World

Table of contents

Explanation

USystemsWorld is a registry that stores systems, resources and actor components. The first thing you do is you setup your systems world by installing systems, resources and registering actor components that will be used in systems queries to process and do something useful with resources and actor components.

UCLASS()
class EXAMPLE_API UExampleGameInstance : public UGameInstance
{
	GENERATED_BODY()

private:
	virtual void Init() override;
};

void UExampleGameInstance::Init()
{
	Super::Init();

	auto* Subsystem = USystemsSubsystem::Get(GetWorld());
	if (IsValid(Subsystem))
	{
		Subsystem->AcquireSystemsWorld(FName(),
			[&](auto& Systems)
			{
				Systems.RegisterComponent<UShiaComponent>();

				Systems.InstallResource<UShiaSettings>();

				Systems.InstallLambdaSystem(JustDoItSystem, FInstallSystemOptions("JustDoIt"));
			});
	}
}

In example above we register systems world in game instance. We can of course create systems worlds at will without registering it into USystemsSubsystem, this global registry is only a more convenient way to access and automate systems world management globally.

Once per tick (when using subsystem approach) all systems gets to run in order they were installed (system installation options can provide additional hints about more precise order when working with dependencies between systems).

Queries

The whole point of Systems Architecture is to process game world in a database-like fashion, which means to perform same operations on a batched set of actor components, instead of putting that work into these objects. That makes us completely decouple data from behaviors, making it easier to add, remove and change them at will, even reuse without dealing with solving hidden dependency tree problems between seemingly unrelated parts of codebase.

	const auto Count = static_cast<int>(Systems.Query<UBoidComponent>().Count());
	const auto Difference = Count - EXPECTED_POPULATION_NUMBER;

	if (Difference > 0)
	{
		for (auto& QueryItem : Systems.Query<UBoidComponent>().Take(Difference))
		{
			auto* Actor = QueryItem.Get<0>();
			Actor->Destroy();
		}
	}

Queries are iterators that always yields a tuple of actor components and can be chained with other iterators to produce more elaborated, yet easy to reason about data transformations. For example when you do Systems.Query<A, B, C>, values yielded by query iterator will be of type TTuple<AActor*, A*, B*, C*>. it's also important to note that user should never cache query objects, rather consume queries in place.

See TQuery.

Archetypes

Internally all actor components are stored in buckets called archetypes. Given actor archetype is determined by its FArchetypeSignature, which is calculated from the set of components given actor owns. When actor registers its components, systems world searches through already existing archetypes and if it finds one, actor gets registered in that bucket, if not new archetype bucket gets created.

The point of storing actors in groups per archetype is to make queries iteration as fast as possible by iterating over only these actors that own all requested components in a linear fashion without need for skipping over actors that we don't need to work on.

Archetype signatures are basically bitsets of 256 bits capacity, each bit represents registered actor component. Whenever signature gets calculated for given query, it makes empty signature and enables bits for requested component, then it compares this signature with each archetype bucket signature and stores in query object a list of archetypes to iterate on.

Problems that it solves

Usually when working with game managers it's a common practice to cache managers in other managers to not perform costly searches in game world. This is unnecessary work and Systems Architecture solves that by storing resources in single systems world, easily accessible from any system without any need for caching any used resources in systems itself.

Another common problem is usually hierarchy of game logic gets growing in depth, like when game logic is performed by game objects themselves, they reference one another, growing hidden dependency tree and by that comprehensive complexity that requires sometimes hours to jump around whole codebase just to understand how data flows between certain objects. Systems Architecture forces user to make flat game logic with explicit order of execution, additionally making units of work as small and as precise as possible to make it easy to reason about how game data gets processed.


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