Files
Cubed/include/entt/entity/snapshot.hpp
zhenyan121 236e7c0433 feature: creature (#38)
* build(deps): add assimp library as dependency

* feat(render): add model loading and rendering pipeline

* refactor(render): rename depth player shaders to depth model and clean up

* build: add EnTT library

* feat(entity): add ECS-based entity rendering

* feat(render): add shadow pass for entity models

* refactor(render): unify model and player rendering with single shader pipeline

* refactor(collision): convert AABB to center-half representation and migrate player data to ECS

* refactor(gameplay): add base classes Chunk and World for shared logic

* feat(gameplay): implement entity movement system with collision detection

- Add Velocity and HitBoxes components to entity
- Introduce HitboxManager for loading per-entity collision AABBs from JSON
- Create MoveSystem with per-axis collision handling
- Move get_block_aabb to base World class and add virtual get_per_tick_time
- Remove static get_block_aabb from ClientWorld; use member m_per_tick_time for tick duration

* fix(gameplay): correct hitbox insertion in HitboxManager::load

* build: remove entt library

* refactor(gameplay): replace entt components with SparseVector for player data

Refactor client world to use a custom SparseVector for player data instead of entt registry. Consolidate Transform, ViewAngles, and related structs into Position, Orientation, WalkPose. Introduce PlayerData and PlayerRenderData. Remove the unused move_system.cpp. Unify player render and shadow render into a single function.

* feat(render): add model ID system with concurrent lookup and namespace-based loading

- Extract `ModelID` and `Model` struct to new `model.hpp`
- Replace `std::unordered_map` with `tbb::concurrent_hash_map` for thread safety
- Add `get_model(ModelID)`, `get_model_id`, `get_model_name` methods
- Parse model names in `namespace:name` format to construct asset paths
- Update `load_model` to accept `string_view` and use ID-based management

* refactor(gameplay): extract movement, gravity, orientation, and walk pose into structs

* refactor(gameplay): extract Entity base class from ClientPlayer

Move position, walk pose, velocity, orientation, movement, and gravity
fields and their accessors into a new Entity base class. ClientPlayer now
inherits from Entity, removing duplicated members. Also update velocity
handling to use 3D vector per axis and adjust related logic.

* feat(player): split max speed into horizontal/vertical, set spawn pos

* refactor: move movement logic into SpeedSystem and Entity components

* refactor(gameplay): extract physics and collision from ClientPlayer into PhysicalSystem

Move per-axis collision detection and move distance calculation to new
PhysicalSystem. Move SpeedSystem implementation from inline header to
separate .cpp file. Add const accessors to Entity. Replace inline AABB
helper with HitboxManager registration of player hitbox using new
PLAYER_SIZE constant. Remove obsolete members and functions from
ClientPlayer.

* refactor(gameplay): integrate model and hitbox ID system into Entity

- Introduce HitboxID, EntityID, and ModelID types for safer ID-based lookups
- Replace AABB struct with Hitbox (includes HitboxID)
- Convert ModelManager and HitboxManager to singletons with Handle structs
- Update Entity to store IDs for model and hitbox, removing direct references
- Reorganize creature model assets into subdirectories per entity type
- Add player model (player.glb) and collision data for pig
- Remove ModelManager dependency from App and Renderer
- Add namespace parsing utility for asset paths
- Mark sparse_vector::insert() with [[nodiscard]]

* build: add entt library

* refactor(gameplay): rename ClientPlayer to LocalPlayer

* refactor(gameplay): separate player logic into manager and ECS components

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

* refactor(gameplay): replace client thread with timer-based system and add entity manager

* feat(gameplay): implement entity system with concurrent task handling and fix model loading

* feat(gameplay): add entity destruction support

* feat(entity): add client-to-server entity creation and destruction requests

Extend the network protocol with `C2SEntityCreateRequest` and `C2SEntityDestoryRequest` packets. Refactor entity managers to split public client-facing create/destroy methods that send requests over the network, from internal handlers that process received packets. Add utility functions for converting protobuf Vec3 to glm::vec3.

* feat(gameplay): implement entity update packets

Add S2CEntityUpdate to sync entity positions from server to client, including update handling in the client entity manager and server-side AI updates.

* feat(ai): add wander AI system with move boost

Add AIBase and WanderAITag components, a WanderAISystem, and a MoveBoost component to control wandering behavior. Replace the old MoveState with MoveBoost and include a horizontal random direction helper.

* refactor(ecs): move entity physics to tick-based systems

Update PhysicalSystem and SpeedSystem to operate on entt::registry
instead of individual components. Add TickVelocity for server creatures
so movement is calculated per tick without frame delta time. LocalPlayer
now implements its own client-side physics with collision detection.

* feat(gameplay): add server-side entity movement and AI

Refactor LocalPlayer::update_physical to operate on a passed position, and run speed, physical, and wander AI systems in ServerEntityManager.

* feat(gameplay): add pig wander AI and refine speed physics

* feat(server): send entity position updates to all sessions

* fix: correct velocity clamping and hitbox loading

Preserve sign when clamping velocity; negative velocities now clamp to zero instead of flipping direction. Support loading hitbox definitions from JSON arrays and objects. Tune pig entity movement, spawn height, and wander probabilities.

* feat(creatures): refine pig movement physics

Add movement constants for pigs and switch deceleration to per-axis friction so creatures stop naturally. Extend wander boost duration for smoother behavior.

* feat(physics): implement step-up for horizontal collisions

* feat: sync entity direction and rotate models accordingly

Move direction into the transform component and include it in server-to-client entity updates. Client now sets transform direction from the network message and uses it to compute yaw for model rotation, so entities visually face their movement direction. Refactor net_utils to support arbitrary Vec3 fields.

* feat(render): interpolate entity transforms for rendering

Add RenderTransform component to smooth position/direction updates
and use it in entity and shadow passes.

* fix(server_world): send time before entity updates

* build: replace nlohmann json with rapidjson

* refactor(json): migrate from nlohmann to rapidjson

Replace nlohmann::json with rapidjson across localization, hitbox manager, server world, and sensitive filter. Add json_utils helper for converting rapidjson documents to maps, and improve parse error handling.

* feat(item): add item manager with JSON asset loading

Implement ItemManager to load and query item definitions from assets/item JSON files. Add ItemData struct, item asset metadata, CMake source registration, and initialize the manager during app startup. Also add AGENTS.md repository guidelines.

* refactor(item): decouple items from block types

The item system now supports an ItemKind and property, allowing item JSON to declare a type instead of assuming every item is a block. BlockManager was moved to its own header, redesigned around concurrent hash maps, and exposes id_from_name(). Texture and UI code now key items by ItemID, while block placement resolves the block type from the item registry.

* fix(gameplay): use inline const for static EMPTY members

Use inline const for static EMPTY members to avoid ODR and linker issues.
Add missing block_manager.hpp includes in gameplay sources.

* fix: stabilize block item registration and display

Store item names as owned strings in ItemManager, set block type
property for block items, validate item kind before placement, and
handle items without textures gracefully in inventory UI.

* feat: add pig spawn egg item

Add pig spawn egg asset and texture, parse spawn egg item kind and creature property, and spawn the configured entity when used on an empty block. Also fix item texture loading to use actual image dimensions and update selected item UI sizing.

* refactor(gameplay): update systems per entity with chunk check

Refactor server entity update flow to process entities individually,
skipping those whose chunk is not loaded. System update methods now
accept a single entity instead of iterating the full registry view,
and `ServerWorld::get_chunk_ref_count` is added to determine if an
entity's chunk is active.

* perf(render): skip entities outside loaded chunks

* feat: add --direct-enter option to skip to world scene

Support a new CLI flag that launches the app directly into the world scene. If no IP is provided, it starts a local server on the specified port and connects to 127.0.0.1; otherwise it connects to the given IP. With this flag enabled, a port must be specified via -p. Also expose SceneManager::push as public so scenes can be pushed immediately when bypassing the normal menu flow.

* refactor(localization): switch block translations to item naming

Remove the `name_key` field from block definitions and use item-based
localization keys (`item.*.name`) for inventory display. Item data now
stores the localized name at load time.

* feat(gameplay): spawn creatures during chunk generation

Add creature spawning to chunk generation with a configurable
SpawnConfig, including a default pig spawn. Spawning occurs in
the final generation phase and registers entities through the
server world's entity manager.

Also destroy entities when their chunk is unloaded to prevent
orphaned entities and expose the entity manager from ServerWorld.

* feat(gameplay): add run mode based thread pool config

Introduce RunMode enum and thread pool sizing helpers for client,
server, and hybrid modes. Add compute pool to server world and pass
mode through server/client initialization.

* perf(server): parallelize entity update loop

Use parallel_do to process entities concurrently via the compute
pool. Switch get_all_session to a thread-safe
tbb::concurrent_vector and make ChunkEntity's ref_count atomic to
avoid data races. Also remove the debug pig spawn from world init.

* feat(creatures): animate creature walk cycles

Add a Gait component synchronized over the network and procedural animation for model nodes. Load animation parameters from assets/model/creature/pig/animation.json and apply leg swing, body bob, and head motion based on gait. Refactor Gait into its own header for reuse.

* fix(gameplay): make entity interpolation frame-rate independent

* perf(render): batch model rendering with instancing

Replaces per-entity draw calls with instanced rendering for both main and shadow passes. Each model's node hierarchy is flattened once and instance matrices are updated per frame, reducing draw calls and CPU overhead.

* refactor(render): build entity instance buffers once per frame

Move instance matrix upload into build_vertices and use a precomputed
instance data map for both shadow and color passes, avoiding duplicate
GPU buffer updates.

* perf(gameplay): batch entity updates into single packet

Aggregate per-entity update messages into S2CEntityUpdateBatch and
broadcast once per tick. Reuse serialized packets in several broadcast
loops to avoid repeated make_packet calls.

* fix: correct thread count and shadow projection uniform

- Add reserved client thread count to client threads in server generation calculation.
- Set projection matrix uniform only for non-shadow rendering.

* feat(ecs): add entity type separation and creature limits

Replace generic entity creation with typed creatures and items. Rename `add_entity` to `add_creature`, enforce per-player creature cap, and track entity/creature totals for metrics. Expose run mode to dev panel and show new counts.

* perf(render): frustum cull entities before instance building

Add frustum culling to entity instance data collection using AABB vs camera frustum planes. Pass renderer into get_instances_data_map to compute MVP and extract planes. Also add "Rendered Entities" debug counter for visibility.

* feat(audio): add ambient pig sounds

Add pig call audio with randomized timing, triggered by proximity to the player as 3D positional sound.

* feat(client-entity): use snapshot history for entity interpolation

Replace exponential smoothing with a buffered snapshot system. Each entity keeps a deque of position/direction snapshots with timestamps; the render transform is interpolated at a fixed 100 ms render delay to hide network jitter. Snapshots are capped to 16 entries.

* refactor(hitbox): move player hitbox definition to JSON asset

* feat(client_player): use snapshot interpolation for remote players

Replace exponential position smoothing with snapshot interpolation. Remote player transforms are rendered from a delayed snapshot history, using linear interpolation for position and shortest-path interpolation for yaw/pitch. A 100 ms render delay compensates for network tick rate.
2026-08-07 10:19:49 +08:00

510 lines
18 KiB
C++

#ifndef ENTT_ENTITY_SNAPSHOT_HPP
#define ENTT_ENTITY_SNAPSHOT_HPP
#include "../config/config.h"
#include "../container/dense_map.hpp"
#include "../core/type_traits.hpp"
#include "../stl/concepts.hpp"
#include "../stl/cstddef.hpp"
#include "../stl/iterator.hpp"
#include "../stl/tuple.hpp"
#include "../stl/type_traits.hpp"
#include "../stl/utility.hpp"
#include "entity.hpp"
#include "fwd.hpp"
#include "view.hpp"
namespace entt {
/*! @cond ENTT_INTERNAL */
namespace internal {
template<typename Registry>
void orphans(Registry &registry) {
for(auto &storage = registry.template storage<typename Registry::entity_type>(); auto entt: storage) {
if(registry.orphan(entt)) {
storage.erase(entt);
}
}
}
} // namespace internal
/*! @endcond */
/**
* @brief Utility class to create snapshots from a registry.
*
* A _snapshot_ can be either a dump of the entire registry or a narrower
* selection of elements of interest.<br/>
* This type can be used in both cases if provided with a correctly configured
* output archive.
*
* @tparam Registry Basic registry type.
*/
template<typename Registry>
class basic_snapshot {
static_assert(!stl::is_const_v<Registry>, "Non-const registry type required");
using traits_type = entt_traits<typename Registry::entity_type>;
public:
/*! Basic registry type. */
using registry_type = Registry;
/*! @brief Underlying entity identifier. */
using entity_type = registry_type::entity_type;
/**
* @brief Constructs an instance that is bound to a given registry.
* @param source A valid reference to a registry.
*/
basic_snapshot(const registry_type &source) noexcept
: reg{&source} {}
/*! @brief Default copy constructor, deleted on purpose. */
basic_snapshot(const basic_snapshot &) = delete;
/*! @brief Default move constructor. */
basic_snapshot(basic_snapshot &&) noexcept = default;
/*! @brief Default destructor. */
~basic_snapshot() = default;
/**
* @brief Default copy assignment operator, deleted on purpose.
* @return This snapshot.
*/
basic_snapshot &operator=(const basic_snapshot &) = delete;
/**
* @brief Default move assignment operator.
* @return This snapshot.
*/
basic_snapshot &operator=(basic_snapshot &&) noexcept = default;
/**
* @brief Serializes all elements of a type with associated identifiers.
* @tparam Type Type of elements to serialize.
* @tparam Archive Type of output archive.
* @param archive A valid reference to an output archive.
* @param id Optional name used to map the storage within the registry.
* @return An object of this type to continue creating the snapshot.
*/
template<typename Type, typename Archive>
const basic_snapshot &get(Archive &archive, const id_type id = type_hash<Type>::value()) const {
if(const auto *storage = reg->template storage<Type>(id); storage) {
const typename registry_type::common_type &base = *storage;
archive(static_cast<traits_type::entity_type>(storage->size()));
if constexpr(stl::is_same_v<Type, entity_type>) {
archive(static_cast<traits_type::entity_type>(storage->free_list()));
for(auto first = base.rbegin(), last = base.rend(); first != last; ++first) {
archive(*first);
}
} else if constexpr(registry_type::template storage_for_type<Type>::storage_policy == deletion_policy::in_place) {
for(auto it = base.rbegin(), last = base.rend(); it != last; ++it) {
if(const auto entt = *it; entt == tombstone) {
archive(static_cast<entity_type>(null));
} else {
archive(entt);
stl::apply([&archive](auto &&...args) { (archive(stl::forward<decltype(args)>(args)), ...); }, storage->get_as_tuple(entt));
}
}
} else {
for(auto elem: storage->reach()) {
stl::apply([&archive](auto &&...args) { (archive(stl::forward<decltype(args)>(args)), ...); }, elem);
}
}
} else {
archive(typename traits_type::entity_type{});
}
return *this;
}
/**
* @brief Serializes all elements of a type with associated identifiers for
* the entities in a range.
* @tparam Type Type of elements to serialize.
* @tparam Archive Type of output archive.
* @param archive A valid reference to an output archive.
* @param first An iterator to the first element of the range to serialize.
* @param last An iterator past the last element of the range to serialize.
* @param id Optional name used to map the storage within the registry.
* @return An object of this type to continue creating the snapshot.
*/
template<typename Type, typename Archive>
const basic_snapshot &get(Archive &archive, stl::input_iterator auto first, stl::input_iterator auto last, const id_type id = type_hash<Type>::value()) const {
static_assert(!stl::is_same_v<Type, entity_type>, "Entity types not supported");
if(const auto *storage = reg->template storage<Type>(id); storage && !storage->empty()) {
archive(static_cast<traits_type::entity_type>(stl::distance(first, last)));
for(; first != last; ++first) {
if(const auto entt = *first; storage->contains(entt)) {
archive(entt);
stl::apply([&archive](auto &&...args) { (archive(stl::forward<decltype(args)>(args)), ...); }, storage->get_as_tuple(entt));
} else {
archive(static_cast<entity_type>(null));
}
}
} else {
archive(typename traits_type::entity_type{});
}
return *this;
}
private:
const registry_type *reg;
};
/**
* @brief Utility class to restore a snapshot as a whole.
*
* A snapshot loader requires that the destination registry be empty and loads
* all the data at once while keeping intact the identifiers that the entities
* originally had.<br/>
* An example of use is the implementation of a save/restore utility.
*
* @tparam Registry Basic registry type.
*/
template<typename Registry>
class basic_snapshot_loader {
static_assert(!stl::is_const_v<Registry>, "Non-const registry type required");
using traits_type = entt_traits<typename Registry::entity_type>;
public:
/*! Basic registry type. */
using registry_type = Registry;
/*! @brief Underlying entity identifier. */
using entity_type = registry_type::entity_type;
/**
* @brief Constructs an instance that is bound to a given registry.
* @param source A valid reference to a registry.
*/
basic_snapshot_loader(registry_type &source) noexcept
: reg{&source} {
// restoring a snapshot as a whole requires a clean registry
ENTT_ASSERT(reg->template storage<entity_type>().free_list() == 0u, "Registry must be empty");
}
/*! @brief Default copy constructor, deleted on purpose. */
basic_snapshot_loader(const basic_snapshot_loader &) = delete;
/*! @brief Default move constructor. */
basic_snapshot_loader(basic_snapshot_loader &&) noexcept = default;
/*! @brief Default destructor. */
~basic_snapshot_loader() = default;
/**
* @brief Default copy assignment operator, deleted on purpose.
* @return This loader.
*/
basic_snapshot_loader &operator=(const basic_snapshot_loader &) = delete;
/**
* @brief Default move assignment operator.
* @return This loader.
*/
basic_snapshot_loader &operator=(basic_snapshot_loader &&) noexcept = default;
/**
* @brief Restores all elements of a type with associated identifiers.
* @tparam Type Type of elements to restore.
* @tparam Archive Type of input archive.
* @param archive A valid reference to an input archive.
* @param id Optional name used to map the storage within the registry.
* @return A valid loader to continue restoring data.
*/
template<typename Type, typename Archive>
basic_snapshot_loader &get(Archive &archive, const id_type id = type_hash<Type>::value()) {
auto &storage = reg->template storage<Type>(id);
typename traits_type::entity_type length{};
archive(length);
if constexpr(stl::is_same_v<Type, entity_type>) {
typename traits_type::entity_type count{};
entity_type placeholder{};
storage.reserve(length);
archive(count);
for(entity_type entity = null; length; --length) {
archive(entity);
storage.generate(entity);
placeholder = (entity > placeholder) ? entity : placeholder;
}
storage.start_from(traits_type::next(placeholder));
storage.free_list(count);
} else {
auto &other = reg->template storage<entity_type>();
entity_type entt{null};
while(length--) {
if(archive(entt); entt != null) {
const auto entity = other.contains(entt) ? entt : other.generate(entt);
ENTT_ASSERT(entity == entt, "Entity not available for use");
if constexpr(stl::tuple_size_v<decltype(storage.get_as_tuple({}))> == 0u) {
storage.emplace(entity);
} else {
Type elem{};
archive(elem);
storage.emplace(entity, stl::move(elem));
}
}
}
}
return *this;
}
/**
* @brief Destroys those entities that have no elements.
*
* In case all the entities were serialized but only part of the elements
* was saved, it could happen that some of the entities have no elements
* once restored.<br/>
* This function helps to identify and destroy those entities.
*
* @return A valid loader to continue restoring data.
*/
basic_snapshot_loader &orphans() {
internal::orphans(*reg);
return *this;
}
private:
registry_type *reg;
};
/**
* @brief Utility class for _continuous loading_.
*
* A _continuous loader_ is designed to load data from a source registry to a
* (possibly) non-empty destination. The loader can accommodate in a registry
* more than one snapshot in a sort of _continuous loading_ that updates the
* destination one step at a time.<br/>
* Identifiers that entities originally had are not transferred to the target.
* Instead, the loader maps remote identifiers to local ones while restoring a
* snapshot.<br/>
* An example of use is the implementation of a client-server application with
* the requirement of transferring somehow parts of the representation side to
* side.
*
* @tparam Registry Basic registry type.
*/
template<typename Registry>
class basic_continuous_loader {
static_assert(!stl::is_const_v<Registry>, "Non-const registry type required");
using traits_type = entt_traits<typename Registry::entity_type>;
void restore(Registry::entity_type entt) {
if(const auto entity = to_entity(entt); remloc.contains(entity) && remloc[entity].first == entt) {
if(!reg->valid(remloc[entity].second)) {
remloc[entity].second = reg->create();
}
} else {
remloc.insert_or_assign(entity, stl::make_pair(entt, reg->create()));
}
}
template<typename Container>
auto update(int, Container &container) -> decltype(typename Container::mapped_type{}, void()) {
// map like container
Container other;
for(auto &&pair: container) {
using first_type = stl::remove_const_t<typename stl::decay_t<decltype(pair)>::first_type>;
using second_type = stl::decay_t<decltype(pair)>::second_type;
if constexpr(stl::is_same_v<first_type, entity_type> && stl::is_same_v<second_type, entity_type>) {
other.emplace(map(pair.first), map(pair.second));
} else if constexpr(stl::is_same_v<first_type, entity_type>) {
other.emplace(map(pair.first), stl::move(pair.second));
} else {
static_assert(stl::is_same_v<second_type, entity_type>, "Neither the key nor the value are of entity type");
other.emplace(stl::move(pair.first), map(pair.second));
}
}
using stl::swap;
swap(container, other);
}
template<typename Container>
auto update(char, Container &container) -> decltype(typename Container::value_type{}, void()) {
// vector like container
static_assert(stl::is_same_v<typename Container::value_type, entity_type>, "Invalid value type");
for(auto &&entt: container) {
entt = map(entt);
}
}
template<typename Component, typename Other, typename Member>
void update([[maybe_unused]] Component &instance, [[maybe_unused]] Member Other::*member) {
if constexpr(!stl::is_same_v<Component, Other>) {
return;
} else if constexpr(stl::is_same_v<Member, entity_type>) {
instance.*member = map(instance.*member);
} else {
// maybe a container? let's try...
update(0, instance.*member);
}
}
public:
/*! Basic registry type. */
using registry_type = Registry;
/*! @brief Underlying entity identifier. */
using entity_type = registry_type::entity_type;
/**
* @brief Constructs an instance that is bound to a given registry.
* @param source A valid reference to a registry.
*/
basic_continuous_loader(registry_type &source) noexcept
: remloc{source.get_allocator()},
reg{&source} {}
/*! @brief Default copy constructor, deleted on purpose. */
basic_continuous_loader(const basic_continuous_loader &) = delete;
/*! @brief Default move constructor. */
basic_continuous_loader(basic_continuous_loader &&) noexcept = default;
/*! @brief Default destructor. */
~basic_continuous_loader() = default;
/**
* @brief Default copy assignment operator, deleted on purpose.
* @return This loader.
*/
basic_continuous_loader &operator=(const basic_continuous_loader &) = delete;
/**
* @brief Default move assignment operator.
* @return This loader.
*/
basic_continuous_loader &operator=(basic_continuous_loader &&) noexcept = default;
/**
* @brief Restores all elements of a type with associated identifiers.
*
* It creates local counterparts for remote elements as needed.<br/>
* Members are either data members of type entity_type or containers of
* entities. In both cases, a loader visits them and replaces entities with
* their local counterpart.
*
* @tparam Type Type of elements to restore.
* @tparam Archive Type of input archive.
* @param archive A valid reference to an input archive.
* @param id Optional name used to map the storage within the registry.
* @return A valid loader to continue restoring data.
*/
template<typename Type, typename Archive>
basic_continuous_loader &get(Archive &archive, const id_type id = type_hash<Type>::value()) {
auto &storage = reg->template storage<Type>(id);
typename traits_type::entity_type length{};
entity_type entt{null};
archive(length);
if constexpr(stl::is_same_v<Type, entity_type>) {
typename traits_type::entity_type in_use{};
storage.reserve(length);
archive(in_use);
for(stl::size_t pos{}; pos < in_use; ++pos) {
archive(entt);
restore(entt);
}
for(stl::size_t pos = in_use; pos < length; ++pos) {
archive(entt);
if(const auto entity = to_entity(entt); remloc.contains(entity)) {
if(reg->valid(remloc[entity].second)) {
reg->destroy(remloc[entity].second);
}
remloc.erase(entity);
}
}
} else {
for(auto &&ref: remloc) {
storage.remove(ref.second.second);
}
while(length--) {
if(archive(entt); entt != null) {
restore(entt);
if constexpr(stl::tuple_size_v<decltype(storage.get_as_tuple({}))> == 0u) {
storage.emplace(map(entt));
} else {
Type elem{};
archive(elem);
storage.emplace(map(entt), stl::move(elem));
}
}
}
}
return *this;
}
/**
* @brief Destroys those entities that have no elements.
*
* In case all the entities were serialized but only part of the elements
* was saved, it could happen that some of the entities have no elements
* once restored.<br/>
* This function helps to identify and destroy those entities.
*
* @return A non-const reference to this loader.
*/
basic_continuous_loader &orphans() {
internal::orphans(*reg);
return *this;
}
/**
* @brief Tests if a loader knows about a given entity.
* @param entt A valid identifier.
* @return True if `entity` is managed by the loader, false otherwise.
*/
[[nodiscard]] bool contains(entity_type entt) const noexcept {
const auto it = remloc.find(to_entity(entt));
return it != remloc.cend() && it->second.first == entt;
}
/**
* @brief Returns the identifier to which an entity refers.
* @param entt A valid identifier.
* @return The local identifier if any, the null entity otherwise.
*/
[[nodiscard]] entity_type map(entity_type entt) const noexcept {
if(const auto it = remloc.find(to_entity(entt)); it != remloc.cend() && it->second.first == entt) {
return it->second.second;
}
return null;
}
private:
dense_map<typename traits_type::entity_type, stl::pair<entity_type, entity_type>> remloc;
registry_type *reg;
};
} // namespace entt
#endif