oecs-sharp/docs/implementation-plan.md

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# Implementation Plan: OECS (Observable ECS)
## Overview
This document lays out the phased implementation of OECS as a .NET class library
(DLL). Each phase produces a shippable increment; later phases build on earlier
ones. Architecture decisions are captured in `docs/architecture.md`.
## Target
- .NET 8 (LTS), `net8.0`
- Dependencies: `MessagePack` (serialization), `R3` (reactivity)
- Output: `OECS.dll`
---
## Phase 1 — Core Foundation (Week 1)
**Goal:** Create/destroy entities, add/remove components, iterate sparse sets.
### 1.1 Project Scaffold
```
OECS.sln
├── src/OECS/OECS.csproj
└── tests/OECS.Tests/OECS.Tests.csproj
```
- `OECS.csproj` targets `net8.0`, references `MessagePack` and `R3`.
- `OECS.Tests.csproj` references `OECS` + `xunit` + `FluentAssertions`.
### 1.2 Entity
`readonly struct Entity : IEquatable<Entity>`
| Decision | Rationale |
|---|---|
| 32-bit `uint` backing | Keeps size small; 24-bit ID (16.7M) + 8-bit version (256 gens) is ample for observable-first use cases. |
| `Entity.Null` sentinel (value `0`) | Entity ID 0 is reserved; version 0 means "never alive." |
| `Id` (24-bit) and `Version` (8-bit) properties | Expose for debugging; opaque otherwise. |
| `ToString()``"Entity(42:v3)"` | Debuggability. |
Internal constructor; `World` is the only factory.
### 1.3 SparseSet\<T\>
```
class SparseSet<T> where T : struct
```
| Field | Purpose |
|---|---|
| `T[] dense` | Packed component values (no holes). |
| `Entity[] denseEntities` | Parallel array: which entity owns each dense slot. |
| `int[] sparse` | Maps entity ID → dense index; `-1` = absent. |
Operations: `Add(Entity, T)`, `Remove(Entity)`, `ref T Get(Entity)`,
`bool Contains(Entity)`, `int Count`, `void Clear()`.
`dense` and `sparse` arrays grow geometrically (×2) on overflow.
**Why sparse sets over archetypes?** The design prioritizes cheap add/remove
(for reactivity) over raw iteration throughput. Archetypes would require moving
entities between archetypes on component change, which complicates change
tracking.
### 1.4 ComponentStore
```
class ComponentStore
```
Holds a `Dictionary<Type, object>` mapping component types to their
`SparseSet<T>`. Provides typed generic methods:
- `void Add<T>(Entity, T)`
- `void Remove<T>(Entity)`
- `ref T Get<T>(Entity)`
- `bool Has<T>(Entity)`
- `void RemoveAll(Entity)` — called on entity destruction
### 1.5 World
```
class World
```
| Responsibility | Detail |
|---|---|
| Entity allocation | Free-list of recycled IDs; bump allocator for new IDs. |
| Component access | Delegates to `ComponentStore`. |
| Entity destruction | Returns ID to free list, increments version, removes all components. |
API surface:
```csharp
Entity CreateEntity();
void DestroyEntity(Entity entity);
void AddComponent<T>(Entity entity, T component) where T : struct;
void RemoveComponent<T>(Entity entity) where T : struct;
ref T GetComponent<T>(Entity entity) where T : struct;
bool HasComponent<T>(Entity entity) where T : struct;
bool IsAlive(Entity entity);
```
### 1.6 Tests
- Entity creation returns unique IDs.
- Entity destruction recycles IDs with incremented version.
- `IsAlive` returns false for destroyed entities.
- Add/remove/has component round-trips correctly.
- Sparse set iteration visits all added components.
- Removing a component mid-iteration is safe (deferred or swap-remove).
---
## Phase 2 — Queries & Systems (Week 2)
**Goal:** Define queries, register systems, run ticks.
### 2.1 Query Description
A query is defined by:
- A set of "with" component types.
- A set of "without" component types.
```
class QueryDescriptor
{
HashSet<Type> With { get; }
HashSet<Type> Without { get; }
}
```
### 2.2 QueryBuilder
Fluent API returned by `World.Query()`:
```csharp
world.Query()
.With<Position>()
.With<Velocity>()
.Without<Frozen>()
.Build() // → QueryDescriptor
```
### 2.3 Query Execution
`World` provides iteration over matching entities. The smallest "with" sparse
set is used as the driver; other sets are probed for membership.
```csharp
void ForEach<T1, T2>(QueryDescriptor query, Action<Entity, ref T1, ref T2> action);
```
Overloads for 16 component types. The `Without` filter is checked by probing
the corresponding sparse sets.
### 2.4 ISystem
```
interface ISystem
{
QueryDescriptor Query { get; }
void Run(World world);
}
```
Systems declare their query and receive the world in `Run`. They call
`world.ForEach(query, ...)` to iterate.
Alternative considered: auto-injection of component refs. Rejected because it
hides the iteration cost and makes the API less explicit. The explicit
`ForEach` call keeps the system author aware of what they're iterating.
### 2.5 System Registration & Ordering
```
class SystemGroup
{
void Add(ISystem system); // registration order = execution order
void RunTimed(float deltaTime); // calls each system's Run
void RunLogical(); // calls each system's Run
}
```
Systems run in registration order. For now, no explicit dependency graph —
this is the simplest model that works. If needed later, `Before()`/`After()`
constraints can be added without breaking the API.
### 2.6 Tick
```
readonly struct Tick
{
TickType Type { get; } // Timed or Logical
float DeltaTime { get; } // 0 for logical ticks
}
```
Passed to systems that opt into it via a separate interface:
```
interface ITickedSystem : ISystem
{
void Run(World world, Tick tick);
}
```
### 2.7 Tests
- Query with single component returns matching entities.
- Query with multiple components returns intersection.
- `Without<T>` excludes entities with T.
- Adding/removing components updates query results.
- Systems run in registration order.
- Destroyed entities don't appear in queries.
---
## Phase 3 — Commands (Week 3)
**Goal:** Serializable command queue with deferred execution.
### 3.1 ICommand
```
[MessagePackObject]
interface ICommand
{
void Execute(World world);
}
```
Commands are `[MessagePackObject]` structs implementing `ICommand`. They are
not stored in ECS sparse sets — they live in a queue.
### 3.2 CommandQueue
```
class CommandQueue
{
void Enqueue(ICommand command);
void ExecuteAll(World world); // FIFO, clears queue
int Count { get; }
}
```
### 3.3 Integration with World
`World` owns a `CommandQueue`. After each system runs (or after the full tick),
the queue is drained. This is configurable:
```csharp
world.ExecuteCommands(); // manual drain
```
Systems enqueue commands via `world.Commands.Enqueue(...)`.
### 3.4 Error Handling
If a command's `Execute` throws, the exception is caught and stored. The queue
continues processing remaining commands. After `ExecuteAll`, any errors are
available via `CommandQueue.Errors`.
### 3.5 Tests
- Commands execute in FIFO order.
- A command can read/write ECS state.
- A command enqueued during `ExecuteAll` runs in the same drain cycle.
- Exceptions are collected, not lost.
- Serialization round-trip preserves command data.
---
## Phase 4 — Relationships (Week 4)
**Goal:** Relationship components with auto-managed source/target and reverse
lookup.
### 4.1 Relationship\<TSelf, TTarget\>
```
[MessagePackObject]
struct Relationship<TSelf, TTarget> : IRelationship
{
[Key(0)] Entity Source { get; set; }
[Key(1)] Entity Target { get; set; }
// ... payload fields
}
```
The `IRelationship` marker interface lets `ComponentStore` detect relationships
and maintain the reverse index.
### 4.2 Reverse Index
`World` maintains a `Dictionary<Entity, HashSet<Entity>>` per relationship
type, mapping target → set of source entities.
When a relationship component is added/removed, the index is updated
automatically.
### 4.3 Reverse Lookup API
```csharp
IReadOnlyCollection<Entity> GetSources<T>(Entity target) where T : struct, IRelationship;
```
### 4.4 Cascading Behavior
When an entity is destroyed:
- All relationships where it is the **source** are removed (components dropped).
- All relationships where it is the **target** are removed (components dropped
from source entities).
- The reverse index is cleaned up.
### 4.5 Tests
- Adding a relationship updates the reverse index.
- Removing a relationship updates the reverse index.
- Destroying a source entity cleans up its relationships.
- Destroying a target entity cleans up incoming relationships.
- Reverse lookup returns correct sources.
---
## Phase 5 — Reactivity (Week 56)
**Goal:** Change tracking, marking, posting, and R3 observable queries.
### 5.1 Change Kinds
```
enum ChangeKind
{
EntityAdded,
EntityRemoved,
ComponentAdded,
ComponentRemoved,
ComponentModified
}
struct EntityChange
{
Entity Entity { get; }
ChangeKind Kind { get; }
Type ComponentType { get; } // null for entity-level changes
}
```
### 5.2 ChangeSet
```
class ChangeSet
{
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();
}
```
### 5.3 Automatic vs. Manual Marking
| Change Type | Marking |
|---|---|
| Entity created | Auto |
| Entity destroyed | Auto |
| Component added | Auto |
| Component removed | Auto |
| Component **modified** | **Manual** via `world.MarkModified<T>(entity)` |
Rationale: structural changes are always detectable. Value mutations inside a
`ref T` are not — the sparse set has no way to know the caller changed the
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.
### 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).
- When not in a system run, changes are **not** posted automatically — the
caller must call `world.PostChanges()`.
### 5.5 R3 Integration
`World` exposes observables:
```csharp
IObservable<EntityChange> ObserveEntityChanges();
IObservable<EntityChange> ObserveComponentChanges<T>() where T : struct;
IObservable<EntityChange> ObserveQuery(QueryDescriptor query);
```
These are backed by `Subject<EntityChange>` instances. Subscribers receive
batched changes after each `Post()`.
### 5.6 Subscription Lifecycle
Subscriptions return `IDisposable`. UI code ties this to component lifecycle:
```csharp
world.ObserveComponentChanges<Health>()
.Subscribe(change => UpdateHealthBar(change))
.AddTo(componentDisposables); // R3's AddTo
```
### 5.7 Tests
- Entity creation posts `EntityAdded`.
- Entity destruction posts `EntityRemoved`.
- Component add/remove posts corresponding changes.
- `MarkModified` posts `ComponentModified`.
- Changes are batched per `Post()` call.
- Subscribers receive changes in order.
- Disposing a subscription stops notifications.
---
## Phase 6 — Singletons (Week 6)
**Goal:** Singleton entity and ergonomic accessors.
### 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.
### 6.2 Singleton Accessors
```csharp
void SetSingleton<T>(T component) where T : struct;
ref T GetSingleton<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.
### 6.3 Query Exclusion
Queries automatically exclude the singleton entity. If a user genuinely wants
to include it, they can query it by its entity ID directly.
### 6.4 Tests
- `SetSingleton`/`GetSingleton` round-trips.
- Singleton entity does not appear in normal queries.
- Removing a singleton works.
- Singleton survives tick execution.
---
## Phase 7 — Polish & Documentation (Week 7)
### 7.1 XML Docs
All public API surface gets `<summary>` XML documentation comments.
### 7.2 README
Quick-start guide with a minimal example: create world, register system, run
tick, observe changes.
### 7.3 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`
### 7.4 CI (optional)
GitHub Actions workflow: build, test, pack.
---
## Dependency Graph
```
Phase 1 (Core)
└─→ Phase 2 (Queries & Systems)
└─→ Phase 3 (Commands)
└─→ Phase 4 (Relationships)
└─→ Phase 5 (Reactivity)
└─→ Phase 6 (Singletons)
└─→ Phase 7 (Polish)
```
Phases 3 and 4 can be done in parallel; Phase 5 depends on both.
---
## Open Questions
1. **Parallel system execution?** Deferred. The design is single-threaded by
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,
you can instantiate multiple. No cross-world references are supported.