mirror of
https://github.com/tobspr/shapez.io.git
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Improve (rendering-) performance in DEV mode
This commit is contained in:
parent
0238de1260
commit
bba29b8a8b
@ -1,252 +1,243 @@
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import { arrayDeleteValue, newEmptyMap, fastArrayDeleteValue } from "../core/utils";
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import { Component } from "./component";
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import { GameRoot } from "./root";
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import { Entity } from "./entity";
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import { BasicSerializableObject, types } from "../savegame/serialization";
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import { createLogger } from "../core/logging";
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const logger = createLogger("entity_manager");
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// Manages all entities
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// NOTICE: We use arrayDeleteValue instead of fastArrayDeleteValue since that does not preserve the order
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// This is slower but we need it for the street path generation
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export class EntityManager extends BasicSerializableObject {
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constructor(root) {
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super();
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/** @type {GameRoot} */
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this.root = root;
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/** @type {Array<Entity>} */
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this.entities = [];
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// We store a seperate list with entities to destroy, since we don't destroy
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// them instantly
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/** @type {Array<Entity>} */
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this.destroyList = [];
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// Store a map from componentid to entities - This is used by the game system
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// for faster processing
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/** @type {Object.<string, Array<Entity>>} */
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this.componentToEntity = newEmptyMap();
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// Store the next uid to use
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this.nextUid = 10000;
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}
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static getId() {
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return "EntityManager";
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}
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static getSchema() {
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return {
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nextUid: types.uint,
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};
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}
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getStatsText() {
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return this.entities.length + " entities [" + this.destroyList.length + " to kill]";
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}
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// Main update
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update() {
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this.processDestroyList();
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}
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/**
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* Registers a new entity
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* @param {Entity} entity
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* @param {number=} uid Optional predefined uid
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*/
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registerEntity(entity, uid = null) {
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assert(this.entities.indexOf(entity) < 0, `RegisterEntity() called twice for entity ${entity}`);
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assert(!entity.destroyed, `Attempting to register destroyed entity ${entity}`);
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if (G_IS_DEV && uid !== null) {
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assert(!this.findByUid(uid, false), "Entity uid already taken: " + uid);
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}
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if (uid !== null) {
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assert(uid >= 0 && uid < Number.MAX_SAFE_INTEGER, "Invalid uid passed: " + uid);
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}
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this.entities.push(entity);
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// Register into the componentToEntity map
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for (const componentId in entity.components) {
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if (entity.components[componentId]) {
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if (this.componentToEntity[componentId]) {
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this.componentToEntity[componentId].push(entity);
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} else {
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this.componentToEntity[componentId] = [entity];
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}
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}
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}
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// Give each entity a unique id
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entity.uid = uid ? uid : this.generateUid();
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entity.registered = true;
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this.root.signals.entityAdded.dispatch(entity);
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}
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/**
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* Sorts all entitiy lists after a resync
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*/
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sortEntityLists() {
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this.entities.sort((a, b) => a.uid - b.uid);
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this.destroyList.sort((a, b) => a.uid - b.uid);
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for (const key in this.componentToEntity) {
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this.componentToEntity[key].sort((a, b) => a.uid - b.uid);
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}
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}
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/**
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* Generates a new uid
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* @returns {number}
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*/
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generateUid() {
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return this.nextUid++;
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}
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/**
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* Call to attach a new component after the creation of the entity
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* @param {Entity} entity
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* @param {Component} component
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*/
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attachDynamicComponent(entity, component) {
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entity.addComponent(component, true);
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const componentId = /** @type {typeof Component} */ (component.constructor).getId();
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if (this.componentToEntity[componentId]) {
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this.componentToEntity[componentId].push(entity);
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} else {
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this.componentToEntity[componentId] = [entity];
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}
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this.root.signals.entityGotNewComponent.dispatch(entity);
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}
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/**
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* Call to remove a component after the creation of the entity
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* @param {Entity} entity
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* @param {typeof Component} component
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*/
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removeDynamicComponent(entity, component) {
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entity.removeComponent(component, true);
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const componentId = /** @type {typeof Component} */ (component.constructor).getId();
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fastArrayDeleteValue(this.componentToEntity[componentId], entity);
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this.root.signals.entityComponentRemoved.dispatch(entity);
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}
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/**
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* Finds an entity buy its uid, kinda slow since it loops over all entities
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* @param {number} uid
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* @param {boolean=} errorWhenNotFound
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* @returns {Entity}
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*/
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findByUid(uid, errorWhenNotFound = true) {
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const arr = this.entities;
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for (let i = 0, len = arr.length; i < len; ++i) {
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const entity = arr[i];
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if (entity.uid === uid) {
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if (entity.queuedForDestroy || entity.destroyed) {
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if (errorWhenNotFound) {
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logger.warn("Entity with UID", uid, "not found (destroyed)");
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}
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return null;
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}
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return entity;
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}
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}
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if (errorWhenNotFound) {
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logger.warn("Entity with UID", uid, "not found");
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}
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return null;
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}
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/**
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* Returns all entities having the given component
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* @param {typeof Component} componentHandle
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* @returns {Array<Entity>} entities
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*/
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getAllWithComponent(componentHandle) {
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return this.componentToEntity[componentHandle.getId()] || [];
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}
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/**
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* Return all of a given class. This is SLOW!
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* @param {object} entityClass
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* @returns {Array<Entity>} entities
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*/
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getAllOfClass(entityClass) {
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// FIXME: Slow
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const result = [];
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for (let i = 0; i < this.entities.length; ++i) {
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const entity = this.entities[i];
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if (entity instanceof entityClass) {
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result.push(entity);
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}
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}
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return result;
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}
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/**
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* Unregisters all components of an entity from the component to entity mapping
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* @param {Entity} entity
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*/
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unregisterEntityComponents(entity) {
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for (const componentId in entity.components) {
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if (entity.components[componentId]) {
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arrayDeleteValue(this.componentToEntity[componentId], entity);
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}
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}
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}
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// Processes the entities to destroy and actually destroys them
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/* eslint-disable max-statements */
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processDestroyList() {
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for (let i = 0; i < this.destroyList.length; ++i) {
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const entity = this.destroyList[i];
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// Remove from entities list
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arrayDeleteValue(this.entities, entity);
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// Remove from componentToEntity list
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this.unregisterEntityComponents(entity);
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entity.registered = false;
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entity.internalDestroyCallback();
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this.root.signals.entityDestroyed.dispatch(entity);
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}
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this.destroyList = [];
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}
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/**
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* Queues an entity for destruction
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* @param {Entity} entity
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*/
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destroyEntity(entity) {
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if (entity.destroyed) {
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logger.error("Tried to destroy already destroyed entity:", entity.uid);
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return;
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}
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if (entity.queuedForDestroy) {
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logger.error("Trying to destroy entity which is already queued for destroy!", entity.uid);
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return;
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}
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if (this.destroyList.indexOf(entity) < 0) {
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this.destroyList.push(entity);
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entity.queuedForDestroy = true;
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this.root.signals.entityQueuedForDestroy.dispatch(entity);
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} else {
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assert(false, "Trying to destroy entity twice");
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}
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}
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}
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import { arrayDeleteValue, newEmptyMap, fastArrayDeleteValue } from "../core/utils";
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import { Component } from "./component";
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import { GameRoot } from "./root";
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import { Entity } from "./entity";
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import { BasicSerializableObject, types } from "../savegame/serialization";
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import { createLogger } from "../core/logging";
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import { globalConfig } from "../core/config";
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const logger = createLogger("entity_manager");
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// Manages all entities
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// NOTICE: We use arrayDeleteValue instead of fastArrayDeleteValue since that does not preserve the order
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// This is slower but we need it for the street path generation
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export class EntityManager extends BasicSerializableObject {
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constructor(root) {
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super();
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/** @type {GameRoot} */
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this.root = root;
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/** @type {Array<Entity>} */
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this.entities = [];
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// We store a seperate list with entities to destroy, since we don't destroy
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// them instantly
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/** @type {Array<Entity>} */
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this.destroyList = [];
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// Store a map from componentid to entities - This is used by the game system
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// for faster processing
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/** @type {Object.<string, Array<Entity>>} */
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this.componentToEntity = newEmptyMap();
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// Store the next uid to use
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this.nextUid = 10000;
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}
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static getId() {
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return "EntityManager";
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}
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static getSchema() {
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return {
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nextUid: types.uint,
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};
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}
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getStatsText() {
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return this.entities.length + " entities [" + this.destroyList.length + " to kill]";
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}
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// Main update
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update() {
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this.processDestroyList();
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}
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/**
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* Registers a new entity
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* @param {Entity} entity
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* @param {number=} uid Optional predefined uid
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*/
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registerEntity(entity, uid = null) {
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if (G_IS_DEV && !globalConfig.debug.disableSlowAsserts) {
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assert(this.entities.indexOf(entity) < 0, `RegisterEntity() called twice for entity ${entity}`);
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}
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assert(!entity.destroyed, `Attempting to register destroyed entity ${entity}`);
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if (G_IS_DEV && uid !== null) {
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assert(!this.findByUid(uid, false), "Entity uid already taken: " + uid);
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}
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if (uid !== null) {
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assert(uid >= 0 && uid < Number.MAX_SAFE_INTEGER, "Invalid uid passed: " + uid);
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}
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this.entities.push(entity);
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// Register into the componentToEntity map
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for (const componentId in entity.components) {
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if (entity.components[componentId]) {
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if (this.componentToEntity[componentId]) {
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this.componentToEntity[componentId].push(entity);
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} else {
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this.componentToEntity[componentId] = [entity];
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}
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}
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}
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// Give each entity a unique id
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entity.uid = uid ? uid : this.generateUid();
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entity.registered = true;
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this.root.signals.entityAdded.dispatch(entity);
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}
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/**
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* Generates a new uid
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* @returns {number}
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*/
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generateUid() {
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return this.nextUid++;
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}
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/**
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* Call to attach a new component after the creation of the entity
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* @param {Entity} entity
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* @param {Component} component
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*/
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attachDynamicComponent(entity, component) {
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entity.addComponent(component, true);
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const componentId = /** @type {typeof Component} */ (component.constructor).getId();
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if (this.componentToEntity[componentId]) {
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this.componentToEntity[componentId].push(entity);
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} else {
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this.componentToEntity[componentId] = [entity];
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}
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this.root.signals.entityGotNewComponent.dispatch(entity);
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}
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/**
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* Call to remove a component after the creation of the entity
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* @param {Entity} entity
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* @param {typeof Component} component
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*/
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removeDynamicComponent(entity, component) {
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entity.removeComponent(component, true);
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const componentId = /** @type {typeof Component} */ (component.constructor).getId();
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fastArrayDeleteValue(this.componentToEntity[componentId], entity);
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this.root.signals.entityComponentRemoved.dispatch(entity);
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}
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/**
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* Finds an entity buy its uid, kinda slow since it loops over all entities
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* @param {number} uid
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* @param {boolean=} errorWhenNotFound
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* @returns {Entity}
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*/
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findByUid(uid, errorWhenNotFound = true) {
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const arr = this.entities;
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for (let i = 0, len = arr.length; i < len; ++i) {
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const entity = arr[i];
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if (entity.uid === uid) {
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if (entity.queuedForDestroy || entity.destroyed) {
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if (errorWhenNotFound) {
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logger.warn("Entity with UID", uid, "not found (destroyed)");
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}
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return null;
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}
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return entity;
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}
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}
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if (errorWhenNotFound) {
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logger.warn("Entity with UID", uid, "not found");
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}
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return null;
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}
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/**
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* Returns all entities having the given component
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* @param {typeof Component} componentHandle
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* @returns {Array<Entity>} entities
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*/
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getAllWithComponent(componentHandle) {
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return this.componentToEntity[componentHandle.getId()] || [];
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}
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/**
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* Return all of a given class. This is SLOW!
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* @param {object} entityClass
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* @returns {Array<Entity>} entities
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*/
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getAllOfClass(entityClass) {
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// FIXME: Slow
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const result = [];
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for (let i = 0; i < this.entities.length; ++i) {
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const entity = this.entities[i];
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if (entity instanceof entityClass) {
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result.push(entity);
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}
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}
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return result;
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}
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/**
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* Unregisters all components of an entity from the component to entity mapping
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* @param {Entity} entity
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*/
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unregisterEntityComponents(entity) {
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for (const componentId in entity.components) {
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if (entity.components[componentId]) {
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arrayDeleteValue(this.componentToEntity[componentId], entity);
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}
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}
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}
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// Processes the entities to destroy and actually destroys them
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/* eslint-disable max-statements */
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processDestroyList() {
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for (let i = 0; i < this.destroyList.length; ++i) {
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const entity = this.destroyList[i];
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// Remove from entities list
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arrayDeleteValue(this.entities, entity);
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// Remove from componentToEntity list
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this.unregisterEntityComponents(entity);
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entity.registered = false;
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entity.internalDestroyCallback();
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this.root.signals.entityDestroyed.dispatch(entity);
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}
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this.destroyList = [];
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}
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/**
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* Queues an entity for destruction
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* @param {Entity} entity
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*/
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destroyEntity(entity) {
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if (entity.destroyed) {
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logger.error("Tried to destroy already destroyed entity:", entity.uid);
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return;
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}
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if (entity.queuedForDestroy) {
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logger.error("Trying to destroy entity which is already queued for destroy!", entity.uid);
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return;
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}
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if (this.destroyList.indexOf(entity) < 0) {
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this.destroyList.push(entity);
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entity.queuedForDestroy = true;
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this.root.signals.entityQueuedForDestroy.dispatch(entity);
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} else {
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assert(false, "Trying to destroy entity twice");
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}
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}
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}
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|
@ -1,131 +1,136 @@
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/* typehints:start */
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import { Component } from "./component";
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import { Entity } from "./entity";
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/* typehints:end */
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import { GameRoot } from "./root";
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import { GameSystem } from "./game_system";
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import { arrayDelete, arrayDeleteValue } from "../core/utils";
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export class GameSystemWithFilter extends GameSystem {
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/**
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* Constructs a new game system with the given component filter. It will process
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* all entities which have *all* of the passed components
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* @param {GameRoot} root
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* @param {Array<typeof Component>} requiredComponents
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*/
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constructor(root, requiredComponents) {
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super(root);
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this.requiredComponents = requiredComponents;
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this.requiredComponentIds = requiredComponents.map(component => component.getId());
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/**
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* All entities which match the current components
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* @type {Array<Entity>}
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*/
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this.allEntities = [];
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this.root.signals.entityAdded.add(this.internalPushEntityIfMatching, this);
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this.root.signals.entityGotNewComponent.add(this.internalReconsiderEntityToAdd, this);
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this.root.signals.entityComponentRemoved.add(this.internalCheckEntityAfterComponentRemoval, this);
|
||||
this.root.signals.entityQueuedForDestroy.add(this.internalPopEntityIfMatching, this);
|
||||
|
||||
this.root.signals.postLoadHook.add(this.internalPostLoadHook, this);
|
||||
this.root.signals.bulkOperationFinished.add(this.refreshCaches, this);
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {Entity} entity
|
||||
*/
|
||||
internalPushEntityIfMatching(entity) {
|
||||
for (let i = 0; i < this.requiredComponentIds.length; ++i) {
|
||||
if (!entity.components[this.requiredComponentIds[i]]) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
assert(this.allEntities.indexOf(entity) < 0, "entity already in list: " + entity);
|
||||
this.internalRegisterEntity(entity);
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param {Entity} entity
|
||||
*/
|
||||
internalCheckEntityAfterComponentRemoval(entity) {
|
||||
if (this.allEntities.indexOf(entity) < 0) {
|
||||
// Entity wasn't interesting anyways
|
||||
return;
|
||||
}
|
||||
|
||||
for (let i = 0; i < this.requiredComponentIds.length; ++i) {
|
||||
if (!entity.components[this.requiredComponentIds[i]]) {
|
||||
// Entity is not interesting anymore
|
||||
arrayDeleteValue(this.allEntities, entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param {Entity} entity
|
||||
*/
|
||||
internalReconsiderEntityToAdd(entity) {
|
||||
for (let i = 0; i < this.requiredComponentIds.length; ++i) {
|
||||
if (!entity.components[this.requiredComponentIds[i]]) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
if (this.allEntities.indexOf(entity) >= 0) {
|
||||
return;
|
||||
}
|
||||
this.internalRegisterEntity(entity);
|
||||
}
|
||||
|
||||
refreshCaches() {
|
||||
this.allEntities.sort((a, b) => a.uid - b.uid);
|
||||
|
||||
// Remove all entities which are queued for destroy
|
||||
for (let i = 0; i < this.allEntities.length; ++i) {
|
||||
const entity = this.allEntities[i];
|
||||
if (entity.queuedForDestroy || entity.destroyed) {
|
||||
this.allEntities.splice(i, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Recomputes all target entities after the game has loaded
|
||||
*/
|
||||
internalPostLoadHook() {
|
||||
this.refreshCaches();
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param {Entity} entity
|
||||
*/
|
||||
internalRegisterEntity(entity) {
|
||||
this.allEntities.push(entity);
|
||||
|
||||
if (this.root.gameInitialized && !this.root.bulkOperationRunning) {
|
||||
// Sort entities by uid so behaviour is predictable
|
||||
this.allEntities.sort((a, b) => a.uid - b.uid);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param {Entity} entity
|
||||
*/
|
||||
internalPopEntityIfMatching(entity) {
|
||||
if (this.root.bulkOperationRunning) {
|
||||
// We do this in refreshCaches afterwards
|
||||
return;
|
||||
}
|
||||
const index = this.allEntities.indexOf(entity);
|
||||
if (index >= 0) {
|
||||
arrayDelete(this.allEntities, index);
|
||||
}
|
||||
}
|
||||
}
|
||||
/* typehints:start */
|
||||
import { Component } from "./component";
|
||||
import { Entity } from "./entity";
|
||||
/* typehints:end */
|
||||
|
||||
import { GameRoot } from "./root";
|
||||
import { GameSystem } from "./game_system";
|
||||
import { arrayDelete, arrayDeleteValue } from "../core/utils";
|
||||
import { globalConfig } from "../core/config";
|
||||
|
||||
export class GameSystemWithFilter extends GameSystem {
|
||||
/**
|
||||
* Constructs a new game system with the given component filter. It will process
|
||||
* all entities which have *all* of the passed components
|
||||
* @param {GameRoot} root
|
||||
* @param {Array<typeof Component>} requiredComponents
|
||||
*/
|
||||
constructor(root, requiredComponents) {
|
||||
super(root);
|
||||
this.requiredComponents = requiredComponents;
|
||||
this.requiredComponentIds = requiredComponents.map(component => component.getId());
|
||||
|
||||
/**
|
||||
* All entities which match the current components
|
||||
* @type {Array<Entity>}
|
||||
*/
|
||||
this.allEntities = [];
|
||||
|
||||
this.root.signals.entityAdded.add(this.internalPushEntityIfMatching, this);
|
||||
this.root.signals.entityGotNewComponent.add(this.internalReconsiderEntityToAdd, this);
|
||||
this.root.signals.entityComponentRemoved.add(this.internalCheckEntityAfterComponentRemoval, this);
|
||||
this.root.signals.entityQueuedForDestroy.add(this.internalPopEntityIfMatching, this);
|
||||
|
||||
this.root.signals.postLoadHook.add(this.internalPostLoadHook, this);
|
||||
this.root.signals.bulkOperationFinished.add(this.refreshCaches, this);
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {Entity} entity
|
||||
*/
|
||||
internalPushEntityIfMatching(entity) {
|
||||
for (let i = 0; i < this.requiredComponentIds.length; ++i) {
|
||||
if (!entity.components[this.requiredComponentIds[i]]) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// This is slow!
|
||||
if (G_IS_DEV && !globalConfig.debug.disableSlowAsserts) {
|
||||
assert(this.allEntities.indexOf(entity) < 0, "entity already in list: " + entity);
|
||||
}
|
||||
|
||||
this.internalRegisterEntity(entity);
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param {Entity} entity
|
||||
*/
|
||||
internalCheckEntityAfterComponentRemoval(entity) {
|
||||
if (this.allEntities.indexOf(entity) < 0) {
|
||||
// Entity wasn't interesting anyways
|
||||
return;
|
||||
}
|
||||
|
||||
for (let i = 0; i < this.requiredComponentIds.length; ++i) {
|
||||
if (!entity.components[this.requiredComponentIds[i]]) {
|
||||
// Entity is not interesting anymore
|
||||
arrayDeleteValue(this.allEntities, entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param {Entity} entity
|
||||
*/
|
||||
internalReconsiderEntityToAdd(entity) {
|
||||
for (let i = 0; i < this.requiredComponentIds.length; ++i) {
|
||||
if (!entity.components[this.requiredComponentIds[i]]) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
if (this.allEntities.indexOf(entity) >= 0) {
|
||||
return;
|
||||
}
|
||||
this.internalRegisterEntity(entity);
|
||||
}
|
||||
|
||||
refreshCaches() {
|
||||
this.allEntities.sort((a, b) => a.uid - b.uid);
|
||||
|
||||
// Remove all entities which are queued for destroy
|
||||
for (let i = 0; i < this.allEntities.length; ++i) {
|
||||
const entity = this.allEntities[i];
|
||||
if (entity.queuedForDestroy || entity.destroyed) {
|
||||
this.allEntities.splice(i, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Recomputes all target entities after the game has loaded
|
||||
*/
|
||||
internalPostLoadHook() {
|
||||
this.refreshCaches();
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param {Entity} entity
|
||||
*/
|
||||
internalRegisterEntity(entity) {
|
||||
this.allEntities.push(entity);
|
||||
|
||||
if (this.root.gameInitialized && !this.root.bulkOperationRunning) {
|
||||
// Sort entities by uid so behaviour is predictable
|
||||
this.allEntities.sort((a, b) => a.uid - b.uid);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param {Entity} entity
|
||||
*/
|
||||
internalPopEntityIfMatching(entity) {
|
||||
if (this.root.bulkOperationRunning) {
|
||||
// We do this in refreshCaches afterwards
|
||||
return;
|
||||
}
|
||||
const index = this.allEntities.indexOf(entity);
|
||||
if (index >= 0) {
|
||||
arrayDelete(this.allEntities, index);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -9,14 +9,30 @@ import { MapChunkView } from "../map_chunk_view";
|
||||
export class ItemAcceptorSystem extends GameSystemWithFilter {
|
||||
constructor(root) {
|
||||
super(root, [ItemAcceptorComponent]);
|
||||
|
||||
// Well ... it's better to be verbose I guess?
|
||||
this.accumulatedTicksWhileInMapOverview = 0;
|
||||
}
|
||||
|
||||
update() {
|
||||
// This system doesn't render anything while in map overview,
|
||||
// so simply accumulate ticks
|
||||
if (this.root.camera.getIsMapOverlayActive()) {
|
||||
++this.accumulatedTicksWhileInMapOverview;
|
||||
return;
|
||||
}
|
||||
|
||||
// Compute how much ticks we missed
|
||||
const numTicks = 1 + this.accumulatedTicksWhileInMapOverview;
|
||||
const progress =
|
||||
this.root.dynamicTickrate.deltaSeconds *
|
||||
2 *
|
||||
this.root.hubGoals.getBeltBaseSpeed() *
|
||||
globalConfig.itemSpacingOnBelts; // * 2 because its only a half tile
|
||||
globalConfig.itemSpacingOnBelts * // * 2 because its only a half tile
|
||||
numTicks;
|
||||
|
||||
// Reset accumulated ticks
|
||||
this.accumulatedTicksWhileInMapOverview = 0;
|
||||
|
||||
for (let i = 0; i < this.allEntities.length; ++i) {
|
||||
const entity = this.allEntities[i];
|
||||
|
@ -149,8 +149,6 @@ export class WiredPinsSystem extends GameSystemWithFilter {
|
||||
}
|
||||
}
|
||||
|
||||
update() {}
|
||||
|
||||
/**
|
||||
* Draws a given entity
|
||||
* @param {DrawParameters} parameters
|
||||
|
@ -1,146 +1,146 @@
|
||||
import { ExplainedResult } from "../core/explained_result";
|
||||
import { createLogger } from "../core/logging";
|
||||
import { gComponentRegistry } from "../core/global_registries";
|
||||
import { SerializerInternal } from "./serializer_internal";
|
||||
|
||||
/**
|
||||
* @typedef {import("../game/component").Component} Component
|
||||
* @typedef {import("../game/component").StaticComponent} StaticComponent
|
||||
* @typedef {import("../game/entity").Entity} Entity
|
||||
* @typedef {import("../game/root").GameRoot} GameRoot
|
||||
* @typedef {import("../savegame/savegame_typedefs").SerializedGame} SerializedGame
|
||||
*/
|
||||
|
||||
const logger = createLogger("savegame_serializer");
|
||||
|
||||
/**
|
||||
* Serializes a savegame
|
||||
*/
|
||||
export class SavegameSerializer {
|
||||
constructor() {
|
||||
this.internal = new SerializerInternal();
|
||||
}
|
||||
|
||||
/**
|
||||
* Serializes the game root into a dump
|
||||
* @param {GameRoot} root
|
||||
* @param {boolean=} sanityChecks Whether to check for validity
|
||||
* @returns {object}
|
||||
*/
|
||||
generateDumpFromGameRoot(root, sanityChecks = true) {
|
||||
/** @type {SerializedGame} */
|
||||
const data = {
|
||||
camera: root.camera.serialize(),
|
||||
time: root.time.serialize(),
|
||||
map: root.map.serialize(),
|
||||
entityMgr: root.entityMgr.serialize(),
|
||||
hubGoals: root.hubGoals.serialize(),
|
||||
pinnedShapes: root.hud.parts.pinnedShapes.serialize(),
|
||||
waypoints: root.hud.parts.waypoints.serialize(),
|
||||
entities: this.internal.serializeEntityArray(root.entityMgr.entities),
|
||||
beltPaths: root.systemMgr.systems.belt.serializePaths(),
|
||||
};
|
||||
|
||||
if (!G_IS_RELEASE) {
|
||||
if (sanityChecks) {
|
||||
// Sanity check
|
||||
const sanity = this.verifyLogicalErrors(data);
|
||||
if (!sanity.result) {
|
||||
logger.error("Created invalid savegame:", sanity.reason, "savegame:", data);
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
return data;
|
||||
}
|
||||
|
||||
/**
|
||||
* Verifies if there are logical errors in the savegame
|
||||
* @param {SerializedGame} savegame
|
||||
* @returns {ExplainedResult}
|
||||
*/
|
||||
verifyLogicalErrors(savegame) {
|
||||
if (!savegame.entities) {
|
||||
return ExplainedResult.bad("Savegame has no entities");
|
||||
}
|
||||
|
||||
const seenUids = [];
|
||||
|
||||
// Check for duplicate UIDS
|
||||
for (let i = 0; i < savegame.entities.length; ++i) {
|
||||
/** @type {Entity} */
|
||||
const entity = savegame.entities[i];
|
||||
|
||||
const uid = entity.uid;
|
||||
if (!Number.isInteger(uid)) {
|
||||
return ExplainedResult.bad("Entity has invalid uid: " + uid);
|
||||
}
|
||||
if (seenUids.indexOf(uid) >= 0) {
|
||||
return ExplainedResult.bad("Duplicate uid " + uid);
|
||||
}
|
||||
seenUids.push(uid);
|
||||
|
||||
// Verify components
|
||||
if (!entity.components) {
|
||||
return ExplainedResult.bad("Entity is missing key 'components': " + JSON.stringify(entity));
|
||||
}
|
||||
|
||||
const components = entity.components;
|
||||
for (const componentId in components) {
|
||||
const componentClass = gComponentRegistry.findById(componentId);
|
||||
|
||||
// Check component id is known
|
||||
if (!componentClass) {
|
||||
return ExplainedResult.bad("Unknown component id: " + componentId);
|
||||
}
|
||||
|
||||
// Verify component data
|
||||
const componentData = components[componentId];
|
||||
const componentVerifyError = /** @type {StaticComponent} */ (componentClass).verify(
|
||||
componentData
|
||||
);
|
||||
|
||||
// Check component data is ok
|
||||
if (componentVerifyError) {
|
||||
return ExplainedResult.bad(
|
||||
"Component " + componentId + " has invalid data: " + componentVerifyError
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return ExplainedResult.good();
|
||||
}
|
||||
|
||||
/**
|
||||
* Tries to load the savegame from a given dump
|
||||
* @param {SerializedGame} savegame
|
||||
* @param {GameRoot} root
|
||||
* @returns {ExplainedResult}
|
||||
*/
|
||||
deserialize(savegame, root) {
|
||||
// Sanity
|
||||
const verifyResult = this.verifyLogicalErrors(savegame);
|
||||
if (!verifyResult.result) {
|
||||
return ExplainedResult.bad(verifyResult.reason);
|
||||
}
|
||||
let errorReason = null;
|
||||
|
||||
errorReason = errorReason || root.entityMgr.deserialize(savegame.entityMgr);
|
||||
errorReason = errorReason || root.time.deserialize(savegame.time);
|
||||
errorReason = errorReason || root.camera.deserialize(savegame.camera);
|
||||
errorReason = errorReason || root.map.deserialize(savegame.map);
|
||||
errorReason = errorReason || root.hubGoals.deserialize(savegame.hubGoals);
|
||||
errorReason = errorReason || root.hud.parts.pinnedShapes.deserialize(savegame.pinnedShapes);
|
||||
errorReason = errorReason || root.hud.parts.waypoints.deserialize(savegame.waypoints);
|
||||
errorReason = errorReason || this.internal.deserializeEntityArray(root, savegame.entities);
|
||||
errorReason = errorReason || root.systemMgr.systems.belt.deserializePaths(savegame.beltPaths);
|
||||
|
||||
// Check for errors
|
||||
if (errorReason) {
|
||||
return ExplainedResult.bad(errorReason);
|
||||
}
|
||||
|
||||
return ExplainedResult.good();
|
||||
}
|
||||
}
|
||||
import { ExplainedResult } from "../core/explained_result";
|
||||
import { createLogger } from "../core/logging";
|
||||
import { gComponentRegistry } from "../core/global_registries";
|
||||
import { SerializerInternal } from "./serializer_internal";
|
||||
|
||||
/**
|
||||
* @typedef {import("../game/component").Component} Component
|
||||
* @typedef {import("../game/component").StaticComponent} StaticComponent
|
||||
* @typedef {import("../game/entity").Entity} Entity
|
||||
* @typedef {import("../game/root").GameRoot} GameRoot
|
||||
* @typedef {import("../savegame/savegame_typedefs").SerializedGame} SerializedGame
|
||||
*/
|
||||
|
||||
const logger = createLogger("savegame_serializer");
|
||||
|
||||
/**
|
||||
* Serializes a savegame
|
||||
*/
|
||||
export class SavegameSerializer {
|
||||
constructor() {
|
||||
this.internal = new SerializerInternal();
|
||||
}
|
||||
|
||||
/**
|
||||
* Serializes the game root into a dump
|
||||
* @param {GameRoot} root
|
||||
* @param {boolean=} sanityChecks Whether to check for validity
|
||||
* @returns {object}
|
||||
*/
|
||||
generateDumpFromGameRoot(root, sanityChecks = true) {
|
||||
/** @type {SerializedGame} */
|
||||
const data = {
|
||||
camera: root.camera.serialize(),
|
||||
time: root.time.serialize(),
|
||||
map: root.map.serialize(),
|
||||
entityMgr: root.entityMgr.serialize(),
|
||||
hubGoals: root.hubGoals.serialize(),
|
||||
pinnedShapes: root.hud.parts.pinnedShapes.serialize(),
|
||||
waypoints: root.hud.parts.waypoints.serialize(),
|
||||
entities: this.internal.serializeEntityArray(root.entityMgr.entities),
|
||||
beltPaths: root.systemMgr.systems.belt.serializePaths(),
|
||||
};
|
||||
|
||||
if (G_IS_DEV) {
|
||||
if (sanityChecks) {
|
||||
// Sanity check
|
||||
const sanity = this.verifyLogicalErrors(data);
|
||||
if (!sanity.result) {
|
||||
logger.error("Created invalid savegame:", sanity.reason, "savegame:", data);
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
return data;
|
||||
}
|
||||
|
||||
/**
|
||||
* Verifies if there are logical errors in the savegame
|
||||
* @param {SerializedGame} savegame
|
||||
* @returns {ExplainedResult}
|
||||
*/
|
||||
verifyLogicalErrors(savegame) {
|
||||
if (!savegame.entities) {
|
||||
return ExplainedResult.bad("Savegame has no entities");
|
||||
}
|
||||
|
||||
const seenUids = new Set();
|
||||
|
||||
// Check for duplicate UIDS
|
||||
for (let i = 0; i < savegame.entities.length; ++i) {
|
||||
/** @type {Entity} */
|
||||
const entity = savegame.entities[i];
|
||||
|
||||
const uid = entity.uid;
|
||||
if (!Number.isInteger(uid)) {
|
||||
return ExplainedResult.bad("Entity has invalid uid: " + uid);
|
||||
}
|
||||
if (seenUids.has(uid)) {
|
||||
return ExplainedResult.bad("Duplicate uid " + uid);
|
||||
}
|
||||
seenUids.add(uid);
|
||||
|
||||
// Verify components
|
||||
if (!entity.components) {
|
||||
return ExplainedResult.bad("Entity is missing key 'components': " + JSON.stringify(entity));
|
||||
}
|
||||
|
||||
const components = entity.components;
|
||||
for (const componentId in components) {
|
||||
const componentClass = gComponentRegistry.findById(componentId);
|
||||
|
||||
// Check component id is known
|
||||
if (!componentClass) {
|
||||
return ExplainedResult.bad("Unknown component id: " + componentId);
|
||||
}
|
||||
|
||||
// Verify component data
|
||||
const componentData = components[componentId];
|
||||
const componentVerifyError = /** @type {StaticComponent} */ (componentClass).verify(
|
||||
componentData
|
||||
);
|
||||
|
||||
// Check component data is ok
|
||||
if (componentVerifyError) {
|
||||
return ExplainedResult.bad(
|
||||
"Component " + componentId + " has invalid data: " + componentVerifyError
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return ExplainedResult.good();
|
||||
}
|
||||
|
||||
/**
|
||||
* Tries to load the savegame from a given dump
|
||||
* @param {SerializedGame} savegame
|
||||
* @param {GameRoot} root
|
||||
* @returns {ExplainedResult}
|
||||
*/
|
||||
deserialize(savegame, root) {
|
||||
// Sanity
|
||||
const verifyResult = this.verifyLogicalErrors(savegame);
|
||||
if (!verifyResult.result) {
|
||||
return ExplainedResult.bad(verifyResult.reason);
|
||||
}
|
||||
let errorReason = null;
|
||||
|
||||
errorReason = errorReason || root.entityMgr.deserialize(savegame.entityMgr);
|
||||
errorReason = errorReason || root.time.deserialize(savegame.time);
|
||||
errorReason = errorReason || root.camera.deserialize(savegame.camera);
|
||||
errorReason = errorReason || root.map.deserialize(savegame.map);
|
||||
errorReason = errorReason || root.hubGoals.deserialize(savegame.hubGoals);
|
||||
errorReason = errorReason || root.hud.parts.pinnedShapes.deserialize(savegame.pinnedShapes);
|
||||
errorReason = errorReason || root.hud.parts.waypoints.deserialize(savegame.waypoints);
|
||||
errorReason = errorReason || this.internal.deserializeEntityArray(root, savegame.entities);
|
||||
errorReason = errorReason || root.systemMgr.systems.belt.deserializePaths(savegame.beltPaths);
|
||||
|
||||
// Check for errors
|
||||
if (errorReason) {
|
||||
return ExplainedResult.bad(errorReason);
|
||||
}
|
||||
|
||||
return ExplainedResult.good();
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user