Svelto.ECS.Schema
0.4.1
See the version list below for details.
dotnet add package Svelto.ECS.Schema --version 0.4.1
NuGet\Install-Package Svelto.ECS.Schema -Version 0.4.1
<PackageReference Include="Svelto.ECS.Schema" Version="0.4.1" />
paket add Svelto.ECS.Schema --version 0.4.1
#r "nuget: Svelto.ECS.Schema, 0.4.1"
// Install Svelto.ECS.Schema as a Cake Addin #addin nuget:?package=Svelto.ECS.Schema&version=0.4.1 // Install Svelto.ECS.Schema as a Cake Tool #tool nuget:?package=Svelto.ECS.Schema&version=0.4.1
Svelto.ECS.Schema
Extension for Svelto.ECS, helps defining structure like database schema.
Motivation
Svelto.ECS is an awesome project, however I found understanding underlying entity structure can be pretty confusing to new users like myself. It has powerful tools like groups and filters, but lacks of wrapper to make it intutive. I thought it will be much easier to understand group with structured Schema, and it is worth to make your code flexible, design change proof. That is the motivation I wrote this Svelto.ECS.Schema extension which is basically a user-friendly wrapper for groups and filters.
Think of a RDBMS schema, there is tables, records, columns, indexes. ECS is basically in-memory database but faster. In RDBMS, tables can hold records having specific combination of columns. In Svelto.ECS, groups can hold entities having specific combination of components. That is why I chose to take friendly terms from RDBMS and define Schema of ECS.
Features
- RDBMS-like Schema Definition with Extendible, Nestable Layout.
- Indexing Entities and Automatic Tracking over Tables.
- Finite State Machine with Transitions, Conditions and Callbacks.
- Ensures Zero-allocation for Frequently Called Critical Pathes.
Basic Usage
Install
Currently it is alpha stage, available on NuGet. While I don't recommend to use it on production, feel free to try it and please share me the experience!
Need help?
If you need help or want to give feedback, you can either join my Discord Channel or ping @cathei from Svelto's Official Discord Channel.
Defining Descriptor
Let's say you have basic understanding of Svelto ECS. (You might read some articles and still confused and lost.) Defining Schema starts from defining EntityDescriptor, that is combination of components.
public class CharacterDescriptor : GenericEntityDescriptor<EGIDComponent, HealthComponent, PositionComponent> { }
It is not part of this extension, but it is important because it is basically definition of records that table can hold.
Defining Schema
Let's define simplest Schema.
public class GameSchema : IEntitySchema
{
public readonly Table<CharacterDescriptor> Character = new Table<CharacterDescriptor>();
public readonly Table<ItemDescriptor> Item = new Table<ItemDescriptor>();
}
IEntitySchema
is a logical group that can contain Tables and Indexes as their members. I strongly recommend to make every fields in Schema readonly
.
Table<TDescriptor>
represents underlying ExclusiveGroup
. Since it is exlusive, a Entity will belong in one Group only at the same moment. Groups should only accept entities using same Descriptor, or else the iteration index will break. In Schema extension Table has Descriptor type argument, basically preventing this issue.
Note that tables are public readonly fields. Tables should not be changed, and properties are not supported by Schema extension for now.
Using Schema
Now we defined a schema, we can add it to EnginesRoot
, do this before any entitiy submission.
IndexesDB indexesDB = _enginesRoot.GenerateIndexesDB();
GameSchema schema = _enginesRoot.AddSchema<GameSchema>(indexesDB);
Generating IndexesDB
is required prior to generate schema. It is the class that will hold runtime information for Schema extension. We will use this later. Make sure you use Schema object returned by AddSchema
. In other words do NOT call new on root Schema.
Add Entities to Table
Now to add entity with Table<T>
, we support two ways. You can pass Table to BuildEntity
as if it is a ExclusiveGroup
;
var entityBuilder = entityFactory.BuildEntity(entityId, schema.Character);
Or call through Table<T>.Build
.
var entityBuilder = schema.Character.Build(entityFactory, entityId);
Results are the same so it is just different expression. But later gives us more type information, so later is preffered. From now we will introduce more with form of later, but keep in mind that many of them can be also used with equivalent expression like former.
Query Entities from Table
To query entities of Table<T>
, it is easy as building entity.
var (egid, count) = schema.Character.Entities<EGIDComponent>(entitiesDB);
Defining Ranged Table
Sometimes you'll want many tables of same type, without defining many variables. Simiply define Tables<T>
, pass the number of group you want to be created, and there are multiple separated tables!
public enum ItemType { Potion, Weapon, Armor, MAX };
public class AnotherSchema : IEntitySchema
{
public const int MaxPlayerCount = 10;
public readonly Tables<PlayerDescriptor> Players = new Tables<PlayerDescriptor>(MaxPlayerCount);
public readonly Tables<ItemDescriptor, ItemType> Items
= new Tables<ItemDescriptor, ItemType>((int)ItemType.MAX, itemType => (int)itemType);
}
Above example shows use case of Tables
with int
or enum
. Players
has one argument since it is using integer, and Items
has a mapping function to access inner table easily. Both tables are accessable by Players[0]
or Items[0]
. Additionally, item tables are accessible with ItemType
like Items[ItemType.Potion]
.
Tables<T>
has underlying FasterList<ExclusiveGroupStruct>
. Which means you can query over multiple groups with it:
foreach (var ((egid, count), group) in schema.Players.Entities<EGIDComponent>(entitiesDB)) { }
Defining Nested Schemas
On the other hand, you will want to make separate group for some related tables, and reuse it. First, define a child schema, same as we defined other schemas before.
public enum ItemType { Potion, Weapon, Armor, MAX };
public class PlayerSchema : IEntitySchema
{
public readonly Table<CharacterDescriptor> AliveCharacter = new Table<CharacterDescriptor>();
public readonly Table<CharacterDescriptor> DeadCharacter = new Table<CharacterDescriptor>();
public readonly Tables<ItemDescriptor, ItemType> Items =
new Tables<ItemDescriptor, ItemType>((int)ItemType.MAX, itemType => (int)itemType);
}
Now we have PlayerSchema
, we can now add child Schema in the parent Schema. Even more, we can define multiple child Schemas with Ranged<TSchema>
.
public class MyGameSchema : IEntitySchema
{
public const int MaxPlayerCount = 10;
public readonly PlayerSchema AI = new PlayerSchema();
public readonly Ranged<PlayerSchema> Players = new Ranged<PlayerSchema>(MaxPlayerCount);
public readonly Tables<CharacterDescriptor> AllAliveCharacters;
public MyGameSchema()
{
AllAliveCharacters = AI.AliveCharacter + Players.Combine(x => x.AliveCharacter);
}
}
Nice. We defined a child Schema for AI, and 10 child Schemas for players. If you want to access group for player 5's alive characters, use MyGameSchema.Player[5].AliveCharacter
.
Also note that we added shortcut Tables
for all alive characters of AI and all players. You can use it same as other Tables
you defined directly.
Let's see complete example to fill up your tables with records.
public class CompositionRoot
{
private uint eidCounter = 0;
public CompositionRoot()
{
var submissionScheduler = new SimpleEntitiesSubmissionScheduler();
var enginesRoot = new EnginesRoot(submissionScheduler);
var entityFactory = enginesRoot.GenerateEntityFactory();
var indexesDB = _enginesRoot.GenerateIndexesDB();
var schema = _enginesRoot.AddSchema<GameSchema>(indexesDB);
for (int i = 0; i < 10; ++i)
AddCharacter(entityFactory, schema.AI.AliveCharacter);
for (int i = 0; i < 10; ++i)
AddCharacter(entityFactory, schema.Player[0].DeadCharacter);
submissionScheduler.SubmitEntities();
}
private void AddCharacter(IEntityFactory entityFactory, Table<CharacterDescriptor> table)
{
var builder = table.Build(entityFactory, eidCounter++);
builder.Init(new HealthComponent(1000));
builder.Init(new PositionComponent(0, 0));
}
}
Above we have example to put 10 characters to alive, AI controlled character group, and put another 10 characters to dead, player 0 controlled character group. Now you can inject schema to your preferred engine and query entities. You don't have to specify descriptor when build, swap or remove entity, because group is already implying descriptor type.
foreach (var ((healths, positions, count), group) in schema.AllAliveCharacters.Entities<HealthComponent, PositionComponent>(entitiesDB))
{
for (int i = 0; i < count; ++i)
{
healths[i].current -= 100;
}
}
vs. Doofuses example
GroupCompound is good enough for simple, static groups. But not all the groups in game is simple or static. Most of them are not, actually. Let's look at the Doofuses example of Svelto.ECS.MiniExamples. They have groups like this.
static class GameGroups
{
public class DOOFUSES : GroupTag<DOOFUSES> { }
public class FOOD : GroupTag<FOOD> { }
public class RED : GroupTag<RED> { }
public class BLUE : GroupTag<BLUE> { }
public class EATING : GroupTag<EATING> { }
public class NOTEATING : GroupTag<NOTEATING> { }
public class RED_DOOFUSES_EATING : GroupCompound<DOOFUSES, RED, EATING> { };
public class RED_DOOFUSES_NOT_EATING : GroupCompound<DOOFUSES, RED, NOTEATING> { };
public class RED_FOOD_EATEN : GroupCompound<FOOD, RED, EATING> { };
public class RED_FOOD_NOT_EATEN : GroupCompound<FOOD, RED, NOTEATING> { };
public class BLUE_DOOFUSES_EATING : GroupCompound<DOOFUSES, BLUE, EATING> { };
public class BLUE_DOOFUSES_NOT_EATING : GroupCompound<DOOFUSES, BLUE, NOTEATING> { };
public class BLUE_FOOD_EATEN : GroupCompound<FOOD, BLUE, EATING> { };
public class BLUE_FOOD_NOT_EATEN : GroupCompound<FOOD, BLUE, NOTEATING> { };
public class DOOFUSES_EATING : GroupCompound<DOOFUSES, EATING> { };
}
There is entity type of Doofuses and Food, team of Red and Blue, state of Eating and NonEating. And groups are made with their combinations. I think it will be easy if you get used to it, but little confusing to understand structure at the first.
Real problem is it is not really flexible nor extendible. What if Yellow team is needed? What if state of Flying and Ground is needed? We'll have to define all the combinations we need. Game design will change over time, and I think it is not managable through GroupCompound at some point.
With Schema extension this would be converted to below.
public class StateSchema : IEntitySchema
{
public readonly Table<DoofusEntityDescriptor> Doofus = new Table<DoofusEntityDescriptor>();
public readonly Table<FoodEntityDescriptor> Food = new Table<FoodEntityDescriptor>();
}
public class TeamSchema : IEntitySchema
{
public readonly StateSchema Eating = new StateSchema();
public readonly StateSchema NonEating = new StateSchema();
}
public class GameSchema : IEntitySchema
{
public readonly Ranged<TeamSchema, TeamColor> Teams =
new Ranged<TeamSchema, TeamColor>((int)TeamColor.MAX, teamColor => (int)teamColor);
public readonly Tables<DoofusEntityDescriptor> EatingDoofuses;
public GameSchema()
{
EatingDoofuses = Teams.Combine(x => x.Eating.Doofus);
}
}
public enum TeamColor { Red, Blue, MAX }
Now we can easly change structure without fixed names, and have changable number of teams. You'll thank to some complexity when you have to deal with big design changes!
When using it, code GameGroups.RED_DOOFUSES_EATING.Groups
would be equvalent to GameSchema.Teams[TeamColor.Red].Eating.Doofus
.
Index Usage
Defining Indexes
Index is wrapper of filters system, but works like indexes in RDBMS. Filters are used to have subset from a group. Indexes are to collect entities by specific key, from a child or entire schema. Let's take a look. We'll start from defining IndexTag
.
public class CharacterController : IndexTag<int, CharacterController.Unique>
{
public struct Unique : IUnique { }
}
IndexTag represent a indexable trait of entity. First type parameter is equatable value type that will be used as key of Index. Second type parameter is to ensure uniqueness of the generic class members (We have to define struct to pass as type parameter, due to Svelto limitation).
IndexTag
has nested types of Component
and Index
. Now, let's add CharacterController.Component
to your descriptor.
public class CharacterDescriptor<HealthComponent, PositionComponent, CharacterController.Component> { }
IndexTag.Component
is a special component holds the Value
to index, and ensures that indexes are up-to-date. It has the first type parameter of IndexTag
, which is int
here, as member Value
, but you cannot change the Value
directly. Instead you need to call Update(IndexesDB, TValue)
. IndexesDB
is returned when EnginesRoot.GenerateIndexesDB()
, holds runtime state of entity indexes.
Before look how to query with indexes, Let's add CharacterController.Index
to our schema.
public class IndexedSchema : IEntitySchema
{
public readonly Table<CharacterDescriptor> FlyingCharacter = new Table<CharacterDescriptor>();
public readonly Table<CharacterDescriptor> GroundCharacter = new Table<CharacterDescriptor>();
public readonly CharacterController.Index CharactersByController = new CharacterController.Index();
}
IndexTag.Index
will index paired IndexTag.Component
component in any tables within declared schema. Any child schema will be indexed as well. Since CharacterController.Index
is defined in root schema, any table with CharacterController.Component
will be indexed. In this example both FlyingCharacter
and GroundCharacter
group will be indexed and returned when queried. If you want to index specific groups only, define a child Schema.
Also, you can share IndexTag.Component
across different descriptors. Index will handle them well.
Querying Indexes
Now, finally you can iterate over entities with IndexTag.Index
. You don't have to include IndexTag.Component
in the type list. You can query any type of component within the descriptor, because as long as you keep a group with single descriptor you can iterate with same filter.
Just like when you query with EntitiesDB
, you query with IndexesDB
. To query entites with IndexTag.Component.Value
of 3:
foreach (var ((health, position, count), indices, group) in schema.CharactersByController
.Query(3).Entities<HealthComponent, PositionComponent>(indexesDB))
{
foreach (var i in indices)
{
health[i].current += 10;
}
}
Note that you can use foreach loop to iterate indices. but DO NOT update IndexTag.Component
component while iterating through index query with it. It is undefined behaviour. If you have to, consider using StateMachine
instead, which will be explained later.
If you want to query index within specific Table<T>
or Tables<T>
, use From
like this:
var ((health, position, count), indices) = schema.CharactersByController
.Query(3).From(schema.FlyingCharacter).Entities<HealthComponent, PositionComponent>(indexesDB);
State Machine Usage
Defining State Machine
Schema extensions support Finite State Machine (FSM) feature, which automatically changes Component state by condition for you. To define a FSM, first define a enum indicates states.
public enum CharacterState { Normal, Angry, Fever, MAX }
Now you can define FSM class, inherit StateMachine<TState, TUnique>
.
public class CharacterFSM : StateMachine<CharacterState, CharacterFSM.Unique>
{
public struct Unique : IUnique {}
protected override void Configure()
{
var stateNormal = AddState(CharacterState.Normal);
var stateAngry = AddState(CharacterState.Angry);
var stateFever = AddState(CharacterState.Fever);
}
}
Same manner as IndexTag
, StateMachine
has two type parameter. First type is value type represents State of Component. Second type is to ensure uniqueness of generic types.
Configure
method is used to configure your State Machine. By calling AddState
you can add State, but it won't have any effect until you add Transitions between States.
Adding Transitions
Transition describes how State changes. In Configure
you can add Transition and Conditions.
protected override void Configure()
{
var stateNormal = AddState(CharacterState.Normal);
var stateAngry = AddState(CharacterState.Angry);
var stateSpecial = AddState(CharacterState.Special);
stateNormal.AddTransition(stateAngry)
.AddCondition((ref RageComponent rage) => rage.value >= 30);
stateAngry.AddTransition(stateNormal)
.AddCondition((ref RageComponent rage) => rage.value < 20);
stateNormal.AddTransition(stateSpecial)
.AddCondition((ref RageComponent rage) => rage.value < 10)
.AddCondition((ref TriggerComponent trigger) => trigger.value);
}
By calling FromState.AddTransition(ToState)
you define a Transition. You also should add Condition for Transition to happen, by calling AddCondition
. Conditions take a lambda with single ref IEntityComponent
parameter and bool
return value.
All Conditions must return true
for the Transition to be executed. If you want another set of Conditions, you can add another Transition with same States. If there are multiple Transition met the Conditions, the Transition added first in Configure()
has higher priority.
You can also use special AnyState
property to define Transition from any States.
Adding Callbacks
If you want to set Component values when Transition happens, you can define ExecuteOnEnter
and ExecuteOnExit
Callbacks.
stateSpecial
.ExecuteOnEnter((ref TriggerComponent trigger) => trigger.value = false)
.ExecuteOnEnter((ref SpecialTimerComponent timer) => timer.value = 1)
.ExecuteOnExit((ref RageComponent rage) => rage.value = 5);
Callbacks receive same parameter as Conditions, but without return value.
Using State Machine
To use State Machine, first add StateMachine.Component
to your EntityDescriptor
. Make sure all other components that your Conditions and Callbacks requires are included as well.
public class CharacterDescriptor : GenericEntityDescriptor
<RageComponent, TriggerComponent, SpecialTimerComponent, CharacterFSM.Component> { }
Now call EnginesRoot.AddStateMachine
to add State Machine, along with your Schema.
IndexesDB indexesDB = _enginesRoot.GenerateIndexesDB();
GameSchema schema = _enginesRoot.AddSchema<GameSchema>(indexesDB);
CharacterFSM characterFSM = _enginesRoot.AddStateMachine<CharacterFSM>(indexesDB);
You can build entities as same and can set Initial State with it.
var builder = _schema.Character.Build(_factory, entityID);
builder.Init(new CharacterFSM.Component(CharacterState.Normal));
But to make Transitions happen, make sure you call StateMachine.Engine.Step()
. It is IStepEngine
so you have option to pass it to SortedEnginesGroup
, etc.
Lastly, you can query Entities by calling StateMachine.Query
. Same as you do with Indexes!
characterFSM.Engine.Step();
foreach (var ((rage, fsm, count), indices, group) in characterFSM
.Query(CharacterState.Angry).Entities<RageComponent, CharacterFSM.Component>(_indexesDB))
{
// ...
}
Advanced Usage
Extending Schema
In advance, you can extend your Schema with inheritance, or having multiple Schemas within same EnginesRoot
. You can still share IndexesDB
between schemas. Good thing is, underlying groups will remain static and unique per added Schema type.
public abstract class GameModeSchemaBase : IEntitySchema
{
public readonly Ranged<PlayerSchema> Players;
public GameModeSchemaBase(int playerCount)
{
Players = new Ranged<PlayerSchema>(playerCount);
}
}
public class PvPGameModeSchema : GameModeSchemaBase
{
// eight player max
public PvPGameModeSchema() : base(8) { }
}
public class CoOpGameModeSchema : GameModeSchemaBase
{
public PlayerSchema AI = new PlayerSchema();
// two player max
public CoOpGameModeSchema() : base(2) { }
}
Calculate Union and Intersection of Indexes
To calculate Union and Intersection of Indexes, you can use temporary filters called Memo<T>
. It can be included anywhere in Schema. Use it like this:
_schema.CharacterByController.Query(0).Union(_indexesDB, _schema.Memo);
_schema.CharacterByController.Query(3).Union(_indexesDB, _schema.Memo);
_schema.CharacterByController.Query(6).Union(_indexesDB, _schema.Memo);
_schema.CharacterByState.Query(CharacterState.Happy).Intersect(_indexesDB, _schema.Memo);
Note that you have to clear Memo<T>
before you reuse it! Memo<T>
does not have any guarantee to have valid indices after entity submission.
Naming Convention
Below is naming convention suggestions to make schema more readable.
For Tables
- Use
SingularNoun
forTable<T>
. - Use
PluralNouns
forTables<T>
.
For Schemas
- Use
Adjective
orSingularNoun
for Schema object. e.g.Flying
, so you can access likeFlying.Monster
- Use
Adjective
orPluralNouns
forRanged<TSchema>
For Indexes
- Use
TableNameKeyName
forIndexTag
type. e.g.ItemHolder
- Use
TableNameByKeyName
forIndexTag.Index
. e.g.ItemsByHolder
Etc.
- Use
Indexes
as plural form forIndex
in schema. - Use
indices
as plural form for index of array.
Product | Versions Compatible and additional computed target framework versions. |
---|---|
.NET | net5.0 was computed. net5.0-windows was computed. net6.0 was computed. net6.0-android was computed. net6.0-ios was computed. net6.0-maccatalyst was computed. net6.0-macos was computed. net6.0-tvos was computed. net6.0-windows was computed. net7.0 was computed. net7.0-android was computed. net7.0-ios was computed. net7.0-maccatalyst was computed. net7.0-macos was computed. net7.0-tvos was computed. net7.0-windows was computed. net8.0 was computed. net8.0-android was computed. net8.0-browser was computed. net8.0-ios was computed. net8.0-maccatalyst was computed. net8.0-macos was computed. net8.0-tvos was computed. net8.0-windows was computed. |
.NET Core | netcoreapp3.0 was computed. netcoreapp3.1 was computed. |
.NET Standard | netstandard2.1 is compatible. |
MonoAndroid | monoandroid was computed. |
MonoMac | monomac was computed. |
MonoTouch | monotouch was computed. |
Tizen | tizen60 was computed. |
Xamarin.iOS | xamarinios was computed. |
Xamarin.Mac | xamarinmac was computed. |
Xamarin.TVOS | xamarintvos was computed. |
Xamarin.WatchOS | xamarinwatchos was computed. |
-
.NETStandard 2.1
- Svelto.Common (>= 3.2.3)
- Svelto.ECS (>= 3.2.5)
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