mirror of
https://github.com/AlexMacocian/MonoGame.Extended.git
synced 2026-07-24 03:56:31 +00:00
231 lines
8.4 KiB
C#
231 lines
8.4 KiB
C#
// Original code dervied from:
|
|
// https://github.com/thelinuxlich/artemis_CSharp/blob/master/Artemis_XNA_INDEPENDENT/Manager/SystemManager.cs
|
|
|
|
// --------------------------------------------------------------------------------------------------------------------
|
|
// <copyright file="SystemManager.cs" company="GAMADU.COM">
|
|
// Copyright © 2013 GAMADU.COM. All rights reserved.
|
|
//
|
|
// Redistribution and use in source and binary forms, with or without modification, are
|
|
// permitted provided that the following conditions are met:
|
|
//
|
|
// 1. Redistributions of source code must retain the above copyright notice, this list of
|
|
// conditions and the following disclaimer.
|
|
//
|
|
// 2. Redistributions in binary form must reproduce the above copyright notice, this list
|
|
// of conditions and the following disclaimer in the documentation and/or other materials
|
|
// provided with the distribution.
|
|
//
|
|
// THIS SOFTWARE IS PROVIDED BY GAMADU.COM 'AS IS' AND ANY EXPRESS OR IMPLIED
|
|
// WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
|
|
// FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL GAMADU.COM OR
|
|
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
|
|
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
|
|
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
|
|
// ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
|
// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
|
|
// ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
//
|
|
// The views and conclusions contained in the software and documentation are those of the
|
|
// authors and should not be interpreted as representing official policies, either expressed
|
|
// or implied, of GAMADU.COM.
|
|
// </copyright>
|
|
// <summary>
|
|
// Class SystemManager.
|
|
// </summary>
|
|
// --------------------------------------------------------------------------------------------------------------------
|
|
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Diagnostics;
|
|
using System.Numerics;
|
|
using Microsoft.Xna.Framework;
|
|
using MonoGame.Extended.Collections;
|
|
|
|
namespace MonoGame.Extended.Entities
|
|
{
|
|
public enum GameLoopType
|
|
{
|
|
Update,
|
|
Draw
|
|
}
|
|
|
|
public enum SystemExecutionType
|
|
{
|
|
Synchronous,
|
|
//Asynchronous,
|
|
}
|
|
|
|
internal sealed class SystemManager
|
|
{
|
|
private readonly EntityComponentSystem _manager;
|
|
private SystemLayer[] _updateLayers;
|
|
private SystemLayer[] _drawLayers;
|
|
private readonly SystemLayer _dummyLayer;
|
|
private bool _hasInitialized;
|
|
|
|
internal List<EntitySystem> Systems;
|
|
internal List<EntityProcessingSystem> ProcessingSystems;
|
|
|
|
internal SystemManager(EntityComponentSystem manager)
|
|
{
|
|
_manager = manager;
|
|
_updateLayers = new SystemLayer[0];
|
|
_drawLayers = new SystemLayer[0];
|
|
_dummyLayer = new SystemLayer();
|
|
Systems = new List<EntitySystem>();
|
|
ProcessingSystems = new List<EntityProcessingSystem>();
|
|
}
|
|
|
|
internal void InitializeIfNecessary()
|
|
{
|
|
if (_hasInitialized)
|
|
return;
|
|
|
|
_hasInitialized = true;
|
|
|
|
foreach (var system in Systems)
|
|
{
|
|
system.Initialize();
|
|
system.LoadContent();
|
|
}
|
|
}
|
|
|
|
internal void Update(GameTime gameTime)
|
|
{
|
|
ProcessLayers(gameTime, _updateLayers);
|
|
}
|
|
|
|
internal void Draw(GameTime gameTime)
|
|
{
|
|
ProcessLayers(gameTime, _drawLayers);
|
|
}
|
|
|
|
// ReSharper disable once SuggestBaseTypeForParameter
|
|
private static void ProcessLayers(GameTime gameTime, SystemLayer[] layers)
|
|
{
|
|
Debug.Assert(layers != null);
|
|
|
|
// ReSharper disable once ForCanBeConvertedToForeach
|
|
for (var i = 0; i < layers.Length; ++i)
|
|
{
|
|
var system = layers[i];
|
|
if (system.SynchronousSystems.Count > 0)
|
|
ProcessSystemsSynchronous(gameTime, system.SynchronousSystems);
|
|
//if (system.AsynchronousSystems.TotalCount > 0)
|
|
// ProcessSystemsAsynchronous(gameTime, system.AsynchronousSystems);
|
|
}
|
|
}
|
|
|
|
private static void ProcessSystemsSynchronous(GameTime gameTime, Bag<EntitySystem> systems)
|
|
{
|
|
Debug.Assert(systems != null);
|
|
|
|
for (int index = 0, j = systems.Count; index < j; ++index)
|
|
systems[index].ProcessInternal(gameTime);
|
|
}
|
|
|
|
//// ReSharper disable once ParameterTypeCanBeEnumerable.Local
|
|
//private static void ProcessSystemsAsynchronous(Bag<System> systems)
|
|
//{
|
|
// // block
|
|
// // does not garantee async...
|
|
// Parallel.ForEach(systems, system => system.ProcessInternal());
|
|
//}
|
|
|
|
internal T AddSystem<T>(T system, GameLoopType gameLoopType, int layer, SystemExecutionType executionType) where T : EntitySystem
|
|
{
|
|
Debug.Assert(system != null);
|
|
|
|
return (T)AddSystem(system.GetType(), system, gameLoopType, layer, executionType);
|
|
}
|
|
|
|
private EntitySystem AddSystem(Type systemType, EntitySystem system, GameLoopType gameLoopType, int layer, SystemExecutionType executionType)
|
|
{
|
|
Debug.Assert(systemType != null);
|
|
Debug.Assert(system != null);
|
|
|
|
if (Systems.Contains(system))
|
|
throw new InvalidOperationException($"System '{systemType}' has already been added.");
|
|
|
|
system.EntityComponentSystem = _manager;
|
|
|
|
Systems.Add(system);
|
|
|
|
|
|
var processingSystem = system as EntityProcessingSystem;
|
|
if (processingSystem != null)
|
|
{
|
|
processingSystem.Index = ProcessingSystems.Count;
|
|
ProcessingSystems.Add(processingSystem);
|
|
}
|
|
|
|
switch (gameLoopType)
|
|
{
|
|
case GameLoopType.Draw:
|
|
AddSystemTo(ref _drawLayers, system, layer, executionType);
|
|
break;
|
|
case GameLoopType.Update:
|
|
AddSystemTo(ref _updateLayers, system, layer, executionType);
|
|
break;
|
|
default:
|
|
throw new ArgumentOutOfRangeException(nameof(gameLoopType), gameLoopType, null);
|
|
}
|
|
|
|
return system;
|
|
}
|
|
|
|
private void AddSystemTo(ref SystemLayer[] layers, EntitySystem system, int layerIndex, SystemExecutionType executionType)
|
|
{
|
|
Debug.Assert(layers != null);
|
|
|
|
_dummyLayer.LayerIndex = layerIndex;
|
|
var index = Array.BinarySearch(layers, _dummyLayer);
|
|
SystemLayer layer;
|
|
if (index >= 0)
|
|
{
|
|
layer = layers[index];
|
|
}
|
|
else
|
|
{
|
|
layer = new SystemLayer(layerIndex);
|
|
Array.Resize(ref layers, layers.Length + 1);
|
|
layers[layers.Length - 1] = layer;
|
|
Array.Sort(layers);
|
|
}
|
|
|
|
switch (executionType)
|
|
{
|
|
case SystemExecutionType.Synchronous:
|
|
layer.SynchronousSystems.Add(system);
|
|
break;
|
|
//case SystemExecutionType.Asynchronous:
|
|
// layer.AsynchronousSystems.Attach(system);
|
|
// break;
|
|
default:
|
|
throw new ArgumentOutOfRangeException(nameof(executionType), executionType, null);
|
|
}
|
|
}
|
|
|
|
private sealed class SystemLayer : IComparable<SystemLayer>
|
|
{
|
|
public int LayerIndex;
|
|
|
|
public readonly Bag<EntitySystem> SynchronousSystems;
|
|
//public readonly Bag<System> AsynchronousSystems;
|
|
|
|
public SystemLayer(int layerIndex = 0)
|
|
{
|
|
LayerIndex = layerIndex;
|
|
//AsynchronousSystems = new Bag<System>();
|
|
SynchronousSystems = new Bag<EntitySystem>();
|
|
}
|
|
|
|
public int CompareTo(SystemLayer other)
|
|
{
|
|
// ReSharper disable once ImpureMethodCallOnReadonlyValueField
|
|
return LayerIndex.CompareTo(other.LayerIndex);
|
|
}
|
|
}
|
|
}
|
|
}
|