Changed Implementation of Entity Storage.

Remove Use of Sets for Storing Entities in hopes to speed up Iteration.
Add some tests.
This commit is contained in:
bakpakin
2015-04-25 17:59:41 +08:00
parent debce6666e
commit a612a7b13d
2 changed files with 202 additions and 99 deletions
+21 -3
View File
@@ -110,8 +110,8 @@ describe('tiny-ecs:', function()
end)
it("Create World", function()
assert.equals(world.entityCount, 3)
assert.equals(world.systemCount, 2)
assert.equals(world:getEntityCount(), 3)
assert.equals(world:getSystemCount(), 2)
end)
it("Run simple simulation", function()
@@ -131,10 +131,11 @@ describe('tiny-ecs:', function()
end)
it("Remove Systems", function()
world:remove(oneTimeSystem, moveSystem)
world:remove(moveSystem, oneTimeSystem)
world:update(1)
assert.equals(timePassed, 0)
assert.equals(entity1.xform.x, entityTemplate1.xform.x)
assert.equals(0, world:getSystemCount())
end)
it("Disable and Enable Systems", function()
@@ -160,6 +161,23 @@ describe('tiny-ecs:', function()
assert.equals(0, world:getSystemCount())
end)
it("Add Entities Multiple Times", function()
world:update(1)
world:add(entity1, entity2, entity3)
world:update(2)
assert.equals(2, world:getSystemCount())
assert.equals(3, world:getEntityCount())
end)
it("Remove Entities Multiple Times", function()
world:update(1)
world:remove(entity1, entity2, entity3)
world:update(2)
world:remove(entity1, entity2, entity3)
world:update(2)
assert.equals(2, world:getSystemCount())
assert.equals(0, world:getEntityCount())
end)
end)
+181 -96
View File
@@ -2,6 +2,9 @@
-- @author Calvin Rose
local tiny = { _VERSION = "1.0.1" }
require "luarocks.loader"
local inspect = require "inspect"
-- Local versions of standard lua functions
local tinsert = table.insert
local tremove = table.remove
@@ -13,7 +16,6 @@ local type = type
-- Local versions of the library functions
local tiny_manageEntities
local tiny_manageSystems
local tiny_updateSystem
local tiny_addEntity
local tiny_addSystem
local tiny_add
@@ -75,7 +77,7 @@ end
-- Use an empty table as a key for identifying Systems. Any table that contains
-- this key is considered a System rather than an Entity.
local systemTableKey = {}
local systemTableKey = { "SYSTEM_TABLE_KEY" }
-- Check if tables are systems.
local function isSystem(table)
@@ -106,14 +108,20 @@ local function processingSystemUpdate(system, entities, dt)
local preProcess = system.preProcess
local process = system.process
local postProcess = system.postProcess
local entity
if preProcess then
preProcess(system, entities, dt)
end
if process then
for entity in pairs(entities) do
local len = #entities
for i = 1, len do
entity = entities[i]
process(system, entity, dt)
end
end
if postProcess then
postProcess(system, entities, dt)
end
@@ -122,8 +130,8 @@ end
--- Creates a Processing System. A Processing System iterates through its
-- Entities in no particluar order, and updates them individually. It has two
-- important fields, `function system:process(entity, dt)`, and `function
-- system:filter(entity)`. `entities` is an unordered table of Entities with
-- Entities as KEYS, and `dt` is the delta time. There are also a few other
-- system:filter(entity)`. `entities` is Entities,
-- and `dt` is the delta time. There are also a few other
-- optional callbacks:
-- `function system:preProcess(entities, dt)` - returns nil,
-- `function system:postProcess(entities, dt)` - returns nil,
@@ -159,13 +167,17 @@ function tiny.world(...)
local ret = {
-- Table of Entities to status
-- Statuses: remove, add
entityStatus = {},
-- List of Entities to add
entitiesToAdd = {},
-- Table of Systems to status
-- Statuses: remove, add
systemStatus = {},
-- List of Entities to remove
entitiesToRemove = {},
-- List of Entities to add
systemsToAdd = {},
-- List of Entities to remove
systemsToRemove = {},
-- Set of Entities
entities = {},
@@ -173,9 +185,6 @@ function tiny.world(...)
-- Number of Entities in World.
entityCount = 0,
-- Number of Systems in World.
systemCount = 0,
-- List of Systems
systems = {},
@@ -185,8 +194,11 @@ function tiny.world(...)
-- Table of Systems to System Indices
systemIndices = {},
-- Table of Systems to Sets of matching Entities
systemEntities = {}
-- Table of Systems to Lists of matching Entities
systemEntities = {},
-- Table of Systems to Tables of Entities to their Indices
systemEntityIndices = {}
}
tiny_add(ret, ...)
@@ -204,7 +216,11 @@ end
-- @param world
-- @param entity
function tiny.addEntity(world, entity)
world.entityStatus[entity] = "add"
local e2a = world.entitiesToAdd
e2a[#e2a + 1] = entity
if world.entities[entity] then
tiny_removeEntity(world, entity)
end
end
tiny_addEntity = tiny.addEntity
@@ -213,7 +229,8 @@ tiny_addEntity = tiny.addEntity
-- @param world
-- @param system
function tiny.addSystem(world, system)
world.systemStatus[system] = "add"
local s2a = world.systemsToAdd
s2a[#s2a + 1] = system
end
tiny_addSystem = tiny.addSystem
@@ -242,7 +259,8 @@ tiny_add = tiny.add
-- @param world
-- @param entity
function tiny.removeEntity(world, entity)
world.entityStatus[entity] = "remove"
local e2r = world.entitiesToRemove
e2r[#e2r + 1] = entity
end
tiny_removeEntity = tiny.removeEntity
@@ -251,7 +269,8 @@ tiny_removeEntity = tiny.removeEntity
-- @param world
-- @param system
function tiny.removeSystem(world, system)
world.systemStatus[system] = "remove"
local s2r = world.systemsToRemove
s2r[#s2r + 1] = system
end
tiny_removeSystem = tiny.removeSystem
@@ -279,60 +298,90 @@ function tiny.updateSystem(world, system, dt)
local es = world.systemEntities[system]
system:update(es, dt)
end
tiny_updateSystem = tiny.updateSystem
--- Adds and removes Systems that have been marked from the World.
-- The user of this library should seldom if ever call this.
-- @param world
function tiny.manageSystems(world)
local systemEntities = world.systemEntities
local s2a, s2r = world.systemsToAdd, world.systemsToRemove
-- Early exit
if #s2a == 0 and #s2r == 0 then
return
end
local systemIndices = world.systemIndices
local entities = world.entities
local systems = world.systems
local systemStatus = world.systemStatus
local activeSystems = world.activeSystems
local systemCount = world.systemCount
local systemEntities = world.systemEntities
local systemEntityIndices = world.systemEntityIndices
for system, status in pairs(systemStatus) do
local system, index, filter, entityList, entityIndices, entityIndex, onRemove, onAdd
if status == "add" then
local es = {}
systemEntities[system] = es
systemIndices[system] = systemCount + 1
systemCount = systemCount + 1
systems[systemIndices[system]] = system
activeSystems[system] = true
local filter = system.filter
local onAdd = system.onAdd
if filter then
for e in pairs(entities) do
local added = filter(system, e) and true or nil
es[e] = added
if added and onAdd then
onAdd(system, e)
end
end
end
elseif status == "remove" then
local index = systemIndices[system]
systemCount = systemCount - 1
tremove(systems, index)
local onRemove = system.onRemove
-- Remove Systems
for i = 1, #s2r do
system = s2r[i]
index = systemIndices[system]
if index then
onRemove = system.onRemove
if onRemove then
for e in pairs(systemEntities[sys]) do
onRemove(e)
entityList = systemEntities[system]
for j = 1, #entityList do
onRemove(system, entityList[j])
end
end
systemEntities[system] = nil
for j = index + 1, #systems do
systemIndices[systems[j]] = j - 1
end
systemIndices[system] = nil
activeSystems[system] = nil
systemEntities[system] = nil
systemEntityIndices[system] = nil
tremove(systems, index)
end
s2r[i] = nil
end
systemStatus[system] = nil
-- Add Systems
for i = 1, #s2a do
system = s2a[i]
if not systemIndices[system] then
index = #systems + 1
systemIndices[system] = index
systems[index] = system
activeSystems[system] = true
entityList = {}
systemEntities[system] = entityList
entityIndices = {}
systemEntityIndices[system] = entityIndices
-- Try to add Entities
onAdd = system.onAdd
filter = system.filter
if filter then
for entity in pairs(entities) do
if filter(system, entity) then
entityIndex = #entityList + 1
entityList[entityIndex] = entity
entityIndices[entity] = entityIndex
if onAdd then
onAdd(system, entity)
end
end
end
end
end
s2a[i] = nil
end
-- Update the number of Systems in the World
world.systemCount = systemCount
end
tiny_manageSystems = tiny.manageSystems
@@ -341,48 +390,79 @@ tiny_manageSystems = tiny.manageSystems
-- @param world
function tiny.manageEntities(world)
local e2a, e2r = world.entitiesToAdd, world.entitiesToRemove
-- Early exit
if #e2a == 0 and #e2r == 0 then
return
end
local entityStatus = world.entityStatus
local systemEntities = world.systemEntities
local entities = world.entities
local systems = world.systems
local entityCount = world.entityCount
local systemEntityIndices = world.systemEntityIndices
local entity, system, index, onRemove, onAdd, ses, seis, filter, tmpEntity
-- Add, remove, or change Entities
for e, s in pairs(entityStatus) do
if s == "add" then
if not entities[e] then
entityCount = entityCount + 1
end
entities[e] = true
for system, es in pairs(systemEntities) do
local filter = system.filter
if filter then
local matches = filter(system, e) and true or nil
local onRemove = system.onRemove
if not matches and es[e] and onRemove then
onRemove(system, e)
end
local onAdd = system.onAdd
if onAdd and matches and not es[e] then
onAdd(system, e)
end
es[e] = matches
end
end
elseif s == "remove" then
if entities[e] then
-- Remove Entities
for i = 1, #e2r do
entity = e2r[i]
if entities[entity] then
entities[entity] = nil
for j = 1, #systems do
system = systems[j]
ses = systemEntities[system]
seis = systemEntityIndices[system]
index = seis[entity]
if index then
tmpEntity = ses[#ses]
ses[index] = tmpEntity
seis[tmpEntity] = index
seis[entity] = nil
ses[#ses] = nil
entityCount = entityCount - 1
end
entities[e] = nil
for system, es in pairs(systemEntities) do
local onRemove = system.onRemove
if es[e] and onRemove then
onRemove(system, e)
end
es[e] = nil
onRemove = system.onRemove
if onRemove then
onRemove(system, entity)
end
end
entityStatus[e] = nil
end
end
e2r[i] = nil
end
-- Add Entities
for i = 1, #e2a do
entity = e2a[i]
if not entities[entity] then
entities[entity] = true
for j = 1, #systems do
system = systems[j]
ses = systemEntities[system]
seis = systemEntityIndices[system]
filter = system.filter
if filter and filter(system, entity) then
index = #ses + 1
ses[index] = entity
seis[entity] = index
entityCount = entityCount + 1
onAdd = system.onAdd
if onAdd then
onAdd(system, entity)
end
end
end
end
e2a[i] = nil
end
-- Update Entity count
@@ -401,10 +481,16 @@ function tiny.update(world, dt)
tiny_manageSystems(world)
tiny_manageEntities(world)
local activeSystems = world.activeSystems
local systems = world.systems
local systemEntities = world.systemEntities
local system
-- Iterate through Systems IN ORDER
for _, s in ipairs(world.systems) do
if world.activeSystems[s] then
tiny_updateSystem(world, s, dt)
for i = 1, #systems do
system = systems[i]
if activeSystems[system] then
system:update(systemEntities[system], dt)
end
end
end
@@ -414,9 +500,8 @@ end
-- all Entities will be removed.
-- @param world
function tiny.clearEntities(world)
local entityStatus = world.entityStatus
for e in pairs(world.entities) do
entityStatus[e] = "remove"
tiny_removeEntity(world, e)
end
end
@@ -425,9 +510,9 @@ end
-- all Systems will be removed.
-- @param world
function tiny.clearSystems(world)
local systemStatus = world.systemStatus
for _, s in ipairs(world.systems) do
systemStatus[s] = "remove"
local systems = world.systems
for i = #systems, 1, -1 do
tiny_removeSystem(world, systems[i])
end
end
@@ -440,7 +525,7 @@ end
--- Gets count of Systems in World.
-- @param world
function tiny.getSystemCount(world)
return world.systemCount
return #(world.systems)
end
--- Gets the index of a System in the world. Lower indexed Systems are processed