Merge pull request #23 from teamfisk/OrderedSystemPipeline
Ordered system pipeline approved
This commit is contained in:
@@ -14,21 +14,28 @@ public:
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{ }
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~SystemPipeline()
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{
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for (auto& pair : m_Systems) {
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delete pair.second;
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for (UnorderedSystems& group : m_OrderedSystemGroups) {
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for (auto& pair : group.Systems) {
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delete pair.second;
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}
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}
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}
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template <typename T, typename... Arguments>
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void AddSystem(Arguments... args)
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//All systems with orderlevel 0 will be updated first, then 1, 2, etc.
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void AddSystem(int updateOrderLevel, Arguments... args)
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{
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if (updateOrderLevel + 1 > m_OrderedSystemGroups.size()) {
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m_OrderedSystemGroups.resize(updateOrderLevel + 1);
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}
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UnorderedSystems& group = m_OrderedSystemGroups[updateOrderLevel];
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System* system = new T(m_EventBroker, args...);
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m_Systems[typeid(T).name()] = system;
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group.Systems[typeid(T).name()] = system;
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if (std::is_base_of<PureSystem, T>::value) {
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PureSystem* pureSystem = static_cast<PureSystem*>(system);
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if (!pureSystem->m_ComponentType.empty()) {
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m_PureSystems[pureSystem->m_ComponentType].push_back(pureSystem);
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group.PureSystems[pureSystem->m_ComponentType].push_back(pureSystem);
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} else {
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LOG_ERROR("Failed to add pure system \"%s\": Missing component type!", typeid(T).name());
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}
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@@ -36,41 +43,47 @@ public:
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if (std::is_base_of<ImpureSystem, T>::value) {
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ImpureSystem* impureSystem = static_cast<ImpureSystem*>(system);
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m_ImpureSystems.push_back(impureSystem);
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group.ImpureSystems.push_back(impureSystem);
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}
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}
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void Update(World* world, double dt)
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{
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// Process events
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for (auto& pair : m_Systems) {
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m_EventBroker->Process(pair.first);
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}
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// Update
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for (auto& pair : m_PureSystems) {
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const std::string& componentName = pair.first;
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auto& systems = pair.second;
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const ComponentPool* pool = world->GetComponents(componentName);
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if (pool == nullptr) {
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continue;
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for (UnorderedSystems& group : m_OrderedSystemGroups) {
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// Process events
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for (auto& pair : group.Systems) {
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m_EventBroker->Process(pair.first);
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}
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for (auto& component : *pool) {
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for (auto& system : systems) {
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system->UpdateComponent(world, component, dt);
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// Update
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for (auto& pair : group.PureSystems) {
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const std::string& componentName = pair.first;
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auto& systems = pair.second;
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const ComponentPool* pool = world->GetComponents(componentName);
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if (pool == nullptr) {
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continue;
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}
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for (auto& component : *pool) {
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for (auto& system : systems) {
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system->UpdateComponent(world, component, dt);
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}
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}
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}
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}
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for (auto& system : m_ImpureSystems) {
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system->Update(world, dt);
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for (auto& system : group.ImpureSystems) {
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system->Update(world, dt);
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}
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}
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}
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private:
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EventBroker* m_EventBroker;
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std::map<std::string, System*> m_Systems;
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std::map<std::string, std::vector<PureSystem*>> m_PureSystems;
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std::vector<ImpureSystem*> m_ImpureSystems;
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struct UnorderedSystems
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{
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std::map<std::string, System*> Systems;
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std::map<std::string, std::vector<PureSystem*>> PureSystems;
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std::vector<ImpureSystem*> ImpureSystems;
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};
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std::vector<UnorderedSystems> m_OrderedSystemGroups;
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};
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#endif
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@@ -4,8 +4,6 @@
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void CollisionSystem::UpdateComponent(World * world, ComponentWrapper & cAABB, double dt)
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{
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//TODO: Update CollisionSystem system after PlayerSystem.
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//Right now, cAABB is a component attached to any entity that should be collideable.
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AABB thisBox;
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if (!Collision::GetEntityBox(world, cAABB, thisBox)) {
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+12
-6
@@ -53,12 +53,18 @@ Game::Game(int argc, char* argv[])
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// Create system pipeline
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m_SystemPipeline = new SystemPipeline(m_EventBroker);
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m_SystemPipeline->AddSystem<RaptorCopterSystem>();
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m_SystemPipeline->AddSystem<PlayerSystem>();
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m_SystemPipeline->AddSystem<EditorSystem>(m_Renderer);
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m_SystemPipeline->AddSystem<CollisionSystem>();
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m_SystemPipeline->AddSystem<TriggerSystem>();
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m_SystemPipeline->AddSystem<HealthSystem>();
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//All systems with orderlevel 0 will be updated first.
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unsigned int updateOrderLevel = 0;
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m_SystemPipeline->AddSystem<RaptorCopterSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PlayerSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<EditorSystem>(updateOrderLevel, m_Renderer);
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m_SystemPipeline->AddSystem<HealthSystem>(updateOrderLevel);
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//Collision and TriggerSystem should update after player.
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel);
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// Invoke network
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if (m_Config->Get<bool>("Networking.StartNetwork", false)) {
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@@ -47,8 +47,8 @@ GameHealthSystemTest::GameHealthSystemTest()
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// Create system pipeline
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m_SystemPipeline = new SystemPipeline(m_EventBroker);
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m_SystemPipeline->AddSystem<PlayerSystem>();
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m_SystemPipeline->AddSystem<HealthSystem>();
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m_SystemPipeline->AddSystem<PlayerSystem>(0);
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m_SystemPipeline->AddSystem<HealthSystem>(0);
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//The Test
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//create entity which has transorm,player,model,health in it. i.e. is a player
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@@ -45,7 +45,7 @@ Game::Game(int argc, char* argv[]) : someOctTree(AABB(-0.5f*worldSize, 0.5f*worl
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m_World = new HardcodedTestWorld();
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m_SystemPipeline = new SystemPipeline(m_EventBroker);
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m_SystemPipeline->AddSystem<PlayerSystem>();
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m_SystemPipeline->AddSystem<PlayerSystem>(0);
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m_LastTime = glfwGetTime();
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}
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