docs: update documentation and implementation plan
Update the API surface and implementation plan to reflect architectural changes, including new iterator overloads, system design refinements, and the introduction of a source generator.
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@ -139,13 +139,17 @@ public delegate void ForEachAction<T1, T2, T3, T4, T5, T6>(Entity entity, ref T1
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Extension methods on `World` for `foreach`-style iteration over queries.
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Returns `ref struct` iterators that support zero-allocation iteration with
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`ref` access to components. Supports 1–3 component types.
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`ref` access to components.
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Two sets of overloads: one accepting an explicit `QueryDescriptor` for
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filtering with `Without<T>`, and one without for simple "has component" scans.
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```csharp
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namespace OECS;
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public static class EntityIterator
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{
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// With explicit QueryDescriptor (supports Without<T> filters).
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public static Select1<T1> Select<T1>(
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this World world, QueryDescriptor query) where T1 : struct;
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@ -156,16 +160,38 @@ public static class EntityIterator
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public static Select3<T1, T2, T3> Select<T1, T2, T3>(
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this World world, QueryDescriptor query)
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where T1 : struct where T2 : struct where T3 : struct;
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// Without QueryDescriptor — iterates all entities with the given component(s).
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public static Select1<T1> Select<T1>(
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this World world) where T1 : struct;
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public static Select2<T1, T2> Select<T1, T2>(
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this World world)
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where T1 : struct where T2 : struct;
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public static Select3<T1, T2, T3> Select<T1, T2, T3>(
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this World world)
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where T1 : struct where T2 : struct where T3 : struct;
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}
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```
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Usage:
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The singletons `CurrentEntity`, `Current1`, `Current2`, `Current3` are
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exposed on the ref struct iterators directly. Usage:
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```csharp
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using var iter = world.Select<Position, Velocity>(query);
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foreach (ref var item in iter)
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// Simple scan: all entities with PlayerHand.
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using var iter = world.Select<PlayerHand>();
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while (iter.MoveNext())
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{
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item.Current1.X += item.Current2.X * dt;
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Console.WriteLine(iter.CurrentEntity);
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}
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// With query filter:
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var query = world.Query().With<Position>().Without<Frozen>().Build();
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using var iter2 = world.Select<Position>(query);
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while (iter2.MoveNext())
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{
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iter2.Current1.X += 1;
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}
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```
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@ -202,20 +228,32 @@ public class QueryDescriptor
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## ISystem
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A system is a unit of logic that runs during a tick. It receives the `World`
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and decides what to do — typically reading singletons, iterating queries,
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or enqueuing commands.
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```csharp
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namespace OECS;
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public interface ISystem
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{
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QueryDescriptor Query { get; }
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void Run(World world);
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}
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```
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Systems do **not** declare a query on the interface. Instead, they either
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read singletons directly (`world.ReadSingleton<T>()`) or use the iterator /
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`ForEach` API with a `QueryDescriptor` they build internally. This keeps
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the interface minimal and gives systems full flexibility over what they
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inspect at runtime.
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---
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## ITickedSystem
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An optional extension for systems that need tick metadata (delta time or
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logical tick marker).
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```csharp
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namespace OECS;
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@ -225,6 +263,10 @@ public interface ITickedSystem : ISystem
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}
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```
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`SystemGroup` checks each system at runtime: if it implements
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`ITickedSystem`, the `Run(World, Tick)` overload is called; otherwise
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`Run(World)` is called. Both overloads must be implemented.
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---
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## Tick
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@ -266,6 +308,9 @@ public class SystemGroup
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}
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```
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Systems execute in registration order. `SystemGroup` automatically drains
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commands and posts changes after each system and after the full tick.
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---
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## ICommand
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@ -279,6 +324,9 @@ public interface ICommand
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}
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```
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Implementations should be `[MessagePackObject]` structs so they can be
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serialized and replayed.
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---
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## CommandQueue
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@ -297,6 +345,9 @@ public class CommandQueue
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}
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```
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`Enqueue<T>` uses a constrained generic to avoid boxing at the call site.
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Commands enqueued during `ExecuteAll` are processed in the same drain cycle.
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---
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## IRelationship
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@ -324,6 +375,7 @@ namespace OECS;
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[MessagePackObject]
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public struct Relationship<TSelf, TTarget> : IRelationship
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where TSelf : struct where TTarget : struct
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{
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[Key(0)] public Entity Source { get; set; }
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[Key(1)] public Entity Target { get; set; }
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@ -359,7 +411,7 @@ public enum ChangeKind
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## WorldSerializer
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Saves and loads a `World` to/from a MessagePack stream. Components are
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serialized by their runtime type.
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serialized by their runtime type using the source-generated `ComponentRegistry`.
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```csharp
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namespace OECS;
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@ -393,6 +445,7 @@ public class EntitySnapshot
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[Key(0)] public uint Id { get; set; }
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[Key(1)] public uint Version { get; set; }
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[Key(2)] public ComponentEntry[] Components { get; set; }
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[IgnoreMember]
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public Entity Entity { get; }
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}
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@ -410,37 +463,30 @@ public class ComponentEntry
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```csharp
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using OECS;
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using R3;
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// Define components
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[MessagePackObject]
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public struct Position : IMessagePackSerializationCallbackReceiver
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public struct Position
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{
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[Key(0)] public float X;
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[Key(1)] public float Y;
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public void OnBeforeSerialize() { }
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public void OnAfterDeserialize() { }
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}
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[MessagePackObject]
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public struct Velocity : IMessagePackSerializationCallbackReceiver
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public struct Velocity
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{
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[Key(0)] public float X;
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[Key(1)] public float Y;
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public void OnBeforeSerialize() { }
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public void OnAfterDeserialize() { }
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}
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// Define a system
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public class MovementSystem : ITickedSystem
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{
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public QueryDescriptor Query { get; }
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private readonly QueryDescriptor _query;
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public MovementSystem(World world)
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{
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Query = world.Query()
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_query = world.Query()
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.With<Position>()
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.With<Velocity>()
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.Build();
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@ -452,7 +498,7 @@ public class MovementSystem : ITickedSystem
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{
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float dt = tick.DeltaTime;
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world.ForEach(Query, (Entity entity, ref Position pos, ref Velocity vel) =>
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world.ForEach(_query, (Entity entity, ref Position pos, ref Velocity vel) =>
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{
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pos.X += vel.X * dt;
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pos.Y += vel.Y * dt;
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@ -466,16 +512,15 @@ var world = new World();
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var group = new SystemGroup(world);
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group.Add(new MovementSystem(world));
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// Observe changes
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world.ObserveComponentChanges<Position>()
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.Subscribe(change => Console.WriteLine($"{change.Entity} moved"))
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.AddTo(disposables);
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// Create entities
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var player = world.CreateEntity();
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world.AddComponent(player, new Position { X = 0, Y = 0 });
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world.AddComponent(player, new Velocity { X = 1, Y = 0 });
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// Observe changes via R3
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world.ObserveComponentChanges<Position>()
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.Subscribe(change => Console.WriteLine($"{change.Entity} moved"));
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// Run a tick
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group.RunTimed(0.016f); // ~60 FPS
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```
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@ -495,3 +540,5 @@ These types are implementation details and may change without notice:
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| `RelationshipIndex` | Reverse lookup from target entity to source entities. |
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| `EntityAllocator` | Free-list + bump allocator for entity IDs. |
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| `QueryExecutor` | Query iteration logic with smallest-set driver optimization. |
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| `ComponentRegistry` | Source-generated registry of all component types for serialization. |
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| `ComponentDescriptor` | Source-generated per-type descriptor with serialize/deserialize callbacks. |
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@ -8,9 +8,10 @@ ones. Architecture decisions are captured in `docs/architecture.md`.
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## Target
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- .NET 8 (LTS), `net8.0`
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- .NET 8 (LTS), `net8.0` (C# 12)
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- Dependencies: `MessagePack` (serialization), `R3` (reactivity)
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- Output: `OECS.dll`
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- Source generator: `OECS.SourceGen.dll` (component registry for serialization)
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---
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@ -22,8 +23,12 @@ ones. Architecture decisions are captured in `docs/architecture.md`.
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```
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OECS.sln
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├── src/OECS/OECS.csproj
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└── tests/OECS.Tests/OECS.Tests.csproj
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├── OECS/OECS.csproj
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├── OECS.SourceGen/OECS.SourceGen.csproj
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├── OECS.Tests/OECS.Tests.csproj
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├── Game.Blackjack/Blackjack.csproj
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├── Game.Blackjack.Tests/Game.Blackjack.Tests.csproj
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└── Game.TicTacToe/...
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```
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- `OECS.csproj` targets `net8.0`, references `MessagePack` and `R3`.
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@ -76,6 +81,8 @@ Holds a `Dictionary<Type, object>` mapping component types to their
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- `void Add<T>(Entity, T)`
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- `void Remove<T>(Entity)`
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- `ref T Get<T>(Entity)`
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- `T Read<T>(Entity)` — copy without auto-mark
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- `bool TryGet<T>(Entity, out T)`
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- `bool Has<T>(Entity)`
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- `void RemoveAll(Entity)` — called on entity destruction
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@ -99,6 +106,8 @@ void DestroyEntity(Entity entity);
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void AddComponent<T>(Entity entity, T component) where T : struct;
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void RemoveComponent<T>(Entity entity) where T : struct;
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ref T GetComponent<T>(Entity entity) where T : struct;
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T ReadComponent<T>(Entity entity) where T : struct;
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bool TryGetComponent<T>(Entity entity, out T value) where T : struct;
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bool HasComponent<T>(Entity entity) where T : struct;
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bool IsAlive(Entity entity);
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```
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@ -128,8 +137,8 @@ A query is defined by:
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```
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class QueryDescriptor
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{
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HashSet<Type> With { get; }
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HashSet<Type> Without { get; }
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IReadOnlySet<Type> With { get; }
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IReadOnlySet<Type> Without { get; }
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}
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```
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@ -147,49 +156,74 @@ world.Query()
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### 2.3 Query Execution
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`World` provides iteration over matching entities. The smallest "with" sparse
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set is used as the driver; other sets are probed for membership.
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`World` provides two iteration styles:
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**ForEach callbacks** (1–6 component types):
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```csharp
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void ForEach<T1, T2>(QueryDescriptor query, Action<Entity, ref T1, ref T2> action);
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void ForEach<T1, T2>(QueryDescriptor query, ForEachAction<T1, T2> action);
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```
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Overloads for 1–6 component types. The `Without` filter is checked by probing
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the corresponding sparse sets.
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**Ref struct iterators** via `EntityIterator.Select<T>()` extensions (1–3 component types):
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```csharp
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using var iter = world.Select<Position, Velocity>(query);
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while (iter.MoveNext()) { ... }
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```
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Both accept an optional `QueryDescriptor`. When omitted, all entities with
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the given component types are iterated (no `Without` filter).
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The smallest "with" sparse set is used as the driver; other sets are probed
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for membership. The singleton entity (ID 1) is always skipped.
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### 2.4 ISystem
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```
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interface ISystem
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{
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QueryDescriptor Query { get; }
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void Run(World world);
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}
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```
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Systems declare their query and receive the world in `Run`. They call
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`world.ForEach(query, ...)` to iterate.
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Systems do **not** declare a query on the interface. Instead, they either
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read singletons directly or build queries internally and iterate with
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`ForEach` / `Select`. This keeps the interface minimal and gives systems
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full flexibility.
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Alternative considered: auto-injection of component refs. Rejected because it
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hides the iteration cost and makes the API less explicit. The explicit
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`ForEach` call keeps the system author aware of what they're iterating.
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**Why no auto-injection?** The explicit API makes the iteration cost
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visible and avoids the need for source generators or reflection for
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system dispatch.
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### 2.5 System Registration & Ordering
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### 2.5 ITickedSystem
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```
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interface ITickedSystem : ISystem
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{
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void Run(World world, Tick tick);
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}
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```
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Systems that need tick metadata (delta time or logical tick marker)
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implement this. Both `Run` overloads must be implemented; `SystemGroup`
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dispatches to the appropriate one at runtime.
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### 2.6 System Registration & Ordering
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```
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class SystemGroup
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{
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void Add(ISystem system); // registration order = execution order
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void RunTimed(float deltaTime); // calls each system's Run
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void RunLogical(); // calls each system's Run
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void Remove(ISystem system);
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void RunTimed(float deltaTime);
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void RunLogical();
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int Count { get; }
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}
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```
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Systems run in registration order. For now, no explicit dependency graph —
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this is the simplest model that works. If needed later, `Before()`/`After()`
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constraints can be added without breaking the API.
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Systems run in registration order. `SystemGroup` automatically:
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- Drains commands before the tick, after each system, and after the full tick.
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- Posts changes after each system and after the full tick.
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### 2.6 Tick
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### 2.7 Tick
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```
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readonly struct Tick
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@ -199,16 +233,7 @@ readonly struct Tick
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}
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```
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Passed to systems that opt into it via a separate interface:
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```
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interface ITickedSystem : ISystem
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{
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void Run(World world, Tick tick);
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}
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```
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### 2.7 Tests
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### 2.8 Tests
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- Query with single component returns matching entities.
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- Query with multiple components returns intersection.
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@ -216,6 +241,7 @@ interface ITickedSystem : ISystem
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- Adding/removing components updates query results.
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- Systems run in registration order.
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- Destroyed entities don't appear in queries.
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- `ITickedSystem` receives correct tick data.
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---
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@ -226,31 +252,38 @@ interface ITickedSystem : ISystem
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### 3.1 ICommand
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```
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[MessagePackObject]
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interface ICommand
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{
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void Execute(World world);
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}
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```
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Commands are `[MessagePackObject]` structs implementing `ICommand`. They are
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not stored in ECS sparse sets — they live in a queue.
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Commands are structs implementing `ICommand`. They are typically
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`[MessagePackObject]` for serialization. Not stored in ECS sparse
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sets — they live in a queue.
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### 3.2 CommandQueue
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```
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class CommandQueue
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{
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void Enqueue(ICommand command);
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void ExecuteAll(World world); // FIFO, clears queue
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void Enqueue<T>(T command) where T : struct, ICommand;
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void ExecuteAll(World world); // FIFO, fully drains queue
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void Clear();
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void ClearErrors();
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int Count { get; }
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IReadOnlyList<Exception> Errors { get; }
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}
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```
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`Enqueue<T>` uses a constrained generic to avoid boxing at the call site.
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Commands enqueued during `ExecuteAll` are processed in the same drain cycle.
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### 3.3 Integration with World
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`World` owns a `CommandQueue`. After each system runs (or after the full tick),
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the queue is drained. This is configurable:
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the queue is drained automatically by `SystemGroup`. Manual drain is also
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available:
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```csharp
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world.ExecuteCommands(); // manual drain
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@ -279,36 +312,48 @@ available via `CommandQueue.Errors`.
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**Goal:** Relationship components with auto-managed source/target and reverse
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lookup.
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### 4.1 Relationship\<TSelf, TTarget\>
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### 4.1 IRelationship
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```
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interface IRelationship
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{
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Entity Source { get; }
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Entity Target { get; }
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}
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```
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### 4.2 Relationship\<TSelf, TTarget\>
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```
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[MessagePackObject]
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struct Relationship<TSelf, TTarget> : IRelationship
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where TSelf : struct where TTarget : struct
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{
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[Key(0)] Entity Source { get; set; }
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[Key(1)] Entity Target { get; set; }
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// ... payload fields
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}
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```
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The `IRelationship` marker interface lets `ComponentStore` detect relationships
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and maintain the reverse index.
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and maintain the reverse index. The `TSelf`/`TTarget` phantom types
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differentiate relationship kinds at the type level.
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### 4.2 Reverse Index
|
||||
Alternatively, implement `IRelationship` directly on your own struct (see the
|
||||
Blackjack `Holds` and `InDeck` types).
|
||||
|
||||
`World` maintains a `Dictionary<Entity, HashSet<Entity>>` per relationship
|
||||
type, mapping target → set of source entities.
|
||||
### 4.3 Reverse Index
|
||||
|
||||
When a relationship component is added/removed, the index is updated
|
||||
automatically.
|
||||
`World` maintains a reverse index per relationship type, mapping target →
|
||||
set of source entities. Updated automatically when relationship components
|
||||
are added/removed.
|
||||
|
||||
### 4.3 Reverse Lookup API
|
||||
### 4.4 Reverse Lookup API
|
||||
|
||||
```csharp
|
||||
IReadOnlyCollection<Entity> GetSources<T>(Entity target) where T : struct, IRelationship;
|
||||
```
|
||||
|
||||
### 4.4 Cascading Behavior
|
||||
### 4.5 Cascading Behavior
|
||||
|
||||
When an entity is destroyed:
|
||||
- All relationships where it is the **source** are removed (components dropped).
|
||||
|
|
@ -316,7 +361,7 @@ When an entity is destroyed:
|
|||
from source entities).
|
||||
- The reverse index is cleaned up.
|
||||
|
||||
### 4.5 Tests
|
||||
### 4.6 Tests
|
||||
|
||||
- Adding a relationship updates the reverse index.
|
||||
- Removing a relationship updates the reverse index.
|
||||
|
|
@ -346,23 +391,17 @@ struct EntityChange
|
|||
{
|
||||
Entity Entity { get; }
|
||||
ChangeKind Kind { get; }
|
||||
Type ComponentType { get; } // null for entity-level changes
|
||||
Type? ComponentType { get; } // null for entity-level changes
|
||||
}
|
||||
```
|
||||
|
||||
### 5.2 ChangeSet
|
||||
### 5.2 ChangeBuffer
|
||||
|
||||
```
|
||||
class ChangeSet
|
||||
class ChangeBuffer
|
||||
{
|
||||
void MarkEntityAdded(Entity entity);
|
||||
void MarkEntityRemoved(Entity entity);
|
||||
void MarkComponentAdded(Entity entity, Type componentType);
|
||||
void MarkComponentRemoved(Entity entity, Type componentType);
|
||||
void MarkComponentModified(Entity entity, Type componentType);
|
||||
|
||||
IReadOnlyList<EntityChange> Changes { get; }
|
||||
void Clear();
|
||||
void Mark<...>(...);
|
||||
void Post(); // pushes to R3 subjects, then clears
|
||||
}
|
||||
```
|
||||
|
||||
|
|
@ -381,25 +420,15 @@ Rationale: structural changes are always detectable. Value mutations inside a
|
|||
value. Requiring an explicit `MarkModified` call is the simplest correct
|
||||
approach.
|
||||
|
||||
**Debug aid:** In `DEBUG` builds, `ref T Get<T>(Entity)` returns a wrapper that
|
||||
tracks whether the value was written. If a system iterates `ref T` and never
|
||||
calls `MarkModified`, a warning is logged. This catches the most common
|
||||
mistake.
|
||||
**`ReadComponent<T>`** (returns a copy) and **`ReadSingleton<T>`** never
|
||||
auto-mark. Use these when you only need to inspect state without signaling
|
||||
changes.
|
||||
|
||||
### 5.4 Posting Model
|
||||
|
||||
```
|
||||
class ChangeBuffer
|
||||
{
|
||||
ChangeSet Pending { get; } // accumulates during system run
|
||||
void Post(); // pushes to R3 subjects, then clears
|
||||
}
|
||||
```
|
||||
|
||||
- During a system's `Run`, changes accumulate in `Pending`.
|
||||
- After each system's `Run`, `Post()` is called automatically.
|
||||
- After the full tick, `Post()` is called once more (for any changes made
|
||||
outside systems, e.g., during command execution).
|
||||
- During a system's `Run`, changes accumulate in a pending buffer.
|
||||
- After each system's `Run`, `Post()` is called automatically by `SystemGroup`.
|
||||
- After the full tick, `Post()` is called once more.
|
||||
- When not in a system run, changes are **not** posted automatically — the
|
||||
caller must call `world.PostChanges()`.
|
||||
|
||||
|
|
@ -408,9 +437,9 @@ class ChangeBuffer
|
|||
`World` exposes observables:
|
||||
|
||||
```csharp
|
||||
IObservable<EntityChange> ObserveEntityChanges();
|
||||
IObservable<EntityChange> ObserveComponentChanges<T>() where T : struct;
|
||||
IObservable<EntityChange> ObserveQuery(QueryDescriptor query);
|
||||
Observable<EntityChange> ObserveEntityChanges();
|
||||
Observable<EntityChange> ObserveComponentChanges<T>() where T : struct;
|
||||
Observable<EntityChange> ObserveQuery(QueryDescriptor query);
|
||||
```
|
||||
|
||||
These are backed by `Subject<EntityChange>` instances. Subscribers receive
|
||||
|
|
@ -445,19 +474,21 @@ world.ObserveComponentChanges<Health>()
|
|||
### 6.1 Singleton Entity
|
||||
|
||||
`World` reserves entity ID `1` as the singleton entity. It is never destroyed
|
||||
and is excluded from normal queries by default.
|
||||
and is excluded from normal queries (all iterators skip ID 1).
|
||||
|
||||
### 6.2 Singleton Accessors
|
||||
|
||||
```csharp
|
||||
void SetSingleton<T>(T component) where T : struct;
|
||||
ref T GetSingleton<T>() where T : struct;
|
||||
T ReadSingleton<T>() where T : struct;
|
||||
bool HasSingleton<T>() where T : struct;
|
||||
void RemoveSingleton<T>() where T : struct;
|
||||
```
|
||||
|
||||
These are convenience wrappers around `AddComponent`/`GetComponent` on the
|
||||
singleton entity.
|
||||
singleton entity. `GetSingleton` returns a `ref` (auto-marks during iteration);
|
||||
`ReadSingleton` returns a copy (never auto-marks).
|
||||
|
||||
### 6.3 Query Exclusion
|
||||
|
||||
|
|
@ -473,28 +504,62 @@ to include it, they can query it by its entity ID directly.
|
|||
|
||||
---
|
||||
|
||||
## Phase 7 — Polish & Documentation (Week 7)
|
||||
## Phase 7 — Source Generator & Serialization (Week 7)
|
||||
|
||||
### 7.1 XML Docs
|
||||
**Goal:** Compile-time component registry for serialization without reflection.
|
||||
|
||||
### 7.1 OECS.SourceGen
|
||||
|
||||
A Roslyn incremental source generator that scans for all types used as
|
||||
generic arguments to `World` methods (`AddComponent<T>`, `GetComponent<T>`,
|
||||
`SetSingleton<T>`, etc.) and generates a `ComponentRegistry` class with
|
||||
per-type serialize/deserialize callbacks via MessagePack.
|
||||
|
||||
### 7.2 WorldSerializer
|
||||
|
||||
```csharp
|
||||
static class WorldSerializer
|
||||
{
|
||||
static void Save(World world, Stream stream);
|
||||
static void Load(World world, Stream stream);
|
||||
}
|
||||
```
|
||||
|
||||
Uses `ComponentRegistry` to serialize/deserialize all entities and their
|
||||
components to/from a MessagePack stream. `IRelationship.Source` is fixed
|
||||
up to the owning entity on load.
|
||||
|
||||
### 7.3 Snapshot Types
|
||||
|
||||
`WorldSnapshot`, `EntitySnapshot`, and `ComponentEntry` are the public
|
||||
serialization DTOs.
|
||||
|
||||
---
|
||||
|
||||
## Phase 8 — Polish & Documentation (Week 8)
|
||||
|
||||
### 8.1 XML Docs
|
||||
|
||||
All public API surface gets `<summary>` XML documentation comments.
|
||||
|
||||
### 7.2 README
|
||||
### 8.2 README
|
||||
|
||||
Quick-start guide with a minimal example: create world, register system, run
|
||||
tick, observe changes.
|
||||
|
||||
### 7.3 NuGet Packaging
|
||||
### 8.3 NuGet Packaging
|
||||
|
||||
`OECS.csproj` includes package metadata:
|
||||
- `PackageId`: `OECS`
|
||||
- `Description`: "Observable ECS for C# — an entity component system focused on
|
||||
a clean reactive API surface."
|
||||
- `PackageTags`: `ecs;reactive;observable;gamedev`
|
||||
- Bundles `OECS.SourceGen.dll` as an analyzer for consumers.
|
||||
|
||||
### 7.4 CI (optional)
|
||||
### 8.4 Testing Games
|
||||
|
||||
GitHub Actions workflow: build, test, pack.
|
||||
Test games (`Game.Blackjack`, `Game.TicTacToe`) serve as integration tests
|
||||
and design validation. See `docs/testing-games.md` for the testing strategy.
|
||||
|
||||
---
|
||||
|
||||
|
|
@ -507,7 +572,8 @@ Phase 1 (Core)
|
|||
└─→ Phase 4 (Relationships)
|
||||
└─→ Phase 5 (Reactivity)
|
||||
└─→ Phase 6 (Singletons)
|
||||
└─→ Phase 7 (Polish)
|
||||
└─→ Phase 7 (Source Gen & Serialization)
|
||||
└─→ Phase 8 (Polish)
|
||||
```
|
||||
|
||||
Phases 3 and 4 can be done in parallel; Phase 5 depends on both.
|
||||
|
|
@ -520,8 +586,8 @@ Phases 3 and 4 can be done in parallel; Phase 5 depends on both.
|
|||
default. If needed, systems could declare read/write component access for
|
||||
automatic parallel scheduling — but this adds significant complexity.
|
||||
|
||||
2. **World serialization?** Since components are MessagePack-serializable,
|
||||
snapshotting the entire world is feasible. This is a Phase 7+ stretch goal.
|
||||
|
||||
3. **Multiple worlds?** The design supports it naturally — `World` is a class,
|
||||
2. **Multiple worlds?** The design supports it naturally — `World` is a class,
|
||||
you can instantiate multiple. No cross-world references are supported.
|
||||
|
||||
3. **Component import from CSV/MasterMemory?** The `design.md` mentions this as
|
||||
a potential feature. Not yet implemented.
|
||||
|
|
|
|||
|
|
@ -1,23 +1,53 @@
|
|||
# Testing games
|
||||
|
||||
1. Games are dlls. Use a standalone test project to test a game.
|
||||
1. Games are DLLs. Use a standalone test project to test a game.
|
||||
2. Create baseline game snapshots in textual format. Save to files.
|
||||
3. Create baseline logs via the r3 observable api. Save to files.
|
||||
3. Create baseline logs via the R3 observable API. Save to files.
|
||||
4. Read the snapshot/logs manually to identify issues.
|
||||
5. Make sure serialization roundtrip works.
|
||||
|
||||
## Play tests
|
||||
|
||||
The goal of playtests is to execute a game with AI players and potentially random seeds. Then the log/snapshots are read by the LLM agent to spot issues.
|
||||
The goal of playtests is to execute a game with AI players and potentially
|
||||
random seeds. Then the log/snapshots are read by the LLM agent to spot issues.
|
||||
|
||||
There is no failure in play tests; all tests pass but the agent should read the log for reference.
|
||||
There is no failure in play tests; all tests pass but the agent should read the
|
||||
log for reference.
|
||||
|
||||
AI players are not LLMs here; they are typically common game AI implementations.
|
||||
|
||||
Create static functions that analyze the game state and return a command. Each such function is an agent. Each AI player routes its decisions to a random agent in a pool of weighted agents.
|
||||
Create static functions that analyze the game state and return a command. Each
|
||||
such function is an agent. Each AI player routes its decisions to a random
|
||||
agent in a pool of weighted agents.
|
||||
|
||||
Agents to consider:
|
||||
- Random: evenly chooses every move randomly.
|
||||
- Greedy: uses a specific way to score actions. Always chooses the onewith highest score. There can be multiple Greedy agents wtih different scoring.
|
||||
- **Random:** evenly chooses every move randomly.
|
||||
- **Greedy:** uses a specific way to score actions. Always chooses the one with
|
||||
highest score. There can be multiple Greedy agents with different scoring.
|
||||
|
||||
For each playtest attempt, generate a full game log, analyze and report what you find from the log.
|
||||
For each playtest attempt, generate a full game log, analyze and report what
|
||||
you find from the log.
|
||||
|
||||
### Round Runner
|
||||
|
||||
Playtests should run multiple rounds, not just one. The recommended pattern:
|
||||
|
||||
```
|
||||
while chips >= minimum_bet AND chips < 2× starting_chips:
|
||||
place bet → deal → agent decides hit/stand → resolve → new round
|
||||
```
|
||||
|
||||
This exercises the full game lifecycle including deck reshuffling, round
|
||||
transitions, and chip management. Safety cap at ~200 rounds to prevent
|
||||
infinite loops.
|
||||
|
||||
### Play Log Format
|
||||
|
||||
Each play log should contain:
|
||||
- **Header:** agent name, seed, result summary, win/loss/push counts.
|
||||
- **Round Summaries:** per-round result, chip delta, hit count.
|
||||
- **Decisions:** per-decision hand total and choice (Hit/Stand).
|
||||
- **Reactivity:** raw R3 observable log of component/entity changes.
|
||||
- **Final State:** snapshot of the world after all rounds.
|
||||
|
||||
Logs are saved as `.playlog` files alongside test output for manual review.
|
||||
|
|
|
|||
Loading…
Reference in New Issue