653 lines
18 KiB
Markdown
653 lines
18 KiB
Markdown
# 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` (C# 12)
|
||
- Dependencies: `MessagePack` (serialization), `R3` (reactivity)
|
||
- Output: `OECS.dll`
|
||
- Source generator: `OECS.SourceGen.dll` (component registry for serialization)
|
||
|
||
---
|
||
|
||
## Phase 1 — Core Foundation (Week 1)
|
||
|
||
**Goal:** Create/destroy entities, add/remove components, iterate sparse sets.
|
||
|
||
### 1.1 Project Scaffold
|
||
|
||
```
|
||
OECS.sln
|
||
├── OECS/OECS.csproj
|
||
├── OECS.SourceGen/OECS.SourceGen.csproj
|
||
├── OECS.Tests/OECS.Tests.csproj
|
||
├── Game.Blackjack/Blackjack.csproj
|
||
├── Game.Blackjack.Tests/Game.Blackjack.Tests.csproj
|
||
└── Game.TicTacToe/...
|
||
```
|
||
|
||
- `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)`
|
||
- `T Read<T>(Entity)` — copy without auto-mark
|
||
- `bool TryGet<T>(Entity, out T)`
|
||
- `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;
|
||
T ReadComponent<T>(Entity entity) where T : struct;
|
||
bool TryGetComponent<T>(Entity entity, out T value) 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
|
||
{
|
||
IReadOnlySet<Type> With { get; }
|
||
IReadOnlySet<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 two iteration styles:
|
||
|
||
**ForEach callbacks** (1–6 component types):
|
||
```csharp
|
||
void ForEach<T1, T2>(QueryDescriptor query, ForEachAction<T1, T2> action);
|
||
```
|
||
|
||
**Ref struct iterators** via `EntityIterator.Select<T>()` extensions (1–3 component types):
|
||
```csharp
|
||
using var iter = world.Select<Position, Velocity>(query);
|
||
while (iter.MoveNext()) { ... }
|
||
```
|
||
|
||
Both accept an optional `QueryDescriptor`. When omitted, all entities with
|
||
the given component types are iterated (no `Without` filter).
|
||
|
||
The smallest "with" sparse set is used as the driver; other sets are probed
|
||
for membership. The singleton entity (ID 1) is always skipped.
|
||
|
||
### 2.4 ISystem
|
||
|
||
```
|
||
interface ISystem
|
||
{
|
||
void Run(World world);
|
||
}
|
||
```
|
||
|
||
Systems do **not** declare a query on the interface. Instead, they either
|
||
read singletons directly or build queries internally and iterate with
|
||
`ForEach` / `Select`. This keeps the interface minimal and gives systems
|
||
full flexibility.
|
||
|
||
**Why no auto-injection?** The explicit API makes the iteration cost
|
||
visible and avoids the need for source generators or reflection for
|
||
system dispatch.
|
||
|
||
### 2.5 ITickedSystem
|
||
|
||
```
|
||
interface ITickedSystem : ISystem
|
||
{
|
||
void Run(World world, Tick tick);
|
||
}
|
||
```
|
||
|
||
Systems that need tick metadata (delta time or logical tick marker)
|
||
implement this. Both `Run` overloads must be implemented; `SystemGroup`
|
||
dispatches to the appropriate one at runtime.
|
||
|
||
### 2.6 System Registration & Ordering
|
||
|
||
```
|
||
class SystemGroup
|
||
{
|
||
void Add(ISystem system); // registration order = execution order
|
||
void Remove(ISystem system);
|
||
void RunTimed(float deltaTime);
|
||
void RunLogical();
|
||
int Count { get; }
|
||
}
|
||
```
|
||
|
||
Systems run in registration order. `SystemGroup` automatically:
|
||
- Drains commands before the tick, after each system, and after the full tick.
|
||
- Posts changes after each system and after the full tick.
|
||
|
||
### 2.7 Tick
|
||
|
||
```
|
||
readonly struct Tick
|
||
{
|
||
TickType Type { get; } // Timed or Logical
|
||
float DeltaTime { get; } // 0 for logical ticks
|
||
}
|
||
```
|
||
|
||
### 2.8 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.
|
||
- `ITickedSystem` receives correct tick data.
|
||
|
||
---
|
||
|
||
## Phase 3 — Commands (Week 3)
|
||
|
||
**Goal:** Serializable command queue with deferred execution.
|
||
|
||
### 3.1 ICommand
|
||
|
||
```
|
||
interface ICommand
|
||
{
|
||
void Execute(World world);
|
||
}
|
||
```
|
||
|
||
Commands are structs implementing `ICommand`. They are typically
|
||
`[MessagePackObject]` for serialization. Not stored in ECS sparse
|
||
sets — they live in a queue.
|
||
|
||
### 3.2 CommandQueue
|
||
|
||
```
|
||
class CommandQueue
|
||
{
|
||
void Enqueue<T>(T command) where T : struct, ICommand;
|
||
void ExecuteAll(World world); // FIFO, fully drains queue
|
||
void Clear();
|
||
void ClearErrors();
|
||
int Count { get; }
|
||
IReadOnlyList<Exception> Errors { get; }
|
||
}
|
||
```
|
||
|
||
`Enqueue<T>` uses a constrained generic to avoid boxing at the call site.
|
||
Commands enqueued during `ExecuteAll` are processed in the same drain cycle.
|
||
|
||
### 3.3 Integration with World
|
||
|
||
`World` owns a `CommandQueue`. After each system runs (or after the full tick),
|
||
the queue is drained automatically by `SystemGroup`. Manual drain is also
|
||
available:
|
||
|
||
```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 IRelationship
|
||
|
||
```
|
||
interface IRelationship
|
||
{
|
||
Entity Source { get; }
|
||
Entity Target { get; }
|
||
}
|
||
```
|
||
|
||
### 4.2 Relationship\<TSelf, TTarget\>
|
||
|
||
```
|
||
[MessagePackObject]
|
||
struct Relationship<TSelf, TTarget> : IRelationship
|
||
where TSelf : struct where TTarget : struct
|
||
{
|
||
[Key(0)] Entity Source { get; set; }
|
||
[Key(1)] Entity Target { get; set; }
|
||
}
|
||
```
|
||
|
||
The `IRelationship` marker interface lets `ComponentStore` detect relationships
|
||
and maintain the reverse index. The `TSelf`/`TTarget` phantom types
|
||
differentiate relationship kinds at the type level.
|
||
|
||
Alternatively, implement `IRelationship` directly on your own struct (see the
|
||
Blackjack `Holds` and `InDeck` types).
|
||
|
||
### 4.3 Reverse Index
|
||
|
||
`World` maintains a reverse index per relationship type, mapping target →
|
||
set of source entities. Updated automatically when relationship components
|
||
are added/removed.
|
||
|
||
### 4.4 Reverse Lookup API
|
||
|
||
```csharp
|
||
IReadOnlyCollection<Entity> GetSources<T>(Entity target) where T : struct, IRelationship;
|
||
```
|
||
|
||
### 4.5 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.
|
||
|
||
### 4.6 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 ChangeBuffer
|
||
|
||
```
|
||
class ChangeBuffer
|
||
{
|
||
void Mark<...>(...);
|
||
void Post(); // pushes to R3 subjects, then clears
|
||
}
|
||
```
|
||
|
||
### 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.
|
||
|
||
**`ReadComponent<T>`** (returns a copy) and **`ReadSingleton<T>`** never
|
||
auto-mark. Use these when you only need to inspect state without signaling
|
||
changes.
|
||
|
||
### 5.4 Posting Model
|
||
|
||
- During a system's `Run`, changes accumulate in a pending buffer.
|
||
- After each system's `Run`, `Post()` is called automatically by `SystemGroup`.
|
||
- After the full tick, `Post()` is called once more.
|
||
- 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
|
||
Observable<EntityChange> ObserveEntityChanges();
|
||
Observable<EntityChange> ObserveComponentChanges<T>() where T : struct;
|
||
Observable<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 (all iterators skip ID 1).
|
||
|
||
### 6.2 Singleton Accessors
|
||
|
||
```csharp
|
||
void SetSingleton<T>(T component) where T : struct;
|
||
ref T GetSingleton<T>() where T : struct;
|
||
T ReadSingleton<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. `GetSingleton` returns a `ref` (auto-marks during iteration);
|
||
`ReadSingleton` returns a copy (never auto-marks).
|
||
|
||
### 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 — Source Generator & Serialization (Week 7)
|
||
|
||
**Goal:** Compile-time component registry for serialization without reflection.
|
||
|
||
### 7.1 OECS.SourceGen
|
||
|
||
A Roslyn incremental source generator that scans for all types used as
|
||
generic arguments to `World` methods (`AddComponent<T>`, `GetComponent<T>`,
|
||
`SetSingleton<T>`, etc.) and generates a `ComponentRegistry` class with
|
||
per-type serialize/deserialize callbacks via MessagePack.
|
||
|
||
### 7.2 WorldSerializer
|
||
|
||
```csharp
|
||
static class WorldSerializer
|
||
{
|
||
static void Save(World world, Stream stream);
|
||
static void Load(World world, Stream stream);
|
||
}
|
||
```
|
||
|
||
Uses `ComponentRegistry` to serialize/deserialize all entities and their
|
||
components to/from a MessagePack stream. `IRelationship.Source` is fixed
|
||
up to the owning entity on load.
|
||
|
||
### 7.3 Snapshot Types
|
||
|
||
`WorldSnapshot`, `EntitySnapshot`, and `ComponentEntry` are the public
|
||
serialization DTOs.
|
||
|
||
---
|
||
|
||
## Phase 8 — Polish & Documentation (Week 8)
|
||
|
||
### 8.1 XML Docs
|
||
|
||
All public API surface gets `<summary>` XML documentation comments.
|
||
|
||
### 8.2 README
|
||
|
||
Quick-start guide with a minimal example: create world, register system, run
|
||
tick, observe changes.
|
||
|
||
### 8.3 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`
|
||
- Bundles `OECS.SourceGen.dll` as an analyzer for consumers.
|
||
|
||
### 8.4 Testing Games
|
||
|
||
Test games (`Game.Blackjack`, `Game.TicTacToe`) serve as integration tests
|
||
and design validation. See `docs/testing-games.md` for the testing strategy.
|
||
|
||
---
|
||
|
||
## Phase 9 — Interrupts (Week 9)
|
||
|
||
**Goal:** System-issued blocking signals resolved by handler commands.
|
||
|
||
### 9.1 IInterrupt
|
||
|
||
Marker interface for interrupt struct types. Interrupts are not components —
|
||
they're transient signals stored in the `InterruptStore`.
|
||
|
||
### 9.2 IInterruptHandlerCommand\<T\>
|
||
|
||
```csharp
|
||
interface IInterruptHandlerCommand<TInterrupt> : ICommand
|
||
where TInterrupt : struct, IInterrupt
|
||
{
|
||
bool TryResolve(TInterrupt interrupt);
|
||
}
|
||
```
|
||
|
||
Extends `ICommand` with a default `Execute` that looks up the pending
|
||
interrupt of type `TInterrupt`, calls `TryResolve`, and resolves the
|
||
interrupt if the handler returns `true`.
|
||
|
||
### 9.3 InterruptStore
|
||
|
||
Internal class owned by `SystemGroup`. Maps `Type` → boxed `IInterrupt`.
|
||
Supports `Add`, `TryGet`, `Remove`, `HasAny`, `Has<T>`, `Clear`.
|
||
|
||
### 9.4 World API
|
||
|
||
```csharp
|
||
void Interrupt<T>(T interrupt) where T : struct, IInterrupt;
|
||
bool HasInterrupt<T>() where T : struct, IInterrupt;
|
||
```
|
||
|
||
Lightweight pass-through to the `InterruptStore` injected by `SystemGroup`.
|
||
When no `SystemGroup` manages the world, interrupts are no-ops.
|
||
|
||
### 9.5 SystemGroup Integration
|
||
|
||
At the start of each tick, `SystemGroup.RunAll` drains commands and checks
|
||
`_interrupts.HasAny`. If pending, the tick skips all systems but still posts
|
||
changes. Interrupts block the **next** tick, not the current one.
|
||
|
||
### 9.6 Tests
|
||
|
||
- Interrupt blocks the next tick.
|
||
- Handler resolves interrupt and unblocks.
|
||
- Handler rejection leaves interrupt pending.
|
||
- `HasInterrupt` query works.
|
||
- Duplicate interrupt type throws.
|
||
- Multiple interrupt types are independent.
|
||
- Interrupt is a no-op without SystemGroup.
|
||
- Commands still execute when blocked.
|
||
|
||
---
|
||
|
||
## Dependency Graph
|
||
|
||
```
|
||
Phase 1 (Core)
|
||
└─→ Phase 2 (Queries & Systems)
|
||
└─→ Phase 3 (Commands)
|
||
└─→ Phase 9 (Interrupts)
|
||
└─→ Phase 4 (Relationships)
|
||
└─→ Phase 5 (Reactivity)
|
||
└─→ Phase 6 (Singletons)
|
||
└─→ Phase 7 (Source Gen & Serialization)
|
||
└─→ Phase 8 (Polish)
|
||
```
|
||
|
||
Interrupts depend on Phase 3 (Commands) because they use `ICommand` for
|
||
handler commands. They're independent of Phases 4–8.
|
||
|
||
---
|
||
|
||
## 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. **Multiple worlds?** The design supports it naturally — `World` is a class,
|
||
you can instantiate multiple. No cross-world references are supported.
|
||
|
||
3. **Component import from CSV/MasterMemory?** The `design.md` mentions this as
|
||
a potential feature. Not yet implemented.
|