Sdk/World: Fix entity kill and invalidation bug

This commit is contained in:
Jérôme Leclercq 2019-05-13 16:50:19 +02:00
parent 73c0dbbd30
commit b88c9b2cec
5 changed files with 57 additions and 15 deletions

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@ -262,6 +262,7 @@ Nazara Development Kit:
- Fixed GraphicsComponent not invalidating render queue on material change (causing crashes or visual errors)
- Added CollisionComponent2D::SetGeomOffset and CollisionComponent2D::Recenter
- Added LifetimeComponent and LifetimeSystem
- Fixed a subtle bug regarding entities invalidation and kill (ex: if an entity #2 kills entity #1 during Entity::Destroy callbacks, entity #1 will survive destruction).
# 0.4:

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@ -98,6 +98,12 @@ namespace Ndk
inline void InvalidateSystemOrder();
void ReorderSystems();
struct DoubleBitset
{
Nz::Bitset<Nz::UInt64> front;
Nz::Bitset<Nz::UInt64> back;
};
struct EntityBlock
{
EntityBlock(Entity&& e) :
@ -119,9 +125,9 @@ namespace Ndk
std::vector<std::unique_ptr<EntityBlock>> m_waitingEntities;
EntityList m_aliveEntities;
ProfilerData m_profilerData;
Nz::Bitset<Nz::UInt64> m_dirtyEntities;
DoubleBitset m_dirtyEntities;
Nz::Bitset<Nz::UInt64> m_freeEntityIds;
Nz::Bitset<Nz::UInt64> m_killedEntities;
DoubleBitset m_killedEntities;
bool m_orderedSystemsUpdated;
bool m_isProfilerEnabled;
};

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@ -308,7 +308,7 @@ namespace Ndk
inline void World::KillEntity(Entity* entity)
{
if (IsEntityValid(entity))
m_killedEntities.UnboundedSet(entity->GetId(), true);
m_killedEntities.front.UnboundedSet(entity->GetId(), true);
}
/*!
@ -343,7 +343,7 @@ namespace Ndk
*/
inline bool World::IsEntityDying(EntityId id) const
{
return m_killedEntities.UnboundedTest(id);
return m_killedEntities.front.UnboundedTest(id);
}
/*!
@ -467,13 +467,13 @@ namespace Ndk
inline void World::Invalidate()
{
m_dirtyEntities.Resize(m_entityBlocks.size(), false);
m_dirtyEntities.Set(true); // Activation of all bits
m_dirtyEntities.front.Resize(m_entityBlocks.size(), false);
m_dirtyEntities.front.Set(true); // Activation of all bits
}
inline void World::Invalidate(EntityId id)
{
m_dirtyEntities.UnboundedSet(id, true);
m_dirtyEntities.front.UnboundedSet(id, true);
}
inline void World::InvalidateSystemOrder()

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@ -135,9 +135,9 @@ namespace Ndk
m_waitingEntities.clear();
m_aliveEntities.Clear();
m_dirtyEntities.Clear();
m_dirtyEntities.front.Clear();
m_freeEntityIds.Clear();
m_killedEntities.Clear();
m_killedEntities.front.Clear();
}
/*!
@ -210,7 +210,8 @@ namespace Ndk
}
// Handle killed entities before last call
for (std::size_t i = m_killedEntities.FindFirst(); i != m_killedEntities.npos; i = m_killedEntities.FindNext(i))
std::swap(m_killedEntities.front, m_killedEntities.back);
for (std::size_t i = m_killedEntities.back.FindFirst(); i != m_killedEntities.back.npos; i = m_killedEntities.back.FindNext(i))
{
NazaraAssert(i < m_entityBlocks.size(), "Entity index out of range");
@ -220,12 +221,13 @@ namespace Ndk
entity->Destroy();
// Send back the identifier of the entity to the free queue
m_freeEntityIds.UnboundedSet(entity->GetId());
m_freeEntityIds.UnboundedSet(i);
}
m_killedEntities.Reset();
m_killedEntities.back.Clear();
// 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))
std::swap(m_dirtyEntities.front, m_dirtyEntities.back);
for (std::size_t i = m_dirtyEntities.back.FindFirst(); i != m_dirtyEntities.back.npos; i = m_dirtyEntities.back.FindNext(i))
{
NazaraAssert(i < m_entityBlocks.size(), "Entity index out of range");
@ -236,7 +238,7 @@ namespace Ndk
continue;
Nz::Bitset<>& removedComponents = entity->GetRemovedComponentBits();
for (std::size_t j = removedComponents.FindFirst(); j != m_dirtyEntities.npos; j = removedComponents.FindNext(j))
for (std::size_t j = removedComponents.FindFirst(); j != m_dirtyEntities.back.npos; j = removedComponents.FindNext(j))
entity->DestroyComponent(static_cast<Ndk::ComponentIndex>(j));
removedComponents.Reset();
@ -262,7 +264,7 @@ namespace Ndk
}
}
}
m_dirtyEntities.Reset();
m_dirtyEntities.back.Clear();
}
/*!

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@ -126,4 +126,37 @@ SCENARIO("World", "[NDK][WORLD]")
}
}
}
GIVEN("An empty world")
{
Ndk::World world(false);
WHEN("We create two entities")
{
Ndk::EntityHandle a = world.CreateEntity();
REQUIRE(a->GetId() == 0);
Ndk::EntityHandle b = world.CreateEntity();
REQUIRE(b->GetId() == 1);
b->OnEntityDestruction.Connect([a](Ndk::Entity*)
{
REQUIRE(a.IsValid());
a->Kill();
});
THEN("We kill the second entity which will kill the first one")
{
b->Kill();
world.Refresh();
AND_THEN("Both entities should be dead next refresh")
{
world.Refresh();
REQUIRE_FALSE(a.IsValid());
REQUIRE_FALSE(b.IsValid());
}
}
}
}
}