span></td></tr>
<tr><td>228</td><td>24</td><td><span class=low-hits>cases = {},</span></td></tr>
<tr><td>229</td><td>24</td><td><span class=low-hits>duration = 0,</span></td></tr>
<tr><td>230</td><td>24</td><td><span class=low-hits>focus = false,</span></td></tr>
<tr><td>231</td><td>24</td><td><span class=low-hits>fn = fn</span></td></tr>
<tr><td>232</td><td>0</td><td><span class=zero-hits>}</span></td></tr>
<tr><td>233</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>234</td><td>24</td><td><span class=low-hits>table.insert(tests, test)</span></td></tr>
<tr><td>235</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>236</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>237</td><td>1</td><td><span class=low-hits>local function FOCUS()</span></td></tr>
<tr><td>238</td><td>0</td><td><span class=zero-hits>assert(test, "no active test")</span></td></tr>
<tr><td>239</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>240</td><td>0</td><td><span class=zero-hits>check_for_focused = true</span></td></tr>
<tr><td>241</td><td>0</td><td><span class=zero-hits>if test.case then</span></td></tr>
<tr><td>242</td><td>0</td><td><span class=zero-hits>test.case.focus = true</span></td></tr>
<tr><td>243</td><td>0</td><td><span class=zero-hits>else</span></td></tr>
<tr><td>244</td><td>0</td><td><span class=zero-hits>test.focus = true</span></td></tr>
<tr><td>245</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>246</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>247</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>248</td><td>1</td><td><span class=low-hits>local function FINISH(): boolean</span></td></tr>
<tr><td>249</td><td>1</td><td><span class=low-hits>local success = true</span></td></tr>
<tr><td>250</td><td>1</td><td><span class=low-hits>local total_cases = 0</span></td></tr>
<tr><td>251</td><td>1</td><td><span class=low-hits>local passed_cases = 0</span></td></tr>
<tr><td>252</td><td>1</td><td><span class=low-hits>local passed_focus_cases = 0</span></td></tr>
<tr><td>253</td><td>1</td><td><span class=low-hits>local total_focus_cases = 0</span></td></tr>
<tr><td>254</td><td>1</td><td><span class=low-hits>local duration = 0</span></td></tr>
<tr><td>255</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>256</td><td>1</td><td><span class=low-hits>for _, t in tests do</span></td></tr>
<tr><td>257</td><td>24</td><td><span class=low-hits>if check_for_focused and not t.focus then</span></td></tr>
<tr><td>258</td><td>0</td><td><span class=zero-hits>continue</span></td></tr>
<tr><td>259</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>260</td><td>24</td><td><span class=low-hits>test = t</span></td></tr>
<tr><td>261</td><td>24</td><td><span class=low-hits>fn = t.fn</span></td></tr>
<tr><td>262</td><td>24</td><td><span class=low-hits>local start = os.clock()</span></td></tr>
<tr><td>263</td><td>24</td><td><span class=low-hits>local err</span></td></tr>
<tr><td>264</td><td>24</td><td><span class=low-hits>local success = xpcall(fn, function(m: string)</span></td></tr>
<tr><td>265</td><td>0</td><td><span class=zero-hits>err = { message = m, trace = debug.traceback(nil, 2) }</span></td></tr>
<tr><td>266</td><td><span class='text-muted'>N/A</span></td><td>end)</td>></tr>
<tr><td>267</td><td>24</td><td><span class=low-hits>test.duration = os.clock() - start</span></td></tr>
<tr><td>268</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>269</td><td>24</td><td><span class=low-hits>if not test.case then</span></td></tr>
<tr><td>270</td><td>0</td><td><span class=zero-hits>CASE("")</span></td></tr>
<tr><td>271</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>272</td><td>24</td><td><span class=low-hits>assert(test.case, "no active case")</span></td></tr>
<tr><td>273</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>274</td><td>24</td><td><span class=low-hits>if not success then</span></td></tr>
<tr><td>275</td><td>0</td><td><span class=zero-hits>test.case.result = ERROR</span></td></tr>
<tr><td>276</td><td>0</td><td><span class=zero-hits>test.error = err</span></td></tr>
<tr><td>277</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>278</td><td>24</td><td><span class=low-hits>collectgarbage()</span></td></tr>
<tr><td>279</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>280</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>281</td><td>1</td><td><span class=low-hits>for _, test in tests do</span></td></tr>
<tr><td>282</td><td>24</td><td><span class=low-hits>duration += test.duration</span></td></tr>
<tr><td>283</td><td>24</td><td><span class=low-hits>for _, case in test.cases do</span></td></tr>
<tr><td>284</td><td>73</td><td><span class=low-hits>total_cases += 1</span></td></tr>
<tr><td>285</td><td>73</td><td><span class=low-hits>if case.focus or test.focus then</span></td></tr>
<tr><td>286</td><td>0</td><td><span class=zero-hits>total_focus_cases += 1</span></td></tr>
<tr><td>287</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>288</td><td>73</td><td><span class=low-hits>if case.result == PASS or case.result == NONE or case.result == SKIPPED then</span></td></tr>
<tr><td>289</td><td>73</td><td><span class=low-hits>if case.focus or test.focus then</span></td></tr>
<tr><td>290</td><td>0</td><td><span class=zero-hits>passed_focus_cases += 1</span></td></tr>
<tr><td>291</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>292</td><td>73</td><td><span class=low-hits>passed_cases += 1</span></td></tr>
<tr><td>293</td><td>0</td><td><span class=zero-hits>else</span></td></tr>
<tr><td>294</td><td>0</td><td><span class=zero-hits>success = false</span></td></tr>
<tr><td>295</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>296</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>297</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>298</td><td>24</td><td><span class=low-hits>output_test_result(test)</span></td></tr>
<tr><td>299</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>300</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>301</td><td>1</td><td><span class=low-hits>print(color.gray(string.format(`{passed_cases}/{total_cases} test cases passed in %.3f ms.`, duration * 1e3)))</span></td></tr>
<tr><td>302</td><td>1</td><td><span class=low-hits>if check_for_focused then</span></td></tr>
<tr><td>303</td><td>0</td><td><span class=zero-hits>print(color.gray(`{passed_focus_cases}/{total_focus_cases} focused test cases passed`))</span></td></tr>
<tr><td>304</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>305</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>306</td><td>1</td><td><span class=low-hits>local fails = total_cases - passed_cases</span></td></tr>
<tr><td>307</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>308</td><td>1</td><td><span class=low-hits>print((fails > 0 and color.red or color.green)(`{fails} {fails == 1 and "fail" or "fails"}`))</span></td></tr>
<tr><td>309</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>310</td><td>1</td><td><span class=low-hits>check_for_focused = false</span></td></tr>
<tr><td>311</td><td>1</td><td><span class=low-hits>return success, table.clear(tests)</span></td></tr>
<tr><td>312</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>313</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>314</td><td>1</td><td><span class=low-hits>local function SKIP()</span></td></tr>
<tr><td>315</td><td>1</td><td><span class=low-hits>skip = true</span></td></tr>
<tr><td>316</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>317</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>318</td><td><span class='text-muted'>N/A</span></td><td>--------------------------------------------------------------------------------</td>></tr>
<tr><td>319</td><td><span class='text-muted'>N/A</span></td><td>-- Benchmarking</td>></tr>
<tr><td>320</td><td><span class='text-muted'>N/A</span></td><td>--------------------------------------------------------------------------------</td>></tr>
<tr><td>321</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>322</td><td>0</td><td><span class=zero-hits>type Bench = {</span></td></tr>
<tr><td>323</td><td>0</td><td><span class=zero-hits>time_start: number?,</span></td></tr>
<tr><td>324</td><td>0</td><td><span class=zero-hits>memory_start: number?,</span></td></tr>
<tr><td>325</td><td>0</td><td><span class=zero-hits>iterations: number?,</span></td></tr>
<tr><td>326</td><td>0</td><td><span class=zero-hits>}</span></td></tr>
<tr><td>327</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>328</td><td>1</td><td><span class=low-hits>local bench: Bench?</span></td></tr>
<tr><td>329</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>330</td><td>1</td><td><span class=low-hits>function START(iter: number?): number</span></td></tr>
<tr><td>331</td><td>1</td><td><span class=low-hits>local n = iter or 1</span></td></tr>
<tr><td>332</td><td>1</td><td><span class=low-hits>assert(n > 0, "iterations must be greater than 0")</span></td></tr>
<tr><td>333</td><td>1</td><td><span class=low-hits>assert(bench, "no active benchmark")</span></td></tr>
<tr><td>334</td><td>1</td><td><span class=low-hits>assert(not bench.time_start, "clock was already started")</span></td></tr>
<tr><td>335</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>336</td><td>1</td><td><span class=low-hits>bench.iterations = n</span></td></tr>
<tr><td>337</td><td>1</td><td><span class=low-hits>bench.memory_start = gcinfo()</span></td></tr>
<tr><td>338</td><td>1</td><td><span class=low-hits>bench.time_start = os.clock()</span></td></tr>
<tr><td>339</td><td>1</td><td><span class=low-hits>return n</span></td></tr>
<tr><td>340</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>341</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>342</td><td>1</td><td><span class=low-hits>local function BENCH(name: string, fn: () -> ())</span></td></tr>
<tr><td>343</td><td>3</td><td><span class=low-hits>local active = bench</span></td></tr>
<tr><td>344</td><td>3</td><td><span class=low-hits>assert(not active, "a benchmark is already in progress")</span></td></tr>
<tr><td>345</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>346</td><td>3</td><td><span class=low-hits>bench = {}</span></td></tr>
<tr><td>347</td><td>3</td><td><span class=low-hits>assert(bench);</span></td></tr>
<tr><td>348</td><td>3</td><td><span class=low-hits>(collectgarbage :: any)("collect")</span></td></tr>
<tr><td>349</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>350</td><td>3</td><td><span class=low-hits>local mem_start = gcinfo()</span></td></tr>
<tr><td>351</td><td>3</td><td><span class=low-hits>local time_start = os.clock()</span></td></tr>
<tr><td>352</td><td>3</td><td><span class=low-hits>local err_msg: string?</span></td></tr>
<tr><td>353</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>354</td><td>3</td><td><span class=low-hits>local success = xpcall(fn, function(m: string)</span></td></tr>
<tr><td>355</td><td>0</td><td><span class=zero-hits>err_msg = m .. debug.traceback(nil, 2)</span></td></tr>
<tr><td>356</td><td><span class='text-muted'>N/A</span></td><td>end)</td>></tr>
<tr><td>357</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>358</td><td>3</td><td><span class=low-hits>local time_stop = os.clock()</span></td></tr>
<tr><td>359</td><td>3</td><td><span class=low-hits>local mem_stop = gcinfo()</span></td></tr>
<tr><td>360</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>361</td><td>3</td><td><span class=low-hits>if not success then</span></td></tr>
<tr><td>362</td><td>0</td><td><span class=zero-hits>print(`{WALL}{color.red("ERROR")}{WALL} {name}`)</span></td></tr>
<tr><td>363</td><td>0</td><td><span class=zero-hits>print(color.gray(err_msg :: string))</span></td></tr>
<tr><td>364</td><td>0</td><td><span class=zero-hits>else</span></td></tr>
<tr><td>365</td><td>3</td><td><span class=low-hits>time_start = bench.time_start or time_start</span></td></tr>
<tr><td>366</td><td>3</td><td><span class=low-hits>mem_start = bench.memory_start or mem_start</span></td></tr>
<tr><td>367</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>368</td><td>3</td><td><span class=low-hits>local n = bench.iterations or 1</span></td></tr>
<tr><td>369</td><td>3</td><td><span class=low-hits>local d, d_unit = convert_units("s", (time_stop - time_start) / n)</span></td></tr>
<tr><td>370</td><td>3</td><td><span class=low-hits>local a, a_unit = convert_units("B", math.round((mem_stop - mem_start) / n * 1e3))</span></td></tr>
<tr><td>371</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>372</td><td>3</td><td><span class=low-hits>local function round(x: number): string</span></td></tr>
<tr><td>373</td><td>6</td><td><span class=low-hits>return x > 0 and x < 10 and (x - math.floor(x)) > 0 and string.format("%2.1f", x)</span></td></tr>
<tr><td>374</td><td>6</td><td><span class=low-hits>or string.format("%3.f", x)</span></td></tr>
<tr><td>375</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>376</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>377</td><td>3</td><td><span class=low-hits>print(</span></td></tr>
<tr><td>378</td><td>3</td><td><span class=low-hits>string.format(</span></td></tr>
<tr><td>379</td><td>3</td><td><span class=low-hits>`%s %s %s %s{WALL} %s`,</span></td></tr>
<tr><td>380</td><td>3</td><td><span class=low-hits>color.gray(round(d)),</span></td></tr>
<tr><td>381</td><td>3</td><td><span class=low-hits>d_unit,</span></td></tr>
<tr><td>382</td><td>3</td><td><span class=low-hits>color.gray(round(a)),</span></td></tr>
<tr><td>383</td><td>3</td><td><span class=low-hits>a_unit,</span></td></tr>
<tr><td>384</td><td>3</td><td><span class=low-hits>color.gray(name)</span></td></tr>
<tr><td>385</td><td>0</td><td><span class=zero-hits>)</span></td></tr>
<tr><td>386</td><td>0</td><td><span class=zero-hits>)</span></td></tr>
<tr><td>387</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>388</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>389</td><td>3</td><td><span class=low-hits>bench = nil</span></td></tr>
<tr><td>390</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>391</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>392</td><td><span class='text-muted'>N/A</span></td><td>--------------------------------------------------------------------------------</td>></tr>
<tr><td>393</td><td><span class='text-muted'>N/A</span></td><td>-- Printing</td>></tr>
<tr><td>394</td><td><span class='text-muted'>N/A</span></td><td>--------------------------------------------------------------------------------</td>></tr>
<tr><td>395</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>396</td><td>1</td><td><span class=low-hits>local function print2(v: unknown)</span></td></tr>
<tr><td>397</td><td>0</td><td><span class=zero-hits>type Buffer = { n: number, [number]: string }</span></td></tr>
<tr><td>398</td><td>0</td><td><span class=zero-hits>type Cyclic = { n: number, [{}]: number }</span></td></tr>
<tr><td>399</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>400</td><td><span class='text-muted'>N/A</span></td><td>-- overkill concatenationless string buffer</td>></tr>
<tr><td>401</td><td>0</td><td><span class=zero-hits>local function tos(value: any, stack: number, str: Buffer, cyclic: Cyclic)</span></td></tr>
<tr><td>402</td><td>0</td><td><span class=zero-hits>local TAB = " "</span></td></tr>
<tr><td>403</td><td>0</td><td><span class=zero-hits>local indent = table.concat(table.create(stack, TAB))</span></td></tr>
<tr><td>404</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>405</td><td>0</td><td><span class=zero-hits>if type(value) == "string" then</span></td></tr>
<tr><td>406</td><td>0</td><td><span class=zero-hits>local n = str.n</span></td></tr>
<tr><td>407</td><td>0</td><td><span class=zero-hits>str[n + 1] = "\""</span></td></tr>
<tr><td>408</td><td>0</td><td><span class=zero-hits>str[n + 2] = value</span></td></tr>
<tr><td>409</td><td>0</td><td><span class=zero-hits>str[n + 3] = "\""</span></td></tr>
<tr><td>410</td><td>0</td><td><span class=zero-hits>str.n = n + 3</span></td></tr>
<tr><td>411</td><td>0</td><td><span class=zero-hits>elseif type(value) ~= "table" then</span></td></tr>
<tr><td>412</td><td>0</td><td><span class=zero-hits>local n = str.n</span></td></tr>
<tr><td>413</td><td>0</td><td><span class=zero-hits>str[n + 1] = value == nil and "nil" or tostring(value)</span></td></tr>
<tr><td>414</td><td>0</td><td><span class=zero-hits>str.n = n + 1</span></td></tr>
<tr><td>415</td><td>0</td><td><span class=zero-hits>elseif next(value) == nil then</span></td></tr>
<tr><td>416</td><td>0</td><td><span class=zero-hits>local n = str.n</span></td></tr>
<tr><td>417</td><td>0</td><td><span class=zero-hits>str[n + 1] = "{}"</span></td></tr>
<tr><td>418</td><td>0</td><td><span class=zero-hits>str.n = n + 1</span></td></tr>
<tr><td>419</td><td>0</td><td><span class=zero-hits>else -- is table</span></td></tr>
<tr><td>420</td><td>0</td><td><span class=zero-hits>local tabbed_indent = indent .. TAB</span></td></tr>
<tr><td>421</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>422</td><td>0</td><td><span class=zero-hits>if cyclic[value] then</span></td></tr>
<tr><td>423</td><td>0</td><td><span class=zero-hits>str.n += 1</span></td></tr>
<tr><td>424</td><td>0</td><td><span class=zero-hits>str[str.n] = color.gray(`CYCLIC REF {cyclic[value]}`)</span></td></tr>
<tr><td>425</td><td>0</td><td><span class=zero-hits>return</span></td></tr>
<tr><td>426</td><td>0</td><td><span class=zero-hits>else</span></td></tr>
<tr><td>427</td><td>0</td><td><span class=zero-hits>cyclic.n += 1</span></td></tr>
<tr><td>428</td><td>0</td><td><span class=zero-hits>cyclic[value] = cyclic.n</span></td></tr>
<tr><td>429</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>430</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>431</td><td>0</td><td><span class=zero-hits>str.n += 3</span></td></tr>
<tr><td>432</td><td>0</td><td><span class=zero-hits>str[str.n - 2] = "{ "</span></td></tr>
<tr><td>433</td><td>0</td><td><span class=zero-hits>str[str.n - 1] = color.gray(tostring(cyclic[value]))</span></td></tr>
<tr><td>434</td><td>0</td><td><span class=zero-hits>str[str.n - 0] = "\n"</span></td></tr>
<tr><td>435</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>436</td><td>0</td><td><span class=zero-hits>local i, v = next(value, nil)</span></td></tr>
<tr><td>437</td><td>0</td><td><span class=zero-hits>while v ~= nil do</span></td></tr>
<tr><td>438</td><td>0</td><td><span class=zero-hits>local n = str.n</span></td></tr>
<tr><td>439</td><td>0</td><td><span class=zero-hits>str[n + 1] = tabbed_indent</span></td></tr>
<tr><td>440</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>441</td><td>0</td><td><span class=zero-hits>if type(i) ~= "string" then</span></td></tr>
<tr><td>442</td><td>0</td><td><span class=zero-hits>str[n + 2] = "["</span></td></tr>
<tr><td>443</td><td>0</td><td><span class=zero-hits>str[n + 3] = tostring(i)</span></td></tr>
<tr><td>444</td><td>0</td><td><span class=zero-hits>str[n + 4] = "]"</span></td></tr>
<tr><td>445</td><td>0</td><td><span class=zero-hits>n += 4</span></td></tr>
<tr><td>446</td><td>0</td><td><span class=zero-hits>else</span></td></tr>
<tr><td>447</td><td>0</td><td><span class=zero-hits>str[n + 2] = tostring(i)</span></td></tr>
<tr><td>448</td><td>0</td><td><span class=zero-hits>n += 2</span></td></tr>
<tr><td>449</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>450</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>451</td><td>0</td><td><span class=zero-hits>str[n + 1] = " = "</span></td></tr>
<tr><td>452</td><td>0</td><td><span class=zero-hits>str.n = n + 1</span></td></tr>
<tr><td>453</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>454</td><td>0</td><td><span class=zero-hits>tos(v, stack + 1, str, cyclic)</span></td></tr>
<tr><td>455</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>456</td><td>0</td><td><span class=zero-hits>i, v = next(value, i)</span></td></tr>
<tr><td>457</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>458</td><td>0</td><td><span class=zero-hits>n = str.n</span></td></tr>
<tr><td>459</td><td>0</td><td><span class=zero-hits>str[n + 1] = v ~= nil and ",\n" or "\n"</span></td></tr>
<tr><td>460</td><td>0</td><td><span class=zero-hits>str.n = n + 1</span></td></tr>
<tr><td>461</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>462</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>463</td><td>0</td><td><span class=zero-hits>local n = str.n</span></td></tr>
<tr><td>464</td><td>0</td><td><span class=zero-hits>str[n + 1] = indent</span></td></tr>
<tr><td>465</td><td>0</td><td><span class=zero-hits>str[n + 2] = "}"</span></td></tr>
<tr><td>466</td><td>0</td><td><span class=zero-hits>str.n = n + 2</span></td></tr>
<tr><td>467</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>468</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>469</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>470</td><td>0</td><td><span class=zero-hits>local str = { n = 0 }</span></td></tr>
<tr><td>471</td><td>0</td><td><span class=zero-hits>local cyclic = { n = 0 }</span></td></tr>
<tr><td>472</td><td>0</td><td><span class=zero-hits>tos(v, 0, str, cyclic)</span></td></tr>
<tr><td>473</td><td>0</td><td><span class=zero-hits>print(table.concat(str))</span></td></tr>
<tr><td>474</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>475</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>476</td><td><span class='text-muted'>N/A</span></td><td>--------------------------------------------------------------------------------</td>></tr>
<tr><td>477</td><td><span class='text-muted'>N/A</span></td><td>-- Equality</td>></tr>
<tr><td>478</td><td><span class='text-muted'>N/A</span></td><td>--------------------------------------------------------------------------------</td>></tr>
<tr><td>479</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>480</td><td>1</td><td><span class=low-hits>local function shallow_eq(a: {}, b: {}): boolean</span></td></tr>
<tr><td>481</td><td>0</td><td><span class=zero-hits>if #a ~= #b then</span></td></tr>
<tr><td>482</td><td>0</td><td><span class=zero-hits>return false</span></td></tr>
<tr><td>483</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>484</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>485</td><td>0</td><td><span class=zero-hits>for i, v in next, a do</span></td></tr>
<tr><td>486</td><td>0</td><td><span class=zero-hits>if b[i] ~= v then</span></td></tr>
<tr><td>487</td><td>0</td><td><span class=zero-hits>return false</span></td></tr>
<tr><td>488</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>489</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>490</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>491</td><td>0</td><td><span class=zero-hits>for i, v in next, b do</span></td></tr>
<tr><td>492</td><td>0</td><td><span class=zero-hits>if a[i] ~= v then</span></td></tr>
<tr><td>493</td><td>0</td><td><span class=zero-hits>return false</span></td></tr>
<tr><td>494</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>495</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>496</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>497</td><td>0</td><td><span class=zero-hits>return true</span></td></tr>
<tr><td>498</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>499</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>500</td><td>1</td><td><span class=low-hits>local function deep_eq(a: {}, b: {}): boolean</span></td></tr>
<tr><td>501</td><td>0</td><td><span class=zero-hits>if #a ~= #b then</span></td></tr>
<tr><td>502</td><td>0</td><td><span class=zero-hits>return false</span></td></tr>
<tr><td>503</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>504</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>505</td><td>0</td><td><span class=zero-hits>for i, v in next, a do</span></td></tr>
<tr><td>506</td><td>0</td><td><span class=zero-hits>if type(b[i]) == "table" and type(v) == "table" then</span></td></tr>
<tr><td>507</td><td>0</td><td><span class=zero-hits>if deep_eq(b[i], v) == false then</span></td></tr>
<tr><td>508</td><td>0</td><td><span class=zero-hits>return false</span></td></tr>
<tr><td>509</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>510</td><td>0</td><td><span class=zero-hits>elseif b[i] ~= v then</span></td></tr>
<tr><td>511</td><td>0</td><td><span class=zero-hits>return false</span></td></tr>
<tr><td>512</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>513</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>514</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>515</td><td>0</td><td><span class=zero-hits>for i, v in next, b do</span></td></tr>
<tr><td>516</td><td>0</td><td><span class=zero-hits>if type(a[i]) == "table" and type(v) == "table" then</span></td></tr>
<tr><td>517</td><td>0</td><td><span class=zero-hits>if deep_eq(a[i], v) == false then</span></td></tr>
<tr><td>518</td><td>0</td><td><span class=zero-hits>return false</span></td></tr>
<tr><td>519</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>520</td><td>0</td><td><span class=zero-hits>elseif a[i] ~= v then</span></td></tr>
<tr><td>521</td><td>0</td><td><span class=zero-hits>return false</span></td></tr>
<tr><td>522</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>523</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>524</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>525</td><td>0</td><td><span class=zero-hits>return true</span></td></tr>
<tr><td>526</td><td><span class='text-muted'>N/A</span></td><td>end</td>></tr>
<tr><td>527</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>528</td><td><span class='text-muted'>N/A</span></td><td>--------------------------------------------------------------------------------</td>></tr>
<tr><td>529</td><td><span class='text-muted'>N/A</span></td><td>-- Return</td>></tr>
<tr><td>530</td><td><span class='text-muted'>N/A</span></td><td>--------------------------------------------------------------------------------</td>></tr>
<tr><td>531</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>532</td><td>1</td><td><span class=low-hits>return {</span></td></tr>
<tr><td>533</td><td>1</td><td><span class=low-hits>test = function()</span></td></tr>
<tr><td>534</td><td>1</td><td><span class=low-hits>return {</span></td></tr>
<tr><td>535</td><td>1</td><td><span class=low-hits>TEST = TEST,</span></td></tr>
<tr><td>536</td><td>1</td><td><span class=low-hits>CASE = CASE,</span></td></tr>
<tr><td>537</td><td>1</td><td><span class=low-hits>CHECK = CHECK,</span></td></tr>
<tr><td>538</td><td>1</td><td><span class=low-hits>FINISH = FINISH,</span></td></tr>
<tr><td>539</td><td>1</td><td><span class=low-hits>SKIP = SKIP,</span></td></tr>
<tr><td>540</td><td>1</td><td><span class=low-hits>FOCUS = FOCUS,</span></td></tr>
<tr><td>541</td><td>1</td><td><span class=low-hits>CHECK_EXPECT_ERR = CHECK_EXPECT_ERR,</span></td></tr>
<tr><td>542</td><td>0</td><td><span class=zero-hits>}</span></td></tr>
<tr><td>543</td><td><span class='text-muted'>N/A</span></td><td>end,</td>></tr>
<tr><td>544</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>545</td><td>1</td><td><span class=low-hits>benchmark = function()</span></td></tr>
<tr><td>546</td><td>1</td><td><span class=low-hits>return BENCH, START</span></td></tr>
<tr><td>547</td><td><span class='text-muted'>N/A</span></td><td>end,</td>></tr>
<tr><td>548</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>549</td><td>1</td><td><span class=low-hits>disable_formatting = function()</span></td></tr>
<tr><td>550</td><td>0</td><td><span class=zero-hits>disable_ansi = true</span></td></tr>
<tr><td>551</td><td><span class='text-muted'>N/A</span></td><td>end,</td>></tr>
<tr><td>552</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>553</td><td>1</td><td><span class=low-hits>print = print2,</span></td></tr>
<tr><td>554</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>555</td><td>1</td><td><span class=low-hits>seq = shallow_eq,</span></td></tr>
<tr><td>556</td><td>1</td><td><span class=low-hits>deq = deep_eq,</span></td></tr>
<tr><td>557</td><td><span class='text-muted'>N/A</span></td><td></td>></tr>
<tr><td>558</td><td>1</td><td><span class=low-hits>color = color,</span></td></tr>
<tr><td>559</td><td>0</td><td><span class=zero-hits>}</span></td></tr>
</tbody></table></body></html>

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@ -56,17 +56,21 @@ world:set(PreSimulation, Event, RunService.PreSimulation)
world:add(PreAnimation, Phase)
world:set(PreAnimation, Event, RunService.PreAnimation)
table.insert(jabby.public, {
class_name = "World",
jabby.register({
applet = jabby.applets.world,
name = "MyWorld",
configuration = {
world = world,
debug = Name,
entities = {},
},
})
jabby.public.updated = true
table.insert(jabby.public, jabby_scheduler)
jabby.register({
applet = jabby.applets.scheduler,
name = "Scheduler",
configuration = {
scheduler = jabby_scheduler,
},
})
if RunService:IsClient() then
world:add(PreRender, Phase)

View file

@ -0,0 +1,48 @@
local events = {}
local function trackers_invoke(event, component, entity, ...)
local trackers = events[event][component]
if not trackers then
return
end
for _, tracker in trackers do
tracker(entity, data)
end
end
local function trackers_init(event, component, fn)
local ob = events[event]
return {
connect = function(component, fn)
local trackers = ob[component]
if not trackers then
trackers = {}
ob[component] = trackers
end
table.insert(trackers, fn)
end,
invoke = function(component, ...)
trackers_invoke(event, component, ...)
end
}
return function(component, fn)
local trackers = ob[component]
if not trackers then
trackers = {}
ob[component] = trackers
end
table.insert(trackers, fn)
end
end
local trackers = {
emplace = trackers_init("emplace"),
add = trackers_init("added"),
remove = trackers_init("removed")
}
return trackers

View file

@ -0,0 +1,67 @@
--!optimize 2
--!native
--!strict
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local jecs = require(ReplicatedStorage.ecs)
local __ = jecs.Wildcard
local std = ReplicatedStorage.std
local world = require(std.world)
local Position = world:component() :: jecs.Entity<vector>
local Previous = jecs.Rest
local pre = jecs.pair(Position, Previous)
local added = world
:query(Position)
:without(pre)
:cached()
local changed = world
:query(Position, pre)
:cached()
local removed = world
:query(pre)
:without(Position)
:cached()
local children = {}
for i = 1, 10 do
local e = world:entity()
world:set(e, Position, vector.create(i, i, i))
table.insert(children, e)
end
local function flip()
return math.random() > 0.5
end
local function system()
for i, child in children do
world:set(child, Position, vector.create(i,i,i))
end
for e, p in added:iter() do
world:set(e, pre, p)
end
for i, child in children do
if flip() then
world:set(child, Position, vector.create(i + 1, i + 1, i + 1))
end
end
for e, new, old in changed:iter() do
if new ~= old then
world:set(e, pre, new)
end
end
for i, child in children do
world:remove(child, Position)
end
for e in removed:iter() do
world:remove(e, pre)
end
end
local scheduler = require(std.scheduler)
scheduler.SYSTEM(system)
return 0

View file

@ -0,0 +1,90 @@
--!optimize 2
--!native
--!strict
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local jecs = require(ReplicatedStorage.ecs)
local __ = jecs.Wildcard
local std = ReplicatedStorage.std
local world = require(std.world)
local Position = world:component() :: jecs.Entity<vector>
local Previous = jecs.Rest
local pre = jecs.pair(Position, Previous)
local added = world
:query(Position)
:without(pre)
:cached()
local changed = world
:query(Position, pre)
:cached()
local removed = world
:query(pre)
:without(Position)
:cached()
local children = {}
for i = 1, 10 do
local e = world:entity()
world:set(e, Position, vector.create(i, i, i))
table.insert(children, e)
end
local function flip()
return math.random() > 0.5
end
local entity_index = world.entity_index
local function copy(archetypes, id)
for _, archetype in archetypes do
local to = jecs.archetype_traverse_add(world, pre, archetype)
local columns = to.columns
local records = to.records
local old = columns[records[pre].column]
local new = columns[records[id].column]
if to ~= archetype then
for _, entity in archetype.entities do
local r = jecs.entity_index_try_get_fast(entity_index, entity)
jecs.entity_move(entity_index, entity, r, to)
end
end
table.move(new, 1, #new, 1, old)
end
end
local function system2()
for i, child in children do
world:set(child, Position, vector.create(i,i,i))
end
for e, p in added:iter() do
end
copy(added:archetypes(), Position)
for i, child in children do
if flip() then
world:set(child, Position, vector.create(i + 1, i + 1, i + 1))
end
end
for e, new, old in changed:iter() do
if new ~= old then
end
end
copy(changed:archetypes(), Position)
for i, child in children do
world:remove(child, Position)
end
for e in removed:iter() do
world:remove(e, pre)
end
end
local scheduler = require(std.scheduler)
scheduler.SYSTEM(system2)
return 0

View file

@ -9,15 +9,23 @@ local cts = require(std.components)
local Model = cts.Model
local Transform = cts.Transform
local moving_models = world:query(Transform, Model):cached()
local moved_models = world:query(Model, Transform):cached()
local updated_models = {}
local i = 0
local function processed(n)
i += 1
if i > n then
i = 0
return true
end
return false
end
local function move(dt: number)
for _, transform, model in moving_models do
local cf = transform.new
if cf ~= transform.old then
local part = model.PrimaryPart :: BasePart
local origo = part.CFrame
part.CFrame = origo:Lerp(cf, 1)
transform.old = cf
for entity, model in moved_models do
if updated_models[entity] then
updated_models[entity] = nil
model.PrimaryPart.CFrame = transform
end
end
end
@ -25,11 +33,8 @@ end
local function syncTransforms()
for _, id, cf in blink.UpdateTransform.Iter() do
local e = ref("server-" .. tostring(id))
local transform = world:get(e, Transform)
if not transform then
continue
end
transform.new = cf
world:set(e, Transform, cf)
moved_models[e] = true
end
end
@ -38,4 +43,4 @@ local scheduler = require(std.scheduler)
scheduler.SYSTEM(move)
scheduler.SYSTEM(syncTransforms)
return 0
return 0

View file

@ -5,4 +5,4 @@ registry = "https://github.com/UpliftGames/wally-index"
realm = "shared"
[dependencies]
jabby = "alicesaidhi/jabby@0.2.0-rc.3"
jabby = "alicesaidhi/jabby@0.2.2"

View file

@ -1,69 +1,64 @@
import { defineConfig } from 'vitepress'
// https://vitepress.dev/reference/site-config
export default defineConfig({
title: "Jecs",
base: "/jecs/",
description: "A VitePress Site",
themeConfig: {
// https://vitepress.dev/reference/default-theme-config
nav: [
{ text: 'Learn', link: '/' },
{ text: 'API', link: '/api/jecs.md' },
{ text: 'Examples', link: 'https://github.com/Ukendio/jecs/tree/main/examples' },
],
sidebar: {
"/api/": [
{
text: "API reference",
items: [
{ text: "jecs", link: "/api/jecs" },
{ text: "World", link: "/api/world" },
{ text: "Query", link: "/api/query" }
]
}
],
"/learn/": [
{
text: "Introduction",
items: [
{ text: 'Getting Started', link: '/learn/overview/get-started' },
{ text: 'First Jecs Project', link: '/learn/overview/first-jecs-project' }
]
},
{
text: 'Concepts',
items: [
{ text: 'Entities and Components', link: '/learn/concepts/entities-and-components' },
{ text: 'Queries', link: '/learn/concepts/queries' },
{ text: 'Relationships', link: '/learn/concepts/relationships' },
{ text: 'Component Traits', link: 'learn/concepts/component-traits' },
{ text: 'Addons', link: '/learn/concepts/addons' }
]
},
{
text: "FAQ",
items: [
{ text: 'How can I contribute?', link: '/learn/faq/contributing' }
]
},
],
"/contributing/": [
{
text: 'Contributing',
items: [
{ text: 'Contribution Guidelines', link: '/learn/contributing/guidelines' },
{ text: 'Submitting Issues', link: '/learn/contributing/issues' },
{ text: 'Submitting Pull Requests', link: '/learn/contributing/pull-requests' },
]
}
]
},
socialLinks: [
{ icon: 'github', link: 'https://github.com/ukendio/jecs' }
]
}
})
import { defineConfig } from "vitepress";
// https://vitepress.dev/reference/site-config
export default defineConfig({
title: "Jecs",
base: "/jecs/",
description: "A VitePress Site",
themeConfig: {
// https://vitepress.dev/reference/default-theme-config
nav: [
{ text: "Learn", link: "/" },
{ text: "API", link: "/api/jecs.md" },
{ text: "Examples", link: "https://github.com/Ukendio/jecs/tree/main/examples" },
],
sidebar: {
"/api/": [
{
text: "API reference",
items: [
{ text: "jecs", link: "/api/jecs" },
{ text: "World", link: "/api/world" },
{ text: "Query", link: "/api/query" },
],
},
],
"/learn/": [
{
text: "Introduction",
items: [
{ text: "Getting Started", link: "/learn/overview/get-started" },
{ text: "First Jecs Project", link: "/learn/overview/first-jecs-project" },
],
},
{
text: "Concepts",
items: [
{ text: "Entities and Components", link: "/learn/concepts/entities-and-components" },
{ text: "Queries", link: "/learn/concepts/queries" },
{ text: "Relationships", link: "/learn/concepts/relationships" },
{ text: "Component Traits", link: "learn/concepts/component-traits" },
{ text: "Addons", link: "/learn/concepts/addons" },
],
},
{
text: "FAQ",
items: [{ text: "How can I contribute?", link: "/learn/faq/contributing" }],
},
],
"/contributing/": [
{
text: "Contributing",
items: [
{ text: "Contribution Guidelines", link: "/learn/contributing/guidelines" },
{ text: "Submitting Issues", link: "/learn/contributing/issues" },
{ text: "Submitting Pull Requests", link: "/learn/contributing/pull-requests" },
],
},
],
},
socialLinks: [{ icon: "github", link: "https://github.com/ukendio/jecs" }],
},
});

View file

@ -45,6 +45,6 @@ function jecs.pair(
```
::: info
Note that while relationship pairs can be used as components, meaning you can add data with it as an ID, however they cannot be used as entities. Meaning you cannot add components to a pair as the source of a binding.
While relationship pairs can be used as components and have data associated with an ID, they cannot be used as entities. Meaning you cannot add components to a pair as the source of a binding.
:::

View file

@ -1,88 +1,110 @@
# Query
A World contains entities which have components. The World is queryable and can be used to get entities with a specific set of components.
# Methods
## with
Adds components (IDs) to query with, but will not use their data. This is useful for Tags or generally just data you do not care for.
```luau
function query:with(
...: Entity -- The IDs to query with
): Query
```
Example:
::: code-group
```luau [luau]
for id, position in world:query(Position):with(Velocity) do
-- Do something
end
```
```ts [typescript]
for (const [id, position] of world.query(Position).with(Velocity)) {
// Do something
}
```
:::
:::info
Put the IDs inside of `world:query()` instead if you need the data.
:::
## without
Removes entities with the provided components from the query.
```luau
function query:without(
...: Entity -- The IDs to filter against.
): Query -- Returns the Query
```
Example:
::: code-group
```luau [luau]
for entity, position in world:query(Position):without(Velocity) do
-- Do something
end
```
```ts [typescript]
for (const [entity, position] of world.query(Position).without(Velocity)) {
// Do something
}
```
:::
## archetypes
Returns the matching archetypes of the query.
```luau
function query:archetypes(): { Archetype }
```
Example:
```luau [luau]
for i, archetype in world:query(Position, Velocity):archetypes() do
local columns = archetype.columns
local field = archetype.records
local P = field[Position]
local V = field[Velocity]
for row, entity in archetype.entities do
local position = columns[P][row]
local velocity = columns[V][row]
-- Do something
end
end
```
:::info
This function is meant for people who want to really customize their query behaviour at the archetype-level
:::
# Query
A World contains entities which have components. The World is queryable and can be used to get entities with a specific set of components.
# Methods
## iter
Returns an iterator that can be used to iterate over the query.
```luau
function Query:iter(): () -> (Entity, ...)
```
## with
Adds components (IDs) to query with, but will not use their data. This is useful for Tags or generally just data you do not care for.
```luau
function Query:with(
...: Entity -- The IDs to query with
): Query
```
Example:
::: code-group
```luau [luau]
for id, position in world:query(Position):with(Velocity) do
-- Do something
end
```
```ts [typescript]
for (const [id, position] of world.query(Position).with(Velocity)) {
// Do something
}
```
:::
:::info
Put the IDs inside of `world:query()` instead if you need the data.
:::
## without
Removes entities with the provided components from the query.
```luau
function Query:without(
...: Entity -- The IDs to filter against.
): Query -- Returns the Query
```
Example:
::: code-group
```luau [luau]
for entity, position in world:query(Position):without(Velocity) do
-- Do something
end
```
```ts [typescript]
for (const [entity, position] of world.query(Position).without(Velocity)) {
// Do something
}
```
:::
## archetypes
Returns the matching archetypes of the query.
```luau
function Query:archetypes(): { Archetype }
```
Example:
```luau [luau]
for i, archetype in world:query(Position, Velocity):archetypes() do
local columns = archetype.columns
local field = archetype.records
local P = field[Position]
local V = field[Velocity]
for row, entity in archetype.entities do
local position = columns[P][row]
local velocity = columns[V][row]
-- Do something
end
end
```
:::info
This function is meant for people who want to really customize their query behaviour at the archetype-level
:::
## cached
Returns a cached version of the query. This is useful if you want to iterate over the same query multiple times.
```luau
function Query:cached(): Query -- Returns the cached Query
```

View file

@ -1,402 +1,500 @@
# World
A World contains entities which have components. The World is queryable and can be used to get entities with a specific set of components and to perform different kinds of operations on them.
# Functions
## new
`World` utilizes a class, meaning JECS allows you to create multiple worlds.
```luau
function World.new(): World
```
Example:
::: code-group
```luau [luau]
local world = jecs.World.new()
local myOtherWorld = jecs.World.new()
```
```ts [typescript]
import { World } from "@rbxts/jecs";
const world = new World();
const myOtherWorld = new World();
```
:::
# Methods
## entity
Creates a new entity.
```luau
function World:entity(): Entity
```
Example:
::: code-group
```luau [luau]
local entity = world:entity()
```
```ts [typescript]
const entity = world.entity();
```
:::
## component
Creates a new component. Do note components are entities as well, meaning JECS allows you to add other components onto them.
These are meant to be added onto other entities through `add` and `set`
```luau
function World:component<T>(): Entity<T> -- The new componen.
```
Example:
::: code-group
```luau [luau]
local Health = world:component() :: jecs.Entity<number> -- Typecasting this will allow us to know what kind of data the component holds!
```
```ts [typescript]
const Health = world.component<number>();
```
:::
## get
Returns the data present in the component that was set in the entity. Will return nil if the component was a tag or is not present.
```luau
function World:get<T>(
entity: Entity, -- The entity
id: Entity<T> -- The component ID to fetch
): T?
```
Example:
::: code-group
```luau [luau]
local Health = world:component() :: jecs.Entity<number>
local Entity = world:entity()
world:set(Entity, Health, 100)
print(world:get(Entity, Health))
-- Outputs:
-- 100
```
```ts [typescript]
const Health = world.component<number>();
const Entity = world.entity();
world.set(Entity, Health, 100);
print(world.get(Entity, Health))
// Outputs:
// 100
```
:::
## has
Returns whether an entity has a component (ID). Useful for checking if an entity has a tag or if you don't care of the data that is inside the component.
```luau
function World:has(
entity: Entity, -- The entity
id: Entity<T> -- The component ID to check
): boolean
```
Example:
::: code-group
```luau [luau]
local IsMoving = world:component()
local Ragdolled = world:entity() -- This is a tag, meaning it won't contain data
local Health = world:component() :: jecs.Entity<number>
local Entity = world:entity()
world:set(Entity, Health, 100)
world:add(Entity, Ragdolled)
print(world:has(Entity, Health))
print(world:has(Entity, IsMoving)
print(world:get(Entity, Ragdolled))
print(world:has(Entity, Ragdolled))
-- Outputs:
-- true
-- false
-- nil
-- true
```
```ts [typescript]
const IsMoving = world.component();
const Ragdolled = world.entity(); // This is a tag, meaning it won't contain data
const Health = world.component<number>();
const Entity = world.entity();
world.set(Entity, Health, 100);
world.add(Entity, Ragdolled);
print(world.has(Entity, Health));
print(world.has(Entity, IsMoving));
print(world.get(Entity, Ragdolled));
print(world.has(Entity, Ragdolled));
// Outputs:
// true
// false
// nil
// true
```
:::
## add
Adds a component (ID) to the entity. Useful for adding a tag to an entity, as this adds the component to the entity without any additional values inside
```luau
function World:add(
entity: Entity, -- The entity
id: Entity<T> -- The component ID to add
): void
```
::: info
This function is idempotent, meaning if the entity already has the id, this operation will have no side effects.
:::
## set
Adds or changes data in the entity's component.
```luau
function World:set(
entity: Entity, -- The entity
id: Entity<T>, -- The component ID to set
data: T -- The data of the component's type
): void
```
Example:
::: code-group
```luau [luau]
local Health = world:component() :: jecs.Entity<number>
local Entity = world:entity()
world:set(Entity, Health, 100)
print(world:get(Entity, Health))
world:set(Entity, Health, 50)
print(world:get(Entity, Health))
-- Outputs:
-- 100
-- 50
```
```ts [typescript]
const Health = world.component<number>();
const Entity = world.entity();
world.set(Entity, Health, 100);
print(world.get(Entity, Health))
world.set(Entity, Health, 50);
print(world.get(Entity, Health))
// Outputs:
// 100
// 50
```
:::
## query
Creates a [`query`](query) with the given components (IDs). Entities that satisfies the conditions of the query will be returned and their corresponding data.
```luau
function World:query(
...: Entity -- The components to query with
): Query
```
Example:
::: code-group
```luau [luau]
-- Entity could also be a component if a component also meets the requirements, since they are also entities which you can add more components onto
for entity, position, velocity in world:query(Position, Velocity) do
end
```
```ts [typescript]
// Roblox-TS allows to deconstruct tuples on the act like if they were arrays!
// Entity could also be a component if a component also meets the requirements, since they are also entities which you can add more components onto
for (const [entity, position, velocity] of world.query(Position, Velocity) {
// Do something
}
```
:::
:::info
Queries are uncached by default, this is generally very cheap unless you have high fragmentation from e.g. relationships.
:::
## target
Get the target of a relationship.
This will return a target (second element of a pair) of the entity for the specified relationship. The index allows for iterating through the targets, if a single entity has multiple targets for the same relationship.
If the index is larger than the total number of instances the entity has for the relationship or if there is no pair with the specified relationship on the entity, the operation will return nil.
```luau
function World:target(
entity: Entity, -- The entity
relation: Entity, -- The relationship between the entity and the target
nth: number, -- The index
): Entity? -- The target for the relationship at the specified index.
```
## parent
Get parent (target of ChildOf relationship) for entity. If there is no ChildOf relationship pair, it will return nil.
```luau
function World:parent(
child: Entity -- The child ID to find the parent of
): Entity? -- Returns the parent of the child
```
This operation is the same as calling:
```luau
world:target(entity, jecs.ChildOf, 0)
```
## contains
Checks if an entity or component (id) exists in the world.
```luau
function World:contains(
entity: Entity,
): boolean
```
Example:
::: code-group
```luau [luau]
local entity = world:entity()
print(world:contains(entity))
print(world:contains(1))
print(world:contains(2))
-- Outputs:
-- true
-- true
-- false
```
```ts [typescript]
const entity = world.entity();
print(world.contains(entity));
print(world.contains(1));
print(world.contains(2));
// Outputs:
// true
// true
// false
```
:::
## remove
Removes a component (ID) from an entity
```luau
function World:remove(
entity: Entity,
component: Entity<T>
): void
```
Example:
::: code-group
```luau [luau]
local IsMoving = world:component()
local entity = world:entity()
world:add(entity, IsMoving)
print(world:has(entity, IsMoving))
world:remove(entity, IsMoving)
print(world:has(entity, IsMoving))
-- Outputs:
-- true
-- false
```
```ts [typescript]
const IsMoving = world.component();
const entity = world.entity();
world.add(entity, IsMoving);
print(world.has(entity, IsMoving));
world.remove(entity, IsMoving);
print(world.has(entity, IsMoving));
// Outputs:
// true
// false
```
:::
## delete
Deletes an entity and all of its related components and relationships.
```luau
function World:delete(
entity: Entity
): void
```
Example:
::: code-group
```luau [luau]
local entity = world:entity()
print(world:has(entity))
world:delete(entity)
print(world:has(entity))
-- Outputs:
-- true
-- false
```
```ts [typescript]
const entity = world.entity();
print(world.has(entity));
world.delete(entity);
print(world.has(entity));
// Outputs:
// true
// false
```
:::
## clear
Clears all of the components and relationships of the entity without deleting it.
```luau
function World:clear(
entity: Entity
): void
```
# World
A World contains entities which have components. The World is queryable and can be used to get entities with a specific set of components and to perform different kinds of operations on them.
# Functions
## new
`World` utilizes a class, meaning JECS allows you to create multiple worlds.
```luau
function World.new(): World
```
Example:
::: code-group
```luau [luau]
local world = jecs.World.new()
local myOtherWorld = jecs.World.new()
```
```ts [typescript]
import { World } from "@rbxts/jecs";
const world = new World();
const myOtherWorld = new World();
```
:::
# Methods
## entity
Creates a new entity.
```luau
function World:entity(): Entity
```
Example:
::: code-group
```luau [luau]
local entity = world:entity()
```
```ts [typescript]
const entity = world.entity();
```
:::
## component
Creates a new component. Do note components are entities as well, meaning JECS allows you to add other components onto them.
These are meant to be added onto other entities through `add` and `set`
```luau
function World:component<T>(): Entity<T> -- The new componen.
```
Example:
::: code-group
```luau [luau]
local Health = world:component() :: jecs.Entity<number> -- Typecasting this will allow us to know what kind of data the component holds!
```
```ts [typescript]
const Health = world.component<number>();
```
:::
## get
Returns the data present in the component that was set in the entity. Will return nil if the component was a tag or is not present.
```luau
function World:get<T>(
entity: Entity, -- The entity
id: Entity<T> -- The component ID to fetch
): T?
```
Example:
::: code-group
```luau [luau]
local Health = world:component() :: jecs.Entity<number>
local Entity = world:entity()
world:set(Entity, Health, 100)
print(world:get(Entity, Health))
-- Outputs:
-- 100
```
```ts [typescript]
const Health = world.component<number>();
const Entity = world.entity();
world.set(Entity, Health, 100);
print(world.get(Entity, Health));
// Outputs:
// 100
```
:::
## has
Returns whether an entity has a component (ID). Useful for checking if an entity has a tag or if you don't care of the data that is inside the component.
```luau
function World:has(
entity: Entity, -- The entity
id: Entity<T> -- The component ID to check
): boolean
```
Example:
::: code-group
```luau [luau]
local IsMoving = world:component()
local Ragdolled = world:entity() -- This is a tag, meaning it won't contain data
local Health = world:component() :: jecs.Entity<number>
local Entity = world:entity()
world:set(Entity, Health, 100)
world:add(Entity, Ragdolled)
print(world:has(Entity, Health))
print(world:has(Entity, IsMoving)
print(world:get(Entity, Ragdolled))
print(world:has(Entity, Ragdolled))
-- Outputs:
-- true
-- false
-- nil
-- true
```
```ts [typescript]
const IsMoving = world.component();
const Ragdolled = world.entity(); // This is a tag, meaning it won't contain data
const Health = world.component<number>();
const Entity = world.entity();
world.set(Entity, Health, 100);
world.add(Entity, Ragdolled);
print(world.has(Entity, Health));
print(world.has(Entity, IsMoving));
print(world.get(Entity, Ragdolled));
print(world.has(Entity, Ragdolled));
// Outputs:
// true
// false
// nil
// true
```
:::
## add
Adds a component (ID) to the entity. Useful for adding a tag to an entity, as this adds the component to the entity without any additional values inside
```luau
function World:add(
entity: Entity, -- The entity
id: Entity<T> -- The component ID to add
): void
```
::: info
This function is idempotent, meaning if the entity already has the id, this operation will have no side effects.
:::
## set
Adds or changes data in the entity's component.
```luau
function World:set(
entity: Entity, -- The entity
id: Entity<T>, -- The component ID to set
data: T -- The data of the component's type
): void
```
Example:
::: code-group
```luau [luau]
local Health = world:component() :: jecs.Entity<number>
local Entity = world:entity()
world:set(Entity, Health, 100)
print(world:get(Entity, Health))
world:set(Entity, Health, 50)
print(world:get(Entity, Health))
-- Outputs:
-- 100
-- 50
```
```ts [typescript]
const Health = world.component<number>();
const Entity = world.entity();
world.set(Entity, Health, 100);
print(world.get(Entity, Health));
world.set(Entity, Health, 50);
print(world.get(Entity, Health));
// Outputs:
// 100
// 50
```
:::
## query
Creates a [`query`](query) with the given components (IDs). Entities that satisfies the conditions of the query will be returned and their corresponding data.
```luau
function World:query(
...: Entity -- The components to query with
): Query
```
Example:
::: code-group
```luau [luau]
-- Entity could also be a component if a component also meets the requirements, since they are also entities which you can add more components onto
for entity, position, velocity in world:query(Position, Velocity) do
end
```
```ts [typescript]
// Roblox-TS allows to deconstruct tuples on the act like if they were arrays!
// Entity could also be a component if a component also meets the requirements, since they are also entities which you can add more components onto
for (const [entity, position, velocity] of world.query(Position, Velocity) {
// Do something
}
```
:::
:::info
Queries are uncached by default, this is generally very cheap unless you have high fragmentation from e.g. relationships.
:::
## target
Get the target of a relationship.
This will return a target (second element of a pair) of the entity for the specified relationship. The index allows for iterating through the targets, if a single entity has multiple targets for the same relationship.
If the index is larger than the total number of instances the entity has for the relationship or if there is no pair with the specified relationship on the entity, the operation will return nil.
```luau
function World:target(
entity: Entity, -- The entity
relation: Entity, -- The relationship between the entity and the target
nth: number, -- The index
): Entity? -- The target for the relationship at the specified index.
```
## parent
Get parent (target of ChildOf relationship) for entity. If there is no ChildOf relationship pair, it will return nil.
```luau
function World:parent(
child: Entity -- The child ID to find the parent of
): Entity? -- Returns the parent of the child
```
This operation is the same as calling:
```luau
world:target(entity, jecs.ChildOf, 0)
```
## contains
Checks if an entity or component (id) exists in the world.
```luau
function World:contains(
entity: Entity,
): boolean
```
Example:
::: code-group
```luau [luau]
local entity = world:entity()
print(world:contains(entity))
print(world:contains(1))
print(world:contains(2))
-- Outputs:
-- true
-- true
-- false
```
```ts [typescript]
const entity = world.entity();
print(world.contains(entity));
print(world.contains(1));
print(world.contains(2));
// Outputs:
// true
// true
// false
```
:::
## remove
Removes a component (ID) from an entity
```luau
function World:remove(
entity: Entity,
component: Entity<T>
): void
```
Example:
::: code-group
```luau [luau]
local IsMoving = world:component()
local entity = world:entity()
world:add(entity, IsMoving)
print(world:has(entity, IsMoving))
world:remove(entity, IsMoving)
print(world:has(entity, IsMoving))
-- Outputs:
-- true
-- false
```
```ts [typescript]
const IsMoving = world.component();
const entity = world.entity();
world.add(entity, IsMoving);
print(world.has(entity, IsMoving));
world.remove(entity, IsMoving);
print(world.has(entity, IsMoving));
// Outputs:
// true
// false
```
:::
## delete
Deletes an entity and all of its related components and relationships.
```luau
function World:delete(
entity: Entity
): void
```
Example:
::: code-group
```luau [luau]
local entity = world:entity()
print(world:has(entity))
world:delete(entity)
print(world:has(entity))
-- Outputs:
-- true
-- false
```
```ts [typescript]
const entity = world.entity();
print(world.has(entity));
world.delete(entity);
print(world.has(entity));
// Outputs:
// true
// false
```
:::
## clear
Clears all of the components and relationships of the entity without deleting it.
```luau
function World:clear(
entity: Entity
): void
```
## each
Iterate over all entities with the specified component.
Useful when you only need the entity for a specific ID and you want to avoid creating a query.
```luau
function World:each(
id: Entity -- The component ID
): () -> Entity
```
Example:
::: code-group
```luau [luau]
local id = world:entity()
for entity in world:each(id) do
-- Do something
end
```
```ts [typescript]
const id = world.entity();
for (const entity of world.each(id)) {
// Do something
}
```
:::
## children
Iterate entities in root of parent
```luau
function World:children(
parent: Entity -- The parent entity
): () -> Entity
```
This is the same as calling:
```luau
world:each(pair(ChildOf, parent))
```

View file

@ -1,16 +1,56 @@
# Assets
A collection of third-party jecs assets made by the community. If you would like to share what you're working on, [submit a pull request](https://github.com/Ukendio/jecs)!
# Debuggers
## [jabby](https://github.com/alicesaidhi/jabby)
A jecs debugger with a string-based query language and entity editing capabilities.
# Schedulers
## [lockstep scheduler](https://gist.github.com/1Axen/6d4f78b3454cf455e93794505588354b)
A simple fixed step system scheduler.
## [sapphire-jecs](https://github.com/Mark-Marks/sapphire/tree/main/crates/sapphire-jecs)
A batteries-included [sapphire](https://github.com/mark-marks/sapphire) scheduler for jecs
## [jam](https://github.com/revvy02/Jam)
Provides hooks and a scheduler that implements jabby and a topographical runtime
# Addons
A collection of third-party jecs addons made by the community. If you would like to share what you're working on, [submit a pull request](https://github.com/Ukendio/jecs)!
# Development tools
## [jabby](https://github.com/alicesaidhi/jabby)
A jecs debugger with a string-based query language and entity editing capabilities.
## [jecs_entity_visualiser](https://github.com/Ukendio/jecs/blob/main/addons/entity_visualiser.luau)
A simple entity and component visualiser in the output
## [jecs_lifetime_tracker](https://github.com/Ukendio/jecs/blob/main/addons/lifetime_tracker.luau)
A tool for inspecting entity lifetimes
# Helpers
## [jecs_observers](https://github.com/Ukendio/jecs/blob/main/addons/observers.luau)
Observers for queries and signals for components
# Schedulers
## [lockstep scheduler](https://gist.github.com/1Axen/6d4f78b3454cf455e93794505588354b)
A simple fixed step system scheduler.
## [rubine](https://github.com/Mark-Marks/rubine)
An ergonomic, runtime agnostic scheduler for Jecs
## [jam](https://github.com/revvy02/Jam)
Provides hooks and a scheduler that implements jabby and a topographical runtime
## [planck](https://github.com/YetAnotherClown/planck)
An agnostic scheduler inspired by Bevy and Flecs, with core features including phases, pipelines, run conditions, and startup systems.
Planck also provides plugins for Jabby, Matter Hooks, and more.
# Replication
## [feces](https://github.com/NeonD00m/feces)
A generalized replication system for jecs
# Input
## [Axis](https://github.com/NeonD00m/axis)
An agnostic, simple and versatile input library for ECS
# Observers

View file

@ -1,150 +1,191 @@
# Component Traits
Component traits are IDs and pairs that can be added to components to modify their behavior. Although it is possible to create custom traits, this manual only contains an overview of all builtin component traits supported by Jecs.
# Component
Every (component) ID comes with a `Component` which helps with the distinction between normal entities and component IDs.
# Tag
A (component) ID can be marked with `Tag´ in which the component will never contain any data. This allows for zero-cost components which improves performance for structural changes.
# Hooks
Hooks are part of the "interface" of a component. You could consider hooks as the counterpart to OOP methods in ECS. They define the behavior of a component, but can only be invoked through mutations on the component data. You can only configure a single `OnAdd`, `OnRemove` and `OnSet` hook per component, just like you can only have a single constructor and destructor.
## Examples
::: code-group
```luau [luau]
local Transform= world:component()
world:set(Transform, OnAdd, function(entity)
-- A transform component has been added to an entity
end)
world:set(Transform, OnRemove, function(entity)
-- A transform component has been removed from the entity
end)
world:set(Transform, OnSet, function(entity, value)
-- A transform component has been assigned/changed to value on the entity
end)
```
```typescript [typescript]
const Transform = world.component()
world.set(Transform, OnAdd, (entity) => {
// A transform component has been added to an entity
})
world.set(Transform, OnRemove, (entity) => {
// A transform component has been removed from the entity
})
world.set(Transform, OnSet, (entity, value) => {
// A transform component has been assigned/changed to value on the entity
})
```
:::
# Cleanup Traits
When entities that are used as tags, components, relationships or relationship targets are deleted, cleanup traits ensure that the store does not contain any dangling references. Any cleanup policy provides this guarantee, so while they are configurable, games cannot configure traits that allows for dangling references.
We also want to specify this per relationship. If an entity has `(Likes, parent)` we may not want to delete that entity, meaning the cleanup we want to perform for `Likes` and `ChildOf` may not be the same.
This is what cleanup traits are for: to specify which action needs to be executed under which condition. They are applied to entities that have a reference to the entity being deleted: if I delete the `Archer` tag I remove the tag from all entities that have it.
To configure a cleanup policy for an entity, a `(Condition, Action)` pair can be added to it. If no policy is specified, the default cleanup action (`Remove`) is performed.
There are two cleanup actions:
- `Remove`: removes instances of the specified (component) id from all entities (default)
- `Delete`: deletes all entities with specified id
There are two cleanup conditions:
- `OnDelete`: the component, tag or relationship is deleted
- `OnDeleteTarget`: a target used with the relationship is deleted
## Examples
The following examples show how to use cleanup traits
### (OnDelete, Remove)
::: code-group
```luau [luau]
local Archer = world:component()
world:add(Archer, pair(jecs.OnDelete, jecs.Remove))
local e = world:entity()
world:add(e, Archer)
-- This will remove Archer from e
world:delete(Archer)
```
```typescript [typescript]
const Archer = world.component()
world.add(Archer, pair(jecs.OnDelete, jecs.Remove))
const e = world:entity()
world.add(e, Archer)
// This will remove Archer from e
world.delete(Archer)
```
:::
### (OnDelete, Delete)
::: code-group
```luau [luau]
local Archer = world:component()
world:add(Archer, pair(jecs.OnDelete, jecs.Delete))
local e = world:entity()
world:add(e, Archer)
-- This will delete entity e because the Archer component has a (OnDelete, Delete) cleanup trait
world:delete(Archer)
```
```typescript [typescript]
const Archer = world.component()
world.add(Archer, pair(jecs.OnDelete, jecs.Delete))
const e = world:entity()
world.add(e, Archer)
// This will delete entity e because the Archer component has a (OnDelete, Delete) cleanup trait
world.delete(Archer)
```
:::
### (OnDeleteTarget, Delete)
::: code-group
```luau [luau]
local ChildOf = world:component()
world:add(ChildOf, pair(jecs.OnDeleteTarget, jecs.Delete))
local parent = world:entity()
local child = world:entity()
world:add(child, pair(ChildOf, parent))
-- This will delete both parent and child
world:delete(parent)
```
```typescript [typescript]
const Archer = world.component()
world.add(Archer, pair(jecs.OnDelete, jecs.Remove))
const e = world:entity()
world.add(e, Archer)
// This will delete e
world.delete(Archer)
```
:::
This page takes wording and terminology directly from Flecs [documentation](https://www.flecs.dev/flecs/md_docs_2ComponentTraits.html)
# Component Traits
Component traits are IDs and pairs that can be added to components to modify their behavior. Although it is possible to create custom traits, this manual only contains an overview of all builtin component traits supported by Jecs.
# Component
Every (component) ID comes with a `Component` which helps with the distinction between normal entities and component IDs.
# Tag
A (component) ID can be marked with `Tag´ in which the component will never contain any data. This allows for zero-cost components which improves performance for structural changes.
# Hooks
Hooks are part of the "interface" of a component. You could consider hooks as the counterpart to OOP methods in ECS. They define the behavior of a component, but can only be invoked through mutations on the component data. You can only configure a single `OnAdd`, `OnRemove` and `OnSet` hook per component, just like you can only have a single constructor and destructor.
::: warning
Hooks, added to a component that has already been added to other entities/components, will not be called.
:::
## Examples
::: code-group
```luau [luau]
local Transform= world:component()
world:set(Transform, OnAdd, function(entity)
-- A transform component has been added to an entity
end)
world:set(Transform, OnRemove, function(entity)
-- A transform component has been removed from the entity
end)
world:set(Transform, OnSet, function(entity, value)
-- A transform component has been assigned/changed to value on the entity
end)
```
```typescript [typescript]
const Transform = world.component();
world.set(Transform, OnAdd, (entity) => {
// A transform component has been added to an entity
});
world.set(Transform, OnRemove, (entity) => {
// A transform component has been removed from the entity
});
world.set(Transform, OnSet, (entity, value) => {
// A transform component has been assigned/changed to value on the entity
});
```
:::
# Cleanup Traits
When entities that are used as tags, components, relationships or relationship targets are deleted, cleanup traits ensure that the store does not contain any dangling references. Any cleanup policy provides this guarantee, so while they are configurable, games cannot configure traits that allows for dangling references.
We also want to specify this per relationship. If an entity has `(Likes, parent)` we may not want to delete that entity, meaning the cleanup we want to perform for `Likes` and `ChildOf` may not be the same.
This is what cleanup traits are for: to specify which action needs to be executed under which condition. They are applied to entities that have a reference to the entity being deleted: if I delete the `Archer` tag I remove the tag from all entities that have it.
To configure a cleanup policy for an entity, a `(Condition, Action)` pair can be added to it. If no policy is specified, the default cleanup action (`Remove`) is performed.
There are two cleanup actions:
- `Remove`: removes instances of the specified (component) id from all entities (default)
- `Delete`: deletes all entities with specified id
There are two cleanup conditions:
- `OnDelete`: the component, tag or relationship is deleted
- `OnDeleteTarget`: a target used with the relationship is deleted
## Examples
The following examples show how to use cleanup traits
### (OnDelete, Remove)
::: code-group
```luau [luau]
local Archer = world:component()
world:add(Archer, pair(jecs.OnDelete, jecs.Remove))
local e = world:entity()
world:add(e, Archer)
-- This will remove Archer from e
world:delete(Archer)
```
```typescript [typescript]
const Archer = world.component();
world.add(Archer, pair(jecs.OnDelete, jecs.Remove));
const e = world.entity();
world.add(e, Archer);
// This will remove Archer from e
world.delete(Archer);
```
:::
### (OnDelete, Delete)
::: code-group
```luau [luau]
local Archer = world:component()
world:add(Archer, pair(jecs.OnDelete, jecs.Delete))
local e = world:entity()
world:add(e, Archer)
-- This will delete entity e because the Archer component has a (OnDelete, Delete) cleanup trait
world:delete(Archer)
```
```typescript [typescript]
const Archer = world.component();
world.add(Archer, pair(jecs.OnDelete, jecs.Delete));
const e = world.entity();
world.add(e, Archer);
// This will delete entity e because the Archer component has a (OnDelete, Delete) cleanup trait
world.delete(Archer);
```
:::
### (OnDeleteTarget, Remove)
::: code-group
```luau [luau]
local OwnedBy = world:component()
world:add(OwnedBy, pair(jecs.OnDeleteTarget, jecs.Remove))
local loot = world:entity()
local player = world:entity()
world:add(loot, pair(OwnedBy, player))
-- This will remove (OwnedBy, player) from loot
world:delete(player)
```
```typescript [typescript]
const OwnedBy = world.component();
world.add(OwnedBy, pair(jecs.OnDeleteTarget, jecs.Remove));
const loot = world.entity();
const player = world.entity();
world.add(loot, pair(OwnedBy, player));
// This will remove (OwnedBy, player) from loot
world.delete(player);
```
:::
### (OnDeleteTarget, Delete)
::: code-group
```luau [luau]
local ChildOf = world:component()
world:add(ChildOf, pair(jecs.OnDeleteTarget, jecs.Delete))
local parent = world:entity()
local child = world:entity()
world:add(child, pair(ChildOf, parent))
-- This will delete both parent and child
world:delete(parent)
```
```typescript [typescript]
const ChildOf = world.component();
world.add(ChildOf, pair(jecs.OnDeleteTarget, jecs.Delete));
const parent = world.entity();
const child = world.entity();
world.add(child, pair(ChildOf, parent));
// This will delete both parent and child
world.delete(parent);
```
:::
This page takes wording and terminology directly from Flecs [documentation](https://www.flecs.dev/flecs/md_docs_2ComponentTraits.html)

View file

@ -1,113 +1,140 @@
# Entities and Components
## Entities
Entities represent things in a game. In a game there may be entities of characters, buildings, projectiles, particle effects etc.
By itself, an entity is just an unique identifier without any data
## Components
A component is something that is added to an entity. Components can simply tag an entity ("this entity is an `Npc`"), attach data to an entity ("this entity is at `Position` `Vector3.new(10, 20, 30)`") and create relationships between entities ("bob `Likes` alice") that may also contain data ("bob `Eats` `10` apples").
### Operations
Operation | Description
----------|------------
`get` | Get a specific component or set of components from an entity.
`add` | Adds component to an entity. If entity already has the component, `add` does nothing.
`set` | Sets the value of a component for an entity. `set` behaves as a combination of `add` and `get`
`remove` | Removes component from entity. If entity doesn't have the component, `remove` does nothing.
`clear` | Remove all components from an entity. Clearing is more efficient than removing one by one.
### Components are entities
In an ECS, components need to be uniquely identified. In Jecs this is done by making each component its own unique entity. If a game has a component Position and Velocity, there will be two entities, one for each component. Component entities can be distinguished from "regular" entities as they have a `Component` component. An example:
::: code-group
```luau [luau]
local Position = world:component() :: jecs.Entity<Vector3>
print(world:has(Position, Jecs.Component))
```
```typescript [typescript]
const Position = world.component<Vector3>();
print(world.has(Position, Jecs.Component))
```
:::
All of the APIs that apply to regular entities also apply to component entities. This means it is possible to contexualize components with logic by adding traits to components
::: code-group
```luau [luau]
local Networked = world:component()
local Type = world:component()
local Name = world:component()
local Position = world:component() :: jecs.Entity<Vector3>
world:add(Position, Networked)
world:set(Position, Name, "Position")
world:set(Position, Type, { size = 12, type = "Vector3" } ) -- 12 bytes to represent a Vector3
for id, ty, name in world:query(Type, Name):with(Networked) do
local batch = {}
for entity, data in world:query(id) do
table.insert(batch, { entity = entity, data = data })
end
-- entities are sized f64
local packet = buffer.create(#batch * (8 + ty.size))
local offset = 0
for _, entityData in batch do
offset+=8
buffer.writef64(packet, offset, entityData.entity)
if ty.type == "Vector3" then
local vec3 = entity.data :: Vector3
offset += 4
buffer.writei32(packet, offset, vec3.X)
offset += 4
buffer.writei32(packet, offset, vec3.Y)
offset += 4
buffer.writei32(packet, offset, vec3.Z)
end
end
updatePositions:FireServer(packet)
end
```
```typescript [typescript]
const Networked = world.component()
const Type = world.component()
const Name = world.component()
const Position = world.component<Vector3>();
world.add(Position, Networked)
world.set(Position, Name, "Position")
world.set(Position, Type, { size: 12, type: "Vector3" } ) // 12 bytes to represent a Vector3
for (const [id, ty, name] of world.query(Type, Name).with(Networked)) {
const batch = new Array<{ entity: Entity, data: unknown}>()
for (const [entity, data] of world.query(id)) {
batch.push({ entity, data })
}
// entities are sized f64
const packet = buffer.create(batch.size() * (8 + ty.size))
const offset = 0
for (const [_, entityData] of batch) {
offset+=8
buffer.writef64(packet, offset, entityData.entity)
if (ty.type == "Vector3") {
const vec3 = entity.data as Vector3
offset += 4
buffer.writei32(packet, offsetm, vec3.X)
offset += 4
buffer.writei32(packet, offset, vec3.Y)
offset += 4
buffer.writei32(packet, offset, vec3.Z)
}
}
updatePositions.FireServer(packet)
}
```
:::
# Entities and Components
## Entities
Entities represent things in a game. In a game there may be entities of characters, buildings, projectiles, particle effects etc.
By itself, an entity is just an unique identifier without any data
## Components
A component is something that is added to an entity. Components can simply tag an entity ("this entity is an `Npc`"), attach data to an entity ("this entity is at `Position` `Vector3.new(10, 20, 30)`") and create relationships between entities ("bob `Likes` alice") that may also contain data ("bob `Eats` `10` apples").
## Operations
| Operation | Description |
| --------- | ---------------------------------------------------------------------------------------------- |
| `get` | Get a specific component or set of components from an entity. |
| `add` | Adds component to an entity. If entity already has the component, `add` does nothing. |
| `set` | Sets the value of a component for an entity. `set` behaves as a combination of `add` and `get` |
| `remove` | Removes component from entity. If entity doesn't have the component, `remove` does nothing. |
| `clear` | Remove all components from an entity. Clearing is more efficient than removing one by one. |
## Components are entities
In an ECS, components need to be uniquely identified. In Jecs this is done by making each component its own unique entity. If a game has a component Position and Velocity, there will be two entities, one for each component. Component entities can be distinguished from "regular" entities as they have a `Component` component. An example:
::: code-group
```luau [luau]
local Position = world:component() :: jecs.Entity<Vector3>
print(world:has(Position, jecs.Component))
```
```typescript [typescript]
const Position = world.component<Vector3>();
print(world.has(Position, jecs.Component));
```
:::
All of the APIs that apply to regular entities also apply to component entities. This means it is possible to contexualize components with logic by adding traits to components
::: code-group
```luau [luau]
local Networked = world:component()
local Type = world:component()
local Name = world:component()
local Position = world:component() :: jecs.Entity<Vector3>
world:add(Position, Networked)
world:set(Position, Name, "Position")
world:set(Position, Type, { size = 12, type = "Vector3" } ) -- 12 bytes to represent a Vector3
for id, ty, name in world:query(Type, Name, Networked) do
local batch = {}
for entity, data in world:query(id) do
table.insert(batch, { entity = entity, data = data })
end
-- entities are sized f64
local packet = buffer.create(#batch * (8 + ty.size))
local offset = 0
for _, entityData in batch do
offset+=8
buffer.writef64(packet, offset, entityData.entity)
if ty.type == "Vector3" then
local vec3 = entity.data :: Vector3
offset += 4
buffer.writei32(packet, offset, vec3.X)
offset += 4
buffer.writei32(packet, offset, vec3.Y)
offset += 4
buffer.writei32(packet, offset, vec3.Z)
end
end
updatePositions:FireServer(packet)
end
```
```typescript [typescript]
const Networked = world.component();
const Type = world.component();
const Name = world.component();
const Position = world.component<Vector3>();
world.add(Position, Networked);
world.set(Position, Name, "Position");
world.set(Position, Type, { size: 12, type: "Vector3" }); // 12 bytes to represent a Vector3
for (const [id, ty, name] of world.query(Type, Name, Networked)) {
const batch = new Array<{ entity: Entity; data: unknown }>();
for (const [entity, data] of world.query(id)) {
batch.push({ entity, data });
}
// entities are sized f64
const packet = buffer.create(batch.size() * (8 + ty.size));
const offset = 0;
for (const [_, entityData] of batch) {
offset += 8;
buffer.writef64(packet, offset, entityData.entity);
if (ty.type == "Vector3") {
const vec3 = entity.data as Vector3;
offset += 4;
buffer.writei32(packet, offsetm, vec3.X);
offset += 4;
buffer.writei32(packet, offset, vec3.Y);
offset += 4;
buffer.writei32(packet, offset, vec3.Z);
}
}
updatePositions.FireServer(packet);
}
```
:::
## Singletons
Singletons are components for which only a single instance
exists on the world. They can be accessed on the
world directly and do not require providing an entity.
Singletons are useful for global game resources, such as
game state, a handle to a physics engine or a network socket. An example:
::: code-group
```luau [luau]
local TimeOfDay = world:component() :: jecs.Entity<number>
world:set(TimeOfDay, TimeOfDay, 0.5)
local t = world:get(TimeOfDay, TimeOfDay)
```
```typescript [typescript]
const TimeOfDay = world.component<number>();
world.set(TimeOfDay, TimeOfDay, 0.5);
const t = world.get(TimeOfDay, TimeOfDay);
```
:::

View file

@ -1,106 +1,186 @@
# Queries
## Introductiuon
Queries enable games to quickly find entities that satifies provided conditions.
Jecs queries can do anything from returning entities that match a simple list of components, to matching against entity graphs.
This manual contains a full overview of the query features available in Jecs. Some of the features of Jecs queries are:
- Queries have support for relationships pairs which allow for matching against entity graphs without having to build complex data structures for it.
- Queries support filters such as [`query:with(...)`](../../api/query.md#with) if entities are required to have the components but you dont actually care about components value. And [`query:without(...)`](../../api/query.md#without) which selects entities without the components.
- Queries can be drained or reset on when called, which lets you choose iterator behaviour.
- Queries can be called with any ID, including entities created dynamically, this is useful for pairs.
- Queries are already fast but can be futher inlined via [`query:archetypes()`](../../api/query.md#archetypes) for maximum performance to eliminate function call overhead which is roughly 70-80% of the cost for iteration.
## Creating Queries
This section explains how to create queries in the different language bindings.
:::code-group
```luau [luau]
for _ in world:query(Position, Velocity) do end
```
```typescript [typescript]
for (const [_] of world.query(Position, Velocity)) {}
```
:::
### Components
A component is any single ID that can be added to an entity. This includes tags and regular entities, which are IDs that do not have the builtin `Component` component. To match a query, an entity must have all the requested components. An example:
```luau
local e1 = world:entity()
world:add(e1, Position)
local e2 = world:entity()
world:add(e2, Position)
world:add(e2, Velocity)
local e3 = world:entity()
world:add(e3, Position)
world:add(e3, Velocity)
world:add(e3, Mass)
```
Only entities `e2` and `e3` match the query Position, Velocity.
### Wildcards
Jecs currently only supports the `Any` type of wildcards which a single result for the first component that it matches.
When using the `Any` type wildcard it is undefined which component will be matched, as this can be influenced by other parts of the query. It is guaranteed that iterating the same query twice on the same dataset will produce the same result.
If you want to iterate multiple targets for the same relation on a pair, then use [`world:target`](../../api/world.md#target)
Wildcards are particularly useful when used in combination with pairs (next section).
### Pairs
A pair is an ID that encodes two elements. Pairs, like components, can be added to entities and are the foundation for [Relationships](relationships.md).
The elements of a pair are allowed to be wildcards. When a query pair returns an `Any` type wildcard, the query returns at most a single matching pair on an entity.
The following sections describe how to create queries for pairs in the different language bindings.
:::code-group
```luau [luau]
local Likes = world:entity()
local bob = world:entity()
for _ in world:query(pair(Likes, bob)) do end
```
```typescript [typescript]
const Likes = world.entity()
const bob = world.entity()
for (const [_] of world.query(pair(Likes, bob))) {}
```
:::
When a query pair contains a wildcard, the `world:target()` function can be used to determine the target of the pair element that matched the query:
:::code-group
```luau [luau]
for id in world:query(pair(Likes, jecs.Wildcard)) do
print(`entity {getName(id)} likes {getName(world, world:target(id, Likes))}`)
end
```
```typescript [typescript]
const Likes = world.entity()
const bob = world.entity()
for (const [_] of world.query(pair(Likes, jecs.Wildcard))) {
print(`entity ${getName(id)} likes ${getName(world.target(id, Likes))}`)
}
```
:::
### Filters
Filters are extensions to queries which allow you to select entities from a more complex pattern but you don't actually care about the component values.
The following filters are supported by queries:
Identifier | Description
---------- | -----------
With | Must match with all terms.
Without | Must not match with provided terms.
This page takes wording and terminology directly from Flecs [documentation](https://www.flecs.dev/flecs/md_docs_2Queries.html)
# Queries
## Introduction
Queries enable games to quickly find entities that satifies provided conditions.
Jecs queries can do anything from returning entities that match a simple list of components, to matching against entity graphs.
This manual contains a full overview of the query features available in Jecs. Some of the features of Jecs queries are:
- Queries have support for relationships pairs which allow for matching against entity graphs without having to build complex data structures for it.
- Queries support filters such as [`query:with(...)`](../../api/query.md#with) if entities are required to have the components but you dont actually care about components value. And [`query:without(...)`](../../api/query.md#without) which selects entities without the components.
- Queries can be drained or reset on when called, which lets you choose iterator behaviour.
- Queries can be called with any ID, including entities created dynamically, this is useful for pairs.
- Queries are already fast but can be futher inlined via [`query:archetypes()`](../../api/query.md#archetypes) for maximum performance to eliminate function call overhead which is roughly 70-80% of the cost for iteration.
## Performance and Caching
Understanding the basic architecture of queries helps to make the right tradeoffs when using queries in games.
The biggest impact on query performance is whether a query is cached or not.
This section goes over what caching is, how it can be used and when it makes sense to use it.
### Caching: what is it?
Jecs is an archetype ECS, which means that entities with exactly the same components are
grouped together in an "archetype". Archetypes are created on the fly
whenever a new component combination is created in the ECS. For example:
:::code-group
```luau [luau]
local e1 = world:entity()
world:set(e1, Position, Vector3.new(10, 20, 30)) -- create archetype [Position]
world:set(e1, Velocity, Vector3.new(1, 2, 3)) -- create archetype [Position, Velocity]
local e2 = world:entity()
world:set(e2, Position, Vector3.new(10, 20, 30)) -- archetype [Position] already exists
world:set(e2, Velocity, Vector3.new(1, 2, 3)) -- archetype [Position, Velocity] already exists
world:set(e3, Mass, 100) -- create archetype [Position, Velocity, Mass]
-- e1 is now in archetype [Position, Velocity]
-- e2 is now in archetype [Position, Velocity, Mass]
```
```typescript [typescript]
const e1 = world.entity();
world.set(e1, Position, new Vector3(10, 20, 30)); // create archetype [Position]
world.set(e1, Velocity, new Vector3(1, 2, 3)); // create archetype [Position, Velocity]
const e2 = world.entity();
world.set(e2, Position, new Vector3(10, 20, 30)); // archetype [Position] already exists
world.set(e2, Velocity, new Vector3(1, 2, 3)); // archetype [Position, Velocity] already exists
world.set(e3, Mass, 100); // create archetype [Position, Velocity, Mass]
// e1 is now in archetype [Position, Velocity]
// e2 is now in archetype [Position, Velocity, Mass]
```
:::
Archetypes are important for queries. Since all entities in an archetype have the same components, and a query matches entities with specific components, a query can often match entire archetypes instead of individual entities. This is one of the main reasons why queries in an archetype ECS are fast.
The second reason that queries in an archetype ECS are fast is that they are cheap to cache. While an archetype is created for each unique component combination, games typically only use a finite set of component combinations which are created quickly after game assets are loaded.
This means that instead of searching for archetypes each time a query is evaluated, a query can instead cache the list of matching archetypes. This is a cheap cache to maintain: even though entities can move in and out of archetypes, the archetypes themselves are often stable.
If none of that made sense, the main thing to remember is that a cached query does not actually have to search for entities. Iterating a cached query just means iterating a list of prematched results, and this is really, really fast.
### Tradeoffs
Jecs has both cached and uncached queries. If cached queries are so fast, why even bother with uncached queries? There are four main reasons:
- Cached queries are really fast to iterate, but take more time to create because the cache must be initialized first.
- Cached queries have a higher RAM utilization, whereas uncached queries have very little overhead and are stateless.
- Cached queries add overhead to archetype creation/deletion, as these changes have to get propagated to caches.
- While caching archetypes is fast, some query features require matching individual entities, which are not efficient to cache (and aren't cached).
As a rule of thumb, if you have a query that is evaluated each frame (as is typically the case with systems), they will benefit from being cached. If you need to create a query ad-hoc, an uncached query makes more sense.
Ad-hoc queries are often necessary when a game needs to find entities that match a condition that is only known at runtime, for example to find all child entities for a specific parent.
## Creating Queries
This section explains how to create queries in the different language bindings.
:::code-group
```luau [luau]
for _ in world:query(Position, Velocity) do end
```
```typescript [typescript]
for (const [_] of world.query(Position, Velocity)) {
}
```
:::
### Components
A component is any single ID that can be added to an entity. This includes tags and regular entities, which are IDs that do not have the builtin `Component` component. To match a query, an entity must have all the requested components. An example:
```luau
local e1 = world:entity()
world:add(e1, Position)
local e2 = world:entity()
world:add(e2, Position)
world:add(e2, Velocity)
local e3 = world:entity()
world:add(e3, Position)
world:add(e3, Velocity)
world:add(e3, Mass)
```
Only entities `e2` and `e3` match the query Position, Velocity.
### Wildcards
Jecs currently only supports the `Any` type of wildcards which a single result for the first component that it matches.
When using the `Any` type wildcard it is undefined which component will be matched, as this can be influenced by other parts of the query. It is guaranteed that iterating the same query twice on the same dataset will produce the same result.
If you want to iterate multiple targets for the same relation on a pair, then use [`world:target`](../../api/world.md#target)
Wildcards are particularly useful when used in combination with pairs (next section).
### Pairs
A pair is an ID that encodes two elements. Pairs, like components, can be added to entities and are the foundation for [Relationships](relationships.md).
The elements of a pair are allowed to be wildcards. When a query pair returns an `Any` type wildcard, the query returns at most a single matching pair on an entity.
The following sections describe how to create queries for pairs in the different language bindings.
:::code-group
```luau [luau]
local Likes = world:entity()
local bob = world:entity()
for _ in world:query(pair(Likes, bob)) do end
```
```typescript [typescript]
const Likes = world.entity();
const bob = world.entity();
for (const [_] of world.query(pair(Likes, bob))) {
}
```
:::
When a query pair contains a wildcard, the `world:target()` function can be used to determine the target of the pair element that matched the query:
:::code-group
```luau [luau]
for id in world:query(pair(Likes, jecs.Wildcard)) do
print(`entity {getName(id)} likes {getName(world, world:target(id, Likes))}`)
end
```
```typescript [typescript]
const Likes = world.entity();
const bob = world.entity();
for (const [_] of world.query(pair(Likes, jecs.Wildcard))) {
print(`entity ${getName(id)} likes ${getName(world.target(id, Likes))}`);
}
```
:::
### Filters
Filters are extensions to queries which allow you to select entities from a more complex pattern but you don't actually care about the component values.
The following filters are supported by queries:
| Identifier | Description |
| ---------- | ----------------------------------- |
| With | Must match with all terms. |
| Without | Must not match with provided terms. |
This page takes wording and terminology directly from Flecs [documentation](https://www.flecs.dev/flecs/md_docs_2Queries.html)

View file

@ -47,22 +47,10 @@ Get parent for entity
world:parent(bob)
```
```typescript [typescript]
world.parent(bob, pair(Eats, jecs.Wildcard)
world.parent(bob)
```
:::
Find first target of a relationship for entity
:::code-group
```luau [luau]
world:target(bob, Eats)
```
```typescript [typescript]
world.target(bob, Eats)
```
:::
Find first target of a relationship for entity
:::code-group

View file

@ -15,7 +15,7 @@ Add the following to your wally configuration:
::: code-group
```toml [wally.toml]
jecs = "ukendio/jecs@0.2.3"
jecs = "ukendio/jecs@0.5.3"
```
:::

View file

@ -1,4 +1,5 @@
local jecs = require("@jecs")
local pair = jecs.pair
local world = jecs.World.new()
local Name = world:component()
@ -12,39 +13,37 @@ local function name(e)
return world:get(e, Name)
end
local Position = named(world.component, "Position") :: jecs.Entity<Vector3>
local Position = named(world.component, "Position") :: jecs.Entity<vector>
local Previous = jecs.Rest
local PreviousPosition = jecs.pair(Previous, Position)
local added = world
:query(Position)
:without(PreviousPosition)
:without(pair(Previous, Position))
:cached()
local changed = world
:query(Position, PreviousPosition)
:query(Position, pair(Previous, Position))
:cached()
local removed = world
:query(PreviousPosition)
:query(pair(Previous, Position))
:without(Position)
:cached()
local e1 = named(world.entity, "e1")
world:set(e1, Position, Vector3.new(10, 20, 30))
world:set(e1, Position, vector.create(10, 20, 30))
local e2 = named(world.entity, "e2")
world:set(e2, Position, Vector3.new(10, 20, 30))
for e, p in added:iter() do
print(`Added {e}: \{{p.X}, {p.Y}, {p.Z}}`)
world:set(e, PreviousPosition, p)
world:set(e2, Position, vector.create(10, 20, 30))
for entity, p in added do
print(`Added {name(entity)}: \{{p.x}, {p.y}, {p.z}}`)
world:set(entity, pair(Previous, Position), p)
end
world:set(e1, Position, "")
world:set(e1, Position, vector.create(999, 999, 1998))
for e, new, old in changed:iter() do
for _, archetype in changed:archetypes() do
if new ~= old then
print(`{name(new)}'s Position changed from \{{old.X}, {old.Y}, {old.Z}\} to \{{new.X}, {new.Y}, {new.Z}\}`)
world:set(e, PreviousPosition, new)
print(`{name(e)}'s Position changed from \{{old.x}, {old.y}, {old.z}\} to \{{new.x}, {new.y}, {new.z}\}`)
world:set(e, pair(Previous, Position), new)
end
end
@ -52,6 +51,7 @@ world:remove(e2, Position)
for e in removed:iter() do
print(`Position was removed from {name(e)}`)
world:remove(e, pair(Previous, Position))
end
-- Output:

45
jecs.d.ts vendored
View file

@ -31,15 +31,28 @@ export type Id<TData = unknown> = Entity<TData> | Pair<TData, unknown> | Pair<un
export type InferComponent<E> = E extends Entity<infer D>
? D
: E extends Pair<infer P, infer O>
? P extends undefined
? O
: P
: never;
? P extends undefined
? O
: P
: never;
type FlattenTuple<T extends unknown[]> = T extends [infer U] ? U : LuaTuple<T>;
type Nullable<T extends unknown[]> = { [K in keyof T]: T[K] | undefined };
type InferComponents<A extends Id[]> = { [K in keyof A]: InferComponent<A[K]> };
type ArchetypeId = number;
type Column = unknown[];
export type Archetype = {
id: number;
types: number[];
type: string;
entities: number[];
columns: Column[];
records: number[];
counts: number[];
};
type Iter<T extends unknown[]> = IterableFunction<LuaTuple<[Entity, ...T]>>;
export type CachedQuery<T extends unknown[]> = {
@ -47,6 +60,12 @@ export type CachedQuery<T extends unknown[]> = {
* Returns an iterator that produces a tuple of [Entity, ...queriedComponents].
*/
iter(): Iter<T>;
/**
* Returns the matched archetypes of the query
* @returns An array of archetypes of the query
*/
archetypes(): Archetype[];
} & Iter<T>;
export type Query<T extends unknown[]> = {
@ -75,6 +94,12 @@ export type Query<T extends unknown[]> = {
* @returns A new Query with the exclusion applied.
*/
without(...components: Id[]): Query<T>;
/**
* Returns the matched archetypes of the query
* @returns An array of archetypes of the query
*/
archetypes(): Archetype[];
} & Iter<T>;
export class World {
@ -233,13 +258,13 @@ export function pair_second<P, O>(world: World, p: Pair<P, O>): Entity<O>;
export declare const OnAdd: Entity<(e: Entity) => void>;
export declare const OnRemove: Entity<(e: Entity) => void>;
export declare const OnSet: Entity<(e: Entity, value: unknown) => void>;
export declare const ChildOf: Entity;
export declare const OnChange: Entity<(e: Entity, value: unknown) => void>;
export declare const ChildOf: Tag;
export declare const Wildcard: Entity;
export declare const w: Entity;
export declare const OnDelete: Entity;
export declare const OnDeleteTarget: Entity;
export declare const Delete: Entity;
export declare const Remove: Entity;
export declare const OnDelete: Tag;
export declare const OnDeleteTarget: Tag;
export declare const Delete: Tag;
export declare const Remove: Tag;
export declare const Name: Entity<string>;
export declare const Rest: Entity;

2354
jecs.luau

File diff suppressed because it is too large Load diff

View file

@ -1,186 +0,0 @@
site_name: Jecs
site_url: jecs.github.io/jecs
repo_name: ukendio/jecs
repo_url: https://github.com/ukendio/jecs
extra:
version:
provider: mike
theme:
name: material
custom_dir: docs/assets/overrides
logo: assets/logo
favicon: assets/logo-dark.svg
palette:
- media: "(prefers-color-scheme: dark)"
scheme: fusiondoc-dark
toggle:
icon: octicons/sun-24
title: Switch to light theme
- media: "(prefers-color-scheme: light)"
scheme: fusiondoc-light
toggle:
icon: octicons/moon-24
title: Switch to dark theme
font:
text: Plus Jakarta Sans
code: JetBrains Mono
features:
- navigation.tabs
- navigation.top
- navigation.sections
- navigation.instant
- navigation.indexes
- search.suggest
- search.highlight
icon:
repo: octicons/mark-github-16
extra_css:
- assets/theme/fusiondoc.css
- assets/theme/colours.css
- assets/theme/code.css
- assets/theme/paragraph.css
- assets/theme/page.css
- assets/theme/admonition.css
- assets/theme/404.css
- assets/theme/api-reference.css
- assets/theme/dev-tools.css
extra_javascript:
- assets/scripts/smooth-scroll.js
nav:
- Home: index.md
- Tutorials:
- Get Started: tutorials/index.md
- Installing Fusion: tutorials/get-started/installing-fusion.md
- Developer Tools: tutorials/get-started/developer-tools.md
- Getting Help: tutorials/get-started/getting-help.md
- Fundamentals:
- Scopes: tutorials/fundamentals/scopes.md
- Values: tutorials/fundamentals/values.md
- Observers: tutorials/fundamentals/observers.md
- Computeds: tutorials/fundamentals/computeds.md
- Tables:
- ForValues: tutorials/tables/forvalues.md
- ForKeys: tutorials/tables/forkeys.md
- ForPairs: tutorials/tables/forpairs.md
- Animation:
- Tweens: tutorials/animation/tweens.md
- Springs: tutorials/animation/springs.md
- Roblox:
- Hydration: tutorials/roblox/hydration.md
- New Instances: tutorials/roblox/new-instances.md
- Parenting: tutorials/roblox/parenting.md
- Events: tutorials/roblox/events.md
- Change Events: tutorials/roblox/change-events.md
- Outputs: tutorials/roblox/outputs.md
- References: tutorials/roblox/references.md
- Best Practices:
- Components: tutorials/best-practices/components.md
- Instance Handling: tutorials/best-practices/instance-handling.md
- Callbacks: tutorials/best-practices/callbacks.md
- State: tutorials/best-practices/state.md
- Sharing Values: tutorials/best-practices/sharing-values.md
- Error Safety: tutorials/best-practices/error-safety.md
- Optimisation: tutorials/best-practices/optimisation.md
- Examples:
- Home: examples/index.md
- Cookbook:
- examples/cookbook/index.md
- Player List: examples/cookbook/player-list.md
- Animated Computed: examples/cookbook/animated-computed.md
- Fetch Data From Server: examples/cookbook/fetch-data-from-server.md
- Light & Dark Theme: examples/cookbook/light-and-dark-theme.md
- Button Component: examples/cookbook/button-component.md
- Loading Spinner: examples/cookbook/loading-spinner.md
- Drag & Drop: examples/cookbook/drag-and-drop.md
- API Reference:
- api-reference/index.md
- General:
- Errors: api-reference/general/errors.md
- Types:
- Contextual: api-reference/general/types/contextual.md
- Version: api-reference/general/types/version.md
- Members:
- Contextual: api-reference/general/members/contextual.md
- Safe: api-reference/general/members/safe.md
- version: api-reference/general/members/version.md
- Memory:
- Types:
- Scope: api-reference/memory/types/scope.md
- ScopedObject: api-reference/memory/types/scopedobject.md
- Task: api-reference/memory/types/task.md
- Members:
- deriveScope: api-reference/memory/members/derivescope.md
- doCleanup: api-reference/memory/members/docleanup.md
- scoped: api-reference/memory/members/scoped.md
- State:
- Types:
- UsedAs: api-reference/state/types/usedas.md
- Computed: api-reference/state/types/computed.md
- Dependency: api-reference/state/types/dependency.md
- Dependent: api-reference/state/types/dependent.md
- For: api-reference/state/types/for.md
- Observer: api-reference/state/types/observer.md
- StateObject: api-reference/state/types/stateobject.md
- Use: api-reference/state/types/use.md
- Value: api-reference/state/types/value.md
- Members:
- Computed: api-reference/state/members/computed.md
- ForKeys: api-reference/state/members/forkeys.md
- ForPairs: api-reference/state/members/forpairs.md
- ForValues: api-reference/state/members/forvalues.md
- Observer: api-reference/state/members/observer.md
- peek: api-reference/state/members/peek.md
- Value: api-reference/state/members/value.md
- Roblox:
- Types:
- Child: api-reference/roblox/types/child.md
- PropertyTable: api-reference/roblox/types/propertytable.md
- SpecialKey: api-reference/roblox/types/specialkey.md
- Members:
- Attribute: api-reference/roblox/members/attribute.md
- AttributeChange: api-reference/roblox/members/attributechange.md
- AttributeOut: api-reference/roblox/members/attributeout.md
- Children: api-reference/roblox/members/children.md
- Hydrate: api-reference/roblox/members/hydrate.md
- New: api-reference/roblox/members/new.md
- OnChange: api-reference/roblox/members/onchange.md
- OnEvent: api-reference/roblox/members/onevent.md
- Out: api-reference/roblox/members/out.md
- Ref: api-reference/roblox/members/ref.md
- Animation:
- Types:
- Animatable: api-reference/animation/types/animatable.md
- Spring: api-reference/animation/types/spring.md
- Tween: api-reference/animation/types/tween.md
- Members:
- Tween: api-reference/animation/members/tween.md
- Spring: api-reference/animation/members/spring.md
- Extras:
- Home: extras/index.md
- Backgrounds: extras/backgrounds.md
- Brand Guidelines: extras/brand-guidelines.md
markdown_extensions:
- admonition
- attr_list
- meta
- md_in_html
- pymdownx.superfences
- pymdownx.betterem
- pymdownx.details
- pymdownx.tabbed:
alternate_style: true
- pymdownx.inlinehilite
- toc:
permalink: true
- pymdownx.highlight:
guess_lang: false
- pymdownx.emoji:
emoji_index: !!python/name:materialx.emoji.twemoji
emoji_generator: !!python/name:materialx.emoji.to_svg

8468
package-lock.json generated

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@ -1,6 +1,6 @@
{
"name": "@rbxts/jecs",
"version": "0.5.2",
"version": "0.6.0-rc.1",
"description": "Stupidly fast Entity Component System",
"main": "jecs.luau",
"repository": {

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@ -2,5 +2,4 @@
wally = "upliftgames/wally@0.3.2"
rojo = "rojo-rbx/rojo@7.4.4"
stylua = "johnnymorganz/stylua@2.0.1"
selene = "kampfkarren/selene@0.27.1"
Blink = "1Axen/Blink@0.14.1"

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@ -1,4 +0,0 @@
std = "roblox"
[lints]
global_usage = "allow"

106
test/addons/observers.luau Normal file
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@ -0,0 +1,106 @@
local jecs = require("@jecs")
local testkit = require("@testkit")
local test = testkit.test()
local CASE, TEST, FINISH, CHECK = test.CASE, test.TEST, test.FINISH, test.CHECK
local observers_add = require("@addons/observers")
TEST("addons/observers", function()
local world = observers_add(jecs.world())
do CASE "Ensure ordering between signals and observers"
local A = world:component()
local B = world:component()
local count = 0
local function counter()
count += 1
end
world:observer({
callback = counter,
query = world:query(A, B),
})
world:added(A, counter)
world:added(A, counter)
world:removed(A, counter)
local e = world:entity()
world:add(e, A)
CHECK(count == 2)
world:add(e, B)
CHECK(count == 3)
world:remove(e, A)
CHECK(count == 4)
end
do CASE "Rematch entities in observers"
local A = world:component()
local count = 0
local function counter()
count += 1
end
world:observer({
query = world:query(A),
callback = counter
})
local e = world:entity()
world:set(e, A, true)
CHECK(count == 1)
world:remove(e, A)
CHECK(count == 1)
world:set(e, A, true)
CHECK(count == 2)
world:set(e, A, true)
CHECK(count == 3)
end
do CASE "Don't report changed components in monitor"
local A = world:component()
local count = 0
local function counter()
count += 1
end
world:monitor({
query = world:query(A),
callback = counter
})
local e = world:entity()
world:set(e, A, true)
CHECK(count == 1)
world:remove(e, A)
CHECK(count == 2)
world:set(e, A, true)
CHECK(count == 3)
world:set(e, A, true)
CHECK(count == 3)
end
do CASE "Call on pairs"
local A = world:component()
local callcount = 0
world:added(A, function(entity)
callcount += 1
end)
world:added(A, function(entity)
callcount += 1
end)
local e = world:entity()
local e1 = world:entity()
world:add(e1, jecs.pair(A, e))
world:add(e, jecs.pair(A, e1))
CHECK(callcount == 4)
end
end)
return FINISH()

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@ -1,152 +0,0 @@
-- original author @centauri
local bt
do
local FAILURE = 0
local SUCCESS = 1
local RUNNING = 2
local function SEQUENCE(nodes)
return function(...)
for _, node in nodes do
local status = node(...)
if status == FAILURE or status == RUNNING then
return status
end
end
return SUCCESS
end
end
local function FALLBACK(nodes)
return function(...)
for _, node in nodes do
local status = node(...)
if status == SUCCESS or status == RUNNING then
return status
end
end
return FAILURE
end
end
bt = {
SEQUENCE = SEQUENCE,
FALLBACK = FALLBACK,
RUNNING = RUNNING,
SUCCESS = SUCCESS,
FAILURE = FAILURE,
}
end
local SEQUENCE, FALLBACK = bt.SEQUENCE, bt.FALLBACK
local RUNNING, SUCCESS, FAILURE = bt.FAILURE, bt.SUCCESS, bt.FAILURE
local btree = FALLBACK({
SEQUENCE({
function()
return 1
end,
function()
return 0
end,
}),
SEQUENCE({
function()
print(3)
local start = os.clock()
local now = os.clock()
while os.clock() - now < 4 do
print("yielding")
coroutine.yield()
end
return 0
end,
}),
function()
return 1
end,
})
function wait(seconds)
local start = os.clock()
while os.clock() - start < seconds do
end
return os.clock() - start
end
local function panic(str)
-- We don't want to interrupt the loop when we error
coroutine.resume(coroutine.create(function()
error(str)
end))
end
local jecs = require("@jecs")
local world = jecs.World.new()
local function Scheduler(world, ...)
local systems = { ... }
local systemsNames = {}
local N = #systems
local system
local dt
for i, module in systems do
local sys = if typeof(module) == "function" then module else require(module)
systems[i] = sys
local file, line = debug.info(2, "sl")
systemsNames[sys] = `{file}->::{line}::->{debug.info(sys, "n")}`
end
local function run()
local name = systemsNames[system]
--debug.profilebegin(name)
--debug.setmemorycategory(name)
system(world, dt)
--debug.profileend()
end
local function loop(sinceLastFrame)
--debug.profilebegin("loop()")
local start = os.clock()
for i = N, 1, -1 do
system = systems[i]
dt = sinceLastFrame
local didNotYield, why = xpcall(function()
for _ in run do
end
end, debug.traceback)
if didNotYield then
continue
end
if string.find(why, "thread is not yieldable") then
N -= 1
local name = table.remove(systems, i)
panic("Not allowed to yield in the systems." .. "\n" .. `System: {name} has been ejected`)
else
panic(why)
end
end
--debug.profileend()
--debug.resetmemorycategory()
return os.clock() - start
end
return loop
end
local co = coroutine.create(btree)
local function ai(world, dt)
coroutine.resume(co)
end
local loop = Scheduler(world, ai)
while wait(0.2) do
print("frame time: ", loop(0.2))
end

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@ -1,183 +0,0 @@
type i53 = number
type i24 = number
type Ty = { i53 }
type ArchetypeId = number
type Column = { any }
type Map<K, V> = { [K]: V }
type GraphEdge = {
from: Archetype,
to: Archetype?,
prev: GraphEdge?,
next: GraphEdge?,
id: number,
}
type GraphEdges = Map<i53, GraphEdge>
type GraphNode = {
add: GraphEdges,
remove: GraphEdges,
refs: GraphEdge,
}
type ArchetypeRecord = {
count: number,
column: number,
}
export type Archetype = {
id: number,
node: GraphNode,
types: Ty,
type: string,
entities: { number },
columns: { Column },
records: { ArchetypeRecord },
}
type Record = {
archetype: Archetype,
row: number,
dense: i24,
}
type EntityIndex = {
dense_array: Map<i24, i53>,
sparse_array: Map<i53, Record>,
sparse_count: number,
alive_count: number,
max_id: number,
}
local ECS_PAIR_FLAG = 0x8
local ECS_ID_FLAGS_MASK = 0x10
local ECS_ENTITY_MASK = bit32.lshift(1, 24)
local ECS_GENERATION_MASK = bit32.lshift(1, 16)
-- HIGH 24 bits LOW 24 bits
local function ECS_GENERATION(e: i53): i24
return if e > ECS_ENTITY_MASK then (e // ECS_ID_FLAGS_MASK) % ECS_GENERATION_MASK else 0
end
local function ECS_COMBINE(source: number, target: number): i53
return (source * 268435456) + (target * ECS_ID_FLAGS_MASK)
end
local function ECS_GENERATION_INC(e: i53)
if e > ECS_ENTITY_MASK then
local flags = e // ECS_ID_FLAGS_MASK
local id = flags // ECS_ENTITY_MASK
local generation = flags % ECS_GENERATION_MASK
print(generation)
return ECS_COMBINE(id, generation + 1)
end
return ECS_COMBINE(e, 1)
end
local function ECS_ENTITY_T_LO(e: i53): i24
return if e > ECS_ENTITY_MASK then (e // ECS_ID_FLAGS_MASK) // ECS_ENTITY_MASK else e
end
local function entity_index_try_get_any(entity_index: EntityIndex, entity: number): Record?
local r = entity_index.sparse_array[ECS_ENTITY_T_LO(entity)]
if not r or r.dense == 0 then
return nil
end
return r
end
local function entity_index_try_get(entity_index: EntityIndex, entity: number): Record?
local r = entity_index_try_get_any(entity_index, entity)
if r then
local r_dense = r.dense
if r_dense > entity_index.alive_count then
return nil
end
if entity_index.dense_array[r_dense] ~= entity then
return nil
end
end
return r
end
local function entity_index_get_alive(entity_index: EntityIndex, entity: number): number
local r = entity_index_try_get_any(entity_index, entity)
if r then
return entity_index.dense_array[r.dense]
end
return 0
end
local function entity_index_remove(entity_index: EntityIndex, entity: number)
local r = entity_index_try_get(entity_index, entity)
if not r then
return
end
local dense_array = entity_index.dense_array
local index_of_deleted_entity = r.dense
local last_entity_alive_at_index = entity_index.alive_count
entity_index.alive_count -= 1
local last_alive_entity = dense_array[last_entity_alive_at_index]
local r_swap = entity_index_try_get_any(entity_index, last_alive_entity) :: Record
r_swap.dense = index_of_deleted_entity
r.archetype = nil :: any
r.row = nil :: any
r.dense = last_entity_alive_at_index
dense_array[index_of_deleted_entity] = last_alive_entity
dense_array[last_entity_alive_at_index] = ECS_GENERATION_INC(entity)
end
local function entity_index_new_id(entity_index: EntityIndex): i53
local dense_array = entity_index.dense_array
if entity_index.alive_count ~= #dense_array then
entity_index.alive_count += 1
local id = dense_array[entity_index.alive_count]
return id
end
entity_index.max_id += 1
local id = entity_index.max_id
entity_index.alive_count += 1
dense_array[entity_index.alive_count] = id
entity_index.sparse_array[id] = {
dense = entity_index.alive_count,
} :: Record
return id
end
local function entity_index_is_alive(entity_index: EntityIndex, entity: number)
return entity_index_try_get(entity_index, entity) ~= nil
end
local eidx = {
alive_count = 0,
max_id = 0,
sparse_array = {} :: { Record },
sparse_count = 0,
dense_array = {} :: { i53 },
}
local e1v0 = entity_index_new_id(eidx, "e1v0")
local e2v0 = entity_index_new_id(eidx, "e2v0")
local e3v0 = entity_index_new_id(eidx, "e3v0")
local e4v0 = entity_index_new_id(eidx, "e4v0")
local e5v0 = entity_index_new_id(eidx, "e5v0")
local e6v0 = entity_index_new_id(eidx)
entity_index_remove(eidx, e6v0)
local e6v1 = entity_index_new_id(eidx)
entity_index_remove(eidx, e6v1)
local e6v2 = entity_index_new_id(eidx)
print(ECS_ENTITY_T_LO(e6v2), ECS_GENERATION(e6v2))
print("-----")
local e2 = ECS_GENERATION_INC(ECS_GENERATION_INC(269))
print("-----")
print(ECS_ENTITY_T_LO(e2), ECS_GENERATION(e2))

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@ -1,47 +0,0 @@
local jecs = require("@jecs")
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),
}
local world = jecs.World.new()
local Position = world:component()
local order = ""
hooks.OnSet(world, Position, function(entity, value)
print("$1", entity, `({value.x}, {value.y}, {value.z})`)
order ..= "$1"
end)
hooks.OnSet(world, Position, function(entity, value)
print("$2", entity, `\{{value.x}, {value.y}, {value.z}}`)
order ..= "-$2"
end)
world:set(world:entity(), Position, { x = 1, y = 0, z = 1 })
-- Output:
-- $1 270 (1, 0, 1)
-- $2 270 {1, 0, 1}
assert(order == "$1" .. "-" .. "$2")

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@ -1,57 +0,0 @@
local function calculateAverage(times)
local sum = 0
for _, time in ipairs(times) do
sum = sum + time
end
return sum / #times
end
-- Main logic to time the test function
local CASES = {
jecs = function(world, ...)
for i = 1, 100 do
local q = world:query(...)
for _ in q do
end
end
end,
mirror = function(world, ...)
for i = 1, 100 do
local q = world:query(...)
for _ in q do
end
end
end,
}
for name, fn in CASES do
local times = {}
local allocations = {}
local ecs = require("@" .. name)
local world = ecs.World.new()
local A, B, C = world:component(), world:component(), world:component()
for i = 1, 5 do
local e = world:entity()
world:add(e, A)
world:add(e, B)
world:add(e, C)
end
collectgarbage("collect")
local count = collectgarbage("count")
for i = 1, 50000 do
local startTime = os.clock()
fn(world, A, B, C)
local allocated = collectgarbage("count")
collectgarbage("collect")
local endTime = os.clock()
table.insert(times, endTime - startTime)
table.insert(allocations, allocated)
end
print(name, "gc cycle time", calculateAverage(times))
print(name, "memory allocated", calculateAverage(allocations))
end

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@ -1,157 +1,158 @@
local c = {
white_underline = function(s: any)
return `\27[1;4m{s}\27[0m`
end,
white = function(s: any)
return `\27[37;1m{s}\27[0m`
end,
green = function(s: any)
return `\27[32;1m{s}\27[0m`
end,
red = function(s: any)
return `\27[31;1m{s}\27[0m`
end,
yellow = function(s: any)
return `\27[33;1m{s}\27[0m`
end,
red_highlight = function(s: any)
return `\27[41;1;30m{s}\27[0m`
end,
green_highlight = function(s: any)
return `\27[42;1;30m{s}\27[0m`
end,
gray = function(s: any)
return `\27[30;1m{s}\27[0m`
end,
}
local ECS_PAIR_FLAG = 0x8
local ECS_ID_FLAGS_MASK = 0x10
local ECS_ENTITY_MASK = bit32.lshift(1, 24)
local ECS_GENERATION_MASK = bit32.lshift(1, 16)
type i53 = number
type i24 = number
local function ECS_ENTITY_T_LO(e: i53): i24
return if e > ECS_ENTITY_MASK then (e // ECS_ID_FLAGS_MASK) // ECS_ENTITY_MASK else e
end
local function ECS_GENERATION(e: i53): i24
return if e > ECS_ENTITY_MASK then (e // ECS_ID_FLAGS_MASK) % ECS_GENERATION_MASK else 0
end
local ECS_ID = ECS_ENTITY_T_LO
local function ECS_COMBINE(source: number, target: number): i53
return (source * 268435456) + (target * ECS_ID_FLAGS_MASK)
end
local function ECS_GENERATION_INC(e: i53)
if e > ECS_ENTITY_MASK then
local flags = e // ECS_ID_FLAGS_MASK
local id = flags // ECS_ENTITY_MASK
local generation = flags % ECS_GENERATION_MASK
local next_gen = generation + 1
if next_gen > ECS_GENERATION_MASK then
return id
end
return ECS_COMBINE(id, next_gen) + flags
end
return ECS_COMBINE(e, 1)
end
local function bl()
print("")
end
local function pe(e)
local gen = ECS_GENERATION(e)
return c.green(`e{ECS_ID(e)}`)..c.yellow(`v{gen}`)
end
local function dprint(tbl: { [number]: number })
bl()
print("--------")
for i, e in tbl do
print("| "..pe(e).." |")
print("--------")
end
bl()
end
local max_id = 0
local alive_count = 0
local dense = {}
local sparse = {}
local function alloc()
if alive_count ~= #dense then
alive_count += 1
print("*recycled", pe(dense[alive_count]))
return dense[alive_count]
end
max_id += 1
local id = max_id
alive_count += 1
dense[alive_count] = id
sparse[id] = {
dense = alive_count
}
print("*allocated", pe(id))
return id
end
local function remove(entity)
local id = ECS_ID(entity)
local r = sparse[id]
local index_of_deleted_entity = r.dense
local last_entity_alive_at_index = alive_count -- last entity alive
alive_count -= 1
local last_alive_entity = dense[last_entity_alive_at_index]
local r_swap = sparse[ECS_ID(last_alive_entity)]
r_swap.dense = r.dense
r.dense = last_entity_alive_at_index
dense[index_of_deleted_entity] = last_alive_entity
dense[last_entity_alive_at_index] = ECS_GENERATION_INC(entity)
end
local function alive(e)
local r = sparse[ECS_ID(e)]
return dense[r.dense] == e
end
local function pa(e)
print(`{pe(e)} is {if alive(e) then "alive" else "not alive"}`)
end
local tprint = require("@testkit").print
local e1v0 = alloc()
local e2v0 = alloc()
local e3v0 = alloc()
local e4v0 = alloc()
local e5v0 = alloc()
pa(e1v0)
pa(e4v0)
remove(e5v0)
pa(e5v0)
local e5v1 = alloc()
pa(e5v0)
pa(e5v1)
pa(e2v0)
print(ECS_ID(e2v0))
dprint(dense)
remove(e2v0)
dprint(dense)
local c = {
white_underline = function(s: any)
return `\27[1;4m{s}\27[0m`
end,
white = function(s: any)
return `\27[37;1m{s}\27[0m`
end,
green = function(s: any)
return `\27[32;1m{s}\27[0m`
end,
red = function(s: any)
return `\27[31;1m{s}\27[0m`
end,
yellow = function(s: any)
return `\27[33;1m{s}\27[0m`
end,
red_highlight = function(s: any)
return `\27[41;1;30m{s}\27[0m`
end,
green_highlight = function(s: any)
return `\27[42;1;30m{s}\27[0m`
end,
gray = function(s: any)
return `\27[30;1m{s}\27[0m`
end,
}
local ECS_PAIR_FLAG = 0x8
local ECS_ID_FLAGS_MASK = 0x10
local ECS_ENTITY_MASK = bit32.lshift(1, 24)
local ECS_GENERATION_MASK = bit32.lshift(1, 16)
type i53 = number
type i24 = number
local function ECS_ENTITY_T_LO(e: i53): i24
return if e > ECS_ENTITY_MASK then (e // ECS_ID_FLAGS_MASK) // ECS_ENTITY_MASK else e
end
local function ECS_GENERATION(e: i53): i24
return if e > ECS_ENTITY_MASK then (e // ECS_ID_FLAGS_MASK) % ECS_GENERATION_MASK else 0
end
local ECS_ID = ECS_ENTITY_T_LO
local function ECS_COMBINE(source: number, target: number): i53
return (source * 268435456) + (target * ECS_ID_FLAGS_MASK)
end
local function ECS_GENERATION_INC(e: i53)
if e > ECS_ENTITY_MASK then
local flags = e // ECS_ID_FLAGS_MASK
local id = flags // ECS_ENTITY_MASK
local generation = flags % ECS_GENERATION_MASK
local next_gen = generation + 1
if next_gen > ECS_GENERATION_MASK then
return id
end
return ECS_COMBINE(id, next_gen) + flags
end
return ECS_COMBINE(e, 1)
end
local function bl()
print("")
end
local function pe(e)
local gen = ECS_GENERATION(e)
return c.green(`e{ECS_ID(e)}`)..c.yellow(`v{gen}`)
end
local function dprint(tbl: { [number]: number })
bl()
print("--------")
for i, e in tbl do
print("| "..pe(e).." |")
print("--------")
end
bl()
end
local max_id = 0
local alive_count = 0
local dense = {}
local sparse = {}
local function alloc()
if alive_count ~= #dense then
alive_count += 1
print("*recycled", pe(dense[alive_count]))
return dense[alive_count]
end
max_id += 1
local id = max_id
alive_count += 1
dense[alive_count] = id
sparse[id] = {
dense = alive_count
}
print("*allocated", pe(id))
return id
end
local function remove(entity)
local id = ECS_ID(entity)
local r = sparse[id]
local index_of_deleted_entity = r.dense
local last_entity_alive_at_index = alive_count -- last entity alive
alive_count -= 1
local last_alive_entity = dense[last_entity_alive_at_index]
local r_swap = sparse[ECS_ID(last_alive_entity)]
r_swap.dense = r.dense
r.dense = last_entity_alive_at_index
dense[index_of_deleted_entity] = last_alive_entity
dense[last_entity_alive_at_index] = ECS_GENERATION_INC(entity)
print("*dellocated", pe(id))
end
local function alive(e)
local r = sparse[ECS_ID(e)]
return dense[r.dense] == e
end
local function pa(e)
print(`{pe(e)} is {if alive(e) then "alive" else "not alive"}`)
end
local tprint = require("@testkit").print
local e1v0 = alloc()
local e2v0 = alloc()
local e3v0 = alloc()
local e4v0 = alloc()
local e5v0 = alloc()
pa(e1v0)
pa(e4v0)
remove(e5v0)
pa(e5v0)
local e5v1 = alloc()
pa(e5v0)
pa(e5v1)
pa(e2v0)
print(ECS_ID(e2v0))
dprint(dense)
remove(e2v0)
dprint(dense)

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@ -1,14 +0,0 @@
local jecs = require("@jecs")
local testkit = require("@testkit")
local world = jecs.World.new()
local A = world:component()
local B = world:component()
local e = world:entity()
world:add(e, A)
world:add(e, B)
local archetype_id = world.archetypeIndex["1_2"].id
world:delete(e)
testkit.print(world)

122
test/stress.client.luau Normal file
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@ -0,0 +1,122 @@
local RunService = game:GetService("RunService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
_G.__JECS_HI_COMPONENT_ID = 300
local ecs = require(ReplicatedStorage.ecs)
-- 500 entities
-- 2-30 components on each entity
-- 300 unique components
-- 200 systems
-- 1-10 components to query per system
local startTime = os.clock()
local world = ecs.World.new()
local components = {}
for i = 1, 300 do -- 300 components
components[i] = world:component()
end
local archetypes = {}
for i = 1, 50 do -- 50 archetypes
local archetype = {}
for _ = 1, math.random(2, 30) do
local componentId = math.random(1, #components)
table.insert(archetype, components[componentId])
end
archetypes[i] = archetype
end
for _ = 1, 1000 do -- 1000 entities in the world
local componentsToAdd = {}
local archetypeId = math.random(1, #archetypes)
local e = world:entity()
for _, component in ipairs(archetypes[archetypeId]) do
world:set(e, component, {
DummyData = math.random(1, 5000),
})
end
end
local function values(t)
local array = {}
for _, v in t do
table.insert(array, v)
end
return array
end
local contiguousComponents = values(components)
local systemComponentsToQuery = {}
for _ = 1, 200 do -- 200 systems
local numComponentsToQuery = math.random(1, 10)
local componentsToQuery = {}
for _ = 1, numComponentsToQuery do
table.insert(componentsToQuery, contiguousComponents[math.random(1, #contiguousComponents)])
end
table.insert(systemComponentsToQuery, componentsToQuery)
end
local worldCreateTime = os.clock() - startTime
local results = {}
startTime = os.clock()
RunService.Heartbeat:Connect(function()
local added = 0
local systemStartTime = os.clock()
debug.profilebegin("systems")
for _, componentsToQuery in ipairs(systemComponentsToQuery) do
debug.profilebegin("system")
for entityId, firstComponent in world:query(unpack(componentsToQuery)) do
world:set(
entityId,
{
DummyData = firstComponent.DummyData + 1,
}
)
added += 1
end
debug.profileend()
end
debug.profileend()
if os.clock() - startTime < 4 then
-- discard first 4 seconds
return
end
if results == nil then
return
elseif #results < 1000 then
table.insert(results, os.clock() - systemStartTime)
else
print("added", added)
print("World created in", worldCreateTime * 1000, "ms")
local sum = 0
for _, result in ipairs(results) do
sum += result
end
print(("Average frame time: %fms"):format((sum / #results) * 1000))
results = nil
local n = #world.archetypes
print(
("X entities\n%d components\n%d systems\n%d archetypes"):format(
#components,
#systemComponentsToQuery,
n
)
)
end
end)

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{
"name": "Stress",
"tree": {
"$className": "DataModel",
"ReplicatedStorage": {
"$className": "ReplicatedStorage",
"$path": "DevPackages",
"ecs": {
"$path": "jecs.luau"
}
},
"ReplicatedFirst": {
"$className": "ReplicatedFirst",
"stres": {
"$path": "stress.client.luau"
}
}
}
}

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local jecs = require("@jecs")
local pair = jecs.pair
local ChildOf = jecs.ChildOf
local lifetime_tracker_add = require("@tools/lifetime_tracker")
local world = lifetime_tracker_add(jecs.world(), {padding_enabled=false})
local FriendsWith = world:component()
world:print_snapshot()
local e1 = world:entity()
local e2 = world:entity()
world:delete(e2)
world:print_snapshot()
local e3 = world:entity()
world:add(e3, pair(ChildOf, e1))
local e4 = world:entity()
world:add(e4, pair(FriendsWith, e3))
world:print_snapshot()
world:delete(e1)
world:delete(e3)
world:print_snapshot()
world:print_entity_index()
world:entity()
world:entity()
world:print_snapshot()

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@ -1,24 +0,0 @@
declare function afterAll(callback: () -> ()): ()
declare function afterEach(callback: () -> ()): ()
declare function beforeAll(callback: () -> ()): ()
declare function beforeEach(callback: () -> ()): ()
declare function describe(phrase: string, callback: () -> ()): ()
declare function describeFOCUS(phrase: string, callback: () -> ()): ()
declare function fdescribe(phrase: string, callback: () -> ()): ()
declare function describeSKIP(phrase: string, callback: () -> ()): ()
declare function xdescribe(phrase: string, callback: () -> ()): ()
declare function expect(value: any): any
declare function FIXME(optionalMessage: string?): ()
declare function FOCUS(): ()
declare function SKIP(): ()
declare function it(phrase: string, callback: () -> ()): ()
declare function itFOCUS(phrase: string, callback: () -> ()): ()
declare function fit(phrase: string, callback: () -> ()): ()
declare function itSKIP(phrase: string, callback: () -> ()): ()
declare function xit(phrase: string, callback: () -> ()): ()
declare function itFIXME(phrase: string, callback: () -> ()): ()

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local jecs = require("@jecs")
local ECS_GENERATION = jecs.ECS_GENERATION
local ECS_ID = jecs.ECS_ID
local ansi = {
white_underline = function(s: any)
return `\27[1;4m{s}\27[0m`
end,
white = function(s: any)
return `\27[37;1m{s}\27[0m`
end,
green = function(s: any)
return `\27[32;1m{s}\27[0m`
end,
red = function(s: any)
return `\27[31;1m{s}\27[0m`
end,
yellow = function(s: any)
return `\27[33;1m{s}\27[0m`
end,
red_highlight = function(s: any)
return `\27[41;1;30m{s}\27[0m`
end,
green_highlight = function(s: any)
return `\27[42;1;30m{s}\27[0m`
end,
gray = function(s: any)
return `\27[30;1m{s}\27[0m`
end,
}
local function pe(e: any)
local gen = ECS_GENERATION(e)
return ansi.green(`e{ECS_ID(e)}`) .. ansi.yellow(`v{gen}`)
end
local function name(world: jecs.World, id: any)
return world:get(id, jecs.Name) or `${id}`
end
local function components(world: jecs.World, entity: any)
local r = jecs.entity_index_try_get(world.entity_index, entity)
if not r then
return false
end
local archetype = r.archetype
local row = r.row
print(`Entity {pe(entity)}`)
print("-----------------------------------------------------")
for i, column in archetype.columns do
local component = archetype.types[i]
local n
if jecs.IS_PAIR(component) then
n = `({name(world, jecs.pair_first(world, component))}, {name(world, jecs.pair_second(world, component))})`
else
n = name(world, component)
end
local data = column[row] or "TAG"
print(`| {n} | {data} |`)
end
print("-----------------------------------------------------")
return true
end
local entity_index_try_get_any = jecs.entity_index_try_get_any
local function stringify(world: jecs.World)
local function record(e: jecs.Entity): jecs.Record
return entity_index_try_get_any(world.entity_index :: any, e :: any) :: any
end
local function tbl(e: jecs.Entity)
return record(e).archetype
end
local function archetype(e: jecs.Entity)
return tbl(e).type
end
local function records(e: jecs.Entity)
return tbl(e).records
end
local function columns(e: jecs.Entity)
return tbl(e).columns
end
local function row(e: jecs.Entity)
return record(e).row
end
-- Important to order them in the order of their columns
local function tuple(e, ...)
for i, column in columns(e) do
if select(i, ...) ~= column[row(e)] then
return false
end
end
return true
end
return {
record = record,
tbl = tbl,
archetype = archetype,
records = records,
row = row,
tuple = tuple,
columns = columns
}
end
return {
components = components,
prettify = pe,
stringify = stringify
}

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local jecs = require("@jecs")
local ECS_GENERATION = jecs.ECS_GENERATION
local ECS_ID = jecs.ECS_ID
local __ = jecs.Wildcard
local pair = jecs.pair
local prettify = require("@tools/entity_visualiser").prettify
local pe = prettify
function print_centered_entity(entity, width: number)
local entity_str = tostring(entity)
local entity_length = #entity_str
local padding_total = width - 2 - entity_length
local padding_left = math.floor(padding_total / 2)
local padding_right = padding_total - padding_left
local centered_str = string.rep(" ", padding_left) .. entity_str .. string.rep(" ", padding_right)
print("|" .. centered_str .. "|")
end
local function name(world, e)
return world:get(world, e, jecs.Name) or pe(e)
end
local padding_enabled = false
local function pad()
if padding_enabled then
print("")
end
end
type PatchedWorld = jecs.World & {
print_entity_index: (world: PatchedWorld) -> (),
print_snapshot: (world: PatchedWorld) -> (),
}
local function lifetime_tracker_add(world: jecs.World, opt): PatchedWorld
local entity_index = world.entity_index
local dense_array = entity_index.dense_array
local component_index = world.component_index
local ENTITY_RANGE = (jecs.Rest :: any) + 1
padding_enabled = opt.padding_enabled
local world_entity = world.entity
world.entity = function(_, entity)
if entity then
return world_entity(world, entity)
end
local will_recycle = entity_index.max_id ~= entity_index.alive_count
local e = world_entity(world)
if will_recycle then
print(`*recycled {pe(e)}`)
else
print(`*created {pe(e)}`)
end
pad()
return e
end
world.print_entity_index = function()
local max_id = entity_index.max_id
local alive_count = entity_index.alive_count
local alive = table.move(dense_array, 1 + jecs.Rest :: any, alive_count, 1, {})
local dead = table.move(dense_array, alive_count + 1, max_id, 1, {})
local sep = "|--------|"
if #alive > 0 then
print("|-alive--|")
for i = 1, #alive do
local e = pe(alive[i])
print_centered_entity(e, 32)
print(sep)
end
print("\n")
end
if #dead > 0 then
print("|--dead--|")
for i = 1, #dead do
print_centered_entity(pe(dead[i]), 32)
print(sep)
end
end
pad()
end
local timelines = {}
world.print_snapshot = function(_)
local timeline = #timelines + 1
local entity_column_width = 10
local status_column_width = 8
local header = string.format("| %-" .. entity_column_width .. "s |", "Entity")
for i = 1, timeline do
header = header .. string.format(" %-" .. status_column_width .. "s |", string.format("T%d", i))
end
local max_id = entity_index.max_id
local alive_count = entity_index.alive_count
local alive = table.move(dense_array, 1 + jecs.Rest :: any, alive_count, 1, {})
local dead = table.move(dense_array, alive_count + 1, max_id, 1, {})
local data = {}
print("-------------------------------------------------------------------")
print(header)
-- Store the snapshot data for this timeline
for i = ENTITY_RANGE, max_id do
if dense_array[i] then
local entity = dense_array[i]
local id = ECS_ID(entity)
local status = "alive"
if not world:contains(entity) then
status = "dead"
end
data[id] = status
end
end
table.insert(timelines, data)
-- Create a table to hold entity data for sorting
local entities = {}
for i = ENTITY_RANGE, max_id do
if dense_array[i] then
local entity = dense_array[i]
local id = ECS_ID(entity)
-- Push entity and id into the new `entities` table
table.insert(entities, { entity = entity, id = id })
end
end
-- Sort the entities by ECS_ID
table.sort(entities, function(a, b)
return a.id < b.id
end)
-- Print the sorted rows
for _, entity_data in ipairs(entities) do
local entity = entity_data.entity
local id = entity_data.id
local status = "alive"
if id > alive_count then
status = "dead"
end
local row = string.format("| %-" .. entity_column_width .. "s |", pe(entity))
for j = 1, timeline do
local timeline_data = timelines[j]
local entity_data = timeline_data[id]
if entity_data then
row = row .. string.format(" %-" .. status_column_width .. "s |", entity_data)
else
row = row .. string.format(" %-" .. status_column_width .. "s |", "-")
end
end
print(row)
end
print("-------------------------------------------------------------------")
pad()
end
local world_add = world.add
local relations = {}
world.add = function(_, entity: any, component: any)
world_add(world, entity, component)
if jecs.IS_PAIR(component) then
local relation = jecs.pair_first(world, component)
local target = jecs.pair_second(world, component)
print(`*added ({pe(relation)}, {pe(target)}) to {pe(entity)}`)
pad()
end
end
local world_delete = world.delete
world.delete = function(world, e)
world_delete(world, e)
local idr_t = component_index[pair(__, e)]
if idr_t then
for archetype_id in idr_t.cache do
local archetype = world.archetypes[archetype_id]
for _, id in archetype.types do
if not jecs.IS_PAIR(id) then
continue
end
local object = jecs.pair_second(world, id)
if object ~= e then
continue
end
local id_record = component_index[id]
local flags = id_record.flags
local flags_delete_mask: number = bit32.band(flags, jecs.ECS_ID_DELETE)
if flags_delete_mask ~= 0 then
for _, entity in archetype.entities do
print(`*deleted dependant {pe(entity)} of {pe(e)}`)
pad()
end
break
else
for _, entity in archetype.entities do
print(
`*removed dependency ({pe(jecs.pair_first(world, id))}, {pe(object)}) from {pe(entity)}`
)
end
end
end
end
end
print(`*deleted {pe(e)}`)
pad()
end
return world
end
return lifetime_tracker_add

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#!/usr/bin/python3
# This file is part of the Luau programming language and is licensed under MIT License; see LICENSE.txt for details
# Given a profile dump, this tool generates a flame graph based on the stacks listed in the profile
# The result of analysis is a .svg file which can be viewed in a browser
import svg
import argparse
import json
argumentParser = argparse.ArgumentParser(description='Generate flamegraph SVG from Luau sampling profiler dumps')
argumentParser.add_argument('source_file', type=open)
argumentParser.add_argument('--json', dest='useJson',action='store_const',const=1,default=0,help='Parse source_file as JSON')
class Node(svg.Node):
def __init__(self):
svg.Node.__init__(self)
self.function = ""
self.source = ""
self.line = 0
self.ticks = 0
def text(self):
return self.function
def title(self):
if self.line > 0:
return "{}\n{}:{}".format(self.function, self.source, self.line)
else:
return self.function
def details(self, root):
return "Function: {} [{}:{}] ({:,} usec, {:.1%}); self: {:,} usec".format(self.function, self.source, self.line, self.width, self.width / root.width, self.ticks)
def nodeFromCallstackListFile(source_file):
dump = source_file.readlines()
root = Node()
for l in dump:
ticks, stack = l.strip().split(" ", 1)
node = root
for f in reversed(stack.split(";")):
source, function, line = f.split(",")
child = node.child(f)
child.function = function
child.source = source
child.line = int(line) if len(line) > 0 else 0
node = child
node.ticks += int(ticks)
return root
def getDuration(nodes, nid):
node = nodes[nid - 1]
total = node['TotalDuration']
if 'NodeIds' in node:
for cid in node['NodeIds']:
total -= nodes[cid - 1]['TotalDuration']
return total
def getFunctionKey(fn):
source = fn['Source'] if 'Source' in fn else ''
name = fn['Name'] if 'Name' in fn else ''
line = str(fn['Line']) if 'Line' in fn else '-1'
return source + "," + name + "," + line
def recursivelyBuildNodeTree(nodes, functions, parent, fid, nid):
ninfo = nodes[nid - 1]
finfo = functions[fid - 1]
child = parent.child(getFunctionKey(finfo))
child.source = finfo['Source'] if 'Source' in finfo else ''
child.function = finfo['Name'] if 'Name' in finfo else ''
child.line = int(finfo['Line']) if 'Line' in finfo and finfo['Line'] > 0 else 0
child.ticks = getDuration(nodes, nid)
if 'FunctionIds' in ninfo:
assert(len(ninfo['FunctionIds']) == len(ninfo['NodeIds']))
for i in range(0, len(ninfo['FunctionIds'])):
recursivelyBuildNodeTree(nodes, functions, child, ninfo['FunctionIds'][i], ninfo['NodeIds'][i])
return
def nodeFromJSONV2(dump):
assert(dump['Version'] == 2)
nodes = dump['Nodes']
functions = dump['Functions']
categories = dump['Categories']
root = Node()
for category in categories:
nid = category['NodeId']
node = nodes[nid - 1]
name = category['Name']
child = root.child(name)
child.function = name
child.ticks = getDuration(nodes, nid)
if 'FunctionIds' in node:
assert(len(node['FunctionIds']) == len(node['NodeIds']))
for i in range(0, len(node['FunctionIds'])):
recursivelyBuildNodeTree(nodes, functions, child, node['FunctionIds'][i], node['NodeIds'][i])
return root
def getDurationV1(obj):
total = obj['TotalDuration']
if 'Children' in obj:
for key, obj in obj['Children'].items():
total -= obj['TotalDuration']
return total
def nodeFromJSONObject(node, key, obj):
source, function, line = key.split(",")
node.function = function
node.source = source
node.line = int(line) if len(line) > 0 else 0
node.ticks = getDurationV1(obj)
if 'Children' in obj:
for key, obj in obj['Children'].items():
nodeFromJSONObject(node.child(key), key, obj)
return node
def nodeFromJSONV1(dump):
assert(dump['Version'] == 1)
root = Node()
if 'Children' in dump:
for key, obj in dump['Children'].items():
nodeFromJSONObject(root.child(key), key, obj)
return root
def nodeFromJSONFile(source_file):
dump = json.load(source_file)
if dump['Version'] == 2:
return nodeFromJSONV2(dump)
elif dump['Version'] == 1:
return nodeFromJSONV1(dump)
return Node()
arguments = argumentParser.parse_args()
if arguments.useJson:
root = nodeFromJSONFile(arguments.source_file)
else:
root = nodeFromCallstackListFile(arguments.source_file)
svg.layout(root, lambda n: n.ticks)
svg.display(root, "Flame Graph", "hot", flip = True)

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import os
LCOV_FILE = "coverage.out"
OUTPUT_DIR = "coverage"
os.makedirs(OUTPUT_DIR, exist_ok=True)
def parse_lcov(content):
"""Parses LCOV data from a single string."""
files = {}
current_file = None
for line in content.splitlines():
if line.startswith("SF:"):
current_file = line[3:].strip()
files[current_file] = {"coverage": {}, "functions": []}
elif line.startswith("DA:") and current_file:
parts = line[3:].split(",")
line_num = int(parts[0])
execution_count = int(parts[1])
files[current_file]["coverage"][line_num] = execution_count
elif line.startswith("FN:") and current_file:
parts = line[3:].split(",")
line_num = int(parts[0])
function_name = parts[1].strip()
files[current_file]["functions"].append({"name": function_name, "line": line_num, "hits": 0})
elif line.startswith("FNDA:") and current_file:
parts = line[5:].split(",")
hit_count = int(parts[0])
function_name = parts[1].strip()
for func in files[current_file]["functions"]:
if func["name"] == function_name:
func["hits"] = hit_count
break
return files
def read_source_file(filepath):
"""Reads source file content if available."""
if not os.path.exists(filepath):
return []
with open(filepath, "r", encoding="utf-8") as f:
return f.readlines()
def generate_file_html(filepath, coverage_data, functions_data):
"""Generates an HTML file for a specific source file."""
filename = os.path.basename(filepath)
source_code = read_source_file(filepath)
html_path = os.path.join(OUTPUT_DIR, f"{filename}.html")
total_hits = sum(func["hits"] for func in functions_data)
max_hits = max((func["hits"] for func in functions_data), default=0)
total_functions = len(functions_data)
covered_functions = sum(1 for func in functions_data if func["hits"] > 0)
function_coverage_percent = (covered_functions / total_functions * 100) if total_functions > 0 else 0
lines = [
"<html><head>",
'<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/bootstrap/5.3.0/css/bootstrap.min.css">',
'<script src="https://cdnjs.cloudflare.com/ajax/libs/bootstrap/5.3.0/js/bootstrap.bundle.min.js"></script>',
"<style>",
"body { font-family: monospace; text-align: center; }",
"#funcTable table { margin: 0 auto; width: auto; max-width: 300px; font-size: 14px; border-collapse: collapse; }",
"#funcTable th, #funcTable td { padding: 2px 6px; text-align: left; white-space: nowrap; }",
"#funcTable th { background-color: #ddd; }",
"#funcTable td:nth-child(2) { text-align: right; min-width: 50px; }",
".zero-hits { background-color: #fcc; font-weight: bold; color: red; }",
".nonzero-hits { color: green; font-weight: bold; }",
".low-hits { background-color: #ffe6b3; }",
".high-hits { background-color: #cfc; }",
".source-code-table { margin-left: 10px; }"
"th, td { padding: 0px; font-size: 12px; }",
"table.table { font-size: 14px; border-collapse: collapse; }",
"table.table th, table.table td { padding: 1px; font-size: 12px; line-height: 1.2; }",
"table.table tr { height: auto; }",
"</style></head><body>",
f'<h1 class="text-center">{filename} Coverage</h1>',
f'<h2>Total Execution Hits: {total_hits}</h2>',
f'<h2>Function Coverage Overview: {function_coverage_percent:.2f}%</h2>',
'<button class="btn btn-primary mb-2" type="button" data-bs-toggle="collapse" data-bs-target="#funcTable">'
'Toggle Function Coverage</button>',
'<div class="collapse show" id="funcTable">',
'<h2>Function Coverage:</h2><table class="table table-bordered"><thead><tr><th>Function</th><th>Hits</th></tr></thead><tbody>'
]
longest_name = max((len(func["name"]) for func in functions_data), default=0)
for func in functions_data:
hit_color = "red" if func["hits"] == 0 else "green"
lines.append(
f'<tr><td style="padding: 1px; min-width: {longest_name}ch;">{func["name"]}</td>'
f'<td style="padding: 1px; color: {hit_color}; font-weight: bold;">{func["hits"]}</td></tr>'
)
lines.append('</tbody></table></div>') # Close collapsible div
lines.append('<h2>Source Code:</h2><table class="table table-bordered source-code-table "><thead><tr><th>Line</th><th>Hits</th><th>Code</th></tr></thead><tbody>')
for i, line in enumerate(source_code, start=1):
stripped_line = line.strip()
class_name = "text-muted"
if not stripped_line or stripped_line.startswith("end") or stripped_line.startswith("--"):
count_display = "<span class='text-muted'>N/A</span>"
lines.append(f'<tr><td>{i}</td><td>{count_display}</td><td>{line.strip()}</td>></tr>')
else:
count = coverage_data.get(i, 0)
class_name = "zero-hits" if count == 0 else "low-hits" if count < max_hits * 0.3 else "high-hits"
count_display = f'{count}'
marked_text = f'<span class={class_name}>{line.strip()}</span>'
lines.append(f'<tr><td>{i}</td><td>{count_display}</td><td>{marked_text}</td></tr>')
lines.append("</tbody></table></body></html>")
with open(html_path, "w", encoding="utf-8") as f:
f.write("\n".join(lines))
def generate_index(files):
"""Generates an index.html summarizing the coverage."""
index_html = [
"<html><head>",
'<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/bootstrap/5.3.0/css/bootstrap.min.css">',
"</head><body>",
'<h1 class="text-center">Coverage Report</h1>',
'<table class="table table-striped table-bordered"><thead><tr><th>File</th><th>Total Hits</th><th>Functions</th></tr></thead><tbody>'
]
for filepath, data in files.items():
filename = os.path.basename(filepath)
total_hits = sum(func["hits"] for func in data["functions"])
total_functions = len(data["functions"])
index_html.append(f'<tr><td><a href="{filename}.html">{filename}</a></td><td>{total_hits}</td><td>{total_functions}</td></tr>')
index_html.append("</tbody></table></body></html>")
with open(os.path.join(OUTPUT_DIR, "index.html"), "w", encoding="utf-8") as f:
f.write("\n".join(index_html))
with open(LCOV_FILE, "r", encoding="utf-8") as f:
lcov_content = f.read()
files_data = parse_lcov(lcov_content)
for file_path, data in files_data.items():
generate_file_html(file_path, data["coverage"], data["functions"])
generate_index(files_data)
print(f"Coverage report generated in {OUTPUT_DIR}/index.html")

108
tools/runtime_lints.luau Normal file
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@ -0,0 +1,108 @@
local function dbg_info(n: number): any
return debug.info(n, "s")
end
local function throw(msg: string)
local s = 1
local root = dbg_info(1)
repeat
s += 1
until dbg_info(s) ~= root
if warn then
error(msg, s)
else
print(`[jecs] error: {msg}\n`)
end
end
local function ASSERT<T>(v: T, msg: string)
if v then
return
end
throw(msg)
end
local function runtime_lints_add(world)
local function get_name(id)
return world_get_one_inline(world, id, EcsName)
end
local function bname(id): string
local name: string
if ECS_IS_PAIR(id) then
local first = get_name(world, ecs_pair_first(world, id))
local second = get_name(world, ecs_pair_second(world, id))
name = `pair({first}, {second})`
else
return get_name(world, id)
end
if name then
return name
else
return `${id}`
end
end
local function ID_IS_TAG(world: World, id)
if ECS_IS_PAIR(id) then
id = ecs_pair_first(world, id)
end
return not world_has_one_inline(world, id, EcsComponent)
end
World.query = function(world: World, ...)
ASSERT((...), "Requires at least a single component")
return world_query(world, ...)
end
World.set = function(world: World, entity: i53, id: i53, value: any): ()
local is_tag = ID_IS_TAG(world, id)
if is_tag and value == nil then
local _1 = bname(world, entity)
local _2 = bname(world, id)
local why = "cannot set component value to nil"
throw(why)
return
elseif value ~= nil and is_tag then
local _1 = bname(world, entity)
local _2 = bname(world, id)
local why = `cannot set a component value because {_2} is a tag`
why ..= `\n[jecs] note: consider using "world:add({_1}, {_2})" instead`
throw(why)
return
end
world_set(world, entity, id, value)
end
World.add = function(world: World, entity: i53, id: i53, value: any)
if value ~= nil then
local _1 = bname(world, entity)
local _2 = bname(world, id)
throw("You provided a value when none was expected. " .. `Did you mean to use "world:add({_1}, {_2})"`)
end
world_add(world, entity, id)
end
World.get = function(world: World, entity: i53, ...)
local length = select("#", ...)
ASSERT(length < 5, "world:get does not support more than 4 components")
local _1
for i = 1, length do
local id = select(i, ...)
local id_is_tag = not world_has(world, id, EcsComponent)
if id_is_tag then
local name = get_name(world, id)
if not _1 then
_1 = get_name(world, entity)
end
throw(
`cannot get (#{i}) component {name} value because it is a tag.`
.. `\n[jecs] note: If this was intentional, use "world:has({_1}, {name}) instead"`
)
end
end
return world_get(world, entity, ...)
end
end

501
tools/svg.py Normal file
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@ -0,0 +1,501 @@
# This file is part of the Luau programming language and is licensed under MIT License; see LICENSE.txt for details
class Node:
def __init__(self):
self.name = ""
self.children = {}
# computed
self.depth = 0
self.width = 0
self.offset = 0
def child(self, name):
node = self.children.get(name)
if not node:
node = self.__class__()
node.name = name
self.children[name] = node
return node
def subtree(self):
result = [self]
offset = 0
while offset < len(result):
p = result[offset]
offset += 1
for c in p.children.values():
result.append(c)
return result
def escape(s):
return s.replace("&", "&amp;").replace("<", "&lt;").replace(">", "&gt;")
def layout(root, widthcb):
for n in reversed(root.subtree()):
# propagate width to the parent
n.width = widthcb(n)
for c in n.children.values():
n.width += c.width
# compute offset from parent for every child in width order (layout order)
offset = 0
for c in sorted(n.children.values(), key = lambda x: x.width, reverse = True):
c.offset = offset
offset += c.width
for n in root.subtree():
for c in n.children.values():
c.depth = n.depth + 1
c.offset += n.offset
# svg template (stolen from framegraph.pl)
template = r"""<?xml version="1.0" standalone="no"?>
<!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN" "http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd">
<svg version="1.1" width="1200" height="$height" onload="init(evt)" viewBox="0 0 1200 $height" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink">
<!-- Flame graph stack visualization. See https://github.com/brendangregg/FlameGraph for latest version, and http://www.brendangregg.com/flamegraphs.html for examples. -->
<defs>
<linearGradient id="background" y1="0" y2="1" x1="0" x2="0" >
<stop stop-color="$gradient-start" offset="5%" />
<stop stop-color="$gradient-end" offset="95%" />
</linearGradient>
</defs>
<style type="text/css">
text { font-family:Verdana; font-size:12px; fill:rgb(0,0,0); }
#search, #ignorecase { opacity:0.1; cursor:pointer; }
#search:hover, #search.show, #ignorecase:hover, #ignorecase.show { opacity:1; }
#subtitle { text-anchor:middle; font-color:rgb(160,160,160); }
#title { text-anchor:middle; font-size:17px}
#unzoom { cursor:pointer; }
#frames > *:hover { stroke:black; stroke-width:0.5; cursor:pointer; }
.hide { display:none; }
.parent { opacity:0.5; }
</style>
<script type="text/ecmascript">
<![CDATA[
"use strict";
var details, searchbtn, unzoombtn, matchedtxt, svg, searching, currentSearchTerm, ignorecase, ignorecaseBtn;
function init(evt) {
details = document.getElementById("details").firstChild;
searchbtn = document.getElementById("search");
ignorecaseBtn = document.getElementById("ignorecase");
unzoombtn = document.getElementById("unzoom");
matchedtxt = document.getElementById("matched");
svg = document.getElementsByTagName("svg")[0];
searching = 0;
currentSearchTerm = null;
}
window.addEventListener("click", function(e) {
var target = find_group(e.target);
if (target) {
if (target.nodeName == "a") {
if (e.ctrlKey === false) return;
e.preventDefault();
}
if (target.classList.contains("parent")) unzoom();
zoom(target);
}
else if (e.target.id == "unzoom") unzoom();
else if (e.target.id == "search") search_prompt();
else if (e.target.id == "ignorecase") toggle_ignorecase();
}, false)
// mouse-over for info
// show
window.addEventListener("mouseover", function(e) {
var target = find_group(e.target);
if (target) details.nodeValue = g_to_text(target);
}, false)
// clear
window.addEventListener("mouseout", function(e) {
var target = find_group(e.target);
if (target) details.nodeValue = ' ';
}, false)
// ctrl-F for search
window.addEventListener("keydown",function (e) {
if (e.keyCode === 114 || (e.ctrlKey && e.keyCode === 70)) {
e.preventDefault();
search_prompt();
}
}, false)
// ctrl-I to toggle case-sensitive search
window.addEventListener("keydown",function (e) {
if (e.ctrlKey && e.keyCode === 73) {
e.preventDefault();
toggle_ignorecase();
}
}, false)
// functions
function find_child(node, selector) {
var children = node.querySelectorAll(selector);
if (children.length) return children[0];
return;
}
function find_group(node) {
var parent = node.parentElement;
if (!parent) return;
if (parent.id == "frames") return node;
return find_group(parent);
}
function orig_save(e, attr, val) {
if (e.attributes["_orig_" + attr] != undefined) return;
if (e.attributes[attr] == undefined) return;
if (val == undefined) val = e.attributes[attr].value;
e.setAttribute("_orig_" + attr, val);
}
function orig_load(e, attr) {
if (e.attributes["_orig_"+attr] == undefined) return;
e.attributes[attr].value = e.attributes["_orig_" + attr].value;
e.removeAttribute("_orig_"+attr);
}
function g_to_text(e) {
var text = find_child(e, "details").firstChild.nodeValue;
return (text)
}
function g_to_func(e) {
var child = find_child(e, "rawtext");
return child ? child.textContent : null;
}
function update_text(e) {
var r = find_child(e, "rect");
var t = find_child(e, "text");
var w = parseFloat(r.attributes.width.value) -3;
var txt = find_child(e, "rawtext").textContent.replace(/\([^(]*\)$/,"");
t.attributes.x.value = parseFloat(r.attributes.x.value) + 3;
// Smaller than this size won't fit anything
if (w < 2 * 12 * 0.59) {
t.textContent = "";
return;
}
t.textContent = txt;
// Fit in full text width
if (/^ *$/.test(txt) || t.getSubStringLength(0, txt.length) < w)
return;
for (var x = txt.length - 2; x > 0; x--) {
if (t.getSubStringLength(0, x + 2) <= w) {
t.textContent = txt.substring(0, x) + "..";
return;
}
}
t.textContent = "";
}
// zoom
function zoom_reset(e) {
if (e.attributes != undefined) {
orig_load(e, "x");
orig_load(e, "width");
}
if (e.childNodes == undefined) return;
for (var i = 0, c = e.childNodes; i < c.length; i++) {
zoom_reset(c[i]);
}
}
function zoom_child(e, x, ratio) {
if (e.attributes != undefined) {
if (e.attributes.x != undefined) {
orig_save(e, "x");
e.attributes.x.value = (parseFloat(e.attributes.x.value) - x - 10) * ratio + 10;
if (e.tagName == "text")
e.attributes.x.value = find_child(e.parentNode, "rect[x]").attributes.x.value + 3;
}
if (e.attributes.width != undefined) {
orig_save(e, "width");
e.attributes.width.value = parseFloat(e.attributes.width.value) * ratio;
}
}
if (e.childNodes == undefined) return;
for (var i = 0, c = e.childNodes; i < c.length; i++) {
zoom_child(c[i], x - 10, ratio);
}
}
function zoom_parent(e) {
if (e.attributes) {
if (e.attributes.x != undefined) {
orig_save(e, "x");
e.attributes.x.value = 10;
}
if (e.attributes.width != undefined) {
orig_save(e, "width");
e.attributes.width.value = parseInt(svg.width.baseVal.value) - (10 * 2);
}
}
if (e.childNodes == undefined) return;
for (var i = 0, c = e.childNodes; i < c.length; i++) {
zoom_parent(c[i]);
}
}
function zoom(node) {
var attr = find_child(node, "rect").attributes;
var width = parseFloat(attr.width.value);
var xmin = parseFloat(attr.x.value);
var xmax = parseFloat(xmin + width);
var ymin = parseFloat(attr.y.value);
var ratio = (svg.width.baseVal.value - 2 * 10) / width;
// XXX: Workaround for JavaScript float issues (fix me)
var fudge = 0.0001;
unzoombtn.classList.remove("hide");
var el = document.getElementById("frames").children;
for (var i = 0; i < el.length; i++) {
var e = el[i];
var a = find_child(e, "rect").attributes;
var ex = parseFloat(a.x.value);
var ew = parseFloat(a.width.value);
var upstack;
// Is it an ancestor
if ($flip == 1) {
upstack = parseFloat(a.y.value) > ymin;
} else {
upstack = parseFloat(a.y.value) < ymin;
}
if (upstack) {
// Direct ancestor
if (ex <= xmin && (ex+ew+fudge) >= xmax) {
e.classList.add("parent");
zoom_parent(e);
update_text(e);
}
// not in current path
else
e.classList.add("hide");
}
// Children maybe
else {
// no common path
if (ex < xmin || ex + fudge >= xmax) {
e.classList.add("hide");
}
else {
zoom_child(e, xmin, ratio);
update_text(e);
}
}
}
search();
}
function unzoom() {
unzoombtn.classList.add("hide");
var el = document.getElementById("frames").children;
for(var i = 0; i < el.length; i++) {
el[i].classList.remove("parent");
el[i].classList.remove("hide");
zoom_reset(el[i]);
update_text(el[i]);
}
search();
}
// search
function toggle_ignorecase() {
ignorecase = !ignorecase;
if (ignorecase) {
ignorecaseBtn.classList.add("show");
} else {
ignorecaseBtn.classList.remove("show");
}
reset_search();
search();
}
function reset_search() {
var el = document.querySelectorAll("#frames rect");
for (var i = 0; i < el.length; i++) {
orig_load(el[i], "fill")
}
}
function search_prompt() {
if (!searching) {
var term = prompt("Enter a search term (regexp " +
"allowed, eg: ^ext4_)"
+ (ignorecase ? ", ignoring case" : "")
+ "\nPress Ctrl-i to toggle case sensitivity", "");
if (term != null) {
currentSearchTerm = term;
search();
}
} else {
reset_search();
searching = 0;
currentSearchTerm = null;
searchbtn.classList.remove("show");
searchbtn.firstChild.nodeValue = "Search"
matchedtxt.classList.add("hide");
matchedtxt.firstChild.nodeValue = ""
}
}
function search(term) {
if (currentSearchTerm === null) return;
var term = currentSearchTerm;
var re = new RegExp(term, ignorecase ? 'i' : '');
var el = document.getElementById("frames").children;
var matches = new Object();
var maxwidth = 0;
for (var i = 0; i < el.length; i++) {
var e = el[i];
var func = g_to_func(e);
var rect = find_child(e, "rect");
if (func == null || rect == null)
continue;
// Save max width. Only works as we have a root frame
var w = parseFloat(rect.attributes.width.value);
if (w > maxwidth)
maxwidth = w;
if (func.match(re)) {
// highlight
var x = parseFloat(rect.attributes.x.value);
orig_save(rect, "fill");
rect.attributes.fill.value = "rgb(230,0,230)";
// remember matches
if (matches[x] == undefined) {
matches[x] = w;
} else {
if (w > matches[x]) {
// overwrite with parent
matches[x] = w;
}
}
searching = 1;
}
}
if (!searching)
return;
searchbtn.classList.add("show");
searchbtn.firstChild.nodeValue = "Reset Search";
// calculate percent matched, excluding vertical overlap
var count = 0;
var lastx = -1;
var lastw = 0;
var keys = Array();
for (k in matches) {
if (matches.hasOwnProperty(k))
keys.push(k);
}
// sort the matched frames by their x location
// ascending, then width descending
keys.sort(function(a, b){
return a - b;
});
// Step through frames saving only the biggest bottom-up frames
// thanks to the sort order. This relies on the tree property
// where children are always smaller than their parents.
var fudge = 0.0001; // JavaScript floating point
for (var k in keys) {
var x = parseFloat(keys[k]);
var w = matches[keys[k]];
if (x >= lastx + lastw - fudge) {
count += w;
lastx = x;
lastw = w;
}
}
// display matched percent
matchedtxt.classList.remove("hide");
var pct = 100 * count / maxwidth;
if (pct != 100) pct = pct.toFixed(1)
matchedtxt.firstChild.nodeValue = "Matched: " + pct + "%";
}
]]>
</script>
<rect x="0.0" y="0" width="1200.0" height="$height.0" fill="url(#background)" />
<text id="title" x="600.00" y="24" >$title</text>
<text id="unzoom" x="10.00" y="24" class="hide">Reset Zoom</text>
<text id="search" x="1090.00" y="24" >Search</text>
<text id="ignorecase" x="1174.00" y="24" >ic</text>
<text id="matched" x="1090.00" y="$status" > </text>
<text id="details" x="10.00" y="$status" > </text>
<g id="frames">
"""
def namehash(s):
# FNV-1a
hval = 0x811c9dc5
for ch in s:
hval = hval ^ ord(ch)
hval = hval * 0x01000193
hval = hval % (2 ** 32)
return (hval % 31337) / 31337.0
def display(root, title, colors, flip = False):
if colors == "cold":
gradient_start = "#eef2ee"
gradient_end = "#e0ffe0"
else:
gradient_start = "#eeeeee"
gradient_end = "#eeeeb0"
maxdepth = 0
for n in root.subtree():
maxdepth = max(maxdepth, n.depth)
svgheight = maxdepth * 16 + 3 * 16 + 2 * 16
print(template
.replace("$title", title)
.replace("$gradient-start", gradient_start)
.replace("$gradient-end", gradient_end)
.replace("$height", str(svgheight))
.replace("$status", str((svgheight - 16 + 3 if flip else 3 * 16 - 3)))
.replace("$flip", str(int(flip)))
)
framewidth = 1200 - 20
def pixels(x):
return float(x) / root.width * framewidth if root.width > 0 else 0
for n in root.subtree():
if pixels(n.width) < 0.1:
continue
x = 10 + pixels(n.offset)
y = (maxdepth - 1 - n.depth if flip else n.depth) * 16 + 3 * 16
width = pixels(n.width)
height = 15
if colors == "cold":
fillr = 0
fillg = int(190 + 50 * namehash(n.name))
fillb = int(210 * namehash(n.name[::-1]))
else:
fillr = int(205 + 50 * namehash(n.name))
fillg = int(230 * namehash(n.name[::-1]))
fillb = int(55 * namehash(n.name[::-2]))
fill = "rgb({},{},{})".format(fillr, fillg, fillb)
chars = width / (12 * 0.59)
text = n.text()
if chars >= 3:
if chars < len(text):
text = text[:int(chars-2)] + ".."
else:
text = ""
print("<g>")
print("<title>{}</title>".format(escape(n.title())))
print("<details>{}</details>".format(escape(n.details(root))))
print("<rect x='{}' y='{}' width='{}' height='{}' fill='{}' rx='2' ry='2' />".format(x, y, width, height, fill))
print("<text x='{}' y='{}'>{}</text>".format(x + 3, y + 10.5, escape(text)))
print("<rawtext>{}</rawtext>".format(escape(n.text())))
print("</g>")
print("</g>\n</svg>\n")

View file

@ -3,6 +3,10 @@
-- v0.7.3
-- MIT License
-- Copyright (c) 2022 centau
--
-- Some changes that I have made to this module is to evaluate the tests lazily,
-- this way only focused tests will actually be ran rather than just focusing their output.
--
--------------------------------------------------------------------------------
local disable_ansi = false
@ -112,6 +116,7 @@ type Test = {
trace: string,
}?,
focus: boolean,
fn: () -> ()
}
type Case = {
@ -180,6 +185,24 @@ local function CASE(name: string)
table.insert(test.cases, case)
end
local function CHECK_EXPECT_ERR(fn, ...)
assert(test, "no active test")
local case = test.case
if not case then
CASE("")
case = test.case
end
assert(case, "no active case")
if case.result ~= FAIL then
local ok, err = pcall(fn, ...)
case.result = if ok then FAIL else PASS
if skip then
case.result = SKIPPED
end
case.line = debug.info(stack and stack + 1 or 2, "l")
end
end
local function CHECK<T>(value: T, stack: number?): T?
assert(test, "no active test")
@ -203,59 +226,66 @@ local function CHECK<T>(value: T, stack: number?): T?
return value
end
local test_focused = false
local function TEST(name: string, fn: () -> ())
local active = test
assert(not active, "cannot start test while another test is in progress")
test = {
name = name,
cases = {},
duration = 0,
focus = false,
fn = fn
}
assert(test)
table.insert(tests, test)
local t = test
local start = os.clock()
local err
local success = xpcall(fn, function(m: string)
err = { message = m, trace = debug.traceback(nil, 2) }
end)
test.duration = os.clock() - start
if not test.case then
CASE("")
if check_for_focused and not test_focused then
test.focus = true
test_focused = true
end
assert(test.case, "no active case")
if not success then
test.case.result = ERROR
test.error = err
end
test = nil
table.insert(tests, t)
end
local function FOCUS()
assert(test, "no active test")
check_for_focused = true
if test.case then
test.case.focus = true
else
test.focus = true
end
test_focused = false
end
local function FINISH(): boolean
local success = true
local function FINISH(): number
local total_cases = 0
local passed_cases = 0
local passed_focus_cases = 0
local total_focus_cases = 0
local duration = 0
for _, t in tests do
if check_for_focused and not t.focus then
continue
end
test = t
local fn = t.fn
local start = os.clock()
local err
local ok = xpcall(fn, function(m: string)
err = { message = m, trace = debug.traceback(nil, 2) }
end)
t.duration = os.clock() - start
if not t.case then
CASE("")
end
assert(t.case, "no active case")
if not ok then
t.case.result = ERROR
t.error = err
end
collectgarbage()
end
for _, test in tests do
duration += test.duration
for _, case in test.cases do
@ -286,7 +316,8 @@ local function FINISH(): boolean
print((fails > 0 and color.red or color.green)(`{fails} {fails == 1 and "fail" or "fails"}`))
check_for_focused = false
return success, table.clear(tests)
table.clear(tests)
return math.clamp(fails, 0, 1)
end
local function SKIP()
@ -509,7 +540,15 @@ end
return {
test = function()
return TEST, CASE, CHECK, FINISH, SKIP, FOCUS
return {
TEST = TEST,
CASE = CASE,
CHECK = CHECK,
FINISH = FINISH,
SKIP = SKIP,
FOCUS = FOCUS,
CHECK_EXPECT_ERR = CHECK_EXPECT_ERR,
}
end,
benchmark = function()

View file

@ -1,6 +1,6 @@
[package]
name = "ukendio/jecs"
version = "0.5.2"
version = "0.5.5"
registry = "https://github.com/UpliftGames/wally-index"
realm = "shared"
license = "MIT"