Compare commits
21 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 059638e6e0 | |||
| fec2cd8d24 | |||
| 5eaf3547dc | |||
| d80e1177b9 | |||
| cf6cd080c6 | |||
| 87ee6df46f | |||
| 57b42d8daa | |||
| 2a351f7b9d | |||
| 7225d13880 | |||
| 567714a52d | |||
| 2c84e650d6 | |||
| 82fe47f627 | |||
| 6be63195f0 | |||
| 9387bfa59c | |||
| 86b54e1521 | |||
| ba88432e77 | |||
| 5cc876fce9 | |||
| 91b4f5fafb | |||
| 0d14a32726 | |||
| b3adef3a40 | |||
| 30deeca452 |
@@ -0,0 +1,4 @@
|
||||
# Copilot Instructions
|
||||
|
||||
## Project Guidelines
|
||||
- In MoonTools.ECS, do not store plain references to `Entity` objects in long-lived collections outside the ECS world, because their underlying IDs can be reused or destroyed. Instead, query the ECS world to track or process entities based on their assigned components.
|
||||
@@ -16,3 +16,6 @@
|
||||
[submodule "Nerfed.Runtime/Libraries/ImGui.NET"]
|
||||
path = Nerfed.Runtime/Libraries/ImGui.NET
|
||||
url = https://github.com/ImGuiNET/ImGui.NET.git
|
||||
[submodule "Nerfed.Runtime/Libraries/MoonTools.ECS"]
|
||||
path = Nerfed.Runtime/Libraries/MoonTools.ECS
|
||||
url = https://github.com/MoonsideGames/MoonTools.ECS.git
|
||||
|
||||
Generated
+1
@@ -4,6 +4,7 @@
|
||||
<mapping directory="" vcs="Git" />
|
||||
<mapping directory="$PROJECT_DIR$/Nerfed.Runtime/Libraries/FAudio" vcs="Git" />
|
||||
<mapping directory="$PROJECT_DIR$/Nerfed.Runtime/Libraries/ImGui.NET" vcs="Git" />
|
||||
<mapping directory="$PROJECT_DIR$/Nerfed.Runtime/Libraries/MoonTools.ECS" vcs="Git" />
|
||||
<mapping directory="$PROJECT_DIR$/Nerfed.Runtime/Libraries/RefreshCS" vcs="Git" />
|
||||
<mapping directory="$PROJECT_DIR$/Nerfed.Runtime/Libraries/SDL2CS" vcs="Git" />
|
||||
<mapping directory="$PROJECT_DIR$/Nerfed.Runtime/Libraries/WellspringCS" vcs="Git" />
|
||||
|
||||
@@ -1,4 +1,6 @@
|
||||
using System.Diagnostics;
|
||||
using System.Text.Json;
|
||||
using Nerfed.Builder.Meta;
|
||||
|
||||
namespace Nerfed.Builder;
|
||||
|
||||
@@ -57,15 +59,45 @@ public class Builder : IDisposable
|
||||
string outFile = $"{args.ResourceOutPath}/{relativeFile}{PathUtil.ImportedFileExtension}";
|
||||
|
||||
FileInfo inFileInfo = new FileInfo(inFile);
|
||||
FileInfo outFileInfo = new FileInfo(outFile);
|
||||
|
||||
if (!FileUtil.IsNewer(inFileInfo, outFileInfo))
|
||||
// =========================================================================
|
||||
// STEP 1: GUID META FILE SYNC
|
||||
// Ensure the source file has a backing .meta file generating its Guid
|
||||
// =========================================================================
|
||||
string metaFile = inFile + ".meta";
|
||||
AssetMeta metaData;
|
||||
|
||||
if (!File.Exists(metaFile))
|
||||
{
|
||||
// Generate a brand new meta file to track this asset permanently
|
||||
metaData = new AssetMeta(Guid.NewGuid());
|
||||
string json = JsonSerializer.Serialize(metaData, new JsonSerializerOptions { WriteIndented = true });
|
||||
File.WriteAllText(metaFile, json);
|
||||
Console.WriteLine($"[Meta] Generated new tracking ID '{metaData.Id}' for {relativeFile}");
|
||||
}
|
||||
else
|
||||
{
|
||||
// Load the existing guid
|
||||
metaData = JsonSerializer.Deserialize<AssetMeta>(File.ReadAllText(metaFile))!;
|
||||
}
|
||||
|
||||
// Change output file from Name.ext.bin -> /GUID.bin to completely anonymize the actual game package!
|
||||
string cacheOutFile = $"{args.ResourceOutPath}/{metaData.Id}.bin";
|
||||
FileInfo outFileInfo = new FileInfo(cacheOutFile);
|
||||
|
||||
// Rebuild if the source file changed, or if the meta file changed!
|
||||
FileInfo metaFileInfo = new FileInfo(metaFile);
|
||||
bool requiresCompile = !outFileInfo.Exists ||
|
||||
FileUtil.IsNewer(inFileInfo, outFileInfo) ||
|
||||
FileUtil.IsNewer(metaFileInfo, outFileInfo);
|
||||
|
||||
if (!requiresCompile)
|
||||
{
|
||||
// File has not changed since last build, no need to build this one.
|
||||
return;
|
||||
}
|
||||
|
||||
string outDir = Path.GetDirectoryName(outFile);
|
||||
string outDir = Path.GetDirectoryName(cacheOutFile)!;
|
||||
if (!Directory.Exists(outDir))
|
||||
{
|
||||
Directory.CreateDirectory(outDir);
|
||||
@@ -74,14 +106,14 @@ public class Builder : IDisposable
|
||||
string ext = Path.GetExtension(inFile).ToLower();
|
||||
if (importers.TryGetValue(ext, out IImporter importer))
|
||||
{
|
||||
importer.Import(inFile, outFile);
|
||||
importer.Import(inFile, cacheOutFile); // Compile source directly to hash.bin
|
||||
}
|
||||
else
|
||||
{
|
||||
rawFileImporter.Import(inFile, outFile);
|
||||
rawFileImporter.Import(inFile, cacheOutFile);
|
||||
}
|
||||
|
||||
Console.WriteLine(relativeFile);
|
||||
Console.WriteLine($"Compiled {relativeFile} -> {metaData.Id}.bin");
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
|
||||
@@ -0,0 +1,30 @@
|
||||
using System;
|
||||
|
||||
namespace Nerfed.Builder.Meta
|
||||
{
|
||||
/// <summary>
|
||||
/// Foundation for JSON-serialized metadata files (e.g. hero.png.meta)
|
||||
/// </summary>
|
||||
public class AssetMeta
|
||||
{
|
||||
/// <summary>
|
||||
/// The universally unique identifier for this asset, generated on first import.
|
||||
/// </summary>
|
||||
public Guid Id { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The importer version. Useful to force re-imports if your engine updates how it parses textures.
|
||||
/// </summary>
|
||||
public int ImporterVersion { get; set; } = 1;
|
||||
|
||||
/// <summary>
|
||||
/// Base constructor needed for JSON deserialization
|
||||
/// </summary>
|
||||
public AssetMeta() { }
|
||||
|
||||
public AssetMeta(Guid id)
|
||||
{
|
||||
Id = id;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,64 +0,0 @@
|
||||
using System.Text.Json;
|
||||
using System.Text.Json.Serialization;
|
||||
|
||||
namespace Nerfed.Compiler;
|
||||
|
||||
public class AssemblyDefinition
|
||||
{
|
||||
public string Name { get; set; }
|
||||
public string Guid { get; set; }
|
||||
//public bool IsEditor { get; set; }
|
||||
// Add platform stuff here..?
|
||||
// Add dll's here..?
|
||||
// Add dependencies here..?
|
||||
|
||||
public static bool Create(string assemblyDefinitionFilePath, string name, out AssemblyDefinition assemblyDefinition)
|
||||
{
|
||||
assemblyDefinition = null;
|
||||
|
||||
if (File.Exists(assemblyDefinitionFilePath))
|
||||
{
|
||||
Console.WriteLine($"ERROR: File already exists!");
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create project file.
|
||||
assemblyDefinition = new AssemblyDefinition
|
||||
{
|
||||
Name = name,
|
||||
Guid = System.Guid.NewGuid().ToString("B").ToUpper(),
|
||||
};
|
||||
|
||||
Save(assemblyDefinition, assemblyDefinitionFilePath);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public static bool Save(AssemblyDefinition assemblyDefinition, string assemblyDefinitionFilePath)
|
||||
{
|
||||
string jsonString = JsonSerializer.Serialize(assemblyDefinition, AssemblyDefinitionContext.Default.AssemblyDefinition);
|
||||
|
||||
File.WriteAllText(assemblyDefinitionFilePath, jsonString);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public static bool Open(string assemblyDefinitionFilePath, out AssemblyDefinition assemblyDefinition)
|
||||
{
|
||||
string jsonString = File.ReadAllText(assemblyDefinitionFilePath);
|
||||
assemblyDefinition = JsonSerializer.Deserialize(jsonString, AssemblyDefinitionContext.Default.AssemblyDefinition);
|
||||
|
||||
if (assemblyDefinition == null)
|
||||
{
|
||||
Console.WriteLine($"ERROR: Could not open {typeof(AssemblyDefinition)}.");
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
[JsonSerializable(typeof(AssemblyDefinition))]
|
||||
public partial class AssemblyDefinitionContext : JsonSerializerContext
|
||||
{
|
||||
}
|
||||
@@ -1,82 +0,0 @@
|
||||
using System.Diagnostics;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Nerfed.Compiler;
|
||||
|
||||
public static class Compiler
|
||||
{
|
||||
public static bool Compile(string projectFilePath, string configuration = "Debug")
|
||||
{
|
||||
string projectDirectory = Path.GetDirectoryName(projectFilePath);
|
||||
|
||||
if (!File.Exists(projectFilePath))
|
||||
{
|
||||
Console.WriteLine($"ERROR: Project file not found at {projectDirectory}.");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!Project.Open(projectFilePath, out Project project))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// TODO: Check project version, to make sure we can compile it or something...
|
||||
|
||||
// Generate solution.
|
||||
Generator.GenerateSolution(projectDirectory, project, out string solutionFilePath);
|
||||
|
||||
// Compile solution.
|
||||
ProcessStartInfo processInfo = new()
|
||||
{
|
||||
WorkingDirectory = Path.GetDirectoryName(solutionFilePath),
|
||||
CreateNoWindow = true,
|
||||
UseShellExecute = false,
|
||||
RedirectStandardError = true,
|
||||
RedirectStandardOutput = true,
|
||||
};
|
||||
|
||||
if (RuntimeInformation.IsOSPlatform(OSPlatform.Linux))
|
||||
{
|
||||
processInfo.FileName = "/bin/bash";
|
||||
processInfo.Arguments = $"-c \"dotnet build '{Path.GetFileName(solutionFilePath)}'\"" + (string.IsNullOrWhiteSpace(configuration) ? $" --configuration {configuration}" : "");
|
||||
}
|
||||
else if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows))
|
||||
{
|
||||
processInfo.FileName = "cmd.exe";
|
||||
processInfo.Arguments = $"/c dotnet build \"{Path.GetFileName(solutionFilePath)}\"" + (string.IsNullOrWhiteSpace(configuration) ? $" --configuration {configuration}" : "");
|
||||
}
|
||||
else
|
||||
{
|
||||
Console.WriteLine($"ERROR: Platform not supported!");
|
||||
return false;
|
||||
}
|
||||
|
||||
Process process = Process.Start(processInfo) ?? throw new Exception();
|
||||
process.OutputDataReceived += (sender, dataArgs) => {
|
||||
string data = dataArgs.Data;
|
||||
|
||||
if (data is null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Console.WriteLine(data);
|
||||
};
|
||||
|
||||
process.BeginOutputReadLine();
|
||||
process.BeginErrorReadLine();
|
||||
process.ErrorDataReceived += (sender, dataArgs) => {
|
||||
if (dataArgs.Data is not null)
|
||||
{
|
||||
Console.WriteLine(dataArgs.Data);
|
||||
}
|
||||
};
|
||||
|
||||
process.WaitForExit();
|
||||
|
||||
int exitCode = process.ExitCode;
|
||||
process.Close();
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
@@ -1,161 +0,0 @@
|
||||
using System.Reflection;
|
||||
using System.Text;
|
||||
using System.Text.Json;
|
||||
|
||||
namespace Nerfed.Compiler;
|
||||
|
||||
public static class Generator
|
||||
{
|
||||
public const string AssemblyDefinitionExtensionName = ".asmdef";
|
||||
public const string CSProjectExtensionName = ".csproj";
|
||||
public const string SolutionExtensionName = ".sln";
|
||||
|
||||
public static void GenerateSolution(string projectDirectory, Project project, out string solutionFilePath)
|
||||
{
|
||||
// Clear files.
|
||||
ClearCSProjectFiles(projectDirectory);
|
||||
|
||||
// Generate projects.
|
||||
string[] assemblyDefinitionFilePaths = Directory.GetFiles(projectDirectory, AssemblyDefinitionExtensionName, SearchOption.AllDirectories);
|
||||
foreach (string assemblyDefinitionFilePath in assemblyDefinitionFilePaths)
|
||||
{
|
||||
GenerateCSProject(assemblyDefinitionFilePath, projectDirectory, out string csProjectFilePath);
|
||||
}
|
||||
|
||||
// Generate solution.
|
||||
string[] csProjectPaths = Directory.GetFiles(projectDirectory, $"*{CSProjectExtensionName}", SearchOption.TopDirectoryOnly);
|
||||
string[] csProjectGuids = new string[csProjectPaths.Length];
|
||||
for (int i = 0; i < csProjectPaths.Length; i++)
|
||||
{
|
||||
csProjectGuids[i] = Guid.NewGuid().ToString("B").ToUpper();
|
||||
}
|
||||
|
||||
StringBuilder content = new StringBuilder();
|
||||
|
||||
// Write the solution file header
|
||||
content.AppendLine("Microsoft Visual Studio Solution File, Format Version 12.00");
|
||||
content.AppendLine("# Visual Studio Version 17");
|
||||
content.AppendLine("VisualStudioVersion = 17.10.35013.160");
|
||||
content.AppendLine("MinimumVisualStudioVersion = 10.0.40219.1");
|
||||
|
||||
// Add each project to the solution file
|
||||
for (int i = 0; i < csProjectPaths.Length; i++)
|
||||
{
|
||||
string csProjectPath = csProjectPaths[i];
|
||||
string csProjectGuid = csProjectGuids[i];
|
||||
string csProjectName = Path.GetFileNameWithoutExtension(csProjectPath);
|
||||
string csProjectRelativePath = Path.GetRelativePath(projectDirectory, csProjectPath);
|
||||
// FAE04EC0-301F-11D3-BF4B-00C04F79EFBC for C# projects.
|
||||
content.AppendLine($"Project(\"{{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}}\") = \"{csProjectName}\", \"{csProjectRelativePath}\", \"{csProjectGuid}\"");
|
||||
content.AppendLine("EndProject");
|
||||
}
|
||||
|
||||
// Add global sections (these can be extended as needed)
|
||||
content.AppendLine("Global");
|
||||
content.AppendLine(" GlobalSection(SolutionConfigurationPlatforms) = preSolution");
|
||||
content.AppendLine(" Test|x64 = Test|x64");
|
||||
content.AppendLine(" Release|x64 = Release|x64");
|
||||
content.AppendLine(" Debug|x64 = Debug|x64");
|
||||
content.AppendLine(" EndGlobalSection");
|
||||
content.AppendLine(" GlobalSection(ProjectConfigurationPlatforms) = postSolution");
|
||||
|
||||
for (int i = 0; i < csProjectPaths.Length; i++)
|
||||
{
|
||||
string projectGuid = csProjectGuids[i];
|
||||
content.AppendLine($" {projectGuid}.Test|x64.ActiveCfg = Test|x64");
|
||||
content.AppendLine($" {projectGuid}.Test|x64.Build.0 = Test|x64");
|
||||
content.AppendLine($" {projectGuid}.Release|x64.ActiveCfg = Release|x64");
|
||||
content.AppendLine($" {projectGuid}.Release|x64.Build.0 = Release|x64");
|
||||
content.AppendLine($" {projectGuid}.Debug|x64.ActiveCfg = Debug|x64");
|
||||
content.AppendLine($" {projectGuid}.Debug|x64.Build.0 = Debug|x64");
|
||||
}
|
||||
|
||||
content.AppendLine(" EndGlobalSection");
|
||||
content.AppendLine(" GlobalSection(SolutionProperties) = preSolution");
|
||||
content.AppendLine(" HideSolutionNode = FALSE");
|
||||
content.AppendLine(" EndGlobalSection");
|
||||
content.AppendLine("EndGlobal");
|
||||
|
||||
// Write the solution file content to disk
|
||||
string solutionName = project.Name + SolutionExtensionName;
|
||||
solutionFilePath = Path.Combine(projectDirectory, solutionName);
|
||||
File.WriteAllText(solutionFilePath, content.ToString());
|
||||
}
|
||||
|
||||
private static bool GenerateCSProject(string assemblyDefinitionFilePath, string projectPath, out string csProjectFilePath)
|
||||
{
|
||||
if (!File.Exists(assemblyDefinitionFilePath))
|
||||
{
|
||||
csProjectFilePath = string.Empty;
|
||||
return false;
|
||||
}
|
||||
|
||||
string jsonString = File.ReadAllText(assemblyDefinitionFilePath);
|
||||
AssemblyDefinition assemblyDefinition = JsonSerializer.Deserialize(jsonString, AssemblyDefinitionContext.Default.AssemblyDefinition);
|
||||
|
||||
Assembly[] loadedAssemblies = AppDomain.CurrentDomain.GetAssemblies();
|
||||
Assembly runtimeAssembly = loadedAssemblies.FirstOrDefault(assembly => assembly.GetName().Name == "Nerfed.Runtime") ?? throw new Exception("Failed to find Runtime Assembly!");
|
||||
|
||||
// TODO: get all dependencies.
|
||||
// TODO: properly get assemblies.
|
||||
|
||||
StringBuilder content = new StringBuilder();
|
||||
|
||||
content.AppendLine("<Project Sdk=\"Microsoft.NET.Sdk\">");
|
||||
|
||||
content.AppendLine(" <PropertyGroup>");
|
||||
content.AppendLine(" <TargetFramework>net8.0</TargetFramework>");
|
||||
content.AppendLine(" <ImplicitUsings>enable</ImplicitUsings>");
|
||||
content.AppendLine(" <Nullable>disable</Nullable>");
|
||||
content.AppendLine(" <PublishAot>true</PublishAot>");
|
||||
content.AppendLine(" <InvariantGlobalization>true</InvariantGlobalization>");
|
||||
content.AppendLine(" <AllowUnsafeBlocks>true</AllowUnsafeBlocks>");
|
||||
content.AppendLine(" <AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>");
|
||||
content.AppendLine(" <IsPackable>false</IsPackable>");
|
||||
content.AppendLine(" <Configurations>Debug;Test;Release</Configurations>");
|
||||
content.AppendLine(" <Platforms>x64</Platforms>");
|
||||
content.AppendLine(" </PropertyGroup>");
|
||||
|
||||
content.AppendLine(" <PropertyGroup Condition=\" '$(Configuration)|$(Platform)' == 'Debug|x64' \">");
|
||||
content.AppendLine(" <DefineConstants>TRACE;LOG_INFO;PROFILING</DefineConstants>");
|
||||
content.AppendLine(" </PropertyGroup>");
|
||||
|
||||
content.AppendLine(" <PropertyGroup Condition=\" '$(Configuration)|$(Platform)' == 'Test|x64' \">");
|
||||
content.AppendLine(" <DefineConstants>TRACE;LOG_ERROR;PROFILING</DefineConstants>");
|
||||
content.AppendLine(" <Optimize>true</Optimize>");
|
||||
content.AppendLine(" </PropertyGroup>");
|
||||
|
||||
content.AppendLine(" <PropertyGroup Condition=\" '$(Configuration)|$(Platform)' == 'Release|x64' \">");
|
||||
content.AppendLine(" <DefineConstants>TRACE;LOG_ERROR</DefineConstants>");
|
||||
content.AppendLine(" <Optimize>true</Optimize>");
|
||||
content.AppendLine(" </PropertyGroup>");
|
||||
|
||||
content.AppendLine(" <ItemGroup>");
|
||||
content.AppendLine($" <Compile Include=\"{assemblyDefinitionFilePath}/**/*.cs\"/>");
|
||||
content.AppendLine(" </ItemGroup>");
|
||||
|
||||
content.AppendLine(" <ItemGroup>");
|
||||
content.AppendLine(" <Reference Include=\"Nerfed.Runtime\">");
|
||||
content.AppendLine($" <HintPath>{runtimeAssembly.Location}</HintPath>");
|
||||
content.AppendLine(" <Private>false</Private>");
|
||||
content.AppendLine(" </Reference>");
|
||||
content.AppendLine(" </ItemGroup>");
|
||||
|
||||
content.AppendLine("</Project>");
|
||||
|
||||
string csProjectName = assemblyDefinition.Name + CSProjectExtensionName;
|
||||
csProjectFilePath = Path.Combine(projectPath, csProjectName);
|
||||
File.WriteAllText(csProjectFilePath, content.ToString());
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private static void ClearCSProjectFiles(string projectPath)
|
||||
{
|
||||
string[] csProjectFiles = Directory.GetFiles(projectPath, $"*{CSProjectExtensionName}", SearchOption.TopDirectoryOnly);
|
||||
foreach (string csProjectFile in csProjectFiles)
|
||||
{
|
||||
File.Delete(csProjectFile);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,26 +0,0 @@
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<ImplicitUsings>enable</ImplicitUsings>
|
||||
<Nullable>disable</Nullable>
|
||||
<AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>
|
||||
<IsPackable>false</IsPackable>
|
||||
<Configurations>Debug;Test;Release</Configurations>
|
||||
<Platforms>x64</Platforms>
|
||||
</PropertyGroup>
|
||||
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x64' ">
|
||||
<Optimize>false</Optimize>
|
||||
</PropertyGroup>
|
||||
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Test|x64' ">
|
||||
<Optimize>true</Optimize>
|
||||
</PropertyGroup>
|
||||
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|x64' ">
|
||||
<Optimize>true</Optimize>
|
||||
</PropertyGroup>
|
||||
|
||||
</Project>
|
||||
@@ -1,15 +0,0 @@
|
||||
namespace Nerfed.Compiler;
|
||||
|
||||
public class Program
|
||||
{
|
||||
internal static void Main(string[] args)
|
||||
{
|
||||
if (args.Length != 2)
|
||||
{
|
||||
Console.WriteLine("projectFilePath, configuration (Debug, Test, Release)");
|
||||
return;
|
||||
}
|
||||
|
||||
Compiler.Compile(args[0], args[1]);
|
||||
}
|
||||
}
|
||||
@@ -1,50 +0,0 @@
|
||||
using System.Text.Json;
|
||||
using System.Text.Json.Serialization;
|
||||
|
||||
namespace Nerfed.Compiler;
|
||||
|
||||
public class Project
|
||||
{
|
||||
public string Name { get; set; }
|
||||
|
||||
public static bool Create(string path, string name, out Project project)
|
||||
{
|
||||
// Create project file.
|
||||
project = new Project
|
||||
{
|
||||
Name = name,
|
||||
};
|
||||
|
||||
Save(project, path);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public static bool Save(Project project, string projectFilePath)
|
||||
{
|
||||
string jsonString = JsonSerializer.Serialize(project, ProjectContext.Default.Project);
|
||||
|
||||
File.WriteAllText(projectFilePath, jsonString);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public static bool Open(string path, out Project project)
|
||||
{
|
||||
string jsonString = File.ReadAllText(path);
|
||||
project = JsonSerializer.Deserialize(jsonString, ProjectContext.Default.Project);
|
||||
|
||||
if (project == null)
|
||||
{
|
||||
Console.WriteLine($"ERROR: Could not open {typeof(Project)}.");
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
[JsonSerializable(typeof(Project))]
|
||||
public partial class ProjectContext : JsonSerializerContext
|
||||
{
|
||||
}
|
||||
@@ -0,0 +1,4 @@
|
||||
namespace Nerfed.Editor.Components;
|
||||
|
||||
public readonly record struct SelectedInHierachy;
|
||||
public readonly record struct ClickedInHierachy;
|
||||
@@ -1,5 +1,4 @@
|
||||
using ImGuiNET;
|
||||
using Nerfed.Editor.Project;
|
||||
using Nerfed.Runtime;
|
||||
using Nerfed.Runtime.Graphics;
|
||||
using Nerfed.Runtime.Gui;
|
||||
@@ -57,7 +56,6 @@ namespace Nerfed.Editor
|
||||
}
|
||||
ImGui.EndMenu();
|
||||
}
|
||||
|
||||
ImGui.EndMainMenuBar();
|
||||
}
|
||||
}
|
||||
@@ -69,7 +67,11 @@ namespace Nerfed.Editor
|
||||
|
||||
ImGui.ShowDemoWindow();
|
||||
|
||||
ProjectGui.OnGui();
|
||||
foreach (MoonTools.ECS.System system in Program.editorSystems)
|
||||
{
|
||||
using ProfilerScope scope = new(system.GetType().Name);
|
||||
system.Update(Engine.Timestep);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -9,6 +9,7 @@
|
||||
<IsPackable>false</IsPackable>
|
||||
<Configurations>Debug;Test;Release</Configurations>
|
||||
<Platforms>x64</Platforms>
|
||||
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
|
||||
</PropertyGroup>
|
||||
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x64' ">
|
||||
@@ -23,7 +24,6 @@
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\Nerfed.Compiler\Nerfed.Compiler.csproj" />
|
||||
<ProjectReference Include="..\Nerfed.Runtime\Nerfed.Runtime.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
|
||||
@@ -1,9 +1,19 @@
|
||||
using Nerfed.Runtime;
|
||||
using MoonTools.ECS;
|
||||
using Nerfed.Editor.Systems;
|
||||
using Nerfed.Runtime;
|
||||
using Nerfed.Runtime.Components;
|
||||
using Nerfed.Runtime.Systems;
|
||||
using Nerfed.Runtime.Util;
|
||||
using System.Numerics;
|
||||
|
||||
namespace Nerfed.Editor;
|
||||
|
||||
internal class Program
|
||||
{
|
||||
private static readonly World world = new World();
|
||||
private static List<MoonTools.ECS.System> systems = new List<MoonTools.ECS.System>();
|
||||
public static List<MoonTools.ECS.System> editorSystems = new List<MoonTools.ECS.System>();
|
||||
|
||||
private static void Main(string[] args)
|
||||
{
|
||||
Engine.OnInitialize += HandleOnInitialize;
|
||||
@@ -16,24 +26,79 @@ internal class Program
|
||||
|
||||
private static void HandleOnInitialize()
|
||||
{
|
||||
//systems.Add(new ParentSystem(world));
|
||||
systems.Add(new LocalToWorldSystem(world));
|
||||
editorSystems.Add(new EditorProfilerWindow(world));
|
||||
// editorSystems.Add(new EditorHierarchyWindow(world));
|
||||
#if DEBUG
|
||||
editorSystems.Add(new EditorInspectorWindow(world));
|
||||
#endif
|
||||
|
||||
// Entity ent1 = world.CreateEntity("parent");
|
||||
// world.Set(ent1, new Root());
|
||||
// world.Set(ent1, new LocalTransform(new Vector3(1, 0, 0), Quaternion.Identity, Vector3.One));
|
||||
//
|
||||
// Entity ent2 = world.CreateEntity("child");
|
||||
// world.Set(ent2, new LocalTransform(new Vector3(0, 1, 0), Quaternion.Identity, Vector3.One));
|
||||
// Transform.SetParent(world, ent2, ent1);
|
||||
//
|
||||
// Entity ent3 = world.CreateEntity("entity3");
|
||||
// world.Set(ent3, new Root());
|
||||
// Transform.SetParent(world, ent3, ent2);
|
||||
//
|
||||
// Entity ent4 = world.CreateEntity("entity4");
|
||||
// world.Set(ent4, new Root());
|
||||
//
|
||||
// Entity ent5 = world.CreateBaseEntity("entity5");
|
||||
|
||||
for (int i = 0; i < 1000000; i++)
|
||||
{
|
||||
Entity newEnt = world.CreateBaseEntity();
|
||||
world.Set(newEnt, new LocalTransform(new Vector3(i, i, i), Quaternion.Identity, Vector3.One));
|
||||
|
||||
// Entity parent = newEnt;
|
||||
// for (int j = 0; j < 2; j++) {
|
||||
// Entity newChildEnt = world.CreateEntity();
|
||||
// world.Set(newChildEnt, new LocalTransform(new Vector3(i + j * i, i - j * i, j - i * i), Quaternion.Identity, Vector3.One));
|
||||
// Transform.SetParent(world, newChildEnt, parent);
|
||||
// parent = newChildEnt;
|
||||
// }
|
||||
}
|
||||
|
||||
// Open project.
|
||||
// Setip EditorGui.
|
||||
EditorGui.Initialize();
|
||||
}
|
||||
|
||||
private static void HandleOnUpdate()
|
||||
{
|
||||
foreach (MoonTools.ECS.System system in systems)
|
||||
{
|
||||
using ProfilerScope scope = new(system.GetType().Name);
|
||||
system.Update(Engine.Timestep);
|
||||
}
|
||||
|
||||
using (new ProfilerScope("EditorGui.Update"))
|
||||
{
|
||||
// Editor Update.
|
||||
EditorGui.Update();
|
||||
|
||||
}
|
||||
|
||||
// Try Catch UserCode Update.
|
||||
|
||||
using (new ProfilerScope("world.FinishUpdate"))
|
||||
{
|
||||
world.FinishUpdate();
|
||||
}
|
||||
}
|
||||
|
||||
private static void HandleOnRender()
|
||||
{
|
||||
using (new ProfilerScope("EditorGui.Render"))
|
||||
{
|
||||
EditorGui.Render();
|
||||
}
|
||||
}
|
||||
|
||||
private static void HandleOnQuit()
|
||||
{
|
||||
|
||||
@@ -1,135 +0,0 @@
|
||||
using Nerfed.Runtime;
|
||||
|
||||
namespace Nerfed.Editor.Project;
|
||||
|
||||
internal static class EditorProject
|
||||
{
|
||||
internal static Compiler.Project Project { get; private set; } = null;
|
||||
internal static string ProjectFilePath { get; private set; } = string.Empty;
|
||||
internal static string ProjectSolutionFilePath { get; private set; } = string.Empty;
|
||||
internal static string ProjectDirectory { get; private set; } = string.Empty;
|
||||
internal static string ProjectContentDirectory { get; private set; } = string.Empty;
|
||||
internal static string ProjectTempDirectory { get; private set; } = string.Empty;
|
||||
|
||||
internal static bool Create(string projectFilePath, string projectName)
|
||||
{
|
||||
Close();
|
||||
|
||||
if (!Compiler.Project.Create(projectFilePath, projectName, out Compiler.Project project))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
Open(projectFilePath);
|
||||
|
||||
Log.Info($"Succesfully created project.");
|
||||
return true;
|
||||
}
|
||||
|
||||
internal static bool Open(string projectFilePath)
|
||||
{
|
||||
Close();
|
||||
|
||||
if(!Compiler.Project.Open(projectFilePath, out Compiler.Project project))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
Project = project;
|
||||
ProjectFilePath = projectFilePath;
|
||||
ProjectDirectory = Path.GetDirectoryName(projectFilePath);
|
||||
|
||||
string projectSolutionFilePath = Path.Combine(ProjectDirectory, Project.Name + Compiler.Generator.SolutionExtensionName);
|
||||
if (File.Exists(projectSolutionFilePath))
|
||||
{
|
||||
ProjectSolutionFilePath = projectSolutionFilePath;
|
||||
}
|
||||
|
||||
SetupDefaultFolders();
|
||||
Compile();
|
||||
|
||||
Log.Info($"Opened project: {project.Name}");
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
internal static void Close()
|
||||
{
|
||||
Project = null;
|
||||
ProjectFilePath = string.Empty;
|
||||
ProjectSolutionFilePath = string.Empty;
|
||||
ProjectDirectory = string.Empty;
|
||||
ProjectContentDirectory = string.Empty;
|
||||
ProjectTempDirectory = string.Empty;
|
||||
}
|
||||
|
||||
internal static bool Save()
|
||||
{
|
||||
if(Project == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return Compiler.Project.Save(Project, ProjectFilePath);
|
||||
}
|
||||
|
||||
internal static void Compile()
|
||||
{
|
||||
if(Project == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Compiler.Compiler.Compile(ProjectFilePath, "Debug");
|
||||
}
|
||||
|
||||
internal static void GenerateSolution()
|
||||
{
|
||||
if(Project == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Compiler.Generator.GenerateSolution(ProjectDirectory, Project, out string solutionFilePath);
|
||||
ProjectSolutionFilePath = solutionFilePath;
|
||||
}
|
||||
|
||||
private static void SetupDefaultFolders()
|
||||
{
|
||||
if (Project == null || ProjectDirectory == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
string contentDirectory = Path.Combine(ProjectDirectory, "Content");
|
||||
if (!Directory.Exists(contentDirectory))
|
||||
{
|
||||
Directory.CreateDirectory(contentDirectory);
|
||||
}
|
||||
ProjectContentDirectory = contentDirectory;
|
||||
string scriptsDirectory = Path.Combine(ProjectContentDirectory, "Scripts");
|
||||
if (!Directory.Exists(scriptsDirectory))
|
||||
{
|
||||
Directory.CreateDirectory(scriptsDirectory);
|
||||
}
|
||||
string scriptsRuntimePath = Path.Combine(scriptsDirectory, "Runtime");
|
||||
if (!Directory.Exists(scriptsRuntimePath))
|
||||
{
|
||||
Directory.CreateDirectory(scriptsRuntimePath);
|
||||
}
|
||||
|
||||
// Test create csproject.
|
||||
string gameplayRuntimeFilePath = Path.Combine(scriptsRuntimePath, Compiler.Generator.AssemblyDefinitionExtensionName);
|
||||
if (!File.Exists(gameplayRuntimeFilePath))
|
||||
{
|
||||
Compiler.AssemblyDefinition.Create(gameplayRuntimeFilePath, "Gameplay", out Compiler.AssemblyDefinition project);
|
||||
}
|
||||
|
||||
string tempDirectory = Path.Combine(ProjectDirectory, "Temp");
|
||||
if (!Directory.Exists(tempDirectory))
|
||||
{
|
||||
Directory.CreateDirectory(tempDirectory);
|
||||
}
|
||||
ProjectTempDirectory = tempDirectory;
|
||||
}
|
||||
}
|
||||
@@ -1,67 +0,0 @@
|
||||
using ImGuiNET;
|
||||
|
||||
namespace Nerfed.Editor.Project;
|
||||
|
||||
internal static class ProjectGui
|
||||
{
|
||||
private static string projectDirectory = string.Empty;
|
||||
private static string projectName = string.Empty;
|
||||
private static string projectFilePath = string.Empty;
|
||||
|
||||
internal static void OnGui()
|
||||
{
|
||||
ImGui.Begin("Project");
|
||||
ImGui.BeginGroup();
|
||||
|
||||
ImGui.InputText("Project Directory", ref projectDirectory, 512);
|
||||
ImGui.InputText("Project Name", ref projectName, 512);
|
||||
|
||||
string newProjectFilePath = Path.Combine(projectDirectory, ".project");
|
||||
ImGui.Text(newProjectFilePath);
|
||||
|
||||
if (ImGui.Button("Create Project"))
|
||||
{
|
||||
EditorProject.Create(newProjectFilePath, projectName);
|
||||
}
|
||||
|
||||
ImGui.EndGroup();
|
||||
ImGui.BeginGroup();
|
||||
|
||||
ImGui.InputText("Project File Path", ref projectFilePath, 512);
|
||||
if (ImGui.Button("Open Project"))
|
||||
{
|
||||
EditorProject.Open(projectFilePath);
|
||||
}
|
||||
|
||||
ImGui.Text("Loaded project: ");
|
||||
if(EditorProject.Project != null)
|
||||
{
|
||||
ImGui.Text(EditorProject.Project.Name);
|
||||
ImGui.Text(EditorProject.ProjectFilePath);
|
||||
ImGui.Text(EditorProject.ProjectSolutionFilePath);
|
||||
ImGui.Text(EditorProject.ProjectDirectory);
|
||||
ImGui.Text(EditorProject.ProjectContentDirectory);
|
||||
ImGui.Text(EditorProject.ProjectTempDirectory);
|
||||
}
|
||||
else
|
||||
{
|
||||
ImGui.Text("None");
|
||||
}
|
||||
|
||||
ImGui.EndGroup();
|
||||
ImGui.BeginGroup();
|
||||
|
||||
if (ImGui.Button("Generate Solution"))
|
||||
{
|
||||
EditorProject.GenerateSolution();
|
||||
}
|
||||
|
||||
if (ImGui.Button("Compile"))
|
||||
{
|
||||
EditorProject.Compile();
|
||||
}
|
||||
|
||||
ImGui.EndGroup();
|
||||
ImGui.End();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,190 @@
|
||||
using ImGuiNET;
|
||||
using MoonTools.ECS;
|
||||
using Nerfed.Editor.Components;
|
||||
using Nerfed.Runtime;
|
||||
using Nerfed.Runtime.Components;
|
||||
using Nerfed.Runtime.Util;
|
||||
|
||||
namespace Nerfed.Editor.Systems
|
||||
{
|
||||
// Window that draws entities.
|
||||
internal class EditorHierarchyWindow : MoonTools.ECS.System
|
||||
{
|
||||
private const ImGuiTreeNodeFlags baseFlags = ImGuiTreeNodeFlags.OpenOnArrow | ImGuiTreeNodeFlags.OpenOnDoubleClick | ImGuiTreeNodeFlags.SpanAvailWidth;
|
||||
|
||||
//private readonly Filter rootEntitiesWithTransformFilter;
|
||||
//private readonly Filter rootEntitiesFilterBroken;
|
||||
private readonly Filter rootEntitiesFilter;
|
||||
|
||||
private readonly EditorHierachySelectionSystem hierachySelectionSystem;
|
||||
|
||||
public EditorHierarchyWindow(World world) : base(world)
|
||||
{
|
||||
//rootEntitiesWithTransformFilter = FilterBuilder.Include<LocalTransform>().Exclude<Child>().Build();
|
||||
|
||||
// TODO: this doesn't work.
|
||||
//rootEntitiesFilterBroken = FilterBuilder.Exclude<Child>().Build();
|
||||
|
||||
// Maybe the parent/child functions should add a root component when not being a child.
|
||||
rootEntitiesFilter = FilterBuilder.Include<Root>().Build();
|
||||
|
||||
// Maybe instead of a root, if we need a component that is always on an entity and has some use we could create something like a VersionComponent which only hold an int.
|
||||
// The version would update each time something changes on the entity.
|
||||
// Or a EditorComponent, just a component that always gets added when in editor mode.
|
||||
|
||||
hierachySelectionSystem = new EditorHierachySelectionSystem(world);
|
||||
}
|
||||
|
||||
public override void Update(TimeSpan delta)
|
||||
{
|
||||
ImGui.Begin("Hierarchy");
|
||||
|
||||
ImGuiTreeNodeFlags flags = baseFlags;
|
||||
flags |= ImGuiTreeNodeFlags.DefaultOpen;
|
||||
|
||||
if (ImGui.TreeNodeEx("World", flags))
|
||||
{
|
||||
if (ImGui.BeginDragDropTarget())
|
||||
{
|
||||
unsafe
|
||||
{
|
||||
ImGuiPayloadPtr payload = ImGui.AcceptDragDropPayload($"{nameof(EditorHierarchyWindow)}");
|
||||
if (payload.NativePtr != null)
|
||||
{
|
||||
Entity* data = (Entity*)payload.Data;
|
||||
Entity child = data[0];
|
||||
|
||||
Log.Info($"Dropped {child.ID}");
|
||||
|
||||
Transform.RemoveParent(World, child);
|
||||
}
|
||||
}
|
||||
ImGui.EndDragDropTarget();
|
||||
}
|
||||
|
||||
//foreach (Entity entity in rootEntitiesWithTransformFilter.Entities)
|
||||
//{
|
||||
// DrawEntityAndChildren(entity);
|
||||
//}
|
||||
|
||||
foreach (Entity entity in rootEntitiesFilter.Entities)
|
||||
{
|
||||
DrawEntityAndChildren(entity);
|
||||
}
|
||||
|
||||
ImGui.TreePop();
|
||||
}
|
||||
|
||||
ImGui.End();
|
||||
|
||||
hierachySelectionSystem.Update(delta);
|
||||
}
|
||||
|
||||
private void DrawEntityAndChildren(in Entity entity)
|
||||
{
|
||||
ImGuiTreeNodeFlags flags = baseFlags;
|
||||
|
||||
if (!World.HasInRelation<ChildParentRelation>(entity))
|
||||
{
|
||||
flags |= ImGuiTreeNodeFlags.Leaf;
|
||||
}
|
||||
|
||||
if (World.Has<SelectedInHierachy>(entity))
|
||||
{
|
||||
flags |= ImGuiTreeNodeFlags.Selected;
|
||||
}
|
||||
|
||||
if (ImGui.TreeNodeEx($"{entity.ID} | {GetTag(entity)}", flags))
|
||||
{
|
||||
// TODO: fix selection, look at ImGui 1.91, https://github.com/ocornut/imgui/wiki/Multi-Select
|
||||
// Selection.
|
||||
if (ImGui.IsItemClicked() && !ImGui.IsItemToggledOpen())
|
||||
{
|
||||
World.Set(entity, new ClickedInHierachy());
|
||||
}
|
||||
|
||||
// Drag and drop.
|
||||
if (ImGui.BeginDragDropSource())
|
||||
{
|
||||
unsafe
|
||||
{
|
||||
fixed (Entity* payload = &entity)
|
||||
{
|
||||
ImGui.SetDragDropPayload($"{nameof(EditorHierarchyWindow)}", (IntPtr)payload, (uint)sizeof(Entity));
|
||||
}
|
||||
}
|
||||
|
||||
ImGui.EndDragDropSource();
|
||||
}
|
||||
|
||||
if (ImGui.BeginDragDropTarget())
|
||||
{
|
||||
unsafe
|
||||
{
|
||||
ImGuiPayloadPtr payload = ImGui.AcceptDragDropPayload($"{nameof(EditorHierarchyWindow)}");
|
||||
if (payload.NativePtr != null)
|
||||
{
|
||||
Entity ent = *(Entity*)payload.Data;
|
||||
|
||||
Log.Info($"Dropped {ent.ID}");
|
||||
|
||||
Transform.SetParent(World, ent, entity);
|
||||
}
|
||||
}
|
||||
ImGui.EndDragDropTarget();
|
||||
}
|
||||
|
||||
// Draw children.
|
||||
ReverseSpanEnumerator<Entity> childEntities = World.InRelations<ChildParentRelation>(entity);
|
||||
foreach (Entity childEntity in childEntities)
|
||||
{
|
||||
DrawEntityAndChildren(childEntity);
|
||||
}
|
||||
|
||||
ImGui.TreePop();
|
||||
}
|
||||
}
|
||||
|
||||
// System for handling the selected entities in the hierachy.
|
||||
private class EditorHierachySelectionSystem : MoonTools.ECS.System
|
||||
{
|
||||
private readonly Filter selectedEntities;
|
||||
private readonly Filter clickedEntities;
|
||||
|
||||
public EditorHierachySelectionSystem(World world) : base(world)
|
||||
{
|
||||
selectedEntities = FilterBuilder.Include<SelectedInHierachy>().Build();
|
||||
clickedEntities = FilterBuilder.Include<ClickedInHierachy>().Build();
|
||||
}
|
||||
|
||||
public override void Update(TimeSpan delta)
|
||||
{
|
||||
ImGuiIOPtr io = ImGui.GetIO();
|
||||
|
||||
if (!clickedEntities.Empty && !io.KeyCtrl)
|
||||
{
|
||||
foreach (Entity entity in selectedEntities.Entities)
|
||||
{
|
||||
Remove<SelectedInHierachy>(entity);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (Entity entity in clickedEntities.Entities)
|
||||
{
|
||||
// Unselect.
|
||||
if (Has<SelectedInHierachy>(entity))
|
||||
{
|
||||
Remove<SelectedInHierachy>(entity);
|
||||
}
|
||||
// Select.
|
||||
else
|
||||
{
|
||||
Set(entity, new SelectedInHierachy());
|
||||
}
|
||||
|
||||
Remove<ClickedInHierachy>(entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,100 @@
|
||||
using System.Numerics;
|
||||
using ImGuiNET;
|
||||
using MoonTools.ECS;
|
||||
using Nerfed.Editor.Components;
|
||||
using Nerfed.Runtime.Serialization;
|
||||
|
||||
#if DEBUG
|
||||
namespace Nerfed.Editor.Systems
|
||||
{
|
||||
// Window that draws entities.
|
||||
internal class EditorInspectorWindow : MoonTools.ECS.DebugSystem
|
||||
{
|
||||
private readonly Filter selectedEntityFilter;
|
||||
|
||||
public EditorInspectorWindow(World world) : base(world)
|
||||
{
|
||||
selectedEntityFilter = FilterBuilder.Include<SelectedInHierachy>().Build();
|
||||
}
|
||||
|
||||
public override void Update(TimeSpan delta)
|
||||
{
|
||||
ImGui.Begin("Inspector");
|
||||
|
||||
foreach (Entity entity in selectedEntityFilter.Entities)
|
||||
{
|
||||
DrawEntityComponents(entity);
|
||||
}
|
||||
|
||||
ImGui.End();
|
||||
}
|
||||
|
||||
private void DrawEntityComponents(Entity entity)
|
||||
{
|
||||
World.ComponentTypeEnumerator componentTypes = World.Debug_GetAllComponentTypes(entity);
|
||||
|
||||
// Add button of all types that we can add. Also filter out types we already have.
|
||||
List<Type> componentTypesToAdd = ComponentHelper.AddComponentByType.Keys.ToList();
|
||||
foreach (Type componentType in componentTypes)
|
||||
{
|
||||
componentTypesToAdd.Remove(componentType);
|
||||
}
|
||||
|
||||
const string popupId = "AddComponentPopup";
|
||||
if (ImGui.Button("Add Component"))
|
||||
{
|
||||
ImGui.OpenPopup(popupId);
|
||||
}
|
||||
|
||||
if (ImGui.BeginPopup(popupId))
|
||||
{
|
||||
foreach (Type componentType in componentTypesToAdd)
|
||||
{
|
||||
if (ImGui.Selectable(componentType.Name))
|
||||
{
|
||||
if (ComponentHelper.AddComponentByType.TryGetValue(componentType, out Action<World, Entity> componentSetter))
|
||||
{
|
||||
componentSetter.Invoke(World, entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
ImGui.EndPopup();
|
||||
}
|
||||
|
||||
ImGui.Dummy(new Vector2(16, 16));
|
||||
|
||||
ImGui.Text("ComponentInspectorByType");
|
||||
foreach (Type componentType in componentTypes)
|
||||
{
|
||||
if (ComponentHelper.ComponentInspectorByType.TryGetValue(componentType, out Action<World, Entity> componentInspector))
|
||||
{
|
||||
componentInspector(World, entity);
|
||||
}
|
||||
else if (ComponentHelper.GetComponentByType.TryGetValue(componentType, out Func<World, Entity, ValueType> componentGetter))
|
||||
{
|
||||
ValueType component = componentGetter.Invoke(World, entity);
|
||||
ImGui.Text(component.ToString());
|
||||
}
|
||||
else
|
||||
{
|
||||
ImGui.Text(componentType.Name);
|
||||
}
|
||||
ImGui.Separator();
|
||||
}
|
||||
|
||||
ImGui.Dummy(new Vector2(16, 16));
|
||||
|
||||
// ImGui.Text("Reflection");
|
||||
// foreach (Type component in componentTypes)
|
||||
// {
|
||||
// System.Reflection.MethodInfo getMethodInfo = typeof(World).GetMethod("Get");
|
||||
// System.Reflection.MethodInfo getComponentMethod = getMethodInfo.MakeGenericMethod(component);
|
||||
// object result = getComponentMethod.Invoke(World, [entity]);
|
||||
//
|
||||
// // process here
|
||||
// ImGui.Text(result.ToString());
|
||||
// }
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -0,0 +1,204 @@
|
||||
using ImGuiNET;
|
||||
using MoonTools.ECS;
|
||||
using Nerfed.Runtime;
|
||||
|
||||
namespace Nerfed.Editor.Systems
|
||||
{
|
||||
internal class EditorProfilerWindow : MoonTools.ECS.System
|
||||
{
|
||||
const ImGuiTableFlags tableFlags = ImGuiTableFlags.Resizable | ImGuiTableFlags.BordersOuter | ImGuiTableFlags.NoBordersInBody | ImGuiTableFlags.ScrollY | ImGuiTableFlags.ScrollX;
|
||||
const ImGuiTreeNodeFlags treeNodeFlags = ImGuiTreeNodeFlags.SpanAllColumns;
|
||||
const ImGuiTreeNodeFlags treeNodeLeafFlags = ImGuiTreeNodeFlags.SpanAllColumns | ImGuiTreeNodeFlags.Leaf | ImGuiTreeNodeFlags.NoTreePushOnOpen;
|
||||
|
||||
private int selectedFrame = 0;
|
||||
private int previousSelectedFrame = -1;
|
||||
private IOrderedEnumerable<KeyValuePair<string, (double ms, uint calls)>> orderedCombinedData = null;
|
||||
|
||||
public EditorProfilerWindow(World world) : base(world)
|
||||
{
|
||||
}
|
||||
|
||||
public override void Update(TimeSpan delta)
|
||||
{
|
||||
if (Profiler.Frames.Count <= 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
ImGui.Begin("Profiler");
|
||||
|
||||
ImGui.BeginChild("Toolbar", new System.Numerics.Vector2(0, 0), ImGuiChildFlags.AutoResizeY);
|
||||
if (ImGui.RadioButton("Recording", Profiler.IsRecording))
|
||||
{
|
||||
Profiler.SetActive(!Profiler.IsRecording);
|
||||
}
|
||||
|
||||
ImGui.SameLine();
|
||||
|
||||
if (Profiler.IsRecording)
|
||||
{
|
||||
// Select last frame when recording to see latest frame data.
|
||||
selectedFrame = Profiler.Frames.Count - 1;
|
||||
}
|
||||
if (ImGui.SliderInt(string.Empty, ref selectedFrame, 0, Profiler.Frames.Count - 1))
|
||||
{
|
||||
// Stop recording when browsing frames.
|
||||
Profiler.SetActive(false);
|
||||
}
|
||||
|
||||
Profiler.Frame frame = Profiler.Frames.ElementAt(selectedFrame);
|
||||
double ms = frame.ElapsedMilliseconds();
|
||||
double s = 1000;
|
||||
ImGui.Text($"Frame: {frame.FrameCount} ({ms:0.000} ms | {(s / ms):0} fps)");
|
||||
ImGui.EndChild();
|
||||
|
||||
if (!Profiler.IsRecording) {
|
||||
if (previousSelectedFrame != selectedFrame)
|
||||
{
|
||||
previousSelectedFrame = selectedFrame;
|
||||
orderedCombinedData = CalculateCombinedData(frame);
|
||||
}
|
||||
|
||||
DrawFlameGraph(frame);
|
||||
|
||||
DrawHierachy(frame);
|
||||
|
||||
ImGui.SameLine();
|
||||
|
||||
DrawCombined(orderedCombinedData);
|
||||
}
|
||||
|
||||
ImGui.End();
|
||||
}
|
||||
|
||||
private static void DrawHierachy(Profiler.Frame frame)
|
||||
{
|
||||
if(frame == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
ImGui.BeginChild("Hierachy", new System.Numerics.Vector2(150, 0), ImGuiChildFlags.ResizeX);
|
||||
|
||||
if (ImGui.BeginTable("ProfilerData", 3, tableFlags, new System.Numerics.Vector2(0, 0)))
|
||||
{
|
||||
ImGui.TableSetupColumn("name", ImGuiTableColumnFlags.WidthStretch, 0.8f, 0);
|
||||
ImGui.TableSetupColumn("thread", ImGuiTableColumnFlags.WidthStretch, 0.2f, 1);
|
||||
ImGui.TableSetupColumn("ms", ImGuiTableColumnFlags.WidthStretch, 0.2f, 1);
|
||||
ImGui.TableSetupScrollFreeze(0, 1); // Make row always visible
|
||||
ImGui.TableHeadersRow();
|
||||
|
||||
foreach (Profiler.ScopeNode node in frame.RootNodes)
|
||||
{
|
||||
DrawHierachyNode(node);
|
||||
}
|
||||
|
||||
ImGui.EndTable();
|
||||
}
|
||||
|
||||
ImGui.EndChild();
|
||||
}
|
||||
|
||||
private static void DrawHierachyNode(Profiler.ScopeNode node)
|
||||
{
|
||||
ImGui.TableNextRow();
|
||||
ImGui.TableNextColumn();
|
||||
|
||||
bool isOpen = false;
|
||||
bool isLeaf = node.Children.Count == 0;
|
||||
|
||||
if (isLeaf) {
|
||||
ImGui.TreeNodeEx(node.Label, treeNodeLeafFlags);
|
||||
}
|
||||
else
|
||||
{
|
||||
isOpen = ImGui.TreeNodeEx(node.Label, treeNodeFlags);
|
||||
}
|
||||
|
||||
ImGui.TableNextColumn();
|
||||
ImGui.Text($"{node.ManagedThreadId}");
|
||||
ImGui.TableNextColumn();
|
||||
ImGui.Text($"{node.ElapsedMilliseconds():0.000}");
|
||||
|
||||
if (isOpen)
|
||||
{
|
||||
for (int i = 0; i < node.Children.Count; i++)
|
||||
{
|
||||
DrawHierachyNode(node.Children[i]);
|
||||
}
|
||||
ImGui.TreePop();
|
||||
}
|
||||
}
|
||||
|
||||
private static void DrawCombined(in IOrderedEnumerable<KeyValuePair<string, (double ms, uint calls)>> orderedCombinedData)
|
||||
{
|
||||
if(orderedCombinedData == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
ImGui.BeginChild("Combined", new System.Numerics.Vector2(0, 0));
|
||||
|
||||
if (ImGui.BeginTable("ProfilerCombinedData", 3, tableFlags, new System.Numerics.Vector2(0, 0)))
|
||||
{
|
||||
ImGui.TableSetupColumn("name", ImGuiTableColumnFlags.WidthStretch, 0.6f, 0);
|
||||
ImGui.TableSetupColumn("ms", ImGuiTableColumnFlags.WidthStretch, 0.2f, 1);
|
||||
ImGui.TableSetupColumn("calls", ImGuiTableColumnFlags.WidthStretch, 0.2f, 2);
|
||||
ImGui.TableSetupScrollFreeze(0, 1); // Make row always visible
|
||||
ImGui.TableHeadersRow();
|
||||
|
||||
foreach (KeyValuePair<string, (double ms, uint calls)> combinedData in orderedCombinedData)
|
||||
{
|
||||
ImGui.TableNextRow();
|
||||
ImGui.TableNextColumn();
|
||||
ImGui.Text($"{combinedData.Key}");
|
||||
ImGui.TableNextColumn();
|
||||
ImGui.Text($"{combinedData.Value.ms:0.000}");
|
||||
ImGui.TableNextColumn();
|
||||
ImGui.Text($"{combinedData.Value.calls}");
|
||||
}
|
||||
|
||||
ImGui.EndTable();
|
||||
}
|
||||
|
||||
ImGui.EndChild();
|
||||
}
|
||||
|
||||
private static IOrderedEnumerable<KeyValuePair<string, (double ms, uint calls)>> CalculateCombinedData(Profiler.Frame frame)
|
||||
{
|
||||
Dictionary<string, (double ms, uint calls)> combinedRecordData = new Dictionary<string, (double ms, uint calls)>(128);
|
||||
foreach (Profiler.ScopeNode node in frame.RootNodes)
|
||||
{
|
||||
CalculateCombinedData(node, in combinedRecordData);
|
||||
}
|
||||
return combinedRecordData.OrderByDescending(x => x.Value.ms);
|
||||
}
|
||||
|
||||
private static void CalculateCombinedData(Profiler.ScopeNode node, in Dictionary<string, (double ms, uint calls)> combinedRecordData)
|
||||
{
|
||||
if (combinedRecordData.TryGetValue(node.Label, out (double ms, uint calls) combined))
|
||||
{
|
||||
combinedRecordData[node.Label] = (combined.ms + node.ElapsedMilliseconds(), combined.calls + 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
combinedRecordData.Add(node.Label, (node.ElapsedMilliseconds(), 1));
|
||||
}
|
||||
|
||||
for (int i = 0; i < node.Children.Count; i++)
|
||||
{
|
||||
CalculateCombinedData(node.Children[i], combinedRecordData);
|
||||
}
|
||||
}
|
||||
|
||||
private static void DrawFlameGraph(Profiler.Frame frame)
|
||||
{
|
||||
if (frame == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
ProfilerVisualizer.RenderFlameGraph(frame);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,6 @@
|
||||
using System.Numerics;
|
||||
|
||||
namespace Nerfed.Runtime.Components
|
||||
{
|
||||
public readonly record struct LocalToWorld(Matrix4x4 localToWorldMatrix);
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
using System.Numerics;
|
||||
using Nerfed.Runtime.Scene;
|
||||
|
||||
namespace Nerfed.Runtime.Components
|
||||
{
|
||||
[SceneComponent]
|
||||
public readonly record struct LocalTransform(Vector3 position, Quaternion rotation, Vector3 scale)
|
||||
{
|
||||
public static readonly LocalTransform Identity = new(Vector3.Zero, Quaternion.Identity, Vector3.One);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
using MoonTools.ECS;
|
||||
|
||||
namespace Nerfed.Runtime.Components
|
||||
{
|
||||
public readonly record struct Root;
|
||||
//public readonly record struct Parent;
|
||||
//public readonly record struct PreviousParent;
|
||||
public readonly record struct Child;
|
||||
// Describes a relation from the child to the parent.
|
||||
public readonly record struct ChildParentRelation;
|
||||
}
|
||||
@@ -0,0 +1,7 @@
|
||||
using Nerfed.Runtime.Scene;
|
||||
|
||||
namespace Nerfed.Runtime.Components
|
||||
{
|
||||
[SceneComponent]
|
||||
public readonly record struct Test();
|
||||
}
|
||||
+44
-58
@@ -16,7 +16,7 @@ public static class Engine
|
||||
public static bool VSync { get; set; }
|
||||
|
||||
public static GraphicsDevice GraphicsDevice { get; private set; }
|
||||
public static AudioDevice AudioDevice { get; private set; }
|
||||
//public static AudioDevice AudioDevice { get; private set; }
|
||||
public static Window MainWindow { get; private set; }
|
||||
public static TimeSpan Timestep { get; private set; }
|
||||
|
||||
@@ -44,19 +44,16 @@ public static class Engine
|
||||
private const string WindowTitle = "Nerfed";
|
||||
//..
|
||||
|
||||
public static void Run(string[] args)
|
||||
{
|
||||
public static void Run(string[] args) {
|
||||
Timestep = TimeSpan.FromTicks(TimeSpan.TicksPerSecond / TargetTimestep);
|
||||
gameTimer = Stopwatch.StartNew();
|
||||
SetFrameLimiter(new FrameLimiterSettings(FrameLimiterMode.Capped, MaxFps));
|
||||
|
||||
for (int i = 0; i < previousSleepTimes.Length; i += 1)
|
||||
{
|
||||
for(int i = 0; i < previousSleepTimes.Length; i += 1) {
|
||||
previousSleepTimes[i] = TimeSpan.FromMilliseconds(1);
|
||||
}
|
||||
|
||||
if (SDL.SDL_Init(SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_TIMER | SDL.SDL_INIT_GAMECONTROLLER) < 0)
|
||||
{
|
||||
if(SDL.SDL_Init(SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_TIMER | SDL.SDL_INIT_GAMECONTROLLER) < 0) {
|
||||
throw new Exception("Failed to init SDL");
|
||||
}
|
||||
|
||||
@@ -64,17 +61,15 @@ public static class Engine
|
||||
GraphicsDevice.LoadDefaultPipelines();
|
||||
|
||||
MainWindow = new Window(GraphicsDevice, new WindowCreateInfo(WindowTitle, WindowWidth, WindowHeight, ScreenMode.Windowed));
|
||||
if (!GraphicsDevice.ClaimWindow(MainWindow, SwapchainComposition.SDR, VSync ? PresentMode.VSync : PresentMode.Mailbox))
|
||||
{
|
||||
if(!GraphicsDevice.ClaimWindow(MainWindow, SwapchainComposition.SDR, VSync ? PresentMode.VSync : PresentMode.Mailbox)) {
|
||||
throw new Exception("Failed to claim window");
|
||||
}
|
||||
|
||||
AudioDevice = new AudioDevice();
|
||||
//AudioDevice = new AudioDevice();
|
||||
|
||||
OnInitialize?.Invoke();
|
||||
|
||||
while (!quit)
|
||||
{
|
||||
while(!quit) {
|
||||
Tick();
|
||||
}
|
||||
|
||||
@@ -83,45 +78,41 @@ public static class Engine
|
||||
GraphicsDevice.UnclaimWindow(MainWindow);
|
||||
MainWindow.Dispose();
|
||||
GraphicsDevice.Dispose();
|
||||
AudioDevice.Dispose();
|
||||
//AudioDevice.Dispose();
|
||||
SDL.SDL_Quit();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates the frame limiter settings.
|
||||
/// </summary>
|
||||
public static void SetFrameLimiter(FrameLimiterSettings settings)
|
||||
{
|
||||
public static void SetFrameLimiter(FrameLimiterSettings settings) {
|
||||
framerateCapped = settings.Mode == FrameLimiterMode.Capped;
|
||||
|
||||
if (framerateCapped)
|
||||
{
|
||||
if(framerateCapped) {
|
||||
framerateCapTimeSpan = TimeSpan.FromTicks(TimeSpan.TicksPerSecond / settings.Cap);
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
framerateCapTimeSpan = TimeSpan.Zero;
|
||||
}
|
||||
}
|
||||
|
||||
public static void Quit()
|
||||
{
|
||||
public static void Quit() {
|
||||
quit = true;
|
||||
}
|
||||
|
||||
private static void Tick()
|
||||
{
|
||||
private static void Tick() {
|
||||
Profiler.BeginFrame();
|
||||
|
||||
AdvanceElapsedTime();
|
||||
|
||||
if (framerateCapped)
|
||||
{
|
||||
if(framerateCapped) {
|
||||
Profiler.BeginSample("framerateCapped");
|
||||
|
||||
/* We want to wait until the framerate cap,
|
||||
* but we don't want to oversleep. Requesting repeated 1ms sleeps and
|
||||
* seeing how long we actually slept for lets us estimate the worst case
|
||||
* sleep precision so we don't oversleep the next frame.
|
||||
*/
|
||||
while (accumulatedDrawTime + worstCaseSleepPrecision < framerateCapTimeSpan)
|
||||
{
|
||||
while(accumulatedDrawTime + worstCaseSleepPrecision < framerateCapTimeSpan) {
|
||||
Thread.Sleep(1);
|
||||
TimeSpan timeAdvancedSinceSleeping = AdvanceElapsedTime();
|
||||
UpdateEstimatedSleepPrecision(timeAdvancedSinceSleeping);
|
||||
@@ -132,23 +123,22 @@ public static class Engine
|
||||
* SpinWait(1) works by pausing the thread for very short intervals, so it is
|
||||
* an efficient and time-accurate way to wait out the rest of the time.
|
||||
*/
|
||||
while (accumulatedDrawTime < framerateCapTimeSpan)
|
||||
{
|
||||
while(accumulatedDrawTime < framerateCapTimeSpan) {
|
||||
Thread.SpinWait(1);
|
||||
AdvanceElapsedTime();
|
||||
}
|
||||
|
||||
Profiler.EndSample();
|
||||
}
|
||||
|
||||
// Do not let any step take longer than our maximum.
|
||||
if (accumulatedUpdateTime > MaxDeltaTime)
|
||||
{
|
||||
if(accumulatedUpdateTime > MaxDeltaTime) {
|
||||
accumulatedUpdateTime = MaxDeltaTime;
|
||||
}
|
||||
|
||||
if (!quit)
|
||||
{
|
||||
while (accumulatedUpdateTime >= Timestep)
|
||||
{
|
||||
if(!quit) {
|
||||
while(accumulatedUpdateTime >= Timestep) {
|
||||
Profiler.BeginSample("Update");
|
||||
Keyboard.Update();
|
||||
Mouse.Update();
|
||||
GamePad.Update();
|
||||
@@ -156,23 +146,29 @@ public static class Engine
|
||||
ProcessSDLEvents();
|
||||
|
||||
// Tick game here...
|
||||
Profiler.BeginSample("OnUpdate");
|
||||
OnUpdate?.Invoke();
|
||||
Profiler.EndSample();
|
||||
|
||||
AudioDevice.WakeThread();
|
||||
//AudioDevice.WakeThread();
|
||||
accumulatedUpdateTime -= Timestep;
|
||||
Profiler.EndSample();
|
||||
}
|
||||
|
||||
double alpha = accumulatedUpdateTime / Timestep;
|
||||
|
||||
// Render here..
|
||||
Profiler.BeginSample("OnRender");
|
||||
OnRender?.Invoke();
|
||||
Profiler.EndSample();
|
||||
|
||||
accumulatedDrawTime -= framerateCapTimeSpan;
|
||||
}
|
||||
|
||||
Profiler.EndFrame();
|
||||
}
|
||||
|
||||
private static TimeSpan AdvanceElapsedTime()
|
||||
{
|
||||
private static TimeSpan AdvanceElapsedTime() {
|
||||
long currentTicks = gameTimer.Elapsed.Ticks;
|
||||
TimeSpan timeAdvanced = TimeSpan.FromTicks(currentTicks - previousTicks);
|
||||
accumulatedUpdateTime += timeAdvanced;
|
||||
@@ -181,12 +177,9 @@ public static class Engine
|
||||
return timeAdvanced;
|
||||
}
|
||||
|
||||
private static void ProcessSDLEvents()
|
||||
{
|
||||
while (SDL.SDL_PollEvent(out SDL.SDL_Event ev) == 1)
|
||||
{
|
||||
switch (ev.type)
|
||||
{
|
||||
private static void ProcessSDLEvents() {
|
||||
while(SDL.SDL_PollEvent(out SDL.SDL_Event ev) == 1) {
|
||||
switch(ev.type) {
|
||||
case SDL.SDL_EventType.SDL_QUIT:
|
||||
Quit();
|
||||
break;
|
||||
@@ -222,16 +215,14 @@ public static class Engine
|
||||
/* To calculate the sleep precision of the OS, we take the worst case
|
||||
* time spent sleeping over the results of previous requests to sleep 1ms.
|
||||
*/
|
||||
private static void UpdateEstimatedSleepPrecision(TimeSpan timeSpentSleeping)
|
||||
{
|
||||
private static void UpdateEstimatedSleepPrecision(TimeSpan timeSpentSleeping) {
|
||||
/* It is unlikely that the scheduler will actually be more imprecise than
|
||||
* 4ms and we don't want to get wrecked by a single long sleep so we cap this
|
||||
* value at 4ms for sanity.
|
||||
*/
|
||||
TimeSpan upperTimeBound = TimeSpan.FromMilliseconds(4);
|
||||
|
||||
if (timeSpentSleeping > upperTimeBound)
|
||||
{
|
||||
if(timeSpentSleeping > upperTimeBound) {
|
||||
timeSpentSleeping = upperTimeBound;
|
||||
}
|
||||
|
||||
@@ -240,17 +231,12 @@ public static class Engine
|
||||
* is if we either 1) just got a new worst case, or 2) the worst case was
|
||||
* the oldest entry on the list.
|
||||
*/
|
||||
if (timeSpentSleeping >= worstCaseSleepPrecision)
|
||||
{
|
||||
if(timeSpentSleeping >= worstCaseSleepPrecision) {
|
||||
worstCaseSleepPrecision = timeSpentSleeping;
|
||||
}
|
||||
else if (previousSleepTimes[sleepTimeIndex] == worstCaseSleepPrecision)
|
||||
{
|
||||
} else if(previousSleepTimes[sleepTimeIndex] == worstCaseSleepPrecision) {
|
||||
TimeSpan maxSleepTime = TimeSpan.MinValue;
|
||||
for (int i = 0; i < previousSleepTimes.Length; i++)
|
||||
{
|
||||
if (previousSleepTimes[i] > maxSleepTime)
|
||||
{
|
||||
for(int i = 0; i < previousSleepTimes.Length; i++) {
|
||||
if(previousSleepTimes[i] > maxSleepTime) {
|
||||
maxSleepTime = previousSleepTimes[i];
|
||||
}
|
||||
}
|
||||
|
||||
@@ -68,10 +68,10 @@ public class GraphicsDevice : IDisposable
|
||||
|
||||
internal void LoadDefaultPipelines()
|
||||
{
|
||||
FullscreenVertexShader = ResourceManager.Load<Shader>("Shaders/Fullscreen.vert");
|
||||
VideoFragmentShader = ResourceManager.Load<Shader>("Shaders/Video.frag");
|
||||
TextVertexShader = ResourceManager.Load<Shader>("Shaders/Text.vert");
|
||||
TextFragmentShader = ResourceManager.Load<Shader>("Shaders/Text.frag");
|
||||
FullscreenVertexShader = ResourceManager.Retain<Shader>("Shaders/Fullscreen.vert");
|
||||
VideoFragmentShader = ResourceManager.Retain<Shader>("Shaders/Video.frag");
|
||||
TextVertexShader = ResourceManager.Retain<Shader>("Shaders/Text.vert");
|
||||
TextFragmentShader = ResourceManager.Retain<Shader>("Shaders/Text.frag");
|
||||
|
||||
VideoPipeline = new GraphicsPipeline(
|
||||
this,
|
||||
@@ -373,10 +373,10 @@ public class GraphicsDevice : IDisposable
|
||||
resources.Clear();
|
||||
}
|
||||
|
||||
ResourceManager.Unload(FullscreenVertexShader);
|
||||
ResourceManager.Unload(TextFragmentShader);
|
||||
ResourceManager.Unload(TextVertexShader);
|
||||
ResourceManager.Unload(VideoFragmentShader);
|
||||
ResourceManager.Release(FullscreenVertexShader);
|
||||
ResourceManager.Release(TextFragmentShader);
|
||||
ResourceManager.Release(TextVertexShader);
|
||||
ResourceManager.Release(VideoFragmentShader);
|
||||
}
|
||||
|
||||
Refresh.Refresh_DestroyDevice(Handle);
|
||||
|
||||
@@ -60,8 +60,8 @@ public class GuiController : IDisposable
|
||||
io.DisplaySize = new Vector2(mainWindow.Width, mainWindow.Height);
|
||||
io.DisplayFramebufferScale = Vector2.One;
|
||||
|
||||
imGuiVertexShader = ResourceManager.Load<Shader>("Shaders/ImGui.vert");
|
||||
imGuiFragmentShader = ResourceManager.Load<Shader>("Shaders/ImGui.frag");
|
||||
imGuiVertexShader = ResourceManager.Retain<Shader>("Shaders/ImGui.vert");
|
||||
imGuiFragmentShader = ResourceManager.Retain<Shader>("Shaders/ImGui.frag");
|
||||
|
||||
imGuiSampler = new Sampler(graphicsDevice, SamplerCreateInfo.LinearClamp);
|
||||
|
||||
@@ -630,8 +630,8 @@ public class GuiController : IDisposable
|
||||
fontTexture?.Dispose();
|
||||
imGuiVertexBuffer?.Dispose();
|
||||
imGuiIndexBuffer?.Dispose();
|
||||
ResourceManager.Unload(imGuiVertexShader);
|
||||
ResourceManager.Unload(imGuiFragmentShader);
|
||||
ResourceManager.Release(imGuiVertexShader);
|
||||
ResourceManager.Release(imGuiFragmentShader);
|
||||
imGuiPipeline?.Dispose();
|
||||
imGuiSampler?.Dispose();
|
||||
resourceUploader?.Dispose();
|
||||
|
||||
Submodule
+1
Submodule Nerfed.Runtime/Libraries/MoonTools.ECS added at 76b18a6ba9
@@ -32,12 +32,13 @@
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<Compile Include="Libraries\SDL2CS\src\SDL2.cs" />
|
||||
<Compile Include="Libraries\RefreshCS\RefreshCS.cs" />
|
||||
<Compile Include="Libraries\FAudio\csharp\FAudio.cs" />
|
||||
<Compile Include="Libraries\ImGui.NET\src\ImGui.NET\**\*.cs" />
|
||||
<Compile Include="Libraries\MoonTools.ECS\src\**\*.cs" />
|
||||
<Compile Include="Libraries\RefreshCS\RefreshCS.cs" />
|
||||
<Compile Include="Libraries\SDL2CS\src\SDL2.cs" />
|
||||
<Compile Include="Libraries\WellspringCS\WellspringCS.cs" />
|
||||
<Compile Include="Libraries\dav1dfile\csharp\dav1dfile.cs" />
|
||||
<Compile Include="Libraries\ImGui.NET\src\ImGui.NET\**\*.cs" />
|
||||
</ItemGroup>
|
||||
|
||||
</Project>
|
||||
+145
-8
@@ -1,29 +1,166 @@
|
||||
using System.Diagnostics;
|
||||
using System.Reflection;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Collections.Concurrent;
|
||||
using System.Diagnostics;
|
||||
|
||||
namespace Nerfed.Runtime;
|
||||
|
||||
public struct ProfilerScope : IDisposable
|
||||
{
|
||||
public ProfilerScope(string label) {
|
||||
public ProfilerScope(string label)
|
||||
{
|
||||
Profiler.BeginSample(label);
|
||||
}
|
||||
|
||||
public void Dispose() {
|
||||
public void Dispose()
|
||||
{
|
||||
Profiler.EndSample();
|
||||
}
|
||||
}
|
||||
|
||||
public static class Profiler
|
||||
{
|
||||
[Conditional("PROFILING")]
|
||||
public static void BeginSample(string label) {
|
||||
public class Frame(uint frameCount)
|
||||
{
|
||||
public uint FrameCount { get; } = frameCount;
|
||||
public long StartTime { get; } = Stopwatch.GetTimestamp();
|
||||
public long EndTime { get; private set; }
|
||||
|
||||
// Use a concurrent list to collect all thread root nodes per frame.
|
||||
public ConcurrentBag<ScopeNode> RootNodes = new ConcurrentBag<ScopeNode>();
|
||||
|
||||
internal void End()
|
||||
{
|
||||
EndTime = Stopwatch.GetTimestamp();
|
||||
}
|
||||
|
||||
public double ElapsedMilliseconds()
|
||||
{
|
||||
long elapsedTicks = EndTime - StartTime;
|
||||
return ((double)(elapsedTicks * 1000)) / Stopwatch.Frequency;
|
||||
}
|
||||
}
|
||||
|
||||
public class ScopeNode(string label)
|
||||
{
|
||||
public string Label { get; } = label;
|
||||
public long StartTime { get; private set; } = Stopwatch.GetTimestamp(); // Start time in ticks
|
||||
public long EndTime { get; private set; }
|
||||
public int ManagedThreadId { get; } = Environment.CurrentManagedThreadId;
|
||||
public List<ScopeNode> Children { get; } = new List<ScopeNode>();
|
||||
|
||||
internal void End()
|
||||
{
|
||||
EndTime = Stopwatch.GetTimestamp(); // End time in ticks
|
||||
}
|
||||
|
||||
public double ElapsedMilliseconds()
|
||||
{
|
||||
return ((double)(EndTime - StartTime)) * 1000 / Stopwatch.Frequency; // Convert ticks to ms
|
||||
}
|
||||
|
||||
// Add a child node (used for nested scopes)
|
||||
internal ScopeNode AddChild(string label)
|
||||
{
|
||||
ScopeNode child = new ScopeNode(label);
|
||||
Children.Add(child);
|
||||
return child;
|
||||
}
|
||||
}
|
||||
|
||||
private const int maxFrames = 128;
|
||||
|
||||
public static bool IsRecording { get; private set; } = true;
|
||||
|
||||
// Store only the last x amount of frames in memory.
|
||||
public static readonly BoundedQueue<Frame> Frames = new(maxFrames);
|
||||
|
||||
// Use ThreadLocal to store a stack of ScopeNodes per thread and enable tracking of thread-local values.
|
||||
private static readonly ThreadLocal<Stack<ScopeNode>> threadLocalScopes = new ThreadLocal<Stack<ScopeNode>>(() => new Stack<ScopeNode>(), true);
|
||||
|
||||
private static Frame currentFrame = null;
|
||||
private static uint frameCount = 0;
|
||||
|
||||
public static void SetActive(bool isRecording)
|
||||
{
|
||||
IsRecording = isRecording;
|
||||
}
|
||||
|
||||
[Conditional("PROFILING")]
|
||||
public static void EndSample() {
|
||||
public static void BeginFrame()
|
||||
{
|
||||
if (!IsRecording)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
currentFrame = new Frame(frameCount);
|
||||
}
|
||||
|
||||
[Conditional("PROFILING")]
|
||||
public static void EndFrame()
|
||||
{
|
||||
if (!IsRecording)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (Stack<ScopeNode> scopes in threadLocalScopes.Values)
|
||||
{
|
||||
if (scopes.Count > 0)
|
||||
{
|
||||
// Pop the left over root nodes.
|
||||
ScopeNode currentScope = scopes.Pop();
|
||||
currentScope.End();
|
||||
}
|
||||
|
||||
// Clean up the thread-local stack to ensure it's empty for the next frame.
|
||||
scopes.Clear();
|
||||
}
|
||||
|
||||
currentFrame.End();
|
||||
Frames.Enqueue(currentFrame);
|
||||
frameCount++;
|
||||
}
|
||||
|
||||
[Conditional("PROFILING")]
|
||||
public static void BeginSample(string label)
|
||||
{
|
||||
if (!IsRecording)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Stack<ScopeNode> scopes = threadLocalScopes.Value; // Get the stack for the current thread
|
||||
|
||||
if (scopes.Count == 0)
|
||||
{
|
||||
// First scope for this thread (new root for this thread)
|
||||
ScopeNode rootScopeNode = new ScopeNode($"Thread-{Environment.CurrentManagedThreadId}");
|
||||
scopes.Push(rootScopeNode);
|
||||
currentFrame.RootNodes.Add(rootScopeNode); // Add root node to the frame list
|
||||
}
|
||||
|
||||
// Create a new child under the current top of the stack
|
||||
ScopeNode newScope = scopes.Peek().AddChild(label);
|
||||
|
||||
scopes.Push(newScope); // Push new scope to the thread's stack
|
||||
}
|
||||
|
||||
[Conditional("PROFILING")]
|
||||
public static void EndSample()
|
||||
{
|
||||
if (!IsRecording)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Stack<ScopeNode> scopes = threadLocalScopes.Value;
|
||||
|
||||
if (scopes.Count > 0)
|
||||
{
|
||||
// Only pop if this is not the root node.
|
||||
//ScopeNode currentScope = scopes.Count > 1 ? scopes.Pop() : scopes.Peek();
|
||||
ScopeNode currentScope = scopes.Pop();
|
||||
currentScope.End();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,156 @@
|
||||
using ImGuiNET;
|
||||
using System.Numerics;
|
||||
|
||||
namespace Nerfed.Runtime;
|
||||
|
||||
public static class ProfilerVisualizer
|
||||
{
|
||||
private const float barHeight = 20f;
|
||||
private const float barPadding = 2f;
|
||||
|
||||
// Render the flame graph across multiple threads
|
||||
public static void RenderFlameGraph(Profiler.Frame frame)
|
||||
{
|
||||
if (frame == null) return;
|
||||
if (frame.RootNodes == null) return;
|
||||
|
||||
// Calculate the total timeline duration (max end time across all nodes)
|
||||
double totalDuration = frame.EndTime - frame.StartTime;
|
||||
double startTime = frame.StartTime;
|
||||
|
||||
// Precompute the maximum depth for each thread's call stack
|
||||
Dictionary<int, int> threadMaxDepths = new Dictionary<int, int>();
|
||||
foreach (IGrouping<int, Profiler.ScopeNode> threadGroup in frame.RootNodes.GroupBy(node => node.ManagedThreadId))
|
||||
{
|
||||
int maxDepth = 0;
|
||||
foreach (Profiler.ScopeNode rootNode in threadGroup)
|
||||
{
|
||||
maxDepth = Math.Max(maxDepth, GetMaxDepth(rootNode, 0));
|
||||
}
|
||||
threadMaxDepths[threadGroup.Key] = maxDepth;
|
||||
}
|
||||
|
||||
// Start a child window to support scrolling
|
||||
ImGui.BeginChild("FlameGraph", new Vector2(0, 64), ImGuiChildFlags.Border | ImGuiChildFlags.ResizeY, ImGuiWindowFlags.HorizontalScrollbar | ImGuiWindowFlags.AlwaysVerticalScrollbar);
|
||||
|
||||
ImDrawListPtr drawList = ImGui.GetWindowDrawList();
|
||||
Vector2 windowPos = ImGui.GetCursorScreenPos();
|
||||
|
||||
// Sort nodes by ThreadID, ensuring main thread (Thread ID 1) is on top
|
||||
IOrderedEnumerable<IGrouping<int, Profiler.ScopeNode>> threadGroups = frame.RootNodes.GroupBy(node => node.ManagedThreadId).OrderBy(g => g.Key);
|
||||
|
||||
// Initial Y position for drawing
|
||||
float baseY = windowPos.Y;
|
||||
bool alternate = false;
|
||||
float contentWidth = ImGui.GetContentRegionAvail().X;
|
||||
|
||||
// Draw each thread's flame graph row by row
|
||||
foreach (IGrouping<int, Profiler.ScopeNode> threadGroup in threadGroups)
|
||||
{
|
||||
int threadId = threadGroup.Key;
|
||||
|
||||
// Compute the base Y position for this thread
|
||||
float threadBaseY = baseY;
|
||||
|
||||
// Calculate the maximum height for this thread's flame graph
|
||||
float threadHeight = (threadMaxDepths[threadId] + 1) * (barHeight + barPadding);
|
||||
|
||||
// Draw the alternating background for each thread row
|
||||
uint backgroundColor = ImGui.ColorConvertFloat4ToU32(alternate ? new Vector4(0.2f, 0.2f, 0.2f, 1f) : new Vector4(0.1f, 0.1f, 0.1f, 1f));
|
||||
drawList.AddRectFilled(new Vector2(windowPos.X, threadBaseY), new Vector2(windowPos.X + contentWidth, threadBaseY + threadHeight), backgroundColor);
|
||||
|
||||
alternate = !alternate;
|
||||
|
||||
// Draw each root node in the group (one per thread)
|
||||
foreach (Profiler.ScopeNode rootNode in threadGroup)
|
||||
{
|
||||
RenderNode(drawList, rootNode, startTime, totalDuration, windowPos.X, threadBaseY, 0, contentWidth, false);
|
||||
}
|
||||
|
||||
// Move to the next thread's row (max depth * height per level)
|
||||
baseY += (threadMaxDepths[threadId] + 1) * (barHeight + barPadding);
|
||||
}
|
||||
|
||||
// Ensure that ImGui knows the size of the content.
|
||||
ImGui.Dummy(new Vector2(contentWidth, baseY));
|
||||
|
||||
ImGui.EndChild();
|
||||
}
|
||||
|
||||
private static void RenderNode(ImDrawListPtr drawList, Profiler.ScopeNode node, double startTime, double totalDuration, float startX, float baseY, int depth, float contentWidth, bool alternate)
|
||||
{
|
||||
if (node == null) return;
|
||||
|
||||
double nodeStartTime = node.StartTime - startTime;
|
||||
double nodeEndTime = node.EndTime - startTime;
|
||||
double nodeDuration = nodeEndTime - nodeStartTime;
|
||||
|
||||
// Calculate the position and width of the bar based on time
|
||||
float xPos = (float)(startX + (nodeStartTime / totalDuration) * contentWidth);
|
||||
float width = (float)((nodeDuration / totalDuration) * contentWidth);
|
||||
|
||||
// Calculate the Y position based on depth
|
||||
float yPos = baseY + (depth * (barHeight + barPadding)) + (barPadding * 0.5f);
|
||||
|
||||
// Define the rectangle bounds for the node
|
||||
Vector2 min = new Vector2(xPos, yPos);
|
||||
Vector2 max = new Vector2(xPos + width, yPos + barHeight);
|
||||
|
||||
// Define color.
|
||||
Vector4 barColor = alternate ? new Vector4(0.4f, 0.6f, 0.9f, 1f) : new Vector4(0.4f, 0.5f, 0.8f, 1f);
|
||||
Vector4 textColor = new Vector4(1f, 1f, 1f, 1f);
|
||||
|
||||
if (depth != 0)
|
||||
{
|
||||
// Draw the bar for the node (colored based on thread depth)
|
||||
drawList.AddRectFilled(min, max, ImGui.ColorConvertFloat4ToU32(barColor));
|
||||
|
||||
// Draw the label if it fits inside the bar
|
||||
string label = $"{node.Label} ({node.ElapsedMilliseconds():0.000} ms)";
|
||||
if (width > ImGui.CalcTextSize(label).X)
|
||||
{
|
||||
drawList.AddText(new Vector2(xPos + barPadding, yPos + barPadding), ImGui.ColorConvertFloat4ToU32(textColor), label);
|
||||
}
|
||||
|
||||
// Add tooltip on hover
|
||||
if (ImGui.IsMouseHoveringRect(min, max))
|
||||
{
|
||||
// Show tooltip when hovering over the node
|
||||
ImGui.BeginTooltip();
|
||||
ImGui.Text($"{node.Label}");
|
||||
ImGui.Text($"{node.ElapsedMilliseconds():0.000} ms");
|
||||
ImGui.Text($"{node.ManagedThreadId}");
|
||||
ImGui.EndTooltip();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Aka root node.
|
||||
string label = $"{node.Label}";
|
||||
drawList.AddText(new Vector2(startX + barPadding, yPos + barPadding), ImGui.ColorConvertFloat4ToU32(textColor), label);
|
||||
}
|
||||
|
||||
// Draw each child node under this node
|
||||
foreach (Profiler.ScopeNode child in node.Children)
|
||||
{
|
||||
alternate = !alternate;
|
||||
RenderNode(drawList, child, startTime, totalDuration, startX, baseY, depth + 1, contentWidth, alternate);
|
||||
}
|
||||
}
|
||||
|
||||
// Recursive function to calculate the maximum depth of the node tree
|
||||
private static int GetMaxDepth(Profiler.ScopeNode node, int currentDepth)
|
||||
{
|
||||
if (node.Children == null || node.Children.Count == 0)
|
||||
{
|
||||
return currentDepth;
|
||||
}
|
||||
|
||||
int maxDepth = currentDepth;
|
||||
foreach (Profiler.ScopeNode child in node.Children)
|
||||
{
|
||||
maxDepth = Math.Max(maxDepth, GetMaxDepth(child, currentDepth + 1));
|
||||
}
|
||||
return maxDepth;
|
||||
}
|
||||
}
|
||||
@@ -1,9 +1,31 @@
|
||||
using System;
|
||||
namespace Nerfed.Runtime;
|
||||
|
||||
public enum ResourceState
|
||||
{
|
||||
Unloaded,
|
||||
Queued,
|
||||
Loading,
|
||||
Loaded,
|
||||
Failed
|
||||
}
|
||||
|
||||
public abstract class Resource
|
||||
{
|
||||
public Guid Id { get; internal set; }
|
||||
public string Path { get; internal set; }
|
||||
|
||||
/// <summary>
|
||||
/// Natively tracks if the resource is currently in RAM/VRAM.
|
||||
/// </summary>
|
||||
public ResourceState State { get; internal set; } = ResourceState.Unloaded;
|
||||
|
||||
/// <summary>
|
||||
/// Tracks how many entities or systems currently need this loaded.
|
||||
/// When it hits 0, the ResourceManager handles unloading natively.
|
||||
/// </summary>
|
||||
public int ReferenceCount { get; internal set; } = 0;
|
||||
|
||||
internal abstract void Load(Stream stream);
|
||||
internal abstract void Unload();
|
||||
}
|
||||
|
||||
@@ -0,0 +1,19 @@
|
||||
namespace Nerfed.Runtime;
|
||||
|
||||
/// <summary>
|
||||
/// Attach this component to an entity mapped to raw source-path strings.
|
||||
/// Useful for testing, hardcoded assets, or before full editor-guided GUID injection.
|
||||
/// </summary>
|
||||
public readonly record struct AssetReferenceComponent(Guid AssetId);
|
||||
|
||||
/// <summary>
|
||||
/// A strongly-typed version of an asset reference, preventing the user from accidentally
|
||||
/// assigning a Shader GUID to a Texture component in the Editor.
|
||||
/// </summary>
|
||||
public readonly record struct TypedAssetReference<TRes>(Guid AssetId) where TRes : Resource;
|
||||
|
||||
/// <summary>
|
||||
/// Added to an entity by the AssetStreamingSystem when the physical resource is fully
|
||||
/// loaded in memory and ready to be used by the renderer or physics engine.
|
||||
/// </summary>
|
||||
public struct AssetLoadedTag { }
|
||||
@@ -1,43 +1,209 @@
|
||||
using System;
|
||||
using System.Collections.Concurrent;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Threading;
|
||||
|
||||
namespace Nerfed.Runtime;
|
||||
|
||||
/// <summary>
|
||||
/// A highly scalable, multithreaded resource manager that handles asynchronous asset
|
||||
/// loading and automatic reference-counted memory management.
|
||||
/// </summary>
|
||||
public static class ResourceManager
|
||||
{
|
||||
private const string rootName = "Resources";
|
||||
private static readonly Dictionary<string, Resource> loadedResources = new Dictionary<string, Resource>();
|
||||
private const string RootName = "Resources";
|
||||
|
||||
public static T Load<T>(string resourcePath) where T : Resource
|
||||
// Track resources by their Guid ID instead of simple strings.
|
||||
private static readonly ConcurrentDictionary<Guid, Resource> _resourceCache = new();
|
||||
|
||||
// Mapping a string path to its runtime Guid identifier
|
||||
private static readonly ConcurrentDictionary<string, Guid> _pathToGuid = new();
|
||||
|
||||
// Queues for background processing
|
||||
private static readonly ConcurrentQueue<Resource> _loadQueue = new();
|
||||
|
||||
// Loader threads
|
||||
private static readonly Thread _loaderThread;
|
||||
private static bool _isRunning = true;
|
||||
|
||||
// A registry of how to create concrete Resource instances from a generic type without massive switch statements.
|
||||
private static readonly Dictionary<Type, Func<Resource>> _resourceFactories = new()
|
||||
{
|
||||
if (loadedResources.TryGetValue(resourcePath, out Resource resource))
|
||||
{ typeof(Shader), () => new Shader() }
|
||||
};
|
||||
|
||||
static ResourceManager()
|
||||
{
|
||||
_loaderThread = new Thread(LoaderWorkerLoop)
|
||||
{
|
||||
Name = "Nerfed Asset Loader",
|
||||
IsBackground = true,
|
||||
Priority = ThreadPriority.BelowNormal // Keeps CPU time focused on the main game loop
|
||||
};
|
||||
_loaderThread.Start();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Synchronously shuts down the loader thread when the engine closes.
|
||||
/// </summary>
|
||||
public static void Shutdown()
|
||||
{
|
||||
_isRunning = false;
|
||||
_loaderThread.Join();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Registers a new resource type factory so the manager knows how to instantiate it.
|
||||
/// Example: RegisterResourceType<Texture>(() => new Texture());
|
||||
/// </summary>
|
||||
public static void RegisterResourceType<T>(Func<T> factory) where T : Resource
|
||||
{
|
||||
_resourceFactories[typeof(T)] = factory;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the Guid associated with a specific asset path, making an initial id pass if required.
|
||||
/// In a fully baked engine, the Guid is known at compile time or baked in the map data.
|
||||
/// </summary>
|
||||
public static Guid GetId(string resourcePath)
|
||||
{
|
||||
return _pathToGuid.GetOrAdd(resourcePath, _ => Guid.NewGuid());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Begins an asynchronous load for a resource by its Guid.
|
||||
/// In ECS systems, Entities should strictly prefer this overload over the string one.
|
||||
/// </summary>
|
||||
public static T Retain<T>(Guid id, string expectedPath) where T : Resource
|
||||
{
|
||||
var resource = _resourceCache.GetOrAdd(id, (assetId) =>
|
||||
{
|
||||
if (!_resourceFactories.TryGetValue(typeof(T), out var factory))
|
||||
{
|
||||
throw new Exception($"Failed to create resource. No factory registered for {typeof(T).Name}");
|
||||
}
|
||||
|
||||
var newResource = factory();
|
||||
newResource.Id = assetId;
|
||||
// The path is still required so the background thread knows which file to open from disk.
|
||||
newResource.Path = expectedPath;
|
||||
newResource.State = ResourceState.Unloaded;
|
||||
|
||||
return newResource;
|
||||
});
|
||||
|
||||
lock (resource)
|
||||
{
|
||||
resource.ReferenceCount++;
|
||||
|
||||
if (resource.State == ResourceState.Unloaded)
|
||||
{
|
||||
resource.State = ResourceState.Queued;
|
||||
_loadQueue.Enqueue(resource);
|
||||
}
|
||||
}
|
||||
|
||||
return (T)resource;
|
||||
}
|
||||
|
||||
if (typeof(T) == typeof(Shader))
|
||||
/// <summary>
|
||||
/// Begins an asynchronous load utilizing the string path to find the matching Guid.
|
||||
/// This should generally be avoided in tight ECS loops.
|
||||
/// </summary>
|
||||
public static T Retain<T>(string resourcePath) where T : Resource
|
||||
{
|
||||
resource = new Shader();
|
||||
Guid id = GetId(resourcePath);
|
||||
return Retain<T>(id, resourcePath);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the current loading state of a resource by its Guid without altering its reference count.
|
||||
/// </summary>
|
||||
public static ResourceState GetState(Guid id)
|
||||
{
|
||||
if (_resourceCache.TryGetValue(id, out var resource))
|
||||
{
|
||||
return resource.State;
|
||||
}
|
||||
return ResourceState.Unloaded;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Decrements the reference count of a resource by its Guid.
|
||||
/// </summary>
|
||||
public static void Release(Guid id)
|
||||
{
|
||||
if (_resourceCache.TryGetValue(id, out var resource))
|
||||
{
|
||||
Release(resource);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Decrements the reference count of a resource.
|
||||
/// If the count reaches 0, the asset is automatically unloaded from memory.
|
||||
/// </summary>
|
||||
public static void Release(Resource resource)
|
||||
{
|
||||
if (resource == null) return;
|
||||
|
||||
lock (resource)
|
||||
{
|
||||
resource.ReferenceCount--;
|
||||
|
||||
if (resource.ReferenceCount <= 0)
|
||||
{
|
||||
// Fully unused! We should unload it safely.
|
||||
if (resource.State == ResourceState.Loaded)
|
||||
{
|
||||
resource.Unload();
|
||||
}
|
||||
|
||||
resource.State = ResourceState.Unloaded;
|
||||
_resourceCache.TryRemove(resource.Id, out _);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Background thread loop that pulls from the queue and does the slow file I/O operations.
|
||||
/// </summary>
|
||||
private static void LoaderWorkerLoop()
|
||||
{
|
||||
while (_isRunning)
|
||||
{
|
||||
if (_loadQueue.TryDequeue(out var resource))
|
||||
{
|
||||
// Safety check: Was the resource released before we even got around to loading it?
|
||||
if (resource.ReferenceCount <= 0)
|
||||
{
|
||||
resource.State = ResourceState.Unloaded;
|
||||
continue;
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
resource.State = ResourceState.Loading;
|
||||
string fullPath = Path.Combine(AppContext.BaseDirectory, RootName, resource.Id.ToString()) + ".bin";
|
||||
|
||||
// Do the slow synchronous disk read
|
||||
using var stream = StorageContainer.OpenStream(fullPath);
|
||||
resource.Load(stream);
|
||||
|
||||
resource.State = ResourceState.Loaded;
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Log.Error($"Failed to background load asset '{resource.Path}': {e.Message}");
|
||||
resource.State = ResourceState.Failed;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
throw new Exception("Failed to create resource");
|
||||
// Sleep cleanly if queue is empty to avoid burning total CPU usage on an infinite while-loop
|
||||
Thread.Sleep(10);
|
||||
}
|
||||
|
||||
Assert.Always(resource != null);
|
||||
resource.Path = resourcePath;
|
||||
resource.Load(StorageContainer.OpenStream(Path.Combine(AppContext.BaseDirectory, rootName, resourcePath) + ".bin"));
|
||||
|
||||
loadedResources.Add(resourcePath, resource);
|
||||
return (T)resource;
|
||||
}
|
||||
|
||||
public static void Unload(Resource resource)
|
||||
{
|
||||
if (!loadedResources.ContainsKey(resource.Path))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
resource.Unload();
|
||||
resource.Path = string.Empty;
|
||||
loadedResources.Remove(resource.Path);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,19 @@
|
||||
namespace Nerfed.Runtime.Resources;
|
||||
|
||||
/// <summary>
|
||||
/// A sample component demonstrating how to use strongly-typed asset references
|
||||
/// in a realistic scenario where an entity requires multiple distinct resources.
|
||||
/// </summary>
|
||||
public struct SampleMeshVisualComponent
|
||||
{
|
||||
// The user safely assigns a Mesh GUID in the Editor inspector.
|
||||
public TypedAssetReference<Shader> VertexShader;
|
||||
|
||||
// The user safely assigns a Material GUID in the Editor inspector.
|
||||
public TypedAssetReference<Shader> FragmentShader;
|
||||
|
||||
public SampleMeshVisualComponent(Guid vertexId, Guid fragId) {
|
||||
VertexShader = new TypedAssetReference<Shader>(vertexId);
|
||||
FragmentShader = new TypedAssetReference<Shader>(fragId);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,53 @@
|
||||
using MoonTools.ECS;
|
||||
using Nerfed.Runtime.Scene.Streaming;
|
||||
using System;
|
||||
|
||||
namespace Nerfed.Runtime.Resources;
|
||||
|
||||
/// <summary>
|
||||
/// A typical rendering preparation system that natively resolves and requests
|
||||
/// asynchronous background loading for its own required assets, removing the
|
||||
/// need for a monolithic generic AssetStreaming manager.
|
||||
/// </summary>
|
||||
public class SampleRenderSystem : MoonTools.ECS.System
|
||||
{
|
||||
private readonly Filter _meshVisualsFilter;
|
||||
|
||||
public SampleRenderSystem(World world) : base(world) {
|
||||
_meshVisualsFilter = FilterBuilder
|
||||
.Include<SampleMeshVisualComponent>()
|
||||
// Always ignore chunk entities technically "unloading" from RAM
|
||||
.Exclude<ChunkUnloadPendingTag>()
|
||||
.Build();
|
||||
}
|
||||
|
||||
public override void Update(TimeSpan delta) {
|
||||
foreach(Entity entity in _meshVisualsFilter.Entities) {
|
||||
SampleMeshVisualComponent visualComp = Get<SampleMeshVisualComponent>(entity);
|
||||
|
||||
// 1. Resolve State
|
||||
ResourceState vertState = ResourceManager.GetState(visualComp.VertexShader.AssetId);
|
||||
ResourceState fragState = ResourceManager.GetState(visualComp.FragmentShader.AssetId);
|
||||
|
||||
// 2. Asynchronously request assets if they don't exist in memory yet
|
||||
if(vertState == ResourceState.Unloaded) {
|
||||
ResourceManager.Retain<Shader>(visualComp.VertexShader.AssetId, "Unknown/Path");
|
||||
}
|
||||
if(fragState == ResourceState.Unloaded) {
|
||||
ResourceManager.Retain<Shader>(visualComp.FragmentShader.AssetId, "Unknown/Path");
|
||||
}
|
||||
|
||||
// 3. Prevent rendering logic unless ALL strictly required assets are fully mapped
|
||||
bool isReadyToDraw = vertState == ResourceState.Loaded && fragState == ResourceState.Loaded;
|
||||
|
||||
if(isReadyToDraw) {
|
||||
// At this exact point, you can safely assume:
|
||||
// 1) The background loading threads are 100% finished processing these shaders.
|
||||
// 2) The GraphicsDevice can safely extract the native handle.
|
||||
|
||||
// e.g. GraphicsDevice.BindShader(visualComp.VertexShader.AssetId);
|
||||
// e.g. GraphicsDevice.DrawPolygons(...);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,13 @@
|
||||
namespace Nerfed.Runtime.Scene;
|
||||
|
||||
/// <summary>
|
||||
/// Abstraction over a concrete scene format (JSON, binary, …).
|
||||
/// Implementations read and write <see cref="SceneData"/> to a <see cref="Stream"/>,
|
||||
/// making it straightforward to add a compact binary format later without
|
||||
/// changing any of the surrounding scene infrastructure.
|
||||
/// </summary>
|
||||
public interface ISceneSerializer
|
||||
{
|
||||
void Serialize(SceneData scene, Stream stream);
|
||||
SceneData Deserialize(Stream stream);
|
||||
}
|
||||
@@ -0,0 +1,189 @@
|
||||
using System.Numerics;
|
||||
using System.Text.Json;
|
||||
using System.Text.Json.Serialization;
|
||||
|
||||
namespace Nerfed.Runtime.Scene;
|
||||
|
||||
/// <summary>
|
||||
/// Human-readable JSON scene serializer.
|
||||
///
|
||||
/// Example output:
|
||||
/// <code>
|
||||
/// {
|
||||
/// "version": 1,
|
||||
/// "name": "MyScene",
|
||||
/// "entities": [
|
||||
/// {
|
||||
/// "id": "a1b2c3d4-...",
|
||||
/// "tag": "Player",
|
||||
/// "parentId": null,
|
||||
/// "components": [
|
||||
/// {
|
||||
/// "type": "Nerfed.Runtime.Components.LocalTransform",
|
||||
/// "data": {
|
||||
/// "position": { "x": 0.0, "y": 0.0, "z": 0.0 },
|
||||
/// "rotation": { "x": 0.0, "y": 0.0, "z": 0.0, "w": 1.0 },
|
||||
/// "scale": { "x": 1.0, "y": 1.0, "z": 1.0 }
|
||||
/// }
|
||||
/// }
|
||||
/// ]
|
||||
/// }
|
||||
/// ],
|
||||
/// "relations": [
|
||||
/// {
|
||||
/// "type": "Nerfed.Runtime.Components.OwnerRelation",
|
||||
/// "entityA": "a1b2c3d4-...",
|
||||
/// "entityB": "e5f6a7b8-...",
|
||||
/// "data": {}
|
||||
/// }
|
||||
/// ]
|
||||
/// }
|
||||
/// </code>
|
||||
/// </summary>
|
||||
public sealed class JsonSceneSerializer : ISceneSerializer
|
||||
{
|
||||
private static readonly JsonSerializerOptions Options = new() {
|
||||
WriteIndented = true,
|
||||
Converters =
|
||||
{
|
||||
new Vector3JsonConverter(),
|
||||
new QuaternionJsonConverter(),
|
||||
new SceneComponentDataJsonConverter(),
|
||||
new SceneRelationDataJsonConverter(),
|
||||
},
|
||||
};
|
||||
|
||||
public void Serialize(SceneData scene, Stream stream) {
|
||||
JsonSerializer.Serialize(stream, scene, Options);
|
||||
}
|
||||
|
||||
public SceneData Deserialize(Stream stream) {
|
||||
return JsonSerializer.Deserialize<SceneData>(stream, Options)
|
||||
?? throw new InvalidOperationException("Failed to deserialize scene: root element was null.");
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------------
|
||||
// Converters
|
||||
// -------------------------------------------------------------------------
|
||||
|
||||
private sealed class Vector3JsonConverter : JsonConverter<Vector3>
|
||||
{
|
||||
public override Vector3 Read(ref Utf8JsonReader reader, Type typeToConvert, JsonSerializerOptions options) {
|
||||
float x = 0f, y = 0f, z = 0f;
|
||||
reader.Read(); // StartObject
|
||||
while(reader.Read() && reader.TokenType != JsonTokenType.EndObject) {
|
||||
string name = reader.GetString()!;
|
||||
reader.Read();
|
||||
switch(name) {
|
||||
case "x": x = reader.GetSingle(); break;
|
||||
case "y": y = reader.GetSingle(); break;
|
||||
case "z": z = reader.GetSingle(); break;
|
||||
}
|
||||
}
|
||||
return new Vector3(x, y, z);
|
||||
}
|
||||
|
||||
public override void Write(Utf8JsonWriter writer, Vector3 value, JsonSerializerOptions options) {
|
||||
writer.WriteStartObject();
|
||||
writer.WriteNumber("x", value.X);
|
||||
writer.WriteNumber("y", value.Y);
|
||||
writer.WriteNumber("z", value.Z);
|
||||
writer.WriteEndObject();
|
||||
}
|
||||
}
|
||||
|
||||
private sealed class QuaternionJsonConverter : JsonConverter<Quaternion>
|
||||
{
|
||||
public override Quaternion Read(ref Utf8JsonReader reader, Type typeToConvert, JsonSerializerOptions options) {
|
||||
float x = 0f, y = 0f, z = 0f, w = 1f;
|
||||
reader.Read(); // StartObject
|
||||
while(reader.Read() && reader.TokenType != JsonTokenType.EndObject) {
|
||||
string name = reader.GetString()!;
|
||||
reader.Read();
|
||||
switch(name) {
|
||||
case "x": x = reader.GetSingle(); break;
|
||||
case "y": y = reader.GetSingle(); break;
|
||||
case "z": z = reader.GetSingle(); break;
|
||||
case "w": w = reader.GetSingle(); break;
|
||||
}
|
||||
}
|
||||
return new Quaternion(x, y, z, w);
|
||||
}
|
||||
|
||||
public override void Write(Utf8JsonWriter writer, Quaternion value, JsonSerializerOptions options) {
|
||||
writer.WriteStartObject();
|
||||
writer.WriteNumber("x", value.X);
|
||||
writer.WriteNumber("y", value.Y);
|
||||
writer.WriteNumber("z", value.Z);
|
||||
writer.WriteNumber("w", value.W);
|
||||
writer.WriteEndObject();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Buffers the full JSON object, resolves the CLR component type from the "type" field,
|
||||
/// then deserializes "data" using that concrete type.
|
||||
/// </summary>
|
||||
private sealed class SceneComponentDataJsonConverter : JsonConverter<SceneComponentData>
|
||||
{
|
||||
public override SceneComponentData Read(ref Utf8JsonReader reader, Type typeToConvert, JsonSerializerOptions options) {
|
||||
using JsonDocument doc = JsonDocument.ParseValue(ref reader);
|
||||
JsonElement root = doc.RootElement;
|
||||
|
||||
string typeName = root.GetProperty("type").GetString()
|
||||
?? throw new JsonException("Missing or null 'type' field in component data.");
|
||||
|
||||
Type componentType = SceneManager.GetComponentType(typeName)
|
||||
?? throw new JsonException($"Unknown component type '{typeName}'. Ensure the struct is marked with [SceneComponent].");
|
||||
|
||||
string rawData = root.GetProperty("data").GetRawText();
|
||||
ValueType value = (ValueType)JsonSerializer.Deserialize(rawData, componentType, options)!;
|
||||
|
||||
return new SceneComponentData { Type = typeName, Value = value };
|
||||
}
|
||||
|
||||
public override void Write(Utf8JsonWriter writer, SceneComponentData value, JsonSerializerOptions options) {
|
||||
writer.WriteStartObject();
|
||||
writer.WriteString("type", value.Type);
|
||||
writer.WritePropertyName("data");
|
||||
JsonSerializer.Serialize(writer, value.Value, value.Value.GetType(), options);
|
||||
writer.WriteEndObject();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Same pattern as <see cref="SceneComponentDataJsonConverter"/> but for relation data.
|
||||
/// Resolves the type via <see cref="SceneManager.GetRelationType"/>.
|
||||
/// </summary>
|
||||
private sealed class SceneRelationDataJsonConverter : JsonConverter<SceneRelationData>
|
||||
{
|
||||
public override SceneRelationData Read(ref Utf8JsonReader reader, Type typeToConvert, JsonSerializerOptions options) {
|
||||
using JsonDocument doc = JsonDocument.ParseValue(ref reader);
|
||||
JsonElement root = doc.RootElement;
|
||||
|
||||
string typeName = root.GetProperty("type").GetString()
|
||||
?? throw new JsonException("Missing or null 'type' field in relation data.");
|
||||
|
||||
Type relationType = SceneManager.GetRelationType(typeName)
|
||||
?? throw new JsonException($"Unknown relation type '{typeName}'. Ensure the struct is marked with [SceneRelation].");
|
||||
|
||||
Guid entityA = root.GetProperty("entityA").GetGuid();
|
||||
Guid entityB = root.GetProperty("entityB").GetGuid();
|
||||
|
||||
string rawData = root.GetProperty("data").GetRawText();
|
||||
ValueType value = (ValueType)JsonSerializer.Deserialize(rawData, relationType, options)!;
|
||||
|
||||
return new SceneRelationData { Type = typeName, EntityA = entityA, EntityB = entityB, Value = value };
|
||||
}
|
||||
|
||||
public override void Write(Utf8JsonWriter writer, SceneRelationData value, JsonSerializerOptions options) {
|
||||
writer.WriteStartObject();
|
||||
writer.WriteString("type", value.Type);
|
||||
writer.WriteString("entityA", value.EntityA);
|
||||
writer.WriteString("entityB", value.EntityB);
|
||||
writer.WritePropertyName("data");
|
||||
JsonSerializer.Serialize(writer, value.Value, value.Value.GetType(), options);
|
||||
writer.WriteEndObject();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,8 @@
|
||||
namespace Nerfed.Runtime.Scene;
|
||||
|
||||
/// <summary>
|
||||
/// Marks an unmanaged struct as a serializable scene component.
|
||||
/// Only types with this attribute will be saved/loaded by the scene system.
|
||||
/// </summary>
|
||||
[AttributeUsage(AttributeTargets.Struct, Inherited = false)]
|
||||
public sealed class SceneComponentAttribute : Attribute { }
|
||||
@@ -0,0 +1,65 @@
|
||||
namespace Nerfed.Runtime.Scene;
|
||||
|
||||
/// <summary>
|
||||
/// Root data model for a scene. A scene and a prefab are the same thing —
|
||||
/// there is no distinction between the two, mirroring Godot's design.
|
||||
/// </summary>
|
||||
public sealed class SceneData
|
||||
{
|
||||
/// <summary>Incremented when the file format changes in a breaking way.</summary>
|
||||
public int Version { get; set; } = SceneData.CurrentVersion;
|
||||
public string Name { get; set; } = string.Empty;
|
||||
public List<SceneEntityData> Entities { get; set; } = new();
|
||||
/// <summary>All user-defined relations between entities in this scene.</summary>
|
||||
public List<SceneRelationData> Relations { get; set; } = new();
|
||||
|
||||
public const int CurrentVersion = 1;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Serialized representation of a single entity.
|
||||
/// The <see cref="Id"/> is a scene-local identifier that only exists in the
|
||||
/// serialized data and is used to reconstruct parent–child and relation references.
|
||||
/// It is never stored as a component on a live entity.
|
||||
/// An entity is included if it owns at least one <see cref="SceneComponentAttribute"/> component
|
||||
/// OR participates in at least one <see cref="SceneRelationAttribute"/> relation.
|
||||
/// </summary>
|
||||
public sealed class SceneEntityData
|
||||
{
|
||||
public Guid Id { get; set; } = Guid.NewGuid();
|
||||
public string Tag { get; set; } = string.Empty;
|
||||
|
||||
/// <summary>
|
||||
/// Scene-local <see cref="Id"/> of this entity's <see cref="Components.ChildParentRelation"/>
|
||||
/// parent, or <c>null</c> if this is a root entity.
|
||||
/// </summary>
|
||||
public Guid? ParentId { get; set; }
|
||||
|
||||
public List<SceneComponentData> Components { get; set; } = new();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Serialized representation of a single component value on an entity.
|
||||
/// <see cref="Type"/> is the fully-qualified CLR type name used to resolve the component on load.
|
||||
/// <see cref="Value"/> is the boxed runtime value; each <see cref="ISceneSerializer"/> is
|
||||
/// responsible for converting it to/from its wire format.
|
||||
/// </summary>
|
||||
public sealed class SceneComponentData
|
||||
{
|
||||
public string Type { get; set; } = string.Empty;
|
||||
public ValueType Value { get; set; } = default!;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Serialized representation of a relation between two entities.
|
||||
/// <see cref="EntityA"/> and <see cref="EntityB"/> reference scene-local <see cref="SceneEntityData.Id"/> values.
|
||||
/// <see cref="Type"/> identifies the relation kind (must be marked with <see cref="SceneRelationAttribute"/>).
|
||||
/// <see cref="Value"/> holds the relation data payload (may be an empty struct).
|
||||
/// </summary>
|
||||
public sealed class SceneRelationData
|
||||
{
|
||||
public string Type { get; set; } = string.Empty;
|
||||
public Guid EntityA { get; set; }
|
||||
public Guid EntityB { get; set; }
|
||||
public ValueType Value { get; set; } = default!;
|
||||
}
|
||||
@@ -0,0 +1,345 @@
|
||||
using System.Reflection;
|
||||
using MoonTools.ECS;
|
||||
using Nerfed.Runtime.Components;
|
||||
|
||||
namespace Nerfed.Runtime.Scene;
|
||||
|
||||
/// <summary>
|
||||
/// Central hub for scene serialization and deserialization.
|
||||
///
|
||||
/// On first use the static constructor scans all loaded assemblies for:
|
||||
/// • Structs annotated with <see cref="SceneComponentAttribute"/> — serialized as per-entity component data.
|
||||
/// • Structs annotated with <see cref="SceneRelationAttribute"/> — serialized as cross-entity relation data.
|
||||
///
|
||||
/// The <see cref="Components.ChildParentRelation"/> hierarchy is handled separately via
|
||||
/// <see cref="SceneEntityData.ParentId"/> and does NOT need a <see cref="SceneRelationAttribute"/>.
|
||||
///
|
||||
/// Usage:
|
||||
/// <code>
|
||||
/// var serializer = new JsonSceneSerializer();
|
||||
/// SceneManager.Save(world, "Assets/level1.scene", serializer, "Level 1");
|
||||
/// SceneManager.Load(world, "Assets/level1.scene", serializer);
|
||||
/// </code>
|
||||
/// </summary>
|
||||
public static class SceneManager
|
||||
{
|
||||
// Full CLR type name → Type
|
||||
private static readonly Dictionary<string, Type> ComponentRegistry = new();
|
||||
private static readonly Dictionary<string, Type> RelationRegistry = new();
|
||||
|
||||
// Reflection cache so we only build the delegates once per type.
|
||||
private static readonly Dictionary<Type, Func<World, Entity, bool>> HasComponentCache = new();
|
||||
private static readonly Dictionary<Type, Func<World, Entity, ValueType>> GetComponentCache = new();
|
||||
private static readonly Dictionary<Type, Action<World, Entity, ValueType>> SetComponentCache = new();
|
||||
private static readonly Dictionary<Type, Func<World, Entity, bool>> HasOutRelationCache = new();
|
||||
private static readonly Dictionary<Type, Func<World, Entity, Entity[]>> OutRelationsCache = new();
|
||||
private static readonly Dictionary<Type, Func<World, Entity, Entity, ValueType>> GetRelationDataCache = new();
|
||||
private static readonly Dictionary<Type, Action<World, Entity, Entity, ValueType>> RelateCache = new();
|
||||
|
||||
static SceneManager() {
|
||||
foreach(Assembly assembly in AppDomain.CurrentDomain.GetAssemblies()) {
|
||||
Type[] types;
|
||||
try { types = assembly.GetTypes(); } catch(ReflectionTypeLoadException ex) { types = ex.Types.Where(t => t is not null).ToArray()!; }
|
||||
|
||||
foreach(Type type in types) {
|
||||
if(type.FullName is null) continue;
|
||||
|
||||
if(type.GetCustomAttribute<SceneComponentAttribute>() is not null)
|
||||
ComponentRegistry[type.FullName] = type;
|
||||
|
||||
if(type.GetCustomAttribute<SceneRelationAttribute>() is not null)
|
||||
RelationRegistry[type.FullName] = type;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------------
|
||||
// Public registry accessors
|
||||
// -------------------------------------------------------------------------
|
||||
|
||||
public static Type? GetComponentType(string fullName) {
|
||||
ComponentRegistry.TryGetValue(fullName, out Type? type);
|
||||
return type;
|
||||
}
|
||||
|
||||
public static Type? GetRelationType(string fullName) {
|
||||
RelationRegistry.TryGetValue(fullName, out Type? type);
|
||||
return type;
|
||||
}
|
||||
|
||||
public static IReadOnlyDictionary<string, Type> RegisteredComponentTypes => ComponentRegistry;
|
||||
public static IReadOnlyDictionary<string, Type> RegisteredRelationTypes => RelationRegistry;
|
||||
|
||||
// -------------------------------------------------------------------------
|
||||
// High-level Save / Load
|
||||
// -------------------------------------------------------------------------
|
||||
|
||||
public static void Save(World world, string path, ISceneSerializer serializer, string sceneName = "") {
|
||||
SceneData scene = Extract(world, sceneName);
|
||||
string? directory = Path.GetDirectoryName(path);
|
||||
if(!string.IsNullOrEmpty(directory))
|
||||
Directory.CreateDirectory(directory);
|
||||
using FileStream stream = File.Open(path, FileMode.Create, FileAccess.Write);
|
||||
serializer.Serialize(scene, stream);
|
||||
}
|
||||
|
||||
public static Dictionary<Guid, Entity> Load(World world, string path, ISceneSerializer serializer) {
|
||||
using FileStream stream = File.Open(path, FileMode.Open, FileAccess.Read);
|
||||
SceneData scene = serializer.Deserialize(stream);
|
||||
return Instantiate(world, scene);
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------------
|
||||
// Extract (world → SceneData)
|
||||
// -------------------------------------------------------------------------
|
||||
|
||||
public static SceneData Extract(World world, string name = "") {
|
||||
SceneData scene = new() { Name = name };
|
||||
|
||||
// ── 1. Collect entities ──────────────────────────────────────────────
|
||||
// Include an entity if it has at least one scene component OR if it
|
||||
// appears as an endpoint of at least one scene relation. This ensures
|
||||
// pure grouping nodes and relation-only entities are not dropped.
|
||||
|
||||
Dictionary<uint, Guid> entityToGuid = new();
|
||||
|
||||
void EnsureEntity(Entity e) {
|
||||
if(!entityToGuid.ContainsKey(e.ID))
|
||||
entityToGuid[e.ID] = Guid.NewGuid();
|
||||
}
|
||||
|
||||
foreach(Entity entity in world.GetAllEntities()) {
|
||||
if(HasAnySceneComponent(world, entity))
|
||||
EnsureEntity(entity);
|
||||
}
|
||||
|
||||
// Walk all registered relation types and pull in both endpoints.
|
||||
foreach(Type relationType in RelationRegistry.Values) {
|
||||
foreach((Entity a, Entity b) in WorldAllRelations(world, relationType)) {
|
||||
EnsureEntity(a);
|
||||
EnsureEntity(b);
|
||||
}
|
||||
}
|
||||
|
||||
// Also include entities that are part of the ChildParentRelation hierarchy
|
||||
// even if they carry no scene components and no user-defined relations.
|
||||
foreach((Entity child, Entity parent) in world.Relations<ChildParentRelation>()) {
|
||||
EnsureEntity(child);
|
||||
EnsureEntity(parent);
|
||||
}
|
||||
|
||||
// ── 2. Build entity records (parents must be known before children so
|
||||
// we sort parents-before-children for readable output) ───────────
|
||||
List<SceneEntityData> ordered = BuildSortedEntityList(world, entityToGuid);
|
||||
scene.Entities.AddRange(ordered);
|
||||
|
||||
// ── 3. Build relation records ────────────────────────────────────────
|
||||
foreach((string typeName, Type relationType) in RelationRegistry) {
|
||||
foreach((Entity a, Entity b) in WorldAllRelations(world, relationType)) {
|
||||
if(!entityToGuid.TryGetValue(a.ID, out Guid guidA) ||
|
||||
!entityToGuid.TryGetValue(b.ID, out Guid guidB))
|
||||
continue;
|
||||
|
||||
ValueType payload = WorldGetRelationData(world, a, b, relationType);
|
||||
scene.Relations.Add(new SceneRelationData {
|
||||
Type = typeName,
|
||||
EntityA = guidA,
|
||||
EntityB = guidB,
|
||||
Value = payload,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
return scene;
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------------
|
||||
// Instantiate (SceneData → world)
|
||||
// -------------------------------------------------------------------------
|
||||
|
||||
public static Dictionary<Guid, Entity> Instantiate(World world, SceneData scene) {
|
||||
Dictionary<Guid, Entity> guidToEntity = new(scene.Entities.Count);
|
||||
|
||||
// Pass 1 – create all entities.
|
||||
foreach(SceneEntityData entityData in scene.Entities) {
|
||||
Entity entity = world.CreateEntity(entityData.Tag);
|
||||
guidToEntity[entityData.Id] = entity;
|
||||
}
|
||||
|
||||
// Pass 2 – set components and wire up the ChildParentRelation hierarchy.
|
||||
foreach(SceneEntityData entityData in scene.Entities) {
|
||||
Entity entity = guidToEntity[entityData.Id];
|
||||
|
||||
foreach(SceneComponentData componentData in entityData.Components)
|
||||
WorldSetComponent(world, entity, componentData.Type, componentData.Value);
|
||||
|
||||
if(entityData.ParentId is Guid parentGuid && guidToEntity.TryGetValue(parentGuid, out Entity parent)) {
|
||||
world.Set(entity, new Child());
|
||||
world.Relate(entity, parent, new ChildParentRelation());
|
||||
} else {
|
||||
world.Set(entity, new Root());
|
||||
}
|
||||
}
|
||||
|
||||
// Pass 3 – restore all user-defined relations.
|
||||
foreach(SceneRelationData relationData in scene.Relations) {
|
||||
if(!guidToEntity.TryGetValue(relationData.EntityA, out Entity entityA) ||
|
||||
!guidToEntity.TryGetValue(relationData.EntityB, out Entity entityB))
|
||||
continue;
|
||||
|
||||
WorldRelate(world, entityA, entityB, relationData.Type, relationData.Value);
|
||||
}
|
||||
|
||||
return guidToEntity;
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------------
|
||||
// Helpers – entity ordering
|
||||
// -------------------------------------------------------------------------
|
||||
|
||||
// Returns entities sorted so that a parent always appears before its children,
|
||||
// making the JSON file human-readable and easier to diff.
|
||||
private static List<SceneEntityData> BuildSortedEntityList(
|
||||
World world,
|
||||
Dictionary<uint, Guid> entityToGuid) {
|
||||
// Build per-entity data (unsorted first).
|
||||
Dictionary<Guid, SceneEntityData> byGuid = new(entityToGuid.Count);
|
||||
|
||||
foreach((uint entityId, Guid guid) in entityToGuid) {
|
||||
Entity entity = new(entityId);
|
||||
|
||||
Guid? parentId = null;
|
||||
if(world.HasOutRelation<ChildParentRelation>(entity)) {
|
||||
// Iterate all out-relations — an entity may have multiple parents
|
||||
// in theory, but ChildParentRelation is designed as singleton.
|
||||
// We capture the first valid one here.
|
||||
foreach(Entity parent in world.OutRelations<ChildParentRelation>(entity)) {
|
||||
if(entityToGuid.TryGetValue(parent.ID, out Guid parentGuid)) {
|
||||
parentId = parentGuid;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
List<SceneComponentData> components = new();
|
||||
foreach((string typeName, Type componentType) in ComponentRegistry) {
|
||||
if(!WorldHasComponent(world, entity, componentType)) continue;
|
||||
ValueType value = WorldGetComponent(world, entity, componentType);
|
||||
components.Add(new SceneComponentData { Type = typeName, Value = value });
|
||||
}
|
||||
|
||||
byGuid[guid] = new SceneEntityData {
|
||||
Id = guid,
|
||||
Tag = world.GetTag(entity),
|
||||
ParentId = parentId,
|
||||
Components = components,
|
||||
};
|
||||
}
|
||||
|
||||
// Topological sort: parents before children.
|
||||
List<SceneEntityData> sorted = new(byGuid.Count);
|
||||
HashSet<Guid> visited = new(byGuid.Count);
|
||||
|
||||
void Visit(Guid id) {
|
||||
if(!visited.Add(id)) return;
|
||||
SceneEntityData data = byGuid[id];
|
||||
if(data.ParentId is Guid pid && byGuid.ContainsKey(pid))
|
||||
Visit(pid);
|
||||
sorted.Add(data);
|
||||
}
|
||||
|
||||
foreach(Guid id in byGuid.Keys)
|
||||
Visit(id);
|
||||
|
||||
return sorted;
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------------
|
||||
// Reflection helpers – components
|
||||
// -------------------------------------------------------------------------
|
||||
|
||||
private static bool HasAnySceneComponent(World world, Entity entity) {
|
||||
foreach(Type componentType in ComponentRegistry.Values) {
|
||||
if(WorldHasComponent(world, entity, componentType)) return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
private static bool WorldHasComponent(World world, Entity entity, Type componentType) {
|
||||
if(!HasComponentCache.TryGetValue(componentType, out Func<World, Entity, bool>? fn)) {
|
||||
MethodInfo method = FindGenericMethod(nameof(World.Has)).MakeGenericMethod(componentType);
|
||||
fn = (w, e) => (bool)method.Invoke(w, new object[] { e })!;
|
||||
HasComponentCache[componentType] = fn;
|
||||
}
|
||||
return fn(world, entity);
|
||||
}
|
||||
|
||||
private static ValueType WorldGetComponent(World world, Entity entity, Type componentType) {
|
||||
if(!GetComponentCache.TryGetValue(componentType, out Func<World, Entity, ValueType>? fn)) {
|
||||
MethodInfo method = FindGenericMethod(nameof(World.Get)).MakeGenericMethod(componentType);
|
||||
fn = (w, e) => (ValueType)method.Invoke(w, new object[] { e })!;
|
||||
GetComponentCache[componentType] = fn;
|
||||
}
|
||||
return fn(world, entity);
|
||||
}
|
||||
|
||||
private static void WorldSetComponent(World world, Entity entity, string typeName, ValueType value) {
|
||||
if(!ComponentRegistry.TryGetValue(typeName, out Type? componentType)) return;
|
||||
|
||||
if(!SetComponentCache.TryGetValue(componentType, out Action<World, Entity, ValueType>? fn)) {
|
||||
MethodInfo method = FindGenericMethod(nameof(World.Set)).MakeGenericMethod(componentType);
|
||||
fn = (w, e, v) => method.Invoke(w, new object[] { e, v });
|
||||
SetComponentCache[componentType] = fn;
|
||||
}
|
||||
fn(world, entity, value);
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------------
|
||||
// Reflection helpers – relations
|
||||
// -------------------------------------------------------------------------
|
||||
|
||||
private static IEnumerable<(Entity, Entity)> WorldAllRelations(World world, Type relationType) {
|
||||
// World.Relations<T>() returns ReverseSpanEnumerator<(Entity,Entity)>.
|
||||
// We materialise it into a list so the caller can iterate freely.
|
||||
MethodInfo method = FindGenericMethod(nameof(World.Relations)).MakeGenericMethod(relationType);
|
||||
// Returns a boxed ReverseSpanEnumerator; invoke MoveNext/Current via dynamic.
|
||||
// Easiest: call via dynamic to avoid unsafe span-from-box issues.
|
||||
dynamic enumerator = method.Invoke(world, null)!;
|
||||
List<(Entity, Entity)> results = new();
|
||||
while(enumerator.MoveNext())
|
||||
results.Add(enumerator.Current);
|
||||
return results;
|
||||
}
|
||||
|
||||
private static ValueType WorldGetRelationData(World world, Entity a, Entity b, Type relationType) {
|
||||
if(!GetRelationDataCache.TryGetValue(relationType, out Func<World, Entity, Entity, ValueType>? fn)) {
|
||||
MethodInfo method = FindGenericMethod(nameof(World.GetRelationData)).MakeGenericMethod(relationType);
|
||||
fn = (w, ea, eb) => (ValueType)method.Invoke(w, new object[] { ea, eb })!;
|
||||
GetRelationDataCache[relationType] = fn;
|
||||
}
|
||||
return fn(world, a, b);
|
||||
}
|
||||
|
||||
private static void WorldRelate(World world, Entity a, Entity b, string typeName, ValueType value) {
|
||||
if(!RelationRegistry.TryGetValue(typeName, out Type? relationType)) return;
|
||||
|
||||
if(!RelateCache.TryGetValue(relationType, out Action<World, Entity, Entity, ValueType>? fn)) {
|
||||
MethodInfo method = FindGenericMethod(nameof(World.Relate)).MakeGenericMethod(relationType);
|
||||
fn = (w, ea, eb, v) => method.Invoke(w, new object[] { ea, eb, v });
|
||||
RelateCache[relationType] = fn;
|
||||
}
|
||||
fn(world, a, b, value);
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------------
|
||||
// Utility
|
||||
// -------------------------------------------------------------------------
|
||||
|
||||
private static MethodInfo FindGenericMethod(string name) {
|
||||
foreach(MethodInfo m in typeof(World).GetMethods(BindingFlags.Public | BindingFlags.Instance)) {
|
||||
if(m.Name == name && m.IsGenericMethodDefinition)
|
||||
return m;
|
||||
}
|
||||
throw new InvalidOperationException($"Could not find generic method '{name}' on {nameof(World)}.");
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,10 @@
|
||||
namespace Nerfed.Runtime.Scene;
|
||||
|
||||
/// <summary>
|
||||
/// Marks an unmanaged struct as a serializable scene relation kind.
|
||||
/// Both endpoints and the data payload will be saved/loaded by the scene system.
|
||||
/// The <see cref="Components.ChildParentRelation"/> hierarchy is handled separately via
|
||||
/// <see cref="SceneEntityData.ParentId"/> and should NOT be marked with this attribute.
|
||||
/// </summary>
|
||||
[AttributeUsage(AttributeTargets.Struct, Inherited = false)]
|
||||
public sealed class SceneRelationAttribute : Attribute { }
|
||||
@@ -0,0 +1,202 @@
|
||||
using MoonTools.ECS;
|
||||
using System.Collections.Generic;
|
||||
using System;
|
||||
using System.Numerics;
|
||||
using Nerfed.Runtime.Components;
|
||||
|
||||
namespace Nerfed.Runtime.Scene.Streaming;
|
||||
|
||||
/// <summary>
|
||||
/// Status of a chunk in the streaming system.
|
||||
/// </summary>
|
||||
public enum ChunkState
|
||||
{
|
||||
Unloaded,
|
||||
Loading,
|
||||
Loaded,
|
||||
Unloading
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A system that manages spatial partitioning. It determines which chunks should be loaded based on observers.
|
||||
/// </summary>
|
||||
public class ChunkStreamingSystem : MoonTools.ECS.System
|
||||
{
|
||||
private readonly struct ChunkCoord : IEquatable<ChunkCoord>
|
||||
{
|
||||
public readonly int X;
|
||||
public readonly int Y;
|
||||
public readonly int Z;
|
||||
|
||||
// Pre-calculated on creation
|
||||
public readonly long Id;
|
||||
|
||||
public ChunkCoord(int x, int y, int z)
|
||||
{
|
||||
X = x;
|
||||
Y = y;
|
||||
Z = z;
|
||||
|
||||
// We allocate 21 bits per axis (allowing ~2 million chunks positive and negative).
|
||||
var hashX = (long)x & 0x1FFFFF;
|
||||
var hashY = (long)y & 0x1FFFFF;
|
||||
var hashZ = (long)z & 0x1FFFFF;
|
||||
|
||||
Id = hashX | (hashY << 21) | (hashZ << 42);
|
||||
}
|
||||
|
||||
public bool Equals(ChunkCoord other) => Id == other.Id;
|
||||
public override bool Equals(object? obj) => obj is ChunkCoord other && Equals(other);
|
||||
public override int GetHashCode() => Id.GetHashCode();
|
||||
}
|
||||
|
||||
// Configurable size of a chunk in world coordinates.
|
||||
public float ChunkSize { get; set; } = 64f;
|
||||
|
||||
private readonly Filter _observerFilter;
|
||||
private readonly Filter _chunkMemberFilter;
|
||||
private readonly Filter _unloadedFilter;
|
||||
|
||||
// Active loaded/loading chunks
|
||||
private readonly Dictionary<ChunkCoord, ChunkState> _activeChunks = new();
|
||||
|
||||
// Queue of chunks waiting to be loaded
|
||||
private readonly Queue<ChunkCoord> _pendingLoads = new();
|
||||
|
||||
// Queue of chunks waiting to be completely tagged for unloading
|
||||
private readonly Queue<ChunkCoord> _pendingUnloads = new();
|
||||
|
||||
public ChunkStreamingSystem(World world) : base(world)
|
||||
{
|
||||
_observerFilter = FilterBuilder
|
||||
.Include<ChunkObserverComponent>()
|
||||
.Include<LocalToWorld>() // Needs a world position
|
||||
.Exclude<ChunkUnloadPendingTag>() // Ignore dying observers
|
||||
.Build();
|
||||
|
||||
_chunkMemberFilter = FilterBuilder
|
||||
.Include<ChunkMemberComponent>()
|
||||
.Exclude<ChunkUnloadPendingTag>() // Ignore entities already marked for death
|
||||
.Build();
|
||||
|
||||
_unloadedFilter = FilterBuilder
|
||||
.Include<ChunkUnloadPendingTag>()
|
||||
.Build();
|
||||
}
|
||||
|
||||
public override void Update(TimeSpan delta)
|
||||
{
|
||||
var requiredChunks = new HashSet<ChunkCoord>();
|
||||
|
||||
// 1. Find all chunks that should be loaded based on observers
|
||||
foreach (var observerEntity in _observerFilter.Entities)
|
||||
{
|
||||
var observer = Get<ChunkObserverComponent>(observerEntity);
|
||||
var transform = Get<LocalToWorld>(observerEntity);
|
||||
|
||||
// Convert world pos to grid coordinates
|
||||
var worldPos = transform.localToWorldMatrix.Translation;
|
||||
var centerChunk = GetChunkCoord(worldPos);
|
||||
|
||||
// Determine chunk radius based on observer radius and chunk size
|
||||
int chunkRadius = (int)MathF.Ceiling(observer.ViewRadius / ChunkSize);
|
||||
|
||||
for (int x = -chunkRadius; x <= chunkRadius; x++)
|
||||
{
|
||||
for (int y = -chunkRadius; y <= chunkRadius; y++)
|
||||
{
|
||||
for (int z = -chunkRadius; z <= chunkRadius; z++)
|
||||
{
|
||||
var coord = new ChunkCoord(centerChunk.X + x, centerChunk.Y + y, centerChunk.Z + z);
|
||||
requiredChunks.Add(coord);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 2. Unload chunks that are active but no longer required
|
||||
var chunksToUnload = new List<ChunkCoord>();
|
||||
foreach (var activeChunk in _activeChunks.Keys)
|
||||
{
|
||||
if (!requiredChunks.Contains(activeChunk) && _activeChunks[activeChunk] != ChunkState.Unloading)
|
||||
{
|
||||
chunksToUnload.Add(activeChunk);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var coord in chunksToUnload)
|
||||
{
|
||||
_activeChunks[coord] = ChunkState.Unloading;
|
||||
_pendingUnloads.Enqueue(coord);
|
||||
}
|
||||
|
||||
// 3. Queue newly required chunks
|
||||
foreach (var coord in requiredChunks)
|
||||
{
|
||||
if (!_activeChunks.ContainsKey(coord))
|
||||
{
|
||||
// Mark as unloaded so we don't queue it multiple times
|
||||
_activeChunks[coord] = ChunkState.Unloaded;
|
||||
_pendingLoads.Enqueue(coord);
|
||||
}
|
||||
}
|
||||
|
||||
// 4. Process only ONE chunk load per frame to prevent stuttering
|
||||
if (_pendingLoads.Count > 0)
|
||||
{
|
||||
var chunkToLoad = _pendingLoads.Dequeue();
|
||||
// Double check it wasn't unloaded before we got around to loading it
|
||||
if (_activeChunks.TryGetValue(chunkToLoad, out var state) && state == ChunkState.Unloaded)
|
||||
{
|
||||
LoadChunk(chunkToLoad);
|
||||
}
|
||||
}
|
||||
|
||||
// 5. Process only ONE chunk unload tagging per frame
|
||||
if (_pendingUnloads.Count > 0)
|
||||
{
|
||||
var chunkToUnload = _pendingUnloads.Dequeue();
|
||||
UnloadChunk(chunkToUnload);
|
||||
}
|
||||
}
|
||||
|
||||
private ChunkCoord GetChunkCoord(Vector3 worldPos)
|
||||
{
|
||||
return new ChunkCoord(
|
||||
(int)MathF.Floor(worldPos.X / ChunkSize),
|
||||
(int)MathF.Floor(worldPos.Y / ChunkSize),
|
||||
(int)MathF.Floor(worldPos.Z / ChunkSize)
|
||||
);
|
||||
}
|
||||
|
||||
private void LoadChunk(ChunkCoord coord)
|
||||
{
|
||||
_activeChunks[coord] = ChunkState.Loading;
|
||||
|
||||
// TODO: In a real system, you'd queue async I/O here to read SceneData for this chunk
|
||||
// and spawn the entities. Once they are all spawned, set state to Loaded.
|
||||
|
||||
// For demonstration, immediately set to loaded.
|
||||
_activeChunks[coord] = ChunkState.Loaded;
|
||||
}
|
||||
|
||||
private void UnloadChunk(ChunkCoord coord)
|
||||
{
|
||||
// Instead of destroying everything instantly, we tag the entities as 'Unloaded'
|
||||
// so that they stop participating in rendering/gameplay, and get destroyed slowly
|
||||
// by the ChunkTeardownSystem.
|
||||
long coordId = coord.Id;
|
||||
foreach (var entity in _chunkMemberFilter.Entities)
|
||||
{
|
||||
var chunkMember = Get<ChunkMemberComponent>(entity);
|
||||
if (chunkMember.ChunkId == coordId)
|
||||
{
|
||||
Set(entity, new ChunkUnloadPendingTag());
|
||||
}
|
||||
}
|
||||
|
||||
// Immediately remove it from the required grid so it can be re-loaded
|
||||
// if the player turns around quickly, while older entities are just garbage collected.
|
||||
_activeChunks.Remove(coord);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,35 @@
|
||||
using MoonTools.ECS;
|
||||
using System;
|
||||
|
||||
namespace Nerfed.Runtime.Scene.Streaming;
|
||||
|
||||
/// <summary>
|
||||
/// A centralized cleanup system for slowly destroying chunk entities to avoid frame stutters.
|
||||
/// </summary>
|
||||
public class ChunkTeardownSystem : MoonTools.ECS.System
|
||||
{
|
||||
private readonly Filter _unloadedFilter;
|
||||
|
||||
// Adjustable limit to prevent massive stutters when unloading chunks.
|
||||
public int MaxEntitiesToDestroyPerFrame { get; set; } = 250;
|
||||
|
||||
public ChunkTeardownSystem(World world) : base(world)
|
||||
{
|
||||
_unloadedFilter = FilterBuilder
|
||||
.Include<ChunkUnloadPendingTag>()
|
||||
.Build();
|
||||
}
|
||||
|
||||
public override void Update(TimeSpan delta)
|
||||
{
|
||||
int destroyed = 0;
|
||||
|
||||
foreach (var entity in _unloadedFilter.Entities)
|
||||
{
|
||||
if (destroyed >= MaxEntitiesToDestroyPerFrame) break;
|
||||
|
||||
Destroy(entity);
|
||||
destroyed++;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,28 @@
|
||||
using MoonTools.ECS;
|
||||
using System.Numerics;
|
||||
|
||||
namespace Nerfed.Runtime.Scene.Streaming;
|
||||
|
||||
/// <summary>
|
||||
/// Marks an entity as a streaming observer (e.g. the player camera) that causes chunks
|
||||
/// to be loaded around it.
|
||||
/// </summary>
|
||||
public struct ChunkObserverComponent
|
||||
{
|
||||
public float ViewRadius;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tags an entity as belonging to a specific chunk, allowing it to be unloaded when the chunk is out of range.
|
||||
/// </summary>
|
||||
public struct ChunkMemberComponent
|
||||
{
|
||||
// A 64-bit spatial hash combining the X, Y, and Z coordinates.
|
||||
public long ChunkId;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Added to entities that belong to a chunk that has been unloaded.
|
||||
/// A dedicated system will process and destroy these slowly over multiple frames.
|
||||
/// </summary>
|
||||
public struct ChunkUnloadPendingTag { }
|
||||
@@ -0,0 +1,68 @@
|
||||
using System.Numerics;
|
||||
using ImGuiNET;
|
||||
using MoonTools.ECS;
|
||||
using Nerfed.Runtime.Components;
|
||||
|
||||
namespace Nerfed.Runtime.Serialization;
|
||||
|
||||
public static class ComponentHelper
|
||||
{
|
||||
// Auto generate this.
|
||||
public static readonly Dictionary<Type, Func<World, Entity, ValueType>> GetComponentByType = new()
|
||||
{
|
||||
{ typeof(LocalTransform), (world, entity) => world.Get<LocalTransform>(entity) },
|
||||
{ typeof(Root), (world, entity) => world.Get<Root>(entity) },
|
||||
};
|
||||
|
||||
// Auto generate this.
|
||||
public static readonly Dictionary<Type, Action<World, Entity, ValueType>> SetComponentByType = new()
|
||||
{
|
||||
{ typeof(LocalTransform), (world, entity, component) => world.Set(entity, (LocalTransform)component) },
|
||||
{ typeof(Root), (world, entity, component) => world.Set(entity, (Root)component) },
|
||||
};
|
||||
|
||||
// Auto generate this, but it should only contain user assignable components (so something like 'root' should be excluded).
|
||||
// Maybe use an attribute for this.
|
||||
public static readonly Dictionary<Type, Action<World, Entity>> AddComponentByType = new()
|
||||
{
|
||||
{ typeof(LocalTransform), (world, entity) => world.Set(entity, LocalTransform.Identity) },
|
||||
};
|
||||
|
||||
// Auto generate this, but also keep the option for 'custom inspectors'.
|
||||
// Maybe via attribute?
|
||||
public static readonly Dictionary<Type, Action<World, Entity>> ComponentInspectorByType = new()
|
||||
{
|
||||
{
|
||||
typeof(LocalTransform), (world, entity) =>
|
||||
{
|
||||
(Vector3 position, Quaternion rotation, Vector3 scale) = world.Get<LocalTransform>(entity);
|
||||
Vector3 eulerAngles = MathEx.ToEulerAngles(rotation);
|
||||
eulerAngles = new Vector3(float.RadiansToDegrees(eulerAngles.X), float.RadiansToDegrees(eulerAngles.Y), float.RadiansToDegrees(eulerAngles.Z));
|
||||
bool isDirty = false;
|
||||
|
||||
ImGui.BeginGroup();
|
||||
ImGui.Text($"{nameof(LocalTransform)}");
|
||||
isDirty |= ImGui.DragFloat3("Position", ref position, 0.2f, float.MinValue, float.MaxValue /*, "%f0 m" */); // TODO: right format.
|
||||
isDirty |= ImGui.DragFloat3("Rotation", ref eulerAngles);
|
||||
isDirty |= ImGui.DragFloat3("Scale", ref scale);
|
||||
ImGui.EndGroup();
|
||||
|
||||
if (!isDirty)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
eulerAngles = new Vector3(float.DegreesToRadians(eulerAngles.X), float.DegreesToRadians(eulerAngles.Y), float.DegreesToRadians(eulerAngles.Z));
|
||||
world.Set(entity, new LocalTransform(position, MathEx.ToQuaternion(eulerAngles), scale));
|
||||
}
|
||||
},
|
||||
{
|
||||
typeof(Root), (world, entity) =>
|
||||
{
|
||||
ImGui.BeginGroup();
|
||||
ImGui.Text($"{nameof(Root)}");
|
||||
ImGui.EndGroup();
|
||||
}
|
||||
},
|
||||
};
|
||||
}
|
||||
@@ -0,0 +1,120 @@
|
||||
using MoonTools.ECS;
|
||||
using Nerfed.Runtime.Components;
|
||||
using Nerfed.Runtime.Util;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Numerics;
|
||||
|
||||
// TODO:
|
||||
// Explore if having a WorldTransform and LocalTransfom component each holding position, rotation, scale values and the matricies is useful.
|
||||
// Often you need to either get or set these values.
|
||||
// If so, we probably need a utility funciton to do so. Since changing these values means that we need to update all the related data + children as well.
|
||||
|
||||
// TODO:
|
||||
// When modifying transform all the children need to be updated as well.
|
||||
|
||||
namespace Nerfed.Runtime.Systems
|
||||
{
|
||||
public class LocalToWorldSystem : MoonTools.ECS.System
|
||||
{
|
||||
public override IReadOnlySet<Type> ReadsComponents { get; } = new HashSet<Type> { typeof(LocalTransform) };
|
||||
public override IReadOnlySet<Type> WritesComponents { get; } = new HashSet<Type> { typeof(LocalToWorld) };
|
||||
|
||||
private readonly bool useParallelFor = true;
|
||||
private const int ParallelForMinCount = 32; // Below this, parallel overhead costs more than it saves.
|
||||
private static readonly System.Threading.Tasks.ParallelOptions ParallelOptions = new()
|
||||
{
|
||||
MaxDegreeOfParallelism = Environment.ProcessorCount
|
||||
};
|
||||
private readonly Filter rootEntitiesFilter;
|
||||
private readonly Filter entitiesWithoutLocalToWorldFilter;
|
||||
private readonly Action<int> updateWorldTransform;
|
||||
private ParallelWriter<LocalToWorld> _parallelWriter;
|
||||
|
||||
public LocalToWorldSystem(World world) : base(world)
|
||||
{
|
||||
rootEntitiesFilter = FilterBuilder.Include<LocalTransform>().Exclude<Child>().Build();
|
||||
if (useParallelFor)
|
||||
{
|
||||
entitiesWithoutLocalToWorldFilter = FilterBuilder.Include<LocalTransform>().Exclude<LocalToWorld>().Build();
|
||||
updateWorldTransform = UpdateWorldTransformByIndex;
|
||||
}
|
||||
}
|
||||
|
||||
public override void Update(TimeSpan delta)
|
||||
{
|
||||
if (rootEntitiesFilter.Empty)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (useParallelFor)
|
||||
{
|
||||
// This check is needed because some entities might not have a LocalToWorld component yet.
|
||||
// Adding this during the loop will break.
|
||||
Profiler.BeginSample("ParallelFor.LocalToWorldCheck");
|
||||
foreach (Entity entity in entitiesWithoutLocalToWorldFilter.Entities) {
|
||||
Set(entity, new LocalToWorld(Matrix4x4.Identity));
|
||||
}
|
||||
Profiler.EndSample();
|
||||
|
||||
// Acquire a ParallelWriter AFTER pre-allocation — all entities now have LocalToWorld.
|
||||
// This writer only permits updating existing values; no structural mutations allowed.
|
||||
_parallelWriter = World.GetParallelWriter<LocalToWorld>();
|
||||
|
||||
Profiler.BeginSample("ParallelFor.LocalToWorldUpdate");
|
||||
if (rootEntitiesFilter.Count >= ParallelForMinCount)
|
||||
{
|
||||
Parallel.For(0, rootEntitiesFilter.Count, ParallelOptions, updateWorldTransform);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Not enough work to justify thread overhead — run serially.
|
||||
for (int i = 0; i < rootEntitiesFilter.Count; i++)
|
||||
{
|
||||
updateWorldTransform(i);
|
||||
}
|
||||
}
|
||||
Profiler.EndSample();
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach (Entity entity in rootEntitiesFilter.Entities)
|
||||
{
|
||||
// Profiler.BeginSample("UpdateWorldTransform");
|
||||
UpdateWorldTransform(entity, Matrix4x4.Identity);
|
||||
// Profiler.EndSample();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateWorldTransformByIndex(int entityFilterIndex)
|
||||
{
|
||||
// Profiler.BeginSample("UpdateWorldTransformByIndex");
|
||||
Entity entity = rootEntitiesFilter.NthEntity(entityFilterIndex);
|
||||
UpdateWorldTransform(entity, Matrix4x4.Identity);
|
||||
// Profiler.EndSample();
|
||||
}
|
||||
|
||||
private void UpdateWorldTransform(in Entity entity, Matrix4x4 localToWorldMatrix)
|
||||
{
|
||||
if (Has<LocalTransform>(entity))
|
||||
{
|
||||
LocalTransform localTransform = Get<LocalTransform>(entity);
|
||||
localToWorldMatrix = Matrix4x4.Multiply(localToWorldMatrix, localTransform.TRS());
|
||||
LocalToWorld localToWorld = new(localToWorldMatrix);
|
||||
|
||||
if (useParallelFor)
|
||||
_parallelWriter.Set(entity, localToWorld); // thread-safe: direct write, no structural mutation
|
||||
else
|
||||
Set(entity, localToWorld);
|
||||
}
|
||||
|
||||
ReverseSpanEnumerator<Entity> childEntities = World.InRelations<ChildParentRelation>(entity);
|
||||
foreach (Entity childEntity in childEntities)
|
||||
{
|
||||
UpdateWorldTransform(childEntity, localToWorldMatrix);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,73 @@
|
||||
using System.Collections;
|
||||
|
||||
namespace Nerfed.Runtime;
|
||||
|
||||
public class BoundedQueue<T> : IEnumerable<T>, ICollection, IReadOnlyCollection<T>
|
||||
{
|
||||
private readonly Queue<T> queue = null;
|
||||
private readonly int maxSize = 10;
|
||||
private T lastAddedElement;
|
||||
|
||||
public BoundedQueue(int maxSize)
|
||||
{
|
||||
this.maxSize = maxSize;
|
||||
queue = new Queue<T>(maxSize);
|
||||
}
|
||||
|
||||
public void Enqueue(T item)
|
||||
{
|
||||
queue.Enqueue(item);
|
||||
if (queue.Count > maxSize)
|
||||
{
|
||||
queue.Dequeue(); // Remove the oldest element
|
||||
}
|
||||
|
||||
lastAddedElement = item;
|
||||
}
|
||||
|
||||
public T Dequeue()
|
||||
{
|
||||
return queue.Dequeue();
|
||||
}
|
||||
|
||||
public T Peek()
|
||||
{
|
||||
return queue.Peek();
|
||||
}
|
||||
|
||||
public T LastAddedElement()
|
||||
{
|
||||
return lastAddedElement;
|
||||
}
|
||||
|
||||
public void Clear()
|
||||
{
|
||||
queue.Clear();
|
||||
}
|
||||
|
||||
public bool Contains(T item)
|
||||
{
|
||||
return queue.Contains(item);
|
||||
}
|
||||
|
||||
public IEnumerator<T> GetEnumerator()
|
||||
{
|
||||
return queue.GetEnumerator();
|
||||
}
|
||||
|
||||
IEnumerator IEnumerable.GetEnumerator()
|
||||
{
|
||||
return queue.GetEnumerator();
|
||||
}
|
||||
|
||||
public void CopyTo(Array array, int index)
|
||||
{
|
||||
((ICollection)queue).CopyTo(array, index);
|
||||
}
|
||||
|
||||
public int Count => queue.Count;
|
||||
public int Capacity => maxSize;
|
||||
public bool IsSynchronized => ((ICollection)queue).IsSynchronized;
|
||||
public object SyncRoot => ((ICollection)queue).SyncRoot;
|
||||
int IReadOnlyCollection<T>.Count => queue.Count;
|
||||
}
|
||||
@@ -1,3 +1,5 @@
|
||||
using System.Numerics;
|
||||
|
||||
namespace Nerfed.Runtime;
|
||||
|
||||
public static class MathEx
|
||||
@@ -17,4 +19,51 @@ public static class MathEx
|
||||
public static float Remap(float value, float oldMin, float oldMax, float newMin, float newMax) {
|
||||
return (value - oldMin) / (oldMax - oldMin) * (newMax - newMin) + newMin;
|
||||
}
|
||||
|
||||
// https://stackoverflow.com/questions/70462758/c-sharp-how-to-convert-quaternions-to-euler-angles-xyz
|
||||
public static Quaternion ToQuaternion(Vector3 v)
|
||||
{
|
||||
float cy = (float)Math.Cos(v.Z * 0.5);
|
||||
float sy = (float)Math.Sin(v.Z * 0.5);
|
||||
float cp = (float)Math.Cos(v.Y * 0.5);
|
||||
float sp = (float)Math.Sin(v.Y * 0.5);
|
||||
float cr = (float)Math.Cos(v.X * 0.5);
|
||||
float sr = (float)Math.Sin(v.X * 0.5);
|
||||
|
||||
return new Quaternion
|
||||
{
|
||||
W = (cr * cp * cy + sr * sp * sy),
|
||||
X = (sr * cp * cy - cr * sp * sy),
|
||||
Y = (cr * sp * cy + sr * cp * sy),
|
||||
Z = (cr * cp * sy - sr * sp * cy),
|
||||
};
|
||||
}
|
||||
|
||||
public static Vector3 ToEulerAngles(Quaternion q)
|
||||
{
|
||||
Vector3 angles = new();
|
||||
|
||||
// roll / x
|
||||
double sinrCosp = 2 * (q.W * q.X + q.Y * q.Z);
|
||||
double cosrCosp = 1 - 2 * (q.X * q.X + q.Y * q.Y);
|
||||
angles.X = (float)Math.Atan2(sinrCosp, cosrCosp);
|
||||
|
||||
// pitch / y
|
||||
double sinp = 2 * (q.W * q.Y - q.Z * q.X);
|
||||
if (Math.Abs(sinp) >= 1)
|
||||
{
|
||||
angles.Y = (float)Math.CopySign(Math.PI / 2, sinp);
|
||||
}
|
||||
else
|
||||
{
|
||||
angles.Y = (float)Math.Asin(sinp);
|
||||
}
|
||||
|
||||
// yaw / z
|
||||
double sinyCosp = 2 * (q.W * q.Z + q.X * q.Y);
|
||||
double cosyCosp = 1 - 2 * (q.Y * q.Y + q.Z * q.Z);
|
||||
angles.Z = (float)Math.Atan2(sinyCosp, cosyCosp);
|
||||
|
||||
return angles;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,13 @@
|
||||
using System.Security.Cryptography;
|
||||
|
||||
namespace Nerfed.Runtime.Util;
|
||||
|
||||
public static class RandomId
|
||||
{
|
||||
public static uint GenerateSecureRandomUInt()
|
||||
{
|
||||
byte[] buffer = new byte[4];
|
||||
RandomNumberGenerator.Fill(buffer);
|
||||
return BitConverter.ToUInt32(buffer, 0);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,99 @@
|
||||
using MoonTools.ECS;
|
||||
using Nerfed.Runtime.Components;
|
||||
using System.Collections.Generic;
|
||||
using System.Numerics;
|
||||
|
||||
namespace Nerfed.Runtime.Util
|
||||
{
|
||||
// https://github.com/needle-mirror/com.unity.entities/blob/master/Unity.Transforms/TransformHelpers.cs
|
||||
public static class Transform
|
||||
{
|
||||
public static Vector3 Forward(in this Matrix4x4 matrix) => new Vector3(matrix.M31, matrix.M32, matrix.M33);
|
||||
public static Vector3 Back(in this Matrix4x4 matrix) => -matrix.Forward();
|
||||
public static Vector3 Up(in this Matrix4x4 matrix) => new Vector3(matrix.M21, matrix.M22, matrix.M23);
|
||||
public static Vector3 Down(in this Matrix4x4 matrix) => -matrix.Up();
|
||||
public static Vector3 Right(in this Matrix4x4 matrix) => new Vector3(matrix.M11, matrix.M12, matrix.M13);
|
||||
public static Vector3 Left(in this Matrix4x4 matrix) => -matrix.Right();
|
||||
//public static Vector3 Translation(in this Matrix4x4 matrix) => new Vector3();
|
||||
//public static Quaternion Rotation(in this Matrix4x4 matrix) => new Quaternion();
|
||||
|
||||
public static Matrix4x4 TRS(in this LocalTransform localTransform)
|
||||
{
|
||||
return Matrix4x4.CreateScale(localTransform.scale) *
|
||||
Matrix4x4.CreateFromQuaternion(localTransform.rotation) *
|
||||
Matrix4x4.CreateTranslation(localTransform.position);
|
||||
}
|
||||
|
||||
// Sets the parent child relation and adds a child component.
|
||||
// Relation goes from child to parent.
|
||||
public static void SetParent(in World world, in Entity child, in Entity parent)
|
||||
{
|
||||
RemoveParent(world, child);
|
||||
|
||||
world.Relate(child, parent, new ChildParentRelation());
|
||||
world.Set(child, new Child());
|
||||
world.Remove<Root>(child);
|
||||
return;
|
||||
}
|
||||
|
||||
// Removes any parent child relation ship, thus making it a 'root' object.
|
||||
public static void RemoveParent(in World world, in Entity child)
|
||||
{
|
||||
if (!world.HasOutRelation<ChildParentRelation>(child))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Entity parent = world.OutRelationSingleton<ChildParentRelation>(child);
|
||||
|
||||
// TODO: Check if Unrelate all also unrelates incomming relations..?
|
||||
world.Unrelate<ChildParentRelation>(child, parent);
|
||||
world.Remove<Child>(child);
|
||||
world.Set(child, new Root());
|
||||
}
|
||||
|
||||
public static Entity CreateBaseEntity(this World world, string tag = "")
|
||||
{
|
||||
Entity entity = world.CreateEntity(tag);
|
||||
world.Set(entity, new Root());
|
||||
return entity;
|
||||
}
|
||||
|
||||
// Force update the transform data of an entity (and children).
|
||||
// Useful for when you need precise up to date transform data.
|
||||
public static void ForceUpdateLocalToWorld(in World world, in Entity entity)
|
||||
{
|
||||
Matrix4x4 parentLocalToWorldMatrix = Matrix4x4.Identity;
|
||||
|
||||
if (world.HasOutRelation<ChildParentRelation>(entity)) {
|
||||
Entity parent = world.OutRelationSingleton<ChildParentRelation>(entity);
|
||||
|
||||
if (world.Has<LocalToWorld>(parent))
|
||||
{
|
||||
parentLocalToWorldMatrix = world.Get<LocalToWorld>(parent).localToWorldMatrix;
|
||||
}
|
||||
}
|
||||
|
||||
ForceUpdateLocalToWorld(world, entity, parentLocalToWorldMatrix);
|
||||
}
|
||||
|
||||
private static void ForceUpdateLocalToWorld(in World world, in Entity entity, Matrix4x4 localToWorldMatrix)
|
||||
{
|
||||
if (world.Has<LocalTransform>(entity))
|
||||
{
|
||||
LocalTransform localTransform = world.Get<LocalTransform>(entity);
|
||||
localToWorldMatrix = Matrix4x4.Multiply(localToWorldMatrix, localTransform.TRS());
|
||||
LocalToWorld localToWorld = new(localToWorldMatrix);
|
||||
world.Set(entity, localToWorld);
|
||||
|
||||
Log.Info($"Entity {entity} | local position {localTransform.position} | world position {localToWorldMatrix.Translation}");
|
||||
}
|
||||
|
||||
ReverseSpanEnumerator<Entity> childEntities = world.InRelations<ChildParentRelation>(entity);
|
||||
foreach (Entity childEntity in childEntities)
|
||||
{
|
||||
ForceUpdateLocalToWorld(world, childEntity, localToWorldMatrix);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
+18
-26
@@ -5,46 +5,38 @@ VisualStudioVersion = 17.10.35013.160
|
||||
MinimumVisualStudioVersion = 10.0.40219.1
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Nerfed.Runtime", "Nerfed.Runtime\Nerfed.Runtime.csproj", "{98E09BAF-587F-4238-89BD-7693C036C233}"
|
||||
EndProject
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Nerfed.Builder", "Nerfed.Builder\Nerfed.Builder.csproj", "{1B88DE56-2AD8-441E-9B10-073AA43840BF}"
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Nerfed.Builder", "Nerfed.Builder\Nerfed.Builder.csproj", "{1B88DE56-2AD8-441E-9B10-073AA43840BF}"
|
||||
EndProject
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Nerfed.Editor", "Nerfed.Editor\Nerfed.Editor.csproj", "{FF7D032D-7F0B-4700-A818-0606D66AECF8}"
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Nerfed.Editor", "Nerfed.Editor\Nerfed.Editor.csproj", "{FF7D032D-7F0B-4700-A818-0606D66AECF8}"
|
||||
ProjectSection(ProjectDependencies) = postProject
|
||||
{1B88DE56-2AD8-441E-9B10-073AA43840BF} = {1B88DE56-2AD8-441E-9B10-073AA43840BF}
|
||||
EndProjectSection
|
||||
EndProject
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Nerfed.Compiler", "Nerfed.Compiler\Nerfed.Compiler.csproj", "{3DFEB8A4-5354-41EA-A249-27ADC7F666CF}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|x64 = Debug|x64
|
||||
Release|x64 = Release|x64
|
||||
Test|x64 = Test|x64
|
||||
Release|x64 = Release|x64
|
||||
Debug|x64 = Debug|x64
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{98E09BAF-587F-4238-89BD-7693C036C233}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{98E09BAF-587F-4238-89BD-7693C036C233}.Debug|x64.Build.0 = Debug|x64
|
||||
{98E09BAF-587F-4238-89BD-7693C036C233}.Release|x64.ActiveCfg = Release|x64
|
||||
{98E09BAF-587F-4238-89BD-7693C036C233}.Release|x64.Build.0 = Release|x64
|
||||
{98E09BAF-587F-4238-89BD-7693C036C233}.Test|x64.ActiveCfg = Test|x64
|
||||
{98E09BAF-587F-4238-89BD-7693C036C233}.Test|x64.Build.0 = Test|x64
|
||||
{1B88DE56-2AD8-441E-9B10-073AA43840BF}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{1B88DE56-2AD8-441E-9B10-073AA43840BF}.Debug|x64.Build.0 = Debug|x64
|
||||
{1B88DE56-2AD8-441E-9B10-073AA43840BF}.Release|x64.ActiveCfg = Release|x64
|
||||
{1B88DE56-2AD8-441E-9B10-073AA43840BF}.Release|x64.Build.0 = Release|x64
|
||||
{1B88DE56-2AD8-441E-9B10-073AA43840BF}.Test|x64.ActiveCfg = Test|x64
|
||||
{1B88DE56-2AD8-441E-9B10-073AA43840BF}.Test|x64.Build.0 = Test|x64
|
||||
{FF7D032D-7F0B-4700-A818-0606D66AECF8}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{FF7D032D-7F0B-4700-A818-0606D66AECF8}.Debug|x64.Build.0 = Debug|x64
|
||||
{FF7D032D-7F0B-4700-A818-0606D66AECF8}.Release|x64.ActiveCfg = Release|x64
|
||||
{FF7D032D-7F0B-4700-A818-0606D66AECF8}.Release|x64.Build.0 = Release|x64
|
||||
{1B88DE56-2AD8-441E-9B10-073AA43840BF}.Release|x64.ActiveCfg = Release|x64
|
||||
{1B88DE56-2AD8-441E-9B10-073AA43840BF}.Release|x64.Build.0 = Release|x64
|
||||
{1B88DE56-2AD8-441E-9B10-073AA43840BF}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{1B88DE56-2AD8-441E-9B10-073AA43840BF}.Debug|x64.Build.0 = Debug|x64
|
||||
{FF7D032D-7F0B-4700-A818-0606D66AECF8}.Test|x64.ActiveCfg = Test|x64
|
||||
{FF7D032D-7F0B-4700-A818-0606D66AECF8}.Test|x64.Build.0 = Test|x64
|
||||
{3DFEB8A4-5354-41EA-A249-27ADC7F666CF}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{3DFEB8A4-5354-41EA-A249-27ADC7F666CF}.Debug|x64.Build.0 = Debug|x64
|
||||
{3DFEB8A4-5354-41EA-A249-27ADC7F666CF}.Release|x64.ActiveCfg = Release|x64
|
||||
{3DFEB8A4-5354-41EA-A249-27ADC7F666CF}.Release|x64.Build.0 = Release|x64
|
||||
{3DFEB8A4-5354-41EA-A249-27ADC7F666CF}.Test|x64.ActiveCfg = Test|x64
|
||||
{3DFEB8A4-5354-41EA-A249-27ADC7F666CF}.Test|x64.Build.0 = Test|x64
|
||||
{FF7D032D-7F0B-4700-A818-0606D66AECF8}.Release|x64.ActiveCfg = Release|x64
|
||||
{FF7D032D-7F0B-4700-A818-0606D66AECF8}.Release|x64.Build.0 = Release|x64
|
||||
{FF7D032D-7F0B-4700-A818-0606D66AECF8}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{FF7D032D-7F0B-4700-A818-0606D66AECF8}.Debug|x64.Build.0 = Debug|x64
|
||||
{98E09BAF-587F-4238-89BD-7693C036C233}.Test|x64.ActiveCfg = Test|x64
|
||||
{98E09BAF-587F-4238-89BD-7693C036C233}.Test|x64.Build.0 = Test|x64
|
||||
{98E09BAF-587F-4238-89BD-7693C036C233}.Release|x64.ActiveCfg = Release|x64
|
||||
{98E09BAF-587F-4238-89BD-7693C036C233}.Release|x64.Build.0 = Release|x64
|
||||
{98E09BAF-587F-4238-89BD-7693C036C233}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{98E09BAF-587F-4238-89BD-7693C036C233}.Debug|x64.Build.0 = Debug|x64
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
|
||||
Reference in New Issue
Block a user