23namespace MemDb {
class Database; }
24namespace Util {
class Blob; }
32template <
typename COMPONENT_TYPE>
74 template <
typename TYPE>
79 template <
typename TYPE>
84 template <
typename TYPE>
87 template <
typename TYPE>
90 template <
typename TYPE>
281template <
typename COMPONENT_TYPE>
285 uint32_t componentFlags = 0;
289 COMPONENT_TYPE::Traits::name,
303template <
typename TYPE>
310 "Settings components in arbitrary entities while executing an async processor is currently not supported!"
317 "SetComponent: Provided value's type is not the correct size for the given ComponentId."
328template <
typename TYPE>
334 !this->
pipeline.
IsRunningAsync(),
"Getting components from entities while executing an async processor is currently not supported!"
341 "GetComponent: Provided value's type is not the correct size for the given ComponentId."
352template <
typename TYPE>
359 "Removing components from entities while executing an async processor is currently not supported!"
372template <
typename TYPE>
382template <
typename TYPE>
407 .dataSize =
sizeof(TYPE),
416 if (cInterface->
Init !=
nullptr)
419 cInterface->
Init(
this, entity, data);
Loads the 'data:tables/blueprint.json' file and subsequently sets up categories based on the blueprin...
Definition blueprintmanager.h:31
static void Register(ComponentId component, DrawFunc)
Definition componentinspection.cc:55
These are registered to the attribute registry so that we can add more functionality to attributes.
Definition component.h:75
void(*)(Game::World *, Game::Entity, void *) ComponentInitFunc
Definition component.h:90
ComponentInitFunc Init
Definition component.h:91
static void Register(ComponentId component)
Definition componentserialization.h:70
Generation pool.
Definition entitypool.h:22
Definition frameevent.h:108
bool IsRunningAsync()
check if the pipeline is currently executing an async frame event batch
Definition frameevent.cc:472
The game server setups and runs the game world.
Definition gameserver.h:45
PackedLevel * PreloadLevel(Util::String const &path)
preload a level that can be instantiated
Definition world.cc:82
void MoveInstance(MemDb::Table::Partition *partition, MemDb::RowId from, MemDb::RowId to)
Definition world.cc:1350
Dataset Query(Filter filter)
Query the entity database using specified filter set. This does NOT wait for resources to be availabl...
Definition world.cc:1715
void AddStagedComponentsToEntity(Entity entity, AddStagedComponentCommand *cmds, SizeT numCmds)
Definition world.cc:882
Entity AllocateEntityId()
Allocate an entity id. Use this with caution!
Definition world.cc:394
bool componentInitializationEnabled
Disable if initialization of components is not required (ex. when running as editor db)
Definition world.h:156
EntityPool pool
used to allocate entity ids for this world
Definition world.h:226
Util::Array< RemoveComponentCommand > removeComponentQueue
Definition world.h:246
MemDb::RowId AllocateInstance(Entity entity, MemDb::TableId table, Util::Blob const *const data=nullptr)
Allocate an entity instance in a table. Use this with caution!
Definition world.cc:1105
ComponentDecayBuffer const GetDecayBuffer(ComponentId component)
Get a decay buffer for the given component.
Definition world.cc:740
Ptr< MemDb::Database > db
contains all entity instances
Definition world.h:232
Util::HashTable< BlueprintId, MemDb::TableId > blueprintToTableMap
maps from blueprint to a table that has the same signature
Definition world.h:238
void InitializeAllComponents(Entity entity, MemDb::TableId tableId, MemDb::RowId row)
Run OnInit on all components. Use with caution, since they can only be initialized once and the funct...
Definition world.cc:1147
WorldId GetWorldId() const
Definition world.h:273
bool HasInstance(Entity entity)
Check if an entity has an instance. It might be valid, but not have received an instance just after i...
Definition world.cc:774
TYPE GetComponent(Entity entity)
Get an entitys component.
Definition world.h:330
void PrefilterProcessors()
Definition world.cc:487
void ClearDecayBuffers()
Clears all decay buffers. This is called by the game server automatically.
Definition world.cc:752
void ExecuteAddComponentCommands()
dispatches all staged components to be added to entities
Definition world.cc:815
Entity CreateEntity(bool immediate=true)
Create a new empty entity.
Definition world.cc:566
void RenderDebug()
Definition world.cc:1461
bool cacheValid
set to true if the caches for the frame pipeline is valid
Definition world.h:252
Util::Queue< AllocateInstanceCommand > allocQueue
Definition world.h:240
bool HasComponent(Entity entity, ComponentId component)
Check if entity has a specific component. (SLOW!)
Definition world.cc:796
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:1404
void Reset()
Definition world.cc:547
void SimFrame()
Definition world.cc:443
void DeleteEntity(Entity entity)
Delete entity.
Definition world.cc:621
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:1422
void UnloadLevel(PackedLevel *level)
unload a preloaded level
Definition world.cc:207
~World()
Definition world.cc:73
FramePipeline pipeline
the frame pipeline for this world
Definition world.h:255
bool IsValid(Entity entity)
Check if an entity ID is still valid.
Definition world.cc:765
World(WorldHash hash, WorldId id)
Definition world.cc:41
void FinalizeAllocate(Entity entity)
Definition world.cc:1241
SizeT GetNumInstances(MemDb::TableId tid)
Get total number of instances in an entity table.
Definition world.cc:806
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:1027
MemDb::TableId CreateEntityTable(EntityTableCreateInfo const &info)
Create a table in the entity database that has a specific set of components.
Definition world.cc:1046
void DecayComponent(ComponentId component, MemDb::TableId tableId, MemDb::ColumnIndex column, MemDb::RowId instance)
Definition world.cc:643
void ExportLevel(Util::String const &path)
Export the world as a level.
Definition world.cc:216
EntityMapping GetEntityMapping(Entity entity)
Returns the entity mapping of an entity.
Definition world.cc:784
void RemoveComponentsFromEntity(Entity entity, RemoveComponentCommand *cmds, SizeT numCmds)
Definition world.cc:951
void RemoveComponent(Entity entity)
Remove a component from an entity.
Definition world.h:354
void ExecuteRemoveComponentCommands()
Definition world.cc:849
void DeallocateEntityId(Entity entity)
Deallocate an entity id. Use this with caution!
Definition world.cc:410
Util::Array< EntityMapping > entityMap
maps entity index to table+row pair
Definition world.h:230
FramePipeline & GetFramePipeline()
Get the frame pipeline.
Definition world.cc:1690
void BeginFrame()
Definition world.cc:433
WorldId worldId
world id
Definition world.h:236
void Start()
Definition world.cc:421
void EndFrame()
Definition world.cc:453
Ptr< MemDb::Database > GetDatabase()
Get the entity database. Be careful when directly modifying the database, as some information is only...
Definition world.cc:557
WorldHash GetWorldHash() const
Definition world.h:264
void Defragment(MemDb::TableId tableId)
Defragment an entity table.
Definition world.cc:1380
void DeallocateInstance(MemDb::TableId table, MemDb::RowId instance)
Deallocate an entity instance. Use this with caution!
Definition world.cc:1251
MemDb::RowId Migrate(Entity entity, MemDb::TableId newTable)
Definition world.cc:1289
static void Override(World *src, World *dst)
copies and overrides dst with src. This is extremely destructive - make sure you understand the impli...
Definition world.cc:1648
MemDb::RowId GetInstance(Entity entity)
Get instance of entity.
Definition world.cc:1037
void ManageEntities()
Definition world.cc:506
TYPE * AddComponent(Entity entity)
Create a component. This queues the component in a command buffer to be added later.
Definition world.h:384
bool Prefiltered() const
Check if the database is fully prefiltered.
Definition world.cc:497
Util::Queue< DeallocInstanceCommand > deallocQueue
Definition world.h:242
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:1009
void OnSave()
Definition world.cc:478
Util::Array< AddStagedComponentCommand > addStagedQueue
Definition world.h:244
Memory::ArenaAllocator< 4096_KB > componentStageAllocator
allocator for staged components
Definition world.h:249
void OnLoad()
Definition world.cc:469
SizeT numEntities
Number of entities alive.
Definition world.h:228
MemDb::TableId defaultTableId
Definition world.h:257
void MarkAsModified(Game::Entity entity)
Mark an entity as modified in its table.
Definition world.cc:1699
void SetComponent(Entity entity, TYPE const &value)
Set the value of an entitys component.
Definition world.h:305
WorldHash hash
world hash
Definition world.h:234
Definition attribute.h:29
static AttributeId Register(Util::StringAtom name, TYPE defaultValue, uint32_t flags=0)
register a type (templated)
Definition attributeregistry.h:99
static void const *const DefaultValue(AttributeId descriptor)
get attribute default value pointer
Definition attributeregistry.h:268
static SizeT TypeSize(AttributeId descriptor)
get type size by attribute id
Definition attributeregistry.h:246
static Attribute * GetAttribute(AttributeId descriptor)
get attribute description by id
Definition attributeregistry.h:228
Allocates memory in chunks.
Definition arenaallocator.h:36
T * Alloc()
allocate new object, and calls constructor, but beware because this allocator does not run the destru...
Definition arenaallocator.h:186
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:60
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
Organizes key/value pairs by a hash code.
Definition hashtable.h:42
Nebula's queue class (a FIFO container).
Definition queue.h:28
#define n_assert2(exp, msg)
Definition debug.h:51
#define n_assert(exp)
Definition debug.h:50
Game::EditorState.
Definition orientation.h:7
ComponentId RegisterType(ComponentRegisterInfo< COMPONENT_TYPE > info={})
Register a component type.
Definition world.h:283
MemDb::AttributeId ComponentId
Definition componentid.h:15
@ COMPONENTFLAG_DECAY
Component will decay.
Definition component.h:38
uint32_t Filter
Opaque filter identifier.
Definition filter.h:26
void ComponentDrawFuncT(ComponentId component, void *data, bool *commit)
Definition componentinspection.h:72
ComponentId GetComponentId()
Returns a component id, based on template type.
Definition component.h:120
uint32_t WorldId
Definition entity.h:28
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 pinned array is an array which manages its own virtual memory.
Definition String.cs:6
Contains data for components flagged with COMPONENTFLAG_DECAY, that has been deleted this frame.
Definition component.h:47
Used for registering component types to the game world.
Definition component.h:61
OnInitFunc OnInit
initialization function to run for the component, or nullptr if not needed.
Definition component.h:67
bool decay
Set to true if the component should end up in the decay buffer before being completely destroyed.
Definition component.h:65
A dataset that contains views into category tables.
Definition dataset.h:23
TemplateId templateId
template to instantiate.
Definition world.h:41
bool immediate
set if the entity should be instantiated immediately or deferred until end of frame.
Definition world.h:43
An entity is essentially just an Id with some utility functions attached.
Definition entity.h:35
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 orientation.h:10
ComponentId componentId
Definition world.h:177
SizeT dataSize
Definition world.h:178
void * data
Definition world.h:179
Game::Entity entity
Definition world.h:176
Game::Entity entity
Definition world.h:167
TemplateId tid
Definition world.h:168
Game::Entity entity
Definition world.h:172
ComponentId componentId
Definition world.h:184
Entity entity
Definition world.h:183
Definition attributeid.h:19
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
Nebula's universal string class.
Definition string.h:50
int SizeT
Definition types.h:49