Nebula
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world.h
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1#pragma once
2//------------------------------------------------------------------------------
9//------------------------------------------------------------------------------
10#include "core/refcounted.h"
11#include "entity.h"
12#include "entitypool.h"
13#include "component.h"
15#include "util/queue.h"
16#include "category.h"
17#include "processorid.h"
18#include "processor.h"
20#include "frameevent.h"
21#include "util/fourcc.h"
22
23namespace MemDb
24{
25class Database;
26}
27namespace Util
28{
29class Blob;
30}
31
32namespace Game
33{
34
35class PackedLevel;
36
38World* GetWorld(WorldHash worldHash);
40World* GetWorld(WorldId worldId);
41
42//------------------------------------------------------------------------------
69class World
70{
71public:
72 // Generally, only the game server should create worlds
74 ~World();
75
77 WorldHash GetWorldHash() const;
79 WorldId GetWorldId() const;
80
82 Entity CreateEntity(bool immediate = true);
84 void DeleteEntity(Entity entity);
85
87 bool IsValid(Entity entity) const;
89 bool HasInstance(Entity entity) const;
90
93
95 template <typename TYPE>
96 TYPE* AddComponent(Entity entity);
99 template <typename TYPE>
100 void AddComponent(Entity entity, TYPE const& component);
102 void* AddComponent(Entity entity, ComponentId component);
104 void* AddComponent(Entity entity, ComponentId component, const void* value);
105
107 template <typename TYPE>
108 bool HasComponent(Entity entity) const;
110 bool HasComponent(Entity entity, ComponentId component) const;
111
113 template <typename TYPE>
114 void RemoveComponent(Entity entity);
116 void RemoveComponent(Entity entity, ComponentId component);
117
119 template <typename TYPE>
120 void SetComponent(Entity entity, TYPE const& value);
122 template <typename TYPE>
123 TYPE GetComponent(Entity entity);
124
126 void MarkAsModified(Game::Entity entity);
127
129 Dataset Query(Filter filter);
133
136
140 void UnloadLevel(PackedLevel* level);
142 bool ExportLevel(Util::String const& path);
143
146
149
150 // -- Internal methods -- Use with caution! --
151
153 MemDb::RowId GetInstance(Entity entity) const;
155 void SetComponentValue(Entity entity, ComponentId component, void* value, uint64_t size);
157 void ReinitializeComponent(Entity entity, ComponentId component, void* value, uint64_t size);
161 static void Override(World* src, World* dst);
165 void DeallocateEntityId(Entity entity);
169 MemDb::RowId AllocateInstance(Entity entity, MemDb::TableId table, Util::Blob const* const data = nullptr);
171 void InitializeInstance(Entity entity);
173 void InitializeInstance(Entity entity, MemDb::TableId tableId, MemDb::RowId row);
174 void FinalizeAllocate(Entity entity);
176 void DeallocateInstance(MemDb::TableId table, MemDb::RowId instance);
178 void DeallocateInstance(Entity entity);
180 void Defragment(MemDb::TableId tableId);
182 void* GetInstanceBuffer(MemDb::TableId const tableId, uint16_t partitionId, ComponentId const component);
184 void* GetColumnData(MemDb::TableId const tableId, uint16_t partitionId, MemDb::ColumnIndex const column);
191
192 void RenderDebug();
193
194private:
195 friend class GameServer;
196 friend class PackedLevel;
197
202
207
209 {
211 ComponentId componentId = ComponentId::Invalid();
213 void* data = nullptr;
214 };
215
221
222 // These functions are called from game server
223 void Start();
224 void BeginFrame();
225 void SimFrame();
226 void EndFrame();
227 void OnLoad();
228 void OnSave();
229 void ManageEntities();
230 void Reset();
231 void PrefilterProcessors();
233 void ClearDecayBuffers();
234
237
239 MemDb::RowId Migrate(Entity entity, MemDb::TableId newTable);
241 void Migrate(
242 Util::Array<Entity> const& entities,
243 MemDb::TableId fromTable,
244 MemDb::TableId newTable,
246 );
247
249 void DecayComponent(ComponentId component, MemDb::TableId tableId, MemDb::ColumnIndex column, MemDb::RowId instance);
250
253
258
282 bool cacheValid = false;
289};
290
291//------------------------------------------------------------------------------
294inline WorldHash
296{
297 return this->hash;
298}
299
300//------------------------------------------------------------------------------
303inline WorldId
305{
306 return this->worldId;
307}
308
309//------------------------------------------------------------------------------
312template <typename TYPE>
313inline void
314World::SetComponent(Entity entity, TYPE const& value)
315{
316#if NEBULA_DEBUG
317 n_assert2(
318 !this->pipeline.IsRunningAsync(),
319 "Settings components in arbitrary entities while executing an async processor is currently not supported!"
320 );
321#endif
322
323#if NEBULA_DEBUG
324 n_assert2(
326 "SetComponent: Provided value's type is not the correct size for the given ComponentId."
327 );
328#endif
329 EntityMapping mapping = this->GetEntityMapping(entity);
330 TYPE* ptr = (TYPE*)this->GetInstanceBuffer(mapping.table, mapping.instance.partition, GetComponentId<TYPE>());
331 *(ptr + mapping.instance.index) = value;
332}
333
334//------------------------------------------------------------------------------
337template <typename TYPE>
338inline TYPE
340{
341#if NEBULA_DEBUG
342 n_assert2(
343 !this->pipeline.IsRunningAsync(),
344 "Getting components from entities while executing an async processor is currently not supported!"
345 );
346#endif
347
348#if NEBULA_DEBUG
349 n_assert2(
351 "GetComponent: Provided value's type is not the correct size for the given ComponentId."
352 );
353#endif
354 EntityMapping mapping = this->GetEntityMapping(entity);
355 TYPE* ptr = (TYPE*)this->GetInstanceBuffer(mapping.table, mapping.instance.partition, GetComponentId<TYPE>());
356 return *(ptr + mapping.instance.index);
357}
358
359//------------------------------------------------------------------------------
362template <typename TYPE>
363inline void
365{
366#if NEBULA_DEBUG
367 n_assert2(
368 !this->pipeline.IsRunningAsync(),
369 "Removing components from entities while executing an async processor is currently not supported!"
370 );
371#endif
373 .entity = entity,
374 .componentId = Game::GetComponentId<TYPE>(),
375 };
376 this->removeComponentQueue.Append(cmd);
377}
378
379//------------------------------------------------------------------------------
382template <typename TYPE>
383inline bool
385{
386 return this->HasComponent(entity, Game::GetComponentId<TYPE>());
387}
388
389//------------------------------------------------------------------------------
392template <typename TYPE>
393inline TYPE*
395{
396 /*
397 We could possibly support this by either having thread local allocators and
398 staged queues and gathering after the processors have finished (must clear
399 allocators by issuing a separate job for this at the end of the frame), or by
400 just introducing a simple mutex.
401 */
402#if NEBULA_DEBUG
403 n_assert2(
404 !this->pipeline.IsRunningAsync(), "Adding component to entities while in an async processor is currently not supported!"
405 );
406#endif
408#if NEBULA_DEBUG
409 n_assert(MemDb::AttributeRegistry::TypeSize(id) == sizeof(TYPE));
410 //n_assert(!this->HasComponent<TYPE>(entity));
411#endif
412 TYPE* data = this->componentStageAllocator.Alloc<TYPE>();
413 const void* defaultValue = MemDb::AttributeRegistry::DefaultValue(id);
414 Memory::Copy(defaultValue, data, sizeof(TYPE));
415
417 .entity = entity,
418 .componentId = id,
419 .dataSize = sizeof(TYPE),
420 .data = data,
421 };
422 this->addStagedQueue.Append(cmd);
423
425 ComponentInterface* cInterface;
426 cInterface = static_cast<ComponentInterface*>(attr);
427
428 if (this->componentInitializationEnabled && cInterface->Init != nullptr)
429 {
430 // run initialization function if it exists.
431 cInterface->Init(this, entity, data);
432 }
433
434 return data;
435}
436
437//------------------------------------------------------------------------------
440template <typename TYPE>
441inline void
442World::AddComponent(Entity entity, TYPE const& component)
443{
444#if NEBULA_DEBUG
445 n_assert2(
446 !this->pipeline.IsRunningAsync(), "Adding component to entities while in an async processor is currently not supported!"
447 );
448#endif
450#if NEBULA_DEBUG
451 n_assert(MemDb::AttributeRegistry::TypeSize(id) == sizeof(TYPE));
452 //n_assert(!this->HasComponent<TYPE>(entity));
453#endif
454 TYPE* data = this->componentStageAllocator.Alloc<TYPE>();
455 Memory::Copy(&component, data, sizeof(TYPE));
456
458 .entity = entity,
459 .componentId = id,
460 .dataSize = sizeof(TYPE),
461 .data = data,
462 };
463 this->addStagedQueue.Append(cmd);
464
466 ComponentInterface* cInterface;
467 cInterface = static_cast<ComponentInterface*>(attr);
468
469 if (this->componentInitializationEnabled && cInterface->Init != nullptr)
470 {
471 // run initialization function if it exists.
472 cInterface->Init(this, entity, data);
473 }
474}
475
476template <>
478template <>
480template <>
482
483template <>
485template <>
487template <>
489
490} // namespace Game
These are registered to the attribute registry so that we can add more functionality to attributes.
Definition component.h:75
ComponentInitFunc Init
Definition component.h:91
Generation pool.
Definition entitypool.h:22
Definition frameevent.h:115
Represents a level that can be instantiated into a world.
Definition level.h:38
A container of entities, their components, and processors.
Definition world.h:70
PackedLevel * PreloadLevel(Util::String const &path)
preload a level that can be instantiated
Definition world.cc:87
void MoveInstance(MemDb::Table::Partition *partition, MemDb::RowId from, MemDb::RowId to)
Move a instance/row within a partition.
Definition world.cc:1388
Dataset Query(Filter filter)
Query the entity database using specified filter set. This does NOT wait for resources to be availabl...
Definition world.cc:1792
void AddStagedComponentsToEntity(Entity entity, AddStagedComponentCommand *cmds, SizeT numCmds)
Adds all components in cmds to entity.
Definition world.cc:969
Entity AllocateEntityId()
Allocate an entity id. Use this with caution!
Definition world.cc:499
bool componentInitializationEnabled
Disable if initialization of components is not required (ex. when running as editor db).
Definition world.h:190
EntityPool pool
used to allocate entity ids for this world
Definition world.h:260
Util::Array< RemoveComponentCommand > removeComponentQueue
Stores all deferred remove component commands.
Definition world.h:278
ComponentDecayBuffer const GetDecayBuffer(ComponentId component)
Get a decay buffer for the given component.
Definition world.cc:816
Ptr< MemDb::Database > db
contains all entity instances
Definition world.h:266
WorldId GetWorldId() const
Returns the world ID for this world. This corresponds to Game::Entity::world.
Definition world.h:304
bool IsValid(Entity entity) const
Check if an entity ID is still valid.
Definition world.cc:841
EntityMapping GetEntityMapping(Entity entity) const
Returns the entity mapping of an entity.
Definition world.cc:860
TYPE GetComponent(Entity entity)
Get an entitys component.
Definition world.h:339
void PrefilterProcessors()
Definition world.cc:591
void ClearDecayBuffers()
Clears all decay buffers. This is called by the game server automatically.
Definition world.cc:828
bool HasComponent(Entity entity) const
Check if entity has a specific component.
Definition world.h:384
void ExecuteAddComponentCommands()
dispatches all staged components to be added to entities
Definition world.cc:891
Entity CreateEntity(bool immediate=true)
Create a new empty entity.
Definition world.cc:665
void RenderDebug()
Definition world.cc:1499
bool cacheValid
Set to true if the caches for the frame pipeline are valid.
Definition world.h:282
Util::Queue< AllocateInstanceCommand > allocQueue
Stores all deferred allocation commands.
Definition world.h:272
void SetComponentValue(Entity entity, ComponentId component, void *value, uint64_t size)
Set the value of a component by providing a pointer and type size.
Definition world.cc:1443
void Reset()
Definition world.cc:646
void SimFrame()
Definition world.cc:547
void DeleteEntity(Entity entity)
Delete entity.
Definition world.cc:688
void ReinitializeComponent(Entity entity, ComponentId component, void *value, uint64_t size)
Set the value of a component by providing a pointer and type size, then reinitialize the component.
Definition world.cc:1461
void UnloadLevel(PackedLevel *level)
unload a preloaded level
Definition world.cc:303
~World()
Definition world.cc:78
bool HasInstance(Entity entity) const
Check if an entity has an instance. It might be valid, but not have received an instance just after i...
Definition world.cc:850
MemDb::RowId AllocateInstance(Entity entity)
Allocate an entity instance in default (empty) table without initializing components....
Definition world.cc:1191
FramePipeline pipeline
The frame pipeline for this world.
Definition world.h:284
World(WorldHash hash, WorldId id)
Definition world.cc:51
void FinalizeAllocate(Entity entity)
Definition world.cc:1277
SizeT GetNumInstances(MemDb::TableId tid)
Get total number of instances in an entity table.
Definition world.cc:882
friend class PackedLevel
Definition world.h:196
void * GetColumnData(MemDb::TableId const tableId, uint16_t partitionId, MemDb::ColumnIndex const column)
Get a pointer to the first instance of a column in a partition of an entity table....
Definition world.cc:1114
Util::FixedArray< ComponentDecayBuffer > componentDecayTable
Contains all the component decay buffers. Lookup directly via ComponentId.
Definition world.h:288
MemDb::TableId CreateEntityTable(EntityTableCreateInfo const &info)
Create a table in the entity database that has a specific set of components.
Definition world.cc:1133
void DecayComponent(ComponentId component, MemDb::TableId tableId, MemDb::ColumnIndex column, MemDb::RowId instance)
Copies the component to the decay table.
Definition world.cc:710
void RemoveComponentsFromEntity(Entity entity, RemoveComponentCommand *cmds, SizeT numCmds)
Removes all components in cmds from entity.
Definition world.cc:1038
void RemoveComponent(Entity entity)
Remove a component from an entity.
Definition world.h:364
void ExecuteRemoveComponentCommands()
dispatches all staged components to be removed from entities
Definition world.cc:931
friend class GameServer
Definition world.h:195
void DeallocateEntityId(Entity entity)
Deallocate an entity id. Use this with caution!
Definition world.cc:515
Util::Array< EntityMapping > entityMap
maps entity index to table+row pair
Definition world.h:264
FramePipeline & GetFramePipeline()
Get the frame pipeline.
Definition world.cc:1767
void BeginFrame()
Definition world.cc:537
MemDb::RowId GetInstance(Entity entity) const
Get instance of entity.
Definition world.cc:1124
WorldId worldId
world id
Definition world.h:270
void Start()
Definition world.cc:526
void EndFrame()
Definition world.cc:557
Ptr< MemDb::Database > GetDatabase()
Get the entity database. Be careful when directly modifying the database, as some information is only...
Definition world.cc:656
WorldHash GetWorldHash() const
Returns the world hash for this world.
Definition world.h:295
void Defragment(MemDb::TableId tableId)
Defragment an entity table.
Definition world.cc:1418
void DeallocateInstance(MemDb::TableId table, MemDb::RowId instance)
Deallocate an entity instance. Use this with caution!
Definition world.cc:1290
MemDb::RowId Migrate(Entity entity, MemDb::TableId newTable)
Migrate an entity from it's current table to a different table.
Definition world.cc:1328
static void Override(World *src, World *dst)
Copy src over dst without initializing components. This is extremely destructive.
Definition world.cc:1735
void ManageEntities()
Definition world.cc:601
TYPE * AddComponent(Entity entity)
Create a component. This queues the component in a command buffer to be added later.
Definition world.h:394
Util::Queue< DeallocInstanceCommand > deallocQueue
Stores all deferred deallocation commands.
Definition world.h:274
void * GetInstanceBuffer(MemDb::TableId const tableId, uint16_t partitionId, ComponentId const component)
Get a pointer to the first instance of a component in a partition of an entity table....
Definition world.cc:1096
void OnSave()
Definition world.cc:582
Util::Array< AddStagedComponentCommand > addStagedQueue
Stores all deferred add staged component commands.
Definition world.h:276
bool ExportLevel(Util::String const &path)
Export the world as a level.
Definition world.cc:312
Memory::ArenaAllocator< 4096_KB > componentStageAllocator
Allocator for staged components.
Definition world.h:280
void OnLoad()
Definition world.cc:573
SizeT numEntities
Number of entities alive.
Definition world.h:262
MemDb::TableId defaultTableId
The default table that empty entities are instantiated into.
Definition world.h:286
void MarkAsModified(Game::Entity entity)
Mark an entity as modified in its table.
Definition world.cc:1776
void SetComponent(Entity entity, TYPE const &value)
Set the value of an entitys component.
Definition world.h:314
WorldHash hash
world hash
Definition world.h:268
void InitializeInstance(Entity entity)
Initialize all components on an allocated entity instance.
Definition world.cc:1240
Definition attribute.h:29
static void const *const DefaultValue(AttributeId descriptor)
get attribute default value pointer
Definition attributeregistry.h:269
static SizeT TypeSize(AttributeId descriptor)
get type size by attribute id
Definition attributeregistry.h:247
static Attribute * GetAttribute(AttributeId descriptor)
get attribute description by id
Definition attributeregistry.h:229
Definition database.h:28
Represents a partition within a Table in MemDb.
Definition table.h:205
Allocates memory in chunks.
Definition arenaallocator.h:36
Nebula's smart pointer class which manages the life time of RefCounted objects.
Definition ptr.h:38
Nebula's dynamic array class.
Definition array.h:61
The Util::Blob class encapsulates a chunk of raw memory into a C++ object which can be copied,...
Definition blob.h:22
Implements a fixed size one-dimensional array.
Definition fixedarray.h:20
Nebula's queue class (a FIFO container).
Definition queue.h:22
Nebula's universal string class.
Definition string.h:50
#define n_assert2(exp, msg)
Definition debug.h:51
#define n_assert(exp)
Definition debug.h:50
Resolves local hierarchical transforms into the mandatory world transform components.
Definition graphicsmanager.h:67
MemDb::AttributeId ComponentId
Definition componentid.h:15
uint32_t Filter
Opaque filter identifier.
Definition filter.h:26
ComponentId GetComponentId()
Returns a component id, based on template type.
Definition component.h:120
uint32_t WorldId
Definition entity.h:28
World * GetWorld(WorldHash hash)
returns a world by hash
Definition world.cc:34
ComponentId GetComponentId(Util::StringAtom name)
Returns a component id.
Definition component.h:139
Attribute.
Definition attribute.h:26
void Copy(const void *from, void *to, size_t numBytes)
Copy a chunk of memory (note the argument order is different from memcpy()!
Definition osxmemory.cc:213
A quad tree designed to return regions of free 2D space.
Definition Random.cs:4
Contains data for components flagged with COMPONENTFLAG_DECAY, that has been deleted this frame.
Definition component.h:47
A dataset that contains views into category tables.
Definition dataset.h:23
An entity is essentially just an Id with some utility functions attached.
Definition entity.h:35
static constexpr Entity Invalid()
Definition entity.h:138
Maps an entity to a table and instance id.
Definition entity.h:87
MemDb::RowId instance
Definition entity.h:89
MemDb::TableId table
Definition entity.h:88
Definition category.h:18
A component that stores the orientation of an entity.
Definition orientation.h:18
A component that stores the position of an entity in world space coordinates.
Definition position.h:19
A component that stores the scale of an entity.
Definition scale.h:18
ComponentId componentId
Definition world.h:211
SizeT dataSize
Definition world.h:212
void * data
Definition world.h:213
Game::Entity entity
Definition world.h:210
Game::Entity entity
Definition world.h:200
Game::Entity entity
Definition world.h:205
ComponentId componentId
Definition world.h:219
Entity entity
Definition world.h:218
Definition entity.h:29
column id
Definition tableid.h:38
row identifier
Definition tableid.h:18
uint16_t partition
Definition tableid.h:19
uint16_t index
Definition tableid.h:20
Table identifier.
Definition tableid.h:14
int SizeT
Definition types.h:42