Merge pull request #89 from GeWuYou/refactor/extract-ecs-to-independent-module

Refactor/extract ecs to independent module
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gewuyou 2026-03-08 21:27:34 +08:00 committed by GitHub
commit 05d7557fa1
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38 changed files with 1870 additions and 1120 deletions

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@ -125,6 +125,15 @@ jobs:
--no-build \
--logger "trx;LogFileName=sg-$RANDOM.trx" \
--results-directory TestResults
- name: Test - GFramework.Ecs.Arch.Tests
run: |
dotnet test GFramework.Ecs.Arch.Tests \
-c Release \
--no-build \
--logger "trx;LogFileName=ecs-arch-$RANDOM.trx" \
--results-directory TestResults
- name: Generate CTRF report
run: |
mkdir -p ctrf

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@ -0,0 +1,42 @@
using System.Collections.Concurrent;
namespace GFramework.Core.Abstractions.architecture;
/// <summary>
/// 架构模块注册表 - 用于外部模块的自动注册
/// </summary>
public static class ArchitectureModuleRegistry
{
private static readonly ConcurrentDictionary<string, Func<IServiceModule>> _factories = new();
/// <summary>
/// 注册模块工厂(幂等操作,相同模块名只会注册一次)
/// </summary>
/// <param name="factory">模块工厂函数</param>
public static void Register(Func<IServiceModule> factory)
{
// 创建临时实例以获取模块名(用于幂等性检查)
var tempModule = factory();
var moduleName = tempModule.ModuleName;
// 幂等注册:相同模块名只注册一次
_factories.TryAdd(moduleName, factory);
}
/// <summary>
/// 创建所有已注册的模块实例
/// </summary>
/// <returns>模块实例集合</returns>
public static IEnumerable<IServiceModule> CreateModules()
{
return _factories.Values.Select(f => f());
}
/// <summary>
/// 清空注册表(主要用于测试)
/// </summary>
public static void Clear()
{
_factories.Clear();
}
}

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@ -1,5 +1,4 @@
using GFramework.Core.Abstractions.ioc;
using GFramework.Core.Abstractions.properties;
namespace GFramework.Core.Abstractions.architecture;
@ -18,8 +17,7 @@ public interface IServiceModuleManager
/// 注册内置的服务模块。
/// </summary>
/// <param name="container">IoC容器实例用于解析依赖。</param>
/// <param name="properties">架构属性配置,用于模块初始化。</param>
void RegisterBuiltInModules(IIocContainer container, ArchitectureProperties properties);
void RegisterBuiltInModules(IIocContainer container);
/// <summary>
/// 获取所有已注册的服务模块。

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@ -17,10 +17,4 @@ public sealed class ArchitectureProperties
/// 默认值为 false表示不启用严格验证。
/// </summary>
public bool StrictPhaseValidation { get; set; }
/// <summary>
/// 启用 ECSEntity Component System功能的开关。
/// 当设置为 true 时,架构将启用 ECS 相关功能。
/// </summary>
public bool EnableEcs { get; set; }
}

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@ -1,9 +1,11 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFrameworks>net8.0;net10.0</TargetFrameworks>
<ImplicitUsings>disable</ImplicitUsings>
<Nullable>enable</Nullable>
<TargetFrameworks>net10.0;net8.0</TargetFrameworks>
<IsPackable>false</IsPackable>
<IsTestProject>true</IsTestProject>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Mediator.Abstractions" Version="3.0.1"/>

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@ -4,7 +4,6 @@ using GFramework.Core.Abstractions.environment;
using GFramework.Core.Abstractions.events;
using GFramework.Core.Abstractions.ioc;
using GFramework.Core.Abstractions.model;
using GFramework.Core.Abstractions.properties;
using GFramework.Core.Abstractions.query;
using GFramework.Core.Abstractions.system;
using GFramework.Core.Abstractions.utility;
@ -15,7 +14,6 @@ using GFramework.Core.events;
using GFramework.Core.ioc;
using GFramework.Core.query;
using Mediator;
using NUnit.Framework;
using ICommand = GFramework.Core.Abstractions.command.ICommand;
namespace GFramework.Core.Tests.architecture;
@ -48,8 +46,7 @@ public class ArchitectureServicesTests
private void RegisterBuiltInServices()
{
var properties = new ArchitectureProperties();
_services!.ModuleManager.RegisterBuiltInModules(_services.Container, properties);
_services!.ModuleManager.RegisterBuiltInModules(_services.Container);
}
/// <summary>
@ -216,13 +213,11 @@ public class ArchitectureServicesTests
[Test]
public void Multiple_Instances_Should_Have_Independent_EventBus()
{
var properties = new ArchitectureProperties();
var services1 = new ArchitectureServices();
services1.ModuleManager.RegisterBuiltInModules(services1.Container, properties);
services1.ModuleManager.RegisterBuiltInModules(services1.Container);
var services2 = new ArchitectureServices();
services2.ModuleManager.RegisterBuiltInModules(services2.Container, properties);
services2.ModuleManager.RegisterBuiltInModules(services2.Container);
Assert.That(services1.EventBus, Is.Not.SameAs(services2.EventBus));
}
@ -233,13 +228,11 @@ public class ArchitectureServicesTests
[Test]
public void Multiple_Instances_Should_Have_Independent_CommandBus()
{
var properties = new ArchitectureProperties();
var services1 = new ArchitectureServices();
services1.ModuleManager.RegisterBuiltInModules(services1.Container, properties);
services1.ModuleManager.RegisterBuiltInModules(services1.Container);
var services2 = new ArchitectureServices();
services2.ModuleManager.RegisterBuiltInModules(services2.Container, properties);
services2.ModuleManager.RegisterBuiltInModules(services2.Container);
Assert.That(services1.CommandExecutor, Is.Not.SameAs(services2.CommandExecutor));
}
@ -250,13 +243,11 @@ public class ArchitectureServicesTests
[Test]
public void Multiple_Instances_Should_Have_Independent_QueryBus()
{
var properties = new ArchitectureProperties();
var services1 = new ArchitectureServices();
services1.ModuleManager.RegisterBuiltInModules(services1.Container, properties);
services1.ModuleManager.RegisterBuiltInModules(services1.Container);
var services2 = new ArchitectureServices();
services2.ModuleManager.RegisterBuiltInModules(services2.Container, properties);
services2.ModuleManager.RegisterBuiltInModules(services2.Container);
Assert.That(services1.QueryExecutor, Is.Not.SameAs(services2.QueryExecutor));
}
@ -269,27 +260,6 @@ public class ArchitectureServicesTests
{
Assert.That(_services!.ModuleManager, Is.Not.Null);
}
/// <summary>
/// 测试EnableEcs配置开关
/// </summary>
[Test]
public void EnableEcs_Should_Control_Ecs_Module_Registration()
{
var propertiesWithEcs = new ArchitectureProperties { EnableEcs = true };
var propertiesWithoutEcs = new ArchitectureProperties { EnableEcs = false };
var servicesWithEcs = new ArchitectureServices();
servicesWithEcs.ModuleManager.RegisterBuiltInModules(servicesWithEcs.Container, propertiesWithEcs);
var servicesWithoutEcs = new ArchitectureServices();
servicesWithoutEcs.ModuleManager.RegisterBuiltInModules(servicesWithoutEcs.Container, propertiesWithoutEcs);
var modulesWithEcs = servicesWithEcs.ModuleManager.GetModules();
var modulesWithoutEcs = servicesWithoutEcs.ModuleManager.GetModules();
Assert.That(modulesWithEcs.Count, Is.GreaterThan(modulesWithoutEcs.Count));
}
}
#region Test Classes

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@ -13,7 +13,5 @@
<ItemGroup>
<PackageReference Include="Microsoft.Extensions.DependencyInjection" Version="10.0.3"/>
<PackageReference Include="Microsoft.Bcl.AsyncInterfaces" Version="8.0.0"/>
<PackageReference Include="Arch" Version="2.1.0"/>
<PackageReference Include="Arch.System" Version="1.1.0"/>
</ItemGroup>
</Project>

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@ -641,8 +641,8 @@ public abstract class Architecture(
_logger = LoggerFactoryResolver.Provider.CreateLogger(GetType().Name);
Environment.Initialize();
// 注册内置服务模块(根据配置)
Services.ModuleManager.RegisterBuiltInModules(Container, Configuration.ArchitectureProperties);
// 注册内置服务模块
Services.ModuleManager.RegisterBuiltInModules(Container);
// 将 Environment 注册到容器(如果尚未注册)
if (!Container.Contains<IEnvironment>())

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@ -2,8 +2,6 @@ using GFramework.Core.Abstractions.architecture;
using GFramework.Core.Abstractions.ioc;
using GFramework.Core.Abstractions.lifecycle;
using GFramework.Core.Abstractions.logging;
using GFramework.Core.Abstractions.properties;
using GFramework.Core.ecs;
using GFramework.Core.logging;
using GFramework.Core.services.modules;
@ -44,12 +42,11 @@ public sealed class ServiceModuleManager : IServiceModuleManager
/// <summary>
/// 注册内置服务模块,并根据优先级排序后完成服务注册。
/// 内置模块包括事件总线、命令执行器、查询执行器等核心模块
/// 并根据配置决定是否启用ECS模块。
/// 内置模块包括事件总线、命令执行器、查询执行器等核心模块
/// 同时注册通过 ArchitectureModuleRegistry 自动注册的外部模块。
/// </summary>
/// <param name="container">IoC容器实例用于模块服务注册。</param>
/// <param name="properties">架构属性配置用于判断是否启用ECS模块。</param>
public void RegisterBuiltInModules(IIocContainer container, ArchitectureProperties properties)
public void RegisterBuiltInModules(IIocContainer container)
{
if (_builtInModulesRegistered)
{
@ -57,21 +54,25 @@ public sealed class ServiceModuleManager : IServiceModuleManager
return;
}
// 注册内置模块
RegisterModule(new EventBusModule());
RegisterModule(new CommandExecutorModule());
RegisterModule(new QueryExecutorModule());
RegisterModule(new AsyncQueryExecutorModule());
if (properties.EnableEcs)
// 注册外部模块(通过 ArchitectureModuleRegistry 自动注册)
foreach (var module in ArchitectureModuleRegistry.CreateModules())
{
RegisterModule(new ArchEcsModule(enabled: true));
_logger.Info("ECS module enabled via configuration");
RegisterModule(module);
_logger.Info($"External module registered: {module.ModuleName}");
}
// 按优先级排序
var sortedModules = _modules.OrderBy(m => m.Priority).ToList();
_modules.Clear();
_modules.AddRange(sortedModules);
// 注册服务
foreach (var module in _modules.Where(module => module.IsEnabled))
{
_logger.Debug($"Registering services for module: {module.ModuleName}");
@ -79,7 +80,7 @@ public sealed class ServiceModuleManager : IServiceModuleManager
}
_builtInModulesRegistered = true;
_logger.Info($"Registered {_modules.Count} built-in service modules");
_logger.Info($"Registered {_modules.Count} service modules");
}
/// <summary>

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@ -0,0 +1,22 @@
namespace GFramework.Ecs.Arch.Abstractions;
/// <summary>
/// Arch ECS 配置选项
/// </summary>
public sealed class ArchOptions
{
/// <summary>
/// World 初始容量
/// </summary>
public int WorldCapacity { get; set; } = 1000;
/// <summary>
/// 是否启用统计信息
/// </summary>
public bool EnableStatistics { get; set; }
/// <summary>
/// 模块优先级
/// </summary>
public int Priority { get; set; } = 50;
}

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@ -0,0 +1,18 @@
<Project>
<PropertyGroup>
<TargetFramework>netstandard2.1</TargetFramework>
<ContinuousIntegrationBuild>true</ContinuousIntegrationBuild>
<EmbedUntrackedSources>true</EmbedUntrackedSources>
<LangVersion>preview</LangVersion>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Meziantou.Analyzer" Version="2.0.264">
<PrivateAssets>all</PrivateAssets>
<IncludeAssets>runtime; build; native; contentfiles; analyzers</IncludeAssets>
</PackageReference>
<PackageReference Include="Meziantou.Polyfill" Version="1.0.71">
<PrivateAssets>all</PrivateAssets>
<IncludeAssets>runtime; build; native; contentfiles; analyzers</IncludeAssets>
</PackageReference>
</ItemGroup>
</Project>

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@ -0,0 +1,13 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<PackageId>GeWuYou.$(AssemblyName)</PackageId>
<GenerateDocumentationFile>true</GenerateDocumentationFile>
<Nullable>enable</Nullable>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\GFramework.Core.Abstractions\GFramework.Core.Abstractions.csproj" PrivateAssets="all"/>
</ItemGroup>
</Project>

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@ -0,0 +1,3 @@
global using System;
global using System.Collections.Generic;
global using System.Threading.Tasks;

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@ -0,0 +1,15 @@
using GFramework.Core.Abstractions.architecture;
namespace GFramework.Ecs.Arch.Abstractions;
/// <summary>
/// Arch ECS 模块接口 - 定义 ECS 模块的核心契约
/// </summary>
public interface IArchEcsModule : IServiceModule
{
/// <summary>
/// 更新所有 ECS 系统
/// </summary>
/// <param name="deltaTime">帧间隔时间</param>
void Update(float deltaTime);
}

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@ -0,0 +1,16 @@
using GFramework.Core.Abstractions.system;
namespace GFramework.Ecs.Arch.Abstractions;
/// <summary>
/// Arch 系统适配器接口 - 桥接 Arch.System.ISystem&lt;T&gt; 到框架上下文
/// </summary>
/// <typeparam name="T">系统数据类型(通常是 float 表示 deltaTime</typeparam>
public interface IArchSystemAdapter<T> : ISystem
{
/// <summary>
/// 更新系统
/// </summary>
/// <param name="t">系统数据参数(通常是 deltaTime</param>
void Update(in T t);
}

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@ -0,0 +1,25 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFrameworks>net8.0;net10.0</TargetFrameworks>
<ImplicitUsings>disable</ImplicitUsings>
<Nullable>enable</Nullable>
<IsPackable>false</IsPackable>
<IsTestProject>true</IsTestProject>
<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="coverlet.collector" Version="6.0.2"/>
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="18.3.0"/>
<PackageReference Include="Moq" Version="4.20.72"/>
<PackageReference Include="NUnit" Version="4.5.0"/>
<PackageReference Include="NUnit3TestAdapter" Version="6.1.0"/>
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\GFramework.Ecs.Arch\GFramework.Ecs.Arch.csproj"/>
<ProjectReference Include="..\GFramework.Core\GFramework.Core.csproj"/>
</ItemGroup>
</Project>

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@ -0,0 +1,5 @@
global using System;
global using System.Collections.Generic;
global using System.Threading.Tasks;
global using NUnit.Framework;
global using GFramework.Ecs.Arch;

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@ -2,13 +2,11 @@ using System.Diagnostics.CodeAnalysis;
using Arch.Core;
using GFramework.Core.Abstractions.rule;
using GFramework.Core.architecture;
using GFramework.Core.ecs;
using GFramework.Core.ecs.components;
using GFramework.Core.ecs.systems;
using GFramework.Core.ioc;
using NUnit.Framework;
using GFramework.Ecs.Arch.components;
using GFramework.Ecs.Arch.systems;
namespace GFramework.Core.Tests.ecs;
namespace GFramework.Ecs.Arch.Tests.ecs;
/// <summary>
/// ECS 高级功能测试类 - 使用 Arch 原生 API

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@ -2,13 +2,11 @@ using System.Diagnostics.CodeAnalysis;
using Arch.Core;
using GFramework.Core.Abstractions.rule;
using GFramework.Core.architecture;
using GFramework.Core.ecs;
using GFramework.Core.ecs.components;
using GFramework.Core.ecs.systems;
using GFramework.Core.ioc;
using NUnit.Framework;
using GFramework.Ecs.Arch.components;
using GFramework.Ecs.Arch.systems;
namespace GFramework.Core.Tests.ecs;
namespace GFramework.Ecs.Arch.Tests.ecs;
/// <summary>
/// ECS 基础功能测试类 - 使用 Arch 原生 API

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@ -2,13 +2,11 @@ using System.Diagnostics.CodeAnalysis;
using Arch.Core;
using GFramework.Core.Abstractions.rule;
using GFramework.Core.architecture;
using GFramework.Core.ecs;
using GFramework.Core.ecs.components;
using GFramework.Core.ecs.systems;
using GFramework.Core.ioc;
using NUnit.Framework;
using GFramework.Ecs.Arch.components;
using GFramework.Ecs.Arch.systems;
namespace GFramework.Core.Tests.ecs;
namespace GFramework.Ecs.Arch.Tests.ecs;
/// <summary>
/// ECS 集成测试类 - 使用 Arch 原生 API

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@ -0,0 +1,135 @@
using Arch.Core;
using GFramework.Core.Abstractions.architecture;
using GFramework.Core.architecture;
using GFramework.Core.ioc;
using GFramework.Ecs.Arch.Abstractions;
using GFramework.Ecs.Arch.extensions;
namespace GFramework.Ecs.Arch.Tests.integration;
/// <summary>
/// 显式注册集成测试
/// </summary>
[TestFixture]
public class ExplicitRegistrationTests
{
[SetUp]
public void Setup()
{
_container = new MicrosoftDiContainer();
_context = new ArchitectureContext(_container);
// 清空注册表,确保测试隔离
ArchitectureModuleRegistry.Clear();
}
[TearDown]
public void TearDown()
{
_container?.Clear();
_context = null;
ArchitectureModuleRegistry.Clear();
GameContext.Clear();
}
private MicrosoftDiContainer? _container;
private ArchitectureContext? _context;
/// <summary>
/// 测试 Arch ECS 模块显式注册
/// </summary>
[Test]
public void ArchEcsModule_Should_Be_Explicitly_Registered()
{
// Arrange
var architecture = new TestArchitecture();
// Act - 显式注册
architecture.UseArch();
architecture.Initialize();
// Assert - 验证 World 已注册(由 ArchEcsModule 注册)
var world = architecture.Context.GetService<World>();
Assert.That(world, Is.Not.Null, "World should be registered by ArchEcsModule");
// 验证 IArchEcsModule 已注册
var ecsModule = architecture.Context.GetService<IArchEcsModule>();
Assert.That(ecsModule, Is.Not.Null, "IArchEcsModule should be registered");
}
/// <summary>
/// 测试 World 是否正确注册到容器
/// </summary>
[Test]
public void World_Should_Be_Registered_In_Container()
{
// Arrange
var architecture = new TestArchitecture();
// Act - 显式注册
architecture.UseArch();
architecture.Initialize();
// Assert
var world = architecture.Context.GetService<World>();
Assert.That(world, Is.Not.Null, "World should be registered in container");
}
/// <summary>
/// 测试带配置的注册
/// </summary>
[Test]
public void UseArch_Should_Accept_Configuration()
{
// Arrange
var architecture = new TestArchitecture();
var configCalled = false;
// Act
architecture.UseArch(options =>
{
options.WorldCapacity = 2000;
options.EnableStatistics = true;
configCalled = true;
});
// Assert
Assert.That(configCalled, Is.True, "Configuration delegate should be called");
}
/// <summary>
/// 测试链式调用
/// </summary>
[Test]
public void UseArch_Should_Support_Chaining()
{
// Arrange & Act
var architecture = new TestArchitecture()
.UseArch()
.UseArch(options => options.WorldCapacity = 2000);
architecture.Initialize();
// Assert - 验证模块已注册
var world = architecture.Context.GetService<World>();
Assert.That(world, Is.Not.Null, "World should be registered");
var ecsModule = architecture.Context.GetService<IArchEcsModule>();
Assert.That(ecsModule, Is.Not.Null, "IArchEcsModule should be registered");
}
/// <summary>
/// 测试架构类,用于测试
/// </summary>
private class TestArchitecture : Architecture
{
public TestArchitecture() : base(new ArchitectureConfiguration())
{
}
protected override void OnInitialize()
{
// 测试架构,无需额外初始化
}
}
}

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@ -1,25 +1,27 @@
using Arch.Core;
using GFramework.Core.Abstractions.architecture;
using GFramework.Core.Abstractions.ioc;
namespace GFramework.Core.ecs;
namespace GFramework.Ecs.Arch;
/// <summary>
/// Arch ECS 模块 - 核心适配器,桥接 Arch 到框架生命周期
/// </summary>
public sealed class ArchEcsModule : IServiceModule
public sealed class ArchEcsModule : IArchEcsModule
{
private readonly List<ArchSystemAdapter<float>> _systems = [];
private readonly ArchOptions _options;
private IIocContainer? _container;
private bool _isInitialized;
private IReadOnlyList<ArchSystemAdapter<float>> _systems = [];
private World? _world;
/// <summary>
/// 构造函数
/// </summary>
/// <param name="options">配置选项</param>
/// <param name="enabled">是否启用模块</param>
public ArchEcsModule(bool enabled = true)
public ArchEcsModule(ArchOptions? options = null, bool enabled = true)
{
_options = options ?? new ArchOptions();
IsEnabled = enabled;
}
@ -31,7 +33,7 @@ public sealed class ArchEcsModule : IServiceModule
/// <summary>
/// 模块优先级
/// </summary>
public int Priority => 50;
public int Priority => _options.Priority;
/// <summary>
/// 是否启用
@ -47,8 +49,11 @@ public sealed class ArchEcsModule : IServiceModule
_container = container;
// 创建并注册 World
_world = World.Create();
// 注册模块自身
container.RegisterPlurality(this);
// 创建并注册 World使用配置的容量
_world = World.Create(_options.WorldCapacity);
container.Register(_world);
}
@ -65,18 +70,14 @@ public sealed class ArchEcsModule : IServiceModule
return;
}
// 从容器获取所有适配器
var adapters = _container.GetAll<ArchSystemAdapter<float>>();
if (adapters.Count > 0)
{
_systems.AddRange(adapters);
// 从容器按优先级获取所有适配器
_systems = _container.GetAllByPriority<ArchSystemAdapter<float>>();
// 初始化所有系统(会调用 Arch 系统的 Initialize
foreach (var system in _systems)
{
system.Initialize();
}
}
_isInitialized = true;
}
@ -97,7 +98,7 @@ public sealed class ArchEcsModule : IServiceModule
system.Destroy();
}
_systems.Clear();
_systems = [];
// 销毁 World
if (_world != null)

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@ -0,0 +1,22 @@
namespace GFramework.Ecs.Arch;
/// <summary>
/// Arch ECS 模块配置选项
/// </summary>
public sealed class ArchOptions
{
/// <summary>
/// World 初始容量默认1000
/// </summary>
public int WorldCapacity { get; set; } = 1000;
/// <summary>
/// 是否启用统计信息默认false
/// </summary>
public bool EnableStatistics { get; set; } = false;
/// <summary>
/// 模块优先级默认50
/// </summary>
public int Priority { get; set; } = 50;
}

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@ -3,19 +3,29 @@ using GFramework.Core.extensions;
using GFramework.Core.system;
using ArchSys = Arch.System;
namespace GFramework.Core.ecs;
namespace GFramework.Ecs.Arch;
/// <summary>
/// Arch 系统适配器 - 桥接 Arch.System.ISystem&lt;T&gt; 到框架上下文
/// </summary>
/// <typeparam name="T">系统数据类型(通常是 float 表示 deltaTime</typeparam>
public abstract class ArchSystemAdapter<T> : AbstractSystem, ArchSys.ISystem<T>
public abstract class ArchSystemAdapter<T> : AbstractSystem, IArchSystemAdapter<T>, ArchSys.ISystem<T>
{
/// <summary>
/// 获取或设置 Arch ECS 世界的实例
/// </summary>
public World World { get; private set; } = null!;
/// <summary>
/// 显式实现 Arch.System.ISystem&lt;T&gt; 的主更新方法
/// 调用受保护的虚方法 OnUpdate 以强制子类实现核心更新逻辑
/// </summary>
/// <param name="t">系统数据参数(通常是 deltaTime</param>
public void Update(in T t)
{
OnUpdate(in t);
}
// ===== Arch 显式接口实现 =====
/// <summary>
@ -37,16 +47,6 @@ public abstract class ArchSystemAdapter<T> : AbstractSystem, ArchSys.ISystem<T>
OnBeforeUpdate(in t);
}
/// <summary>
/// 显式实现 Arch.System.ISystem&lt;T&gt; 的主更新方法
/// 调用受保护的虚方法 OnUpdate 以强制子类实现核心更新逻辑
/// </summary>
/// <param name="t">系统数据参数(通常是 deltaTime</param>
public void Update(in T t)
{
OnUpdate(in t);
}
/// <summary>
/// 显式实现 Arch.System.ISystem&lt;T&gt; 的更新后回调方法
/// 调用受保护的虚方法 OnAfterUpdate 以允许子类自定义后处理逻辑

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@ -0,0 +1,23 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<PackageId>GeWuYou.$(AssemblyName)</PackageId>
<TargetFrameworks>net8.0;net9.0;net10.0</TargetFrameworks>
<ImplicitUsings>disable</ImplicitUsings>
<Nullable>enable</Nullable>
<GenerateDocumentationFile>true</GenerateDocumentationFile>
<GenerateAssemblyInfo>true</GenerateAssemblyInfo>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\GFramework.Core\GFramework.Core.csproj"
PrivateAssets="all"/>
<ProjectReference Include="..\GFramework.Ecs.Arch.Abstractions\GFramework.Ecs.Arch.Abstractions.csproj"/>
</ItemGroup>
<ItemGroup>
<PackageReference Include="Arch" Version="2.1.0"/>
<PackageReference Include="Arch.System" Version="1.1.0"/>
</ItemGroup>
</Project>

View File

@ -0,0 +1,5 @@
global using System;
global using System.Collections.Generic;
global using System.Threading.Tasks;
global using GFramework.Core.Abstractions;
global using GFramework.Ecs.Arch.Abstractions;

View File

@ -0,0 +1,192 @@
# GFramework.Ecs.Arch
GFramework 的 Arch ECS 集成包,提供开箱即用的 ECSEntity Component System支持。
## 特性
- 🎯 **显式集成** - 符合 .NET 生态习惯的显式注册方式
- 🔌 **零依赖** - 不使用时Core 包无 Arch 依赖
- 🎯 **类型安全** - 完整的类型系统和编译时检查
- ⚡ **高性能** - 基于 Arch ECS 的高性能实现
- 🔧 **易扩展** - 简单的系统适配器模式
## 快速开始
### 1. 安装包
```bash
dotnet add package GeWuYou.GFramework.Ecs.Arch
```
### 2. 注册 ECS 模块
```csharp
// 在架构初始化时添加 Arch ECS 支持
var architecture = new GameArchitecture(config)
.UseArch(); // 添加 ECS 支持
architecture.Initialize();
```
### 3. 带配置的注册
```csharp
var architecture = new GameArchitecture(config)
.UseArch(options =>
{
options.WorldCapacity = 2000;
options.EnableStatistics = true;
options.Priority = 50;
});
architecture.Initialize();
```
```csharp
using System.Runtime.InteropServices;
[StructLayout(LayoutKind.Sequential)]
public struct Position(float x, float y)
{
public float X { get; set; } = x;
public float Y { get; set; } = y;
}
[StructLayout(LayoutKind.Sequential)]
public struct Velocity(float x, float y)
{
public float X { get; set; } = x;
public float Y { get; set; } = y;
}
```
### 5. 创建系统
```csharp
using Arch.Core;
using GFramework.Ecs.Arch;
public sealed class MovementSystem : ArchSystemAdapter<float>
{
private QueryDescription _query;
protected override void OnArchInitialize()
{
_query = new QueryDescription()
.WithAll<Position, Velocity>();
}
protected override void OnUpdate(in float deltaTime)
{
World.Query(in _query, (ref Position pos, ref Velocity vel) =>
{
pos.X += vel.X * deltaTime;
pos.Y += vel.Y * deltaTime;
});
}
}
```
### 6. 注册系统
```csharp
public class MyArchitecture : Architecture
{
protected override void OnRegisterSystem(IIocContainer container)
{
container.Register<MovementSystem>();
}
}
```
### 7. 创建实体
```csharp
var world = this.GetService<World>();
var entity = world.Create(
new Position(0, 0),
new Velocity(1, 1)
);
```
### 8. 更新系统
```csharp
var ecsModule = this.GetService<IArchEcsModule>();
ecsModule.Update(deltaTime);
```
## 配置选项
### 代码配置
```csharp
var architecture = new GameArchitecture(config)
.UseArch(options =>
{
options.WorldCapacity = 2000;
options.EnableStatistics = true;
options.Priority = 50;
});
```
### 配置说明
- `WorldCapacity` - World 初始容量默认1000
- `EnableStatistics` - 是否启用统计信息默认false
- `Priority` - 模块优先级默认50
## 架构说明
### 显式注册模式
本包采用 .NET 生态标准的显式注册模式,基于架构实例:
**优点:**
- ✅ 符合 .NET 生态习惯
- ✅ 显式、可控
- ✅ 易于测试和调试
- ✅ 支持配置
- ✅ 支持链式调用
- ✅ 避免"魔法"行为
**使用方式:**
```csharp
// 在架构初始化时添加
var architecture = new GameArchitecture(config)
.UseArch(); // 显式注册
architecture.Initialize();
```
详见:[INTEGRATION_PATTERN.md](INTEGRATION_PATTERN.md)
### 系统适配器
`ArchSystemAdapter<T>` 桥接 Arch.System.ISystem<T> 到 GFramework 架构:
- 自动获取 World 实例
- 集成到框架生命周期
- 支持上下文感知Context-Aware
### 生命周期
1. **注册阶段** - 模块自动注册到架构
2. **初始化阶段** - 创建 World初始化系统
3. **运行阶段** - 每帧调用 Update
4. **销毁阶段** - 清理资源,销毁 World
## 示例
完整示例请参考 `GFramework.Ecs.Arch.Tests` 项目。
## 依赖
- GFramework.Core >= 1.0.0
- Arch >= 2.1.0
- Arch.System >= 1.1.0
## 许可证
MIT License

View File

@ -1,6 +1,6 @@
using System.Runtime.InteropServices;
namespace GFramework.Core.ecs.components;
namespace GFramework.Ecs.Arch.components;
/// <summary>
/// 位置组件,用于表示实体在二维空间中的坐标位置。

View File

@ -1,6 +1,6 @@
using System.Runtime.InteropServices;
namespace GFramework.Core.ecs.components;
namespace GFramework.Ecs.Arch.components;
/// <summary>
/// 速度结构体,用于表示二维空间中实体的瞬时速度向量

View File

@ -0,0 +1,31 @@
using GFramework.Core.Abstractions.architecture;
namespace GFramework.Ecs.Arch.extensions;
/// <summary>
/// Arch ECS 扩展方法
/// </summary>
public static class ArchExtensions
{
/// <summary>
/// 添加 Arch ECS 支持到架构中
/// </summary>
/// <typeparam name="TArchitecture">架构类型</typeparam>
/// <param name="architecture">架构实例</param>
/// <param name="configure">可选的配置委托</param>
/// <returns>架构实例,支持链式调用</returns>
public static TArchitecture UseArch<TArchitecture>(
this TArchitecture architecture,
Action<ArchOptions>? configure = null)
where TArchitecture : IArchitecture
{
// 配置选项
var options = new ArchOptions();
configure?.Invoke(options);
// 注册模块(传递配置选项)
ArchitectureModuleRegistry.Register(() => new ArchEcsModule(options, enabled: true));
return architecture;
}
}

View File

@ -1,7 +1,7 @@
using Arch.Core;
using GFramework.Core.ecs.components;
using GFramework.Ecs.Arch.components;
namespace GFramework.Core.ecs.systems;
namespace GFramework.Ecs.Arch.systems;
/// <summary>
/// 移动系统 - 继承 ArchSystemAdapter

View File

@ -1,9 +1,11 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFrameworks>net8.0;net10.0</TargetFrameworks>
<ImplicitUsings>disable</ImplicitUsings>
<Nullable>enable</Nullable>
<TargetFrameworks>net10.0;net8.0</TargetFrameworks>
<IsPackable>false</IsPackable>
<IsTestProject>true</IsTestProject>
</PropertyGroup>

View File

@ -47,6 +47,9 @@
<None Remove="GFramework.Godot.Abstractions\**"/>
<None Remove="GFramework.Game.Abstractions\**"/>
<None Remove="GFramework.Core.Tests\**"/>
<None Remove="GFramework.Ecs.Arch.Tests\**"/>
<None Remove="GFramework.Ecs.Arch\**"/>
<None Remove="GFramework.Ecs.Arch.Abstractions\**"/>
<None Remove="GFramework.Generator\**"/>
<None Remove="GFramework.Generator.Attributes\**"/>
<None Remove="GFramework.Godot.SourceGenerators.Attributes\**"/>
@ -82,6 +85,9 @@
<Compile Remove="GFramework.Godot.Abstractions\**"/>
<Compile Remove="GFramework.Game.Abstractions\**"/>
<Compile Remove="GFramework.Core.Tests\**"/>
<Compile Remove="GFramework.Ecs.Arch.Tests\**"/>
<Compile Remove="GFramework.Ecs.Arch\**"/>
<Compile Remove="GFramework.Ecs.Arch.Abstractions\**"/>
<Compile Remove="GFramework.Generator\**"/>
<Compile Remove="GFramework.Generator.Attributes\**"/>
<Compile Remove="GFramework.Godot.SourceGenerators.Attributes\**"/>
@ -103,6 +109,9 @@
<EmbeddedResource Remove="GFramework.Godot.Abstractions\**"/>
<EmbeddedResource Remove="GFramework.Game.Abstractions\**"/>
<EmbeddedResource Remove="GFramework.Core.Tests\**"/>
<EmbeddedResource Remove="GFramework.Ecs.Arch.Tests\**"/>
<EmbeddedResource Remove="GFramework.Ecs.Arch\**"/>
<EmbeddedResource Remove="GFramework.Ecs.Arch.Abstractions\**"/>
<EmbeddedResource Remove="GFramework.Generator\**"/>
<EmbeddedResource Remove="GFramework.Generator.Attributes\**"/>
<EmbeddedResource Remove="GFramework.Godot.SourceGenerators.Attributes\**"/>

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EndProject
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View File

@ -47,6 +47,7 @@ export default defineConfig({
{ text: '首页', link: '/zh-CN/' },
{ text: '入门指南', link: '/zh-CN/getting-started' },
{ text: 'Core', link: '/zh-CN/core/' },
{ text: 'ECS', link: '/zh-CN/ecs/' },
{ text: 'Game', link: '/zh-CN/game/' },
{ text: 'Godot', link: '/zh-CN/godot/' },
{ text: '源码生成器', link: '/zh-CN/source-generators' },
@ -91,7 +92,6 @@ export default defineConfig({
{ text: '事件系统', link: '/zh-CN/core/events' },
{ text: '属性系统', link: '/zh-CN/core/property' },
{ text: 'IoC容器', link: '/zh-CN/core/ioc' },
{ text: 'ECS 系统集成', link: '/zh-CN/core/ecs' },
{ text: '协程系统', link: '/zh-CN/core/coroutine' },
{ text: '状态机', link: '/zh-CN/core/state-machine' },
{ text: '暂停系统', link: '/zh-CN/core/pause' },
@ -110,6 +110,16 @@ export default defineConfig({
}
],
'/zh-CN/ecs/': [
{
text: 'ECS 系统集成',
items: [
{ text: 'ECS 概述', link: '/zh-CN/ecs/' },
{ text: 'Arch ECS 集成', link: '/zh-CN/ecs/arch' }
]
}
],
'/zh-CN/game/': [
{
text: 'Game 游戏模块',

File diff suppressed because it is too large Load Diff

751
docs/zh-CN/ecs/arch.md Normal file
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@ -0,0 +1,751 @@
---
title: Arch ECS 集成
description: GFramework 的 Arch ECS 集成包使用指南,提供高性能的实体组件系统支持。
---
# Arch ECS 集成
## 概述
`GFramework.Ecs.Arch` 是 GFramework 的 Arch ECS 集成包,提供开箱即用的 ECSEntity Component
System支持。基于 [Arch.Core](https://github.com/genaray/Arch) 实现,具有极致的性能和简洁的 API。
**主要特性**
- 🎯 **显式集成** - 符合 .NET 生态习惯的显式注册方式
- 🔌 **零依赖** - 不使用时Core 包无 Arch 依赖
- 🎯 **类型安全** - 完整的类型系统和编译时检查
- ⚡ **高性能** - 基于 Arch ECS 的高性能实现
- 🔧 **易扩展** - 简单的系统适配器模式
- 📊 **优先级支持** - 系统按优先级顺序执行
**性能特点**
- 10,000 个实体更新 < 100ms
- 1,000 个实体创建 < 50ms
- 基于 Archetype 的高效内存布局
- 零 GC 分配的组件访问
## 安装
```bash
dotnet add package GeWuYou.GFramework.Ecs.Arch
```
## 快速开始
### 1. 注册 ECS 模块
```csharp
using GFramework.Core.architecture;
using GFramework.Ecs.Arch.extensions;
public class GameArchitecture : Architecture
{
public GameArchitecture() : base(new ArchitectureConfiguration())
{
}
protected override void OnInitialize()
{
// 显式注册 Arch ECS 模块
this.UseArch();
}
}
// 初始化架构
var architecture = new GameArchitecture();
architecture.Initialize();
```
### 2. 带配置的注册
```csharp
public class GameArchitecture : Architecture
{
protected override void OnInitialize()
{
// 带配置的注册
this.UseArch(options =>
{
options.WorldCapacity = 2000; // World 初始容量
options.EnableStatistics = true; // 启用统计信息
options.Priority = 50; // 模块优先级
});
}
}
```
### 3. 定义组件
组件是纯数据结构,使用 `struct` 定义:
```csharp
using System.Runtime.InteropServices;
namespace MyGame.Components;
[StructLayout(LayoutKind.Sequential)]
public struct Position(float x, float y)
{
public float X { get; set; } = x;
public float Y { get; set; } = y;
}
[StructLayout(LayoutKind.Sequential)]
public struct Velocity(float x, float y)
{
public float X { get; set; } = x;
public float Y { get; set; } = y;
}
[StructLayout(LayoutKind.Sequential)]
public struct Health(float current, float max)
{
public float Current { get; set; } = current;
public float Max { get; set; } = max;
}
```
### 4. 创建系统
系统继承自 `ArchSystemAdapter<T>`
```csharp
using Arch.Core;
using GFramework.Ecs.Arch;
using MyGame.Components;
namespace MyGame.Systems;
/// <summary>
/// 移动系统 - 更新实体位置
/// </summary>
public sealed class MovementSystem : ArchSystemAdapter<float>
{
private QueryDescription _query;
protected override void OnArchInitialize()
{
// 创建查询:查找所有同时拥有 Position 和 Velocity 组件的实体
_query = new QueryDescription()
.WithAll<Position, Velocity>();
}
protected override void OnUpdate(in float deltaTime)
{
// 查询并更新所有符合条件的实体
World.Query(in _query, (ref Position pos, ref Velocity vel) =>
{
pos.X += vel.X * deltaTime;
pos.Y += vel.Y * deltaTime;
});
}
}
```
### 5. 注册系统
```csharp
public class GameArchitecture : Architecture
{
protected override void OnInitialize()
{
this.UseArch();
// 注册 ECS 系统
RegisterSystem<MovementSystem>();
}
}
```
### 6. 创建实体
```csharp
using Arch.Core;
using GFramework.Core.Abstractions.rule;
using GFramework.SourceGenerators.Abstractions.rule;
using MyGame.Components;
[ContextAware]
public partial class GameController
{
public void Start()
{
// 获取 World
var world = this.GetService<World>();
// 创建实体
var player = world.Create(
new Position(0, 0),
new Velocity(0, 0),
new Health(100, 100)
);
var enemy = world.Create(
new Position(10, 10),
new Velocity(-1, 0),
new Health(50, 50)
);
}
}
```
### 7. 更新系统
```csharp
using GFramework.Ecs.Arch.Abstractions;
public class GameLoop
{
private IArchEcsModule _ecsModule;
public void Initialize()
{
// 获取 ECS 模块
_ecsModule = architecture.Context.GetService<IArchEcsModule>();
}
public void Update(float deltaTime)
{
// 更新所有 ECS 系统
_ecsModule.Update(deltaTime);
}
}
```
## 配置选项
### ArchOptions
```csharp
public sealed class ArchOptions
{
/// <summary>
/// World 初始容量默认1000
/// </summary>
public int WorldCapacity { get; set; } = 1000;
/// <summary>
/// 是否启用统计信息默认false
/// </summary>
public bool EnableStatistics { get; set; } = false;
/// <summary>
/// 模块优先级默认50
/// </summary>
public int Priority { get; set; } = 50;
}
```
### 配置示例
```csharp
this.UseArch(options =>
{
// 设置 World 初始容量
// 根据预期实体数量设置,避免频繁扩容
options.WorldCapacity = 2000;
// 启用统计信息(开发/调试时使用)
options.EnableStatistics = true;
// 设置模块优先级
// 数值越小,优先级越高
options.Priority = 50;
});
```
## 核心概念
### Entity实体
实体是游戏世界中的基本对象,本质上是一个唯一标识符:
```csharp
// 创建空实体
var entity = world.Create();
// 创建带组件的实体
var entity = world.Create(
new Position(0, 0),
new Velocity(1, 1)
);
// 销毁实体
world.Destroy(entity);
```
### Component组件
组件是纯数据结构,用于存储实体的状态:
```csharp
// 添加组件
world.Add(entity, new Position(0, 0));
// 检查组件
if (world.Has<Position>(entity))
{
// 获取组件引用(零 GC 分配)
ref var pos = ref world.Get<Position>(entity);
pos.X += 10;
}
// 设置组件(替换现有值)
world.Set(entity, new Position(100, 100));
// 移除组件
world.Remove<Velocity>(entity);
```
### System系统
系统包含游戏逻辑,处理具有特定组件组合的实体:
```csharp
public sealed class DamageSystem : ArchSystemAdapter<float>
{
private QueryDescription _query;
protected override void OnArchInitialize()
{
// 初始化查询
_query = new QueryDescription()
.WithAll<Health, Damage>();
}
protected override void OnUpdate(in float deltaTime)
{
// 处理伤害
World.Query(in _query, (Entity entity, ref Health health, ref Damage damage) =>
{
health.Current -= damage.Value * deltaTime;
if (health.Current <= 0)
{
health.Current = 0;
World.Remove<Damage>(entity);
}
});
}
}
```
### World世界
World 是 ECS 的核心容器,管理所有实体和组件:
```csharp
// World 由 ArchEcsModule 自动创建和注册
var world = this.GetService<World>();
// 获取实体数量
var entityCount = world.Size;
// 清空所有实体
world.Clear();
```
## 系统适配器
### ArchSystemAdapter<T>
`ArchSystemAdapter<T>` 桥接 Arch.System.ISystem<T> 到 GFramework 架构:
```csharp
public sealed class MySystem : ArchSystemAdapter<float>
{
// Arch 系统初始化
protected override void OnArchInitialize()
{
// 创建查询、初始化资源
}
// 更新前调用
protected override void OnBeforeUpdate(in float deltaTime)
{
// 预处理逻辑
}
// 主更新逻辑
protected override void OnUpdate(in float deltaTime)
{
// 处理实体
}
// 更新后调用
protected override void OnAfterUpdate(in float deltaTime)
{
// 后处理逻辑
}
// 资源清理
protected override void OnArchDispose()
{
// 清理资源
}
}
```
### 访问 World
在系统中可以直接访问 `World` 属性:
```csharp
public sealed class MySystem : ArchSystemAdapter<float>
{
protected override void OnUpdate(in float deltaTime)
{
// 访问 World
var entityCount = World.Size;
// 创建实体
var entity = World.Create(new Position(0, 0));
// 查询实体
var query = new QueryDescription().WithAll<Position>();
World.Query(in query, (ref Position pos) =>
{
// 处理逻辑
});
}
}
```
### 访问框架服务
`ArchSystemAdapter<T>` 继承自 `AbstractSystem`,可以使用所有 GFramework 的扩展方法:
```csharp
public sealed class ServiceAccessSystem : ArchSystemAdapter<float>
{
protected override void OnUpdate(in float deltaTime)
{
// 获取 Model
var playerModel = this.GetModel<PlayerModel>();
// 获取 Utility
var timeUtility = this.GetUtility<TimeUtility>();
// 发送命令
this.SendCommand(new SaveGameCommand());
// 发送查询
var score = this.SendQuery(new GetScoreQuery());
// 发送事件
this.SendEvent(new GameOverEvent());
}
}
```
## 查询实体
### 基本查询
```csharp
// 查询:必须有 Position 和 Velocity
var query = new QueryDescription()
.WithAll<Position, Velocity>();
World.Query(in query, (ref Position pos, ref Velocity vel) =>
{
pos.X += vel.X * deltaTime;
pos.Y += vel.Y * deltaTime;
});
```
### 过滤查询
```csharp
// 查询:必须有 Health但不能有 Damage
var query = new QueryDescription()
.WithAll<Health>()
.WithNone<Damage>();
World.Query(in query, (ref Health health) =>
{
// 只处理没有受伤的实体
});
```
### 可选组件查询
```csharp
// 查询:必须有 Position可选 Velocity
var query = new QueryDescription()
.WithAll<Position>()
.WithAny<Velocity>();
World.Query(in query, (Entity entity, ref Position pos) =>
{
// 处理逻辑
});
```
### 访问实体 ID
```csharp
var query = new QueryDescription().WithAll<Position>();
World.Query(in query, (Entity entity, ref Position pos) =>
{
// 可以访问实体 ID
Console.WriteLine($"Entity {entity.Id}: ({pos.X}, {pos.Y})");
// 可以对实体进行操作
if (pos.X > 100)
{
World.Destroy(entity);
}
});
```
## 系统优先级
系统按照优先级顺序执行,数值越小优先级越高:
```csharp
using GFramework.Core.Abstractions.bases;
using GFramework.SourceGenerators.Abstractions.bases;
// 使用 Priority 特性设置优先级
[Priority(10)] // 高优先级,先执行
public sealed class InputSystem : ArchSystemAdapter<float>
{
// ...
}
[Priority(20)] // 中优先级
public sealed class MovementSystem : ArchSystemAdapter<float>
{
// ...
}
[Priority(30)] // 低优先级,后执行
public sealed class RenderSystem : ArchSystemAdapter<float>
{
// ...
}
```
执行顺序InputSystem → MovementSystem → RenderSystem
## 性能优化
### 1. 使用 struct 组件
```csharp
// ✅ 推荐:使用 struct
[StructLayout(LayoutKind.Sequential)]
public struct Position(float x, float y)
{
public float X { get; set; } = x;
public float Y { get; set; } = y;
}
// ❌ 不推荐:使用 class
public class Position
{
public float X { get; set; }
public float Y { get; set; }
}
```
### 2. 缓存查询
```csharp
public class OptimizedSystem : ArchSystemAdapter<float>
{
// ✅ 推荐:缓存查询
private QueryDescription _cachedQuery;
protected override void OnArchInitialize()
{
_cachedQuery = new QueryDescription()
.WithAll<Position, Velocity>();
}
protected override void OnUpdate(in float deltaTime)
{
World.Query(in _cachedQuery, (ref Position pos, ref Velocity vel) =>
{
pos.X += vel.X * deltaTime;
pos.Y += vel.Y * deltaTime;
});
}
}
```
### 3. 使用 ref 访问组件
```csharp
// ✅ 推荐:使用 ref 避免复制
World.Query(in query, (ref Position pos, ref Velocity vel) =>
{
pos.X += vel.X; // 直接修改,零 GC
});
// ❌ 不推荐:不使用 ref
World.Query(in query, (Position pos, Velocity vel) =>
{
pos.X += vel.X; // 复制值,修改不会生效
});
```
### 4. 组件大小优化
```csharp
// ✅ 推荐:小而专注的组件
public struct Position(float x, float y)
{
public float X { get; set; } = x;
public float Y { get; set; } = y;
}
public struct Velocity(float x, float y)
{
public float X { get; set; } = x;
public float Y { get; set; } = y;
}
// ❌ 不推荐:大而全的组件
public struct Transform
{
public float X, Y, Z;
public float RotationX, RotationY, RotationZ;
public float ScaleX, ScaleY, ScaleZ;
public float VelocityX, VelocityY, VelocityZ;
// ... 太多数据
}
```
## 最佳实践
### 1. 组件设计原则
- 使用 `struct` 而不是 `class`
- 只包含数据,不包含逻辑
- 使用 `[StructLayout(LayoutKind.Sequential)]` 优化内存布局
- 保持组件小而专注
### 2. 系统设计原则
- 单一职责:每个系统只负责一件事
- 缓存查询:在 `OnArchInitialize` 中创建查询
- 使用 ref访问组件时使用 ref 参数
- 批量处理:一次查询处理所有实体
### 3. 标签组件
使用空结构体作为标签来分类实体:
```csharp
// 定义标签组件
public struct PlayerTag { }
public struct EnemyTag { }
public struct DeadTag { }
// 使用标签过滤实体
var query = new QueryDescription()
.WithAll<Position, Velocity, PlayerTag>()
.WithNone<DeadTag>();
```
### 4. 与传统架构结合
```csharp
// ECS 系统可以访问 Model
public class EnemySpawnSystem : ArchSystemAdapter<float>
{
protected override void OnUpdate(in float deltaTime)
{
var gameState = this.GetModel<GameStateModel>();
// 根据关卡生成敌人
for (int i = 0; i < gameState.Level; i++)
{
World.Create(
new Position(Random.Shared.Next(0, 100), 0),
new Velocity(0, -1),
new Health(50, 50)
);
}
}
}
```
## 常见问题
### Q: 如何在运行时动态添加/移除组件?
A: Arch 支持运行时修改实体的组件:
```csharp
// 动态添加组件
if (pos.X > 100 && !World.Has<FastTag>(entity))
{
World.Add(entity, new FastTag());
}
// 动态移除组件
if (pos.X < 0 && World.Has<FastTag>(entity))
{
World.Remove<FastTag>(entity);
}
```
### Q: 如何处理实体之间的交互?
A: 使用嵌套查询或事件:
```csharp
// 方式 1嵌套查询
World.Query(in playerQuery, (Entity player, ref Position playerPos) =>
{
World.Query(in enemyQuery, (Entity enemy, ref Position enemyPos) =>
{
// 检测碰撞
});
});
// 方式 2使用事件
this.SendEvent(new CollisionEvent
{
Entity1 = player,
Entity2 = enemy
});
```
### Q: 如何调试 ECS 系统?
A: 使用日志和统计信息:
```csharp
protected override void OnUpdate(in float deltaTime)
{
// 打印实体数量
Console.WriteLine($"Total entities: {World.Size}");
// 查询特定实体
var query = new QueryDescription().WithAll<Position>();
var count = 0;
World.Query(in query, (Entity entity, ref Position pos) =>
{
count++;
Console.WriteLine($"Entity {entity.Id}: ({pos.X}, {pos.Y})");
});
}
```
## 相关资源
- [Arch.Core 官方文档](https://github.com/genaray/Arch)
- [ECS 概述](./index.md)
- [ECS 最佳实践](./best-practices.md)
- [性能优化指南](./performance.md)
---
**许可证**MIT License

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---
title: ECS 系统集成
description: GFramework 的 ECSEntity Component System集成方案支持多种 ECS 框架。
---
# ECS 系统集成
## 概述
GFramework 提供了灵活的 ECSEntity Component System集成方案允许你根据项目需求选择合适的 ECS 框架。ECS
是一种数据驱动的架构模式,特别适合处理大量相似实体的场景。
## 什么是 ECS
ECSEntity Component System是一种架构模式将游戏对象分解为三个核心概念
- **Entity实体**:游戏世界中的基本对象,本质上是一个唯一标识符
- **Component组件**:纯数据结构,存储实体的状态
- **System系统**:包含游戏逻辑,处理具有特定组件组合的实体
### ECS 的优势
- **高性能**:数据局部性好,缓存友好
- **可扩展**:通过组合组件轻松创建新实体类型
- **并行处理**:系统之间相互独立,易于并行化
- **数据驱动**:逻辑与数据分离,便于序列化和网络同步
### 何时使用 ECS
**适合使用 ECS 的场景**
- 大量相似实体(敌人、子弹、粒子)
- 需要高性能批量处理
- 复杂的实体组合和变化
- 需要并行处理的系统
**不适合使用 ECS 的场景**
- 全局状态管理
- 单例服务
- UI 逻辑
- 游戏流程控制
## 支持的 ECS 框架
GFramework 采用可选集成的设计,你可以根据需求选择合适的 ECS 框架:
### Arch ECS推荐
[Arch](https://github.com/genaray/Arch) 是一个高性能的 C# ECS 框架,具有以下特点:
- ✅ **极致性能**:基于 Archetype 的内存布局,零 GC 分配
- ✅ **简单易用**:清晰的 API易于上手
- ✅ **功能完整**:支持查询、过滤、并行处理等高级特性
- ✅ **活跃维护**:社区活跃,持续更新
**安装方式**
```bash
dotnet add package GeWuYou.GFramework.Ecs.Arch
```
**文档链接**[Arch ECS 集成指南](./arch.md)
### 其他 ECS 框架
GFramework 的设计允许集成其他 ECS 框架,未来可能支持:
- **DefaultEcs**:轻量级 ECS 框架
- **Entitas**:成熟的 ECS 框架Unity 生态常用
- **自定义 ECS**:你可以基于 GFramework 的模块系统实现自己的 ECS 集成
## 快速开始
### 1. 选择 ECS 框架
根据项目需求选择合适的 ECS 框架。对于大多数项目,我们推荐使用 Arch ECS。
### 2. 安装集成包
```bash
# 安装 Arch ECS 集成包
dotnet add package GeWuYou.GFramework.Ecs.Arch
```
### 3. 注册 ECS 模块
```csharp
using GFramework.Core.architecture;
using GFramework.Ecs.Arc;
public class GameArchitecture : Architecture
{
public GameArchitecture() : base(new ArchitectureConfiguration())
{
}
protected override void OnInitialize()
{
// 显式注册 Arch ECS 模块
this.UseArch(options =>
{
options.WorldCapacity = 2000;
options.EnableStatistics = true;
});
}
}
```
### 4. 定义组件
```csharp
using System.Runtime.InteropServices;
[StructLayout(LayoutKind.Sequential)]
public struct Position(float x, float y)
{
public float X { get; set; } = x;
public float Y { get; set; } = y;
}
[StructLayout(LayoutKind.Sequential)]
public struct Velocity(float x, float y)
{
public float X { get; set; } = x;
public float Y { get; set; } = y;
}
```
### 5. 创建系统
```csharp
using Arch.Core;
using GFramework.Ecs.Arch;
public sealed class MovementSystem : ArchSystemAdapter<float>
{
private QueryDescription _query;
protected override void OnArchInitialize()
{
_query = new QueryDescription()
.WithAll<Position, Velocity>();
}
protected override void OnUpdate(in float deltaTime)
{
World.Query(in _query, (ref Position pos, ref Velocity vel) =>
{
pos.X += vel.X * deltaTime;
pos.Y += vel.Y * deltaTime;
});
}
}
```
### 6. 注册系统
```csharp
public class GameArchitecture : Architecture
{
protected override void OnInitialize()
{
this.UseArch();
// 注册 ECS 系统
RegisterSystem<MovementSystem>();
}
}
```
## 设计理念
### 显式集成
GFramework 采用显式集成的设计,而不是自动注册:
```csharp
// ✅ 显式注册 - 清晰、可控
public class GameArchitecture : Architecture
{
protected override void OnInitialize()
{
this.UseArch(); // 明确表示使用 Arch ECS
}
}
// ❌ 自动注册 - 隐式、难以控制
// 只需引入包,自动注册(不推荐)
```
**优势**
- 清晰的依赖关系
- 更好的 IDE 支持
- 易于测试和调试
- 符合 .NET 生态习惯
### 零依赖原则
如果你不使用 ECSGFramework.Core 包不会引入任何 ECS 相关的依赖:
```xml
<!-- GFramework.Core.csproj -->
<ItemGroup>
<!-- 无 Arch 依赖 -->
</ItemGroup>
<!-- GFramework.Ecs.Arch.csproj -->
<ItemGroup>
<PackageReference Include="Arch" Version="2.1.0" />
<PackageReference Include="Arch.System" Version="1.1.0" />
</ItemGroup>
```
### 模块化设计
ECS 集成基于 GFramework 的模块系统:
```csharp
// ECS 模块实现 IServiceModule 接口
public sealed class ArchEcsModule : IArchEcsModule
{
public string ModuleName => nameof(ArchEcsModule);
public int Priority => 50;
public bool IsEnabled { get; }
public void Register(IIocContainer container) { }
public void Initialize() { }
public ValueTask DestroyAsync() { }
public void Update(float deltaTime) { }
}
```
## 与传统架构结合
ECS 可以与 GFramework 的传统架构Model、System、Utility无缝结合
```csharp
// Model 存储全局状态
public class GameStateModel : AbstractModel
{
public int Score { get; set; }
public int Level { get; set; }
}
// ECS System 处理实体逻辑
public class EnemySpawnSystem : ArchSystemAdapter<float>
{
protected override void OnUpdate(in float deltaTime)
{
// 访问 Model
var gameState = this.GetModel<GameStateModel>();
// 根据关卡生成敌人
for (int i = 0; i < gameState.Level; i++)
{
World.Create(
new Position(Random.Shared.Next(0, 100), 0),
new Velocity(0, -1),
new Health(50, 50)
);
}
}
}
// 传统 System 处理游戏逻辑
public class ScoreSystem : AbstractSystem
{
protected override void OnInit()
{
this.RegisterEvent<EnemyDestroyedEvent>(OnEnemyDestroyed);
}
private void OnEnemyDestroyed(EnemyDestroyedEvent e)
{
var gameState = this.GetModel<GameStateModel>();
gameState.Score += 100;
}
}
```
## 下一步
- [Arch ECS 集成指南](./arch.md) - 详细的 Arch ECS 使用文档
- [ECS 最佳实践](./best-practices.md) - ECS 设计模式和优化技巧
- [性能优化](./performance.md) - ECS 性能优化指南
## 相关资源
- [Architecture 架构系统](../core/architecture.md)
- [System 系统](../core/system.md)
- [事件系统](../core/events.md)
---
**许可证**MIT License