Svelto.ECS.Schema 0.2.0

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dotnet add package Svelto.ECS.Schema --version 0.2.0                
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<PackageReference Include="Svelto.ECS.Schema" Version="0.2.0" />                
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paket add Svelto.ECS.Schema --version 0.2.0                
#r "nuget: Svelto.ECS.Schema, 0.2.0"                
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// Install Svelto.ECS.Schema as a Cake Addin
#addin nuget:?package=Svelto.ECS.Schema&version=0.2.0

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#tool nuget:?package=Svelto.ECS.Schema&version=0.2.0                

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Svelto.ECS.Schema

Extension for Svelto.ECS, helps defining structure like database schema.

Motivation

Svelto.ECS is an awesome project, however I found understanding underlying entity structure can be pretty confusing to new users like myself. It has powerful tools like groups and filters, but lacks of wrapper to make it intutive. I thought it will be much easier to understand group with structured schema, and it is worth to make your code flexible, design change proof. That is the motivation I wrote this Svelto.ECS.Schema extension which is basically a user-friendly wrapper for groups and filters.

Concept

Think of a RDBMS schema, there is tables, records, columns, indexes and partitions. ECS is basically in-memory database but faster. In RDBMS, tables can hold records having specific combination of columns. In Svelto.ECS, groups can hold entities having specific combination of components. That is why I chose to take friendly terms from RDBMS and define schema of ECS.

Basic Usage

Install

Currently it is alpha stage, available on NuGet. While I don't recommend to use it on production, feel free to try it and please share me the experience!

Need help?

If you need help or want to give feedback, you can either join my Discord Channel or ping @cathei from Svelto's Official Discord Channel.

Defining Descriptor

Let's say you have basic understanding of general Entity-Component-System. Defining schema starts from defining EntityDescriptor, that is combination of components.

public class CharacterDescriptor : GenericEntityDescriptor<EGIDComponent, HealthComponent, PositionComponent> { }

It is not part of this extension, but it is important because it is basically definition of records that table can hold.

Defining Schema

Let's define simplest Schema.

public class GameSchema : IEntitySchema
{
    private static Table<CharacterDescriptor> _character = new Table<CharacterDescriptor>();
    public static Group<CharacterDescriptor> Character => _character.Group();

    private static Table<ItemDescriptor> _item = new Table<ItemDescriptor>();
    public static Group<ItemDescriptor> Item => _item.Group();
}

IEntitySchema represents a class that will hold all defined tables as static member.

Table<TDescriptor> represents underlying ExclusiveGroup. Groups should only accept entities using same descriptor, or else the iteration index will break. In Schema extension Table has Descriptor type argument, basically preventing the issue.

Note that tables are defined as static, and only Group<T> are exposed. This is pattern I recommend, so rest of your code can be kept clean and reslove all schema define related code in schema class.

Now to add entity with Group<T>, we support two ways. One is original Svelto way:

var entityBuilder = entityFactory.BuildEntity(entityId, GameSchema.Character);

The other is Schema extension way (preferred):

var entityBuilder = GameSchema.Character.Build(entityFactory, entityId);

Results are the same so it is just different expression.

To query entities of Group<T>, also original Svelto way:

var (egid, count) = entitiesDB.QueryEntities<EGIDComponent>(GameSchema.Character);

and Schema extension way (preferred):

var (egid, count) = GameSchema.Character.Entities<EGIDComponent>(entitiesDB);

Reason I decided to have different expression from original Svelto is because we can pass more type information to calls without making it look awkward. C# does not support partial generic type inference, and we don't wanna call like QueryEntities<EGIDCompoent, CharacterDescriptor>(GameSchema.Character).

Defining Ranged Table

Sometimes you'll want many tables of same type, without defining many variables. Simiply pass the number of group you want to be created, and there are multiple separated tables!

public enum ItemType { Potion, Weapon, Armor, MAX };

public class AnotherSchema : IEntitySchema
{
    public const int MaxPlayerCount = 10;

    private static Table<ItemDescriptor> _items = new Table<ItemDescriptor>((int)ItemType.MAX);
    public static Group<ItemDescriptor> Items(ItemType type) => _items.Group((int)type);

    private static Table<PlayerDescriptor> _players = new Table<PlayerDescriptor>(MaxPlayerCount);
    public static Group<PlayerDescriptor> Player(int playerId) => _players.Group(playerId);

    public static Groups<PlayerDescriptor> AllPlayers { get; } = _players.Groups();
}

Above example shows use case of ranged tables with number or enum.

Note that we also exposes AnotherSchema.AllPlayers which represents all player groups. Groups<T> has underlying FasterList<ExclusiveGroupStruct>. Which means you can directly pass it into EntitiesDB.QueryEntities.

foreach (var (...) in entitiesDB.QueryEntities<...>(AnotherSchema.AllPlayers)) { }

Or, in Schema extension way (preferred):

foreach (var (...) in AnotherSchema.AllPlayers.Entities<...>(entitiesDB)) { }

Defining Partition

On the other hand, you will want to group some related tables, and reuse it. We use Partition<TShard> for it. First, define a shard, which is logical group of tables.

public enum ItemType { Potion, Weapon, Armor, MAX };

public class PlayerShard : IEntityShard
{
    private Table<CharacterDescriptor> _aliveCharacter = new Table<CharacterDescriptor>();
    public Group<CharacterDescriptor> AliveCharacter => _aliveCharacter.Group();

    private Table<CharacterDescriptor> _deadCharacter = new Table<CharacterDescriptor>();
    public Group<CharacterDescriptor> DeadCharacter => _deadCharacter.Group();

    private Table<ItemDescriptor> _items = new Table<ItemDescriptor>((int)ItemType.MAX);
    public Group<ItemDescriptor> Item(ItemType type) => _items.Group((int)type);
}

Looks similar to defining schema, except shards should implement IEntityShard and all the fields are non-static.

Now we have Shard, we can define actual partition with Partition<TShard> in the schema.

public class MyGameSchema : IEntitySchema
{
    public const int MaxPlayerCount = 10;

    private static Partition<PlayerShard> _ai = new Partition<PlayerShard>();
    public static PlayerShard AI => _ai.Shard();

    private static Partition<PlayerShard> _players = new Partition<PlayerShard>(MaxPlayerCount);
    public static PlayerShard Player(int playerId) => _players.Shard(playerId);

    public static Groups<CharacterDescriptor> AllAliveCharacters { get; } =
        AI.AliveCharacter + players.Shards().Each(x => x.AliveCharacter);
}

Nice. We defined a group for AI, and 10 players. Just like how we expose group instead of table, we'll expose shard insted of partition. If you want to access group for player 5's alive characters, use MyGameSchema.Player(5).AliveCharacter. Also we added shortcut groups for all alive characters.

Applying Schema

Before we can use schema, we need to call EnginesRoot.AddSchema<T>(). When you initializing EnginesRoot, do this before any entitiy submission.

SchemaContext schemaContext = enginesRoot.AddSchema<MyGameSchema>();

Return value, SchemaContext will be used to save runtime schema data like indexing.

Now it's time to fill up your tables with records.

public class CompositionRoot
{
    private uint eidCounter = 0;

    public CompositionRoot()
    {
        var submissionScheduler = new SimpleEntitiesSubmissionScheduler();
        var enginesRoot = new EnginesRoot(submissionScheduler);

        var entityFactory = enginesRoot.GenerateEntityFactory();
        var schemaContext = enginesRoot.AddSchema<MyGameSchema>();

        for (int i = 0; i < 10; ++i)
            AddCharacter(entityFactory, MyGameSchema.AI.AliveCharacter);

        for (int i = 0; i < 10; ++i)
            AddCharacter(entityFactory, MyGameSchema.Player(0).DeadCharacter);

        submissionScheduler.SubmitEntities();
    }

    private void AddCharacter(IEntityFactory entityFactory, Group<CharacterDescriptor> group)
    {
        var builder = group.Build(entityFactory, eidCounter++);

        builder.Init(new HealthComponent(1000));
        builder.Init(new PositionComponent(0, 0));
    }
}

Above we have example to put 10 characters to alive, AI controlled character group, and put another 10 characters to dead, player 0 controlled character group. You don't have to specify descriptor when call BuildEntity, because group is already implying descriptor type.

foreach (var ((healths, positions, count), group) in MyGameSchema.AllAliveCharacters.Entities<HealthComponent, PositionComponent>(entitiesDB))
{
    for (int i = 0; i < count; ++i)
    {
        healths[i].current -= 100;
    }
}

vs. Doofuses example

GroupCompound is good enough for simple, static groups. But not all the groups in game is simple or static. Most of them are not, actually. Let's look at the Doofuses example of Svelto.ECS.MiniExamples. They have groups like this.

static class GameGroups
{
    public class DOOFUSES : GroupTag<DOOFUSES> { }
    public class FOOD : GroupTag<FOOD> { }
    
    public class RED : GroupTag<RED> { }
    public class BLUE : GroupTag<BLUE> { }
    
    public class EATING : GroupTag<EATING> { }
    public class NOTEATING : GroupTag<NOTEATING> { }

    public class RED_DOOFUSES_EATING : GroupCompound<DOOFUSES, RED, EATING> { };
    public class RED_DOOFUSES_NOT_EATING :  GroupCompound<DOOFUSES, RED, NOTEATING> { };
    public class RED_FOOD_EATEN : GroupCompound<FOOD, RED, EATING> { };
    public class RED_FOOD_NOT_EATEN : GroupCompound<FOOD, RED, NOTEATING> { };
    
    public class BLUE_DOOFUSES_EATING : GroupCompound<DOOFUSES, BLUE, EATING> { };
    public class BLUE_DOOFUSES_NOT_EATING :  GroupCompound<DOOFUSES, BLUE, NOTEATING> { };
    public class BLUE_FOOD_EATEN : GroupCompound<FOOD, BLUE, EATING> { };
    public class BLUE_FOOD_NOT_EATEN : GroupCompound<FOOD, BLUE, NOTEATING> { };

    public class DOOFUSES_EATING : GroupCompound<DOOFUSES, EATING> { };
}

There is entity type of Doofuses and Food, team of Red and Blue, state of Eating and NonEating. And groups are made with their combinations. I think it will be easy if you get used to it, but little confusing to understand structure at the first.

Real problem is it is not really flexible nor extendible. What if Yellow team is needed? What if state of Flying and Ground is needed? We'll have to define all the combinations we need. Game design will change over time, and I think it is not managable through GroupCompound at some point.

With Schema extension this would be converted to below.

public class StateShard : IEntityShard
{
    private Table<DoofusEntityDescriptor> _doofus = new Table<DoofusEntityDescriptor>();
    public Group<DoofusEntityDescriptor> Doofus => _doofus.Group();

    private Table<FoodEntityDescriptor> _food = new Table<FoodEntityDescriptor>();
    public Group<FoodEntityDescriptor> Food => _food.Group();
}

public class TeamShard : IEntityShard
{
    private Partition<StateShard> _eating = new Partition<StateShard>();
    public StateShard Eating => _eating.At(Offset).Shard();

    private Partition<StateShard> _nonEating = new Partition<StateShard>();
    public StateShard NonEating => _nonEating.At(Offset).Shard();
}

public enum TeamColor { Red, Blue, MAX }

public class GameSchema : IEntitySchema
{
    private static Partition<TeamShard> _team = new Partition<TeamShard>((int)TeamColor.MAX);
    public static TeamShard Team(TeamColor color) => _team.Shard((int)color);

    public static Groups<DoofusEntityDescriptor> EatingDoofuses { get; } = _team.Shards().Combine(x => x.Eating.Doofus);
}

More code, but you'll thank to some complexity when you have to deal with big design changes!

When using it, code GameGroups.RED_DOOFUSES_EATING.Groups would be equvalent to GameSchema.Team(TeamColor.Red).Eating.Doofus.

Defining Indexes

Index is wrapper of filters system, but works like indexes in RDBMS. Filters are used to have subset from a group. Indexes are to collect entities by specific key, from a partition or entire schema. Let's take a look. You have to define Key first.

public readonly struct CharacterController : IEntityIndexKey<CharacterController>
{
    public readonly int PlayerId;

    public CharacterController(int playerId)
    {
        PlayerId = playerId;
    }

    public bool Equals(CharacterController other)
    {
        return PlayerId == other.PlayerId;
    }
}

Keys are structs inheriting IEntityIndexKey<TSelf>. And you have to implement bool Equals(TSelf) to check Key equality and optionally implement int GetHashCode(). Also keys are not meant to be mutable so I prefer to add readonly constraint.

Then, you add Indexed<TKey> to your descriptor.

public class CharacterDescriptor<HealthComponent, PositionComponent, Indexed<CharacterController>> { }

Indexed is special component to make sure that indexes are up-to-date. It has Controller struct as member Key, but you cannot change the value unless you use Indexed<TKey>.Update(SchemaContext, TKey). SchemaContext is returned when AddSchema<TSchema>() is executed and represents runtime state of schema.

Before look into SchemaContext, Let's add Index<TKey> to our schema.

public class IndexedSchema : IEntitySchema
{
    private static Table<CharacterDescriptor> _flyingCharacter = new Table<CharacterDescriptor>();
    public static Group<CharacterDescriptor> FlyingCharacter => _flyingCharacter.Group();

    private static Table<CharacterDescriptor> _groundCharacter = new Table<CharacterDescriptor>();
    public static Group<CharacterDescriptor> GroundCharacter => _flyingCharacter.Group();

    private static Index<CharacterController> _charactersByController = new Index<CharacterController>();
    public static IndexQuery<ChracterController> CharactersByController(int playerId) => _charactersByController.Query(new CharacterController(playerId));
}

Index<TKey> will index any Indexed<TKey> component in any tables with same partition. Any child partition will be indexed as well. If Index<TKey> is defined in root schema, any table with Indexed<TKey> will be indexed. In this example both FlyingCharacter and GroundCharacter group will be indexed and returned when queried. If you want to index specific groups only, define a partition.

Same manner as we expose a group for a table, we'll expose IndexQuery<TKey> for a index. IndexQuery<TKey> is query for a specific key, like 'player id 0'.

You can share Indexed<TKey> across different descriptors.

Querying Indexes

Now, finally you can iterate over entities with IndexQuery<TKey>. You don't have to include Indexed<TKey> in the type list. You can query any type of component within the descriptor, because as long as you keep a group with single descriptor you can iterate with same filter.

Just like when you query with EntitiesDB, you query with SchemaContext.

foreach (var ((health, position, indices), group) in IndexedSchema.CharactersByController(3).Entities<HealthComponent, PositionComponent>(schemaContext))
{
    for (int i = 0; i < indices.count(); ++i)
    {
        health[indices[i]].current += 10;
    }
}

Note that you have to use double indexing like health[indices[i]]. DO NOT update Indexed component while iterating through index query with it. It is undefined behaviour.

If you want to query index within specific Group<T> or Groups<T>, use From like this:

var (health, position, indices) = IndexSchema.CharactersByController(3)
    .From(IndexSchema.FlyingCharacter)
    .Entities<HealthComponent, PositionComponent>(schemaContext);

Naming Convention

Below is naming convention suggestions to make schema more readable.

For Tables and Partitions

  • Use _singularNoun for singluar table.
  • Use _pluralNouns for ranged table.
  • Use SingularNoun for Group<T>.
  • Use PluralNouns for Groups<T>.

For Partitions

  • Use _adjective or _singluarNoun for singular partition. e.g. _flying
  • Use _adjective or _pluralNouns for ranged partition.
  • Use Adjective or SingularNoun for result of Shard(). e.g. Flying, so you can access like Flying.Monster
  • Use Adjective or PluralNouns for result of Shards().

For Indexes

  • Use TableNameKeyName for IEntityIndexKey. e.g. ItemHolder
  • Use _tableNamesByKeyName for Index<T>. e.g. _itemsByHodler
  • Use TableNameByKeyName for IndexQuery. e.g. ItemsByHolder
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