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ecs's Issues

AsyncWorld.Wait deadlock

func (w *AsyncWorld) Wait(fn func(g SyncWrapper) error) {
	w.lock.Lock()
	defer w.lock.Unlock()
	wait := make(chan struct{})
	w.syncQueue = append(w.syncQueue, syncTask{
		wait: wait,
		fn:   fn,
	})
	<-wait
}
func (w *AsyncWorld) Wait(fn func(g SyncWrapper) error) {
	w.lock.Lock()
	wait := make(chan struct{})
	w.syncQueue = append(w.syncQueue, syncTask{
		wait: wait,
		fn:   fn,
	})
	w.lock.Unlock()
	<-wait
}

Using diff update rates for Systems

Hi,
Is there a way I can use different updates rates for systems ?

For eg, the movement system might need updating every 33 ms, but say the inventory system might only need to be updated on an event like the player firing a gun. Another system - say fuel system - might need updating only every 5 secs.

How do I achieve this?

Thanks

Unable to delete Entity

Hi,
I'm creatng an entity in an asyncworld as below.

e = Gaw.NewEntity()
e.Add(p, m, t, r, pr, h, i, d, r)
Entities[id] = e

then deleting the entity by

Entities[id].Destroy()

After Destroying, the entity remains available when doing :-

iterT := ecs.GetComponentAll[components.T](m)
for iter := iterT; !iter.End(); iter.Next() {
  ecs.Log.Info(t.id)
}

Please help.

Add Entity, Destroy Entity, Add another Entity throws error

Hi,
I'm adding a weapon entity
game.World.NewEntity().Add(p, m, t, r)
then deleting it after its run
ecs.EntityDestroy(w.World(), data.M.Owner().Entity())

When I want to re-add another weapon entity
game.World.NewEntity().Add(p, m, t, r)

I get an error

panic: runtime error: index out of range [9] with length 9

goroutine 44 [running]:
github.com/zllangct/ecs.(*Collection[...]).Add(0xc000688280, 0xc0000b7000)
        /home/chaitanya/workspace/astt/ecs/collection.go:43 +0x2a9
github.com/zllangct/ecs.(*Component[...]).addToCollection(0x20?, {0xd14ee0?, 0xc000688280?})
        /home/chaitanya/workspace/astt/ecs/component.go:145 +0x3f
github.com/zllangct/ecs.(*ComponentCollection).getTempTasks.func1()
        /home/chaitanya/workspace/astt/ecs/component_collection.go:179 +0x286
github.com/zllangct/ecs.(*systemFlow).run.func4()
        /home/chaitanya/workspace/astt/ecs/system_flow.go:197 +0x42
github.com/zllangct/ecs.(*Worker).Start.func1()
        /home/chaitanya/workspace/astt/ecs/goroutine_pool.go:28 +0x39
created by github.com/zllangct/ecs.(*Worker).Start
        /home/chaitanya/workspace/astt/ecs/goroutine_pool.go:16 +0x56
panic: runtime error: index out of range [9] with length 9```

  Am I doing something wrong ?

Thanks

Observer Pattern

Hi,
Is there a way to use event subscription to call system functions?
Thanks

Moving System into separate file stops example from working

Hi,
If I move the component and systems into different files, the ecs.GetInterestedComponents[components.Position](m) function returns nil.

package components

import (
	"github.com/zllangct/ecs"
)

type Movement struct {
	ecs.Component[Movement]
	V   int
	Dir []int
}
package systems

import (
	"github.com/zllangct/ecs"
	"astt-ecs/components"
	"reflect"
)

type MoveSystemData struct {
	P *components.Position
	M *components.Movement
}

type MoveSystem struct {
	ecs.System[MoveSystem]
	logger     ecs.IInternalLogger
}

func (m *MoveSystem) Init() {
	//m.logger = m.GetWorld().logger
	m.SetRequirements(&components.Position{}, &components.Movement{})
}

func (m *MoveSystem) Filter(ls map[reflect.Type][]ecs.ComponentOptResult) {
	if len(ls) > 0 {
		ecs.Log.Info("new component:", len(ls))
	}
}

func (m *MoveSystem) Update(event ecs.Event) {
	delta := event.Delta

	nc := m.GetInterestedNew()
	m.Filter(nc)

	//csPosition := m.GetInterested(ecs.GetType[components.Position]()).(*ecs.Collection[components.Position])
	csPosition := ecs.GetInterestedComponents[components.Position](m)
	if csPosition == nil {
		println("here")
		return
	}
	
	//csMovement := m.GetInterested(ecs.GetType[components.Movement]()).(*ecs.Collection[components.Movement])
	csMovement := ecs.GetInterestedComponents[components.Movement](m)
	if csMovement == nil {
		println("here1")
		return
	}
	
	d := map[int64]*MoveSystemData{}

	for iter := ecs.NewIterator(csPosition); !iter.End(); iter.Next() {
		position := iter.Val()
		owner := position.Owner()
		movement := ecs.CheckComponent[components.Movement](m, owner)
		if movement == nil {
			continue
		}

		d[position.Owner().ID()] = &MoveSystemData{P: position, M: movement}
		println("here")
	}

	for e, data := range d {
		if data.M == nil || data.P == nil {
			//When the aggregated data components are not uniform, skip the processing
			continue
		}
		data.P.X = data.P.X + int(float64(data.M.Dir[0]*data.M.V)*delta.Seconds())
		data.P.Y = data.P.Y + int(float64(data.M.Dir[1]*data.M.V)*delta.Seconds())
		data.P.Z = data.P.Z + int(float64(data.M.Dir[2]*data.M.V)*delta.Seconds())

		ecs.Log.Info("target id:", e, "delta:", delta, " current position:", data.P.X, data.P.Y, data.P.Z)
	}
	println("here")
}
package main

import (
	"astt-ecs/components"
	"astt-ecs/systems"
	"time"

	"github.com/zllangct/ecs"
)

//main function
func Runtime0() {
	// Create runtime, runtime unique
	rt := ecs.Runtime
	rt.Run()

	// Create a world, there can be multiple worlds
	world := rt.NewWorld(ecs.NewDefaultWorldConfig())
	world.Run()

	// Registration system
	world.Register(&systems.MoveSystem{})

	// Create entities and add components
	ee1 := world.NewEntity()
	ee2 := world.NewEntity()
	ee3 := world.NewEntity()

	ecs.Log.Info(ee1.ID(), ee2.ID(), ee3.ID())

	p1 := &components.Position{
		X: 100,
		Y: 100,
		Z: 100,
	}
	m1 := &components.Movement{
		V:   2000,
		Dir: []int{1, 0, 0},
	}
	world.NewEntity().Add(p1, m1)

	p2 := &components.Position{
		X: 110,
		Y: 110,
		Z: 110,
	}
	m2 := &components.Movement{
		V:   2000,
		Dir: []int{0, 1, 0},
	}
	world.NewEntity().Add(p2, m2)

	//The example only runs for 10 second
	time.Sleep(time.Second * 10)
}

func main() {
	Runtime0()
}

What am I not doing correctly ?

Example interaction with player

Hi,
I want to call the inventory system only when the user wants to see what weapons he has etc.

How can a system be called / component data be accessed based on user interaction?

Thanks

Invalid Component Type error

Hi,
I'm converting older code to the new ECS code.

I had a component like so

type Position struct {
	ecs.Component[Position]
	x float64
	y  float64
	routex  []float64
}

func (m *MoveSystem) Init(si ecs.SystemInitConstraint) {
	m.SetRequirements(si, &components.Position{})
}

When registering this system like so

ecs.RegisterSystem[systems.MoveSystem](utilities.World)

I'm getting errors like

panic: invalid component type

goroutine 20 [running]:
github.com/zllangct/ecs.(*Component[...]).check(0xc0001e8ea0?, {0xc0003243e0})
        /home/cc/ecs/component.go:253 +0xf8
github.com/zllangct/ecs.(*System[...]).setRequirements(0xc0001ba5a0, {0x40f507}, {0xc0000af220?, 0x4?, 0x203001})
        /home/cc/ecs/system.go:186 +0xf1
github.com/zllangct/ecs.(*System[...]).SetRequirements(0x17?, {0xc0003243e0?}, {0xc0000af220, 0x2a?, 0xca0e80?})
        /home/cc/ecs/system.go:161 +0x2d
ecs-server/systems.(*MoveNpcSystem).Init(0xc0001ba5a0, {0xc000100000?})
        /home/cc/ecs-server/systems/moveSystem.go.go:34 +0x112

Seems like there's an issue using slices in components.
Please help.

World Management

Hi,

  1. Is there a way to stop / pause a world
  2. Start and run a second world
  3. Do some processing
  4. Stop and destroy the second world
  5. Resume the First world from where we left it ?

How can I delete an Entity ?

Once an entity's health becomes 0, how can I delete it from a system?

trying

ecs.EntityDestroy(w.World(), data.M.Owner().Entity())

stops the program.

Unable to get data of different Entities using GetInterestedComponents

Hi,
I've setup a world and added 3 Entities with movement component.

collection.go:34: collection Add:{"Speed":0.008888888888888889,"Course":145}
collection.go:34: collection Add:{"Speed":0.0033333333333333335,"Course":120}
collection.go:34: collection Add:{"Speed":0.0033333333333333335,"Course":45}

I'm trying to use an Input system similar to your example to get and change speed for an entity.

type MoveChange struct {
	ecs.FreeDisposableComponent[MoveChange]
}
import (
	"github.com/zllangct/ecs"
	"astt-server/components"
)

type MoveChangeSystem struct {
	ecs.System[MoveChangeSystem]
}

func (mc *MoveChangeSystem) Init() {
	ecs.AddRequireComponent2[components.Movement, components.MoveChange](mc)
}

func (mc *MoveChangeSystem) PreUpdate(event ecs.Event) {

	iterMovement := ecs.GetInterestedComponents[components.Movement](mc)
	if iterMovement == nil {
		return
	}
	for mov := iterMovement.Begin(); !iterMovement.End(); iterMovement.Next() {
		println(mov.Speed, mov.Course)
		println(mov.Owner().Entity())
	}
}

I get 3 values printed - but they're all the same.

+8.888889e-003 +1.450000e+002
-7673762469411480564

+8.888889e-003 +1.450000e+002
-7673762469411480564

+8.888889e-003 +1.450000e+002
-7673762469411480564

How do I get the data for each separate entity?

Thanks.

How to stop Game based on user Input ?

Hi,
I need to stop a running game based on user input.
Then, how can I re-start the game? Or destroy the existing world and create a new world ?
Thanks.

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