Merge pull request #23 from teamfisk/OrderedSystemPipeline

Ordered system pipeline approved
This commit is contained in:
verysecrethero
2016-01-08 10:32:58 +01:00
5 changed files with 55 additions and 38 deletions
+40 -27
View File
@@ -14,21 +14,28 @@ public:
{ }
~SystemPipeline()
{
for (auto& pair : m_Systems) {
delete pair.second;
for (UnorderedSystems& group : m_OrderedSystemGroups) {
for (auto& pair : group.Systems) {
delete pair.second;
}
}
}
template <typename T, typename... Arguments>
void AddSystem(Arguments... args)
//All systems with orderlevel 0 will be updated first, then 1, 2, etc.
void AddSystem(int updateOrderLevel, Arguments... args)
{
if (updateOrderLevel + 1 > m_OrderedSystemGroups.size()) {
m_OrderedSystemGroups.resize(updateOrderLevel + 1);
}
UnorderedSystems& group = m_OrderedSystemGroups[updateOrderLevel];
System* system = new T(m_EventBroker, args...);
m_Systems[typeid(T).name()] = system;
group.Systems[typeid(T).name()] = system;
if (std::is_base_of<PureSystem, T>::value) {
PureSystem* pureSystem = static_cast<PureSystem*>(system);
if (!pureSystem->m_ComponentType.empty()) {
m_PureSystems[pureSystem->m_ComponentType].push_back(pureSystem);
group.PureSystems[pureSystem->m_ComponentType].push_back(pureSystem);
} else {
LOG_ERROR("Failed to add pure system \"%s\": Missing component type!", typeid(T).name());
}
@@ -36,41 +43,47 @@ public:
if (std::is_base_of<ImpureSystem, T>::value) {
ImpureSystem* impureSystem = static_cast<ImpureSystem*>(system);
m_ImpureSystems.push_back(impureSystem);
group.ImpureSystems.push_back(impureSystem);
}
}
void Update(World* world, double dt)
{
// Process events
for (auto& pair : m_Systems) {
m_EventBroker->Process(pair.first);
}
// Update
for (auto& pair : m_PureSystems) {
const std::string& componentName = pair.first;
auto& systems = pair.second;
const ComponentPool* pool = world->GetComponents(componentName);
if (pool == nullptr) {
continue;
for (UnorderedSystems& group : m_OrderedSystemGroups) {
// Process events
for (auto& pair : group.Systems) {
m_EventBroker->Process(pair.first);
}
for (auto& component : *pool) {
for (auto& system : systems) {
system->UpdateComponent(world, component, dt);
// Update
for (auto& pair : group.PureSystems) {
const std::string& componentName = pair.first;
auto& systems = pair.second;
const ComponentPool* pool = world->GetComponents(componentName);
if (pool == nullptr) {
continue;
}
for (auto& component : *pool) {
for (auto& system : systems) {
system->UpdateComponent(world, component, dt);
}
}
}
}
for (auto& system : m_ImpureSystems) {
system->Update(world, dt);
for (auto& system : group.ImpureSystems) {
system->Update(world, dt);
}
}
}
private:
EventBroker* m_EventBroker;
std::map<std::string, System*> m_Systems;
std::map<std::string, std::vector<PureSystem*>> m_PureSystems;
std::vector<ImpureSystem*> m_ImpureSystems;
struct UnorderedSystems
{
std::map<std::string, System*> Systems;
std::map<std::string, std::vector<PureSystem*>> PureSystems;
std::vector<ImpureSystem*> ImpureSystems;
};
std::vector<UnorderedSystems> m_OrderedSystemGroups;
};
#endif
-2
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@@ -4,8 +4,6 @@
void CollisionSystem::UpdateComponent(World * world, ComponentWrapper & cAABB, double dt)
{
//TODO: Update CollisionSystem system after PlayerSystem.
//Right now, cAABB is a component attached to any entity that should be collideable.
AABB thisBox;
if (!Collision::GetEntityBox(world, cAABB, thisBox)) {
+12 -6
View File
@@ -53,12 +53,18 @@ Game::Game(int argc, char* argv[])
// Create system pipeline
m_SystemPipeline = new SystemPipeline(m_EventBroker);
m_SystemPipeline->AddSystem<RaptorCopterSystem>();
m_SystemPipeline->AddSystem<PlayerSystem>();
m_SystemPipeline->AddSystem<EditorSystem>(m_Renderer);
m_SystemPipeline->AddSystem<CollisionSystem>();
m_SystemPipeline->AddSystem<TriggerSystem>();
m_SystemPipeline->AddSystem<HealthSystem>();
//All systems with orderlevel 0 will be updated first.
unsigned int updateOrderLevel = 0;
m_SystemPipeline->AddSystem<RaptorCopterSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<PlayerSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<EditorSystem>(updateOrderLevel, m_Renderer);
m_SystemPipeline->AddSystem<HealthSystem>(updateOrderLevel);
//Collision and TriggerSystem should update after player.
++updateOrderLevel;
m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel);
// Invoke network
if (m_Config->Get<bool>("Networking.StartNetwork", false)) {
+2 -2
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@@ -47,8 +47,8 @@ GameHealthSystemTest::GameHealthSystemTest()
// Create system pipeline
m_SystemPipeline = new SystemPipeline(m_EventBroker);
m_SystemPipeline->AddSystem<PlayerSystem>();
m_SystemPipeline->AddSystem<HealthSystem>();
m_SystemPipeline->AddSystem<PlayerSystem>(0);
m_SystemPipeline->AddSystem<HealthSystem>(0);
//The Test
//create entity which has transorm,player,model,health in it. i.e. is a player
+1 -1
View File
@@ -45,7 +45,7 @@ Game::Game(int argc, char* argv[]) : someOctTree(AABB(-0.5f*worldSize, 0.5f*worl
m_World = new HardcodedTestWorld();
m_SystemPipeline = new SystemPipeline(m_EventBroker);
m_SystemPipeline->AddSystem<PlayerSystem>();
m_SystemPipeline->AddSystem<PlayerSystem>(0);
m_LastTime = glfwGetTime();
}