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ecs_test.go
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package ecs
import (
"fmt"
"testing"
"time"
)
type PositionComponent struct {
X int
Y int
}
type VelocityComponent struct {
DX int
DY int
}
type BoundsComponent struct {
Width int
Height int
}
type CommComponent struct {
}
type MoveSystem struct {
EntitySystem
}
func (this *MoveSystem) Run(ecs *ECS, dt time.Duration) {
pos := GetComponentsFor[*PositionComponent](ecs)
vel := GetComponentsFor[*VelocityComponent](ecs)
for _, entityId := range this.entities {
p := pos[entityId]
v := vel[entityId]
p.X += v.DX
p.Y += v.DY
}
// Alternative way
//pos := ecs.GetComponents(PositionComponent{})
//vel := ecs.GetComponents(VelocityComponent{})
//for _, entityId := range this.entities {
// p := pos[entityId].(*PositionComponent)
// v := vel[entityId].(*VelocityComponent)
//
// p.X += v.DX
// p.Y += v.DY
//}
}
func (this *MoveSystem) Priority() int {
return 1000
}
type MoveWithoutPtrSystem struct {
EntitySystem
}
func (this *MoveWithoutPtrSystem) Run(ecs *ECS, dt time.Duration) {
for _, entityId := range this.entities {
p := GetEntityComponent[PositionComponent](ecs, entityId)
v := GetEntityComponent[VelocityComponent](ecs, entityId)
p.X += v.DX
p.Y += v.DY
}
}
func (this *MoveWithoutPtrSystem) Priority() int {
return 1000
}
type CollisionSystem struct {
EntitySystem
}
func (this *CollisionSystem) Run(ecs *ECS, dt time.Duration) {
positions := ecs.GetComponents(PositionComponent{})
bounds := ecs.GetComponents(BoundsComponent{})
for _, entityId := range this.entities {
_ = positions[entityId].(*PositionComponent)
_ = bounds[entityId].(*BoundsComponent)
}
}
func (this *CollisionSystem) Priority() int {
return 999
}
type Player struct {
PositionComponent
VelocityComponent
BoundsComponent
CommComponent
s *string
i int
}
// createPlayer is a helper to create testable player objects
func createPlayer(s string) Player {
return Player{
PositionComponent: PositionComponent{X: 1, Y: 1},
VelocityComponent: VelocityComponent{DX: 2, DY: 2},
BoundsComponent: BoundsComponent{Width: 10, Height: 10},
CommComponent: CommComponent{},
s: &s,
i: 0,
}
}
func Test_ECS(t *testing.T) {
// Create a new world
ecs := New()
// Add some interacting systems, working with same and different components
ecs.AddSystem(&MoveSystem{}, &PositionComponent{}, &VelocityComponent{})
ecs.AddSystem(&CollisionSystem{}, &PositionComponent{}, &BoundsComponent{})
// Add some entities, which are not captured by any system
ecs.CreateEntity(&PositionComponent{X: 1, Y: 1}) // 1
ecs.CreateEntity(&VelocityComponent{DX: 2, DY: 2}) // 2
ecs.CreateEntity(&BoundsComponent{Width: 10, Height: 10}) // 3
// Add two fully fledged players, with more than needed components
player4 := createPlayer("player4")
ecs.CreateEntity(&player4.PositionComponent, &player4.VelocityComponent, &player4.BoundsComponent) // 4
player5 := createPlayer("player5")
ecs.CreateEntity(&player5.PositionComponent, &player5.VelocityComponent, &player5.BoundsComponent) // 5
// Add reduced players, only fitting one system each
player6 := createPlayer("player6")
ecs.CreateEntity(&player6.PositionComponent, &player6.VelocityComponent) // 6
player7 := createPlayer("player7")
ecs.CreateEntity(&player7.PositionComponent, &player7.VelocityComponent) // 7
player8 := createPlayer("player8")
ecs.CreateEntity(&player8.PositionComponent, &player8.BoundsComponent) // 8
player9 := createPlayer("player9")
ecs.CreateEntity(&player9.PositionComponent, &player9.BoundsComponent) // 9
// Tick for 30 fps to simulate a game update
var fps = 30
for i := 0; i < fps; i++ {
ecs.Update(33 * time.Millisecond)
}
// Assertions
if player4.X != (1+player4.DX*fps) || player4.Y != (1+player4.DY*fps) {
t.Errorf("player4(%d, %d); expected %d", player4.X, player4.Y, 1+player4.DX*30)
}
if player5.X != (1+player5.DX*fps) || player5.Y != (1+player5.DY*fps) {
t.Errorf("player5(%d, %d); expected %d", player5.X, player5.Y, 1+player5.DX*30)
}
if player6.X != (1+player6.DX*fps) || player6.Y != (1+player6.DY*fps) {
t.Errorf("player6(%d, %d); expected %d", player6.X, player6.Y, 1+player6.DX*30)
}
if player7.X != (1+player7.DX*fps) || player7.Y != (1+player7.DY*fps) {
t.Errorf("player7(%d, %d); expected %d", player7.X, player7.Y, 1+player7.DX*30)
}
if player8.X != 1 || player8.Y != 1 {
t.Errorf("player8(%d, %d); expected %d", player8.X, player8.Y, 1)
}
if player9.X != 1 || player9.Y != 1 {
t.Errorf("player9(%d, %d); expected %d", player9.X, player9.Y, 1)
}
}
func Test_ECS_Parallel(t *testing.T) {
// Create a new world
ecs := NewParallel()
// Add some interacting systems, working with same and different components
ecs.AddSystem(&MoveSystem{}, &PositionComponent{}, &VelocityComponent{})
ecs.AddSystem(&MoveWithoutPtrSystem{}, PositionComponent{}, VelocityComponent{})
ecs.AddSystem(&CollisionSystem{}, &PositionComponent{}, &BoundsComponent{})
// Add some entities, which are not captured by any system
ecs.CreateEntity(&PositionComponent{X: 1, Y: 1}) // 1
ecs.CreateEntity(&VelocityComponent{DX: 2, DY: 2}) // 2
ecs.CreateEntity(&BoundsComponent{Width: 10, Height: 10}) // 3
// Add two fully fledged players, with more than needed components
player4 := createPlayer("player4")
ecs.CreateEntity(&player4.PositionComponent, &player4.VelocityComponent, &player4.BoundsComponent) // 4
player5 := createPlayer("player5")
ecs.CreateEntity(&player5.PositionComponent, &player5.VelocityComponent, &player5.BoundsComponent) // 5
// Add reduced players, only fitting one system each
player6 := createPlayer("player6")
ecs.CreateEntity(&player6.PositionComponent, &player6.VelocityComponent) // 6
player7 := createPlayer("player7")
ecs.CreateEntity(&player7.PositionComponent, &player7.VelocityComponent) // 7
player8 := createPlayer("player8")
ecs.CreateEntity(&player8.PositionComponent, &player8.BoundsComponent) // 8
player9 := createPlayer("player9")
ecs.CreateEntity(&player9.PositionComponent, &player9.BoundsComponent) // 9
// Tick for 30 fps to simulate a game update
var fps = 30
for i := 0; i < fps; i++ {
ecs.Update(33 * time.Millisecond)
}
// Assertions
if player4.X != (1+player4.DX*fps) || player4.Y != (1+player4.DY*fps) {
t.Errorf("player4(%d, %d); expected %d", player4.X, player4.Y, 1+player4.DX*30)
}
if player5.X != (1+player5.DX*fps) || player5.Y != (1+player5.DY*fps) {
t.Errorf("player5(%d, %d); expected %d", player5.X, player5.Y, 1+player5.DX*30)
}
if player6.X != (1+player6.DX*fps) || player6.Y != (1+player6.DY*fps) {
t.Errorf("player6(%d, %d); expected %d", player6.X, player6.Y, 1+player6.DX*30)
}
if player7.X != (1+player7.DX*fps) || player7.Y != (1+player7.DY*fps) {
t.Errorf("player7(%d, %d); expected %d", player7.X, player7.Y, 1+player7.DX*30)
}
if player8.X != 1 || player8.Y != 1 {
t.Errorf("player8(%d, %d); expected %d", player8.X, player8.Y, 1)
}
if player9.X != 1 || player9.Y != 1 {
t.Errorf("player9(%d, %d); expected %d", player9.X, player9.Y, 1)
}
}
func Test_ECS_AddEntity(t *testing.T) {
// Create a new world
ecs := New()
// Add some interacting systems, working with same and different components
ecs.AddSystem(&MoveWithoutPtrSystem{}, PositionComponent{}, VelocityComponent{})
ecs.AddSystem(&CollisionSystem{}, &PositionComponent{}, &BoundsComponent{})
player := createPlayer("player")
ecs.AddEntity(player)
ecs.Update(33 * time.Millisecond)
// Assertions
if player.X != 1 || player.Y != 1 {
t.Errorf("player(%d, %d); expected %d", player.X, player.Y, 1+player.DX)
}
}
func Test_ECS_AddEntity_ViaPtr(t *testing.T) {
// Create a new world
ecs := New()
// Add some interacting systems, working with same and different components
ecs.AddSystem(&MoveSystem{}, &PositionComponent{}, &VelocityComponent{})
ecs.AddSystem(&CollisionSystem{}, &PositionComponent{}, &BoundsComponent{})
player := createPlayer("player")
ecs.CreateEntity(&player.PositionComponent, &player.VelocityComponent, &player.BoundsComponent)
ecs.Update(33 * time.Millisecond)
// Assertions
if player.X != (1+player.DX) || player.Y != (1+player.DY) {
t.Errorf("player(%d, %d); expected %d", player.X, player.Y, 1+player.DX)
}
}
func Test_ECS_RemoveEntity(t *testing.T) {
// Create a new world
ecs := New()
// Add some interacting systems, working with same and different components
ecs.AddSystem(&MoveSystem{}, &PositionComponent{}, &VelocityComponent{})
ecs.AddSystem(&CollisionSystem{}, &PositionComponent{}, &BoundsComponent{})
player := createPlayer("player")
entity := ecs.CreateEntity(&player.PositionComponent, &player.VelocityComponent, &player.BoundsComponent)
// Update and check its correct
ecs.Update(33 * time.Millisecond)
// Assertions
if player.X != (1+player.DX) || player.Y != (1+player.DY) {
t.Errorf("player(%d, %d); expected %d", player.X, player.Y, 1+player.DX)
}
// Remove
ecs.RemoveEntity(entity.Id())
// Update and check again (should not have moved)
ecs.Update(33 * time.Millisecond)
// Assertions
if player.X != (1+player.DX) || player.Y != (1+player.DY) {
t.Errorf("player(%d, %d); expected %d", player.X, player.Y, 1+player.DX)
}
}
func Test_ECS_DetachEntity(t *testing.T) {
// Create a new world
ecs := New()
// Add some interacting systems, working with same and different components
mS := MoveSystem{}
cS := CollisionSystem{}
ecs.AddSystem(&mS, &PositionComponent{}, &VelocityComponent{})
ecs.AddSystem(&cS, &PositionComponent{}, &BoundsComponent{})
player := createPlayer("player")
entity := ecs.CreateEntity(&player.PositionComponent, &player.VelocityComponent, &player.BoundsComponent)
// Update and check its correct
ecs.Update(33 * time.Millisecond)
// Assertions
if player.X != (1+player.DX) || player.Y != (1+player.DY) {
t.Errorf("player(%d, %d); expected %d", player.X, player.Y, 1+player.DX)
}
// Remove
ecs.DetachEntityFromNow(entity.Id(), &cS)
// Update and check again (should not have moved)
ecs.Update(33 * time.Millisecond)
// Assertions
if player.X != (1+(2*player.DX)) || player.Y != (1+(2*player.DY)) {
t.Errorf("player(%d, %d); expected %d", player.X, player.Y, 1+player.DX)
}
// Remove
ecs.DetachEntityFromNow(entity.Id(), &mS)
// Update and check again (should not have moved)
ecs.Update(33 * time.Millisecond)
// Assertions
if player.X != (1+(2*player.DX)) || player.Y != (1+(2*player.DY)) {
t.Errorf("player(%d, %d); expected %d", player.X, player.Y, 1+player.DX)
}
}
func Test_ECS_SystemPriority(t *testing.T) {
// Create a new world
ecs := New()
// Add collision first, but move has a higher priority
collisionSystem := CollisionSystem{}
moveSystem := MoveWithoutPtrSystem{}
ecs.AddSystem(&collisionSystem, &PositionComponent{}, &BoundsComponent{})
ecs.AddSystem(&moveSystem, PositionComponent{}, VelocityComponent{})
player := createPlayer("player")
ecs.AddEntity(player)
ecs.Update(33 * time.Millisecond)
// Assertions
if ecs.systems.systems[0] != &moveSystem {
t.Errorf("system[0] = %v; expected %v", &ecs.systems.systems[0], &moveSystem)
}
}
func Test_ECS_AddSystemAfterEntity(t *testing.T) {
// Create a new world
ecs := New()
// Create entity
player := createPlayer("player")
ecs.CreateEntity(&player.PositionComponent, &player.VelocityComponent, &player.BoundsComponent)
// Add systems later
ecs.AddSystem(&MoveSystem{}, &PositionComponent{}, &VelocityComponent{})
ecs.AddSystem(&CollisionSystem{}, &PositionComponent{}, &BoundsComponent{})
ecs.Update(33 * time.Millisecond)
// Assertions
if player.X != (1+player.DX) || player.Y != (1+player.DY) {
t.Errorf("player(%d, %d); expected %d", player.X, player.Y, 1+player.DX)
}
}
func Benchmark_ECS(b *testing.B) {
b.ResetTimer()
b.ReportAllocs()
for i := 0; i < b.N; i++ {
// Create a new world
ecs := New()
// Add some interacting systems, working with same and different components
ecs.AddSystem(&MoveSystem{}, PositionComponent{}, VelocityComponent{})
ecs.AddSystem(&CollisionSystem{}, PositionComponent{}, BoundsComponent{})
// Add some entities, which are not captured by any system
ecs.CreateEntity(&PositionComponent{X: 1, Y: 1})
ecs.CreateEntity(&VelocityComponent{DX: 2, DY: 2})
ecs.CreateEntity(&BoundsComponent{Width: 10, Height: 10})
// Add fully fledged players, with more than needed components
for j := 0; j < 100; j++ {
playerJ := createPlayer(fmt.Sprintf("player%d", j))
ecs.CreateEntity(&playerJ.PositionComponent, &playerJ.VelocityComponent, &playerJ.BoundsComponent)
}
// Add reduced players, only fitting one system each
player6 := createPlayer("player")
ecs.CreateEntity(&player6.PositionComponent, &player6.VelocityComponent)
player7 := createPlayer("player")
ecs.CreateEntity(&player7.PositionComponent, &player7.VelocityComponent)
player8 := createPlayer("player")
ecs.CreateEntity(&player8.PositionComponent, &player8.BoundsComponent)
player9 := createPlayer("player")
ecs.CreateEntity(&player9.PositionComponent, &player9.BoundsComponent)
// bench one update
ecs.Update(33 * time.Millisecond)
}
}
func Benchmark_ECS_Parallel(b *testing.B) {
b.ResetTimer()
b.ReportAllocs()
for i := 0; i < b.N; i++ {
// Create a new world
ecs := New()
// Add some interacting systems, working with same and different components
ecs.AddSystem(&MoveSystem{}, &PositionComponent{}, &VelocityComponent{})
ecs.AddSystem(&MoveWithoutPtrSystem{}, PositionComponent{}, VelocityComponent{})
ecs.AddSystem(&CollisionSystem{}, PositionComponent{}, BoundsComponent{})
// Add some entities, which are not captured by any system
ecs.CreateEntity(&PositionComponent{X: 1, Y: 1})
ecs.CreateEntity(&VelocityComponent{DX: 2, DY: 2})
ecs.CreateEntity(&BoundsComponent{Width: 10, Height: 10})
// Add fully fledged players, with more than needed components
for j := 0; j < 100; j++ {
playerJ := createPlayer(fmt.Sprintf("player%d", j))
ecs.CreateEntity(&playerJ.PositionComponent, &playerJ.VelocityComponent, &playerJ.BoundsComponent)
}
// Add reduced players, only fitting one system each
player6 := createPlayer("player")
ecs.CreateEntity(&player6.PositionComponent, &player6.VelocityComponent)
player7 := createPlayer("player")
ecs.CreateEntity(&player7.PositionComponent, &player7.VelocityComponent)
player8 := createPlayer("player")
ecs.CreateEntity(&player8.PositionComponent, &player8.BoundsComponent)
player9 := createPlayer("player")
ecs.CreateEntity(&player9.PositionComponent, &player9.BoundsComponent)
// bench one update
ecs.Update(33 * time.Millisecond)
}
}