Performance, zero/small memory allocations/footprint, no dependencies on any game engine - main goals of this project.
Tested on unity 2018.3 (not dependent on it) and contains assembly definition for compiling to separate assembly file for performance reason.
Important! Dont forget to use
DEBUG
builds for development andRELEASE
builds in production: all internal error checks / exception throwing works only inDEBUG
builds and eleminated for performance reasons inRELEASE
.
Container for user data without / with small logic inside. Can be used any user class without any additional inheritance:
class WeaponComponent {
public int Ammo;
public string GunName;
}
Important! Dont forget to manually init all fields of new added component. Default value initializers will not work due all components can be reused automatically multiple times through builtin pooling mechanism (no destroying / creating new instance for each request for performance reason).
Important! Dont forget to cleanup reference links to instances of another components / engine classes before removing components from entity, otherwise it can lead to memory leaks.
By default all
marshal-by-reference
typed fields of component (classes in common case) will be checked for null on removing attempt inDEBUG
-mode. If you know that you have object instance that should be not null (preinited collections for example) -[EcsIgnoreNullCheck]
attribute can be used for disabling these checks.
Сontainer for components. Implemented with int id-s for more simplified api:
WeaponComponent myWeapon;
int entityId = _world.CreateEntityWith<WeaponComponent> (out myWeapon);
_world.RemoveEntity (entityId);
Dont forget that EcsWorld.CreateEntityWith
method has multiple overloaded versions:
Component1 c1;
Component2 c2;
int entityId = _world.CreateEntityWith<Component1, Component2> (out c1, out c2);
_world.RemoveEntity (entityId);
Important! Entities without components on them will be automatically removed from
EcsWorld
right after finish execution of current system.
Сontainer for logic for processing filtered entities. User class should implements IEcsPreInitSystem
, IEcsInitSystem
or / and IEcsRunSystem
interfaces:
class WeaponSystem : IEcsPreInitSystem, IEcsInitSystem {
void IEcsPreInitSystem.PreInitialize () {
// Will be called once during world initialization and before IEcsInitSystem.Initialize.
}
void IEcsInitSystem.Initialize () {
// Will be called once during world initialization.
}
void IEcsInitSystem.Destroy () {
// Will be called once during world destruction.
}
void IEcsPreInitSystem.PreDestroy () {
// Will be called once during world destruction and after IEcsInitSystem.Destroy.
}
}
class HealthSystem : IEcsRunSystem {
void IEcsRunSystem.Run () {
// Will be called on each EcsSystems.Run() call.
}
}
Important! Will not work when LEOECS_DISABLE_INJECT preprocessor constant defined.
With [EcsInject]
attribute over IEcsSystem
class all compatible EcsWorld
and EcsFilter<T>
fields of instance of this class will be auto-initialized (auto-injected):
[EcsInject]
class HealthSystem : IEcsSystem {
EcsWorld _world = null;
EcsFilter<WeaponComponent> _weaponFilter = null;
}
Instance of any custom type can be injected to all systems through EcsSystems.Inject
method:
var systems = new EcsSystems (world)
.Add (new TestSystem1 ())
.Add (new TestSystem2 ())
.Add (new TestSystem3 ())
.Inject (a)
.Inject (b)
.Inject (c)
.Inject (d);
systems.Initialize ();
Each system will be scanned for compatible fields (can contains all of them or no one) with proper initialization.
Container for keeping filtered entities with specified component list:
[EcsInject]
class WeaponSystem : IEcsInitSystem, IEcsRunSystem {
EcsWorld _world = null;
// We wants to get entities with "WeaponComponent" and without "HealthComponent".
EcsFilter<WeaponComponent>.Exclude<HealthComponent> _filter = null;
void IEcsInitSystem.Initialize () {
_world.CreateEntityWith<WeaponComponent> ();
}
void IEcsInitSystem.Destroy () { }
void IEcsRunSystem.Run () {
foreach (var i in _filter) {
// Components1 array will be automatically filled with instances of type "WeaponComponent".
var weapon = _filter.Components1[i];
weapon.Ammo = System.Math.Max (0, weapon.Ammo - 1);
}
}
}
All compatible entities will be stored at filter.Entities
array, amount of them - at filter.EntitiesCount
.
Important:
filter.Entities
,filter.Components1
,filter.Components2
, etc - can't be iterated with foreach-loop directly, use foreach-loop overfilter
, or for-loop with filter.EntitiesCount value as upper-bound.
All components from filter Include
constraint will be stored at filter.Components1
, filter.Components2
, etc - in same order as they were used in filter type declaration.
If autofilling not required (for example, for flag-based components without data), EcsIgnoreInFilter
attribute can be used for decrease memory usage and increase performance:
class Component1 { }
[EcsIgnoreInFilter]
class Component2 { }
[EcsInject]
class TestSystem : IEcsSystem {
EcsFilter<Component1, Component2> _filter;
public Test() {
foreach (var i in _filter) {
// its valid code.
var component1 = _filter.Components1[i];
// its invalid code due to _filter.Components2 is null for memory / performance reasons.
var component2 = _filter.Components2[i];
}
}
}
Important: Any filter supports up to 4 component types as "include" constraints and up to 2 component types as "exclude" constraints. Shorter constraints - better performance.
Important: If you will try to use 2 filters with same components but in different order - you will get exception with detailed info about conflicted types, but only in
DEBUG
mode. InRELEASE
mode all checks will be skipped.
Root level container for all entities / components, works like isolated environment.
Important: Do not forget to call
EcsWorld.Dispose
method when instance will not be used anymore.
Group of systems to process EcsWorld
instance:
class Startup : MonoBehaviour {
EcsSystems _systems;
void OnEnable() {
// create ecs environment.
var world = new EcsWorld ();
_systems = new EcsSystems(world)
.Add (new WeaponSystem ());
_systems.Initialize ();
}
void Update() {
// process all dependent systems.
_systems.Run ();
// optional behaviour for one-frame components.
_world.RemoveOneFrameComponents ();
}
void OnDisable() {
// destroy systems logical group.
_systems.Dispose ();
_systems = null;
// destroy world.
_world.Dispose ();
_world = null;
}
}
Important: Do not forget to call
EcsSystems.Dispose
method when instance will not be used anymore.
EcsSystems
instance can be used as nested system (any types of IEcsPreInitSystem
, IEcsInitSystem
or IEcsRunSystem
behaviours are supported):
// initialization
var nestedSystems = new EcsSystems (_world)
.Add (new NestedSystem ());
// dont call nestedSystems.Initialize() here, rootSystems will do it automatically.
var rootSystems = new EcsSystems (_world)
.Add (nestedSystems);
rootSystems.Initialize();
// update loop
// dont call nestedSystems.Run() here, rootSystems will do it automatically.
rootSystems.Run();
// destroying
// dont call nestedSystems.Dispose() here, rootSystems will do it automatically.
rootSystems.Dispose();
If some data should be shared between systems - there are 3 ways to do it.
Useful for global singleton-like access to independent systems:
class MyEcsWorld : EcsWorld {
readonly public MyData Data;
public MyEcsWorld(MyData data) {
Data = data;
}
}
var shared = new MyData();
// fill it here.
// ...
var world = new MyEcsWorld (shared);
var systems = new EcsSystems (world)
.Add (new System1 ())
.Add (new System2 ());
systems.Initialize();
Custom component can be used for this and sharing with EcsFilter
:
class MyData {
// shared data.
}
[EcsInject]
class CreateSharedData : IEcsInitSystem {
// just to be sure that filter already created before component initialization.
EcsFilter<MyData> _shared = null;
EcsWorld _world = null;
void IEcsInitSystem.Initialize () {
var data = _world.CreateEntityWith<MyData>();
// fill data here.
}
void IEcsInitSystem.Destroy () { }
}
[EcsInject]
class ReadSharedData : IEcsRunSystem {
EcsFilter<MyData> _shared = null;
void IEcsRunSystem.Run () {
var data = _shared.Components1[0];
// read data here.
}
}
Important! Will not work when LEOECS_DISABLE_INJECT preprocessor constant defined.
External data can be shared for all systems at EcsSystems
:
class MyData {
// shared data.
}
[EcsInject]
class ReadSharedData1 : IEcsRunSystem {
// will be automatically injected.
MyData _shared = null;
void IEcsRunSystem.Run () {
// read _shared fields here.
}
}
[EcsInject]
class ReadSharedData2 : IEcsRunSystem {
// will be automatically injected.
MyData _shared = null;
void IEcsRunSystem.Run () {
// read _shared fields here.
}
}
//...
var shared = new MyData();
// fill it here.
var systems = new EcsSystems (world)
.Add (new ReadSharedData1 ())
.Add (new ReadSharedData2 ())
.Inject (shared);
systems.Initialize ();
The software released under the terms of the MIT license. Enjoy.
Its free opensource software, but you can buy me a coffee:
There are no components limit, but for performance / memory usage reason better to keep amount of components on each entity less or equals 8.
In this case custom component creator with predefined capacity can be used (for speed up 2x or more):
class MyComponent { }
class Startup : Monobehaviour {
EcsSystems _systems;
void OnEnable() {
var world = new MyWorld (_sharedData);
EcsComponentPool<MyComponent>.Instance.SetCapacity (100000);
EcsComponentPool<MyComponent>.Instance.SetCreator (() => new MyComponent());
_systems = new EcsSystems(world)
.Add (MySystem());
_systems.Initialize();
}
}
In this case EcsComponentPool<T>.Instance.Shrink
method can be used:
class MyComponent1 { }
class MyComponent2 { }
class ShrinkComponents : Monobehaviour {
void OnEnable() {
EcsComponentPool<MyComponent1>.Instance.Shrink ();
EcsComponentPool<MyComponent2>.Instance.Shrink ();
}
}
I want to process one system at MonoBehaviour.Update() and another - at MonoBehaviour.FixedUpdate(). How I can do it?
For splitting systems by MonoBehaviour
-method multiple EcsSystems
logical groups should be used:
EcsSystems _update;
EcsSystems _fixedUpdate;
void OnEnable() {
var world = new EcsWorld();
_update = new EcsSystems(world).Add(new UpdateSystem());
_fixedUpdate = new EcsSystems(world).Add(new FixedUpdateSystem());
}
void Update() {
_update.Run();
}
void FixedUpdate() {
_fixedUpdate.Run();
}
I want to add new or get already exist component on entity, but GetComponent
with checking result - so boring. How it can be simplified?
There is EnsureComponent
method at EcsWorld
, next 2 code blocks are identical:
var c1 = _world.GetComponent<C1>(id);
if (c1 == null) {
c1 = _world.AddComponent<C1>(id);
}
...
bool isNew;
var c1 = _world.EnsureComponent<C1>(id, out isNew);
It will add performance penalty and should be avoided. Anyway, LEOECS_ENABLE_WORLD_EVENTS preprocessor define can be used for this:
class MyListener : IEcsWorldEventListener {
public void OnEntityCreated (int entity) { }
public void OnEntityRemoved (int entity) { }
public void OnComponentAdded (int entity, object component) { }
public void OnComponentRemoved (int entity, object component) { }
public void OnWorldDestroyed (EcsWorld world) { }
}
// at init code.
var listener = new MyListener();
_world.AddEventListener(listener);
// at destroy code.
_world.RemoveEventListener(listener);
I do not need dependency injection through Reflection
(I heard, it's very slooooow! / I want to use my own way to inject). How I can do it?
Builtin Reflection-based DI can be removed with LEOECS_DISABLE_INJECT preprocessor define:
- No
EcsInject
attribute. - No automatic injection for
EcsWorld
andEcsFilter<T>
fields. - Less code size.
EcsWorld
should be injected somehow (for example, through constructor of system), EcsFilter<T>
data can be requested through EcsWorld.GetFilter<T>
method.
I like how dependency injection works, but i want to skip some fields from initialization. How I can do it?
You can use [EcsIgnoreinject]
attribute on any field of system:
...
// will be injected.
EcsFilter<C1> _filter1 = null;
// will be skipped.
[EcsIgnoreInject]
EcsFilter<C2> _filter2 = null;
Current implementation of foreach-loop fast enough (custom enumerator, no memory allocation), small performance differences can be found on 10k items and more. Current version not support for-loop iterations anymore.
If you want to simplify your code and keep reset-code in one place, you can use IEcsAutoResetComponent
interface for components:
class MyComponent : IEcsAutoResetComponent {
public object LinkToAnotherComponent;
void IEcsAutoResetComponent.Reset() {
// Cleanup all marshal-by-reference fields here.
LinkToAnotherComponent = null;
}
}
This method will be automatically called after component removing from entity and before recycling to component pool.
I want to add component to entity or get exists one, how I can simplify sequence of "var c = GetComponent(); if (c == null) {c = AddComponent()}"?
This sequence
var c = _world.GetComponent<C1>(entityId);
if (c == null) {
c = _world.AddComponent<C1>(entityId);
// optional - init new instance.
}
Can be replaced with
bool isNew;
var c = _world.EnsureComponent<C1>(entityId, out isNew);
if (isNew) {
// optional - init new instance.
}
I use components as events that works only one frame, then remove it at last system in execution sequence. It's boring, how I can automate it?
If you want to remove one-frame components without additional custom code, you can use EcsOneFrame
attribute:
[EcsOneFrame]
class MyComponent { }
Important: Do not forget to call
EcsWorld.RemoveOneFrameComponents
method once after allEcsSystems.Run
calls.
Important: Do not forget that if one-frame component contains
marshal-by-reference
typed fields - this component should implementsIEcsAutoResetComponent
interface.
You can implement them by yourself with EcsFilter.AddListener
/ EcsFilter.RemoveListener
methods or use default implementation, that can be found at separate repo.
Check EcsFilter<Inc1, Inc2, Inc3, Inc4>
class and create new class with more components in same manner.