コード例 #1
0
        public static void DeleteChunk(Chunk *chunk,
                                       EntityComponentStore *entityComponentStore,
                                       ManagedComponentStore managedComponentStore)
        {
            var entityCount = chunk->Count;

            entityComponentStore->DeallocateDataEntitiesInChunk((Entity *)chunk->Buffer, chunk, 0, chunk->Count);
            managedComponentStore.IncrementComponentOrderVersion(chunk->Archetype, chunk->SharedComponentValues);
            entityComponentStore->IncrementComponentTypeOrderVersion(chunk->Archetype);
            chunk->Archetype->EntityCount -= entityCount;
            SetChunkCount(chunk, 0, entityComponentStore, managedComponentStore);
        }
コード例 #2
0
        static int InstantiateEntitiesOne(Entity srcEntity, Entity *outputEntities,
                                          int instanceCount, InstantiateRemapChunk *remapChunks, int remapChunksCount,
                                          EntityComponentStore *entityComponentStore,
                                          ManagedComponentStore managedComponentStore)
        {
            var src          = entityComponentStore->GetEntityInChunk(srcEntity);
            var srcArchetype = src.Chunk->Archetype;
            var dstArchetype = srcArchetype->InstantiableArchetype;

            var temp = stackalloc int[dstArchetype->NumSharedComponents];

            if (RequiresBuildingResidueSharedComponentIndices(srcArchetype, dstArchetype))
            {
                BuildResidueSharedComponentIndices(srcArchetype, dstArchetype,
                                                   src.Chunk->SharedComponentValues, temp);
            }
            else
            {
                // Always copy shared component indices since GetChunkWithEmptySlots might reallocate the storage of SharedComponentValues
                src.Chunk->SharedComponentValues.CopyTo(temp, 0, dstArchetype->NumSharedComponents);
            }

            SharedComponentValues sharedComponentValues = temp;

            Chunk *chunk = null;

            int instanceBeginIndex = 0;

            while (instanceBeginIndex != instanceCount)
            {
                chunk = GetChunkWithEmptySlots(dstArchetype, sharedComponentValues,
                                               entityComponentStore, managedComponentStore);

                int indexInChunk;
                var allocatedCount = AllocateIntoChunk(chunk, instanceCount - instanceBeginIndex, out indexInChunk,
                                                       entityComponentStore, managedComponentStore);

                ChunkDataUtility.ReplicateComponents(src.Chunk, src.IndexInChunk, chunk, indexInChunk, allocatedCount);
                entityComponentStore->AllocateEntities(dstArchetype, chunk, indexInChunk, allocatedCount,
                                                       outputEntities + instanceBeginIndex);
                chunk->SetAllChangeVersions(entityComponentStore->GlobalSystemVersion);

#if UNITY_EDITOR
                for (var i = 0; i < allocatedCount; ++i)
                {
                    entityComponentStore->SetName(outputEntities[i + instanceBeginIndex], entityComponentStore->GetName(srcEntity));
                }
#endif

                if (remapChunks != null)
                {
                    remapChunks[remapChunksCount].Chunk              = chunk;
                    remapChunks[remapChunksCount].IndexInChunk       = indexInChunk;
                    remapChunks[remapChunksCount].AllocatedCount     = allocatedCount;
                    remapChunks[remapChunksCount].InstanceBeginIndex = instanceBeginIndex;
                    remapChunksCount++;
                }


                instanceBeginIndex += allocatedCount;
            }

            if (chunk != null)
            {
                managedComponentStore.IncrementComponentOrderVersion(dstArchetype, chunk->SharedComponentValues);
                entityComponentStore->IncrementComponentTypeOrderVersion(dstArchetype);
            }

            return(remapChunksCount);
        }
コード例 #3
0
        static void DestroyBatch(Entity *entities, Chunk *chunk, int indexInChunk, int batchCount,
                                 EntityComponentStore *entityComponentStore,
                                 ManagedComponentStore managedComponentStore)
        {
            var archetype = chunk->Archetype;

            if (!archetype->SystemStateCleanupNeeded)
            {
                entityComponentStore->DeallocateDataEntitiesInChunk(entities, chunk, indexInChunk, batchCount);
                managedComponentStore.IncrementComponentOrderVersion(archetype, chunk->SharedComponentValues);
                entityComponentStore->IncrementComponentTypeOrderVersion(archetype);

                if (chunk->ManagedArrayIndex >= 0)
                {
                    // We can just chop-off the end, no need to copy anything
                    if (chunk->Count != indexInChunk + batchCount)
                    {
                        managedComponentStore.CopyManagedObjects(chunk, chunk->Count - batchCount, chunk,
                                                                 indexInChunk, batchCount);
                    }

                    managedComponentStore.ClearManagedObjects(chunk, chunk->Count - batchCount,
                                                              batchCount);
                }

                chunk->Archetype->EntityCount -= batchCount;
                SetChunkCount(chunk, chunk->Count - batchCount, entityComponentStore, managedComponentStore);
            }
            else
            {
                var newType = archetype->SystemStateResidueArchetype;

                var sharedComponentValues = chunk->SharedComponentValues;

                if (RequiresBuildingResidueSharedComponentIndices(archetype, newType))
                {
                    var tempAlloc = stackalloc int[newType->NumSharedComponents];
                    BuildResidueSharedComponentIndices(archetype, newType, sharedComponentValues, tempAlloc);
                    sharedComponentValues = tempAlloc;
                }

                // See: https://github.com/Unity-Technologies/dots/issues/1387
                // For Locked Order Chunks specfically, need to make sure that structural changes are always done per-chunk.
                // If trying to muutate structure in a way that is not per chunk, will hit an exception in the else clause anyway.
                // This ultimately needs to be replaced by entity batch interface.

                if (batchCount == chunk->Count)
                {
                    managedComponentStore.IncrementComponentOrderVersion(archetype, chunk->SharedComponentValues);
                    entityComponentStore->IncrementComponentTypeOrderVersion(archetype);

                    EntityManagerChangeArchetypeUtility.SetArchetype(chunk, newType, sharedComponentValues,
                                                                     entityComponentStore, managedComponentStore);
                }
                else
                {
                    for (var i = 0; i < batchCount; i++)
                    {
                        var entity = entities[i];
                        managedComponentStore.IncrementComponentOrderVersion(archetype,
                                                                             entityComponentStore->GetChunk(entity)->SharedComponentValues);
                        entityComponentStore->IncrementComponentTypeOrderVersion(archetype);
                        EntityManagerChangeArchetypeUtility.SetArchetype(entity, newType, sharedComponentValues,
                                                                         entityComponentStore, managedComponentStore);
                    }
                }
            }
        }