Common update:

-added multiple new function to allocate template and add entity
-updated README.md (complete initial version)
-empty components now don't take memory
-fixedd small bug with TestRunner
-added many new tests (HashMap, Vector, EntityMeta, ...)
-added default hashing function to HashMap
-fixed critical bug with adding entities
-fixed small bug with adding entity with remplacement components
-added asserts into code to better bug detection
-small performance improvement for events
-added ComponentRef structure which contain data pointer and componentID
-remove EntityID from Event structure
-now events are handled before removing entiteis
-fixed GDC compilation
-fixed rendering of rotated sprites
-added weapons as separate entities to space ship and others
-added Tower enemy to SpaceInvaders demo
-added Boss to SpaceInvaders demo (boss has four tower attached to it)
-Boss towers shoot multiple bullets upon death
-fixed critical bug with demos switching
-fixed critical bug related to adding/removing entities form inside onAdd/onRemove entity callback
-added animation support
-added particles sypport and particles for firing and explostions, and more
-multithreaded rendering now has same rendering order as singlethreaded
-application automaticallu detect host CPU threads count
-added upgrades to SPaceInvaders demo
-fixed texture memory freeing
-improved documentation
-improved multithreaded performance
-improve shader code
-fixed registration issue
-some additional performance improvements
-added depth and colors to rendering parameters
-jobs now has names corresponding to their systems
-change execute() -> willExecute()
-added EntityMeta structure to speedup getting fetching components form entity
-improved multithreading rendering
-added possibility tio change number of threads runtime
-added bullets collision detection in SpaceInvaders demo
-some CI changes
-added VBO batch rendering (current default, no render mode switch yet)
-fixed camera positioning calculation
-fixed buffer issue with WebGL
-added viewport scalling (at least 300 pixels height). Pixels are scalled if screen is bigger.
-center demos gameplay area
-added fullpage html template for Emscripten build
-added many new sprites to atlas
-fixed critical bug with CPU usage in multithreaded mode
-snake render tile coresponding to body part
-snake is destroyed after collision and emit some particles
-added some functionality to vectors
-fixed documentation issue in Manager.d
-more minor code changes and cleanup
This commit is contained in:
Dawid Masiukiewicz 2020-05-28 16:48:42 +00:00
parent 2ddb97e9ce
commit 024356df9b
62 changed files with 5918 additions and 1673 deletions

142
tests/bugs.d Normal file
View file

@ -0,0 +1,142 @@
module tests.bugs;
import tests.basic;
import bubel.ecs.core;
import bubel.ecs.manager;
import bubel.ecs.system;
import bubel.ecs.attributes;
version(GNU)
{
pragma(inline, true) T[n] staticArray(T, size_t n)(auto ref T[n] a)
{
return a;
}
}
else import std.array : staticArray;
@("Bug0001")
unittest
{
struct Event1
{
mixin ECS.Event;
EntityID id;
}
struct Event2
{
mixin ECS.Event;
}
struct System1
{
mixin ECS.System;
struct EntitiesData
{
CInt[] int_;
}
EntityTemplate* tmpl;
EntityID id;
void onCreate()
{
tmpl = gEM.allocateTemplate([CInt.component_id, CLong.component_id].staticArray);
}
void onDestroy()
{
gEM.freeTemplate(tmpl);
}
void handleEvent(Entity* entity, Event1 event)
{
gEM.removeEntity(event.id);
gEM.sendEvent(entity.id,Event2());
}
void handleEvent(Entity* entity, Event2 event)
{
id = gEM.addEntity(tmpl).id;
}
}
struct System2
{
mixin ECS.System;
struct EntitiesData
{
Entity[] entity;
}
///check if every entity was removed correctly
void onUpdate(EntitiesData data)
{
assert(0);
}
}
struct System3
{
mixin ECS.System;
struct EntitiesData
{
uint length;
Entity[] entity;
}
///remove every entity
void onUpdate(EntitiesData data)
{
foreach(i;0..data.length)gEM.removeEntity(data.entity[i].id);
}
}
gEM.initialize(0);
gEM.beginRegister();
gEM.registerComponent!CInt;
gEM.registerComponent!CFloat;
gEM.registerComponent!CDouble;
gEM.registerComponent!CLong;
gEM.registerComponent!CShort;
gEM.registerComponent!CFlag;
gEM.registerEvent!Event1;
gEM.registerEvent!Event2;
gEM.registerSystem!System1(0);
gEM.registerSystem!System2(-200);
gEM.registerSystem!System3(-200);
gEM.endRegister();
EntityTemplate* tmpl = gEM.allocateTemplate([CInt.component_id, CLong.component_id].staticArray);
EntityID id = gEM.addEntity(tmpl,[CLong(10).ref_, CInt(6).ref_].staticArray).id;
EntityID id2 = gEM.addEntity(tmpl,[CInt(4).ref_].staticArray).id;
gEM.freeTemplate(tmpl);
gEM.commit();
gEM.sendEvent(id2, Event1(id));
gEM.getSystem(System2.system_id).disable();
gEM.begin();
gEM.update();
gEM.end();
gEM.getSystem(System2.system_id).enable();
gEM.begin();
gEM.update();
gEM.end();
gEM.destroy();
}