feat(gameplay): add entity managers and refactor to ECS components

This commit is contained in:
2026-07-29 18:06:04 +08:00
parent d15037e7a3
commit 3a9ab6a14a
20 changed files with 294 additions and 71 deletions

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@@ -0,0 +1,54 @@
#pragma once
#include "Cubed/gameplay/ecs/entity.hpp"
#include "glm/ext/vector_float3.hpp"
#include "world/entity.pb.h"
#include <entt/entt.hpp>
#include <tbb/concurrent_hash_map.h>
#include <tbb/concurrent_queue.h>
namespace Cubed {
class ClientWorld;
class ClientEntityManager {
public:
enum class Command { CREATE };
ClientEntityManager(ClientWorld& world);
void update();
void init();
// not thread safe
void add_entity(EntityID id, std::string_view name, const glm::vec3& pos);
void receive_entity_create(S2CEntityCreate& s2c);
private:
struct EntityCreateElement {
EntityID id;
std::string name;
glm::vec3 pos;
};
using EntityMap = tbb::concurrent_hash_map<EntityID, entt::entity>;
using acc = EntityMap::accessor;
using cacc = EntityMap::const_accessor;
using CreateFunc = std::function<void(EntityID id)>;
using TaskElement = std::variant<EntityCreateElement>;
using TaskPair = std::pair<Command, TaskElement>;
ClientWorld& m_world;
entt::registry m_registry;
EntityMap m_entities;
std::unordered_map<std::string_view, CreateFunc> m_factories;
tbb::concurrent_queue<TaskPair> m_tasks;
void handle_task();
template <typename... Args> void add_entity(EntityID id, Args&&... args) {
auto entity = m_registry.create();
((m_registry.emplace<std::remove_cvref_t<Args>>(
entity, std::forward<Args>(args))),
...);
m_entities.emplace(id, entity);
return;
}
};
} // namespace Cubed

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@@ -1,15 +1,9 @@
#pragma once
#include "Cubed/gameplay/ecs/animation.hpp"
#include "Cubed/gameplay/ecs/entity.hpp"
#include "Cubed/gameplay/ecs/identity.hpp"
#include "Cubed/gameplay/ecs/transform.hpp"
#include "Cubed/gameplay/model.hpp"
namespace Cubed {
struct ClientEntity {
Entity entity;
EntityInfo info;
struct BaseClientCreature {
Transform transform;

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@@ -1,32 +1,27 @@
#pragma once
#include "Cubed/gameplay/ecs/entity.hpp"
#include "Cubed/gameplay/ecs/health.hpp"
#include "Cubed/gameplay/ecs/identity.hpp"
#include "Cubed/gameplay/ecs/movement.hpp"
#include "Cubed/gameplay/ecs/state.hpp"
#include "Cubed/gameplay/ecs/transform.hpp"
#include "Cubed/gameplay/hitbox.hpp"
namespace Cubed {
struct ServerEntity {
Entity entity;
struct BaseServerCreature {
Transform transform{};
EntityInfo info;
Velocity velocity{};
Transform transform;
Movement movement{};
Velocity velocity;
MoveState move_state{};
Movement movement;
Direction direction{};
MoveState move_state;
Gravity gravity{};
Direction direction;
Health health{};
Gravity gravity;
Health health;
HitboxID hitbox;
HitboxID hitbox{};
};
} // namespace Cubed

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@@ -16,9 +16,9 @@ struct Direction {
};
struct Transform {
Position position;
Orientation orientation;
Direction direction;
Position position{};
Orientation orientation{};
Direction direction{};
};
} // namespace Cubed

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@@ -60,6 +60,7 @@ enum class PacketEnum : uint16_t {
BLOCK_CHANGE_REQ = 3003,
BLOCK_CHANGE_RSP = 3004,
S2C_CLEAR_ALL_CHUNKS = 3005,
S2C_ENTITY_CREATE = 3006,
UPDATE_TIME = 3006,
CHAT_MSG = 4001,
VOICE_MSG = 4002,
@@ -111,6 +112,9 @@ template <> constexpr uint16_t get_packet_id<BlockChangeRsp>() {
template <> constexpr uint16_t get_packet_id<S2C_ClearAllChunks>() {
return std::to_underlying(PacketEnum::S2C_CLEAR_ALL_CHUNKS);
}
template <> constexpr uint16_t get_packet_id<S2CEntityCreate>() {
return std::to_underlying(PacketEnum::S2C_ENTITY_CREATE);
}
template <> constexpr uint16_t get_packet_id<UpdateTime>() {
return std::to_underlying(PacketEnum::UPDATE_TIME);
}

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@@ -0,0 +1,42 @@
#pragma once
#include "Cubed/gameplay/ecs/entity.hpp"
#include "glm/ext/vector_float3.hpp"
#include <entt/entt.hpp>
#include <tbb/concurrent_hash_map.h>
namespace Cubed {
class ServerWorld;
class ServerEntityManager {
public:
ServerEntityManager(ServerWorld& world);
void init();
// not thread safe
void add_entity(std::string_view name, const glm::vec3& pos);
private:
using EntityMap = tbb::concurrent_hash_map<EntityID, entt::entity>;
using acc = EntityMap::accessor;
using cacc = EntityMap::const_accessor;
using CreateFunc = std::function<EntityID()>;
ServerWorld& m_world;
entt::registry m_registry;
EntityID m_next = 0;
EntityMap m_entities;
std::unordered_map<std::string_view, CreateFunc> m_factories;
void send_entity_create(EntityID id, std::string_view name,
const glm::vec3& pos);
template <typename... Args> EntityID add_entity(Args&&... args) {
auto entity = m_registry.create();
((m_registry.emplace<std::remove_cvref_t<Args>>(
entity, std::forward<Args>(args))),
...);
auto id = m_next++;
m_entities.emplace(id, entity);
return id;
}
};
} // namespace Cubed

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@@ -7,6 +7,7 @@
#include "Cubed/gameplay/packet.hpp" // IWYU pragma: keep
#include "Cubed/gameplay/river_worm.hpp"
#include "Cubed/gameplay/server_chunk.hpp"
#include "Cubed/gameplay/server_entity_manager.hpp"
#include "Cubed/gameplay/server_player.hpp"
#include "Cubed/gameplay/world.hpp"
#include "Cubed/tools/priority_thread_pool.hpp"
@@ -87,6 +88,8 @@ public:
void handle_voice_message(VoiceMsg& msg);
int chunk_size() const;
std::vector<std::shared_ptr<Session>> get_all_session() const;
int get_block(const glm::ivec3& block_pos) const override;
bool is_solid(const glm::ivec3& block_pos) const override;
bool can_pass_block(const glm::ivec3& block_pos) const override;
@@ -132,7 +135,7 @@ private:
using uuid_cacc = PlayerUUIDMap::const_accessor;
Config& m_config;
ServerEntityManager m_entity_manager;
// key = uuid
PlayerHashMap m_players;
ChunkHashMap m_chunks;
@@ -162,7 +165,7 @@ private:
std::atomic<bool> m_tick_running{true};
std::atomic<int> m_per_tick_time = DEFAULT_PER_TICK_TIME; // ms
mutable std::shared_mutex m_player_mutex;
mutable std::shared_mutex m_players_mutex;
std::mutex m_need_gen_queue_mutex;
std::condition_variable_any m_gen_cv;

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@@ -1,5 +1,7 @@
#pragma once
#include "Cubed//gameplay/ecs/server_entity.hpp"
#include "Cubed/gameplay/ecs/movement.hpp"
#include "Cubed/gameplay/ecs/state.hpp"
#include "Cubed/gameplay/ecs/transform.hpp"
#include "Cubed/gameplay/world.hpp"
namespace Cubed {
@@ -7,10 +9,6 @@ class PhysicalSystem {
public:
static glm::vec3 get_move_distance(float dt, const Direction& d,
const Velocity& v);
static std::tuple<bool, bool, bool> update(float dt, ServerEntity& e,
World& world);
static std::tuple<bool, bool, bool>
update(float dt, ServerEntity& e, World& world, glm::vec3& moved_pos);
static std::tuple<bool, bool, bool>
update(float dt, World& world, glm::vec3& moved_pos, Velocity& v,

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@@ -1,12 +1,12 @@
#pragma once
#include "Cubed/gameplay/ecs/server_entity.hpp"
#include "Cubed/gameplay/ecs/movement.hpp"
#include "Cubed/gameplay/ecs/state.hpp"
#include "Cubed/gameplay/ecs/transform.hpp"
namespace Cubed {
class SpeedSystem {
public:
static void update(float dt, ServerEntity& e);
static void update(float dt, Velocity& v, MoveState& move_state,
Movement& movement, Direction& direction,
const Gravity& g);

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@@ -0,0 +1,7 @@
#pragma once
#include <type_traits>
namespace Cubed {
template <typename T>
concept Ptr = std::is_pointer_v<T>;
}

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@@ -0,0 +1,15 @@
#pragma once
#include "Cubed/tools/cubed_concepts.hpp"
#include "common/vector3.pb.h"
#include "glm/ext/vector_float3.hpp"
namespace Cubed {
namespace Tools {
template <Ptr T> void set_net_pos(T ptr, const glm::vec3& pos) {
Vec3* p = ptr->mutable_pos();
p->set_x(pos.x);
p->set_y(pos.y);
p->set_z(pos.z);
}
} // namespace Tools
} // namespace Cubed