426 lines
14 KiB
C
426 lines
14 KiB
C
// fast simple ecs
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// - rlyeh, public domain
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//
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// features:
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// - mostly heap allocation free
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// - 2^64 systems max
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// - 2^64 entities max
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//
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// cons:
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// - 64 components max
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// - memory requirements may be suboptimal. ie, using unions for the components: all components will equally size like the largest component.
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//
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// @note:
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// - best perf when compiled with `/DNDEBUG /openmp /arch:AVX2 /Os /Ox /Gw /GL /MT`
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// - runs 86M ops/sec on my old laptop: updates 50K entities out of 100K in 0.58ms/frame. 1000 frames in 0.57s
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//
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// @todo:
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// - thread-safe
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// - world/context management
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// - dont use arrays: sequential access is killing performances when doing huge amount of entities (10M). worthy?
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// compromise: use islands. 10K entities per island seems reasonable & best perf. the lower the better.
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// we could parallelize islands as well (openmp? threads?).
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// - file format spec:
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// ; ecs data file format (.ini)
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// [entity]
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// components = mesh aabb
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// position = 0 0 0 ; common
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// rotation = 0 0 0 ; common
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// scale = 2 2 2 ; common
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// aabb.static = 1
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// aabb.size = 3 3 3
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// aabb.offset = 0 0 0
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// mesh.model = cube
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// mesh.texture = wood_03
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// mesh.texture.tiling = 0.5 0.5
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// - file format parser:
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// for each_map_sorted_ptr(ini("ecs.ini"), char *, k, char *, v)
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// printf("'%s'='%s'\n", *k, *v += strspn(*v, " "));
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//
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/* api */
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#ifdef _OPENMP
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# ifdef _MSC_VER
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# define parallel __pragma(omp parallel for)
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# define has_parallel 1
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# else // __GNUC__
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# define parallel _Pragma("omp parallel for") // C99
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# define has_parallel 1
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# endif
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#else
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# define parallel
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# define has_parallel 0
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#endif
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void ecs_max_components(int max_components);
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#define ecs_dump_world(fp, ...) ecs_dump_world(fp,ecs_mask64(__VA_ARGS__,-1))
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#define ecs_add_entity(...) ecs_add_entity(ecs_mask64(__VA_ARGS__,-1))
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union component_t* ecs_get_component( int eid, int cid );
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union component_t** ecs_get_components( int eid );
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#define ecs_has_component(eid,...) ecs_has_component(eid,ecs_mask64(__VA_ARGS__,-1))
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#define ecs_add_component(eid,...) ecs_add_component(eid,ecs_mask64(__VA_ARGS__,-1))
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#define ecs_del_component(eid,...) ecs_del_component(eid,ecs_mask64(__VA_ARGS__,-1))
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#define ecs_use_component(eid,...) ecs_use_component(eid,ecs_mask64(__VA_ARGS__,-1))
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#define ecs_off_component(eid,...) ecs_off_component(eid,ecs_mask64(__VA_ARGS__,-1))
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#define each_ecs_component(obj, ...) \
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( uint64_t sys_ = ecs_mask64(__VA_ARGS__,-1), ent_ = 0; ent_ < world.ne; ++ent_ ) \
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for( component_t **obj = sys_ == (sys_ & world.entities[ent_ * 2 + 0]) ? ecs_get_components(ent_) : 0; obj ; obj = 0 )
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#if has_parallel
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#undef each_ecs_component
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#define each_ecs_component(obj, ...) \
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( ent_ = (sys_ = ecs_mask64(__VA_ARGS__,-1), 0); ent_ < world.ne; ++ent_ ) \
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for( component_t **obj = sys_ == (sys_ & world.entities[ent_ * 2 + 0]) ? ecs_get_components(ent_) : 0; obj ; obj = 0 )
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static int64_t ent_;
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static uint64_t sys_;
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#endif
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/* internals */
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typedef union component_t {
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struct dummy { int dummy; };
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#ifdef COMPONENT_HEADER
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#include COMPONENT_HEADER
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#endif
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#ifdef COMPONENT_DATAS
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COMPONENT_DATAS
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#endif
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#if defined ECS_DEMO || defined ECS_BENCH
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struct position { float x,y,z; }; // c1
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struct velocity { float vx,vy,vz; }; // c2
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struct color { float r,g,b; }; // c3
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struct health { float health; }; // c4
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char *name; // c5
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#endif
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} component_t;
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struct world_t {
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int ne, nc; // ne: number of entities, nc: number of components (stride) (cN)
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array(uint64_t) entities; // vtable entities (2 entries/entity) [ e1(cflags,offset) e2(cflags,offset) .. eN(cflags,offset) ]
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array(component_t) components; // instanced components (nc entries/entity) [ e1(c1,c2..) e2(c1,c2..) .. ]
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};
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uint64_t ecs_mask64( unsigned id1, ... );
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int (ecs_add_entity)( uint64_t component_mask );
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bool (ecs_has_component)( int eid, uint64_t flags );
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bool (ecs_add_component)( int eid, uint64_t flags );
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bool (ecs_del_component)( int eid, uint64_t flags );
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bool (ecs_use_component)( int eid, uint64_t flags );
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bool (ecs_off_component)( int eid, uint64_t flags );
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void (ecs_dump_world)( FILE *fp, uint64_t component_mask );
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extern struct world_t world;
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// impl
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// static
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struct world_t world = {0};
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uint64_t ecs_mask64(unsigned id1, ... ) {
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uint64_t flags = 0;
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// update flags and entities of components
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va_list ap;
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va_start(ap, id1);
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for( uint64_t id = id1; id != ((unsigned)-1); id = va_arg(ap, unsigned) ) {
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flags |= 1ull << id;
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}
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va_end(ap);
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return flags;
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}
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int (ecs_add_entity)( uint64_t component_mask ) {
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component_t c = {0};
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// add mask+offset into entities
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array_push(world.entities, component_mask);
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array_push(world.entities, array_count(world.components));
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// add components into entity
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for (uint64_t cid = 0; cid < world.nc; ++cid) {
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if( (1ull << cid) & component_mask ) {
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array_push( world.components, c );
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}
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}
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int eid = world.ne;
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return world.ne++;
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}
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void ecs_max_components(int max_comps) {
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world.nc = max_comps;
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}
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component_t* ecs_get_component( int eid, int target_cid ) {
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uint64_t sys = world.entities[ eid * 2 + 0 ];
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uint64_t off = world.entities[ eid * 2 + 1 ];
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for( uint64_t cid = 0; cid < target_cid; ++cid ) {
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off += !!((1ull << cid) & sys);
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}
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bool has_cid = !!((1ull << target_cid) & sys);
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return (component_t*)(has_cid * (uintptr_t)(&world.components[ off ]));
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}
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component_t** ecs_get_components( int eid ) {
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static __thread component_t* local[8][64] = {0};
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static __thread int counter = 0; counter = (counter + 1) % 8;
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uint64_t sys = world.entities[ eid * 2 + 0 ];
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uint64_t off = world.entities[ eid * 2 + 1 ];
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for( uint64_t cid = 0, idx = 0; cid < world.nc; ++cid ) {
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bool has_cid = !!((1ull << cid) & sys);
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local[counter][ cid ] = (component_t*)(has_cid * (uintptr_t)(&world.components[ off ] + idx));
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idx += has_cid;
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}
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return local[counter];
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}
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bool (ecs_has_component)( int eid, uint64_t flags ) {
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uint64_t sys = world.entities[ eid * 2 + 0 ];
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return flags == (sys & flags);
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}
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bool (ecs_add_component)( int eid, uint64_t flags ) {
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uint64_t sys = world.entities[ eid * 2 + 0 ];
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uint64_t off = world.entities[ eid * 2 + 1 ];
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int eid2 = (ecs_add_entity)( sys | flags );
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uint64_t sys2 = world.entities[ eid2 * 2 + 0 ];
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uint64_t off2 = world.entities[ eid2 * 2 + 1 ];
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for( uint64_t cid = 0, idx = 0, idx2 = 0; cid < world.nc; ++cid) {
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if( (1ull << cid) & sys ) {
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if( (1ull << cid) & sys2 ) {
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memcpy( &world.components[ off2 ] + idx2, &world.components[ off ] + idx, sizeof(component_t));
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}
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}
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if( (1ull << cid) & sys ) ++idx;
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if( (1ull << cid) & sys2 ) ++idx2;
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}
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world.entities[ eid * 2 + 0 ] = sys2;
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world.entities[ eid * 2 + 1 ] = off2;
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world.entities[ eid2 * 2 + 0 ] = 0;
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world.entities[ eid2 * 2 + 1 ] = 0;
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return true;
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}
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bool (ecs_del_component)( int eid, uint64_t flags ) { // clr_component?
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uint64_t sys = world.entities[ eid * 2 + 0 ];
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uint64_t off = world.entities[ eid * 2 + 1 ];
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for( uint64_t cid = 0, idx = 0; cid < world.nc; ++cid) {
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if( (1ull << cid) & flags ) {
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memset( &world.components[ off ] + idx, 0, sizeof(component_t));
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}
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if( (1ull << cid) & sys ) ++idx;
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}
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world.entities[ eid * 2 + 0 ] &= ~flags;
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return true;
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}
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bool (ecs_use_component)( int eid, uint64_t flags ) {
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world.entities[ eid * 2 + 0 ] |= flags;
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return true;
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}
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bool (ecs_off_component)( int eid, uint64_t flags ) {
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world.entities[ eid * 2 + 0 ] &= ~flags;
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return true;
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}
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void (ecs_dump_world)( FILE *fp, uint64_t sys_mask ) {
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if( sys_mask ) for( int eid = 0; eid < world.ne; ++eid ) {
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uint64_t sys = world.entities[ eid * 2 + 0 ];
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uint64_t off = world.entities[ eid * 2 + 1 ];
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if( sys_mask != (sys & sys_mask)) continue;
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fprintf(fp, "eid:%d sys:%#x ", eid, (unsigned)sys);
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for( uint64_t cid = 0, idx = 0; cid < world.nc; ++cid ) {
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if( (1ull << cid) & sys ) {
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fprintf(fp, "cid:%d,%p+%d ", (int)cid, &world.components[ off ], (int)idx );
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++idx;
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}
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}
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fputc('\n', fp);
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}
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}
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#ifdef ECS_BENCH
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#include <stdio.h>
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#include <assert.h>
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int main(int argc, char **argv) {
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int player;
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/* entities to spawn */
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#ifndef ECS_N
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const int ECS_N = argc > 1 ? atoi(argv[1]) : 100000;
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#endif
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/* frames to benchmark */
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#ifndef ECS_F
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const int ECS_F = argc > 2 ? atoi(argv[2]) : 1000;
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#endif
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// declare components: c1, c2, ...
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enum { POSITION, VELOCITY, COLOR, HEALTH, INPUT, NAME, TOTAL };
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ecs_max_components(TOTAL);
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// spawn entities
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{
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double start = time_ss();
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player = ecs_add_entity(NAME, POSITION, VELOCITY, HEALTH, INPUT);
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ecs_get_component(player, VELOCITY)->vx = 1;
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ecs_get_component(player, VELOCITY)->vy = 2;
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for (int i = 0; i < ECS_N; ++i) {
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switch (i & 3) {
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break; case 0:; /* static enemy */
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int enemy0 = ecs_add_entity(NAME, POSITION, COLOR, HEALTH);
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break; case 1:; /* dynamic enemy */
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int enemy1 = ecs_add_entity(NAME, POSITION, COLOR, HEALTH, VELOCITY);
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break; case 2:; /* static light */
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int light0 = ecs_add_entity(NAME, POSITION, COLOR);
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break; case 3:; /* dynamic light */
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int light1 = ecs_add_entity(NAME, POSITION, COLOR, VELOCITY);
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}
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}
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double end = time_ss();
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double t = (end - start);
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int T = 1 * ECS_N;
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printf("%17s: %d frame(s) * %d num_entities = %d total ops, in %.3fs => %.3fM ops/s, %.2fms/frame\n",
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"spawn benchmark", 1, ECS_N, T, t, (T / 1000000.0) / t, (t * 1000 / 1) );
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}
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// process & benchmark
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{
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double start = time_ss();
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for( int frame = 0; frame < ECS_F; ++frame ) {
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parallel
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for each_ecs_component(obj, POSITION, VELOCITY) {
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component_t *p = obj[POSITION];
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component_t *v = obj[VELOCITY];
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p->x += v->vx;
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p->y += v->vy;
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p->z += v->vz;
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}
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}
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double end = time_ss();
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double t = (end - start);
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// stats
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int num_iterated_entities = ECS_N;
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int num_processed_entities = 0;
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for each_ecs_component(obj, POSITION, VELOCITY) {
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++num_processed_entities;
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}
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int T = ECS_F * num_processed_entities;
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printf("%17s: %d frame(s) * %d num_entities = %d total ops, in %.3fs => %.3fM ops/s, %.2fms/frame\n",
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"process benchmark", ECS_F, num_processed_entities, T, t, (T / 1000000.0) / t, (t * 1000 / ECS_F) );
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}
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{component_t *p = ecs_get_component(player, POSITION);
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printf("eid:%d (position: %f,%f,%f)\n", player, p->x, p->y, p->z );}
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assert( ecs_get_component(player, POSITION)->x == (ECS_F * 1));
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assert( ecs_get_component(player, POSITION)->y == (ECS_F * 2));
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assert( ~puts("Ok") );
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}
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#endif
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#ifdef ECS_DEMO
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#include <stdio.h>
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#include <assert.h>
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int main(int argc, char **argv) {
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// declare components: c1, c2, ...
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enum { POSITION, VELOCITY, COLOR, HEALTH, INPUT, TOTAL };
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ecs_max_components(TOTAL);
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// spawn entities
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int player = ecs_add_entity(POSITION, VELOCITY, HEALTH, INPUT);
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ecs_get_component(player, VELOCITY)->vx = 1;
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ecs_get_component(player, VELOCITY)->vy = 2;
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// some more
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int enemy0, enemy1, light0, light1;
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for (int i = 0; i < 10; ++i) {
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if( 0 == (i&3)) /* static enemy */ enemy0 = ecs_add_entity(POSITION, COLOR, HEALTH);
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if( 1 == (i&3)) /* dynamic enemy */ enemy1 = ecs_add_entity(POSITION, COLOR, HEALTH, VELOCITY);
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if( 2 == (i&3)) /* static light */ light0 = ecs_add_entity(POSITION, COLOR);
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if( 3 == (i&3)) /* dynamic light */ light1 = ecs_add_entity(POSITION, COLOR, VELOCITY), ecs_get_component(light1, VELOCITY)->vy = 2;
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}
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{
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component_t *p = ecs_get_component(player, POSITION);
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printf("eid:%d (position: %f,%f,%f)\n", player, p->x, p->y, p->z );
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p = ecs_get_component(player, VELOCITY);
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printf("eid:%d (velocity: %f,%f)\n", player, p->vx, p->vy );
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p = ecs_get_component(light1, POSITION);
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printf("eid:%d (position: %f,%f,%f)\n", light1, p->x, p->y, p->z );
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p = ecs_get_component(light1, VELOCITY);
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printf("eid:%d (velocity: %f,%f)\n", light1, p->vx, p->vy );
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}
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// simulate system processing
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int frames = 1000;
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for( int frame = 0; frame < frames; ++frame ) {
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for each_ecs_component(obj, POSITION, VELOCITY) {
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component_t *p = obj[POSITION];
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component_t *v = obj[VELOCITY];
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p->x += v->vx;
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p->y += v->vy;
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p->z += v->vz;
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}
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}
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// verify (should display only player entity)
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ecs_dump_world(stdout, INPUT);
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{
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component_t *p = ecs_get_component(player, POSITION);
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printf("eid:%d (position: %f,%f,%f)\n", player, p->x, p->y, p->z );
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p = ecs_get_component(light1, POSITION);
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printf("eid:%d (position: %f,%f,%f)\n", light1, p->x, p->y, p->z );
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}
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assert( ecs_get_component(player, POSITION)->x == (frames * 1));
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assert( ecs_get_component(player, POSITION)->y == (frames * 2));
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assert( ecs_has_component(player, POSITION) );
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assert(!ecs_has_component(player, COLOR) );
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assert( ecs_add_component(player, COLOR) );
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assert( ecs_has_component(player, COLOR) );
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assert( ecs_off_component(player, POSITION) );
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assert(!ecs_has_component(player, POSITION) );
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assert( ecs_get_component(player, POSITION) == NULL);
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assert( ecs_use_component(player, POSITION) );
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assert( ecs_has_component(player, POSITION) );
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assert( ecs_get_component(player, POSITION)->x == (frames * 1));
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assert( ecs_del_component(player, POSITION) );
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assert(!ecs_has_component(player, POSITION) );
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assert( ecs_get_component(player, POSITION) == NULL );
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assert( ~puts("Ok") );
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}
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#endif
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