Web assembly #6
10 changed files with 199 additions and 64 deletions
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@ -1,3 +1,9 @@
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/************************************************************************************************************************
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*It's internal code. Can be used for atomics if emscripten backend will be used.
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*
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*This module contain atomic operations which include support for emscripten atomics functions.
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*Emscripten functions are contained in API similar to druntime.
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*/
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module ecs.atomic;
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version(Emscripten)version = ECSEmscripten;
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@ -14,7 +20,7 @@ version(ECSEmscripten)
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rel,
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seq
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}
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extern(C) ubyte emscripten_atomic_cas_u8(void *addr, ubyte oldVal, ubyte newVal) @nogc nothrow pure;
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extern(C) ushort emscripten_atomic_cas_u16(void *addr, ushort oldVal, ushort newVal) @nogc nothrow pure;
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extern(C) uint emscripten_atomic_cas_u32(void *addr, uint oldVal, uint newVal) @nogc nothrow pure;
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@ -35,7 +41,7 @@ version(ECSEmscripten)
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extern(C) ushort emscripten_atomic_sub_u16(void *addr, ushort val) @nogc nothrow pure;
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extern(C) uint emscripten_atomic_sub_u32(void *addr, uint val) @nogc nothrow pure;
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pure nothrow @nogc Unqual!T atomicOp(string op, T, V1)(ref shared T val, V1 mod)
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public pure nothrow @nogc Unqual!T atomicOp(string op, T, V1)(ref shared T val, V1 mod)
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{
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static if(op == "+=")
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{
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@ -53,7 +59,7 @@ version(ECSEmscripten)
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}
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}
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pure nothrow @nogc @trusted void atomicStore(MemoryOrder ms = MemoryOrder.seq, T, V)(ref T val, V newval)
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public pure nothrow @nogc @trusted void atomicStore(MemoryOrder ms = MemoryOrder.seq, T, V)(ref T val, V newval)
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{
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alias UT = Unqual!T;
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static if(is(UT == bool) || is(UT == byte) || is(UT == ubyte))emscripten_atomic_store_u8(cast(void*)&val, cast(UT)newval);
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@ -62,7 +68,7 @@ version(ECSEmscripten)
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else static assert(0);
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}
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pure nothrow @nogc @trusted T atomicLoad(MemoryOrder ms = MemoryOrder.seq, T)(ref const T val)
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public pure nothrow @nogc @trusted T atomicLoad(MemoryOrder ms = MemoryOrder.seq, T)(ref const T val)
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{
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alias UT = Unqual!T;
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static if(is(UT == bool))return emscripten_atomic_load_u8(cast(const void*)&val) != 0;
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@ -72,7 +78,7 @@ version(ECSEmscripten)
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else static assert(0);
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}
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pure nothrow @nogc @trusted bool cas(MemoryOrder succ = MemoryOrder.seq, MemoryOrder fail = MemoryOrder.seq, T, V1, V2)(T* here, V1 ifThis, V2 writeThis)
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public pure nothrow @nogc @trusted bool cas(MemoryOrder succ = MemoryOrder.seq, MemoryOrder fail = MemoryOrder.seq, T, V1, V2)(T* here, V1 ifThis, V2 writeThis)
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{
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alias UT = Unqual!T;
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static if(is(UT == bool))return emscripten_atomic_cas_u8(cast(void*)here, cast(Unqual!T)ifThis, cast(Unqual!T)writeThis) == ifThis;
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@ -1,8 +1,21 @@
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/************************************************************************************************************************
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*This module contain attributes used to mark components.
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*Currently only two attributes are supported:
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* - optional: mark component as optional for system update
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* - readonly: mark component access as read only (used for multithreading)
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*
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*By default components are required and mutable. "const" attribute can be used insteac od readonly mark.
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*ex.
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*Struct EntitiesData
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*{
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* Comp1[] cmp; //mutable required component
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* @readonly @optional Comp2[] cmp2; //optional read only component
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* @optional const (Comp3)[] cmp3; //same as cmp2
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*}
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*/
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module ecs.attributes;
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///Used to mark optional components for system.
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enum optional = "optional";
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//Used to mark components excluded from update for system. Enum 'ExcludedComponents' should be used instead of it.
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//enum excluded = "excluded";
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///Used to mark readonly components for system. "const" can be used insted.
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enum readonly = "readonly";
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@ -1,23 +1,23 @@
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/************************************************************************************************************************
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*It's internal code.
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*
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*Module contain memory allocator.
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*/
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module ecs.block_allocator;
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import ecs.manager;
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import ecs.std;
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/************************************************************************************************************************
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*Allocator allocate large blocks and return smaller blocks. When there is no more blocks then next large block is allocated.
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*By default freeing memory only returns it to allocator. To free large memory chunks freeMemory function is used.
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*freeMemory function return to system memory even if chunk blocks wasn't freed.
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*/
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struct BlockAllocator
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{
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private uint block_size;
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private uint blocks_in_allocation;
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struct BlockPointers
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{
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void*[32] blocks;
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uint numberof = 0;
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BlockPointers* next_pointers = null;
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}
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void* next_block = null;
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BlockPointers* pointers = null;
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/************************************************************************************************************************
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*Get new block. Allocator automatically allocate next memory chunk if needed.
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*/
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void* getBlock() nothrow @nogc
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{
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if (next_block is null)
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@ -27,13 +27,35 @@ struct BlockAllocator
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return ret;
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}
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/************************************************************************************************************************
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*Return block to allocator for further use.
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*/
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void freeBlock(void* block) nothrow @nogc
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{
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*cast(void**)block = next_block;
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next_block = block;
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}
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private void allocBlock() nothrow @nogc
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/************************************************************************************************************************
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*Free whole used memory. This function return to system all memory chunks even if not every black was freed.
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*/
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void freeMemory() nothrow @nogc
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{
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while(pointers)
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{
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foreach(i;0..pointers.numberof)
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{
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Mallocator.alignDispose(pointers.blocks[i]);
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}
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BlockPointers* next_pointers = pointers.next_pointers;
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Mallocator.dispose(pointers);
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pointers = next_pointers;
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}
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}
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private:
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void allocBlock() nothrow @nogc
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{
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next_block = cast(void*) Mallocator.alignAlloc(
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block_size * blocks_in_allocation, block_size);
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@ -57,17 +79,16 @@ struct BlockAllocator
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*pointer = null;
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}
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void freeMemory() nothrow @nogc
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struct BlockPointers
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{
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while(pointers)
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{
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foreach(i;0..pointers.numberof)
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{
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Mallocator.alignDispose(pointers.blocks[i]);
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}
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BlockPointers* next_pointers = pointers.next_pointers;
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Mallocator.dispose(pointers);
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pointers = next_pointers;
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}
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void*[32] blocks;
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uint numberof = 0;
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BlockPointers* next_pointers = null;
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}
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uint block_size;
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uint blocks_in_allocation;
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void* next_block = null;
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BlockPointers* pointers = null;
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}
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@ -1,27 +1,74 @@
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/************************************************************************************************************************
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*This module contain main templates for user.
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*There are three structure templates (mixins) which should be added on top of structure:
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* - System: make system structure
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* - Component: make component structure
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* - Event: make event structure
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*
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*ex.
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*Struct System1
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*{
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* mixin!ECS.System;
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*}
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*
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*Struct System2
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*{
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* mixin!ECS.System(16);//set number of jobs generated for system by multithreaded update
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*}
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*
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*Struct Component1
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*{
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* mixin!ECS.Component;
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*}
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*
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*Struct Event1
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*{
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* mixin!ECS.Event;
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*}
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*
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*There is also template for generating list of excluded components "ExcludedComponets(T...)".
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*This template takes component structure types and making list of excluded components used in "registerSystem" function.
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*
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*/
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module ecs.core;
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public import ecs.manager;
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public import ecs.entity;
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/************************************************************************************************************************
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*Main struct used as namespace for templates.
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*/
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static struct ECS
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{
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/************************************************************************************************************************
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*Mark structure as System. Should be added on top of structure (before any data).
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*/
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mixin template System(uint jobs_count = 32)
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{
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__gshared ushort system_id;
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uint __ecs_jobs_count = jobs_count;
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}
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/************************************************************************************************************************
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*Mark structure as Component. Should be added on top of structure (before any data).
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*/
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mixin template Component()
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{
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__gshared ushort component_id;
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}
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/************************************************************************************************************************
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*Mark structure as Event. Should be added on top of structure (before any data).
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*/
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mixin template Event()
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{
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__gshared ushort event_id;
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EntityID entity_id;
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}
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/************************************************************************************************************************
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*Make list of excluded components. This template get structure types as argument. Should be added inside System structure.
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*/
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mixin template ExcludedComponents(T...)
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{
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alias ExcludedComponents = T;
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@ -7,7 +7,7 @@ import ecs.system;
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import ecs.manager;
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/************************************************************************************************************************
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*Entity ID structure.
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*Entity ID structure. Used as reference to Entity. Pointer to entity should be ever used to store entity reference!
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*/
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struct EntityID
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{
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@ -26,15 +26,8 @@ struct Entity
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EntityID id;
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/************************************************************************************************************************
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*Update pointer to it in IDManager
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*/
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void updateID() nothrow @nogc
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{
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EntityManager.instance.id_manager.update(this);
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}
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/************************************************************************************************************************
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*Get specified component. If component doesn't exist function retun null.
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*Get specified component. If component doesn't exist function retun null. Pointer is valid only before next "commit()", "begin()" or "end()"
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*function is called. Returned pointer shouldn't be used to store reference to entity data.
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*/
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T* getComponent(T)() const
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{
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@ -49,10 +42,21 @@ struct Entity
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uint ind = cast(uint)((cast(void*)&this - block.dataBegin()) / EntityID.sizeof());
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return cast(T*)(cast(void*)block + info.deltas[T.component_id] + ind * T.sizeof);
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}
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/*package void updateID() nothrow @nogc
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{
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EntityManager.instance.id_manager.update(this);
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}*/
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}
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/************************************************************************************************************************
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*Entity template structure.
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*Entity contain whole information needed to create new entity. Allocating EntityTemplate is considered as more expensive operation
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*than adding entity. Whole components memory is stored in EntityTemplate and is copyied to newly added entity.
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*If you want to place several entity with small difference in data then you should take pointer to component and change it before every
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*entity addition.
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*There is no restriction about number of allocated templates. Single template can be used from multiple threads, but if you
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*want to changes some components data before add entity (entity position for example) it's better to use multiple templates.
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*/
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export struct EntityTemplate
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{
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@ -62,7 +66,7 @@ export struct EntityTemplate
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EntityManager.EntityInfo* info;
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/************************************************************************************************************************
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*Get specified component. If component doesn't exist function return null.
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*Get specified component. If component doesn't exist function return null. Returned pointer is valid during EntityTemplate lifetime.
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*/
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T* getComponent(T)() nothrow @nogc
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{
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@ -7,7 +7,7 @@ import ecs.std;
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import std.algorithm.comparison : max;
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struct EventManager
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package struct EventManager
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{
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void initialize(EntityManager* m) nothrow @nogc
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@ -34,7 +34,7 @@ struct EventManager
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EventData* data = &events[Ev.event_id];
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EventBlock* block = data.blocks[block_id];
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EntityManager.EventInfo* info = &gEM.events[Ev.event_id];
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//EntityManager.EventInfo* info = &gEM.events[Ev.event_id];
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event.entity_id = id;
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if(block is null)
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@ -19,7 +19,7 @@ struct IDManager
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{
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//uint current = m_next_id;
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//uint next;// = m_ids_array[m_next_id].next_id;
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begin:
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//begin:
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//if (current == uint.max)//> m_last_id)
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int current = m_stack_top.atomicOp!"-="(1) + 1;
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if(current < 0)
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@ -142,6 +142,9 @@ begin:
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return data.counter == id.counter;
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}
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/************************************************************************************************************************
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*Initialize manager.
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*/
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void initialize() nothrow @nogc
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{
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m_ids_array = Mallocator.makeArray!Data(65536);
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@ -158,6 +161,9 @@ begin:
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optimize();
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}
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/************************************************************************************************************************
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*Free manager memory.
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*/
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void deinitialize() @trusted @nogc nothrow
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{
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if(m_ids_array)Mallocator.dispose(m_ids_array);
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@ -178,6 +184,9 @@ begin:
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}
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}
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/************************************************************************************************************************
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*Optimize memory. Must be called if any ID was added and some ID will be removed.
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*/
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void optimize() nothrow @nogc
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{
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if(m_stack_top < -1)m_stack_top = -1;
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@ -1,5 +1,5 @@
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/************************************************************************************************************************
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*Most important module.
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*Most important module. Almost every function is called from EntityManager.
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*/
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module ecs.manager;
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@ -25,11 +25,35 @@ import ecs.atomic;
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export alias gEM = EntityManager.instance;
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export alias gEntityManager = EntityManager.instance;
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export alias gEventManager = EntityManager.instance;
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alias SerializeVector = ecs.vector.Vector!ubyte;
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/************************************************************************************************************************
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*Entity manager is responsible for everything.
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*
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*Entity manager can be in three states:
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* - registration: time between beginRegister() and endRegister() calls.
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* - update: time between being() and end() calls.
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* - default: when it's not in registration or update time
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*
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*Manager can be only in one state simultaneously.
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*
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*Manager must be initialized before use. There is global instance of EntityManager: EntityManager.instance or gEM as alias.
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*
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*Registration process consist of registration of passes, systems, entities and events.
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*
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*Pass is group of system which should be used inside one update() call. Passes are added as name (string) and can be referenced by name or id.<br/>
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*System is structure responsible for update of specified group of entities. System consist of EntitiesData structure which contain components used
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*by system and some callback. Main callback is onUpdate() which is called by update() entity manager function. Other callbacks are used as listeners for
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*adding entites, tracking system lifetime and events handling.<br/>
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*Component is basicly small fraction of data which is considered to be used as whole. In best scenario every byte of component is used when it's refered to.
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*In practice sometimes it's better to join data into one component even if it's can be accessed separetly.<br/>
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*Events are structures with data used to handle events. Event can contain for exmaple one floating point number used as damage dealt to entity.<br/>
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*Entity is group of components. In memory entity is only ID which makes it's possible to take it's components. Components are grouped into chunks, and
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*grouped by component type so entity can be fracted in big memory chunk.<br/>
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*
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*There is two types of update:
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*<br/> - update(): function used to call update pass.
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*<br/> - updateMT(): function used to call update pass multithreaded. This call only generates jobs which must be called by user.
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*/
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export struct EntityManager
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{
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@ -353,7 +377,7 @@ export struct EntityManager
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static if (!(hasMember!(Sys, "system_id")) || !is(typeof(Sys.system_id) == ushort))
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{
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static assert(0); //, "Add \"mixin ECS.System;\" in top of system structure;"); //"System should have \"__gshared ushort system_id");
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static assert(0); //, "Add \"mixin ECS.System;\" in top of system structure;");
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}
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static if (!(hasMember!(Sys, "EntitiesData")))
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@ -463,11 +487,11 @@ export struct EntityManager
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m_req[m_req_counter++] = info;
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}
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CompInfo[32] m_readonly;
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CompInfo[32] m_mutable;
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CompInfo[32] m_excluded;
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CompInfo[32] m_optional;
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CompInfo[32] m_req;
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CompInfo[64] m_readonly;
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CompInfo[64] m_mutable;
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CompInfo[64] m_excluded;
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CompInfo[64] m_optional;
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CompInfo[64] m_req;
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uint m_readonly_counter;
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uint m_mutable_counter;
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@ -635,7 +659,12 @@ export struct EntityManager
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foreach (iii, comp_info; components_info.req)
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{
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ushort comp = components_map.get(cast(char[]) comp_info.type, ushort.max);
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assert(comp != ushort.max); //, "Can't register system \""~Sys.stringof~"\" due to non existing component \""~comp_info.type~"\".");
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version (betterC)
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assert(comp != ushort.max,
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"Can't register system due to non existing component.");
|
||||
else
|
||||
assert(comp != ushort.max, "Can't register system \"" ~ Sys.stringof
|
||||
~ "\" due to non existing component \"" ~ comp_info.type ~ "\".");
|
||||
system.m_components[iii] = comp;
|
||||
}
|
||||
foreach (iii, comp_info; components_info.excluded)
|
||||
|
|
@ -1319,7 +1348,7 @@ export struct EntityManager
|
|||
*Allocate EntityTemplate with all components from entity witch it's data and returns pointer to it.
|
||||
*
|
||||
*Params:
|
||||
*id = ID of entity from which should be created template
|
||||
*entity_id = ID of entity from which should be created template
|
||||
*fill_default = if true, components will be filled with default data, instead entity data will be taken
|
||||
*/
|
||||
export EntityTemplate* allocateTemplate(EntityID entity_id, bool fill_default = false)
|
||||
|
|
@ -1756,7 +1785,7 @@ export struct EntityManager
|
|||
|
||||
Entity* new_entity = cast(Entity*) start;
|
||||
new_entity.id = entity.id;
|
||||
new_entity.updateID();
|
||||
id_manager.update(*new_entity); //new_entity.updateID();
|
||||
|
||||
uint ind = block.entityIndex(entity);
|
||||
|
||||
|
|
@ -1876,7 +1905,7 @@ export struct EntityManager
|
|||
|
||||
Entity* new_entity = cast(Entity*) start;
|
||||
new_entity.id = entity.id;
|
||||
new_entity.updateID();
|
||||
id_manager.update(*new_entity); //new_entity.updateID();
|
||||
|
||||
uint j = 0;
|
||||
uint k = 0;
|
||||
|
|
@ -2001,7 +2030,7 @@ export struct EntityManager
|
|||
*instead of pointer.
|
||||
*
|
||||
*Params:
|
||||
*tmpl = pointer entity template allocated by EntityManager.
|
||||
*id = ID of entity to be copyied.
|
||||
*/
|
||||
export Entity* addEntityCopy(EntityID id)
|
||||
{
|
||||
|
|
@ -2044,7 +2073,7 @@ export struct EntityManager
|
|||
//add_mutex.lock_nothrow();
|
||||
new_entity.id = id_manager.getNewID();
|
||||
//add_mutex.unlock_nothrow();
|
||||
new_entity.updateID();
|
||||
id_manager.update(*new_entity); //new_entity.updateID();
|
||||
|
||||
return new_entity;
|
||||
}
|
||||
|
|
@ -2094,7 +2123,7 @@ export struct EntityManager
|
|||
//add_mutex.lock_nothrow();
|
||||
entity.id = id_manager.getNewID();
|
||||
//add_mutex.unlock_nothrow();
|
||||
entity.updateID();
|
||||
id_manager.update(*entity); //entity.updateID();
|
||||
|
||||
return entity;
|
||||
}
|
||||
|
|
@ -2237,7 +2266,7 @@ export struct EntityManager
|
|||
block = info.last_block;
|
||||
entity.id = *cast(EntityID*)(block.dataBegin() + block.entities_count * EntityID.sizeof);
|
||||
|
||||
entity.updateID();
|
||||
id_manager.update(*entity); //entity.updateID();
|
||||
}
|
||||
|
||||
block = info.last_block;
|
||||
|
|
|
|||
|
|
@ -1,3 +1,7 @@
|
|||
/************************************************************************************************************************
|
||||
*It's internal code!
|
||||
*This module contain implementation of standard functionality.
|
||||
*/
|
||||
module ecs.std;
|
||||
|
||||
version(Emscripten)version = ECSEmscripten;
|
||||
|
|
|
|||
|
|
@ -18,6 +18,8 @@ import ecs.manager;
|
|||
*<br/>-void onDestroy();
|
||||
*<br/>-void onAddEntity(EntitesData);
|
||||
*<br/>-void onRemoveEntity(EntitiesData);
|
||||
*<br/>-void onChangeEntity(EntitiesData);
|
||||
*<br/>-void handleEvent(Entity*, Event);
|
||||
*/
|
||||
struct System
|
||||
{
|
||||
|
|
@ -82,14 +84,14 @@ struct System
|
|||
return cast(const(char)[]) m_name;
|
||||
}
|
||||
|
||||
package:
|
||||
|
||||
struct EventCaller
|
||||
{
|
||||
ushort id;
|
||||
void* callback;
|
||||
}
|
||||
|
||||
package:
|
||||
|
||||
///should system be executed in current update?
|
||||
bool m_execute = true;
|
||||
///system id
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue