feat: add deferred structural mutations and entity iterators

Implement deferred structural mutations (AddComponent, RemoveComponent,
DestroyEntity) to allow safe modification of the world during
iteration.

Additionally, introduce a new `EntityIterator` API providing zero-
allocation `ref struct` iterators (`Select<T1>`, `Select<T1, T2>`, etc.)
to support manual iteration with early-exit capabilities.

As part of these changes, component access via `GetComponent<T>` during
iteration now automatically marks components as modified.
This commit is contained in:
2026-07-18 21:22:23 +08:00
parent 9aa2a71257
commit f1eddc75ae
5 changed files with 467 additions and 79 deletions
@@ -20,20 +20,20 @@ public struct PlaceMarkCommand : ICommand
if (state.Status != GameStatus.Playing)
return;
// Copy to locals so the lambda in ForEach can capture them
// (this is a struct, so `this` cannot be captured directly).
int row = Row;
int col = Col;
// Find the cell entity at (Row, Col) that has no Mark.
// Use the iterator API with early-exit via break.
var query = world.Query().With<Cell>().Without<Mark>().Build();
Entity? target = null;
world.ForEach(query, (Entity entity, ref Cell cell) =>
using var iter = world.Select<Cell>(query);
while (iter.MoveNext())
{
if (cell.Row == row && cell.Col == col)
target = entity;
});
if (iter.Current1.Row == Row && iter.Current1.Col == Col)
{
target = iter.CurrentEntity;
break;
}
}
if (target == null)
return; // Cell already occupied or invalid position.
+6 -4
View File
@@ -24,12 +24,14 @@ public class RenderSystem : ISystem
for (int c = 0; c < 3; c++)
grid[r, c] = '.';
// Fill in placed marks.
// Fill in placed marks using the iterator API.
var markQuery = world.Query().With<Cell>().With<Mark>().Build();
world.ForEach(markQuery, (Entity entity, ref Cell cell, ref Mark mark) =>
using var markIter = world.Select<Cell, Mark>(markQuery);
while (markIter.MoveNext())
{
grid[cell.Row, cell.Col] = mark.Player == Player.X ? 'X' : 'O';
});
grid[markIter.Current1.Row, markIter.Current1.Col] =
markIter.Current2.Player == Player.X ? 'X' : 'O';
}
Console.WriteLine();
Console.WriteLine(" Tic-Tac-Toe");
+5 -4
View File
@@ -22,13 +22,14 @@ public class WinCheckSystem : ISystem
if (state.Status != GameStatus.Playing)
return;
// Build a 3×3 grid of marks.
// Build a 3×3 grid of marks using the iterator API.
var grid = new Player[3, 3];
world.ForEach(Query, (Entity entity, ref Cell cell, ref Mark mark) =>
using var iter = world.Select<Cell, Mark>(Query);
while (iter.MoveNext())
{
grid[cell.Row, cell.Col] = mark.Player;
});
grid[iter.Current1.Row, iter.Current1.Col] = iter.Current2.Player;
}
// Check rows.
for (int r = 0; r < 3; r++)