Compare commits
13 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 09089c35b9 | |||
| bd76fc1b25 | |||
| d80cc51aff | |||
| ad2f527de5 | |||
| b4c3b5ed18 | |||
| b9f5a4c56b | |||
| 50a77d5120 | |||
| 91672d5760 | |||
| 546b7feca7 | |||
| 36a134170a | |||
| 6e41c2579c | |||
| 2afbd9defe | |||
| f978c49532 |
@@ -1,4 +0,0 @@
|
|||||||
# 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.
|
|
||||||
@@ -16,6 +16,3 @@
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|||||||
[submodule "Nerfed.Runtime/Libraries/ImGui.NET"]
|
[submodule "Nerfed.Runtime/Libraries/ImGui.NET"]
|
||||||
path = Nerfed.Runtime/Libraries/ImGui.NET
|
path = Nerfed.Runtime/Libraries/ImGui.NET
|
||||||
url = https://github.com/ImGuiNET/ImGui.NET.git
|
url = https://github.com/ImGuiNET/ImGui.NET.git
|
||||||
[submodule "Nerfed.Runtime/Libraries/MoonTools.ECS"]
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|
||||||
path = Nerfed.Runtime/Libraries/MoonTools.ECS
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||||||
url = https://github.com/MoonsideGames/MoonTools.ECS.git
|
|
||||||
|
|||||||
Generated
-1
@@ -4,7 +4,6 @@
|
|||||||
<mapping directory="" vcs="Git" />
|
<mapping directory="" vcs="Git" />
|
||||||
<mapping directory="$PROJECT_DIR$/Nerfed.Runtime/Libraries/FAudio" 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/ImGui.NET" vcs="Git" />
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||||||
<mapping directory="$PROJECT_DIR$/Nerfed.Runtime/Libraries/MoonTools.ECS" vcs="Git" />
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|
||||||
<mapping directory="$PROJECT_DIR$/Nerfed.Runtime/Libraries/RefreshCS" 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/SDL2CS" vcs="Git" />
|
||||||
<mapping directory="$PROJECT_DIR$/Nerfed.Runtime/Libraries/WellspringCS" vcs="Git" />
|
<mapping directory="$PROJECT_DIR$/Nerfed.Runtime/Libraries/WellspringCS" vcs="Git" />
|
||||||
|
|||||||
@@ -1,6 +1,4 @@
|
|||||||
using System.Diagnostics;
|
using System.Diagnostics;
|
||||||
using System.Text.Json;
|
|
||||||
using Nerfed.Builder.Meta;
|
|
||||||
|
|
||||||
namespace Nerfed.Builder;
|
namespace Nerfed.Builder;
|
||||||
|
|
||||||
@@ -59,45 +57,15 @@ public class Builder : IDisposable
|
|||||||
string outFile = $"{args.ResourceOutPath}/{relativeFile}{PathUtil.ImportedFileExtension}";
|
string outFile = $"{args.ResourceOutPath}/{relativeFile}{PathUtil.ImportedFileExtension}";
|
||||||
|
|
||||||
FileInfo inFileInfo = new FileInfo(inFile);
|
FileInfo inFileInfo = new FileInfo(inFile);
|
||||||
|
FileInfo outFileInfo = new FileInfo(outFile);
|
||||||
|
|
||||||
// =========================================================================
|
if (!FileUtil.IsNewer(inFileInfo, outFileInfo))
|
||||||
// STEP 1: GUID META FILE SYNC
|
|
||||||
// Ensure the source file has a backing .meta file generating its Guid
|
|
||||||
// =========================================================================
|
|
||||||
string metaFile = inFile + ".meta";
|
|
||||||
AssetMeta metaData;
|
|
||||||
|
|
||||||
if (!File.Exists(metaFile))
|
|
||||||
{
|
|
||||||
// Generate a brand new meta file to track this asset permanently
|
|
||||||
metaData = new AssetMeta(Guid.NewGuid());
|
|
||||||
string json = JsonSerializer.Serialize(metaData, new JsonSerializerOptions { WriteIndented = true });
|
|
||||||
File.WriteAllText(metaFile, json);
|
|
||||||
Console.WriteLine($"[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 = $"{args.ResourceOutPath}/{metaData.Id}.bin";
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|
||||||
FileInfo outFileInfo = new FileInfo(cacheOutFile);
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|
||||||
|
|
||||||
// Rebuild if the source file changed, or if the meta file changed!
|
|
||||||
FileInfo metaFileInfo = new FileInfo(metaFile);
|
|
||||||
bool requiresCompile = !outFileInfo.Exists ||
|
|
||||||
FileUtil.IsNewer(inFileInfo, outFileInfo) ||
|
|
||||||
FileUtil.IsNewer(metaFileInfo, outFileInfo);
|
|
||||||
|
|
||||||
if (!requiresCompile)
|
|
||||||
{
|
{
|
||||||
// File has not changed since last build, no need to build this one.
|
// File has not changed since last build, no need to build this one.
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
string outDir = Path.GetDirectoryName(cacheOutFile)!;
|
string outDir = Path.GetDirectoryName(outFile);
|
||||||
if (!Directory.Exists(outDir))
|
if (!Directory.Exists(outDir))
|
||||||
{
|
{
|
||||||
Directory.CreateDirectory(outDir);
|
Directory.CreateDirectory(outDir);
|
||||||
@@ -106,14 +74,14 @@ public class Builder : IDisposable
|
|||||||
string ext = Path.GetExtension(inFile).ToLower();
|
string ext = Path.GetExtension(inFile).ToLower();
|
||||||
if (importers.TryGetValue(ext, out IImporter importer))
|
if (importers.TryGetValue(ext, out IImporter importer))
|
||||||
{
|
{
|
||||||
importer.Import(inFile, cacheOutFile); // Compile source directly to hash.bin
|
importer.Import(inFile, outFile);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
rawFileImporter.Import(inFile, cacheOutFile);
|
rawFileImporter.Import(inFile, outFile);
|
||||||
}
|
}
|
||||||
|
|
||||||
Console.WriteLine($"Compiled {relativeFile} -> {metaData.Id}.bin");
|
Console.WriteLine(relativeFile);
|
||||||
}
|
}
|
||||||
catch (Exception e)
|
catch (Exception e)
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -1,30 +0,0 @@
|
|||||||
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;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -0,0 +1,64 @@
|
|||||||
|
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
|
||||||
|
{
|
||||||
|
}
|
||||||
@@ -0,0 +1,82 @@
|
|||||||
|
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;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,161 @@
|
|||||||
|
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, $"*{CSProjectExtensionName}", SearchOption.TopDirectoryOnly);
|
||||||
|
foreach (string csProjectFile in csProjectFiles)
|
||||||
|
{
|
||||||
|
File.Delete(csProjectFile);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,26 @@
|
|||||||
|
<Project Sdk="Microsoft.NET.Sdk">
|
||||||
|
|
||||||
|
<PropertyGroup>
|
||||||
|
<OutputType>Exe</OutputType>
|
||||||
|
<TargetFramework>net8.0</TargetFramework>
|
||||||
|
<ImplicitUsings>enable</ImplicitUsings>
|
||||||
|
<Nullable>disable</Nullable>
|
||||||
|
<AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>
|
||||||
|
<IsPackable>false</IsPackable>
|
||||||
|
<Configurations>Debug;Test;Release</Configurations>
|
||||||
|
<Platforms>x64</Platforms>
|
||||||
|
</PropertyGroup>
|
||||||
|
|
||||||
|
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x64' ">
|
||||||
|
<Optimize>false</Optimize>
|
||||||
|
</PropertyGroup>
|
||||||
|
|
||||||
|
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Test|x64' ">
|
||||||
|
<Optimize>true</Optimize>
|
||||||
|
</PropertyGroup>
|
||||||
|
|
||||||
|
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|x64' ">
|
||||||
|
<Optimize>true</Optimize>
|
||||||
|
</PropertyGroup>
|
||||||
|
|
||||||
|
</Project>
|
||||||
@@ -0,0 +1,15 @@
|
|||||||
|
namespace Nerfed.Compiler;
|
||||||
|
|
||||||
|
public class Program
|
||||||
|
{
|
||||||
|
internal static void Main(string[] args)
|
||||||
|
{
|
||||||
|
if (args.Length != 2)
|
||||||
|
{
|
||||||
|
Console.WriteLine("projectFilePath, configuration (Debug, Test, Release)");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
Compiler.Compile(args[0], args[1]);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,50 @@
|
|||||||
|
using System.Text.Json;
|
||||||
|
using System.Text.Json.Serialization;
|
||||||
|
|
||||||
|
namespace Nerfed.Compiler;
|
||||||
|
|
||||||
|
public class Project
|
||||||
|
{
|
||||||
|
public string Name { get; set; }
|
||||||
|
|
||||||
|
public static bool Create(string path, string name, out Project project)
|
||||||
|
{
|
||||||
|
// Create project file.
|
||||||
|
project = new Project
|
||||||
|
{
|
||||||
|
Name = name,
|
||||||
|
};
|
||||||
|
|
||||||
|
Save(project, path);
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static bool Save(Project project, string projectFilePath)
|
||||||
|
{
|
||||||
|
string jsonString = JsonSerializer.Serialize(project, ProjectContext.Default.Project);
|
||||||
|
|
||||||
|
File.WriteAllText(projectFilePath, jsonString);
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static bool Open(string path, out Project project)
|
||||||
|
{
|
||||||
|
string jsonString = File.ReadAllText(path);
|
||||||
|
project = JsonSerializer.Deserialize(jsonString, ProjectContext.Default.Project);
|
||||||
|
|
||||||
|
if (project == null)
|
||||||
|
{
|
||||||
|
Console.WriteLine($"ERROR: Could not open {typeof(Project)}.");
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
[JsonSerializable(typeof(Project))]
|
||||||
|
public partial class ProjectContext : JsonSerializerContext
|
||||||
|
{
|
||||||
|
}
|
||||||
@@ -1,4 +0,0 @@
|
|||||||
namespace Nerfed.Editor.Components;
|
|
||||||
|
|
||||||
public readonly record struct SelectedInHierachy;
|
|
||||||
public readonly record struct ClickedInHierachy;
|
|
||||||
@@ -1,4 +1,5 @@
|
|||||||
using ImGuiNET;
|
using ImGuiNET;
|
||||||
|
using Nerfed.Editor.Project;
|
||||||
using Nerfed.Runtime;
|
using Nerfed.Runtime;
|
||||||
using Nerfed.Runtime.Graphics;
|
using Nerfed.Runtime.Graphics;
|
||||||
using Nerfed.Runtime.Gui;
|
using Nerfed.Runtime.Gui;
|
||||||
@@ -56,6 +57,7 @@ namespace Nerfed.Editor
|
|||||||
}
|
}
|
||||||
ImGui.EndMenu();
|
ImGui.EndMenu();
|
||||||
}
|
}
|
||||||
|
|
||||||
ImGui.EndMainMenuBar();
|
ImGui.EndMainMenuBar();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -67,11 +69,7 @@ namespace Nerfed.Editor
|
|||||||
|
|
||||||
ImGui.ShowDemoWindow();
|
ImGui.ShowDemoWindow();
|
||||||
|
|
||||||
foreach (MoonTools.ECS.System system in Program.editorSystems)
|
EditorProjectGui.OnGui();
|
||||||
{
|
|
||||||
using ProfilerScope scope = new(system.GetType().Name);
|
|
||||||
system.Update(Engine.Timestep);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -9,7 +9,6 @@
|
|||||||
<IsPackable>false</IsPackable>
|
<IsPackable>false</IsPackable>
|
||||||
<Configurations>Debug;Test;Release</Configurations>
|
<Configurations>Debug;Test;Release</Configurations>
|
||||||
<Platforms>x64</Platforms>
|
<Platforms>x64</Platforms>
|
||||||
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
|
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
|
|
||||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x64' ">
|
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x64' ">
|
||||||
@@ -24,6 +23,7 @@
|
|||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
|
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
|
<ProjectReference Include="..\Nerfed.Compiler\Nerfed.Compiler.csproj" />
|
||||||
<ProjectReference Include="..\Nerfed.Runtime\Nerfed.Runtime.csproj" />
|
<ProjectReference Include="..\Nerfed.Runtime\Nerfed.Runtime.csproj" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
|
|
||||||
|
|||||||
@@ -1,19 +1,9 @@
|
|||||||
using MoonTools.ECS;
|
using Nerfed.Runtime;
|
||||||
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;
|
namespace Nerfed.Editor;
|
||||||
|
|
||||||
internal class Program
|
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)
|
private static void Main(string[] args)
|
||||||
{
|
{
|
||||||
Engine.OnInitialize += HandleOnInitialize;
|
Engine.OnInitialize += HandleOnInitialize;
|
||||||
@@ -26,79 +16,24 @@ internal class Program
|
|||||||
|
|
||||||
private static void HandleOnInitialize()
|
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.
|
// Open project.
|
||||||
// Setip EditorGui.
|
// Setip EditorGui.
|
||||||
EditorGui.Initialize();
|
EditorGui.Initialize();
|
||||||
}
|
}
|
||||||
|
|
||||||
private static void HandleOnUpdate()
|
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.
|
// Editor Update.
|
||||||
EditorGui.Update();
|
EditorGui.Update();
|
||||||
}
|
|
||||||
|
|
||||||
// Try Catch UserCode Update.
|
// Try Catch UserCode Update.
|
||||||
|
|
||||||
using (new ProfilerScope("world.FinishUpdate"))
|
|
||||||
{
|
|
||||||
world.FinishUpdate();
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private static void HandleOnRender()
|
private static void HandleOnRender()
|
||||||
{
|
|
||||||
using (new ProfilerScope("EditorGui.Render"))
|
|
||||||
{
|
{
|
||||||
EditorGui.Render();
|
EditorGui.Render();
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
private static void HandleOnQuit()
|
private static void HandleOnQuit()
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -0,0 +1,8 @@
|
|||||||
|
using System.Runtime.Loader;
|
||||||
|
|
||||||
|
namespace Nerfed.Editor.Project;
|
||||||
|
|
||||||
|
internal class EditorAssemblyLoadContext : AssemblyLoadContext
|
||||||
|
{
|
||||||
|
public EditorAssemblyLoadContext() : base(isCollectible: true) { }
|
||||||
|
}
|
||||||
@@ -0,0 +1,124 @@
|
|||||||
|
using Nerfed.Runtime;
|
||||||
|
using System.Diagnostics;
|
||||||
|
using System.Reflection;
|
||||||
|
using System.Runtime.CompilerServices;
|
||||||
|
|
||||||
|
namespace Nerfed.Editor.Project;
|
||||||
|
|
||||||
|
// https://github.com/godotengine/godot/blob/master/modules/mono/glue/GodotSharp/GodotPlugins/Main.c
|
||||||
|
// https://gitlab.com/robertk92/assemblyreloadtest/-/blob/main/AppContextTest/Program.cs
|
||||||
|
|
||||||
|
internal static class EditorAssemblyLoader
|
||||||
|
{
|
||||||
|
internal sealed class EditorAssemblyLoadContextWrapper
|
||||||
|
{
|
||||||
|
private EditorAssemblyLoadContext assemblyLoadContext;
|
||||||
|
private readonly WeakReference weakReference;
|
||||||
|
|
||||||
|
private EditorAssemblyLoadContextWrapper(EditorAssemblyLoadContext assemblyLoadContext, WeakReference weakReference)
|
||||||
|
{
|
||||||
|
this.assemblyLoadContext = assemblyLoadContext;
|
||||||
|
this.weakReference = weakReference;
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool IsCollectible
|
||||||
|
{
|
||||||
|
[MethodImpl(MethodImplOptions.NoInlining)]
|
||||||
|
// If assemblyLoadContext is null we already started unloading, so it was collectible.
|
||||||
|
get => assemblyLoadContext?.IsCollectible ?? true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool IsAlive
|
||||||
|
{
|
||||||
|
[MethodImpl(MethodImplOptions.NoInlining)]
|
||||||
|
get => weakReference.IsAlive;
|
||||||
|
}
|
||||||
|
|
||||||
|
[MethodImpl(MethodImplOptions.NoInlining)]
|
||||||
|
public static (Assembly, EditorAssemblyLoadContextWrapper) CreateAndLoad(AssemblyName assemblyName)
|
||||||
|
{
|
||||||
|
EditorAssemblyLoadContext context = new EditorAssemblyLoadContext();
|
||||||
|
WeakReference reference = new WeakReference(context, trackResurrection: true);
|
||||||
|
EditorAssemblyLoadContextWrapper wrapper = new EditorAssemblyLoadContextWrapper(context, reference);
|
||||||
|
Assembly assembly = context.LoadFromAssemblyName(assemblyName);
|
||||||
|
return (assembly, wrapper);
|
||||||
|
}
|
||||||
|
|
||||||
|
[MethodImpl(MethodImplOptions.NoInlining)]
|
||||||
|
public static (Assembly, EditorAssemblyLoadContextWrapper) CreateAndLoad(string assemblyPath)
|
||||||
|
{
|
||||||
|
EditorAssemblyLoadContext context = new EditorAssemblyLoadContext();
|
||||||
|
WeakReference reference = new WeakReference(context, trackResurrection: true);
|
||||||
|
EditorAssemblyLoadContextWrapper wrapper = new EditorAssemblyLoadContextWrapper(context, reference);
|
||||||
|
Assembly assembly = context.LoadFromAssemblyPath(assemblyPath);
|
||||||
|
return (assembly, wrapper);
|
||||||
|
}
|
||||||
|
|
||||||
|
[MethodImpl(MethodImplOptions.NoInlining)]
|
||||||
|
internal void Unload()
|
||||||
|
{
|
||||||
|
assemblyLoadContext?.Unload();
|
||||||
|
assemblyLoadContext = null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
internal static (Assembly, EditorAssemblyLoadContextWrapper) Load(string assemblyFilePath)
|
||||||
|
{
|
||||||
|
string assemblyFileName = Path.GetFileNameWithoutExtension(assemblyFilePath);
|
||||||
|
|
||||||
|
AssemblyName assemblyName = new AssemblyName(assemblyFileName);
|
||||||
|
|
||||||
|
return EditorAssemblyLoadContextWrapper.CreateAndLoad(assemblyName);
|
||||||
|
}
|
||||||
|
|
||||||
|
internal static (Assembly, EditorAssemblyLoadContextWrapper) LoadFromPath(string assemblyFilePath)
|
||||||
|
{
|
||||||
|
return EditorAssemblyLoadContextWrapper.CreateAndLoad(assemblyFilePath);
|
||||||
|
}
|
||||||
|
|
||||||
|
internal static bool Unload(EditorAssemblyLoadContextWrapper assemblyLoadContextWrapper)
|
||||||
|
{
|
||||||
|
if (assemblyLoadContextWrapper == null)
|
||||||
|
{
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!assemblyLoadContextWrapper.IsCollectible)
|
||||||
|
{
|
||||||
|
Log.Error($"{assemblyLoadContextWrapper} is not collectable!");
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
assemblyLoadContextWrapper.Unload();
|
||||||
|
|
||||||
|
GC.Collect();
|
||||||
|
GC.WaitForPendingFinalizers();
|
||||||
|
|
||||||
|
TimeSpan timeout = TimeSpan.FromSeconds(30);
|
||||||
|
Stopwatch stopwatch = Stopwatch.StartNew();
|
||||||
|
|
||||||
|
while (assemblyLoadContextWrapper.IsAlive)
|
||||||
|
{
|
||||||
|
GC.Collect(GC.MaxGeneration, GCCollectionMode.Forced);
|
||||||
|
GC.WaitForPendingFinalizers();
|
||||||
|
|
||||||
|
if (!assemblyLoadContextWrapper.IsAlive)
|
||||||
|
{
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (stopwatch.Elapsed.TotalSeconds % 10 == 0)
|
||||||
|
{
|
||||||
|
Log.Info("Tring to unload assembly...");
|
||||||
|
}
|
||||||
|
|
||||||
|
if (stopwatch.Elapsed >= timeout)
|
||||||
|
{
|
||||||
|
Log.Error("Failed to unload assembly!");
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,173 @@
|
|||||||
|
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;
|
||||||
|
|
||||||
|
private static readonly List<(string, EditorAssemblyLoader.EditorAssemblyLoadContextWrapper)> editorAssemblyLoadContextWrappers = [];
|
||||||
|
|
||||||
|
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;
|
||||||
|
}
|
||||||
|
|
||||||
|
UnloadAssemblies();
|
||||||
|
|
||||||
|
Compiler.Compiler.Compile(ProjectFilePath, "Debug");
|
||||||
|
|
||||||
|
LoadAssemblies();
|
||||||
|
}
|
||||||
|
|
||||||
|
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;
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void LoadAssemblies()
|
||||||
|
{
|
||||||
|
string[] assemblies = Directory.GetFiles(Path.Combine(ProjectDirectory, "bin"), "*.dll", SearchOption.AllDirectories);
|
||||||
|
|
||||||
|
foreach (string assembly in assemblies)
|
||||||
|
{
|
||||||
|
(System.Reflection.Assembly, EditorAssemblyLoader.EditorAssemblyLoadContextWrapper) a = EditorAssemblyLoader.LoadFromPath(assembly);
|
||||||
|
string name = a.Item1.GetName().Name;
|
||||||
|
editorAssemblyLoadContextWrappers.Add((name, a.Item2));
|
||||||
|
Log.Info($"loaded {name}");
|
||||||
|
}
|
||||||
|
|
||||||
|
Nerfed.Runtime.Generator.Hook.InvokeHooks();
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void UnloadAssemblies()
|
||||||
|
{
|
||||||
|
for (int i = editorAssemblyLoadContextWrappers.Count - 1; i >= 0; i--)
|
||||||
|
{
|
||||||
|
(string, EditorAssemblyLoader.EditorAssemblyLoadContextWrapper) a = editorAssemblyLoadContextWrappers[i];
|
||||||
|
if (EditorAssemblyLoader.Unload(a.Item2))
|
||||||
|
{
|
||||||
|
Log.Info($"Unloaded {a.Item1}");
|
||||||
|
editorAssemblyLoadContextWrappers.RemoveAt(i);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Log.Error($"Could not unload {a.Item1}");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,67 @@
|
|||||||
|
using ImGuiNET;
|
||||||
|
|
||||||
|
namespace Nerfed.Editor.Project;
|
||||||
|
|
||||||
|
internal static class EditorProjectGui
|
||||||
|
{
|
||||||
|
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();
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -1,190 +0,0 @@
|
|||||||
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);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,100 +0,0 @@
|
|||||||
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
|
|
||||||
@@ -1,204 +0,0 @@
|
|||||||
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 +1,91 @@
|
|||||||
|
using Microsoft.CodeAnalysis;
|
||||||
|
using Microsoft.CodeAnalysis.CSharp.Syntax;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Linq;
|
||||||
|
using System.Text;
|
||||||
|
|
||||||
|
namespace Nerfed.Runtime.Generator
|
||||||
|
{
|
||||||
|
[Generator]
|
||||||
|
public class HookSourceGenerator : ISourceGenerator
|
||||||
|
{
|
||||||
|
public void Execute(GeneratorExecutionContext context)
|
||||||
|
{
|
||||||
|
// Ensure the syntax receiver is not null and is of the expected type
|
||||||
|
if (context.SyntaxReceiver is not HookSyntaxReceiver syntaxReceiver)
|
||||||
|
return;
|
||||||
|
|
||||||
|
// Check if we have collected any hook methods
|
||||||
|
List<MethodDeclarationSyntax> hookMethods = syntaxReceiver.HookMethods;
|
||||||
|
if (hookMethods == null || !hookMethods.Any())
|
||||||
|
return;
|
||||||
|
|
||||||
|
StringBuilder codeBuilder = new StringBuilder();
|
||||||
|
|
||||||
|
codeBuilder.AppendLine("using System;");
|
||||||
|
codeBuilder.AppendLine("");
|
||||||
|
codeBuilder.AppendLine("namespace Nerfed.Runtime.Generator;");
|
||||||
|
codeBuilder.AppendLine("");
|
||||||
|
codeBuilder.AppendLine($"// Generated by {typeof(HookSourceGenerator)}");
|
||||||
|
codeBuilder.AppendLine("public static class Hook");
|
||||||
|
codeBuilder.AppendLine("{");
|
||||||
|
codeBuilder.AppendLine(" public static void InvokeHooks()");
|
||||||
|
codeBuilder.AppendLine(" {");
|
||||||
|
|
||||||
|
foreach (MethodDeclarationSyntax method in hookMethods)
|
||||||
|
{
|
||||||
|
SemanticModel model = context.Compilation.GetSemanticModel(method.SyntaxTree);
|
||||||
|
|
||||||
|
if (model.GetDeclaredSymbol(method) is not IMethodSymbol methodSymbol)
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (methodSymbol.DeclaredAccessibility != Accessibility.Public || !methodSymbol.IsStatic)
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
codeBuilder.AppendLine($" {methodSymbol.ContainingType.ToDisplayString(SymbolDisplayFormat.FullyQualifiedFormat)}.{methodSymbol.Name}();");
|
||||||
|
}
|
||||||
|
|
||||||
|
codeBuilder.AppendLine(" }");
|
||||||
|
codeBuilder.AppendLine("}");
|
||||||
|
|
||||||
|
// Add the generated code to the compilation
|
||||||
|
context.AddSource("Hook.g.cs", codeBuilder.ToString());
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
public void Initialize(GeneratorInitializationContext context)
|
||||||
|
{
|
||||||
|
context.RegisterForSyntaxNotifications(() => new HookSyntaxReceiver());
|
||||||
|
}
|
||||||
|
|
||||||
|
public class HookSyntaxReceiver : ISyntaxReceiver
|
||||||
|
{
|
||||||
|
public List<MethodDeclarationSyntax> HookMethods { get; } = new List<MethodDeclarationSyntax>();
|
||||||
|
|
||||||
|
public void OnVisitSyntaxNode(SyntaxNode syntaxNode)
|
||||||
|
{
|
||||||
|
// Check if the node is a method declaration
|
||||||
|
if (syntaxNode is MethodDeclarationSyntax methodDeclaration)
|
||||||
|
{
|
||||||
|
// Ensure the method declaration has attribute lists
|
||||||
|
if (methodDeclaration.AttributeLists.Count == 0)
|
||||||
|
return;
|
||||||
|
|
||||||
|
// Check if the method has the Hook attribute
|
||||||
|
bool hasHookAttribute = methodDeclaration.AttributeLists
|
||||||
|
.SelectMany(attrList => attrList.Attributes)
|
||||||
|
.Any(attr => attr.Name.ToString() == "Hook");
|
||||||
|
|
||||||
|
if (hasHookAttribute)
|
||||||
|
{
|
||||||
|
HookMethods.Add(methodDeclaration);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,33 @@
|
|||||||
|
<Project Sdk="Microsoft.NET.Sdk">
|
||||||
|
|
||||||
|
<PropertyGroup>
|
||||||
|
<TargetFramework>netstandard2.0</TargetFramework>
|
||||||
|
<LangVersion>latest</LangVersion>
|
||||||
|
<EnforceExtendedAnalyzerRules>true</EnforceExtendedAnalyzerRules>
|
||||||
|
<Configurations>Debug;Test;Release</Configurations>
|
||||||
|
<Platforms>x64</Platforms>
|
||||||
|
</PropertyGroup>
|
||||||
|
|
||||||
|
<ItemGroup>
|
||||||
|
<PackageReference Include="Microsoft.CodeAnalysis.Analyzers" Version="3.3.4">
|
||||||
|
<PrivateAssets>all</PrivateAssets>
|
||||||
|
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
|
||||||
|
</PackageReference>
|
||||||
|
<PackageReference Include="Microsoft.CodeAnalysis.CSharp.Workspaces" Version="4.11.0"/>
|
||||||
|
</ItemGroup>
|
||||||
|
|
||||||
|
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x64' ">
|
||||||
|
<DefineConstants>TRACE;LOG_INFO;PROFILING</DefineConstants>
|
||||||
|
</PropertyGroup>
|
||||||
|
|
||||||
|
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Test|x64' ">
|
||||||
|
<DefineConstants>TRACE;LOG_ERROR;PROFILING</DefineConstants>
|
||||||
|
<Optimize>true</Optimize>
|
||||||
|
</PropertyGroup>
|
||||||
|
|
||||||
|
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|x64' ">
|
||||||
|
<DefineConstants>TRACE;LOG_ERROR</DefineConstants>
|
||||||
|
<Optimize>true</Optimize>
|
||||||
|
</PropertyGroup>
|
||||||
|
|
||||||
|
</Project>
|
||||||
@@ -1,6 +0,0 @@
|
|||||||
using System.Numerics;
|
|
||||||
|
|
||||||
namespace Nerfed.Runtime.Components
|
|
||||||
{
|
|
||||||
public readonly record struct LocalToWorld(Matrix4x4 localToWorldMatrix);
|
|
||||||
}
|
|
||||||
@@ -1,11 +0,0 @@
|
|||||||
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);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,11 +0,0 @@
|
|||||||
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;
|
|
||||||
}
|
|
||||||
@@ -1,7 +0,0 @@
|
|||||||
using Nerfed.Runtime.Scene;
|
|
||||||
|
|
||||||
namespace Nerfed.Runtime.Components
|
|
||||||
{
|
|
||||||
[SceneComponent]
|
|
||||||
public readonly record struct Test();
|
|
||||||
}
|
|
||||||
+59
-44
@@ -16,7 +16,7 @@ public static class Engine
|
|||||||
public static bool VSync { get; set; }
|
public static bool VSync { get; set; }
|
||||||
|
|
||||||
public static GraphicsDevice GraphicsDevice { get; private 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 Window MainWindow { get; private set; }
|
||||||
public static TimeSpan Timestep { get; private set; }
|
public static TimeSpan Timestep { get; private set; }
|
||||||
|
|
||||||
@@ -44,16 +44,19 @@ public static class Engine
|
|||||||
private const string WindowTitle = "Nerfed";
|
private const string WindowTitle = "Nerfed";
|
||||||
//..
|
//..
|
||||||
|
|
||||||
public static void Run(string[] args) {
|
public static void Run(string[] args)
|
||||||
|
{
|
||||||
Timestep = TimeSpan.FromTicks(TimeSpan.TicksPerSecond / TargetTimestep);
|
Timestep = TimeSpan.FromTicks(TimeSpan.TicksPerSecond / TargetTimestep);
|
||||||
gameTimer = Stopwatch.StartNew();
|
gameTimer = Stopwatch.StartNew();
|
||||||
SetFrameLimiter(new FrameLimiterSettings(FrameLimiterMode.Capped, MaxFps));
|
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);
|
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");
|
throw new Exception("Failed to init SDL");
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -61,15 +64,18 @@ public static class Engine
|
|||||||
GraphicsDevice.LoadDefaultPipelines();
|
GraphicsDevice.LoadDefaultPipelines();
|
||||||
|
|
||||||
MainWindow = new Window(GraphicsDevice, new WindowCreateInfo(WindowTitle, WindowWidth, WindowHeight, ScreenMode.Windowed));
|
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");
|
throw new Exception("Failed to claim window");
|
||||||
}
|
}
|
||||||
|
|
||||||
//AudioDevice = new AudioDevice();
|
AudioDevice = new AudioDevice();
|
||||||
|
|
||||||
OnInitialize?.Invoke();
|
OnInitialize?.Invoke();
|
||||||
|
Nerfed.Runtime.Generator.Hook.InvokeHooks();
|
||||||
|
|
||||||
while(!quit) {
|
while (!quit)
|
||||||
|
{
|
||||||
Tick();
|
Tick();
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -78,41 +84,45 @@ public static class Engine
|
|||||||
GraphicsDevice.UnclaimWindow(MainWindow);
|
GraphicsDevice.UnclaimWindow(MainWindow);
|
||||||
MainWindow.Dispose();
|
MainWindow.Dispose();
|
||||||
GraphicsDevice.Dispose();
|
GraphicsDevice.Dispose();
|
||||||
//AudioDevice.Dispose();
|
AudioDevice.Dispose();
|
||||||
SDL.SDL_Quit();
|
SDL.SDL_Quit();
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Updates the frame limiter settings.
|
/// Updates the frame limiter settings.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public static void SetFrameLimiter(FrameLimiterSettings settings) {
|
public static void SetFrameLimiter(FrameLimiterSettings settings)
|
||||||
|
{
|
||||||
framerateCapped = settings.Mode == FrameLimiterMode.Capped;
|
framerateCapped = settings.Mode == FrameLimiterMode.Capped;
|
||||||
|
|
||||||
if(framerateCapped) {
|
if (framerateCapped)
|
||||||
|
{
|
||||||
framerateCapTimeSpan = TimeSpan.FromTicks(TimeSpan.TicksPerSecond / settings.Cap);
|
framerateCapTimeSpan = TimeSpan.FromTicks(TimeSpan.TicksPerSecond / settings.Cap);
|
||||||
} else {
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
framerateCapTimeSpan = TimeSpan.Zero;
|
framerateCapTimeSpan = TimeSpan.Zero;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public static void Quit() {
|
public static void Quit()
|
||||||
|
{
|
||||||
quit = true;
|
quit = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
private static void Tick() {
|
private static void Tick()
|
||||||
Profiler.BeginFrame();
|
{
|
||||||
|
|
||||||
AdvanceElapsedTime();
|
AdvanceElapsedTime();
|
||||||
|
|
||||||
if(framerateCapped) {
|
if (framerateCapped)
|
||||||
Profiler.BeginSample("framerateCapped");
|
{
|
||||||
|
|
||||||
/* We want to wait until the framerate cap,
|
/* We want to wait until the framerate cap,
|
||||||
* but we don't want to oversleep. Requesting repeated 1ms sleeps and
|
* 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
|
* seeing how long we actually slept for lets us estimate the worst case
|
||||||
* sleep precision so we don't oversleep the next frame.
|
* sleep precision so we don't oversleep the next frame.
|
||||||
*/
|
*/
|
||||||
while(accumulatedDrawTime + worstCaseSleepPrecision < framerateCapTimeSpan) {
|
while (accumulatedDrawTime + worstCaseSleepPrecision < framerateCapTimeSpan)
|
||||||
|
{
|
||||||
Thread.Sleep(1);
|
Thread.Sleep(1);
|
||||||
TimeSpan timeAdvancedSinceSleeping = AdvanceElapsedTime();
|
TimeSpan timeAdvancedSinceSleeping = AdvanceElapsedTime();
|
||||||
UpdateEstimatedSleepPrecision(timeAdvancedSinceSleeping);
|
UpdateEstimatedSleepPrecision(timeAdvancedSinceSleeping);
|
||||||
@@ -123,22 +133,23 @@ public static class Engine
|
|||||||
* SpinWait(1) works by pausing the thread for very short intervals, so it is
|
* 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.
|
* an efficient and time-accurate way to wait out the rest of the time.
|
||||||
*/
|
*/
|
||||||
while(accumulatedDrawTime < framerateCapTimeSpan) {
|
while (accumulatedDrawTime < framerateCapTimeSpan)
|
||||||
|
{
|
||||||
Thread.SpinWait(1);
|
Thread.SpinWait(1);
|
||||||
AdvanceElapsedTime();
|
AdvanceElapsedTime();
|
||||||
}
|
}
|
||||||
|
|
||||||
Profiler.EndSample();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Do not let any step take longer than our maximum.
|
// Do not let any step take longer than our maximum.
|
||||||
if(accumulatedUpdateTime > MaxDeltaTime) {
|
if (accumulatedUpdateTime > MaxDeltaTime)
|
||||||
|
{
|
||||||
accumulatedUpdateTime = MaxDeltaTime;
|
accumulatedUpdateTime = MaxDeltaTime;
|
||||||
}
|
}
|
||||||
|
|
||||||
if(!quit) {
|
if (!quit)
|
||||||
while(accumulatedUpdateTime >= Timestep) {
|
{
|
||||||
Profiler.BeginSample("Update");
|
while (accumulatedUpdateTime >= Timestep)
|
||||||
|
{
|
||||||
Keyboard.Update();
|
Keyboard.Update();
|
||||||
Mouse.Update();
|
Mouse.Update();
|
||||||
GamePad.Update();
|
GamePad.Update();
|
||||||
@@ -146,29 +157,23 @@ public static class Engine
|
|||||||
ProcessSDLEvents();
|
ProcessSDLEvents();
|
||||||
|
|
||||||
// Tick game here...
|
// Tick game here...
|
||||||
Profiler.BeginSample("OnUpdate");
|
|
||||||
OnUpdate?.Invoke();
|
OnUpdate?.Invoke();
|
||||||
Profiler.EndSample();
|
|
||||||
|
|
||||||
//AudioDevice.WakeThread();
|
AudioDevice.WakeThread();
|
||||||
accumulatedUpdateTime -= Timestep;
|
accumulatedUpdateTime -= Timestep;
|
||||||
Profiler.EndSample();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
double alpha = accumulatedUpdateTime / Timestep;
|
double alpha = accumulatedUpdateTime / Timestep;
|
||||||
|
|
||||||
// Render here..
|
// Render here..
|
||||||
Profiler.BeginSample("OnRender");
|
|
||||||
OnRender?.Invoke();
|
OnRender?.Invoke();
|
||||||
Profiler.EndSample();
|
|
||||||
|
|
||||||
accumulatedDrawTime -= framerateCapTimeSpan;
|
accumulatedDrawTime -= framerateCapTimeSpan;
|
||||||
}
|
}
|
||||||
|
|
||||||
Profiler.EndFrame();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private static TimeSpan AdvanceElapsedTime() {
|
private static TimeSpan AdvanceElapsedTime()
|
||||||
|
{
|
||||||
long currentTicks = gameTimer.Elapsed.Ticks;
|
long currentTicks = gameTimer.Elapsed.Ticks;
|
||||||
TimeSpan timeAdvanced = TimeSpan.FromTicks(currentTicks - previousTicks);
|
TimeSpan timeAdvanced = TimeSpan.FromTicks(currentTicks - previousTicks);
|
||||||
accumulatedUpdateTime += timeAdvanced;
|
accumulatedUpdateTime += timeAdvanced;
|
||||||
@@ -177,9 +182,12 @@ public static class Engine
|
|||||||
return timeAdvanced;
|
return timeAdvanced;
|
||||||
}
|
}
|
||||||
|
|
||||||
private static void ProcessSDLEvents() {
|
private static void ProcessSDLEvents()
|
||||||
while(SDL.SDL_PollEvent(out SDL.SDL_Event ev) == 1) {
|
{
|
||||||
switch(ev.type) {
|
while (SDL.SDL_PollEvent(out SDL.SDL_Event ev) == 1)
|
||||||
|
{
|
||||||
|
switch (ev.type)
|
||||||
|
{
|
||||||
case SDL.SDL_EventType.SDL_QUIT:
|
case SDL.SDL_EventType.SDL_QUIT:
|
||||||
Quit();
|
Quit();
|
||||||
break;
|
break;
|
||||||
@@ -215,14 +223,16 @@ public static class Engine
|
|||||||
/* To calculate the sleep precision of the OS, we take the worst case
|
/* 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.
|
* 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
|
/* 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
|
* 4ms and we don't want to get wrecked by a single long sleep so we cap this
|
||||||
* value at 4ms for sanity.
|
* value at 4ms for sanity.
|
||||||
*/
|
*/
|
||||||
TimeSpan upperTimeBound = TimeSpan.FromMilliseconds(4);
|
TimeSpan upperTimeBound = TimeSpan.FromMilliseconds(4);
|
||||||
|
|
||||||
if(timeSpentSleeping > upperTimeBound) {
|
if (timeSpentSleeping > upperTimeBound)
|
||||||
|
{
|
||||||
timeSpentSleeping = upperTimeBound;
|
timeSpentSleeping = upperTimeBound;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -231,12 +241,17 @@ public static class Engine
|
|||||||
* is if we either 1) just got a new worst case, or 2) the worst case was
|
* is if we either 1) just got a new worst case, or 2) the worst case was
|
||||||
* the oldest entry on the list.
|
* the oldest entry on the list.
|
||||||
*/
|
*/
|
||||||
if(timeSpentSleeping >= worstCaseSleepPrecision) {
|
if (timeSpentSleeping >= worstCaseSleepPrecision)
|
||||||
|
{
|
||||||
worstCaseSleepPrecision = timeSpentSleeping;
|
worstCaseSleepPrecision = timeSpentSleeping;
|
||||||
} else if(previousSleepTimes[sleepTimeIndex] == worstCaseSleepPrecision) {
|
}
|
||||||
|
else if (previousSleepTimes[sleepTimeIndex] == worstCaseSleepPrecision)
|
||||||
|
{
|
||||||
TimeSpan maxSleepTime = TimeSpan.MinValue;
|
TimeSpan maxSleepTime = TimeSpan.MinValue;
|
||||||
for(int i = 0; i < previousSleepTimes.Length; i++) {
|
for (int i = 0; i < previousSleepTimes.Length; i++)
|
||||||
if(previousSleepTimes[i] > maxSleepTime) {
|
{
|
||||||
|
if (previousSleepTimes[i] > maxSleepTime)
|
||||||
|
{
|
||||||
maxSleepTime = previousSleepTimes[i];
|
maxSleepTime = previousSleepTimes[i];
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -68,10 +68,10 @@ public class GraphicsDevice : IDisposable
|
|||||||
|
|
||||||
internal void LoadDefaultPipelines()
|
internal void LoadDefaultPipelines()
|
||||||
{
|
{
|
||||||
FullscreenVertexShader = ResourceManager.Retain<Shader>("Shaders/Fullscreen.vert");
|
FullscreenVertexShader = ResourceManager.Load<Shader>("Shaders/Fullscreen.vert");
|
||||||
VideoFragmentShader = ResourceManager.Retain<Shader>("Shaders/Video.frag");
|
VideoFragmentShader = ResourceManager.Load<Shader>("Shaders/Video.frag");
|
||||||
TextVertexShader = ResourceManager.Retain<Shader>("Shaders/Text.vert");
|
TextVertexShader = ResourceManager.Load<Shader>("Shaders/Text.vert");
|
||||||
TextFragmentShader = ResourceManager.Retain<Shader>("Shaders/Text.frag");
|
TextFragmentShader = ResourceManager.Load<Shader>("Shaders/Text.frag");
|
||||||
|
|
||||||
VideoPipeline = new GraphicsPipeline(
|
VideoPipeline = new GraphicsPipeline(
|
||||||
this,
|
this,
|
||||||
@@ -373,10 +373,10 @@ public class GraphicsDevice : IDisposable
|
|||||||
resources.Clear();
|
resources.Clear();
|
||||||
}
|
}
|
||||||
|
|
||||||
ResourceManager.Release(FullscreenVertexShader);
|
ResourceManager.Unload(FullscreenVertexShader);
|
||||||
ResourceManager.Release(TextFragmentShader);
|
ResourceManager.Unload(TextFragmentShader);
|
||||||
ResourceManager.Release(TextVertexShader);
|
ResourceManager.Unload(TextVertexShader);
|
||||||
ResourceManager.Release(VideoFragmentShader);
|
ResourceManager.Unload(VideoFragmentShader);
|
||||||
}
|
}
|
||||||
|
|
||||||
Refresh.Refresh_DestroyDevice(Handle);
|
Refresh.Refresh_DestroyDevice(Handle);
|
||||||
|
|||||||
@@ -60,8 +60,8 @@ public class GuiController : IDisposable
|
|||||||
io.DisplaySize = new Vector2(mainWindow.Width, mainWindow.Height);
|
io.DisplaySize = new Vector2(mainWindow.Width, mainWindow.Height);
|
||||||
io.DisplayFramebufferScale = Vector2.One;
|
io.DisplayFramebufferScale = Vector2.One;
|
||||||
|
|
||||||
imGuiVertexShader = ResourceManager.Retain<Shader>("Shaders/ImGui.vert");
|
imGuiVertexShader = ResourceManager.Load<Shader>("Shaders/ImGui.vert");
|
||||||
imGuiFragmentShader = ResourceManager.Retain<Shader>("Shaders/ImGui.frag");
|
imGuiFragmentShader = ResourceManager.Load<Shader>("Shaders/ImGui.frag");
|
||||||
|
|
||||||
imGuiSampler = new Sampler(graphicsDevice, SamplerCreateInfo.LinearClamp);
|
imGuiSampler = new Sampler(graphicsDevice, SamplerCreateInfo.LinearClamp);
|
||||||
|
|
||||||
@@ -630,8 +630,8 @@ public class GuiController : IDisposable
|
|||||||
fontTexture?.Dispose();
|
fontTexture?.Dispose();
|
||||||
imGuiVertexBuffer?.Dispose();
|
imGuiVertexBuffer?.Dispose();
|
||||||
imGuiIndexBuffer?.Dispose();
|
imGuiIndexBuffer?.Dispose();
|
||||||
ResourceManager.Release(imGuiVertexShader);
|
ResourceManager.Unload(imGuiVertexShader);
|
||||||
ResourceManager.Release(imGuiFragmentShader);
|
ResourceManager.Unload(imGuiFragmentShader);
|
||||||
imGuiPipeline?.Dispose();
|
imGuiPipeline?.Dispose();
|
||||||
imGuiSampler?.Dispose();
|
imGuiSampler?.Dispose();
|
||||||
resourceUploader?.Dispose();
|
resourceUploader?.Dispose();
|
||||||
|
|||||||
@@ -0,0 +1,7 @@
|
|||||||
|
namespace Nerfed.Runtime.Hook
|
||||||
|
{
|
||||||
|
[AttributeUsage(AttributeTargets.Method, Inherited = false)]
|
||||||
|
public class HookAttribute : Attribute
|
||||||
|
{
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,11 @@
|
|||||||
|
namespace Nerfed.Runtime.Hook
|
||||||
|
{
|
||||||
|
public static class HookTest
|
||||||
|
{
|
||||||
|
[Hook]
|
||||||
|
public static void Test()
|
||||||
|
{
|
||||||
|
Log.Info("Hook!");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
Submodule Nerfed.Runtime/Libraries/MoonTools.ECS deleted from 76b18a6ba9
@@ -11,6 +11,7 @@
|
|||||||
<IsPackable>false</IsPackable>
|
<IsPackable>false</IsPackable>
|
||||||
<Configurations>Debug;Test;Release</Configurations>
|
<Configurations>Debug;Test;Release</Configurations>
|
||||||
<Platforms>x64</Platforms>
|
<Platforms>x64</Platforms>
|
||||||
|
<EmitCompilerGeneratedFiles>true</EmitCompilerGeneratedFiles>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
|
|
||||||
<PropertyGroup>
|
<PropertyGroup>
|
||||||
@@ -32,13 +33,18 @@
|
|||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
|
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<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\SDL2CS\src\SDL2.cs" />
|
||||||
|
<Compile Include="Libraries\RefreshCS\RefreshCS.cs" />
|
||||||
|
<Compile Include="Libraries\FAudio\csharp\FAudio.cs" />
|
||||||
<Compile Include="Libraries\WellspringCS\WellspringCS.cs" />
|
<Compile Include="Libraries\WellspringCS\WellspringCS.cs" />
|
||||||
<Compile Include="Libraries\dav1dfile\csharp\dav1dfile.cs" />
|
<Compile Include="Libraries\dav1dfile\csharp\dav1dfile.cs" />
|
||||||
|
<Compile Include="Libraries\ImGui.NET\src\ImGui.NET\**\*.cs" />
|
||||||
|
</ItemGroup>
|
||||||
|
|
||||||
|
<ItemGroup>
|
||||||
|
<ProjectReference Include="..\Nerfed.Runtime.Generator\Nerfed.Runtime.Generator.csproj"
|
||||||
|
OutputItemType="Analyzer"
|
||||||
|
ReferenceOutputAssembly="false" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
|
|
||||||
</Project>
|
</Project>
|
||||||
+8
-145
@@ -1,166 +1,29 @@
|
|||||||
using System.Collections.Concurrent;
|
using System.Diagnostics;
|
||||||
using System.Diagnostics;
|
using System.Reflection;
|
||||||
|
using System.Runtime.CompilerServices;
|
||||||
|
|
||||||
namespace Nerfed.Runtime;
|
namespace Nerfed.Runtime;
|
||||||
|
|
||||||
public struct ProfilerScope : IDisposable
|
public struct ProfilerScope : IDisposable
|
||||||
{
|
{
|
||||||
public ProfilerScope(string label)
|
public ProfilerScope(string label) {
|
||||||
{
|
|
||||||
Profiler.BeginSample(label);
|
Profiler.BeginSample(label);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Dispose()
|
public void Dispose() {
|
||||||
{
|
|
||||||
Profiler.EndSample();
|
Profiler.EndSample();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public static class Profiler
|
public static class Profiler
|
||||||
{
|
{
|
||||||
public class Frame(uint frameCount)
|
[Conditional("PROFILING")]
|
||||||
{
|
public static void BeginSample(string label) {
|
||||||
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")]
|
[Conditional("PROFILING")]
|
||||||
public static void BeginFrame()
|
public static void EndSample() {
|
||||||
{
|
|
||||||
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();
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1,156 +0,0 @@
|
|||||||
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;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,31 +1,9 @@
|
|||||||
using System;
|
|
||||||
namespace Nerfed.Runtime;
|
namespace Nerfed.Runtime;
|
||||||
|
|
||||||
public enum ResourceState
|
|
||||||
{
|
|
||||||
Unloaded,
|
|
||||||
Queued,
|
|
||||||
Loading,
|
|
||||||
Loaded,
|
|
||||||
Failed
|
|
||||||
}
|
|
||||||
|
|
||||||
public abstract class Resource
|
public abstract class Resource
|
||||||
{
|
{
|
||||||
public Guid Id { get; internal set; }
|
|
||||||
public string Path { 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 Load(Stream stream);
|
||||||
internal abstract void Unload();
|
internal abstract void Unload();
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,19 +0,0 @@
|
|||||||
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 { }
|
|
||||||
@@ -1,209 +1,43 @@
|
|||||||
using System;
|
|
||||||
using System.Collections.Concurrent;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using System.IO;
|
|
||||||
using System.Threading;
|
|
||||||
|
|
||||||
namespace Nerfed.Runtime;
|
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
|
public static class ResourceManager
|
||||||
{
|
{
|
||||||
private const string RootName = "Resources";
|
private const string rootName = "Resources";
|
||||||
|
private static readonly Dictionary<string, Resource> loadedResources = new Dictionary<string, Resource>();
|
||||||
|
|
||||||
// Track resources by their Guid ID instead of simple strings.
|
public static T Load<T>(string resourcePath) where T : Resource
|
||||||
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()
|
|
||||||
{
|
{
|
||||||
{ typeof(Shader), () => new Shader() }
|
if (loadedResources.TryGetValue(resourcePath, out Resource resource))
|
||||||
};
|
|
||||||
|
|
||||||
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;
|
return (T)resource;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
if (typeof(T) == typeof(Shader))
|
||||||
/// 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
|
|
||||||
{
|
{
|
||||||
Guid id = GetId(resourcePath);
|
resource = new Shader();
|
||||||
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
|
else
|
||||||
{
|
{
|
||||||
// Sleep cleanly if queue is empty to avoid burning total CPU usage on an infinite while-loop
|
throw new Exception("Failed to create resource");
|
||||||
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);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,19 +0,0 @@
|
|||||||
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);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,53 +0,0 @@
|
|||||||
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(...);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,13 +0,0 @@
|
|||||||
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);
|
|
||||||
}
|
|
||||||
@@ -1,189 +0,0 @@
|
|||||||
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();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,8 +0,0 @@
|
|||||||
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 { }
|
|
||||||
@@ -1,65 +0,0 @@
|
|||||||
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!;
|
|
||||||
}
|
|
||||||
@@ -1,345 +0,0 @@
|
|||||||
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)}.");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,10 +0,0 @@
|
|||||||
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 { }
|
|
||||||
@@ -1,202 +0,0 @@
|
|||||||
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);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,35 +0,0 @@
|
|||||||
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++;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,28 +0,0 @@
|
|||||||
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 { }
|
|
||||||
@@ -1,68 +0,0 @@
|
|||||||
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();
|
|
||||||
}
|
|
||||||
},
|
|
||||||
};
|
|
||||||
}
|
|
||||||
@@ -1,120 +0,0 @@
|
|||||||
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);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,73 +0,0 @@
|
|||||||
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;
|
|
||||||
}
|
|
||||||
@@ -1,5 +1,3 @@
|
|||||||
using System.Numerics;
|
|
||||||
|
|
||||||
namespace Nerfed.Runtime;
|
namespace Nerfed.Runtime;
|
||||||
|
|
||||||
public static class MathEx
|
public static class MathEx
|
||||||
@@ -19,51 +17,4 @@ public static class MathEx
|
|||||||
public static float Remap(float value, float oldMin, float oldMax, float newMin, float newMax) {
|
public static float Remap(float value, float oldMin, float oldMax, float newMin, float newMax) {
|
||||||
return (value - oldMin) / (oldMax - oldMin) * (newMax - newMin) + newMin;
|
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;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
@@ -1,13 +0,0 @@
|
|||||||
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);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,99 +0,0 @@
|
|||||||
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);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
+36
-20
@@ -5,38 +5,54 @@ VisualStudioVersion = 17.10.35013.160
|
|||||||
MinimumVisualStudioVersion = 10.0.40219.1
|
MinimumVisualStudioVersion = 10.0.40219.1
|
||||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Nerfed.Runtime", "Nerfed.Runtime\Nerfed.Runtime.csproj", "{98E09BAF-587F-4238-89BD-7693C036C233}"
|
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Nerfed.Runtime", "Nerfed.Runtime\Nerfed.Runtime.csproj", "{98E09BAF-587F-4238-89BD-7693C036C233}"
|
||||||
EndProject
|
EndProject
|
||||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Nerfed.Builder", "Nerfed.Builder\Nerfed.Builder.csproj", "{1B88DE56-2AD8-441E-9B10-073AA43840BF}"
|
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Nerfed.Builder", "Nerfed.Builder\Nerfed.Builder.csproj", "{1B88DE56-2AD8-441E-9B10-073AA43840BF}"
|
||||||
EndProject
|
EndProject
|
||||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Nerfed.Editor", "Nerfed.Editor\Nerfed.Editor.csproj", "{FF7D032D-7F0B-4700-A818-0606D66AECF8}"
|
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Nerfed.Editor", "Nerfed.Editor\Nerfed.Editor.csproj", "{FF7D032D-7F0B-4700-A818-0606D66AECF8}"
|
||||||
ProjectSection(ProjectDependencies) = postProject
|
ProjectSection(ProjectDependencies) = postProject
|
||||||
{1B88DE56-2AD8-441E-9B10-073AA43840BF} = {1B88DE56-2AD8-441E-9B10-073AA43840BF}
|
{1B88DE56-2AD8-441E-9B10-073AA43840BF} = {1B88DE56-2AD8-441E-9B10-073AA43840BF}
|
||||||
EndProjectSection
|
EndProjectSection
|
||||||
EndProject
|
EndProject
|
||||||
|
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Nerfed.Compiler", "Nerfed.Compiler\Nerfed.Compiler.csproj", "{3DFEB8A4-5354-41EA-A249-27ADC7F666CF}"
|
||||||
|
EndProject
|
||||||
|
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Nerfed.Runtime.Generator", "Nerfed.Runtime.Generator\Nerfed.Runtime.Generator.csproj", "{8743FDEF-4FF6-48F9-9F64-7BDEC543C105}"
|
||||||
|
EndProject
|
||||||
Global
|
Global
|
||||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||||
Test|x64 = Test|x64
|
|
||||||
Release|x64 = Release|x64
|
|
||||||
Debug|x64 = Debug|x64
|
Debug|x64 = Debug|x64
|
||||||
|
Release|x64 = Release|x64
|
||||||
|
Test|x64 = Test|x64
|
||||||
EndGlobalSection
|
EndGlobalSection
|
||||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||||
{1B88DE56-2AD8-441E-9B10-073AA43840BF}.Test|x64.ActiveCfg = Test|x64
|
|
||||||
{1B88DE56-2AD8-441E-9B10-073AA43840BF}.Test|x64.Build.0 = Test|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
|
|
||||||
{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.ActiveCfg = Debug|x64
|
||||||
{98E09BAF-587F-4238-89BD-7693C036C233}.Debug|x64.Build.0 = 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
|
||||||
|
{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
|
||||||
|
{8743FDEF-4FF6-48F9-9F64-7BDEC543C105}.Debug|x64.ActiveCfg = Debug|x64
|
||||||
|
{8743FDEF-4FF6-48F9-9F64-7BDEC543C105}.Debug|x64.Build.0 = Debug|x64
|
||||||
|
{8743FDEF-4FF6-48F9-9F64-7BDEC543C105}.Release|x64.ActiveCfg = Release|x64
|
||||||
|
{8743FDEF-4FF6-48F9-9F64-7BDEC543C105}.Release|x64.Build.0 = Release|x64
|
||||||
|
{8743FDEF-4FF6-48F9-9F64-7BDEC543C105}.Test|x64.ActiveCfg = Test|x64
|
||||||
|
{8743FDEF-4FF6-48F9-9F64-7BDEC543C105}.Test|x64.Build.0 = Test|x64
|
||||||
EndGlobalSection
|
EndGlobalSection
|
||||||
GlobalSection(SolutionProperties) = preSolution
|
GlobalSection(SolutionProperties) = preSolution
|
||||||
HideSolutionNode = FALSE
|
HideSolutionNode = FALSE
|
||||||
|
|||||||
Reference in New Issue
Block a user