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My quick and incomplete version of Overwatch's Entity-Component System from the GDC17 presentation. Mostly written to think about how this would be implemented in a language with reflection.
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public class ECSEntity | |
{ | |
public ArrayList Components; | |
public static ECSEntity Acquire () | |
{ | |
throw new System.NotImplementedException(); | |
ECSEntity retval = null; | |
return retval; | |
} | |
public static void Release (ECSEntity entity) | |
{ | |
for (int i = 0; i < entity.Components.Count; ++i) | |
{ | |
ECSComponent.Release ((ECSComponent)entity.Components[i]); | |
} | |
} | |
public ECSComponent Attach (Type componentType) | |
{ | |
return ECSComponent.Acquire (this, componentType); | |
} | |
} | |
public class ECSComponent | |
{ | |
private bool living; | |
public ECSEntity Entity { get; private set; } | |
private static ArrayList PoolLive = new ArrayList(); | |
private static ArrayList PoolDead = new ArrayList(); | |
private static int ReleasedThisFrame = 0; | |
private static int AcquiredThisFrame = 0; | |
private static ArrayList AllocatedThisFrame = new ArrayList(); | |
public static void Frame () | |
{ | |
for (int i = PoolLive.Count - 1; ReleasedThisFrame > 0 && i >= 0; --i, --ReleasedThisFrame) | |
{ | |
ECSComponent component = (ECSComponent)PoolLive[i]; | |
if (component.living) | |
{ | |
continue; | |
} | |
PoolLive.RemoveAt (i); | |
Insert(PoolDead, component); | |
} | |
for (int i = PoolDead.Count - 1; AcquiredThisFrame > 0 && i >= 0; --i, --AcquiredThisFrame) | |
{ | |
ECSComponent component = (ECSComponent)PoolDead[i]; | |
if (!component.living) | |
{ | |
continue; | |
} | |
PoolDead.RemoveAt (i); | |
Insert(PoolLive, component); | |
} | |
for (int i = 0; i < AllocatedThisFrame.Count; ++i) | |
{ | |
Insert(PoolLive, (ECSComponent)AllocatedThisFrame[i]); | |
} | |
AllocatedThisFrame.Clear (); | |
} | |
public static ECSComponent Acquire(ECSEntity entity, Type componentType) | |
{ | |
int min, max; | |
if (!typeof(ECSComponent).IsAssignableFrom(componentType)) | |
{ | |
throw new System.InvalidOperationException("Type '"+componentType.ToString()+"' must extend ECSComponent"); | |
} | |
FindBounds (PoolDead, componentType, out min, out max); | |
ECSComponent retval = null; | |
for (int i = min; i < max; ++i) | |
{ | |
var component = (ECSComponent)PoolDead[i]; | |
if (component.living) | |
{ | |
continue; | |
} | |
retval = component; | |
++AcquiredThisFrame; | |
break; | |
} | |
if (retval == null) | |
{ | |
retval = (ECSComponent)Activator.CreateInstance(componentType); | |
AllocatedThisFrame.Add(retval); | |
} | |
entity.Components.Add (retval); | |
retval.Entity = entity; | |
retval.living = true; | |
return retval; | |
} | |
public static void Release(ECSComponent component) | |
{ | |
var type = component.GetType (); | |
int min, max; | |
FindBounds (PoolLive, type, out min, out max); | |
for (int i = min; i < max; ++i) | |
{ | |
ECSComponent poolComponent = (ECSComponent)PoolLive[i]; | |
if (!object.ReferenceEquals (poolComponent, component)) | |
{ | |
continue; | |
} | |
if (component.living) | |
{ | |
++ReleasedThisFrame; | |
component.living = false; | |
return; | |
} | |
else | |
{ | |
throw new System.InvalidOperationException("ECSComponent.Release({already released component})"); | |
} | |
} | |
throw new System.InvalidOperationException("ECSComponent.Release({invalid component})"); | |
} | |
private static void Insert (ArrayList pool, ECSComponent component) | |
{ | |
throw new System.NotImplementedException (); | |
} | |
private static void FindBounds (ArrayList pool, Type type, out int min, out int max) | |
{ | |
throw new System.NotImplementedException (); | |
} | |
public static void ForEach<T0> (Action<T0> callback) | |
where T0 : ECSComponent | |
{ | |
int min, max; | |
FindBounds (PoolLive, typeof(T0), out min, out max); | |
for (int i0 = min; i0 < max; ++i0) | |
{ | |
callback ((T0)PoolLive[i0]); | |
} | |
} | |
public static void ForEach<T0,T1> (Action<T0,T1> callback) | |
where T0 : ECSComponent | |
where T1 : ECSComponent | |
{ | |
int min0, max0, | |
min1, max1; | |
FindBounds (PoolLive, typeof(T0), out min0, out max0); | |
FindBounds (PoolLive, typeof(T1), out min1, out max1); | |
for (int i0 = min0; i0 < max0; ++i0) | |
{ | |
T0 c0 = (T0)PoolLive[i0]; | |
ECSEntity entity = c0.Entity; | |
for (int i1 = min1; i1 < max1; ++i1) | |
{ | |
T1 c1 = (T1)PoolLive[i1]; | |
if (!object.ReferenceEquals (entity, c1.Entity)) | |
{ | |
continue; | |
} | |
callback (c0, c1); | |
} | |
} | |
} | |
public static void ForEach<T0,T1,T2> (Action<T0,T1,T2> callback) | |
where T0 : ECSComponent | |
where T1 : ECSComponent | |
where T2 : ECSComponent | |
{ | |
int min0, max0, | |
min1, max1, | |
min2, max2; | |
FindBounds (PoolLive, typeof(T0), out min0, out max0); | |
FindBounds (PoolLive, typeof(T1), out min1, out max1); | |
FindBounds (PoolLive, typeof(T2), out min2, out max2); | |
for (int i = min0; i < max0; ++i) | |
{ | |
T0 c0 = (T0)PoolLive[i]; | |
ECSEntity entity = c0.Entity; | |
for (int i1 = min1; i1 < max1; ++i1) | |
{ | |
T1 c1 = (T1)PoolLive[i1]; | |
if (!object.ReferenceEquals (entity, c1.Entity)) | |
{ | |
continue; | |
} | |
for (int i2 = min2; i2 < max2; ++i2) | |
{ | |
T2 c2 = (T2)PoolLive[i2]; | |
if (!object.ReferenceEquals (entity, c2.Entity)) | |
{ | |
continue; | |
} | |
callback (c0, c1, c2); | |
} | |
} | |
} | |
} | |
public static void ForEach<T0,T1,T2,T3> (Action<T0,T1,T2,T3> callback) | |
where T0 : ECSComponent | |
where T1 : ECSComponent | |
where T2 : ECSComponent | |
where T3 : ECSComponent | |
{ | |
int min0, max0, | |
min1, max1, | |
min2, max2, | |
min3, max3; | |
FindBounds (PoolLive, typeof(T0), out min0, out max0); | |
FindBounds (PoolLive, typeof(T1), out min1, out max1); | |
FindBounds (PoolLive, typeof(T2), out min2, out max2); | |
FindBounds (PoolLive, typeof(T3), out min3, out max3); | |
for (int i = min0; i < max0; ++i) | |
{ | |
T0 c0 = (T0)PoolLive[i]; | |
ECSEntity entity = c0.Entity; | |
for (int i1 = min1; i1 < max1; ++i1) | |
{ | |
T1 c1 = (T1)PoolLive[i1]; | |
if (!object.ReferenceEquals (entity, c1.Entity)) | |
{ | |
continue; | |
} | |
for (int i2 = min2; i2 < max2; ++i2) | |
{ | |
T2 c2 = (T2)PoolLive[i2]; | |
if (!object.ReferenceEquals (entity, c2.Entity)) | |
{ | |
continue; | |
} | |
for (int i3 = min3; i3 < max3; ++i3) | |
{ | |
T3 c3 = (T3)PoolLive[i3]; | |
if (!object.ReferenceEquals (entity, c3.Entity)) | |
{ | |
continue; | |
} | |
callback(c0,c1,c2,c3); | |
} | |
} | |
} | |
} | |
} | |
} | |
// This is free and unencumbered software released into the public domain. | |
// | |
// Anyone is free to copy, modify, publish, use, compile, sell, or | |
// distribute this software, either in source code form or as a compiled | |
// binary, for any purpose, commercial or non-commercial, and by any | |
// means. | |
// | |
// In jurisdictions that recognize copyright laws, the author or authors | |
// of this software dedicate any and all copyright interest in the | |
// software to the public domain. We make this dedication for the benefit | |
// of the public at large and to the detriment of our heirs and | |
// successors. We intend this dedication to be an overt act of | |
// relinquishment in perpetuity of all present and future rights to this | |
// software under copyright law. | |
// | |
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, | |
// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF | |
// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. | |
// IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR | |
// OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, | |
// ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR | |
// OTHER DEALINGS IN THE SOFTWARE. | |
// | |
// For more information, please refer to <http://unlicense.org/> |
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