feat(ecs): ludic.base Table<T> - dense rows of hot columns, generational handles, a spatial grid, kind indexes and an id map kept current by the setters; ludic.things on it
A mechanic that keeps many of something keeps them as rows of a Table<T> rather than a list it scans. Removal swaps the last row in; a handle (22-bit slot, 9-bit generation) goes stale when its entity is removed. tb_set_f / tb_set_xz / tb_set_i stamp a change tick and refile the row in every index over that column in O(1): tb_grid (a doubly linked spatial hash, rings outward for nearest, rehashing as it grows), tb_index (a cached query: the rows of each value of a kind column, gated by an active column), tb_nearest_of / tb_within_of (a rare kind from its own list), tb_nearest_where (a predicate on the record), tb_within_recs (into the caller's list), tb_changed_since / tb_added_since, IntMap. No question allocates or writes: Ludic frees nothing, and the old lists' per-call copies leaked every frame. ludic.things keeps its Things as a Table<Thing> with x, z, kind and active as columns; every verb writes the record and the row together (a Thing carries its handle and table, so thing_hide(t) still needs no state), thing_set_on / thing_set_xz / thing_place_at are the silent forms the game used to do by assignment, and things_verify holds the columns against the records. things_near(_of) fill a caller's list, thing_of_kind walks a kind, things_count_of counts one, and things_tick visits only the kinds that tick. thing_find answers the first-placed by uid. Against a []Record scanned (M4 Pro): nearest 0.37 / 1.5 / 7.2 us at 10k / 100k / 1M (list 30 / 307 / 3075), by id 0.09 us at 100k (list 17), a move refiled in 11-44 ns. ecs_fuzz_test holds the grid, the kind index and the record queries against a scan through 9000 random changes. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
parent
e3813b1ea4
commit
f802bdd3ec
23 changed files with 1367 additions and 125 deletions
|
|
@ -1,10 +1,38 @@
|
|||
# store.ludic - the Things, and the only verbs that make, remove, move, show and hide one; each
|
||||
# placing and removing is a fact, and the port is told at once so the game can draw it
|
||||
# store.ludic - the Things, rows of a ludic.base Table: where each stands and whether it is active
|
||||
# are columns a grid and two kind indexes are kept over, and only the verbs (verbs.ludic) make,
|
||||
# move, show, hide and remove one; each placing and removing is a fact the port hears at once
|
||||
export const TH_X: int = 0 # float columns
|
||||
export const TH_Z: int = 1
|
||||
export const TH_KIND: int = 0 # int columns
|
||||
export const TH_ON: int = 1 # 1 while active
|
||||
const TH_CELL: float = 16.0
|
||||
|
||||
# the table and the indexes kept over it, made together
|
||||
export property ThingsTable {
|
||||
tab: Table<Thing> = null
|
||||
grid: Grid = null
|
||||
kinds: IntIndex = null # active Things by kind
|
||||
every: IntIndex = null # every Thing by kind, active or not
|
||||
}
|
||||
|
||||
export state ThingsState {
|
||||
th_list: []Thing = new []Thing
|
||||
th: ThingsTable = th__new()
|
||||
th_uids: IntMap = imap_new()
|
||||
th_uid: int = 0
|
||||
th_facts: Queue<ThingFact> = th_facts__new()
|
||||
th_marked: int = -1
|
||||
th_hs: words = words(0) # things_tick's handles, taken before any tick runs
|
||||
}
|
||||
|
||||
function th_facts__new() -> Queue<ThingFact> { return queue_new("things.facts") }
|
||||
|
||||
function th__new() -> ThingsTable {
|
||||
let th = new ThingsTable
|
||||
let tb: Table<Thing> = table_new(2, 2)
|
||||
th.tab = tb
|
||||
th.grid = tb_grid(tb, TH_X, TH_Z, TH_ON, TH_CELL)
|
||||
th.kinds = tb_index(tb, TH_KIND, TH_ON)
|
||||
th.every = tb_index(tb, TH_KIND, -1)
|
||||
return th
|
||||
}
|
||||
|
||||
export function things_facts(things_st: ThingsState) -> Queue<ThingFact> {
|
||||
|
|
@ -24,88 +52,37 @@ function th_fact(things_st: ThingsState, what: int, t: Thing) -> void {
|
|||
}
|
||||
|
||||
# whether a world has been set out (things_clear) since the program began
|
||||
export function things_ready(things_st: ThingsState) -> bool { return things_st.th_list != null }
|
||||
export function things_ready(things_st: ThingsState) -> bool { return things_st.th.tab != null }
|
||||
|
||||
# every Thing, in the order placed; the list is the package's, never to be pushed to
|
||||
export function things_all(things_st: ThingsState) -> []Thing {
|
||||
return things_st.th_list
|
||||
}
|
||||
# every Thing, one per row - the table's own list: read it, never push to it. A removal moves the
|
||||
# last Thing into the removed one's place, so the order is the table's, not the order placed.
|
||||
export function things_all(things_st: ThingsState) -> []Thing { return things_st.th.tab.rec }
|
||||
|
||||
export function things_count(things_st: ThingsState) -> int { return len(things_all(things_st)) }
|
||||
export function things_count(things_st: ThingsState) -> int { return tb_len(things_st.th.tab) }
|
||||
|
||||
# a new world: every Thing forgotten, quietly (the game has already dropped its drawings)
|
||||
export function things_clear(things_st: mut ThingsState) -> void { things_st.th_list = new []Thing }
|
||||
|
||||
export function thing_spawn(things_st: mut ThingsState, kind: int, look: string, x: float, y: float, z: float, yaw: float, id: int) -> Thing {
|
||||
return th_place(things_st, new Thing, kind, look, x, y, z, yaw, id)
|
||||
export function things_clear(things_st: mut ThingsState) -> void {
|
||||
let tb = things_st.th.tab
|
||||
for r in 0 .. tb_len(tb) { tb.rec[r].ent = -1 }
|
||||
tb_clear(tb)
|
||||
imap_clear(things_st.th_uids)
|
||||
}
|
||||
|
||||
function th_place(things_st: mut ThingsState, t: Thing, kind: int, look: string, x: float, y: float, z: float, yaw: float, id: int) -> Thing {
|
||||
t.kind = kind
|
||||
t.look = look
|
||||
t.x = x
|
||||
t.y = y
|
||||
t.z = z
|
||||
t.yaw = yaw
|
||||
t.id = id
|
||||
things_st.th_uid += 1
|
||||
t.uid = things_st.th_uid
|
||||
push(things_all(things_st), t)
|
||||
ThingsWorld.placed(t)
|
||||
th_fact(things_st, THING_PLACED, t)
|
||||
return t
|
||||
# the row a Thing stands in, or -1 when it is not in the table any more
|
||||
function th_row(t: Thing) -> int {
|
||||
if t == null or t.tab == null { return -1 }
|
||||
return tb_row(t.tab, t.ent)
|
||||
}
|
||||
|
||||
# a Thing on the ground (the port's), set into it by `sink`, used from `reach`
|
||||
export function thing_put(things_st: mut ThingsState, kind: int, look: string, x: float, z: float, yaw: float, sink: float, reach: float, id: int) -> Thing {
|
||||
let t = new Thing
|
||||
t.reach = reach
|
||||
return th_place(things_st, t, kind, look, x, ThingsWorld.ground(x, z) - sink, z, yaw, id)
|
||||
}
|
||||
|
||||
# gone for good
|
||||
export function thing_remove(things_st: mut ThingsState, t: Thing) -> void {
|
||||
if t == null { return }
|
||||
things_st.th_marked = t.uid
|
||||
things_drop(things_st, fn th_is_marked)
|
||||
things_st.th_marked = -1
|
||||
}
|
||||
|
||||
function th_is_marked(things_st: ThingsState, t: Thing) -> bool { return t.uid == things_st.th_marked }
|
||||
|
||||
# every Thing `gone` says so is removed for good
|
||||
export function things_drop(things_st: mut ThingsState, gone: fn(Thing) -> bool) -> void {
|
||||
let keep = new []Thing
|
||||
let all = things_all(things_st)
|
||||
for i in 0 .. len(all) {
|
||||
let t = all[i]
|
||||
if gone(t) {
|
||||
ThingsWorld.removed(t)
|
||||
th_fact(things_st, THING_REMOVED, t)
|
||||
} else {
|
||||
push(keep, t)
|
||||
}
|
||||
# the columns say what the record says: a Thing's fields written around the verbs are caught here
|
||||
export function things_verify(things_st: ThingsState) -> int {
|
||||
let tb = things_st.th.tab
|
||||
var bad = 0
|
||||
for r in 0 .. tb_len(tb) {
|
||||
let t = tb.rec[r]
|
||||
var on = 0
|
||||
if t.active { on = 1 }
|
||||
if tb.f[TH_X][r] != t.x or tb.f[TH_Z][r] != t.z or tb.i[TH_KIND][r] != t.kind or tb.i[TH_ON][r] != on or t.ent != tb.ent[r] { bad += 1 }
|
||||
}
|
||||
things_st.th_list = keep
|
||||
return bad
|
||||
}
|
||||
|
||||
export function thing_move(t: Thing, x: float, z: float, yaw: float) -> void {
|
||||
thing_move_to(t, x, ThingsWorld.ground(x, z), z, yaw)
|
||||
}
|
||||
|
||||
export function thing_move_to(t: Thing, x: float, y: float, z: float, yaw: float) -> void {
|
||||
t.x = x
|
||||
t.y = y
|
||||
t.z = z
|
||||
t.yaw = yaw
|
||||
ThingsWorld.moved(t)
|
||||
}
|
||||
|
||||
export function thing_set_active(t: Thing, on: bool) -> void {
|
||||
if t == null { return }
|
||||
t.active = on
|
||||
ThingsWorld.shown(t)
|
||||
}
|
||||
export function thing_hide(t: Thing) -> void { thing_set_active(t, false) }
|
||||
export function thing_show(t: Thing) -> void { thing_set_active(t, true) }
|
||||
function th_facts__new() -> Queue<ThingFact> { return queue_new("things.facts") }
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue