Web assembly #6

Merged
Mergul merged 38 commits from WebAssembly into master 2020-04-14 17:44:27 +02:00
10 changed files with 199 additions and 64 deletions
Showing only changes of commit 845f468d59 - Show all commits

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@ -1,3 +1,9 @@
/************************************************************************************************************************
*It's internal code. Can be used for atomics if emscripten backend will be used.
*
*This module contain atomic operations which include support for emscripten atomics functions.
*Emscripten functions are contained in API similar to druntime.
*/
module ecs.atomic;
version(Emscripten)version = ECSEmscripten;
@ -14,7 +20,7 @@ version(ECSEmscripten)
rel,
seq
}
extern(C) ubyte emscripten_atomic_cas_u8(void *addr, ubyte oldVal, ubyte newVal) @nogc nothrow pure;
extern(C) ushort emscripten_atomic_cas_u16(void *addr, ushort oldVal, ushort newVal) @nogc nothrow pure;
extern(C) uint emscripten_atomic_cas_u32(void *addr, uint oldVal, uint newVal) @nogc nothrow pure;
@ -35,7 +41,7 @@ version(ECSEmscripten)
extern(C) ushort emscripten_atomic_sub_u16(void *addr, ushort val) @nogc nothrow pure;
extern(C) uint emscripten_atomic_sub_u32(void *addr, uint val) @nogc nothrow pure;
pure nothrow @nogc Unqual!T atomicOp(string op, T, V1)(ref shared T val, V1 mod)
public pure nothrow @nogc Unqual!T atomicOp(string op, T, V1)(ref shared T val, V1 mod)
{
static if(op == "+=")
{
@ -53,7 +59,7 @@ version(ECSEmscripten)
}
}
pure nothrow @nogc @trusted void atomicStore(MemoryOrder ms = MemoryOrder.seq, T, V)(ref T val, V newval)
public pure nothrow @nogc @trusted void atomicStore(MemoryOrder ms = MemoryOrder.seq, T, V)(ref T val, V newval)
{
alias UT = Unqual!T;
static if(is(UT == bool) || is(UT == byte) || is(UT == ubyte))emscripten_atomic_store_u8(cast(void*)&val, cast(UT)newval);
@ -62,7 +68,7 @@ version(ECSEmscripten)
else static assert(0);
}
pure nothrow @nogc @trusted T atomicLoad(MemoryOrder ms = MemoryOrder.seq, T)(ref const T val)
public pure nothrow @nogc @trusted T atomicLoad(MemoryOrder ms = MemoryOrder.seq, T)(ref const T val)
{
alias UT = Unqual!T;
static if(is(UT == bool))return emscripten_atomic_load_u8(cast(const void*)&val) != 0;
@ -72,7 +78,7 @@ version(ECSEmscripten)
else static assert(0);
}
pure nothrow @nogc @trusted bool cas(MemoryOrder succ = MemoryOrder.seq, MemoryOrder fail = MemoryOrder.seq, T, V1, V2)(T* here, V1 ifThis, V2 writeThis)
public pure nothrow @nogc @trusted bool cas(MemoryOrder succ = MemoryOrder.seq, MemoryOrder fail = MemoryOrder.seq, T, V1, V2)(T* here, V1 ifThis, V2 writeThis)
{
alias UT = Unqual!T;
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 @@
/************************************************************************************************************************
*This module contain attributes used to mark components.
*Currently only two attributes are supported:
* - optional: mark component as optional for system update
* - readonly: mark component access as read only (used for multithreading)
*
*By default components are required and mutable. "const" attribute can be used insteac od readonly mark.
*ex.
*Struct EntitiesData
*{
* Comp1[] cmp; //mutable required component
* @readonly @optional Comp2[] cmp2; //optional read only component
* @optional const (Comp3)[] cmp3; //same as cmp2
*}
*/
module ecs.attributes;
///Used to mark optional components for system.
enum optional = "optional";
//Used to mark components excluded from update for system. Enum 'ExcludedComponents' should be used instead of it.
//enum excluded = "excluded";
///Used to mark readonly components for system. "const" can be used insted.
enum readonly = "readonly";

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@ -1,23 +1,23 @@
/************************************************************************************************************************
*It's internal code.
*
*Module contain memory allocator.
*/
module ecs.block_allocator;
import ecs.manager;
import ecs.std;
/************************************************************************************************************************
*Allocator allocate large blocks and return smaller blocks. When there is no more blocks then next large block is allocated.
*By default freeing memory only returns it to allocator. To free large memory chunks freeMemory function is used.
*freeMemory function return to system memory even if chunk blocks wasn't freed.
*/
struct BlockAllocator
{
private uint block_size;
private uint blocks_in_allocation;
struct BlockPointers
{
void*[32] blocks;
uint numberof = 0;
BlockPointers* next_pointers = null;
}
void* next_block = null;
BlockPointers* pointers = null;
/************************************************************************************************************************
*Get new block. Allocator automatically allocate next memory chunk if needed.
*/
void* getBlock() nothrow @nogc
{
if (next_block is null)
@ -27,13 +27,35 @@ struct BlockAllocator
return ret;
}
/************************************************************************************************************************
*Return block to allocator for further use.
*/
void freeBlock(void* block) nothrow @nogc
{
*cast(void**)block = next_block;
next_block = block;
}
private void allocBlock() nothrow @nogc
/************************************************************************************************************************
*Free whole used memory. This function return to system all memory chunks even if not every black was freed.
*/
void freeMemory() nothrow @nogc
{
while(pointers)
{
foreach(i;0..pointers.numberof)
{
Mallocator.alignDispose(pointers.blocks[i]);
}
BlockPointers* next_pointers = pointers.next_pointers;
Mallocator.dispose(pointers);
pointers = next_pointers;
}
}
private:
void allocBlock() nothrow @nogc
{
next_block = cast(void*) Mallocator.alignAlloc(
block_size * blocks_in_allocation, block_size);
@ -57,17 +79,16 @@ struct BlockAllocator
*pointer = null;
}
void freeMemory() nothrow @nogc
struct BlockPointers
{
while(pointers)
{
foreach(i;0..pointers.numberof)
{
Mallocator.alignDispose(pointers.blocks[i]);
}
BlockPointers* next_pointers = pointers.next_pointers;
Mallocator.dispose(pointers);
pointers = next_pointers;
}
void*[32] blocks;
uint numberof = 0;
BlockPointers* next_pointers = null;
}
uint block_size;
uint blocks_in_allocation;
void* next_block = null;
BlockPointers* pointers = null;
}

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@ -1,27 +1,74 @@
/************************************************************************************************************************
*This module contain main templates for user.
*There are three structure templates (mixins) which should be added on top of structure:
* - System: make system structure
* - Component: make component structure
* - Event: make event structure
*
*ex.
*Struct System1
*{
* mixin!ECS.System;
*}
*
*Struct System2
*{
* mixin!ECS.System(16);//set number of jobs generated for system by multithreaded update
*}
*
*Struct Component1
*{
* mixin!ECS.Component;
*}
*
*Struct Event1
*{
* mixin!ECS.Event;
*}
*
*There is also template for generating list of excluded components "ExcludedComponets(T...)".
*This template takes component structure types and making list of excluded components used in "registerSystem" function.
*
*/
module ecs.core;
public import ecs.manager;
public import ecs.entity;
/************************************************************************************************************************
*Main struct used as namespace for templates.
*/
static struct ECS
{
/************************************************************************************************************************
*Mark structure as System. Should be added on top of structure (before any data).
*/
mixin template System(uint jobs_count = 32)
{
__gshared ushort system_id;
uint __ecs_jobs_count = jobs_count;
}
/************************************************************************************************************************
*Mark structure as Component. Should be added on top of structure (before any data).
*/
mixin template Component()
{
__gshared ushort component_id;
}
/************************************************************************************************************************
*Mark structure as Event. Should be added on top of structure (before any data).
*/
mixin template Event()
{
__gshared ushort event_id;
EntityID entity_id;
}
/************************************************************************************************************************
*Make list of excluded components. This template get structure types as argument. Should be added inside System structure.
*/
mixin template ExcludedComponents(T...)
{
alias ExcludedComponents = T;

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@ -7,7 +7,7 @@ import ecs.system;
import ecs.manager;
/************************************************************************************************************************
*Entity ID structure.
*Entity ID structure. Used as reference to Entity. Pointer to entity should be ever used to store entity reference!
*/
struct EntityID
{
@ -26,15 +26,8 @@ struct Entity
EntityID id;
/************************************************************************************************************************
*Update pointer to it in IDManager
*/
void updateID() nothrow @nogc
{
EntityManager.instance.id_manager.update(this);
}
/************************************************************************************************************************
*Get specified component. If component doesn't exist function retun null.
*Get specified component. If component doesn't exist function retun null. Pointer is valid only before next "commit()", "begin()" or "end()"
*function is called. Returned pointer shouldn't be used to store reference to entity data.
*/
T* getComponent(T)() const
{
@ -49,10 +42,21 @@ struct Entity
uint ind = cast(uint)((cast(void*)&this - block.dataBegin()) / EntityID.sizeof());
return cast(T*)(cast(void*)block + info.deltas[T.component_id] + ind * T.sizeof);
}
/*package void updateID() nothrow @nogc
{
EntityManager.instance.id_manager.update(this);
}*/
}
/************************************************************************************************************************
*Entity template structure.
*Entity contain whole information needed to create new entity. Allocating EntityTemplate is considered as more expensive operation
*than adding entity. Whole components memory is stored in EntityTemplate and is copyied to newly added entity.
*If you want to place several entity with small difference in data then you should take pointer to component and change it before every
*entity addition.
*There is no restriction about number of allocated templates. Single template can be used from multiple threads, but if you
*want to changes some components data before add entity (entity position for example) it's better to use multiple templates.
*/
export struct EntityTemplate
{
@ -62,7 +66,7 @@ export struct EntityTemplate
EntityManager.EntityInfo* info;
/************************************************************************************************************************
*Get specified component. If component doesn't exist function return null.
*Get specified component. If component doesn't exist function return null. Returned pointer is valid during EntityTemplate lifetime.
*/
T* getComponent(T)() nothrow @nogc
{

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@ -7,7 +7,7 @@ import ecs.std;
import std.algorithm.comparison : max;
struct EventManager
package struct EventManager
{
void initialize(EntityManager* m) nothrow @nogc
@ -34,7 +34,7 @@ struct EventManager
EventData* data = &events[Ev.event_id];
EventBlock* block = data.blocks[block_id];
EntityManager.EventInfo* info = &gEM.events[Ev.event_id];
//EntityManager.EventInfo* info = &gEM.events[Ev.event_id];
event.entity_id = id;
if(block is null)

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@ -19,7 +19,7 @@ struct IDManager
{
//uint current = m_next_id;
//uint next;// = m_ids_array[m_next_id].next_id;
begin:
//begin:
//if (current == uint.max)//> m_last_id)
int current = m_stack_top.atomicOp!"-="(1) + 1;
if(current < 0)
@ -142,6 +142,9 @@ begin:
return data.counter == id.counter;
}
/************************************************************************************************************************
*Initialize manager.
*/
void initialize() nothrow @nogc
{
m_ids_array = Mallocator.makeArray!Data(65536);
@ -158,6 +161,9 @@ begin:
optimize();
}
/************************************************************************************************************************
*Free manager memory.
*/
void deinitialize() @trusted @nogc nothrow
{
if(m_ids_array)Mallocator.dispose(m_ids_array);
@ -178,6 +184,9 @@ begin:
}
}
/************************************************************************************************************************
*Optimize memory. Must be called if any ID was added and some ID will be removed.
*/
void optimize() nothrow @nogc
{
if(m_stack_top < -1)m_stack_top = -1;

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@ -1,5 +1,5 @@
/************************************************************************************************************************
*Most important module.
*Most important module. Almost every function is called from EntityManager.
*/
module ecs.manager;
@ -25,11 +25,35 @@ import ecs.atomic;
export alias gEM = EntityManager.instance;
export alias gEntityManager = EntityManager.instance;
export alias gEventManager = EntityManager.instance;
alias SerializeVector = ecs.vector.Vector!ubyte;
/************************************************************************************************************************
*Entity manager is responsible for everything.
*
*Entity manager can be in three states:
* - registration: time between beginRegister() and endRegister() calls.
* - update: time between being() and end() calls.
* - default: when it's not in registration or update time
*
*Manager can be only in one state simultaneously.
*
*Manager must be initialized before use. There is global instance of EntityManager: EntityManager.instance or gEM as alias.
*
*Registration process consist of registration of passes, systems, entities and events.
*
*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/>
*System is structure responsible for update of specified group of entities. System consist of EntitiesData structure which contain components used
*by system and some callback. Main callback is onUpdate() which is called by update() entity manager function. Other callbacks are used as listeners for
*adding entites, tracking system lifetime and events handling.<br/>
*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.
*In practice sometimes it's better to join data into one component even if it's can be accessed separetly.<br/>
*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/>
*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
*grouped by component type so entity can be fracted in big memory chunk.<br/>
*
*There is two types of update:
*<br/> - update(): function used to call update pass.
*<br/> - updateMT(): function used to call update pass multithreaded. This call only generates jobs which must be called by user.
*/
export struct EntityManager
{
@ -353,7 +377,7 @@ export struct EntityManager
static if (!(hasMember!(Sys, "system_id")) || !is(typeof(Sys.system_id) == ushort))
{
static assert(0); //, "Add \"mixin ECS.System;\" in top of system structure;"); //"System should have \"__gshared ushort system_id");
static assert(0); //, "Add \"mixin ECS.System;\" in top of system structure;");
}
static if (!(hasMember!(Sys, "EntitiesData")))
@ -463,11 +487,11 @@ export struct EntityManager
m_req[m_req_counter++] = info;
}
CompInfo[32] m_readonly;
CompInfo[32] m_mutable;
CompInfo[32] m_excluded;
CompInfo[32] m_optional;
CompInfo[32] m_req;
CompInfo[64] m_readonly;
CompInfo[64] m_mutable;
CompInfo[64] m_excluded;
CompInfo[64] m_optional;
CompInfo[64] m_req;
uint m_readonly_counter;
uint m_mutable_counter;
@ -635,7 +659,12 @@ export struct EntityManager
foreach (iii, comp_info; components_info.req)
{
ushort comp = components_map.get(cast(char[]) comp_info.type, ushort.max);
assert(comp != ushort.max); //, "Can't register system \""~Sys.stringof~"\" due to non existing component \""~comp_info.type~"\".");
version (betterC)
assert(comp != ushort.max,
"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;

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@ -1,3 +1,7 @@
/************************************************************************************************************************
*It's internal code!
*This module contain implementation of standard functionality.
*/
module ecs.std;
version(Emscripten)version = ECSEmscripten;

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@ -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