Sdk/World: Fix entity kill and invalidation bug
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@ -262,6 +262,7 @@ Nazara Development Kit:
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- Fixed GraphicsComponent not invalidating render queue on material change (causing crashes or visual errors)
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- Added CollisionComponent2D::SetGeomOffset and CollisionComponent2D::Recenter
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- Added LifetimeComponent and LifetimeSystem
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- 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).
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# 0.4:
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@ -98,6 +98,12 @@ namespace Ndk
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inline void InvalidateSystemOrder();
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void ReorderSystems();
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struct DoubleBitset
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{
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Nz::Bitset<Nz::UInt64> front;
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Nz::Bitset<Nz::UInt64> back;
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};
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struct EntityBlock
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{
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EntityBlock(Entity&& e) :
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@ -119,9 +125,9 @@ namespace Ndk
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std::vector<std::unique_ptr<EntityBlock>> m_waitingEntities;
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EntityList m_aliveEntities;
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ProfilerData m_profilerData;
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Nz::Bitset<Nz::UInt64> m_dirtyEntities;
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DoubleBitset m_dirtyEntities;
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Nz::Bitset<Nz::UInt64> m_freeEntityIds;
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Nz::Bitset<Nz::UInt64> m_killedEntities;
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DoubleBitset m_killedEntities;
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bool m_orderedSystemsUpdated;
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bool m_isProfilerEnabled;
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};
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@ -308,7 +308,7 @@ namespace Ndk
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inline void World::KillEntity(Entity* entity)
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{
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if (IsEntityValid(entity))
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m_killedEntities.UnboundedSet(entity->GetId(), true);
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m_killedEntities.front.UnboundedSet(entity->GetId(), true);
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}
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/*!
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@ -343,7 +343,7 @@ namespace Ndk
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*/
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inline bool World::IsEntityDying(EntityId id) const
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{
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return m_killedEntities.UnboundedTest(id);
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return m_killedEntities.front.UnboundedTest(id);
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}
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/*!
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@ -467,13 +467,13 @@ namespace Ndk
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inline void World::Invalidate()
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{
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m_dirtyEntities.Resize(m_entityBlocks.size(), false);
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m_dirtyEntities.Set(true); // Activation of all bits
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m_dirtyEntities.front.Resize(m_entityBlocks.size(), false);
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m_dirtyEntities.front.Set(true); // Activation of all bits
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}
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inline void World::Invalidate(EntityId id)
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{
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m_dirtyEntities.UnboundedSet(id, true);
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m_dirtyEntities.front.UnboundedSet(id, true);
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}
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inline void World::InvalidateSystemOrder()
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@ -135,9 +135,9 @@ namespace Ndk
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m_waitingEntities.clear();
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m_aliveEntities.Clear();
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m_dirtyEntities.Clear();
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m_dirtyEntities.front.Clear();
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m_freeEntityIds.Clear();
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m_killedEntities.Clear();
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m_killedEntities.front.Clear();
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}
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/*!
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@ -210,7 +210,8 @@ namespace Ndk
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}
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// Handle killed entities before last call
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for (std::size_t i = m_killedEntities.FindFirst(); i != m_killedEntities.npos; i = m_killedEntities.FindNext(i))
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std::swap(m_killedEntities.front, m_killedEntities.back);
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for (std::size_t i = m_killedEntities.back.FindFirst(); i != m_killedEntities.back.npos; i = m_killedEntities.back.FindNext(i))
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{
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NazaraAssert(i < m_entityBlocks.size(), "Entity index out of range");
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@ -220,12 +221,13 @@ namespace Ndk
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entity->Destroy();
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// Send back the identifier of the entity to the free queue
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m_freeEntityIds.UnboundedSet(entity->GetId());
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m_freeEntityIds.UnboundedSet(i);
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}
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m_killedEntities.Reset();
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m_killedEntities.back.Clear();
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// Handle of entities which need an update from the systems
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for (std::size_t i = m_dirtyEntities.FindFirst(); i != m_dirtyEntities.npos; i = m_dirtyEntities.FindNext(i))
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std::swap(m_dirtyEntities.front, m_dirtyEntities.back);
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for (std::size_t i = m_dirtyEntities.back.FindFirst(); i != m_dirtyEntities.back.npos; i = m_dirtyEntities.back.FindNext(i))
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{
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NazaraAssert(i < m_entityBlocks.size(), "Entity index out of range");
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@ -236,7 +238,7 @@ namespace Ndk
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continue;
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Nz::Bitset<>& removedComponents = entity->GetRemovedComponentBits();
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for (std::size_t j = removedComponents.FindFirst(); j != m_dirtyEntities.npos; j = removedComponents.FindNext(j))
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for (std::size_t j = removedComponents.FindFirst(); j != m_dirtyEntities.back.npos; j = removedComponents.FindNext(j))
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entity->DestroyComponent(static_cast<Ndk::ComponentIndex>(j));
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removedComponents.Reset();
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@ -262,7 +264,7 @@ namespace Ndk
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}
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}
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}
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m_dirtyEntities.Reset();
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m_dirtyEntities.back.Clear();
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}
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/*!
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@ -126,4 +126,37 @@ SCENARIO("World", "[NDK][WORLD]")
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}
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}
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}
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GIVEN("An empty world")
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{
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Ndk::World world(false);
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WHEN("We create two entities")
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{
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Ndk::EntityHandle a = world.CreateEntity();
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REQUIRE(a->GetId() == 0);
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Ndk::EntityHandle b = world.CreateEntity();
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REQUIRE(b->GetId() == 1);
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b->OnEntityDestruction.Connect([a](Ndk::Entity*)
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{
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REQUIRE(a.IsValid());
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a->Kill();
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});
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THEN("We kill the second entity which will kill the first one")
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{
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b->Kill();
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world.Refresh();
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AND_THEN("Both entities should be dead next refresh")
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{
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world.Refresh();
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REQUIRE_FALSE(a.IsValid());
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REQUIRE_FALSE(b.IsValid());
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}
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}
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}
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}
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}
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