Introduce nested batching scopes to automate component dirty-marking
and defer structural mutations.
- Replace manual `MarkModified` with auto-tracking via `RefN` properties
in `Select` iterators and `GetComponent`/`GetSingleton` calls.
- Implement nested batching scopes: `SystemGroup` (tick level),
`ISystem.Run`
(system level), `CommandQueue.ExecuteAll` (command level), and
`Select`
(iteration level).
- Update `ISystem` and `ITickedSystem` to use `RunImpl` to separate
implementation from the batching-aware `Run` extension method.
- Add `ValN` properties to iterators for read-only, non-tracked access.
- Update documentation to reflect the new iteration and batching model.
Replace the old `QueryBuilder` and `ForEach` callback pattern with a
more
performant, zero-allocation `Select` API using `ref struct` iterators.
This change also updates the singleton implementation to use dedicated
entities per component type rather than a single reserved entity.
- Replace `QueryBuilder`/`QueryDescriptor` with generic `Query<T1..T6>`
- Replace `ForEach` callbacks with `world.Select<T1..T6>()` iterators
- Replace `EntityIterator` with `WorldQueryExtensions`
- Update singleton logic to allocate one entity per component type
- Add `FindEntity<T>` and `FindEntities<T>` lookup methods
Add new skill documentation files for developing OECS, testing games,
and writing games. Also update the API surface documentation to include
guidance on component and command definitions.
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.
Implement play tests for Blackjack and TicTacToe that simulate games
using various AI agents (Basic Strategy, Random, Greedy) and record
the results, decisions, and reactivity into playlogs for debugging
and LLM analysis. Update documentation to reflect the purpose of
these tests.
Enhance the OECS framework to support more robust component
deserialization during world serialization. This includes adding
boxed component support and a runtime fallback for component
discovery.
Additionally, introduces snapshot testing patterns for Blackjack
and TicTacToe to allow for manual verification of world state and
reactivity logs.
- Add xUnit test projects for both games
- Implement game flow tests for Blackjack
- Implement game flow tests for TicTacToe
- Rename namespaces and projects to follow `Game.*` convention
- Add documentation for testing games
- Optimize `QueryExecutor` to use the smallest sparse set as a driver
for multi-component queries, reducing iteration overhead.
- Implement automatic cleanup of unused `Subject` instances in
`ChangeBuffer` using a subscriber count.
- Improve `ChangeSet` deduplication to correctly handle rapid
add/remove transitions for the same component.
- Add validation to ensure `IRelationship` components are added to
their declared `Source` entity.
- Update documentation to reflect correct `Entity` bit layout.
- Update design.md with MessagePack component requirements
- Add ADR-012 to architecture.md regarding public type requirements
- Add MessagePackAnalyzer to OECS.csproj for compile-time validation
Initializes the OECS repository with the core foundation, including:
- Entity management with 24-bit IDs and 8-bit versioning
- Sparse set-based component storage
- Entity allocation and recycling logic
- Core World API for entity and component lifecycle
- Project scaffolding for source and unit tests
- Design documentation and architecture decision records (ADRs)