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copilot-tests
| Author | SHA1 | Date | |
|---|---|---|---|
| 059638e6e0 | |||
| fec2cd8d24 |
@@ -0,0 +1,4 @@
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# Copilot Instructions
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## Project Guidelines
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- 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.
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@@ -1,4 +1,6 @@
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using System.Diagnostics;
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using System.Text.Json;
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using Nerfed.Builder.Meta;
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namespace Nerfed.Builder;
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@@ -57,15 +59,45 @@ public class Builder : IDisposable
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string outFile = $"{args.ResourceOutPath}/{relativeFile}{PathUtil.ImportedFileExtension}";
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FileInfo inFileInfo = new FileInfo(inFile);
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FileInfo outFileInfo = new FileInfo(outFile);
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if (!FileUtil.IsNewer(inFileInfo, outFileInfo))
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// =========================================================================
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// STEP 1: GUID META FILE SYNC
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// Ensure the source file has a backing .meta file generating its Guid
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// =========================================================================
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string metaFile = inFile + ".meta";
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AssetMeta metaData;
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if (!File.Exists(metaFile))
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{
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// Generate a brand new meta file to track this asset permanently
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metaData = new AssetMeta(Guid.NewGuid());
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string json = JsonSerializer.Serialize(metaData, new JsonSerializerOptions { WriteIndented = true });
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File.WriteAllText(metaFile, json);
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Console.WriteLine($"[Meta] Generated new tracking ID '{metaData.Id}' for {relativeFile}");
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}
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else
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{
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// Load the existing guid
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metaData = JsonSerializer.Deserialize<AssetMeta>(File.ReadAllText(metaFile))!;
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}
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// Change output file from Name.ext.bin -> /GUID.bin to completely anonymize the actual game package!
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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!
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FileInfo metaFileInfo = new FileInfo(metaFile);
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bool requiresCompile = !outFileInfo.Exists ||
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FileUtil.IsNewer(inFileInfo, outFileInfo) ||
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FileUtil.IsNewer(metaFileInfo, outFileInfo);
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if (!requiresCompile)
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{
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// File has not changed since last build, no need to build this one.
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return;
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}
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string outDir = Path.GetDirectoryName(outFile);
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string outDir = Path.GetDirectoryName(cacheOutFile)!;
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if (!Directory.Exists(outDir))
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{
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Directory.CreateDirectory(outDir);
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@@ -74,14 +106,14 @@ public class Builder : IDisposable
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string ext = Path.GetExtension(inFile).ToLower();
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if (importers.TryGetValue(ext, out IImporter importer))
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{
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importer.Import(inFile, outFile);
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importer.Import(inFile, cacheOutFile); // Compile source directly to hash.bin
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}
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else
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{
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rawFileImporter.Import(inFile, outFile);
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rawFileImporter.Import(inFile, cacheOutFile);
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}
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Console.WriteLine(relativeFile);
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Console.WriteLine($"Compiled {relativeFile} -> {metaData.Id}.bin");
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}
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catch (Exception e)
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{
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@@ -0,0 +1,30 @@
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using System;
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namespace Nerfed.Builder.Meta
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{
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/// <summary>
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/// Foundation for JSON-serialized metadata files (e.g. hero.png.meta)
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/// </summary>
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public class AssetMeta
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{
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/// <summary>
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/// The universally unique identifier for this asset, generated on first import.
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/// </summary>
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public Guid Id { get; set; }
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/// <summary>
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/// The importer version. Useful to force re-imports if your engine updates how it parses textures.
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/// </summary>
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public int ImporterVersion { get; set; } = 1;
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/// <summary>
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/// Base constructor needed for JSON deserialization
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/// </summary>
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public AssetMeta() { }
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public AssetMeta(Guid id)
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{
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Id = id;
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}
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}
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}
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+25
-25
@@ -29,40 +29,40 @@ internal class Program
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//systems.Add(new ParentSystem(world));
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systems.Add(new LocalToWorldSystem(world));
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editorSystems.Add(new EditorProfilerWindow(world));
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editorSystems.Add(new EditorHierarchyWindow(world));
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// editorSystems.Add(new EditorHierarchyWindow(world));
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#if DEBUG
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editorSystems.Add(new EditorInspectorWindow(world));
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#endif
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Entity ent1 = world.CreateEntity("parent");
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world.Set(ent1, new Root());
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world.Set(ent1, new LocalTransform(new Vector3(1, 0, 0), Quaternion.Identity, Vector3.One));
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// Entity ent1 = world.CreateEntity("parent");
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// world.Set(ent1, new Root());
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// world.Set(ent1, new LocalTransform(new Vector3(1, 0, 0), Quaternion.Identity, Vector3.One));
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//
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// Entity ent2 = world.CreateEntity("child");
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// world.Set(ent2, new LocalTransform(new Vector3(0, 1, 0), Quaternion.Identity, Vector3.One));
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// Transform.SetParent(world, ent2, ent1);
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//
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// Entity ent3 = world.CreateEntity("entity3");
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// world.Set(ent3, new Root());
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// Transform.SetParent(world, ent3, ent2);
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//
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// Entity ent4 = world.CreateEntity("entity4");
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// world.Set(ent4, new Root());
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//
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// Entity ent5 = world.CreateBaseEntity("entity5");
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Entity ent2 = world.CreateEntity("child");
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world.Set(ent2, new LocalTransform(new Vector3(0, 1, 0), Quaternion.Identity, Vector3.One));
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Transform.SetParent(world, ent2, ent1);
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Entity ent3 = world.CreateEntity("entity3");
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world.Set(ent3, new Root());
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Transform.SetParent(world, ent3, ent2);
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Entity ent4 = world.CreateEntity("entity4");
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world.Set(ent4, new Root());
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Entity ent5 = world.CreateBaseEntity("entity5");
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for (int i = 0; i < 256; i++)
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for (int i = 0; i < 1000000; i++)
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{
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Entity newEnt = world.CreateBaseEntity();
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world.Set(newEnt, new LocalTransform(new Vector3(i, i, i), Quaternion.Identity, Vector3.One));
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Entity parent = newEnt;
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for (int j = 0; j < 2; j++) {
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Entity newChildEnt = world.CreateEntity();
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world.Set(newChildEnt, new LocalTransform(new Vector3(i + j * i, i - j * i, j - i * i), Quaternion.Identity, Vector3.One));
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Transform.SetParent(world, newChildEnt, parent);
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parent = newChildEnt;
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}
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// Entity parent = newEnt;
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// for (int j = 0; j < 2; j++) {
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// Entity newChildEnt = world.CreateEntity();
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// world.Set(newChildEnt, new LocalTransform(new Vector3(i + j * i, i - j * i, j - i * i), Quaternion.Identity, Vector3.One));
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// Transform.SetParent(world, newChildEnt, parent);
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// parent = newChildEnt;
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// }
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}
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// Open project.
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@@ -1,7 +1,9 @@
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using System.Numerics;
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using Nerfed.Runtime.Scene;
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namespace Nerfed.Runtime.Components
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{
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[SceneComponent]
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public readonly record struct LocalTransform(Vector3 position, Quaternion rotation, Vector3 scale)
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{
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public static readonly LocalTransform Identity = new(Vector3.Zero, Quaternion.Identity, Vector3.One);
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@@ -1,4 +1,7 @@
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namespace Nerfed.Runtime.Components
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using Nerfed.Runtime.Scene;
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namespace Nerfed.Runtime.Components
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{
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[SceneComponent]
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public readonly record struct Test();
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}
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+30
-58
@@ -16,7 +16,7 @@ public static class Engine
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public static bool VSync { get; set; }
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public static GraphicsDevice GraphicsDevice { get; private set; }
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public static AudioDevice AudioDevice { get; private set; }
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//public static AudioDevice AudioDevice { get; private set; }
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public static Window MainWindow { get; private set; }
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public static TimeSpan Timestep { get; private set; }
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@@ -44,19 +44,16 @@ public static class Engine
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private const string WindowTitle = "Nerfed";
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//..
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public static void Run(string[] args)
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{
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public static void Run(string[] args) {
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Timestep = TimeSpan.FromTicks(TimeSpan.TicksPerSecond / TargetTimestep);
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gameTimer = Stopwatch.StartNew();
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SetFrameLimiter(new FrameLimiterSettings(FrameLimiterMode.Capped, MaxFps));
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for (int i = 0; i < previousSleepTimes.Length; i += 1)
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{
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for(int i = 0; i < previousSleepTimes.Length; i += 1) {
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previousSleepTimes[i] = TimeSpan.FromMilliseconds(1);
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}
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if (SDL.SDL_Init(SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_TIMER | SDL.SDL_INIT_GAMECONTROLLER) < 0)
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{
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if(SDL.SDL_Init(SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_TIMER | SDL.SDL_INIT_GAMECONTROLLER) < 0) {
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throw new Exception("Failed to init SDL");
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}
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@@ -64,17 +61,15 @@ public static class Engine
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GraphicsDevice.LoadDefaultPipelines();
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MainWindow = new Window(GraphicsDevice, new WindowCreateInfo(WindowTitle, WindowWidth, WindowHeight, ScreenMode.Windowed));
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if (!GraphicsDevice.ClaimWindow(MainWindow, SwapchainComposition.SDR, VSync ? PresentMode.VSync : PresentMode.Mailbox))
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{
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if(!GraphicsDevice.ClaimWindow(MainWindow, SwapchainComposition.SDR, VSync ? PresentMode.VSync : PresentMode.Mailbox)) {
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throw new Exception("Failed to claim window");
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}
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AudioDevice = new AudioDevice();
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//AudioDevice = new AudioDevice();
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OnInitialize?.Invoke();
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while (!quit)
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{
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while(!quit) {
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Tick();
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}
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@@ -83,40 +78,33 @@ public static class Engine
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GraphicsDevice.UnclaimWindow(MainWindow);
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MainWindow.Dispose();
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GraphicsDevice.Dispose();
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AudioDevice.Dispose();
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//AudioDevice.Dispose();
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SDL.SDL_Quit();
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}
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/// <summary>
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/// Updates the frame limiter settings.
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/// </summary>
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public static void SetFrameLimiter(FrameLimiterSettings settings)
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{
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public static void SetFrameLimiter(FrameLimiterSettings settings) {
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framerateCapped = settings.Mode == FrameLimiterMode.Capped;
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if (framerateCapped)
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{
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if(framerateCapped) {
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framerateCapTimeSpan = TimeSpan.FromTicks(TimeSpan.TicksPerSecond / settings.Cap);
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}
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else
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{
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} else {
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framerateCapTimeSpan = TimeSpan.Zero;
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}
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}
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public static void Quit()
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{
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public static void Quit() {
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quit = true;
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}
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private static void Tick()
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{
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private static void Tick() {
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Profiler.BeginFrame();
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AdvanceElapsedTime();
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if (framerateCapped)
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{
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if(framerateCapped) {
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Profiler.BeginSample("framerateCapped");
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/* We want to wait until the framerate cap,
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@@ -124,8 +112,7 @@ public static class Engine
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* seeing how long we actually slept for lets us estimate the worst case
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* sleep precision so we don't oversleep the next frame.
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*/
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while (accumulatedDrawTime + worstCaseSleepPrecision < framerateCapTimeSpan)
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{
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while(accumulatedDrawTime + worstCaseSleepPrecision < framerateCapTimeSpan) {
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Thread.Sleep(1);
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TimeSpan timeAdvancedSinceSleeping = AdvanceElapsedTime();
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UpdateEstimatedSleepPrecision(timeAdvancedSinceSleeping);
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@@ -136,8 +123,7 @@ public static class Engine
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* SpinWait(1) works by pausing the thread for very short intervals, so it is
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* an efficient and time-accurate way to wait out the rest of the time.
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*/
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while (accumulatedDrawTime < framerateCapTimeSpan)
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{
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while(accumulatedDrawTime < framerateCapTimeSpan) {
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Thread.SpinWait(1);
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AdvanceElapsedTime();
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}
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@@ -146,15 +132,12 @@ public static class Engine
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}
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// Do not let any step take longer than our maximum.
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if (accumulatedUpdateTime > MaxDeltaTime)
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{
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if(accumulatedUpdateTime > MaxDeltaTime) {
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accumulatedUpdateTime = MaxDeltaTime;
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}
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if (!quit)
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{
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while (accumulatedUpdateTime >= Timestep)
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{
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if(!quit) {
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while(accumulatedUpdateTime >= Timestep) {
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Profiler.BeginSample("Update");
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Keyboard.Update();
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Mouse.Update();
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@@ -167,7 +150,7 @@ public static class Engine
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OnUpdate?.Invoke();
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Profiler.EndSample();
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AudioDevice.WakeThread();
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//AudioDevice.WakeThread();
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accumulatedUpdateTime -= Timestep;
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Profiler.EndSample();
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}
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@@ -185,8 +168,7 @@ public static class Engine
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Profiler.EndFrame();
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}
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private static TimeSpan AdvanceElapsedTime()
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{
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private static TimeSpan AdvanceElapsedTime() {
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long currentTicks = gameTimer.Elapsed.Ticks;
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TimeSpan timeAdvanced = TimeSpan.FromTicks(currentTicks - previousTicks);
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accumulatedUpdateTime += timeAdvanced;
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@@ -195,12 +177,9 @@ public static class Engine
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return timeAdvanced;
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}
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private static void ProcessSDLEvents()
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{
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while (SDL.SDL_PollEvent(out SDL.SDL_Event ev) == 1)
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{
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switch (ev.type)
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{
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private static void ProcessSDLEvents() {
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while(SDL.SDL_PollEvent(out SDL.SDL_Event ev) == 1) {
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switch(ev.type) {
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case SDL.SDL_EventType.SDL_QUIT:
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Quit();
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break;
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@@ -236,16 +215,14 @@ public static class Engine
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/* To calculate the sleep precision of the OS, we take the worst case
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* time spent sleeping over the results of previous requests to sleep 1ms.
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*/
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private static void UpdateEstimatedSleepPrecision(TimeSpan timeSpentSleeping)
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{
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private static void UpdateEstimatedSleepPrecision(TimeSpan timeSpentSleeping) {
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/* It is unlikely that the scheduler will actually be more imprecise than
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* 4ms and we don't want to get wrecked by a single long sleep so we cap this
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* value at 4ms for sanity.
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*/
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TimeSpan upperTimeBound = TimeSpan.FromMilliseconds(4);
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if (timeSpentSleeping > upperTimeBound)
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{
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if(timeSpentSleeping > upperTimeBound) {
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timeSpentSleeping = upperTimeBound;
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}
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@@ -254,17 +231,12 @@ public static class Engine
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* is if we either 1) just got a new worst case, or 2) the worst case was
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* the oldest entry on the list.
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*/
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if (timeSpentSleeping >= worstCaseSleepPrecision)
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{
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if(timeSpentSleeping >= worstCaseSleepPrecision) {
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worstCaseSleepPrecision = timeSpentSleeping;
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}
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else if (previousSleepTimes[sleepTimeIndex] == worstCaseSleepPrecision)
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{
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} else if(previousSleepTimes[sleepTimeIndex] == worstCaseSleepPrecision) {
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TimeSpan maxSleepTime = TimeSpan.MinValue;
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for (int i = 0; i < previousSleepTimes.Length; i++)
|
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{
|
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if (previousSleepTimes[i] > maxSleepTime)
|
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{
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for(int i = 0; i < previousSleepTimes.Length; i++) {
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if(previousSleepTimes[i] > maxSleepTime) {
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maxSleepTime = previousSleepTimes[i];
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}
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}
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@@ -68,10 +68,10 @@ public class GraphicsDevice : IDisposable
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internal void LoadDefaultPipelines()
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{
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FullscreenVertexShader = ResourceManager.Load<Shader>("Shaders/Fullscreen.vert");
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VideoFragmentShader = ResourceManager.Load<Shader>("Shaders/Video.frag");
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TextVertexShader = ResourceManager.Load<Shader>("Shaders/Text.vert");
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TextFragmentShader = ResourceManager.Load<Shader>("Shaders/Text.frag");
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FullscreenVertexShader = ResourceManager.Retain<Shader>("Shaders/Fullscreen.vert");
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VideoFragmentShader = ResourceManager.Retain<Shader>("Shaders/Video.frag");
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TextVertexShader = ResourceManager.Retain<Shader>("Shaders/Text.vert");
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TextFragmentShader = ResourceManager.Retain<Shader>("Shaders/Text.frag");
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VideoPipeline = new GraphicsPipeline(
|
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this,
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@@ -373,10 +373,10 @@ public class GraphicsDevice : IDisposable
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resources.Clear();
|
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}
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ResourceManager.Unload(FullscreenVertexShader);
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ResourceManager.Unload(TextFragmentShader);
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ResourceManager.Unload(TextVertexShader);
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ResourceManager.Unload(VideoFragmentShader);
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ResourceManager.Release(FullscreenVertexShader);
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ResourceManager.Release(TextFragmentShader);
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ResourceManager.Release(TextVertexShader);
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ResourceManager.Release(VideoFragmentShader);
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}
|
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Refresh.Refresh_DestroyDevice(Handle);
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@@ -60,8 +60,8 @@ public class GuiController : IDisposable
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io.DisplaySize = new Vector2(mainWindow.Width, mainWindow.Height);
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io.DisplayFramebufferScale = Vector2.One;
|
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|
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imGuiVertexShader = ResourceManager.Load<Shader>("Shaders/ImGui.vert");
|
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imGuiFragmentShader = ResourceManager.Load<Shader>("Shaders/ImGui.frag");
|
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imGuiVertexShader = ResourceManager.Retain<Shader>("Shaders/ImGui.vert");
|
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imGuiFragmentShader = ResourceManager.Retain<Shader>("Shaders/ImGui.frag");
|
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|
||||
imGuiSampler = new Sampler(graphicsDevice, SamplerCreateInfo.LinearClamp);
|
||||
|
||||
@@ -630,8 +630,8 @@ public class GuiController : IDisposable
|
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fontTexture?.Dispose();
|
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imGuiVertexBuffer?.Dispose();
|
||||
imGuiIndexBuffer?.Dispose();
|
||||
ResourceManager.Unload(imGuiVertexShader);
|
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ResourceManager.Unload(imGuiFragmentShader);
|
||||
ResourceManager.Release(imGuiVertexShader);
|
||||
ResourceManager.Release(imGuiFragmentShader);
|
||||
imGuiPipeline?.Dispose();
|
||||
imGuiSampler?.Dispose();
|
||||
resourceUploader?.Dispose();
|
||||
|
||||
@@ -1,9 +1,31 @@
|
||||
using System;
|
||||
namespace Nerfed.Runtime;
|
||||
|
||||
public enum ResourceState
|
||||
{
|
||||
Unloaded,
|
||||
Queued,
|
||||
Loading,
|
||||
Loaded,
|
||||
Failed
|
||||
}
|
||||
|
||||
public abstract class Resource
|
||||
{
|
||||
public Guid Id { get; internal set; }
|
||||
public string Path { get; internal set; }
|
||||
|
||||
/// <summary>
|
||||
/// Natively tracks if the resource is currently in RAM/VRAM.
|
||||
/// </summary>
|
||||
public ResourceState State { get; internal set; } = ResourceState.Unloaded;
|
||||
|
||||
/// <summary>
|
||||
/// Tracks how many entities or systems currently need this loaded.
|
||||
/// When it hits 0, the ResourceManager handles unloading natively.
|
||||
/// </summary>
|
||||
public int ReferenceCount { get; internal set; } = 0;
|
||||
|
||||
internal abstract void Load(Stream stream);
|
||||
internal abstract void Unload();
|
||||
}
|
||||
|
||||
@@ -0,0 +1,19 @@
|
||||
namespace Nerfed.Runtime;
|
||||
|
||||
/// <summary>
|
||||
/// Attach this component to an entity mapped to raw source-path strings.
|
||||
/// Useful for testing, hardcoded assets, or before full editor-guided GUID injection.
|
||||
/// </summary>
|
||||
public readonly record struct AssetReferenceComponent(Guid AssetId);
|
||||
|
||||
/// <summary>
|
||||
/// A strongly-typed version of an asset reference, preventing the user from accidentally
|
||||
/// assigning a Shader GUID to a Texture component in the Editor.
|
||||
/// </summary>
|
||||
public readonly record struct TypedAssetReference<TRes>(Guid AssetId) where TRes : Resource;
|
||||
|
||||
/// <summary>
|
||||
/// Added to an entity by the AssetStreamingSystem when the physical resource is fully
|
||||
/// loaded in memory and ready to be used by the renderer or physics engine.
|
||||
/// </summary>
|
||||
public struct AssetLoadedTag { }
|
||||
@@ -1,43 +1,209 @@
|
||||
using System;
|
||||
using System.Collections.Concurrent;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Threading;
|
||||
|
||||
namespace Nerfed.Runtime;
|
||||
|
||||
/// <summary>
|
||||
/// A highly scalable, multithreaded resource manager that handles asynchronous asset
|
||||
/// loading and automatic reference-counted memory management.
|
||||
/// </summary>
|
||||
public static class ResourceManager
|
||||
{
|
||||
private const string rootName = "Resources";
|
||||
private static readonly Dictionary<string, Resource> loadedResources = new Dictionary<string, Resource>();
|
||||
private const string RootName = "Resources";
|
||||
|
||||
public static T Load<T>(string resourcePath) where T : Resource
|
||||
// Track resources by their Guid ID instead of simple strings.
|
||||
private static readonly ConcurrentDictionary<Guid, Resource> _resourceCache = new();
|
||||
|
||||
// Mapping a string path to its runtime Guid identifier
|
||||
private static readonly ConcurrentDictionary<string, Guid> _pathToGuid = new();
|
||||
|
||||
// Queues for background processing
|
||||
private static readonly ConcurrentQueue<Resource> _loadQueue = new();
|
||||
|
||||
// Loader threads
|
||||
private static readonly Thread _loaderThread;
|
||||
private static bool _isRunning = true;
|
||||
|
||||
// A registry of how to create concrete Resource instances from a generic type without massive switch statements.
|
||||
private static readonly Dictionary<Type, Func<Resource>> _resourceFactories = new()
|
||||
{
|
||||
if (loadedResources.TryGetValue(resourcePath, out Resource resource))
|
||||
{ typeof(Shader), () => new Shader() }
|
||||
};
|
||||
|
||||
static ResourceManager()
|
||||
{
|
||||
_loaderThread = new Thread(LoaderWorkerLoop)
|
||||
{
|
||||
Name = "Nerfed Asset Loader",
|
||||
IsBackground = true,
|
||||
Priority = ThreadPriority.BelowNormal // Keeps CPU time focused on the main game loop
|
||||
};
|
||||
_loaderThread.Start();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Synchronously shuts down the loader thread when the engine closes.
|
||||
/// </summary>
|
||||
public static void Shutdown()
|
||||
{
|
||||
_isRunning = false;
|
||||
_loaderThread.Join();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Registers a new resource type factory so the manager knows how to instantiate it.
|
||||
/// Example: RegisterResourceType<Texture>(() => new Texture());
|
||||
/// </summary>
|
||||
public static void RegisterResourceType<T>(Func<T> factory) where T : Resource
|
||||
{
|
||||
_resourceFactories[typeof(T)] = factory;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the Guid associated with a specific asset path, making an initial id pass if required.
|
||||
/// In a fully baked engine, the Guid is known at compile time or baked in the map data.
|
||||
/// </summary>
|
||||
public static Guid GetId(string resourcePath)
|
||||
{
|
||||
return _pathToGuid.GetOrAdd(resourcePath, _ => Guid.NewGuid());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Begins an asynchronous load for a resource by its Guid.
|
||||
/// In ECS systems, Entities should strictly prefer this overload over the string one.
|
||||
/// </summary>
|
||||
public static T Retain<T>(Guid id, string expectedPath) where T : Resource
|
||||
{
|
||||
var resource = _resourceCache.GetOrAdd(id, (assetId) =>
|
||||
{
|
||||
if (!_resourceFactories.TryGetValue(typeof(T), out var factory))
|
||||
{
|
||||
throw new Exception($"Failed to create resource. No factory registered for {typeof(T).Name}");
|
||||
}
|
||||
|
||||
var newResource = factory();
|
||||
newResource.Id = assetId;
|
||||
// The path is still required so the background thread knows which file to open from disk.
|
||||
newResource.Path = expectedPath;
|
||||
newResource.State = ResourceState.Unloaded;
|
||||
|
||||
return newResource;
|
||||
});
|
||||
|
||||
lock (resource)
|
||||
{
|
||||
resource.ReferenceCount++;
|
||||
|
||||
if (resource.State == ResourceState.Unloaded)
|
||||
{
|
||||
resource.State = ResourceState.Queued;
|
||||
_loadQueue.Enqueue(resource);
|
||||
}
|
||||
}
|
||||
|
||||
return (T)resource;
|
||||
}
|
||||
|
||||
if (typeof(T) == typeof(Shader))
|
||||
/// <summary>
|
||||
/// Begins an asynchronous load utilizing the string path to find the matching Guid.
|
||||
/// This should generally be avoided in tight ECS loops.
|
||||
/// </summary>
|
||||
public static T Retain<T>(string resourcePath) where T : Resource
|
||||
{
|
||||
resource = new Shader();
|
||||
Guid id = GetId(resourcePath);
|
||||
return Retain<T>(id, resourcePath);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the current loading state of a resource by its Guid without altering its reference count.
|
||||
/// </summary>
|
||||
public static ResourceState GetState(Guid id)
|
||||
{
|
||||
if (_resourceCache.TryGetValue(id, out var resource))
|
||||
{
|
||||
return resource.State;
|
||||
}
|
||||
return ResourceState.Unloaded;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Decrements the reference count of a resource by its Guid.
|
||||
/// </summary>
|
||||
public static void Release(Guid id)
|
||||
{
|
||||
if (_resourceCache.TryGetValue(id, out var resource))
|
||||
{
|
||||
Release(resource);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Decrements the reference count of a resource.
|
||||
/// If the count reaches 0, the asset is automatically unloaded from memory.
|
||||
/// </summary>
|
||||
public static void Release(Resource resource)
|
||||
{
|
||||
if (resource == null) return;
|
||||
|
||||
lock (resource)
|
||||
{
|
||||
resource.ReferenceCount--;
|
||||
|
||||
if (resource.ReferenceCount <= 0)
|
||||
{
|
||||
// Fully unused! We should unload it safely.
|
||||
if (resource.State == ResourceState.Loaded)
|
||||
{
|
||||
resource.Unload();
|
||||
}
|
||||
|
||||
resource.State = ResourceState.Unloaded;
|
||||
_resourceCache.TryRemove(resource.Id, out _);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Background thread loop that pulls from the queue and does the slow file I/O operations.
|
||||
/// </summary>
|
||||
private static void LoaderWorkerLoop()
|
||||
{
|
||||
while (_isRunning)
|
||||
{
|
||||
if (_loadQueue.TryDequeue(out var resource))
|
||||
{
|
||||
// Safety check: Was the resource released before we even got around to loading it?
|
||||
if (resource.ReferenceCount <= 0)
|
||||
{
|
||||
resource.State = ResourceState.Unloaded;
|
||||
continue;
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
resource.State = ResourceState.Loading;
|
||||
string fullPath = Path.Combine(AppContext.BaseDirectory, RootName, resource.Id.ToString()) + ".bin";
|
||||
|
||||
// Do the slow synchronous disk read
|
||||
using var stream = StorageContainer.OpenStream(fullPath);
|
||||
resource.Load(stream);
|
||||
|
||||
resource.State = ResourceState.Loaded;
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Log.Error($"Failed to background load asset '{resource.Path}': {e.Message}");
|
||||
resource.State = ResourceState.Failed;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
throw new Exception("Failed to create resource");
|
||||
}
|
||||
|
||||
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);
|
||||
// Sleep cleanly if queue is empty to avoid burning total CPU usage on an infinite while-loop
|
||||
Thread.Sleep(10);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,19 @@
|
||||
namespace Nerfed.Runtime.Resources;
|
||||
|
||||
/// <summary>
|
||||
/// A sample component demonstrating how to use strongly-typed asset references
|
||||
/// in a realistic scenario where an entity requires multiple distinct resources.
|
||||
/// </summary>
|
||||
public struct SampleMeshVisualComponent
|
||||
{
|
||||
// The user safely assigns a Mesh GUID in the Editor inspector.
|
||||
public TypedAssetReference<Shader> VertexShader;
|
||||
|
||||
// The user safely assigns a Material GUID in the Editor inspector.
|
||||
public TypedAssetReference<Shader> FragmentShader;
|
||||
|
||||
public SampleMeshVisualComponent(Guid vertexId, Guid fragId) {
|
||||
VertexShader = new TypedAssetReference<Shader>(vertexId);
|
||||
FragmentShader = new TypedAssetReference<Shader>(fragId);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,53 @@
|
||||
using MoonTools.ECS;
|
||||
using Nerfed.Runtime.Scene.Streaming;
|
||||
using System;
|
||||
|
||||
namespace Nerfed.Runtime.Resources;
|
||||
|
||||
/// <summary>
|
||||
/// A typical rendering preparation system that natively resolves and requests
|
||||
/// asynchronous background loading for its own required assets, removing the
|
||||
/// need for a monolithic generic AssetStreaming manager.
|
||||
/// </summary>
|
||||
public class SampleRenderSystem : MoonTools.ECS.System
|
||||
{
|
||||
private readonly Filter _meshVisualsFilter;
|
||||
|
||||
public SampleRenderSystem(World world) : base(world) {
|
||||
_meshVisualsFilter = FilterBuilder
|
||||
.Include<SampleMeshVisualComponent>()
|
||||
// Always ignore chunk entities technically "unloading" from RAM
|
||||
.Exclude<ChunkUnloadPendingTag>()
|
||||
.Build();
|
||||
}
|
||||
|
||||
public override void Update(TimeSpan delta) {
|
||||
foreach(Entity entity in _meshVisualsFilter.Entities) {
|
||||
SampleMeshVisualComponent visualComp = Get<SampleMeshVisualComponent>(entity);
|
||||
|
||||
// 1. Resolve State
|
||||
ResourceState vertState = ResourceManager.GetState(visualComp.VertexShader.AssetId);
|
||||
ResourceState fragState = ResourceManager.GetState(visualComp.FragmentShader.AssetId);
|
||||
|
||||
// 2. Asynchronously request assets if they don't exist in memory yet
|
||||
if(vertState == ResourceState.Unloaded) {
|
||||
ResourceManager.Retain<Shader>(visualComp.VertexShader.AssetId, "Unknown/Path");
|
||||
}
|
||||
if(fragState == ResourceState.Unloaded) {
|
||||
ResourceManager.Retain<Shader>(visualComp.FragmentShader.AssetId, "Unknown/Path");
|
||||
}
|
||||
|
||||
// 3. Prevent rendering logic unless ALL strictly required assets are fully mapped
|
||||
bool isReadyToDraw = vertState == ResourceState.Loaded && fragState == ResourceState.Loaded;
|
||||
|
||||
if(isReadyToDraw) {
|
||||
// At this exact point, you can safely assume:
|
||||
// 1) The background loading threads are 100% finished processing these shaders.
|
||||
// 2) The GraphicsDevice can safely extract the native handle.
|
||||
|
||||
// e.g. GraphicsDevice.BindShader(visualComp.VertexShader.AssetId);
|
||||
// e.g. GraphicsDevice.DrawPolygons(...);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,13 @@
|
||||
namespace Nerfed.Runtime.Scene;
|
||||
|
||||
/// <summary>
|
||||
/// Abstraction over a concrete scene format (JSON, binary, …).
|
||||
/// Implementations read and write <see cref="SceneData"/> to a <see cref="Stream"/>,
|
||||
/// making it straightforward to add a compact binary format later without
|
||||
/// changing any of the surrounding scene infrastructure.
|
||||
/// </summary>
|
||||
public interface ISceneSerializer
|
||||
{
|
||||
void Serialize(SceneData scene, Stream stream);
|
||||
SceneData Deserialize(Stream stream);
|
||||
}
|
||||
@@ -0,0 +1,189 @@
|
||||
using System.Numerics;
|
||||
using System.Text.Json;
|
||||
using System.Text.Json.Serialization;
|
||||
|
||||
namespace Nerfed.Runtime.Scene;
|
||||
|
||||
/// <summary>
|
||||
/// Human-readable JSON scene serializer.
|
||||
///
|
||||
/// Example output:
|
||||
/// <code>
|
||||
/// {
|
||||
/// "version": 1,
|
||||
/// "name": "MyScene",
|
||||
/// "entities": [
|
||||
/// {
|
||||
/// "id": "a1b2c3d4-...",
|
||||
/// "tag": "Player",
|
||||
/// "parentId": null,
|
||||
/// "components": [
|
||||
/// {
|
||||
/// "type": "Nerfed.Runtime.Components.LocalTransform",
|
||||
/// "data": {
|
||||
/// "position": { "x": 0.0, "y": 0.0, "z": 0.0 },
|
||||
/// "rotation": { "x": 0.0, "y": 0.0, "z": 0.0, "w": 1.0 },
|
||||
/// "scale": { "x": 1.0, "y": 1.0, "z": 1.0 }
|
||||
/// }
|
||||
/// }
|
||||
/// ]
|
||||
/// }
|
||||
/// ],
|
||||
/// "relations": [
|
||||
/// {
|
||||
/// "type": "Nerfed.Runtime.Components.OwnerRelation",
|
||||
/// "entityA": "a1b2c3d4-...",
|
||||
/// "entityB": "e5f6a7b8-...",
|
||||
/// "data": {}
|
||||
/// }
|
||||
/// ]
|
||||
/// }
|
||||
/// </code>
|
||||
/// </summary>
|
||||
public sealed class JsonSceneSerializer : ISceneSerializer
|
||||
{
|
||||
private static readonly JsonSerializerOptions Options = new() {
|
||||
WriteIndented = true,
|
||||
Converters =
|
||||
{
|
||||
new Vector3JsonConverter(),
|
||||
new QuaternionJsonConverter(),
|
||||
new SceneComponentDataJsonConverter(),
|
||||
new SceneRelationDataJsonConverter(),
|
||||
},
|
||||
};
|
||||
|
||||
public void Serialize(SceneData scene, Stream stream) {
|
||||
JsonSerializer.Serialize(stream, scene, Options);
|
||||
}
|
||||
|
||||
public SceneData Deserialize(Stream stream) {
|
||||
return JsonSerializer.Deserialize<SceneData>(stream, Options)
|
||||
?? throw new InvalidOperationException("Failed to deserialize scene: root element was null.");
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------------
|
||||
// Converters
|
||||
// -------------------------------------------------------------------------
|
||||
|
||||
private sealed class Vector3JsonConverter : JsonConverter<Vector3>
|
||||
{
|
||||
public override Vector3 Read(ref Utf8JsonReader reader, Type typeToConvert, JsonSerializerOptions options) {
|
||||
float x = 0f, y = 0f, z = 0f;
|
||||
reader.Read(); // StartObject
|
||||
while(reader.Read() && reader.TokenType != JsonTokenType.EndObject) {
|
||||
string name = reader.GetString()!;
|
||||
reader.Read();
|
||||
switch(name) {
|
||||
case "x": x = reader.GetSingle(); break;
|
||||
case "y": y = reader.GetSingle(); break;
|
||||
case "z": z = reader.GetSingle(); break;
|
||||
}
|
||||
}
|
||||
return new Vector3(x, y, z);
|
||||
}
|
||||
|
||||
public override void Write(Utf8JsonWriter writer, Vector3 value, JsonSerializerOptions options) {
|
||||
writer.WriteStartObject();
|
||||
writer.WriteNumber("x", value.X);
|
||||
writer.WriteNumber("y", value.Y);
|
||||
writer.WriteNumber("z", value.Z);
|
||||
writer.WriteEndObject();
|
||||
}
|
||||
}
|
||||
|
||||
private sealed class QuaternionJsonConverter : JsonConverter<Quaternion>
|
||||
{
|
||||
public override Quaternion Read(ref Utf8JsonReader reader, Type typeToConvert, JsonSerializerOptions options) {
|
||||
float x = 0f, y = 0f, z = 0f, w = 1f;
|
||||
reader.Read(); // StartObject
|
||||
while(reader.Read() && reader.TokenType != JsonTokenType.EndObject) {
|
||||
string name = reader.GetString()!;
|
||||
reader.Read();
|
||||
switch(name) {
|
||||
case "x": x = reader.GetSingle(); break;
|
||||
case "y": y = reader.GetSingle(); break;
|
||||
case "z": z = reader.GetSingle(); break;
|
||||
case "w": w = reader.GetSingle(); break;
|
||||
}
|
||||
}
|
||||
return new Quaternion(x, y, z, w);
|
||||
}
|
||||
|
||||
public override void Write(Utf8JsonWriter writer, Quaternion value, JsonSerializerOptions options) {
|
||||
writer.WriteStartObject();
|
||||
writer.WriteNumber("x", value.X);
|
||||
writer.WriteNumber("y", value.Y);
|
||||
writer.WriteNumber("z", value.Z);
|
||||
writer.WriteNumber("w", value.W);
|
||||
writer.WriteEndObject();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Buffers the full JSON object, resolves the CLR component type from the "type" field,
|
||||
/// then deserializes "data" using that concrete type.
|
||||
/// </summary>
|
||||
private sealed class SceneComponentDataJsonConverter : JsonConverter<SceneComponentData>
|
||||
{
|
||||
public override SceneComponentData Read(ref Utf8JsonReader reader, Type typeToConvert, JsonSerializerOptions options) {
|
||||
using JsonDocument doc = JsonDocument.ParseValue(ref reader);
|
||||
JsonElement root = doc.RootElement;
|
||||
|
||||
string typeName = root.GetProperty("type").GetString()
|
||||
?? throw new JsonException("Missing or null 'type' field in component data.");
|
||||
|
||||
Type componentType = SceneManager.GetComponentType(typeName)
|
||||
?? throw new JsonException($"Unknown component type '{typeName}'. Ensure the struct is marked with [SceneComponent].");
|
||||
|
||||
string rawData = root.GetProperty("data").GetRawText();
|
||||
ValueType value = (ValueType)JsonSerializer.Deserialize(rawData, componentType, options)!;
|
||||
|
||||
return new SceneComponentData { Type = typeName, Value = value };
|
||||
}
|
||||
|
||||
public override void Write(Utf8JsonWriter writer, SceneComponentData value, JsonSerializerOptions options) {
|
||||
writer.WriteStartObject();
|
||||
writer.WriteString("type", value.Type);
|
||||
writer.WritePropertyName("data");
|
||||
JsonSerializer.Serialize(writer, value.Value, value.Value.GetType(), options);
|
||||
writer.WriteEndObject();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Same pattern as <see cref="SceneComponentDataJsonConverter"/> but for relation data.
|
||||
/// Resolves the type via <see cref="SceneManager.GetRelationType"/>.
|
||||
/// </summary>
|
||||
private sealed class SceneRelationDataJsonConverter : JsonConverter<SceneRelationData>
|
||||
{
|
||||
public override SceneRelationData Read(ref Utf8JsonReader reader, Type typeToConvert, JsonSerializerOptions options) {
|
||||
using JsonDocument doc = JsonDocument.ParseValue(ref reader);
|
||||
JsonElement root = doc.RootElement;
|
||||
|
||||
string typeName = root.GetProperty("type").GetString()
|
||||
?? throw new JsonException("Missing or null 'type' field in relation data.");
|
||||
|
||||
Type relationType = SceneManager.GetRelationType(typeName)
|
||||
?? throw new JsonException($"Unknown relation type '{typeName}'. Ensure the struct is marked with [SceneRelation].");
|
||||
|
||||
Guid entityA = root.GetProperty("entityA").GetGuid();
|
||||
Guid entityB = root.GetProperty("entityB").GetGuid();
|
||||
|
||||
string rawData = root.GetProperty("data").GetRawText();
|
||||
ValueType value = (ValueType)JsonSerializer.Deserialize(rawData, relationType, options)!;
|
||||
|
||||
return new SceneRelationData { Type = typeName, EntityA = entityA, EntityB = entityB, Value = value };
|
||||
}
|
||||
|
||||
public override void Write(Utf8JsonWriter writer, SceneRelationData value, JsonSerializerOptions options) {
|
||||
writer.WriteStartObject();
|
||||
writer.WriteString("type", value.Type);
|
||||
writer.WriteString("entityA", value.EntityA);
|
||||
writer.WriteString("entityB", value.EntityB);
|
||||
writer.WritePropertyName("data");
|
||||
JsonSerializer.Serialize(writer, value.Value, value.Value.GetType(), options);
|
||||
writer.WriteEndObject();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,8 @@
|
||||
namespace Nerfed.Runtime.Scene;
|
||||
|
||||
/// <summary>
|
||||
/// Marks an unmanaged struct as a serializable scene component.
|
||||
/// Only types with this attribute will be saved/loaded by the scene system.
|
||||
/// </summary>
|
||||
[AttributeUsage(AttributeTargets.Struct, Inherited = false)]
|
||||
public sealed class SceneComponentAttribute : Attribute { }
|
||||
@@ -0,0 +1,65 @@
|
||||
namespace Nerfed.Runtime.Scene;
|
||||
|
||||
/// <summary>
|
||||
/// Root data model for a scene. A scene and a prefab are the same thing —
|
||||
/// there is no distinction between the two, mirroring Godot's design.
|
||||
/// </summary>
|
||||
public sealed class SceneData
|
||||
{
|
||||
/// <summary>Incremented when the file format changes in a breaking way.</summary>
|
||||
public int Version { get; set; } = SceneData.CurrentVersion;
|
||||
public string Name { get; set; } = string.Empty;
|
||||
public List<SceneEntityData> Entities { get; set; } = new();
|
||||
/// <summary>All user-defined relations between entities in this scene.</summary>
|
||||
public List<SceneRelationData> Relations { get; set; } = new();
|
||||
|
||||
public const int CurrentVersion = 1;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Serialized representation of a single entity.
|
||||
/// The <see cref="Id"/> is a scene-local identifier that only exists in the
|
||||
/// serialized data and is used to reconstruct parent–child and relation references.
|
||||
/// It is never stored as a component on a live entity.
|
||||
/// An entity is included if it owns at least one <see cref="SceneComponentAttribute"/> component
|
||||
/// OR participates in at least one <see cref="SceneRelationAttribute"/> relation.
|
||||
/// </summary>
|
||||
public sealed class SceneEntityData
|
||||
{
|
||||
public Guid Id { get; set; } = Guid.NewGuid();
|
||||
public string Tag { get; set; } = string.Empty;
|
||||
|
||||
/// <summary>
|
||||
/// Scene-local <see cref="Id"/> of this entity's <see cref="Components.ChildParentRelation"/>
|
||||
/// parent, or <c>null</c> if this is a root entity.
|
||||
/// </summary>
|
||||
public Guid? ParentId { get; set; }
|
||||
|
||||
public List<SceneComponentData> Components { get; set; } = new();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Serialized representation of a single component value on an entity.
|
||||
/// <see cref="Type"/> is the fully-qualified CLR type name used to resolve the component on load.
|
||||
/// <see cref="Value"/> is the boxed runtime value; each <see cref="ISceneSerializer"/> is
|
||||
/// responsible for converting it to/from its wire format.
|
||||
/// </summary>
|
||||
public sealed class SceneComponentData
|
||||
{
|
||||
public string Type { get; set; } = string.Empty;
|
||||
public ValueType Value { get; set; } = default!;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Serialized representation of a relation between two entities.
|
||||
/// <see cref="EntityA"/> and <see cref="EntityB"/> reference scene-local <see cref="SceneEntityData.Id"/> values.
|
||||
/// <see cref="Type"/> identifies the relation kind (must be marked with <see cref="SceneRelationAttribute"/>).
|
||||
/// <see cref="Value"/> holds the relation data payload (may be an empty struct).
|
||||
/// </summary>
|
||||
public sealed class SceneRelationData
|
||||
{
|
||||
public string Type { get; set; } = string.Empty;
|
||||
public Guid EntityA { get; set; }
|
||||
public Guid EntityB { get; set; }
|
||||
public ValueType Value { get; set; } = default!;
|
||||
}
|
||||
@@ -0,0 +1,345 @@
|
||||
using System.Reflection;
|
||||
using MoonTools.ECS;
|
||||
using Nerfed.Runtime.Components;
|
||||
|
||||
namespace Nerfed.Runtime.Scene;
|
||||
|
||||
/// <summary>
|
||||
/// Central hub for scene serialization and deserialization.
|
||||
///
|
||||
/// On first use the static constructor scans all loaded assemblies for:
|
||||
/// • Structs annotated with <see cref="SceneComponentAttribute"/> — serialized as per-entity component data.
|
||||
/// • Structs annotated with <see cref="SceneRelationAttribute"/> — serialized as cross-entity relation data.
|
||||
///
|
||||
/// The <see cref="Components.ChildParentRelation"/> hierarchy is handled separately via
|
||||
/// <see cref="SceneEntityData.ParentId"/> and does NOT need a <see cref="SceneRelationAttribute"/>.
|
||||
///
|
||||
/// Usage:
|
||||
/// <code>
|
||||
/// var serializer = new JsonSceneSerializer();
|
||||
/// SceneManager.Save(world, "Assets/level1.scene", serializer, "Level 1");
|
||||
/// SceneManager.Load(world, "Assets/level1.scene", serializer);
|
||||
/// </code>
|
||||
/// </summary>
|
||||
public static class SceneManager
|
||||
{
|
||||
// Full CLR type name → Type
|
||||
private static readonly Dictionary<string, Type> ComponentRegistry = new();
|
||||
private static readonly Dictionary<string, Type> RelationRegistry = new();
|
||||
|
||||
// Reflection cache so we only build the delegates once per type.
|
||||
private static readonly Dictionary<Type, Func<World, Entity, bool>> HasComponentCache = new();
|
||||
private static readonly Dictionary<Type, Func<World, Entity, ValueType>> GetComponentCache = new();
|
||||
private static readonly Dictionary<Type, Action<World, Entity, ValueType>> SetComponentCache = new();
|
||||
private static readonly Dictionary<Type, Func<World, Entity, bool>> HasOutRelationCache = new();
|
||||
private static readonly Dictionary<Type, Func<World, Entity, Entity[]>> OutRelationsCache = new();
|
||||
private static readonly Dictionary<Type, Func<World, Entity, Entity, ValueType>> GetRelationDataCache = new();
|
||||
private static readonly Dictionary<Type, Action<World, Entity, Entity, ValueType>> RelateCache = new();
|
||||
|
||||
static SceneManager() {
|
||||
foreach(Assembly assembly in AppDomain.CurrentDomain.GetAssemblies()) {
|
||||
Type[] types;
|
||||
try { types = assembly.GetTypes(); } catch(ReflectionTypeLoadException ex) { types = ex.Types.Where(t => t is not null).ToArray()!; }
|
||||
|
||||
foreach(Type type in types) {
|
||||
if(type.FullName is null) continue;
|
||||
|
||||
if(type.GetCustomAttribute<SceneComponentAttribute>() is not null)
|
||||
ComponentRegistry[type.FullName] = type;
|
||||
|
||||
if(type.GetCustomAttribute<SceneRelationAttribute>() is not null)
|
||||
RelationRegistry[type.FullName] = type;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------------
|
||||
// Public registry accessors
|
||||
// -------------------------------------------------------------------------
|
||||
|
||||
public static Type? GetComponentType(string fullName) {
|
||||
ComponentRegistry.TryGetValue(fullName, out Type? type);
|
||||
return type;
|
||||
}
|
||||
|
||||
public static Type? GetRelationType(string fullName) {
|
||||
RelationRegistry.TryGetValue(fullName, out Type? type);
|
||||
return type;
|
||||
}
|
||||
|
||||
public static IReadOnlyDictionary<string, Type> RegisteredComponentTypes => ComponentRegistry;
|
||||
public static IReadOnlyDictionary<string, Type> RegisteredRelationTypes => RelationRegistry;
|
||||
|
||||
// -------------------------------------------------------------------------
|
||||
// High-level Save / Load
|
||||
// -------------------------------------------------------------------------
|
||||
|
||||
public static void Save(World world, string path, ISceneSerializer serializer, string sceneName = "") {
|
||||
SceneData scene = Extract(world, sceneName);
|
||||
string? directory = Path.GetDirectoryName(path);
|
||||
if(!string.IsNullOrEmpty(directory))
|
||||
Directory.CreateDirectory(directory);
|
||||
using FileStream stream = File.Open(path, FileMode.Create, FileAccess.Write);
|
||||
serializer.Serialize(scene, stream);
|
||||
}
|
||||
|
||||
public static Dictionary<Guid, Entity> Load(World world, string path, ISceneSerializer serializer) {
|
||||
using FileStream stream = File.Open(path, FileMode.Open, FileAccess.Read);
|
||||
SceneData scene = serializer.Deserialize(stream);
|
||||
return Instantiate(world, scene);
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------------
|
||||
// Extract (world → SceneData)
|
||||
// -------------------------------------------------------------------------
|
||||
|
||||
public static SceneData Extract(World world, string name = "") {
|
||||
SceneData scene = new() { Name = name };
|
||||
|
||||
// ── 1. Collect entities ──────────────────────────────────────────────
|
||||
// Include an entity if it has at least one scene component OR if it
|
||||
// appears as an endpoint of at least one scene relation. This ensures
|
||||
// pure grouping nodes and relation-only entities are not dropped.
|
||||
|
||||
Dictionary<uint, Guid> entityToGuid = new();
|
||||
|
||||
void EnsureEntity(Entity e) {
|
||||
if(!entityToGuid.ContainsKey(e.ID))
|
||||
entityToGuid[e.ID] = Guid.NewGuid();
|
||||
}
|
||||
|
||||
foreach(Entity entity in world.GetAllEntities()) {
|
||||
if(HasAnySceneComponent(world, entity))
|
||||
EnsureEntity(entity);
|
||||
}
|
||||
|
||||
// Walk all registered relation types and pull in both endpoints.
|
||||
foreach(Type relationType in RelationRegistry.Values) {
|
||||
foreach((Entity a, Entity b) in WorldAllRelations(world, relationType)) {
|
||||
EnsureEntity(a);
|
||||
EnsureEntity(b);
|
||||
}
|
||||
}
|
||||
|
||||
// Also include entities that are part of the ChildParentRelation hierarchy
|
||||
// even if they carry no scene components and no user-defined relations.
|
||||
foreach((Entity child, Entity parent) in world.Relations<ChildParentRelation>()) {
|
||||
EnsureEntity(child);
|
||||
EnsureEntity(parent);
|
||||
}
|
||||
|
||||
// ── 2. Build entity records (parents must be known before children so
|
||||
// we sort parents-before-children for readable output) ───────────
|
||||
List<SceneEntityData> ordered = BuildSortedEntityList(world, entityToGuid);
|
||||
scene.Entities.AddRange(ordered);
|
||||
|
||||
// ── 3. Build relation records ────────────────────────────────────────
|
||||
foreach((string typeName, Type relationType) in RelationRegistry) {
|
||||
foreach((Entity a, Entity b) in WorldAllRelations(world, relationType)) {
|
||||
if(!entityToGuid.TryGetValue(a.ID, out Guid guidA) ||
|
||||
!entityToGuid.TryGetValue(b.ID, out Guid guidB))
|
||||
continue;
|
||||
|
||||
ValueType payload = WorldGetRelationData(world, a, b, relationType);
|
||||
scene.Relations.Add(new SceneRelationData {
|
||||
Type = typeName,
|
||||
EntityA = guidA,
|
||||
EntityB = guidB,
|
||||
Value = payload,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
return scene;
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------------
|
||||
// Instantiate (SceneData → world)
|
||||
// -------------------------------------------------------------------------
|
||||
|
||||
public static Dictionary<Guid, Entity> Instantiate(World world, SceneData scene) {
|
||||
Dictionary<Guid, Entity> guidToEntity = new(scene.Entities.Count);
|
||||
|
||||
// Pass 1 – create all entities.
|
||||
foreach(SceneEntityData entityData in scene.Entities) {
|
||||
Entity entity = world.CreateEntity(entityData.Tag);
|
||||
guidToEntity[entityData.Id] = entity;
|
||||
}
|
||||
|
||||
// Pass 2 – set components and wire up the ChildParentRelation hierarchy.
|
||||
foreach(SceneEntityData entityData in scene.Entities) {
|
||||
Entity entity = guidToEntity[entityData.Id];
|
||||
|
||||
foreach(SceneComponentData componentData in entityData.Components)
|
||||
WorldSetComponent(world, entity, componentData.Type, componentData.Value);
|
||||
|
||||
if(entityData.ParentId is Guid parentGuid && guidToEntity.TryGetValue(parentGuid, out Entity parent)) {
|
||||
world.Set(entity, new Child());
|
||||
world.Relate(entity, parent, new ChildParentRelation());
|
||||
} else {
|
||||
world.Set(entity, new Root());
|
||||
}
|
||||
}
|
||||
|
||||
// Pass 3 – restore all user-defined relations.
|
||||
foreach(SceneRelationData relationData in scene.Relations) {
|
||||
if(!guidToEntity.TryGetValue(relationData.EntityA, out Entity entityA) ||
|
||||
!guidToEntity.TryGetValue(relationData.EntityB, out Entity entityB))
|
||||
continue;
|
||||
|
||||
WorldRelate(world, entityA, entityB, relationData.Type, relationData.Value);
|
||||
}
|
||||
|
||||
return guidToEntity;
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------------
|
||||
// Helpers – entity ordering
|
||||
// -------------------------------------------------------------------------
|
||||
|
||||
// Returns entities sorted so that a parent always appears before its children,
|
||||
// making the JSON file human-readable and easier to diff.
|
||||
private static List<SceneEntityData> BuildSortedEntityList(
|
||||
World world,
|
||||
Dictionary<uint, Guid> entityToGuid) {
|
||||
// Build per-entity data (unsorted first).
|
||||
Dictionary<Guid, SceneEntityData> byGuid = new(entityToGuid.Count);
|
||||
|
||||
foreach((uint entityId, Guid guid) in entityToGuid) {
|
||||
Entity entity = new(entityId);
|
||||
|
||||
Guid? parentId = null;
|
||||
if(world.HasOutRelation<ChildParentRelation>(entity)) {
|
||||
// Iterate all out-relations — an entity may have multiple parents
|
||||
// in theory, but ChildParentRelation is designed as singleton.
|
||||
// We capture the first valid one here.
|
||||
foreach(Entity parent in world.OutRelations<ChildParentRelation>(entity)) {
|
||||
if(entityToGuid.TryGetValue(parent.ID, out Guid parentGuid)) {
|
||||
parentId = parentGuid;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
List<SceneComponentData> components = new();
|
||||
foreach((string typeName, Type componentType) in ComponentRegistry) {
|
||||
if(!WorldHasComponent(world, entity, componentType)) continue;
|
||||
ValueType value = WorldGetComponent(world, entity, componentType);
|
||||
components.Add(new SceneComponentData { Type = typeName, Value = value });
|
||||
}
|
||||
|
||||
byGuid[guid] = new SceneEntityData {
|
||||
Id = guid,
|
||||
Tag = world.GetTag(entity),
|
||||
ParentId = parentId,
|
||||
Components = components,
|
||||
};
|
||||
}
|
||||
|
||||
// Topological sort: parents before children.
|
||||
List<SceneEntityData> sorted = new(byGuid.Count);
|
||||
HashSet<Guid> visited = new(byGuid.Count);
|
||||
|
||||
void Visit(Guid id) {
|
||||
if(!visited.Add(id)) return;
|
||||
SceneEntityData data = byGuid[id];
|
||||
if(data.ParentId is Guid pid && byGuid.ContainsKey(pid))
|
||||
Visit(pid);
|
||||
sorted.Add(data);
|
||||
}
|
||||
|
||||
foreach(Guid id in byGuid.Keys)
|
||||
Visit(id);
|
||||
|
||||
return sorted;
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------------
|
||||
// Reflection helpers – components
|
||||
// -------------------------------------------------------------------------
|
||||
|
||||
private static bool HasAnySceneComponent(World world, Entity entity) {
|
||||
foreach(Type componentType in ComponentRegistry.Values) {
|
||||
if(WorldHasComponent(world, entity, componentType)) return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
private static bool WorldHasComponent(World world, Entity entity, Type componentType) {
|
||||
if(!HasComponentCache.TryGetValue(componentType, out Func<World, Entity, bool>? fn)) {
|
||||
MethodInfo method = FindGenericMethod(nameof(World.Has)).MakeGenericMethod(componentType);
|
||||
fn = (w, e) => (bool)method.Invoke(w, new object[] { e })!;
|
||||
HasComponentCache[componentType] = fn;
|
||||
}
|
||||
return fn(world, entity);
|
||||
}
|
||||
|
||||
private static ValueType WorldGetComponent(World world, Entity entity, Type componentType) {
|
||||
if(!GetComponentCache.TryGetValue(componentType, out Func<World, Entity, ValueType>? fn)) {
|
||||
MethodInfo method = FindGenericMethod(nameof(World.Get)).MakeGenericMethod(componentType);
|
||||
fn = (w, e) => (ValueType)method.Invoke(w, new object[] { e })!;
|
||||
GetComponentCache[componentType] = fn;
|
||||
}
|
||||
return fn(world, entity);
|
||||
}
|
||||
|
||||
private static void WorldSetComponent(World world, Entity entity, string typeName, ValueType value) {
|
||||
if(!ComponentRegistry.TryGetValue(typeName, out Type? componentType)) return;
|
||||
|
||||
if(!SetComponentCache.TryGetValue(componentType, out Action<World, Entity, ValueType>? fn)) {
|
||||
MethodInfo method = FindGenericMethod(nameof(World.Set)).MakeGenericMethod(componentType);
|
||||
fn = (w, e, v) => method.Invoke(w, new object[] { e, v });
|
||||
SetComponentCache[componentType] = fn;
|
||||
}
|
||||
fn(world, entity, value);
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------------
|
||||
// Reflection helpers – relations
|
||||
// -------------------------------------------------------------------------
|
||||
|
||||
private static IEnumerable<(Entity, Entity)> WorldAllRelations(World world, Type relationType) {
|
||||
// World.Relations<T>() returns ReverseSpanEnumerator<(Entity,Entity)>.
|
||||
// We materialise it into a list so the caller can iterate freely.
|
||||
MethodInfo method = FindGenericMethod(nameof(World.Relations)).MakeGenericMethod(relationType);
|
||||
// Returns a boxed ReverseSpanEnumerator; invoke MoveNext/Current via dynamic.
|
||||
// Easiest: call via dynamic to avoid unsafe span-from-box issues.
|
||||
dynamic enumerator = method.Invoke(world, null)!;
|
||||
List<(Entity, Entity)> results = new();
|
||||
while(enumerator.MoveNext())
|
||||
results.Add(enumerator.Current);
|
||||
return results;
|
||||
}
|
||||
|
||||
private static ValueType WorldGetRelationData(World world, Entity a, Entity b, Type relationType) {
|
||||
if(!GetRelationDataCache.TryGetValue(relationType, out Func<World, Entity, Entity, ValueType>? fn)) {
|
||||
MethodInfo method = FindGenericMethod(nameof(World.GetRelationData)).MakeGenericMethod(relationType);
|
||||
fn = (w, ea, eb) => (ValueType)method.Invoke(w, new object[] { ea, eb })!;
|
||||
GetRelationDataCache[relationType] = fn;
|
||||
}
|
||||
return fn(world, a, b);
|
||||
}
|
||||
|
||||
private static void WorldRelate(World world, Entity a, Entity b, string typeName, ValueType value) {
|
||||
if(!RelationRegistry.TryGetValue(typeName, out Type? relationType)) return;
|
||||
|
||||
if(!RelateCache.TryGetValue(relationType, out Action<World, Entity, Entity, ValueType>? fn)) {
|
||||
MethodInfo method = FindGenericMethod(nameof(World.Relate)).MakeGenericMethod(relationType);
|
||||
fn = (w, ea, eb, v) => method.Invoke(w, new object[] { ea, eb, v });
|
||||
RelateCache[relationType] = fn;
|
||||
}
|
||||
fn(world, a, b, value);
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------------
|
||||
// Utility
|
||||
// -------------------------------------------------------------------------
|
||||
|
||||
private static MethodInfo FindGenericMethod(string name) {
|
||||
foreach(MethodInfo m in typeof(World).GetMethods(BindingFlags.Public | BindingFlags.Instance)) {
|
||||
if(m.Name == name && m.IsGenericMethodDefinition)
|
||||
return m;
|
||||
}
|
||||
throw new InvalidOperationException($"Could not find generic method '{name}' on {nameof(World)}.");
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,10 @@
|
||||
namespace Nerfed.Runtime.Scene;
|
||||
|
||||
/// <summary>
|
||||
/// Marks an unmanaged struct as a serializable scene relation kind.
|
||||
/// Both endpoints and the data payload will be saved/loaded by the scene system.
|
||||
/// The <see cref="Components.ChildParentRelation"/> hierarchy is handled separately via
|
||||
/// <see cref="SceneEntityData.ParentId"/> and should NOT be marked with this attribute.
|
||||
/// </summary>
|
||||
[AttributeUsage(AttributeTargets.Struct, Inherited = false)]
|
||||
public sealed class SceneRelationAttribute : Attribute { }
|
||||
@@ -0,0 +1,202 @@
|
||||
using MoonTools.ECS;
|
||||
using System.Collections.Generic;
|
||||
using System;
|
||||
using System.Numerics;
|
||||
using Nerfed.Runtime.Components;
|
||||
|
||||
namespace Nerfed.Runtime.Scene.Streaming;
|
||||
|
||||
/// <summary>
|
||||
/// Status of a chunk in the streaming system.
|
||||
/// </summary>
|
||||
public enum ChunkState
|
||||
{
|
||||
Unloaded,
|
||||
Loading,
|
||||
Loaded,
|
||||
Unloading
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A system that manages spatial partitioning. It determines which chunks should be loaded based on observers.
|
||||
/// </summary>
|
||||
public class ChunkStreamingSystem : MoonTools.ECS.System
|
||||
{
|
||||
private readonly struct ChunkCoord : IEquatable<ChunkCoord>
|
||||
{
|
||||
public readonly int X;
|
||||
public readonly int Y;
|
||||
public readonly int Z;
|
||||
|
||||
// Pre-calculated on creation
|
||||
public readonly long Id;
|
||||
|
||||
public ChunkCoord(int x, int y, int z)
|
||||
{
|
||||
X = x;
|
||||
Y = y;
|
||||
Z = z;
|
||||
|
||||
// We allocate 21 bits per axis (allowing ~2 million chunks positive and negative).
|
||||
var hashX = (long)x & 0x1FFFFF;
|
||||
var hashY = (long)y & 0x1FFFFF;
|
||||
var hashZ = (long)z & 0x1FFFFF;
|
||||
|
||||
Id = hashX | (hashY << 21) | (hashZ << 42);
|
||||
}
|
||||
|
||||
public bool Equals(ChunkCoord other) => Id == other.Id;
|
||||
public override bool Equals(object? obj) => obj is ChunkCoord other && Equals(other);
|
||||
public override int GetHashCode() => Id.GetHashCode();
|
||||
}
|
||||
|
||||
// Configurable size of a chunk in world coordinates.
|
||||
public float ChunkSize { get; set; } = 64f;
|
||||
|
||||
private readonly Filter _observerFilter;
|
||||
private readonly Filter _chunkMemberFilter;
|
||||
private readonly Filter _unloadedFilter;
|
||||
|
||||
// Active loaded/loading chunks
|
||||
private readonly Dictionary<ChunkCoord, ChunkState> _activeChunks = new();
|
||||
|
||||
// Queue of chunks waiting to be loaded
|
||||
private readonly Queue<ChunkCoord> _pendingLoads = new();
|
||||
|
||||
// Queue of chunks waiting to be completely tagged for unloading
|
||||
private readonly Queue<ChunkCoord> _pendingUnloads = new();
|
||||
|
||||
public ChunkStreamingSystem(World world) : base(world)
|
||||
{
|
||||
_observerFilter = FilterBuilder
|
||||
.Include<ChunkObserverComponent>()
|
||||
.Include<LocalToWorld>() // Needs a world position
|
||||
.Exclude<ChunkUnloadPendingTag>() // Ignore dying observers
|
||||
.Build();
|
||||
|
||||
_chunkMemberFilter = FilterBuilder
|
||||
.Include<ChunkMemberComponent>()
|
||||
.Exclude<ChunkUnloadPendingTag>() // Ignore entities already marked for death
|
||||
.Build();
|
||||
|
||||
_unloadedFilter = FilterBuilder
|
||||
.Include<ChunkUnloadPendingTag>()
|
||||
.Build();
|
||||
}
|
||||
|
||||
public override void Update(TimeSpan delta)
|
||||
{
|
||||
var requiredChunks = new HashSet<ChunkCoord>();
|
||||
|
||||
// 1. Find all chunks that should be loaded based on observers
|
||||
foreach (var observerEntity in _observerFilter.Entities)
|
||||
{
|
||||
var observer = Get<ChunkObserverComponent>(observerEntity);
|
||||
var transform = Get<LocalToWorld>(observerEntity);
|
||||
|
||||
// Convert world pos to grid coordinates
|
||||
var worldPos = transform.localToWorldMatrix.Translation;
|
||||
var centerChunk = GetChunkCoord(worldPos);
|
||||
|
||||
// Determine chunk radius based on observer radius and chunk size
|
||||
int chunkRadius = (int)MathF.Ceiling(observer.ViewRadius / ChunkSize);
|
||||
|
||||
for (int x = -chunkRadius; x <= chunkRadius; x++)
|
||||
{
|
||||
for (int y = -chunkRadius; y <= chunkRadius; y++)
|
||||
{
|
||||
for (int z = -chunkRadius; z <= chunkRadius; z++)
|
||||
{
|
||||
var coord = new ChunkCoord(centerChunk.X + x, centerChunk.Y + y, centerChunk.Z + z);
|
||||
requiredChunks.Add(coord);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 2. Unload chunks that are active but no longer required
|
||||
var chunksToUnload = new List<ChunkCoord>();
|
||||
foreach (var activeChunk in _activeChunks.Keys)
|
||||
{
|
||||
if (!requiredChunks.Contains(activeChunk) && _activeChunks[activeChunk] != ChunkState.Unloading)
|
||||
{
|
||||
chunksToUnload.Add(activeChunk);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var coord in chunksToUnload)
|
||||
{
|
||||
_activeChunks[coord] = ChunkState.Unloading;
|
||||
_pendingUnloads.Enqueue(coord);
|
||||
}
|
||||
|
||||
// 3. Queue newly required chunks
|
||||
foreach (var coord in requiredChunks)
|
||||
{
|
||||
if (!_activeChunks.ContainsKey(coord))
|
||||
{
|
||||
// Mark as unloaded so we don't queue it multiple times
|
||||
_activeChunks[coord] = ChunkState.Unloaded;
|
||||
_pendingLoads.Enqueue(coord);
|
||||
}
|
||||
}
|
||||
|
||||
// 4. Process only ONE chunk load per frame to prevent stuttering
|
||||
if (_pendingLoads.Count > 0)
|
||||
{
|
||||
var chunkToLoad = _pendingLoads.Dequeue();
|
||||
// Double check it wasn't unloaded before we got around to loading it
|
||||
if (_activeChunks.TryGetValue(chunkToLoad, out var state) && state == ChunkState.Unloaded)
|
||||
{
|
||||
LoadChunk(chunkToLoad);
|
||||
}
|
||||
}
|
||||
|
||||
// 5. Process only ONE chunk unload tagging per frame
|
||||
if (_pendingUnloads.Count > 0)
|
||||
{
|
||||
var chunkToUnload = _pendingUnloads.Dequeue();
|
||||
UnloadChunk(chunkToUnload);
|
||||
}
|
||||
}
|
||||
|
||||
private ChunkCoord GetChunkCoord(Vector3 worldPos)
|
||||
{
|
||||
return new ChunkCoord(
|
||||
(int)MathF.Floor(worldPos.X / ChunkSize),
|
||||
(int)MathF.Floor(worldPos.Y / ChunkSize),
|
||||
(int)MathF.Floor(worldPos.Z / ChunkSize)
|
||||
);
|
||||
}
|
||||
|
||||
private void LoadChunk(ChunkCoord coord)
|
||||
{
|
||||
_activeChunks[coord] = ChunkState.Loading;
|
||||
|
||||
// TODO: In a real system, you'd queue async I/O here to read SceneData for this chunk
|
||||
// and spawn the entities. Once they are all spawned, set state to Loaded.
|
||||
|
||||
// For demonstration, immediately set to loaded.
|
||||
_activeChunks[coord] = ChunkState.Loaded;
|
||||
}
|
||||
|
||||
private void UnloadChunk(ChunkCoord coord)
|
||||
{
|
||||
// Instead of destroying everything instantly, we tag the entities as 'Unloaded'
|
||||
// so that they stop participating in rendering/gameplay, and get destroyed slowly
|
||||
// by the ChunkTeardownSystem.
|
||||
long coordId = coord.Id;
|
||||
foreach (var entity in _chunkMemberFilter.Entities)
|
||||
{
|
||||
var chunkMember = Get<ChunkMemberComponent>(entity);
|
||||
if (chunkMember.ChunkId == coordId)
|
||||
{
|
||||
Set(entity, new ChunkUnloadPendingTag());
|
||||
}
|
||||
}
|
||||
|
||||
// Immediately remove it from the required grid so it can be re-loaded
|
||||
// if the player turns around quickly, while older entities are just garbage collected.
|
||||
_activeChunks.Remove(coord);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,35 @@
|
||||
using MoonTools.ECS;
|
||||
using System;
|
||||
|
||||
namespace Nerfed.Runtime.Scene.Streaming;
|
||||
|
||||
/// <summary>
|
||||
/// A centralized cleanup system for slowly destroying chunk entities to avoid frame stutters.
|
||||
/// </summary>
|
||||
public class ChunkTeardownSystem : MoonTools.ECS.System
|
||||
{
|
||||
private readonly Filter _unloadedFilter;
|
||||
|
||||
// Adjustable limit to prevent massive stutters when unloading chunks.
|
||||
public int MaxEntitiesToDestroyPerFrame { get; set; } = 250;
|
||||
|
||||
public ChunkTeardownSystem(World world) : base(world)
|
||||
{
|
||||
_unloadedFilter = FilterBuilder
|
||||
.Include<ChunkUnloadPendingTag>()
|
||||
.Build();
|
||||
}
|
||||
|
||||
public override void Update(TimeSpan delta)
|
||||
{
|
||||
int destroyed = 0;
|
||||
|
||||
foreach (var entity in _unloadedFilter.Entities)
|
||||
{
|
||||
if (destroyed >= MaxEntitiesToDestroyPerFrame) break;
|
||||
|
||||
Destroy(entity);
|
||||
destroyed++;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,28 @@
|
||||
using MoonTools.ECS;
|
||||
using System.Numerics;
|
||||
|
||||
namespace Nerfed.Runtime.Scene.Streaming;
|
||||
|
||||
/// <summary>
|
||||
/// Marks an entity as a streaming observer (e.g. the player camera) that causes chunks
|
||||
/// to be loaded around it.
|
||||
/// </summary>
|
||||
public struct ChunkObserverComponent
|
||||
{
|
||||
public float ViewRadius;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tags an entity as belonging to a specific chunk, allowing it to be unloaded when the chunk is out of range.
|
||||
/// </summary>
|
||||
public struct ChunkMemberComponent
|
||||
{
|
||||
// A 64-bit spatial hash combining the X, Y, and Z coordinates.
|
||||
public long ChunkId;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Added to entities that belong to a chunk that has been unloaded.
|
||||
/// A dedicated system will process and destroy these slowly over multiple frames.
|
||||
/// </summary>
|
||||
public struct ChunkUnloadPendingTag { }
|
||||
@@ -1,6 +1,8 @@
|
||||
using MoonTools.ECS;
|
||||
using Nerfed.Runtime.Components;
|
||||
using Nerfed.Runtime.Util;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Numerics;
|
||||
|
||||
// TODO:
|
||||
@@ -15,10 +17,19 @@ namespace Nerfed.Runtime.Systems
|
||||
{
|
||||
public class LocalToWorldSystem : MoonTools.ECS.System
|
||||
{
|
||||
private readonly bool useParallelFor = true; // When having a low amount of transforms or when in debug mode this might be slower.
|
||||
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)
|
||||
{
|
||||
@@ -39,49 +50,63 @@ namespace Nerfed.Runtime.Systems
|
||||
|
||||
if (useParallelFor)
|
||||
{
|
||||
Profiler.BeginSample("ParallelFor.LocalToWorldCheck");
|
||||
// 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");
|
||||
// This should only be used when the filter doesn't change by executing these functions!
|
||||
// So no entity deletion or setting/removing of components used by the filters in this loop.
|
||||
Parallel.For(0, rootEntitiesFilter.Count, updateWorldTransform);
|
||||
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");
|
||||
// Profiler.BeginSample("UpdateWorldTransform");
|
||||
UpdateWorldTransform(entity, Matrix4x4.Identity);
|
||||
Profiler.EndSample();
|
||||
// Profiler.EndSample();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateWorldTransformByIndex(int entityFilterIndex)
|
||||
{
|
||||
Profiler.BeginSample("UpdateWorldTransformByIndex");
|
||||
// Profiler.BeginSample("UpdateWorldTransformByIndex");
|
||||
Entity entity = rootEntitiesFilter.NthEntity(entityFilterIndex);
|
||||
UpdateWorldTransform(entity, Matrix4x4.Identity);
|
||||
Profiler.EndSample();
|
||||
// Profiler.EndSample();
|
||||
}
|
||||
|
||||
private void UpdateWorldTransform(in Entity entity, Matrix4x4 localToWorldMatrix)
|
||||
{
|
||||
// TODO: Only update dirty transforms.
|
||||
// If a parent is dirty all the children need to update their localToWorld matrix.
|
||||
// How do we check if something is dirty? How do we know if a LocalTransform has been changed?
|
||||
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);
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user