Refactor EntityList and prevent World to invalidate its own handles between updates

This commit is contained in:
Lynix
2017-04-20 23:42:45 +02:00
parent 0a75bce99d
commit 48b348135e
9 changed files with 231 additions and 144 deletions

View File

@@ -60,29 +60,47 @@ namespace Ndk
const EntityHandle& World::CreateEntity()
{
EntityId id;
EntityBlock* entBlock;
if (!m_freeIdList.empty())
{
// We get an identifier
id = m_freeIdList.back();
m_freeIdList.pop_back();
entBlock = &m_entities[id];
m_entityBlocks[id] = entBlock;
}
else
{
// We allocate a new entity
id = static_cast<Ndk::EntityId>(m_entities.size());
// We can't use emplace_back due to the scope
m_entities.push_back(Entity(this, id));
if (m_entities.capacity() > m_entities.size())
{
m_entities.push_back(Entity(this, id)); //< We can't use emplace_back due to the scope
entBlock = &m_entities.back();
}
else
{
// Pushing to entities would reallocate vector and thus, invalidate EntityHandles (which we don't want until world update)
// To prevent this, allocate them into a separate vector and move them at update
// For now, we are counting on m_entities grow strategy to prevent
m_waitingEntities.emplace_back(std::make_unique<EntityBlock>(Entity(this, id)));
entBlock = m_waitingEntities.back().get();
}
if (id >= m_entityBlocks.size())
m_entityBlocks.resize(id + 1);
m_entityBlocks[id] = entBlock;
}
// We initialise the entity and we add it to the list of alive entities
Entity& entity = m_entities[id].entity;
entity.Create();
// We initialize the entity and we add it to the list of alive entities
entBlock->entity.Create();
m_aliveEntities.emplace_back(&entity);
m_entities[id].aliveIndex = m_aliveEntities.size() - 1;
m_aliveEntities.Insert(&entBlock->entity);
return m_aliveEntities.back();
return entBlock->handle;
}
/*!
@@ -97,7 +115,7 @@ namespace Ndk
// This is made to avoid that handle warn uselessly entities before their destruction
m_entities.clear();
m_aliveEntities.clear();
m_aliveEntities.Clear();
m_dirtyEntities.Clear();
m_killedEntities.Clear();
}
@@ -158,7 +176,7 @@ namespace Ndk
const EntityHandle& World::GetEntity(EntityId id)
{
if (IsEntityIdValid(id))
return m_aliveEntities[m_entities[id].aliveIndex];
return m_entities[id].handle;
else
{
NazaraError("Invalid ID");
@@ -177,45 +195,39 @@ namespace Ndk
if (!m_orderedSystemsUpdated)
ReorderSystems();
// Move waiting entities to entity list
if (!m_waitingEntities.empty())
{
constexpr std::size_t MinEntityCapacity = 10; //< We want to be able to grow entity count by at least ten entities per update without going to the waiting list
m_entities.reserve(m_entities.size() + m_waitingEntities.size() + MinEntityCapacity);
for (auto& blockPtr : m_waitingEntities)
m_entities.push_back(std::move(*blockPtr));
m_waitingEntities.clear();
}
// Handle killed entities before last call
for (std::size_t i = m_killedEntities.FindFirst(); i != m_killedEntities.npos; i = m_killedEntities.FindNext(i))
{
EntityBlock& block = m_entities[i];
Entity& entity = block.entity;
NazaraAssert(i < m_entityBlocks.size(), "Entity index out of range");
NazaraAssert(entity.IsValid(), "Entity must be valid");
Entity* entity = &m_entityBlocks[i]->entity;
// Destruction of the entity (invalidation of handle by the same way)
entity.Destroy();
entity->Destroy();
// Send back the identifier of the entity to the free queue
m_freeIdList.push_back(entity.GetId());
// We take out the handle from the list of alive entities
// With the idiom swap and pop
NazaraAssert(block.aliveIndex < m_aliveEntities.size(), "Alive index out of range");
if (block.aliveIndex < m_aliveEntities.size() - 1) // If it's not the last handle
{
EntityHandle& lastHandle = m_aliveEntities.back();
EntityHandle& myHandle = m_aliveEntities[block.aliveIndex];
myHandle = std::move(lastHandle);
// We don't forget to update the index associated to the entity
m_entities[myHandle->GetId()].aliveIndex = block.aliveIndex;
}
m_aliveEntities.pop_back();
m_freeIdList.push_back(entity->GetId());
}
m_killedEntities.Reset();
// Handle of entities which need an update from the systems
for (std::size_t i = m_dirtyEntities.FindFirst(); i != m_dirtyEntities.npos; i = m_dirtyEntities.FindNext(i))
{
NazaraAssert(i < m_entities.size(), "Entity index out of range");
NazaraAssert(i < m_entityBlocks.size(), "Entity index out of range");
Entity* entity = &m_entities[i].entity;
Entity* entity = &m_entityBlocks[i]->entity;
// Check entity validity (as it could have been reported as dirty and killed during the same iteration)
if (!entity->IsValid())
@@ -242,7 +254,7 @@ namespace Ndk
}
else
{
// No, it shouldn't, remove it if it's part of the system
// No it shouldn't, remove it if it's part of the system
if (partOfSystem)
system->RemoveEntity(entity);
}