feat: implement game saving and loading in TicTacToe
- Add serialization support to `World`, `EntityAllocator`, and `SparseSet` - Implement `SaveGame` and `LoadGame` functionality in the TicTacToe example - Add ability to resume a game from a saved state - Implement auto-save after every move in the game loop
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@ -38,9 +38,9 @@ public struct PlaceMarkCommand : ICommand
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if (target == null)
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return; // Cell already occupied or invalid position.
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// Place the mark.
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// Place the mark. ComponentAdded is sufficient — MarkModified
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// is only needed when mutating an existing component via GetComponent<T>.
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world.AddComponent(target.Value, new Mark { Player = state.CurrentPlayer });
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world.MarkModified<Mark>(target.Value);
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// Advance turn.
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state.MoveCount++;
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@ -5,58 +5,47 @@ namespace TicTacToe;
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public static class Program
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{
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private static readonly string SavePath = Path.Combine(
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AppContext.BaseDirectory, "save.bin");
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public static void Main()
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{
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var world = new World();
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// ── Setup reactivity logging ──────────────────────────────────
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//
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// Each subscription appends to a shared log buffer. The log is
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// printed after the board render so Console.Clear() doesn't wipe it.
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var reactivityLog = new List<string>();
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SetupReactivityLogging(world, reactivityLog);
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// 1. Log every entity-level change (creates, destroys).
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world.ObserveEntityChanges().Subscribe(change =>
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// ── Try to load a saved game ──────────────────────────────────
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bool loaded = false;
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if (File.Exists(SavePath))
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{
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if (change.ComponentType != null) return;
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reactivityLog.Add($"[react] {change}");
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});
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Console.Write("Saved game found. Load it? (y/n): ");
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if (Console.ReadLine()?.Trim().ToLower() == "y")
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{
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using var stream = File.OpenRead(SavePath);
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WorldSerializer.Load(world, stream);
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loaded = true;
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Console.WriteLine("Game loaded!");
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Console.WriteLine();
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}
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}
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// 2. Log every Mark component change (placed on a cell).
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world.ObserveComponentChanges<Mark>().Subscribe(change =>
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// ── Load fresh board from CSV (if not loaded) ─────────────────
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if (!loaded)
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{
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reactivityLog.Add($"[react] {change}");
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});
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var csvPath = Path.Combine(AppContext.BaseDirectory, "Data", "board.csv");
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CsvLoader.LoadCells(world, csvPath);
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world.PostChanges();
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// 3. Log every GameState singleton change.
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world.ObserveComponentChanges<GameState>().Subscribe(change =>
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{
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reactivityLog.Add($"[react] {change}");
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});
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// 4. Log changes matching a query: cells that have a Mark.
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var markedQuery = world.Query().With<Cell>().With<Mark>().Build();
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world.ObserveQuery(markedQuery).Subscribe(change =>
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{
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reactivityLog.Add($"[react:query] {change}");
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});
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// ── Load initial state from CSV ───────────────────────────────
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var csvPath = Path.Combine(AppContext.BaseDirectory, "Data", "board.csv");
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CsvLoader.LoadCells(world, csvPath);
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world.PostChanges(); // flush entity-created notifications
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// ── Initialize singleton ──────────────────────────────────────
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world.SetSingleton(new GameState
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{
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CurrentPlayer = Player.X,
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Status = GameStatus.Playing,
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MoveCount = 0
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});
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world.PostChanges();
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world.SetSingleton(new GameState
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{
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CurrentPlayer = Player.X,
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Status = GameStatus.Playing,
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MoveCount = 0
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});
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world.PostChanges();
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}
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// ── Wire up systems ───────────────────────────────────────────
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@ -66,7 +55,6 @@ public static class Program
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// ── Game loop ─────────────────────────────────────────────────
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// Initial render.
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group.RunLogical();
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PrintReactivityLog(reactivityLog);
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@ -80,12 +68,20 @@ public static class Program
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if (string.IsNullOrWhiteSpace(input))
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continue;
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// "save" command.
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if (input.Trim().ToLower() == "save")
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{
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SaveGame(world);
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Console.WriteLine(" Game saved.");
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continue;
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}
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var parts = input.Trim().Split(' ', StringSplitOptions.RemoveEmptyEntries);
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if (parts.Length != 2 ||
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!int.TryParse(parts[0], out var row) ||
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!int.TryParse(parts[1], out var col))
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{
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Console.WriteLine(" Invalid input. Try \"1 2\".");
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Console.WriteLine(" Invalid input. Try \"1 2\" or \"save\".");
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continue;
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}
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@ -98,6 +94,9 @@ public static class Program
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world.Commands.Enqueue(new PlaceMarkCommand { Row = row, Col = col });
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group.RunLogical();
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PrintReactivityLog(reactivityLog);
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// Auto-save after every move.
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SaveGame(world);
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}
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// ── Final state ───────────────────────────────────────────────
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@ -105,6 +104,41 @@ public static class Program
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Console.WriteLine();
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Console.WriteLine("=== Game over ===");
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PrintReactivityLog(reactivityLog);
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// Clean up save file on game over.
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if (File.Exists(SavePath))
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File.Delete(SavePath);
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}
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private static void SaveGame(World world)
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{
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using var stream = File.Create(SavePath);
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WorldSerializer.Save(world, stream);
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}
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private static void SetupReactivityLogging(World world, List<string> log)
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{
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world.ObserveEntityChanges().Subscribe(change =>
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{
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if (change.ComponentType != null) return;
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log.Add($"[react] {change}");
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});
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world.ObserveComponentChanges<Mark>().Subscribe(change =>
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{
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log.Add($"[react] {change}");
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});
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world.ObserveComponentChanges<GameState>().Subscribe(change =>
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{
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log.Add($"[react] {change}");
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});
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var markedQuery = world.Query().With<Cell>().With<Mark>().Build();
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world.ObserveQuery(markedQuery).Subscribe(change =>
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{
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log.Add($"[react:query] {change}");
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});
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}
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private static void PrintReactivityLog(List<string> log)
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@ -73,6 +73,20 @@ internal class EntityAllocator
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_versions[singleton.Id] = (byte)singleton.Version;
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}
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/// <summary>
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/// Reserves a specific entity ID and version for deserialization.
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/// Advances <see cref="_nextId"/> past the reserved ID so future
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/// allocations don't collide.
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/// </summary>
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public void Reserve(Entity entity)
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{
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uint id = entity.Id;
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EnsureCapacity(id);
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_versions[id] = (byte)entity.Version;
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if (id >= _nextId)
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_nextId = id + 1;
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}
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/// <summary>
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/// Returns true if the entity's version matches the current version for its ID.
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/// </summary>
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@ -11,6 +11,18 @@ internal interface ISparseSet
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void Remove(Entity entity);
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bool Contains(Entity entity);
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int Count { get; }
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/// <summary>
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/// Returns the dense entity array (first <see cref="Count"/> elements are valid).
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/// Used by serialization to enumerate entities without knowing the component type.
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/// </summary>
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Entity[] GetDenseEntities();
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/// <summary>
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/// Returns the component at the given dense index as an object.
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/// Used by serialization to extract component values.
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/// </summary>
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object GetComponentAt(int denseIndex);
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}
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/// <summary>
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@ -171,6 +183,10 @@ internal class SparseSet<T> : ISparseSet where T : struct
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_count = 0;
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}
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Entity[] ISparseSet.GetDenseEntities() => _denseEntities;
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object ISparseSet.GetComponentAt(int denseIndex) => _dense[denseIndex]!;
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private void EnsureSparseCapacity(uint entityId)
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{
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if (entityId >= (uint)_sparse.Length)
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@ -54,6 +54,18 @@ public class World : IDisposable
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return entity;
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}
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/// <summary>
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/// Creates an entity with a specific handle. Used during deserialization
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/// to restore entities with their original IDs and versions.
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/// Does NOT mark an EntityAdded change (caller is responsible for
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/// posting changes after the full load).
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/// </summary>
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internal Entity CreateEntity(Entity handle)
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{
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_allocator.Reserve(handle);
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return handle;
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}
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/// <summary>
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/// Destroys an entity, removing all its components and recycling its ID.
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///
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