2 Commits

Author SHA1 Message Date
max 059638e6e0 resource stuff 2026-04-28 19:17:23 +02:00
max fec2cd8d24 testing building some core systems
- serialization
- chunks
- parralelfor test
2026-04-24 19:21:03 +02:00
24 changed files with 1385 additions and 143 deletions
+4
View File
@@ -0,0 +1,4 @@
# Copilot Instructions
## Project Guidelines
- In MoonTools.ECS, do not store plain references to `Entity` objects in long-lived collections outside the ECS world, because their underlying IDs can be reused or destroyed. Instead, query the ECS world to track or process entities based on their assigned components.
+38 -6
View File
@@ -1,4 +1,6 @@
using System.Diagnostics;
using System.Text.Json;
using Nerfed.Builder.Meta;
namespace Nerfed.Builder;
@@ -57,15 +59,45 @@ public class Builder : IDisposable
string outFile = $"{args.ResourceOutPath}/{relativeFile}{PathUtil.ImportedFileExtension}";
FileInfo inFileInfo = new FileInfo(inFile);
FileInfo outFileInfo = new FileInfo(outFile);
if (!FileUtil.IsNewer(inFileInfo, outFileInfo))
// =========================================================================
// STEP 1: GUID META FILE SYNC
// Ensure the source file has a backing .meta file generating its Guid
// =========================================================================
string metaFile = inFile + ".meta";
AssetMeta metaData;
if (!File.Exists(metaFile))
{
// Generate a brand new meta file to track this asset permanently
metaData = new AssetMeta(Guid.NewGuid());
string json = JsonSerializer.Serialize(metaData, new JsonSerializerOptions { WriteIndented = true });
File.WriteAllText(metaFile, json);
Console.WriteLine($"[Meta] Generated new tracking ID '{metaData.Id}' for {relativeFile}");
}
else
{
// Load the existing guid
metaData = JsonSerializer.Deserialize<AssetMeta>(File.ReadAllText(metaFile))!;
}
// Change output file from Name.ext.bin -> /GUID.bin to completely anonymize the actual game package!
string cacheOutFile = $"{args.ResourceOutPath}/{metaData.Id}.bin";
FileInfo outFileInfo = new FileInfo(cacheOutFile);
// Rebuild if the source file changed, or if the meta file changed!
FileInfo metaFileInfo = new FileInfo(metaFile);
bool requiresCompile = !outFileInfo.Exists ||
FileUtil.IsNewer(inFileInfo, outFileInfo) ||
FileUtil.IsNewer(metaFileInfo, outFileInfo);
if (!requiresCompile)
{
// File has not changed since last build, no need to build this one.
return;
}
string outDir = Path.GetDirectoryName(outFile);
string outDir = Path.GetDirectoryName(cacheOutFile)!;
if (!Directory.Exists(outDir))
{
Directory.CreateDirectory(outDir);
@@ -74,14 +106,14 @@ public class Builder : IDisposable
string ext = Path.GetExtension(inFile).ToLower();
if (importers.TryGetValue(ext, out IImporter importer))
{
importer.Import(inFile, outFile);
importer.Import(inFile, cacheOutFile); // Compile source directly to hash.bin
}
else
{
rawFileImporter.Import(inFile, outFile);
rawFileImporter.Import(inFile, cacheOutFile);
}
Console.WriteLine(relativeFile);
Console.WriteLine($"Compiled {relativeFile} -> {metaData.Id}.bin");
}
catch (Exception e)
{
+30
View File
@@ -0,0 +1,30 @@
using System;
namespace Nerfed.Builder.Meta
{
/// <summary>
/// Foundation for JSON-serialized metadata files (e.g. hero.png.meta)
/// </summary>
public class AssetMeta
{
/// <summary>
/// The universally unique identifier for this asset, generated on first import.
/// </summary>
public Guid Id { get; set; }
/// <summary>
/// The importer version. Useful to force re-imports if your engine updates how it parses textures.
/// </summary>
public int ImporterVersion { get; set; } = 1;
/// <summary>
/// Base constructor needed for JSON deserialization
/// </summary>
public AssetMeta() { }
public AssetMeta(Guid id)
{
Id = id;
}
}
}
+25 -25
View File
@@ -29,40 +29,40 @@ internal class Program
//systems.Add(new ParentSystem(world));
systems.Add(new LocalToWorldSystem(world));
editorSystems.Add(new EditorProfilerWindow(world));
editorSystems.Add(new EditorHierarchyWindow(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 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");
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 < 256; i++)
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;
}
// 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.
@@ -1,7 +1,9 @@
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);
+4 -1
View File
@@ -1,4 +1,7 @@
namespace Nerfed.Runtime.Components
using Nerfed.Runtime.Scene;
namespace Nerfed.Runtime.Components
{
[SceneComponent]
public readonly record struct Test();
}
+31 -59
View File
@@ -16,7 +16,7 @@ public static class Engine
public static bool VSync { get; set; }
public static GraphicsDevice GraphicsDevice { get; private set; }
public static AudioDevice AudioDevice { get; private set; }
//public static AudioDevice AudioDevice { get; private set; }
public static Window MainWindow { get; private set; }
public static TimeSpan Timestep { get; private set; }
@@ -44,37 +44,32 @@ public static class Engine
private const string WindowTitle = "Nerfed";
//..
public static void Run(string[] args)
{
public static void Run(string[] args) {
Timestep = TimeSpan.FromTicks(TimeSpan.TicksPerSecond / TargetTimestep);
gameTimer = Stopwatch.StartNew();
SetFrameLimiter(new FrameLimiterSettings(FrameLimiterMode.Capped, MaxFps));
for (int i = 0; i < previousSleepTimes.Length; i += 1)
{
for(int i = 0; i < previousSleepTimes.Length; i += 1) {
previousSleepTimes[i] = TimeSpan.FromMilliseconds(1);
}
if (SDL.SDL_Init(SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_TIMER | SDL.SDL_INIT_GAMECONTROLLER) < 0)
{
if(SDL.SDL_Init(SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_TIMER | SDL.SDL_INIT_GAMECONTROLLER) < 0) {
throw new Exception("Failed to init SDL");
}
GraphicsDevice = new GraphicsDevice(BackendFlags.All);
GraphicsDevice.LoadDefaultPipelines();
MainWindow = new Window(GraphicsDevice, new WindowCreateInfo(WindowTitle, WindowWidth, WindowHeight, ScreenMode.Windowed));
if (!GraphicsDevice.ClaimWindow(MainWindow, SwapchainComposition.SDR, VSync ? PresentMode.VSync : PresentMode.Mailbox))
{
if(!GraphicsDevice.ClaimWindow(MainWindow, SwapchainComposition.SDR, VSync ? PresentMode.VSync : PresentMode.Mailbox)) {
throw new Exception("Failed to claim window");
}
AudioDevice = new AudioDevice();
//AudioDevice = new AudioDevice();
OnInitialize?.Invoke();
while (!quit)
{
while(!quit) {
Tick();
}
@@ -83,40 +78,33 @@ public static class Engine
GraphicsDevice.UnclaimWindow(MainWindow);
MainWindow.Dispose();
GraphicsDevice.Dispose();
AudioDevice.Dispose();
//AudioDevice.Dispose();
SDL.SDL_Quit();
}
/// <summary>
/// Updates the frame limiter settings.
/// </summary>
public static void SetFrameLimiter(FrameLimiterSettings settings)
{
public static void SetFrameLimiter(FrameLimiterSettings settings) {
framerateCapped = settings.Mode == FrameLimiterMode.Capped;
if (framerateCapped)
{
if(framerateCapped) {
framerateCapTimeSpan = TimeSpan.FromTicks(TimeSpan.TicksPerSecond / settings.Cap);
}
else
{
} else {
framerateCapTimeSpan = TimeSpan.Zero;
}
}
public static void Quit()
{
public static void Quit() {
quit = true;
}
private static void Tick()
{
private static void Tick() {
Profiler.BeginFrame();
AdvanceElapsedTime();
if (framerateCapped)
{
if(framerateCapped) {
Profiler.BeginSample("framerateCapped");
/* We want to wait until the framerate cap,
@@ -124,8 +112,7 @@ public static class Engine
* seeing how long we actually slept for lets us estimate the worst case
* sleep precision so we don't oversleep the next frame.
*/
while (accumulatedDrawTime + worstCaseSleepPrecision < framerateCapTimeSpan)
{
while(accumulatedDrawTime + worstCaseSleepPrecision < framerateCapTimeSpan) {
Thread.Sleep(1);
TimeSpan timeAdvancedSinceSleeping = AdvanceElapsedTime();
UpdateEstimatedSleepPrecision(timeAdvancedSinceSleeping);
@@ -136,8 +123,7 @@ public static class Engine
* SpinWait(1) works by pausing the thread for very short intervals, so it is
* an efficient and time-accurate way to wait out the rest of the time.
*/
while (accumulatedDrawTime < framerateCapTimeSpan)
{
while(accumulatedDrawTime < framerateCapTimeSpan) {
Thread.SpinWait(1);
AdvanceElapsedTime();
}
@@ -146,15 +132,12 @@ public static class Engine
}
// Do not let any step take longer than our maximum.
if (accumulatedUpdateTime > MaxDeltaTime)
{
if(accumulatedUpdateTime > MaxDeltaTime) {
accumulatedUpdateTime = MaxDeltaTime;
}
if (!quit)
{
while (accumulatedUpdateTime >= Timestep)
{
if(!quit) {
while(accumulatedUpdateTime >= Timestep) {
Profiler.BeginSample("Update");
Keyboard.Update();
Mouse.Update();
@@ -167,7 +150,7 @@ public static class Engine
OnUpdate?.Invoke();
Profiler.EndSample();
AudioDevice.WakeThread();
//AudioDevice.WakeThread();
accumulatedUpdateTime -= Timestep;
Profiler.EndSample();
}
@@ -185,8 +168,7 @@ public static class Engine
Profiler.EndFrame();
}
private static TimeSpan AdvanceElapsedTime()
{
private static TimeSpan AdvanceElapsedTime() {
long currentTicks = gameTimer.Elapsed.Ticks;
TimeSpan timeAdvanced = TimeSpan.FromTicks(currentTicks - previousTicks);
accumulatedUpdateTime += timeAdvanced;
@@ -195,12 +177,9 @@ public static class Engine
return timeAdvanced;
}
private static void ProcessSDLEvents()
{
while (SDL.SDL_PollEvent(out SDL.SDL_Event ev) == 1)
{
switch (ev.type)
{
private static void ProcessSDLEvents() {
while(SDL.SDL_PollEvent(out SDL.SDL_Event ev) == 1) {
switch(ev.type) {
case SDL.SDL_EventType.SDL_QUIT:
Quit();
break;
@@ -236,16 +215,14 @@ public static class Engine
/* To calculate the sleep precision of the OS, we take the worst case
* time spent sleeping over the results of previous requests to sleep 1ms.
*/
private static void UpdateEstimatedSleepPrecision(TimeSpan timeSpentSleeping)
{
private static void UpdateEstimatedSleepPrecision(TimeSpan timeSpentSleeping) {
/* It is unlikely that the scheduler will actually be more imprecise than
* 4ms and we don't want to get wrecked by a single long sleep so we cap this
* value at 4ms for sanity.
*/
TimeSpan upperTimeBound = TimeSpan.FromMilliseconds(4);
if (timeSpentSleeping > upperTimeBound)
{
if(timeSpentSleeping > upperTimeBound) {
timeSpentSleeping = upperTimeBound;
}
@@ -254,17 +231,12 @@ public static class Engine
* is if we either 1) just got a new worst case, or 2) the worst case was
* the oldest entry on the list.
*/
if (timeSpentSleeping >= worstCaseSleepPrecision)
{
if(timeSpentSleeping >= worstCaseSleepPrecision) {
worstCaseSleepPrecision = timeSpentSleeping;
}
else if (previousSleepTimes[sleepTimeIndex] == worstCaseSleepPrecision)
{
} else if(previousSleepTimes[sleepTimeIndex] == worstCaseSleepPrecision) {
TimeSpan maxSleepTime = TimeSpan.MinValue;
for (int i = 0; i < previousSleepTimes.Length; i++)
{
if (previousSleepTimes[i] > maxSleepTime)
{
for(int i = 0; i < previousSleepTimes.Length; i++) {
if(previousSleepTimes[i] > maxSleepTime) {
maxSleepTime = previousSleepTimes[i];
}
}
+8 -8
View File
@@ -68,10 +68,10 @@ public class GraphicsDevice : IDisposable
internal void LoadDefaultPipelines()
{
FullscreenVertexShader = ResourceManager.Load<Shader>("Shaders/Fullscreen.vert");
VideoFragmentShader = ResourceManager.Load<Shader>("Shaders/Video.frag");
TextVertexShader = ResourceManager.Load<Shader>("Shaders/Text.vert");
TextFragmentShader = ResourceManager.Load<Shader>("Shaders/Text.frag");
FullscreenVertexShader = ResourceManager.Retain<Shader>("Shaders/Fullscreen.vert");
VideoFragmentShader = ResourceManager.Retain<Shader>("Shaders/Video.frag");
TextVertexShader = ResourceManager.Retain<Shader>("Shaders/Text.vert");
TextFragmentShader = ResourceManager.Retain<Shader>("Shaders/Text.frag");
VideoPipeline = new GraphicsPipeline(
this,
@@ -373,10 +373,10 @@ public class GraphicsDevice : IDisposable
resources.Clear();
}
ResourceManager.Unload(FullscreenVertexShader);
ResourceManager.Unload(TextFragmentShader);
ResourceManager.Unload(TextVertexShader);
ResourceManager.Unload(VideoFragmentShader);
ResourceManager.Release(FullscreenVertexShader);
ResourceManager.Release(TextFragmentShader);
ResourceManager.Release(TextVertexShader);
ResourceManager.Release(VideoFragmentShader);
}
Refresh.Refresh_DestroyDevice(Handle);
+4 -4
View File
@@ -60,8 +60,8 @@ public class GuiController : IDisposable
io.DisplaySize = new Vector2(mainWindow.Width, mainWindow.Height);
io.DisplayFramebufferScale = Vector2.One;
imGuiVertexShader = ResourceManager.Load<Shader>("Shaders/ImGui.vert");
imGuiFragmentShader = ResourceManager.Load<Shader>("Shaders/ImGui.frag");
imGuiVertexShader = ResourceManager.Retain<Shader>("Shaders/ImGui.vert");
imGuiFragmentShader = ResourceManager.Retain<Shader>("Shaders/ImGui.frag");
imGuiSampler = new Sampler(graphicsDevice, SamplerCreateInfo.LinearClamp);
@@ -630,8 +630,8 @@ public class GuiController : IDisposable
fontTexture?.Dispose();
imGuiVertexBuffer?.Dispose();
imGuiIndexBuffer?.Dispose();
ResourceManager.Unload(imGuiVertexShader);
ResourceManager.Unload(imGuiFragmentShader);
ResourceManager.Release(imGuiVertexShader);
ResourceManager.Release(imGuiFragmentShader);
imGuiPipeline?.Dispose();
imGuiSampler?.Dispose();
resourceUploader?.Dispose();
+22
View File
@@ -1,8 +1,30 @@
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 { }
+193 -27
View File
@@ -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)
{
return (T)resource;
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);
}
}
if (typeof(T) == typeof(Shader))
{
resource = new Shader();
}
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)
/// <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
{
if (!loadedResources.ContainsKey(resource.Path))
{
return;
}
Guid id = GetId(resourcePath);
return Retain<T>(id, resourcePath);
}
resource.Unload();
resource.Path = string.Empty;
loadedResources.Remove(resource.Path);
/// <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
{
// 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(...);
}
}
}
}
+13
View File
@@ -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);
}
+189
View File
@@ -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 { }
+65
View File
@@ -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 parentchild 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!;
}
+345
View File
@@ -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 { }
+38 -13
View File
@@ -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)
{
@@ -39,50 +50,64 @@ 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);
Set(entity, localToWorld);
if (useParallelFor)
_parallelWriter.Set(entity, localToWorld); // thread-safe: direct write, no structural mutation
else
Set(entity, localToWorld);
}
ReverseSpanEnumerator<Entity> childEntities = World.InRelations<ChildParentRelation>(entity);