feat: initialize OECS project structure
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)
This commit is contained in:
@@ -0,0 +1,338 @@
|
||||
# API Surface: OECS
|
||||
|
||||
This document describes the public API surface of the OECS library. It serves
|
||||
as a contract for implementation and a reference for consumers.
|
||||
|
||||
All types reside in the `OECS` namespace unless otherwise noted.
|
||||
|
||||
---
|
||||
|
||||
## Entity
|
||||
|
||||
```csharp
|
||||
namespace OECS;
|
||||
|
||||
public readonly struct Entity : IEquatable<Entity>
|
||||
{
|
||||
public static Entity Null { get; } // ID=0, Version=0
|
||||
public uint Id { get; } // 24-bit identifier
|
||||
public uint Version { get; } // 8-bit generation
|
||||
public bool IsNull { get; } // true for Entity.Null
|
||||
|
||||
public bool Equals(Entity other);
|
||||
public override bool Equals(object? obj);
|
||||
public override int GetHashCode();
|
||||
public override string ToString(); // "Entity(42:v3)"
|
||||
public static bool operator ==(Entity left, Entity right);
|
||||
public static bool operator !=(Entity left, Entity right);
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## World
|
||||
|
||||
```csharp
|
||||
namespace OECS;
|
||||
|
||||
public class World : IDisposable
|
||||
{
|
||||
// --- Lifecycle ---
|
||||
public World();
|
||||
|
||||
// --- Entity Management ---
|
||||
public Entity CreateEntity();
|
||||
public void DestroyEntity(Entity entity);
|
||||
public bool IsAlive(Entity entity);
|
||||
|
||||
// --- Component Management ---
|
||||
public void AddComponent<T>(Entity entity, T component) where T : struct;
|
||||
public void RemoveComponent<T>(Entity entity) where T : struct;
|
||||
public ref T GetComponent<T>(Entity entity) where T : struct;
|
||||
public bool HasComponent<T>(Entity entity) where T : struct;
|
||||
|
||||
// --- Singleton ---
|
||||
public void SetSingleton<T>(T component) where T : struct;
|
||||
public ref T GetSingleton<T>() where T : struct;
|
||||
public bool HasSingleton<T>() where T : struct;
|
||||
public void RemoveSingleton<T>() where T : struct;
|
||||
|
||||
// --- Queries ---
|
||||
public QueryBuilder Query();
|
||||
|
||||
// --- Query Execution ---
|
||||
public void ForEach<T1>(
|
||||
QueryDescriptor query,
|
||||
Action<Entity, ref T1> action) where T1 : struct;
|
||||
|
||||
// Overloads for 2–6 component types:
|
||||
public void ForEach<T1, T2>(QueryDescriptor, Action<Entity, ref T1, ref T2>)
|
||||
where T1 : struct where T2 : struct;
|
||||
// ... up to T6
|
||||
|
||||
// --- Commands ---
|
||||
public CommandQueue Commands { get; }
|
||||
public void ExecuteCommands();
|
||||
|
||||
// --- Reactivity ---
|
||||
public void MarkModified<T>(Entity entity) where T : struct;
|
||||
public void PostChanges();
|
||||
|
||||
public IObservable<EntityChange> ObserveEntityChanges();
|
||||
public IObservable<EntityChange> ObserveComponentChanges<T>()
|
||||
where T : struct;
|
||||
public IObservable<EntityChange> ObserveQuery(QueryDescriptor query);
|
||||
|
||||
// --- Relationships ---
|
||||
public IReadOnlyCollection<Entity> GetSources<T>(Entity target)
|
||||
where T : struct, IRelationship;
|
||||
|
||||
// --- Cleanup ---
|
||||
public void Dispose();
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## QueryBuilder
|
||||
|
||||
```csharp
|
||||
namespace OECS;
|
||||
|
||||
public class QueryBuilder
|
||||
{
|
||||
public QueryBuilder With<T>() where T : struct;
|
||||
public QueryBuilder Without<T>() where T : struct;
|
||||
public QueryDescriptor Build();
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## QueryDescriptor
|
||||
|
||||
```csharp
|
||||
namespace OECS;
|
||||
|
||||
public class QueryDescriptor
|
||||
{
|
||||
public IReadOnlySet<Type> With { get; }
|
||||
public IReadOnlySet<Type> Without { get; }
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## ISystem
|
||||
|
||||
```csharp
|
||||
namespace OECS;
|
||||
|
||||
public interface ISystem
|
||||
{
|
||||
QueryDescriptor Query { get; }
|
||||
void Run(World world);
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## ITickedSystem
|
||||
|
||||
```csharp
|
||||
namespace OECS;
|
||||
|
||||
public interface ITickedSystem : ISystem
|
||||
{
|
||||
void Run(World world, Tick tick);
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Tick
|
||||
|
||||
```csharp
|
||||
namespace OECS;
|
||||
|
||||
public readonly struct Tick
|
||||
{
|
||||
public TickType Type { get; }
|
||||
public float DeltaTime { get; }
|
||||
|
||||
public static Tick Timed(float deltaTime);
|
||||
public static Tick Logical();
|
||||
}
|
||||
|
||||
public enum TickType
|
||||
{
|
||||
Timed,
|
||||
Logical
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## SystemGroup
|
||||
|
||||
```csharp
|
||||
namespace OECS;
|
||||
|
||||
public class SystemGroup
|
||||
{
|
||||
public void Add(ISystem system);
|
||||
public void Remove(ISystem system);
|
||||
public void RunTimed(float deltaTime);
|
||||
public void RunLogical();
|
||||
public int Count { get; }
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## ICommand
|
||||
|
||||
```csharp
|
||||
namespace OECS;
|
||||
|
||||
public interface ICommand
|
||||
{
|
||||
void Execute(World world);
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## CommandQueue
|
||||
|
||||
```csharp
|
||||
namespace OECS;
|
||||
|
||||
public class CommandQueue
|
||||
{
|
||||
public void Enqueue<T>(T command) where T : struct, ICommand;
|
||||
public void ExecuteAll(World world);
|
||||
public int Count { get; }
|
||||
public IReadOnlyList<Exception> Errors { get; }
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## IRelationship
|
||||
|
||||
```csharp
|
||||
namespace OECS;
|
||||
|
||||
public interface IRelationship
|
||||
{
|
||||
Entity Source { get; }
|
||||
Entity Target { get; }
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## EntityChange
|
||||
|
||||
```csharp
|
||||
namespace OECS;
|
||||
|
||||
public readonly struct EntityChange
|
||||
{
|
||||
public Entity Entity { get; }
|
||||
public ChangeKind Kind { get; }
|
||||
public Type? ComponentType { get; } // null for entity-level changes
|
||||
}
|
||||
|
||||
public enum ChangeKind
|
||||
{
|
||||
EntityAdded,
|
||||
EntityRemoved,
|
||||
ComponentAdded,
|
||||
ComponentRemoved,
|
||||
ComponentModified
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Usage Example
|
||||
|
||||
```csharp
|
||||
using OECS;
|
||||
using R3;
|
||||
|
||||
// Define components
|
||||
[MessagePackObject]
|
||||
public struct Position : IMessagePackSerializationCallbackReceiver
|
||||
{
|
||||
[Key(0)] public float X;
|
||||
[Key(1)] public float Y;
|
||||
}
|
||||
|
||||
[MessagePackObject]
|
||||
public struct Velocity
|
||||
{
|
||||
[Key(0)] public float X;
|
||||
[Key(1)] public float Y;
|
||||
}
|
||||
|
||||
// Define a system
|
||||
public class MovementSystem : ITickedSystem
|
||||
{
|
||||
public QueryDescriptor Query { get; }
|
||||
|
||||
public MovementSystem(World world)
|
||||
{
|
||||
Query = world.Query()
|
||||
.With<Position>()
|
||||
.With<Velocity>()
|
||||
.Build();
|
||||
}
|
||||
|
||||
public void Run(World world, Tick tick)
|
||||
{
|
||||
float dt = tick.DeltaTime;
|
||||
|
||||
world.ForEach(Query, (Entity entity, ref Position pos, ref Velocity vel) =>
|
||||
{
|
||||
pos.X += vel.X * dt;
|
||||
pos.Y += vel.Y * dt;
|
||||
world.MarkModified<Position>(entity);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// Wire it up
|
||||
var world = new World();
|
||||
var group = new SystemGroup();
|
||||
group.Add(new MovementSystem(world));
|
||||
|
||||
// Observe changes
|
||||
world.ObserveComponentChanges<Position>()
|
||||
.Subscribe(change => Console.WriteLine($"{change.Entity} moved"))
|
||||
.AddTo(disposables);
|
||||
|
||||
// Create entities
|
||||
var player = world.CreateEntity();
|
||||
world.AddComponent(player, new Position { X = 0, Y = 0 });
|
||||
world.AddComponent(player, new Velocity { X = 1, Y = 0 });
|
||||
|
||||
// Run a tick
|
||||
group.RunTimed(0.016f); // ~60 FPS
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Internal Types (not part of public API)
|
||||
|
||||
These types are implementation details and may change without notice:
|
||||
|
||||
| Type | Purpose |
|
||||
|---|---|
|
||||
| `SparseSet<T>` | Dense/sparse array pair for component storage. |
|
||||
| `ComponentStore` | Registry of `SparseSet<T>` instances by type. |
|
||||
| `ChangeBuffer` | Accumulates `EntityChange` during system run, posts to R3 subjects. |
|
||||
| `RelationshipIndex` | Reverse lookup from target entity to source entities. |
|
||||
| `EntityAllocator` | Free-list + bump allocator for entity IDs. |
|
||||
@@ -0,0 +1,336 @@
|
||||
# Architecture Decisions: OECS
|
||||
|
||||
This document records the key architectural decisions made during the design of
|
||||
OECS, with the rationale behind each one. It serves as a reference for
|
||||
contributors and a guardrail against accidental complexity.
|
||||
|
||||
---
|
||||
|
||||
## ADR-001: Sparse Sets over Archetypes
|
||||
|
||||
**Status:** Accepted
|
||||
|
||||
**Context:** The ECS needs to store components and support iteration. The two
|
||||
dominant patterns are archetypes (entities grouped by exact component
|
||||
signature) and sparse sets (one dense array per component type).
|
||||
|
||||
**Decision:** Use sparse sets.
|
||||
|
||||
**Rationale:**
|
||||
|
||||
- The design prioritizes cheap add/remove operations because reactivity is a
|
||||
first-class concern. Sparse sets have O(1) add/remove via swap-remove.
|
||||
- Archetypes require moving an entity to a new archetype when its component
|
||||
signature changes. This complicates change tracking — you must detect the
|
||||
move and emit events.
|
||||
- Sparse sets have worse cache locality for multi-component queries (you probe
|
||||
multiple arrays), but for an observable-first ECS targeting UI workflows,
|
||||
query throughput is not the bottleneck.
|
||||
- Sparse sets are simpler to implement and reason about.
|
||||
|
||||
**Consequences:**
|
||||
|
||||
- Multi-component queries probe N sparse sets. The smallest set drives
|
||||
iteration to minimize probes.
|
||||
- Memory overhead: one `sparse` array per component type, sized to max entity
|
||||
ID. Acceptable for the expected entity counts (tens of thousands, not
|
||||
millions).
|
||||
|
||||
---
|
||||
|
||||
## ADR-002: 32-bit Entity with Version Bits
|
||||
|
||||
**Status:** Accepted
|
||||
|
||||
**Context:** Entities need to be cheap to copy, comparable, and safe against
|
||||
use-after-free (accessing a recycled entity ID).
|
||||
|
||||
**Decision:** `readonly struct Entity` wrapping a `uint`. Upper 24 bits are the
|
||||
ID, lower 8 bits are the version.
|
||||
|
||||
**Rationale:**
|
||||
|
||||
- 24-bit ID space supports ~16.7 million simultaneously alive entities. More
|
||||
than enough for observable-first use cases (UI entities, game objects in a
|
||||
typical scene).
|
||||
- 8-bit version allows 256 generations before an ID wraps. With a free list,
|
||||
hot IDs are recycled quickly, making version collisions unlikely.
|
||||
- 32-bit struct is 4 bytes — fits in a register, zero heap allocations.
|
||||
- `Entity.Null` = `0` (ID=0, version=0). ID 0 is never allocated, so this is
|
||||
a natural sentinel.
|
||||
|
||||
**Alternatives considered:**
|
||||
|
||||
- `ulong` (64-bit): More headroom but 2× memory in every array and struct that
|
||||
references an entity. Overkill for the target scale.
|
||||
- `Guid`: Heap-allocated when boxed, 16 bytes, not comparable by ref. Rejected
|
||||
for performance and ergonomics.
|
||||
|
||||
**Consequences:**
|
||||
|
||||
- `World` must track the current version per ID slot (a `byte[]` parallel to
|
||||
the free list).
|
||||
- Entity equality checks both ID and version.
|
||||
|
||||
---
|
||||
|
||||
## ADR-003: Explicit Query Iteration over Auto-Injection
|
||||
|
||||
**Status:** Accepted
|
||||
|
||||
**Context:** Systems need to iterate entities matching a component signature.
|
||||
Two API styles exist: auto-injection (the framework calls the system with the
|
||||
right components) and explicit iteration (the system calls `ForEach`).
|
||||
|
||||
**Decision:** Use explicit iteration via `world.ForEach(query, action)`.
|
||||
|
||||
**Rationale:**
|
||||
|
||||
- Auto-injection hides the iteration cost. A system that looks like a simple
|
||||
method is actually O(N) — this is surprising.
|
||||
- Explicit iteration makes the performance model visible. The system author
|
||||
sees the `ForEach` call and understands they're iterating.
|
||||
- Auto-injection requires either code generation or reflection to match
|
||||
parameters to component types. Explicit iteration uses generics, which are
|
||||
resolved at compile time.
|
||||
- Explicit iteration is more flexible: a system can run multiple queries, or
|
||||
conditionally skip iteration.
|
||||
|
||||
**Consequences:**
|
||||
|
||||
- Slightly more verbose system code. Acceptable tradeoff for clarity.
|
||||
- No source generators or reflection needed for system dispatch.
|
||||
|
||||
---
|
||||
|
||||
## ADR-004: Registration Order for System Execution
|
||||
|
||||
**Status:** Accepted
|
||||
|
||||
**Context:** Systems need a defined execution order. Options include
|
||||
registration order, explicit dependency declarations, and stage-based
|
||||
grouping.
|
||||
|
||||
**Decision:** Registration order determines execution order. No dependency
|
||||
graph.
|
||||
|
||||
**Rationale:**
|
||||
|
||||
- Registration order is the simplest model that works. It's predictable and
|
||||
requires no additional API surface.
|
||||
- For the target use case (observable ECS for UI-heavy applications), the
|
||||
number of systems is typically small (< 50). Manual ordering is manageable
|
||||
at this scale.
|
||||
- Dependency graphs add complexity (cycle detection, topological sort) without
|
||||
proportional benefit at this scale.
|
||||
- If needed later, `Before()`/`After()` constraints can be added to
|
||||
`SystemGroup` without breaking existing code.
|
||||
|
||||
**Consequences:**
|
||||
|
||||
- System authors must be mindful of registration order.
|
||||
- `SystemGroup` is a simple ordered list, not a graph.
|
||||
|
||||
---
|
||||
|
||||
## ADR-005: Manual Marking for Component Modifications
|
||||
|
||||
**Status:** Accepted
|
||||
|
||||
**Context:** The reactivity system needs to know when a component value changes
|
||||
so it can notify observers. Structural changes (add/remove) are detectable, but
|
||||
in-place mutations via `ref T` are not.
|
||||
|
||||
**Decision:** Require explicit `world.MarkModified<T>(entity)` calls after
|
||||
mutating a component. Provide a debug-mode warning when a `ref T` is obtained
|
||||
but never marked.
|
||||
|
||||
**Rationale:**
|
||||
|
||||
- C# structs returned by `ref` have no built-in change detection. Wrapping them
|
||||
in a property-change-notifying container would break `ref` semantics and add
|
||||
overhead.
|
||||
- Auto-detection via `IEquatable<T>` comparison is possible but expensive:
|
||||
every component would be compared every tick, even if unchanged.
|
||||
- Manual marking puts the cost on the author, where it belongs. The debug
|
||||
warning catches the most common mistake (forgetting to mark).
|
||||
|
||||
**Alternatives considered:**
|
||||
|
||||
- **Dirty flag on every component:** Requires a wrapper struct, breaks `ref`
|
||||
returns, adds per-component memory overhead.
|
||||
- **Hash-based change detection:** Compute hash on write, compare on post.
|
||||
Expensive for large components, false positives on hash collisions.
|
||||
- **Copy-on-write:** Store previous value, compare on post. Doubles memory for
|
||||
all components.
|
||||
|
||||
**Consequences:**
|
||||
|
||||
- System authors must remember to call `MarkModified`. The debug warning
|
||||
mitigates this.
|
||||
- No per-component memory or CPU overhead for change detection.
|
||||
|
||||
---
|
||||
|
||||
## ADR-006: Deferred Change Posting
|
||||
|
||||
**Status:** Accepted
|
||||
|
||||
**Context:** Changes made during a system's `Run` need to be communicated to
|
||||
observers. Posting immediately would interleave observer callbacks with system
|
||||
logic, leading to reentrancy bugs.
|
||||
|
||||
**Decision:** Accumulate changes during `Run`, post them after `Run` completes.
|
||||
Post once more after the full tick.
|
||||
|
||||
**Rationale:**
|
||||
|
||||
- Prevents observers from seeing partially-updated state mid-system.
|
||||
- Allows batching: multiple changes to the same entity/component are collapsed
|
||||
into one notification.
|
||||
- Matches the mental model of "the tick is the atomic unit of work."
|
||||
|
||||
**Consequences:**
|
||||
|
||||
- Observers always see state after a complete system or tick, never during.
|
||||
- If an observer needs to react mid-tick, they must split their logic into
|
||||
multiple systems.
|
||||
|
||||
---
|
||||
|
||||
## ADR-007: R3 for Reactivity
|
||||
|
||||
**Status:** Accepted
|
||||
|
||||
**Context:** The ECS needs a reactive programming library for observable
|
||||
queries and change subscriptions.
|
||||
|
||||
**Decision:** Use [R3](https://github.com/Cysharp/R3).
|
||||
|
||||
**Rationale:**
|
||||
|
||||
- R3 is the de facto standard for reactive programming in modern .NET (the
|
||||
successor to UniRx).
|
||||
- It's actively maintained by Cysharp (same author as MessagePack-CSharp).
|
||||
- Zero-allocation observables, `IObservable<T>` compatible, `AddTo` for
|
||||
lifecycle management.
|
||||
- First-party support for `IDisposable` subscription handles — natural fit for
|
||||
UI lifecycle binding.
|
||||
|
||||
**Alternatives considered:**
|
||||
|
||||
- **System.Reactive (Rx.NET):** Heavier, more allocation-heavy, less
|
||||
game-dev-friendly.
|
||||
- **Custom event system:** Reinventing the wheel. R3 provides operators
|
||||
(Where, Select, Throttle) for free.
|
||||
|
||||
**Consequences:**
|
||||
|
||||
- Dependency on R3. Acceptable — it's the same ecosystem as MessagePack.
|
||||
- Subscribers use standard Rx patterns (`Subscribe`, `AddTo`).
|
||||
|
||||
---
|
||||
|
||||
## ADR-008: Commands as Serializable Structs
|
||||
|
||||
**Status:** Accepted
|
||||
|
||||
**Context:** The design calls for a command queue where commands are
|
||||
serializable and executed deferred.
|
||||
|
||||
**Decision:** Commands are `[MessagePackObject]` structs implementing
|
||||
`ICommand`. They live in a `CommandQueue`, not in ECS sparse sets.
|
||||
|
||||
**Rationale:**
|
||||
|
||||
- Structs avoid heap allocations per command.
|
||||
- MessagePack serialization enables networking, replay, and save/load of
|
||||
command streams.
|
||||
- Separation from ECS state: commands are transient actions, not persistent
|
||||
data. Mixing them into sparse sets would blur this distinction.
|
||||
|
||||
**Consequences:**
|
||||
|
||||
- Commands cannot be queried like components. This is intentional.
|
||||
- `ICommand` interface on a struct causes boxing if passed as `ICommand`.
|
||||
Mitigation: `CommandQueue.Enqueue<T>(T command) where T : struct, ICommand`
|
||||
uses constrained generics to avoid boxing. Internal storage still boxes
|
||||
(heterogeneous queue), but the enqueue path is allocation-free.
|
||||
|
||||
---
|
||||
|
||||
## ADR-009: Singleton as Reserved Entity
|
||||
|
||||
**Status:** Accepted
|
||||
|
||||
**Context:** Singletons (global state like `Time`, `Config`, `InputState`) need
|
||||
a home in the ECS.
|
||||
|
||||
**Decision:** Reserve entity ID `1` as the singleton entity. Provide
|
||||
convenience accessors (`SetSingleton<T>`, `GetSingleton<T>`). Exclude from
|
||||
normal queries.
|
||||
|
||||
**Rationale:**
|
||||
|
||||
- Reuses existing component storage — no separate dictionary or global
|
||||
variables.
|
||||
- Query exclusion prevents accidental iteration over singleton data in entity
|
||||
queries.
|
||||
- Simpler than a separate "resource" system (as in Bevy). One concept (entity +
|
||||
components) covers both entities and singletons.
|
||||
|
||||
**Consequences:**
|
||||
|
||||
- Entity ID `1` is permanently reserved.
|
||||
- `DestroyEntity` on the singleton entity is a no-op or throws.
|
||||
|
||||
---
|
||||
|
||||
## ADR-010: Single-Threaded by Default
|
||||
|
||||
**Status:** Accepted
|
||||
|
||||
**Context:** Should systems run in parallel? Should component access be
|
||||
thread-safe?
|
||||
|
||||
**Decision:** Single-threaded execution. No locks, no `ConcurrentDictionary`,
|
||||
no parallel scheduling.
|
||||
|
||||
**Rationale:**
|
||||
|
||||
- The target use case (observable ECS for UI) is inherently single-threaded.
|
||||
UI frameworks require main-thread access.
|
||||
- Parallel system execution adds significant complexity: dependency analysis,
|
||||
component access arbitration, synchronization.
|
||||
- If needed later, systems can declare read/write access sets for automatic
|
||||
parallel scheduling. This is an additive change.
|
||||
|
||||
**Consequences:**
|
||||
|
||||
- All systems run sequentially on the calling thread.
|
||||
- No thread-safety guarantees. Calling `World` methods from multiple threads is
|
||||
undefined behavior.
|
||||
- Simpler implementation, easier debugging.
|
||||
|
||||
---
|
||||
|
||||
## ADR-011: .NET 8 Target
|
||||
|
||||
**Status:** Accepted
|
||||
|
||||
**Context:** The library needs a target framework.
|
||||
|
||||
**Decision:** Target `net8.0` (LTS).
|
||||
|
||||
**Rationale:**
|
||||
|
||||
- .NET 8 is the current LTS release with support through November 2026.
|
||||
- `ref struct` improvements, generic math, and performance enhancements over
|
||||
.NET 6/7.
|
||||
- R3 and MessagePack both support .NET 8.
|
||||
- No need for .NET 9 preview features.
|
||||
|
||||
**Consequences:**
|
||||
|
||||
- Consumers must be on .NET 8 or later.
|
||||
- Can use `ref` returns, `readonly struct`, and other modern C# features.
|
||||
@@ -0,0 +1,527 @@
|
||||
# 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 1–6 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 5–6)
|
||||
|
||||
**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.
|
||||
Reference in New Issue
Block a user