Nebula
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#include <dataset.h>
This represents a "view" into an entity table.
This is likely only part of the table and will rarely contain all entities of a table. Entities are split into multiple table views due to memory, performance and threading reasons.
Public Attributes | |
MemDb::TableId | tableId = MemDb::TableId::Invalid() |
table identifier | |
uint16_t | partitionId = 0xFFFF |
partition identifier | |
uint16_t | numInstances = 0 |
number of instances in view | |
void * | buffers [MAX_COMPONENT_BUFFERS] |
component buffers. | |
decltype(MemDb::Table::Partition::validRows) | validInstances |
which instances are valid in this buffer | |
decltype(MemDb::Table::Partition::modifiedRows) | modifiedInstances |
which instances are marked as modified in this buffer. Note that you need to manually mark the entity as modified. | |
void* Game::Dataset::View::buffers[MAX_COMPONENT_BUFFERS] |
component buffers.
decltype(MemDb::Table::Partition::modifiedRows) Game::Dataset::View::modifiedInstances |
which instances are marked as modified in this buffer. Note that you need to manually mark the entity as modified.
uint16_t Game::Dataset::View::numInstances = 0 |
number of instances in view
uint16_t Game::Dataset::View::partitionId = 0xFFFF |
partition identifier
MemDb::TableId Game::Dataset::View::tableId = MemDb::TableId::Invalid() |
table identifier
decltype(MemDb::Table::Partition::validRows) Game::Dataset::View::validInstances |
which instances are valid in this buffer