Implemented disposing for component

This commit is contained in:
Simon Lübeß
2021-08-29 20:23:44 +02:00
parent b376525d30
commit 0e7217778f
2 changed files with 131 additions and 7 deletions
+119 -7
View File
@@ -15,8 +15,13 @@ namespace GlitchyEngine.World
List<uint32> _freeIndices = new List<uint32>() ~ delete _;
typealias ComponentPoolEntry = (uint32 Id, ComponentPool Pool);
typealias DisposeFunction = function void(void* component);
typealias ComponentPoolEntry = (uint32 Id, ComponentPool Pool, DisposeFunction DisposeFunction);
Dictionary<Type, ComponentPoolEntry> _componentPools = new .();
/// A list containing all pools whose components need to be disposed before removal.
List<ComponentPoolEntry*> _disposingPools = new .() ~ delete _;
public ~this()
{
@@ -35,13 +40,32 @@ namespace GlitchyEngine.World
delete _entities;
}
/**
* Registers a new Component.
*/
public void Register<T>() where T: struct
{
_componentPools.Add(typeof(T), ((uint32)_componentPools.Count, new ComponentPool(sizeof(T), MaxEntities)));
uint32 id = (uint32)_componentPools.Count;
ComponentPool componentPool = new ComponentPool(sizeof(T), MaxEntities);
_componentPools.Add(typeof(T), (id, componentPool, null));
}
/**
* Registers a new Component.
*/
public void Register<T>() where T: struct, IDisposableComponent
{
uint32 id = (uint32)_componentPools.Count;
ComponentPool componentPool = new ComponentPool(sizeof(T), MaxEntities);
DisposeFunction disposeFunction = => T.DisposeComponent;
_componentPools.Add(typeof(T), (id, componentPool, disposeFunction));
// We have to get the component from the dictionary so we get the reference
var poolInDictionary = ref _componentPools[typeof(T)];
// Add to list of components that need disposing
_disposingPools.Add(&poolInDictionary);
}
/**
@@ -79,12 +103,31 @@ namespace GlitchyEngine.World
if(entity != listEntity.ID)
return;
DisposeComponents(listEntity);
// Invalidate entry and increment version
listEntity.ID = Entity.CreateEntityID(Entity.InvalidEntity.Index, entity.Version + 1);
_entities[entity.Index].ComponentMask.Clear();
_freeIndices.Add(entity.Index);
}
// TODO: add "destructor" for components
/// Disposes all components of the given entity.
private void DisposeComponents(BitmaskEntry listEntity)
{
var componentMask = listEntity.ComponentMask;
for(let poolEntry in _disposingPools)
{
// Check if the entity has this component type
if(componentMask[poolEntry.Id])
{
// Get pointer to component
void* component = poolEntry.Pool.Get(listEntity.ID.Index);
// Dispose component
poolEntry.DisposeFunction(component);
}
}
}
/**
@@ -103,9 +146,11 @@ namespace GlitchyEngine.World
ComponentPoolEntry entry;
if(!_componentPools.TryGetValue(typeof(T), out entry))
{
entry = ((uint32)_componentPools.Count, new ComponentPool(sizeof(T), MaxEntities));
Log.EngineLogger.Error($"Tried to assign unregistered component type {typeof(T)}");
return null;
//entry = ((uint32)_componentPools.Count, new ComponentPool(sizeof(T), MaxEntities));
_componentPools.Add(typeof(T), entry);
//_componentPools.Add(typeof(T), entry);
}
// TODO: maybe assert?
@@ -139,6 +184,29 @@ namespace GlitchyEngine.World
listEntity.ComponentMask[entry.Id] = false;
}
public void RemoveComponent<T>(Entity entity) where T : struct, IDisposableComponent
{
if(entity.Index > _entities.Count)
return;
var listEntity = ref _entities[entity.Index];
if(entity != listEntity.ID)
return;
ComponentPoolEntry entry;
if(!_componentPools.TryGetValue(typeof(T), out entry))
return;
// TODO: maybe assert?
if(!listEntity.ComponentMask[entry.Id])
return;
listEntity.ComponentMask[entry.Id] = false;
// Get component and call dispose
T.DisposeComponent(entry.Pool.Get(entity.Index));
}
public T* GetComponent<T>(Entity entity) where T : struct
{
@@ -247,5 +315,49 @@ namespace GlitchyEngine.World
delete world;
}
/// A component to test automatic disposing of components.
private struct TestDisposingComponent : IDisposableComponent
{
public bool IsDisposed;
public static void DisposeComponent(void* component)
{
Self* testComponent = (Self*)component;
testComponent.IsDisposed = true;
}
}
/// Tets if disposing of components works correctly.
[Test]
public static void TestDisposing()
{
EcsWorld world = scope EcsWorld();
world.Register<TestDisposingComponent>();
// Test dispose on component removal
{
// Create entity with disposable component.
Entity entity = world.NewEntity();
var component = world.AssignComponent<TestDisposingComponent>(entity);
component.IsDisposed = false;
world.RemoveComponent<TestDisposingComponent>(entity);
Test.Assert(component.IsDisposed == true, "The component was not disposed when the component was removed!");
}
// Test dispose on entity removal
{
// Create entity with disposable component.
Entity entity = world.NewEntity();
var component = world.AssignComponent<TestDisposingComponent>(entity);
component.IsDisposed = false;
world.RemoveEntity(entity);
Test.Assert(component.IsDisposed == true, "The component was not disposed when the entity was removed!");
}
}
}
}
@@ -0,0 +1,12 @@
namespace GlitchyEngine.World
{
/// Provides a mechanism for a component to release resources once it is being removed.
public interface IDisposableComponent
{
/** @brief Disposes of the data of the given component.
* @Note This function will be called when the given component was removed from the entity
* or when the entity itself was removed.
*/
static void DisposeComponent(void* component);
}
}