新增功能: - EntityHandle: 轻量级实体句柄 (28位索引 + 20位代数) - SystemScheduler: 声明式系统调度,支持 @Stage/@Before/@After/@InSet 装饰器 - EpochManager: 帧级变更检测 - CompiledQuery: 预编译类型安全查询 API 改进: - EntitySystem 添加 getBefore()/getAfter()/getSets() getter 方法 - Entity 添加 markDirty() 辅助方法 - IScene 添加 epochManager 属性 - CommandBuffer.pendingCount 修正为返回实际操作数 文档更新: - 更新系统调度和查询相关文档
1627 lines
50 KiB
TypeScript
1627 lines
50 KiB
TypeScript
import { Entity } from '../Entity';
|
||
import { PerformanceMonitor } from '../../Utils/PerformanceMonitor';
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import { Matcher, type QueryCondition } from '../Utils/Matcher';
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import type { Scene } from '../Scene';
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import type { ISystemBase } from '../../Types';
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import type { QuerySystem } from '../Core/QuerySystem';
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import { getSystemInstanceTypeName } from '../Decorators';
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import { createLogger } from '../../Utils/Logger';
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import type { EventListenerConfig, TypeSafeEventSystem, EventHandler } from '../Core/EventSystem';
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import type { ComponentConstructor, ComponentInstance } from '../../Types/TypeHelpers';
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import type { IService } from '../../Core/ServiceContainer';
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import { EntityCache } from './EntityCache';
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import { CommandBuffer } from '../Core/CommandBuffer';
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import type { SystemStage, SystemSchedulingMetadata } from '../Core/SystemScheduler';
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import { getSchedulingMetadata } from '../Decorators/SystemScheduling';
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/**
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||
* 事件监听器记录
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* 只存储引用信息,用于系统销毁时自动清理
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*/
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interface EventListenerRecord {
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eventSystem: TypeSafeEventSystem;
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eventType: string;
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listenerRef: string;
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}
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/**
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* 实体系统的基类
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*
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* 用于处理一组符合特定条件的实体。系统是ECS架构中的逻辑处理单元,
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* 负责对拥有特定组件组合的实体执行业务逻辑。
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*
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* 支持泛型参数以提供类型安全的组件访问:
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*
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* @template TComponents - 系统需要的组件类型数组
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*
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* @example
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* ```typescript
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* // 传统方式
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* class MovementSystem extends EntitySystem {
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* constructor() {
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* super(Matcher.empty().all(Transform, Velocity));
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* }
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*
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* protected process(entities: readonly Entity[]): void {
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* for (const entity of entities) {
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* const transform = entity.getComponent(Transform);
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* const velocity = entity.getComponent(Velocity);
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* transform.position.add(velocity.value);
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* }
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* }
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* }
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*
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* // 类型安全方式
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* class MovementSystem extends EntitySystem<[typeof Transform, typeof Velocity]> {
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* constructor() {
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* super(Matcher.empty().all(Transform, Velocity));
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* }
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*
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* protected process(entities: readonly Entity[]): void {
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* for (const entity of entities) {
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* // 类型安全的组件访问
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* const [transform, velocity] = this.getComponents(entity);
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* transform.position.add(velocity.value);
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* }
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* }
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* }
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* ```
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*/
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export abstract class EntitySystem implements ISystemBase, IService {
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private _updateOrder: number;
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/**
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* 添加顺序,用于 updateOrder 相同时的稳定排序
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* Add order for stable sorting when updateOrder is the same
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* @internal
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*/
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private _addOrder: number;
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private _enabled: boolean;
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private _performanceMonitor: PerformanceMonitor | null;
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private _systemName: string;
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private _initialized: boolean;
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private _matcher: Matcher;
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private _eventListeners: EventListenerRecord[];
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private _scene: Scene | null;
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private _destroyed: boolean;
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protected logger: ReturnType<typeof createLogger>;
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/**
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* 调度元数据
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* Scheduling metadata
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*/
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protected _schedulingMetadata: SystemSchedulingMetadata;
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/**
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* 实体ID映射缓存
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*/
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private _entityIdMap: Map<number, Entity> | null;
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private _entityIdMapVersion: number;
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/**
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* 统一的实体缓存管理器
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*/
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private _entityCache: EntityCache;
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/**
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* 命令缓冲区 - 用于延迟执行实体操作
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* Command buffer - for deferred entity operations
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*
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* 在 process() 中使用 commands 可以避免迭代过程中修改实体列表,
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* 提高性能并保证迭代安全。命令会在帧末由 Scene 统一执行。
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*
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* Using commands in process() avoids modifying entity list during iteration,
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* improving performance and ensuring iteration safety. Commands are executed by Scene at end of frame.
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*
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* @example
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* ```typescript
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* protected process(entities: readonly Entity[]): void {
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* for (const entity of entities) {
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* if (shouldDie(entity)) {
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* // 延迟执行,不影响当前迭代
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* this.commands.destroyEntity(entity);
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* }
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* }
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* }
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* ```
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*/
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protected readonly commands: CommandBuffer = new CommandBuffer();
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/**
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* 上次处理的 epoch 检查点
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* Last processed epoch checkpoint
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*
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* 用于变更检测,记录上次 forEachChanged 完成时的 epoch。
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* Used for change detection, records epoch when forEachChanged last completed.
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*/
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private _lastProcessEpoch: number = 0;
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/**
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* 获取系统处理的实体列表
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*/
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public get entities(): readonly Entity[] {
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// 如果在update周期内,优先使用帧缓存
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const frameCache = this._entityCache.getFrame();
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if (frameCache !== null) {
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return frameCache;
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}
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// 否则使用持久缓存
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if (!this._entityCache.hasPersistent()) {
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this._entityCache.setPersistent(this.queryEntities());
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}
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return this._entityCache.getPersistent()!;
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}
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/**
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* 获取系统的更新时序
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*/
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public get updateOrder(): number {
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return this._updateOrder;
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}
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public set updateOrder(value: number) {
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this.setUpdateOrder(value);
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}
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/**
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* 获取系统的添加顺序
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* Get the add order of the system
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* @internal
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*/
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public get addOrder(): number {
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return this._addOrder;
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}
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/**
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* 设置系统的添加顺序(由 Scene 在添加时设置)
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* Set the add order of the system (set by Scene when adding)
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* @internal
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*/
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public set addOrder(value: number) {
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this._addOrder = value;
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}
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/**
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* 获取系统的启用状态
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*/
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public get enabled(): boolean {
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return this._enabled;
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}
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/**
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* 设置系统的启用状态
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*/
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public set enabled(value: boolean) {
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this._enabled = value;
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}
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/**
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* 获取系统名称
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*/
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public get systemName(): string {
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return this._systemName;
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}
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constructor(matcher?: Matcher) {
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this._updateOrder = 0;
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this._addOrder = 0;
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this._enabled = true;
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this._performanceMonitor = null;
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this._systemName = getSystemInstanceTypeName(this);
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this._initialized = false;
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this._matcher = matcher || Matcher.empty();
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this._eventListeners = [];
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this._scene = null;
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this._destroyed = false;
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this._entityIdMap = null;
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this._entityIdMapVersion = -1;
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// 初始化logger
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this.logger = createLogger(this.getLoggerName());
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this._entityCache = new EntityCache();
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// 初始化调度元数据(优先使用装饰器元数据)
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// Initialize scheduling metadata (prefer decorator metadata)
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const decoratorMeta = getSchedulingMetadata(this);
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this._schedulingMetadata = decoratorMeta
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? { ...decoratorMeta }
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: {
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stage: 'update',
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before: [],
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after: [],
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sets: []
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};
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}
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/**
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* 这个系统所属的场景
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*/
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public get scene(): Scene | null {
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return this._scene;
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}
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public set scene(value: Scene | null) {
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this._scene = value;
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// 同步更新 CommandBuffer 的场景引用
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// Sync CommandBuffer scene reference
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this.commands.setScene(value);
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}
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/**
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* 设置性能监控器
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*/
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public setPerformanceMonitor(monitor: PerformanceMonitor): void {
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this._performanceMonitor = monitor;
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}
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/**
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* 获取性能监控器
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*/
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private getPerformanceMonitor(): PerformanceMonitor {
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if (!this._performanceMonitor) {
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throw new Error(
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`${this._systemName}: PerformanceMonitor未注入,请确保在Core.create()之后再添加System到Scene`
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);
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}
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return this._performanceMonitor;
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}
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/**
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* 获取实体匹配器
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*/
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public get matcher(): Matcher {
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return this._matcher;
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}
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/**
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* 设置更新时序
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* @param order 更新时序
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*/
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public setUpdateOrder(order: number): void {
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if (this._updateOrder === order) return;
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this._updateOrder = order;
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this._scene?.markSystemsOrderDirty();
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}
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// ========================================================================
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// 调度配置方法 (Fluent API)
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// Scheduling configuration methods (Fluent API)
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// ========================================================================
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/**
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* 设置系统执行阶段
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* Set system execution stage
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*
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* @param stage 执行阶段 | Execution stage
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* @returns this (用于链式调用 | for chaining)
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*
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* @example
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* ```typescript
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* class MySystem extends EntitySystem {
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* constructor() {
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* super();
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* this.stage('preUpdate');
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* }
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* }
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* ```
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*/
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public stage(stage: SystemStage): this {
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this._schedulingMetadata.stage = stage;
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this._scene?.markSystemsOrderDirty();
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return this;
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}
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/**
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* 声明此系统在指定系统之前执行
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* Declare this system executes before specified systems
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*
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* @param systems 系统名称列表 | System names
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* @returns this (用于链式调用 | for chaining)
|
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*
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* @example
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* ```typescript
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* class MySystem extends EntitySystem {
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* constructor() {
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* super();
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* this.before('RenderSystem');
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* }
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* }
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* ```
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*/
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public before(...systems: string[]): this {
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this._schedulingMetadata.before.push(...systems);
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this._scene?.markSystemsOrderDirty();
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return this;
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}
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|
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/**
|
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* 声明此系统在指定系统之后执行
|
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* Declare this system executes after specified systems
|
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*
|
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* @param systems 系统名称列表(可使用 'set:' 前缀指定集合)| System names (use 'set:' prefix for sets)
|
||
* @returns this (用于链式调用 | for chaining)
|
||
*
|
||
* @example
|
||
* ```typescript
|
||
* class MySystem extends EntitySystem {
|
||
* constructor() {
|
||
* super();
|
||
* this.after('PhysicsSystem', 'set:CoreSystems');
|
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* }
|
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* }
|
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* ```
|
||
*/
|
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public after(...systems: string[]): this {
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this._schedulingMetadata.after.push(...systems);
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this._scene?.markSystemsOrderDirty();
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return this;
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||
}
|
||
|
||
/**
|
||
* 将系统加入指定集合
|
||
* Add system to specified sets
|
||
*
|
||
* @param sets 集合名称列表 | Set names
|
||
* @returns this (用于链式调用 | for chaining)
|
||
*
|
||
* @example
|
||
* ```typescript
|
||
* class MySystem extends EntitySystem {
|
||
* constructor() {
|
||
* super();
|
||
* this.inSet('PhysicsSystems');
|
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* }
|
||
* }
|
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* ```
|
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*/
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public inSet(...sets: string[]): this {
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this._schedulingMetadata.sets.push(...sets);
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this._scene?.markSystemsOrderDirty();
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return this;
|
||
}
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||
|
||
/**
|
||
* 获取系统的执行阶段
|
||
* Get system execution stage
|
||
*/
|
||
public getStage(): SystemStage {
|
||
return this._schedulingMetadata.stage;
|
||
}
|
||
|
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/**
|
||
* 获取系统应该在哪些系统之前执行
|
||
* Get systems that this system should execute before
|
||
*/
|
||
public getBefore(): readonly string[] {
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||
return this._schedulingMetadata.before;
|
||
}
|
||
|
||
/**
|
||
* 获取系统应该在哪些系统之后执行
|
||
* Get systems that this system should execute after
|
||
*/
|
||
public getAfter(): readonly string[] {
|
||
return this._schedulingMetadata.after;
|
||
}
|
||
|
||
/**
|
||
* 获取系统所属的集合
|
||
* Get sets that this system belongs to
|
||
*/
|
||
public getSets(): readonly string[] {
|
||
return this._schedulingMetadata.sets;
|
||
}
|
||
|
||
/**
|
||
* 系统初始化(框架调用)
|
||
*
|
||
* 在系统创建时调用。框架内部使用,用户不应直接调用。
|
||
*/
|
||
public initialize(): void {
|
||
// 防止重复初始化 | Prevent re-initialization
|
||
if (this._initialized) {
|
||
return;
|
||
}
|
||
|
||
this._initialized = true;
|
||
|
||
// 框架内部初始化:触发一次实体查询,以便正确跟踪现有实体
|
||
// Framework initialization: query entities once to track existing entities
|
||
if (this.scene) {
|
||
// 清理缓存确保初始化时重新查询 | Clear cache to ensure fresh query
|
||
this._entityCache.invalidate();
|
||
const entities = this.queryEntities();
|
||
|
||
// 初始化时对已存在的匹配实体触发 onAdded
|
||
// Trigger onAdded for existing matching entities during initialization
|
||
for (const entity of entities) {
|
||
this.onAdded(entity);
|
||
}
|
||
}
|
||
|
||
// 调用用户可重写的初始化方法 | Call user-overridable initialization method
|
||
this.onInitialize();
|
||
}
|
||
|
||
/**
|
||
* 系统初始化回调
|
||
*
|
||
* 子类可以重写此方法进行初始化操作。
|
||
*/
|
||
protected onInitialize(): void {
|
||
// 子类可以重写此方法进行初始化
|
||
}
|
||
|
||
/**
|
||
* 清除实体缓存(内部使用)
|
||
* 当Scene中的实体发生变化时调用
|
||
*/
|
||
public clearEntityCache(): void {
|
||
this._entityCache.invalidate();
|
||
}
|
||
|
||
/**
|
||
* 完全重置实体跟踪状态
|
||
* 清除所有缓存和跟踪的实体,强制下次 update 时重新扫描所有实体并触发 onAdded
|
||
* 用于场景重载/预览重置等场景
|
||
*/
|
||
public resetEntityTracking(): void {
|
||
this._entityCache.clearAll();
|
||
this._entityIdMap = null;
|
||
this._entityIdMapVersion = -1;
|
||
}
|
||
|
||
/**
|
||
* 重置系统状态
|
||
*
|
||
* 当系统从场景中移除时调用,重置初始化状态以便重新添加时能正确初始化。
|
||
*
|
||
* 注意:此方法由 Scene.removeEntityProcessor 调用,在 unregister(触发dispose)之后调用。
|
||
* dispose 已经调用了 onDestroy 并设置了 _destroyed 标志,所以这里不需要重置该标志。
|
||
* 重置 _destroyed 会违反服务容器的语义(dispose 后不应重用)。
|
||
*/
|
||
public reset(): void {
|
||
// 如果系统已经被销毁,不需要再次调用destroy
|
||
if (this._destroyed) {
|
||
return;
|
||
}
|
||
|
||
this.scene = null;
|
||
this._initialized = false;
|
||
this._entityCache.clearAll();
|
||
|
||
// 清理实体ID映射缓存
|
||
this._entityIdMap = null;
|
||
this._entityIdMapVersion = -1;
|
||
|
||
// 清理所有事件监听器并调用销毁回调
|
||
this.destroy();
|
||
}
|
||
|
||
/**
|
||
* 查询匹配的实体
|
||
*/
|
||
private queryEntities(): readonly Entity[] {
|
||
if (!this.scene?.querySystem || !this._matcher) {
|
||
return [];
|
||
}
|
||
|
||
const condition = this._matcher.getCondition();
|
||
const querySystem = this.scene.querySystem;
|
||
let currentEntities: readonly Entity[] = [];
|
||
|
||
// matchNothing 条件返回空数组(用于只需要生命周期方法的系统)
|
||
if (this._matcher.isNothing()) {
|
||
return [];
|
||
}
|
||
|
||
// 空条件返回所有实体
|
||
if (this._matcher.isEmpty()) {
|
||
currentEntities = querySystem.getAllEntities();
|
||
} else if (this.isSingleCondition(condition)) {
|
||
// 单一条件优化查询
|
||
currentEntities = this.executeSingleConditionQuery(condition, querySystem);
|
||
} else {
|
||
// 复合查询
|
||
currentEntities = this.executeComplexQuery(condition, querySystem);
|
||
}
|
||
|
||
// 检查实体变化并触发回调
|
||
this.updateEntityTracking(currentEntities);
|
||
|
||
return currentEntities;
|
||
}
|
||
|
||
/**
|
||
* 检查是否为单一条件查询
|
||
*
|
||
* 使用位运算优化多条件检测。将每种查询条件映射到不同的位:
|
||
* - all: 第0位 (1)
|
||
* - any: 第1位 (2)
|
||
* - none: 第2位 (4)
|
||
* - tag: 第3位 (8)
|
||
* - name: 第4位 (16)
|
||
* - component: 第5位 (32)
|
||
*/
|
||
private isSingleCondition(condition: QueryCondition): boolean {
|
||
// 使用位OR运算合并所有条件标记
|
||
const flags =
|
||
(condition.all.length > 0 ? 1 : 0) |
|
||
(condition.any.length > 0 ? 2 : 0) |
|
||
(condition.none.length > 0 ? 4 : 0) |
|
||
(condition.tag !== undefined ? 8 : 0) |
|
||
(condition.name !== undefined ? 16 : 0) |
|
||
(condition.component !== undefined ? 32 : 0);
|
||
|
||
// 位运算技巧:如果只有一个位被设置,则 flags & (flags - 1) == 0
|
||
// 例如:flags=4 (100), flags-1=3 (011), 4&3=0
|
||
// 但如果 flags=6 (110), flags-1=5 (101), 6&5=4≠0
|
||
return flags !== 0 && (flags & (flags - 1)) === 0;
|
||
}
|
||
|
||
/**
|
||
* 执行单一条件查询
|
||
*/
|
||
private executeSingleConditionQuery(condition: QueryCondition, querySystem: QuerySystem): readonly Entity[] {
|
||
// 按标签查询
|
||
if (condition.tag !== undefined) {
|
||
return querySystem.queryByTag(condition.tag).entities;
|
||
}
|
||
|
||
// 按名称查询
|
||
if (condition.name !== undefined) {
|
||
return querySystem.queryByName(condition.name).entities;
|
||
}
|
||
|
||
// 单组件查询
|
||
if (condition.component !== undefined) {
|
||
return querySystem.queryByComponent(condition.component).entities;
|
||
}
|
||
|
||
// 基础组件查询
|
||
if (condition.all.length > 0 && condition.any.length === 0 && condition.none.length === 0) {
|
||
return querySystem.queryAll(...condition.all).entities;
|
||
}
|
||
|
||
if (condition.all.length === 0 && condition.any.length > 0 && condition.none.length === 0) {
|
||
return querySystem.queryAny(...condition.any).entities;
|
||
}
|
||
|
||
if (condition.all.length === 0 && condition.any.length === 0 && condition.none.length > 0) {
|
||
return querySystem.queryNone(...condition.none).entities;
|
||
}
|
||
|
||
return [];
|
||
}
|
||
|
||
/**
|
||
* 执行复合查询
|
||
*/
|
||
private executeComplexQueryWithIdSets(condition: QueryCondition, querySystem: QuerySystem): readonly Entity[] {
|
||
let resultIds: Set<number> | null = null;
|
||
|
||
// 1. 应用标签条件作为基础集合
|
||
if (condition.tag !== undefined) {
|
||
const tagResult = querySystem.queryByTag(condition.tag);
|
||
resultIds = this.extractEntityIds(tagResult.entities);
|
||
}
|
||
|
||
// 2. 应用名称条件 (交集)
|
||
if (condition.name !== undefined) {
|
||
const nameIds = this.extractEntityIds(querySystem.queryByName(condition.name).entities);
|
||
resultIds = resultIds ? this.intersectIdSets(resultIds, nameIds) : nameIds;
|
||
}
|
||
|
||
// 3. 应用单组件条件 (交集)
|
||
if (condition.component !== undefined) {
|
||
const componentIds = this.extractEntityIds(querySystem.queryByComponent(condition.component).entities);
|
||
resultIds = resultIds ? this.intersectIdSets(resultIds, componentIds) : componentIds;
|
||
}
|
||
|
||
// 4. 应用all条件 (交集)
|
||
if (condition.all.length > 0) {
|
||
const allIds = this.extractEntityIds(querySystem.queryAll(...condition.all).entities);
|
||
resultIds = resultIds ? this.intersectIdSets(resultIds, allIds) : allIds;
|
||
}
|
||
|
||
// 5. 应用any条件 (交集)
|
||
if (condition.any.length > 0) {
|
||
const anyIds = this.extractEntityIds(querySystem.queryAny(...condition.any).entities);
|
||
resultIds = resultIds ? this.intersectIdSets(resultIds, anyIds) : anyIds;
|
||
}
|
||
|
||
// 6. 应用none条件 (差集)
|
||
if (condition.none.length > 0) {
|
||
if (!resultIds) {
|
||
resultIds = this.extractEntityIds(querySystem.getAllEntities());
|
||
}
|
||
|
||
const noneResult = querySystem.queryAny(...condition.none);
|
||
const noneIds = this.extractEntityIds(noneResult.entities);
|
||
resultIds = this.differenceIdSets(resultIds, noneIds);
|
||
}
|
||
|
||
return resultIds ? this.idSetToEntityArray(resultIds, querySystem.getAllEntities()) : [];
|
||
}
|
||
|
||
/**
|
||
* 提取实体ID集合
|
||
*/
|
||
private extractEntityIds(entities: readonly Entity[]): Set<number> {
|
||
const len = entities.length;
|
||
const idSet = new Set<number>();
|
||
|
||
for (let i = 0; i < len; i = (i + 1) | 0) {
|
||
idSet.add(entities[i]!.id | 0);
|
||
}
|
||
return idSet;
|
||
}
|
||
|
||
/**
|
||
* ID集合交集运算
|
||
*/
|
||
private intersectIdSets(setA: Set<number>, setB: Set<number>): Set<number> {
|
||
let smaller: Set<number>, larger: Set<number>;
|
||
|
||
if (setA.size <= setB.size) {
|
||
smaller = setA;
|
||
larger = setB;
|
||
} else {
|
||
smaller = setB;
|
||
larger = setA;
|
||
}
|
||
|
||
const result = new Set<number>();
|
||
|
||
for (const id of smaller) {
|
||
if (larger.has(id)) {
|
||
result.add(id);
|
||
}
|
||
}
|
||
|
||
return result;
|
||
}
|
||
|
||
/**
|
||
* ID集合差集运算
|
||
*/
|
||
private differenceIdSets(setA: Set<number>, setB: Set<number>): Set<number> {
|
||
const result = new Set<number>();
|
||
|
||
for (const id of setA) {
|
||
if (!setB.has(id)) {
|
||
result.add(id);
|
||
}
|
||
}
|
||
|
||
return result;
|
||
}
|
||
|
||
/**
|
||
* 获取或构建实体ID映射
|
||
*/
|
||
private getEntityIdMap(allEntities: readonly Entity[]): Map<number, Entity> {
|
||
const currentVersion = this.scene?.querySystem?.version ?? 0;
|
||
if (this._entityIdMap !== null && this._entityIdMapVersion === currentVersion) {
|
||
return this._entityIdMap;
|
||
}
|
||
|
||
return this.rebuildEntityIdMap(allEntities, currentVersion);
|
||
}
|
||
|
||
/**
|
||
* 重建实体ID映射
|
||
*/
|
||
private rebuildEntityIdMap(allEntities: readonly Entity[], version: number): Map<number, Entity> {
|
||
let entityMap = this._entityIdMap;
|
||
|
||
if (!entityMap) {
|
||
entityMap = new Map<number, Entity>();
|
||
} else {
|
||
entityMap.clear();
|
||
}
|
||
|
||
const len = allEntities.length;
|
||
for (let i = 0; i < len; i = (i + 1) | 0) {
|
||
const entity = allEntities[i]!;
|
||
entityMap.set(entity.id | 0, entity);
|
||
}
|
||
|
||
this._entityIdMap = entityMap;
|
||
this._entityIdMapVersion = version;
|
||
|
||
return entityMap;
|
||
}
|
||
|
||
/**
|
||
* 从ID集合构建Entity数组
|
||
*/
|
||
private idSetToEntityArray(idSet: Set<number>, allEntities: readonly Entity[]): readonly Entity[] {
|
||
const entityMap = this.getEntityIdMap(allEntities);
|
||
|
||
const size = idSet.size;
|
||
const result = new Array<Entity>(size);
|
||
let index = 0;
|
||
|
||
for (const id of idSet) {
|
||
const entity = entityMap.get(id);
|
||
if (entity !== undefined) {
|
||
result[index] = entity;
|
||
index = (index + 1) | 0;
|
||
}
|
||
}
|
||
|
||
if (index < size) {
|
||
result.length = index;
|
||
}
|
||
|
||
return result;
|
||
}
|
||
|
||
/**
|
||
* 执行复合查询
|
||
*
|
||
* 使用基于ID集合的单次扫描算法进行复杂查询
|
||
*/
|
||
private executeComplexQuery(condition: QueryCondition, querySystem: QuerySystem): readonly Entity[] {
|
||
return this.executeComplexQueryWithIdSets(condition, querySystem);
|
||
}
|
||
|
||
/**
|
||
* 更新系统
|
||
*/
|
||
public update(): void {
|
||
if (!this._enabled || !this.onCheckProcessing()) {
|
||
return;
|
||
}
|
||
|
||
const monitor = this.getPerformanceMonitor();
|
||
const startTime = monitor.startMonitoring(this._systemName);
|
||
let entityCount = 0;
|
||
|
||
try {
|
||
this.onBegin();
|
||
// 查询实体并存储到帧缓存中
|
||
// ReactiveQuery.getEntities() 返回的是安全快照,只在实体变化时才创建新数组
|
||
// ReactiveQuery.getEntities() returns a safe snapshot, only creates new array when entities change
|
||
const entities = this.queryEntities();
|
||
this._entityCache.setFrame(entities);
|
||
entityCount = entities.length;
|
||
|
||
this.process(entities);
|
||
} finally {
|
||
monitor.endMonitoring(this._systemName, startTime, entityCount);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 后期更新系统
|
||
*/
|
||
public lateUpdate(): void {
|
||
if (!this._enabled || !this.onCheckProcessing()) {
|
||
return;
|
||
}
|
||
|
||
const monitor = this.getPerformanceMonitor();
|
||
const startTime = monitor.startMonitoring(`${this._systemName}_Late`);
|
||
let entityCount = 0;
|
||
|
||
try {
|
||
// 重新查询实体以获取最新列表
|
||
// 在 update 和 lateUpdate 之间可能有新组件被添加(事件驱动设计)
|
||
// Re-query entities to get the latest list
|
||
// New components may have been added between update and lateUpdate (event-driven design)
|
||
// ReactiveQuery.getEntities() 返回的是安全快照,只在实体变化时才创建新数组
|
||
const entities = this.queryEntities();
|
||
this._entityCache.setFrame(entities);
|
||
entityCount = entities.length;
|
||
this.lateProcess(entities);
|
||
this.onEnd();
|
||
} finally {
|
||
monitor.endMonitoring(`${this._systemName}_Late`, startTime, entityCount);
|
||
// 清理帧缓存
|
||
this._entityCache.clearFrame();
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 执行命令缓冲区中的所有延迟命令
|
||
* Flush all deferred commands in the command buffer
|
||
*
|
||
* 由 Scene 在帧末自动调用。
|
||
* Called automatically by Scene at end of frame.
|
||
*
|
||
* @returns 执行的命令数量 | Number of commands executed
|
||
*/
|
||
public flushCommands(): number {
|
||
return this.commands.flush();
|
||
}
|
||
|
||
/**
|
||
* 在系统处理开始前调用
|
||
*
|
||
* 子类可以重写此方法进行预处理操作。
|
||
*/
|
||
protected onBegin(): void {
|
||
// 子类可以重写此方法
|
||
}
|
||
|
||
/**
|
||
* 处理实体列表
|
||
*
|
||
* 系统的核心逻辑,子类必须实现此方法来定义具体的处理逻辑。
|
||
*
|
||
* @param entities 要处理的实体列表
|
||
*/
|
||
protected process(_entities: readonly Entity[]): void {
|
||
// 子类必须实现此方法
|
||
}
|
||
|
||
/**
|
||
* 后期处理实体列表
|
||
*
|
||
* 在主要处理逻辑之后执行,子类可以重写此方法。
|
||
*
|
||
* @param entities 要处理的实体列表
|
||
*/
|
||
protected lateProcess(_entities: readonly Entity[]): void {
|
||
// 子类可以重写此方法
|
||
}
|
||
|
||
/**
|
||
* 系统处理完毕后调用
|
||
*
|
||
* 子类可以重写此方法进行后处理操作。
|
||
*/
|
||
protected onEnd(): void {
|
||
// 子类可以重写此方法
|
||
}
|
||
|
||
/**
|
||
* 检查系统是否需要处理
|
||
*
|
||
* 在启用系统时有用,但仅偶尔需要处理。
|
||
* 这只影响处理,不影响事件或订阅列表。
|
||
*
|
||
* @returns 如果系统应该处理,则为true,如果不处理则为false
|
||
*/
|
||
protected onCheckProcessing(): boolean {
|
||
return true;
|
||
}
|
||
|
||
/**
|
||
* 获取系统的性能数据
|
||
*
|
||
* @returns 性能数据或undefined
|
||
*/
|
||
public getPerformanceData() {
|
||
return this.getPerformanceMonitor().getSystemData(this._systemName);
|
||
}
|
||
|
||
/**
|
||
* 获取系统的性能统计
|
||
*
|
||
* @returns 性能统计或undefined
|
||
*/
|
||
public getPerformanceStats() {
|
||
return this.getPerformanceMonitor().getSystemStats(this._systemName);
|
||
}
|
||
|
||
/**
|
||
* 重置系统的性能数据
|
||
*/
|
||
public resetPerformanceData(): void {
|
||
this.getPerformanceMonitor().resetSystem(this._systemName);
|
||
}
|
||
|
||
/**
|
||
* 获取系统信息的字符串表示
|
||
*
|
||
* @returns 系统信息字符串
|
||
*/
|
||
public toString(): string {
|
||
const entityCount = this.entities.length;
|
||
const perfData = this.getPerformanceData();
|
||
const perfInfo = perfData ? ` (${perfData.executionTime.toFixed(2)}ms)` : '';
|
||
|
||
return `${this._systemName}[${entityCount} entities]${perfInfo}`;
|
||
}
|
||
|
||
/**
|
||
* 检查实体是否匹配当前系统的查询条件
|
||
* Check if an entity matches this system's query condition
|
||
*
|
||
* @param entity 要检查的实体 / The entity to check
|
||
* @returns 是否匹配 / Whether the entity matches
|
||
*/
|
||
public matchesEntity(entity: Entity): boolean {
|
||
if (!this._matcher) {
|
||
return false;
|
||
}
|
||
|
||
// nothing 匹配器不匹配任何实体
|
||
if (this._matcher.isNothing()) {
|
||
return false;
|
||
}
|
||
|
||
// 空匹配器匹配所有实体
|
||
if (this._matcher.isEmpty()) {
|
||
return true;
|
||
}
|
||
|
||
const condition = this._matcher.getCondition();
|
||
|
||
// 检查 all 条件
|
||
for (const componentType of condition.all) {
|
||
if (!entity.hasComponent(componentType)) {
|
||
return false;
|
||
}
|
||
}
|
||
|
||
// 检查 any 条件
|
||
if (condition.any.length > 0) {
|
||
let hasAny = false;
|
||
for (const componentType of condition.any) {
|
||
if (entity.hasComponent(componentType)) {
|
||
hasAny = true;
|
||
break;
|
||
}
|
||
}
|
||
if (!hasAny) {
|
||
return false;
|
||
}
|
||
}
|
||
|
||
// 检查 none 条件
|
||
for (const componentType of condition.none) {
|
||
if (entity.hasComponent(componentType)) {
|
||
return false;
|
||
}
|
||
}
|
||
|
||
// 检查 tag 条件
|
||
if (condition.tag !== undefined && entity.tag !== condition.tag) {
|
||
return false;
|
||
}
|
||
|
||
// 检查 name 条件
|
||
if (condition.name !== undefined && entity.name !== condition.name) {
|
||
return false;
|
||
}
|
||
|
||
// 检查单组件条件
|
||
if (condition.component !== undefined && !entity.hasComponent(condition.component)) {
|
||
return false;
|
||
}
|
||
|
||
return true;
|
||
}
|
||
|
||
/**
|
||
* 检查实体是否正在被此系统跟踪
|
||
* Check if an entity is being tracked by this system
|
||
*
|
||
* @param entity 要检查的实体 / The entity to check
|
||
* @returns 是否正在跟踪 / Whether the entity is being tracked
|
||
*/
|
||
public isTracking(entity: Entity): boolean {
|
||
return this._entityCache.isTracked(entity);
|
||
}
|
||
|
||
/**
|
||
* 当实体的组件发生变化时由 Scene 调用
|
||
*
|
||
* 立即检查实体是否匹配并触发 onAdded/onRemoved 回调。
|
||
* 这是事件驱动设计的核心:组件变化时立即通知相关系统。
|
||
*
|
||
* Called by Scene when an entity's components change.
|
||
* Immediately checks if the entity matches and triggers onAdded/onRemoved callbacks.
|
||
* This is the core of event-driven design: notify relevant systems immediately when components change.
|
||
*
|
||
* @param entity 组件发生变化的实体 / The entity whose components changed
|
||
* @internal 由 Scene.notifyEntityComponentChanged 调用 / Called by Scene.notifyEntityComponentChanged
|
||
*/
|
||
public handleEntityComponentChanged(entity: Entity): void {
|
||
if (!this._matcher || !this._enabled) {
|
||
return;
|
||
}
|
||
|
||
const wasTracked = this._entityCache.isTracked(entity);
|
||
const nowMatches = this.matchesEntity(entity);
|
||
|
||
if (!wasTracked && nowMatches) {
|
||
// 新匹配:添加跟踪并触发 onAdded | New match: add tracking and trigger onAdded
|
||
this._entityCache.addTracked(entity);
|
||
this._entityCache.invalidate();
|
||
this.onAdded(entity);
|
||
} else if (wasTracked && !nowMatches) {
|
||
// 不再匹配:移除跟踪并触发 onRemoved | No longer matches: remove tracking and trigger onRemoved
|
||
this._entityCache.removeTracked(entity);
|
||
this._entityCache.invalidate();
|
||
this.onRemoved(entity);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 更新实体跟踪,检查新增和移除的实体
|
||
*
|
||
* 由于采用了事件驱动设计,运行时的 onAdded/onRemoved 已在 handleEntityComponentChanged 中
|
||
* 立即触发。此方法不再触发回调,只同步跟踪状态。
|
||
*
|
||
* With event-driven design, runtime onAdded/onRemoved are triggered immediately in
|
||
* handleEntityComponentChanged. This method no longer triggers callbacks, only syncs tracking state.
|
||
*/
|
||
private updateEntityTracking(currentEntities: readonly Entity[]): void {
|
||
const currentSet = new Set(currentEntities);
|
||
let hasChanged = false;
|
||
|
||
// 检查新增的实体 | Check for newly added entities
|
||
for (const entity of currentEntities) {
|
||
if (!this._entityCache.isTracked(entity)) {
|
||
this._entityCache.addTracked(entity);
|
||
hasChanged = true;
|
||
}
|
||
}
|
||
|
||
// 检查移除的实体 | Check for removed entities
|
||
for (const entity of this._entityCache.getTracked()) {
|
||
if (!currentSet.has(entity)) {
|
||
this._entityCache.removeTracked(entity);
|
||
hasChanged = true;
|
||
}
|
||
}
|
||
|
||
// 如果实体发生了变化,使缓存失效 | If entities changed, invalidate cache
|
||
if (hasChanged) {
|
||
this._entityCache.invalidate();
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 当实体被添加到系统时调用
|
||
*
|
||
* 子类可以重写此方法来处理实体添加事件。
|
||
*
|
||
* @param entity 被添加的实体
|
||
*/
|
||
protected onAdded(_entity: Entity): void {
|
||
// 子类可以重写此方法
|
||
}
|
||
|
||
/**
|
||
* 当实体从系统中移除时调用
|
||
*
|
||
* 子类可以重写此方法来处理实体移除事件。
|
||
*
|
||
* @param entity 被移除的实体
|
||
*/
|
||
protected onRemoved(_entity: Entity): void {
|
||
// 子类可以重写此方法
|
||
}
|
||
|
||
/**
|
||
* 释放系统资源
|
||
*
|
||
* 实现IService接口要求的dispose方法。
|
||
* 当系统从Scene中移除或Scene销毁时调用。
|
||
*
|
||
* 默认行为:
|
||
* - 移除所有事件监听器
|
||
* - 调用 onDestroy 回调(仅首次)
|
||
* - 清空所有缓存
|
||
* - 重置初始化状态
|
||
*
|
||
* 子类可以重写此方法来清理自定义资源,但应该调用super.dispose()。
|
||
*/
|
||
public dispose(): void {
|
||
// 防止重复销毁
|
||
if (this._destroyed) {
|
||
return;
|
||
}
|
||
|
||
// 移除所有事件监听器
|
||
this.cleanupManualEventListeners();
|
||
|
||
// 调用用户销毁回调
|
||
this.onDestroy();
|
||
|
||
// 清空所有缓存
|
||
this._entityCache.clearAll();
|
||
this._entityIdMap = null;
|
||
|
||
// 清理命令缓冲区
|
||
// Clear command buffer
|
||
this.commands.dispose();
|
||
|
||
// 重置状态
|
||
this._initialized = false;
|
||
this._scene = null;
|
||
this._destroyed = true;
|
||
|
||
this.logger.debug(`System ${this._systemName} disposed`);
|
||
}
|
||
|
||
/**
|
||
* 添加事件监听器
|
||
*
|
||
* 推荐使用此方法而不是直接调用eventSystem.on(),
|
||
* 这样可以确保系统移除时自动清理监听器,避免内存泄漏。
|
||
*
|
||
* @param eventType 事件类型
|
||
* @param handler 事件处理函数
|
||
* @param config 监听器配置
|
||
* @returns 监听器引用ID,可用于手动移除监听器
|
||
*/
|
||
protected addEventListener<T>(
|
||
eventType: string,
|
||
handler: EventHandler<T>,
|
||
config?: EventListenerConfig
|
||
): string | null {
|
||
if (!this.scene?.eventSystem) {
|
||
this.logger.warn(`${this.systemName}: 无法添加事件监听器,scene.eventSystem 不可用`);
|
||
return null;
|
||
}
|
||
|
||
const listenerRef = this.scene.eventSystem.on(eventType, handler, config);
|
||
|
||
// 跟踪监听器以便后续清理
|
||
if (listenerRef) {
|
||
this._eventListeners.push({
|
||
eventSystem: this.scene.eventSystem,
|
||
eventType,
|
||
listenerRef
|
||
});
|
||
}
|
||
|
||
return listenerRef;
|
||
}
|
||
|
||
/**
|
||
* 移除特定的事件监听器
|
||
*
|
||
* @param eventType 事件类型
|
||
* @param listenerRef 监听器引用ID(由 addEventListener 返回)
|
||
*/
|
||
protected removeEventListener(eventType: string, listenerRef: string): void {
|
||
const listenerIndex = this._eventListeners.findIndex(
|
||
(listener) => listener.eventType === eventType && listener.listenerRef === listenerRef
|
||
);
|
||
|
||
if (listenerIndex >= 0) {
|
||
const listener = this._eventListeners[listenerIndex];
|
||
if (!listener) return;
|
||
|
||
// 从事件系统中移除
|
||
listener.eventSystem.off(eventType, listener.listenerRef);
|
||
|
||
// 从跟踪列表中移除
|
||
this._eventListeners.splice(listenerIndex, 1);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 清理手动添加的事件监听器
|
||
*/
|
||
private cleanupManualEventListeners(): void {
|
||
for (const listener of this._eventListeners) {
|
||
try {
|
||
listener.eventSystem.off(listener.eventType, listener.listenerRef);
|
||
} catch (error) {
|
||
this.logger.warn(`${this.systemName}: 移除事件监听器失败 "${listener.eventType}"`, error);
|
||
}
|
||
}
|
||
|
||
// 清空跟踪列表
|
||
this._eventListeners.length = 0;
|
||
}
|
||
|
||
/**
|
||
* 框架内部销毁方法
|
||
* 由框架调用,处理系统的完整销毁流程
|
||
*/
|
||
public destroy(): void {
|
||
// 防止重复销毁
|
||
if (this._destroyed) {
|
||
return;
|
||
}
|
||
|
||
this.cleanupManualEventListeners();
|
||
this._destroyed = true;
|
||
this.onDestroy();
|
||
}
|
||
|
||
/**
|
||
* 获取Logger名称
|
||
* 默认返回类的构造函数名称, 子类可以重写此方法来自定义logger名称
|
||
*/
|
||
protected getLoggerName(): string {
|
||
return getSystemInstanceTypeName(this);
|
||
}
|
||
|
||
/**
|
||
* 用户销毁回调
|
||
*
|
||
* 当系统从场景中移除时调用,子类可以重写此方法进行清理操作。
|
||
* 注意:事件监听器会被框架自动清理,无需手动处理。
|
||
*/
|
||
protected onDestroy(): void {
|
||
// 子类可以重写此方法进行清理操作
|
||
}
|
||
|
||
/**
|
||
* 类型安全地获取单个组件
|
||
*
|
||
* 相比Entity.getComponent,此方法保证返回非空值,
|
||
* 如果组件不存在会抛出错误而不是返回null
|
||
*
|
||
* @param entity 实体
|
||
* @param componentType 组件类型
|
||
* @returns 组件实例(保证非空)
|
||
* @throws 如果组件不存在则抛出错误
|
||
*
|
||
* @example
|
||
* ```typescript
|
||
* protected process(entities: readonly Entity[]): void {
|
||
* for (const entity of entities) {
|
||
* const transform = this.requireComponent(entity, Transform);
|
||
* // transform 保证非空,类型为 Transform
|
||
* }
|
||
* }
|
||
* ```
|
||
*/
|
||
protected requireComponent<T extends ComponentConstructor>(entity: Entity, componentType: T): ComponentInstance<T> {
|
||
const component = entity.getComponent(componentType);
|
||
if (!component) {
|
||
throw new Error(`Component ${componentType.name} not found on entity ${entity.name} in ${this.systemName}`);
|
||
}
|
||
return component as ComponentInstance<T>;
|
||
}
|
||
|
||
/**
|
||
* 批量获取实体的所有必需组件
|
||
*
|
||
* 根据泛型参数TComponents推断返回类型,
|
||
* 返回一个元组,包含所有组件实例
|
||
*
|
||
* @param entity 实体
|
||
* @param components 组件类型数组
|
||
* @returns 组件实例元组
|
||
*
|
||
* @example
|
||
* ```typescript
|
||
* class MySystem extends EntitySystem<[typeof Position, typeof Velocity]> {
|
||
* protected process(entities: readonly Entity[]): void {
|
||
* for (const entity of entities) {
|
||
* const [pos, vel] = this.getComponents(entity, Position, Velocity);
|
||
* // pos: Position, vel: Velocity (自动类型推断)
|
||
* pos.x += vel.x;
|
||
* }
|
||
* }
|
||
* }
|
||
* ```
|
||
*/
|
||
protected getComponents<T extends readonly ComponentConstructor[]>(
|
||
entity: Entity,
|
||
...components: T
|
||
): { [K in keyof T]: ComponentInstance<T[K]> } {
|
||
return components.map((type) => this.requireComponent(entity, type)) as {
|
||
[K in keyof T]: ComponentInstance<T[K]>;
|
||
};
|
||
}
|
||
|
||
/**
|
||
* 遍历实体并处理每个实体
|
||
*
|
||
* 提供更简洁的语法糖,避免手动遍历
|
||
*
|
||
* @param entities 实体列表
|
||
* @param processor 处理函数
|
||
*
|
||
* @example
|
||
* ```typescript
|
||
* protected process(entities: readonly Entity[]): void {
|
||
* this.forEach(entities, (entity) => {
|
||
* const transform = this.requireComponent(entity, Transform);
|
||
* transform.position.y -= 9.8 * Time.deltaTime;
|
||
* });
|
||
* }
|
||
* ```
|
||
*/
|
||
protected forEach(entities: readonly Entity[], processor: (entity: Entity, index: number) => void): void {
|
||
for (let i = 0; i < entities.length; i++) {
|
||
processor(entities[i]!, i);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 过滤实体
|
||
*
|
||
* @param entities 实体列表
|
||
* @param predicate 过滤条件
|
||
* @returns 过滤后的实体数组
|
||
*
|
||
* @example
|
||
* ```typescript
|
||
* protected process(entities: readonly Entity[]): void {
|
||
* const activeEntities = this.filterEntities(entities, (entity) => {
|
||
* const health = this.requireComponent(entity, Health);
|
||
* return health.value > 0;
|
||
* });
|
||
* }
|
||
* ```
|
||
*/
|
||
protected filterEntities(
|
||
entities: readonly Entity[],
|
||
predicate: (entity: Entity, index: number) => boolean
|
||
): Entity[] {
|
||
return Array.from(entities).filter(predicate);
|
||
}
|
||
|
||
/**
|
||
* 映射实体到另一种类型
|
||
*
|
||
* @param entities 实体列表
|
||
* @param mapper 映射函数
|
||
* @returns 映射后的结果数组
|
||
*
|
||
* @example
|
||
* ```typescript
|
||
* protected process(entities: readonly Entity[]): void {
|
||
* const positions = this.mapEntities(entities, (entity) => {
|
||
* const transform = this.requireComponent(entity, Transform);
|
||
* return transform.position;
|
||
* });
|
||
* }
|
||
* ```
|
||
*/
|
||
protected mapEntities<R>(entities: readonly Entity[], mapper: (entity: Entity, index: number) => R): R[] {
|
||
return Array.from(entities).map(mapper);
|
||
}
|
||
|
||
/**
|
||
* 查找第一个满足条件的实体
|
||
*
|
||
* @param entities 实体列表
|
||
* @param predicate 查找条件
|
||
* @returns 第一个满足条件的实体,或undefined
|
||
*
|
||
* @example
|
||
* ```typescript
|
||
* protected process(entities: readonly Entity[]): void {
|
||
* const player = this.findEntity(entities, (entity) =>
|
||
* entity.hasComponent(PlayerTag)
|
||
* );
|
||
* }
|
||
* ```
|
||
*/
|
||
protected findEntity(
|
||
entities: readonly Entity[],
|
||
predicate: (entity: Entity, index: number) => boolean
|
||
): Entity | undefined {
|
||
for (let i = 0; i < entities.length; i++) {
|
||
if (predicate(entities[i]!, i)) {
|
||
return entities[i];
|
||
}
|
||
}
|
||
return undefined;
|
||
}
|
||
|
||
/**
|
||
* 检查是否存在满足条件的实体
|
||
*
|
||
* @param entities 实体列表
|
||
* @param predicate 检查条件
|
||
* @returns 是否存在满足条件的实体
|
||
*
|
||
* @example
|
||
* ```typescript
|
||
* protected process(entities: readonly Entity[]): void {
|
||
* const hasLowHealth = this.someEntity(entities, (entity) => {
|
||
* const health = this.requireComponent(entity, Health);
|
||
* return health.value < 20;
|
||
* });
|
||
* }
|
||
* ```
|
||
*/
|
||
protected someEntity(entities: readonly Entity[], predicate: (entity: Entity, index: number) => boolean): boolean {
|
||
for (let i = 0; i < entities.length; i++) {
|
||
if (predicate(entities[i]!, i)) {
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
}
|
||
|
||
/**
|
||
* 检查是否所有实体都满足条件
|
||
*
|
||
* @param entities 实体列表
|
||
* @param predicate 检查条件
|
||
* @returns 是否所有实体都满足条件
|
||
*
|
||
* @example
|
||
* ```typescript
|
||
* protected process(entities: readonly Entity[]): void {
|
||
* const allHealthy = this.everyEntity(entities, (entity) => {
|
||
* const health = this.requireComponent(entity, Health);
|
||
* return health.value > 50;
|
||
* });
|
||
* }
|
||
* ```
|
||
*/
|
||
protected everyEntity(entities: readonly Entity[], predicate: (entity: Entity, index: number) => boolean): boolean {
|
||
for (let i = 0; i < entities.length; i++) {
|
||
if (!predicate(entities[i]!, i)) {
|
||
return false;
|
||
}
|
||
}
|
||
return true;
|
||
}
|
||
|
||
// ========================================================================
|
||
// 变更检测方法 (Change Detection Methods)
|
||
// ========================================================================
|
||
|
||
/**
|
||
* 获取上次处理的 epoch 检查点
|
||
* Get the last processed epoch checkpoint
|
||
*
|
||
* @returns 上次处理完成时的 epoch | Epoch when last processing completed
|
||
*/
|
||
protected get lastProcessEpoch(): number {
|
||
return this._lastProcessEpoch;
|
||
}
|
||
|
||
/**
|
||
* 获取当前 epoch
|
||
* Get the current epoch
|
||
*
|
||
* @returns 当前的 epoch 值,如果 scene 不可用则返回 0 | Current epoch value, or 0 if scene unavailable
|
||
*/
|
||
protected get currentEpoch(): number {
|
||
return this._scene?.epochManager?.current ?? 0;
|
||
}
|
||
|
||
/**
|
||
* 保存当前 epoch 作为检查点
|
||
* Save current epoch as checkpoint
|
||
*
|
||
* 调用此方法后,下次 forEachChanged 将只处理此时间点之后变更的组件。
|
||
* After calling this, next forEachChanged will only process components changed after this point.
|
||
*/
|
||
protected saveEpoch(): void {
|
||
this._lastProcessEpoch = this.currentEpoch;
|
||
}
|
||
|
||
/**
|
||
* 遍历有变更组件的实体
|
||
* Iterate entities with changed components
|
||
*
|
||
* 只处理自上次 saveEpoch() 或指定 epoch 以来组件发生变更的实体。
|
||
* 处理完成后自动更新 lastProcessEpoch。
|
||
*
|
||
* Only processes entities whose components changed since last saveEpoch() or specified epoch.
|
||
* Automatically updates lastProcessEpoch after processing.
|
||
*
|
||
* @param entities 实体列表 | Entity list
|
||
* @param componentTypes 要检查变更的组件类型 | Component types to check for changes
|
||
* @param processor 处理函数 | Processor function
|
||
* @param sinceEpoch 可选的起始 epoch,默认使用 lastProcessEpoch | Optional starting epoch, defaults to lastProcessEpoch
|
||
*
|
||
* @example
|
||
* ```typescript
|
||
* protected process(entities: readonly Entity[]): void {
|
||
* // 只处理 Velocity 组件发生变更的实体
|
||
* this.forEachChanged(entities, [Velocity], (entity) => {
|
||
* const vel = this.requireComponent(entity, Velocity);
|
||
* // 只有 velocity 改变时才重新计算
|
||
* this.updatePhysics(entity, vel);
|
||
* });
|
||
* }
|
||
* ```
|
||
*/
|
||
protected forEachChanged<T extends ComponentConstructor[]>(
|
||
entities: readonly Entity[],
|
||
componentTypes: T,
|
||
processor: (entity: Entity, index: number) => void,
|
||
sinceEpoch?: number
|
||
): void {
|
||
const checkEpoch = sinceEpoch ?? this._lastProcessEpoch;
|
||
|
||
for (let i = 0; i < entities.length; i++) {
|
||
const entity = entities[i]!;
|
||
let hasChanged = false;
|
||
|
||
// 检查任意指定组件是否发生变更
|
||
// Check if any specified component has changed
|
||
for (const componentType of componentTypes) {
|
||
const component = entity.getComponent(componentType);
|
||
if (component && component.lastWriteEpoch > checkEpoch) {
|
||
hasChanged = true;
|
||
break;
|
||
}
|
||
}
|
||
|
||
if (hasChanged) {
|
||
processor(entity, i);
|
||
}
|
||
}
|
||
|
||
// 自动更新检查点
|
||
// Automatically update checkpoint
|
||
this._lastProcessEpoch = this.currentEpoch;
|
||
}
|
||
|
||
/**
|
||
* 过滤出有变更组件的实体
|
||
* Filter entities with changed components
|
||
*
|
||
* @param entities 实体列表 | Entity list
|
||
* @param componentTypes 要检查变更的组件类型 | Component types to check for changes
|
||
* @param sinceEpoch 可选的起始 epoch | Optional starting epoch
|
||
* @returns 有变更的实体数组 | Array of entities with changes
|
||
*
|
||
* @example
|
||
* ```typescript
|
||
* protected process(entities: readonly Entity[]): void {
|
||
* const changedEntities = this.filterChanged(entities, [Position, Velocity]);
|
||
* for (const entity of changedEntities) {
|
||
* // 处理位置或速度变化的实体
|
||
* }
|
||
* this.saveEpoch();
|
||
* }
|
||
* ```
|
||
*/
|
||
protected filterChanged<T extends ComponentConstructor[]>(
|
||
entities: readonly Entity[],
|
||
componentTypes: T,
|
||
sinceEpoch?: number
|
||
): Entity[] {
|
||
const checkEpoch = sinceEpoch ?? this._lastProcessEpoch;
|
||
const result: Entity[] = [];
|
||
|
||
for (let i = 0; i < entities.length; i++) {
|
||
const entity = entities[i]!;
|
||
|
||
for (const componentType of componentTypes) {
|
||
const component = entity.getComponent(componentType);
|
||
if (component && component.lastWriteEpoch > checkEpoch) {
|
||
result.push(entity);
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
return result;
|
||
}
|
||
|
||
/**
|
||
* 检查实体的指定组件是否发生变更
|
||
* Check if entity's specified components have changed
|
||
*
|
||
* @param entity 实体 | Entity
|
||
* @param componentTypes 要检查的组件类型 | Component types to check
|
||
* @param sinceEpoch 可选的起始 epoch | Optional starting epoch
|
||
* @returns 是否有变更 | Whether there are changes
|
||
*/
|
||
protected hasChanged<T extends ComponentConstructor[]>(
|
||
entity: Entity,
|
||
componentTypes: T,
|
||
sinceEpoch?: number
|
||
): boolean {
|
||
const checkEpoch = sinceEpoch ?? this._lastProcessEpoch;
|
||
|
||
for (const componentType of componentTypes) {
|
||
const component = entity.getComponent(componentType);
|
||
if (component && component.lastWriteEpoch > checkEpoch) {
|
||
return true;
|
||
}
|
||
}
|
||
|
||
return false;
|
||
}
|
||
}
|