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Remove systems if their parent entity is removed
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This commit tries to address #2217.

In particular if a user despawns an entity, the associated plugin gets
removed. This should prevent issues like #2165. TBH I'm not sure if this
is the right way forward as a system should technically be able to
access any entity in a traditional ECS. I also recognize that there may
be some performance impact. I will need to quantify this.

Signed-off-by: Arjo Chakravarty <[email protected]>
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arjo129 committed Jul 9, 2024
1 parent 3487086 commit 9b806c7
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Showing 4 changed files with 89 additions and 19 deletions.
3 changes: 3 additions & 0 deletions include/gz/sim/EntityComponentManager.hh
Original file line number Diff line number Diff line change
Expand Up @@ -828,6 +828,9 @@ namespace gz
friend class GuiRunner;
friend class SimulationRunner;

// Make SystemManager friend so it has access to removals
friend class SystemManager;

// Make network managers friends so they have control over component
// states. Like the runners, the managers are internal.
friend class NetworkManagerPrimary;
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8 changes: 5 additions & 3 deletions src/SimulationRunner.cc
Original file line number Diff line number Diff line change
Expand Up @@ -33,6 +33,7 @@
#include <gz/msgs/world_stats.pb.h>

#include <sdf/Root.hh>
#include <vector>

#include "gz/common/Profiler.hh"
#include "gz/sim/components/Model.hh"
Expand Down Expand Up @@ -567,7 +568,7 @@ void SimulationRunner::ProcessSystemQueue()
this->postUpdateStartBarrier->Wait();
if (this->postUpdateThreadsRunning)
{
system->PostUpdate(this->currentInfo, this->entityCompMgr);
system.system->PostUpdate(this->currentInfo, this->entityCompMgr);
}
this->postUpdateStopBarrier->Wait();
}
Expand Down Expand Up @@ -598,13 +599,13 @@ void SimulationRunner::UpdateSystems()
{
GZ_PROFILE("PreUpdate");
for (auto& system : this->systemMgr->SystemsPreUpdate())
system->PreUpdate(this->currentInfo, this->entityCompMgr);
system.system->PreUpdate(this->currentInfo, this->entityCompMgr);
}

{
GZ_PROFILE("Update");
for (auto& system : this->systemMgr->SystemsUpdate())
system->Update(this->currentInfo, this->entityCompMgr);
system.system->Update(this->currentInfo, this->entityCompMgr);
}

{
Expand Down Expand Up @@ -922,6 +923,7 @@ void SimulationRunner::Step(const UpdateInfo &_info)
this->ProcessRecreateEntitiesCreate();

// Process entity removals.
this->systemMgr->ProcessRemovedEntities(this->entityCompMgr);
this->entityCompMgr.ProcessRemoveEntityRequests();

// Process components removals
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69 changes: 61 additions & 8 deletions src/SystemManager.cc
Original file line number Diff line number Diff line change
Expand Up @@ -113,16 +113,16 @@ size_t SystemManager::ActivatePendingSystems()
this->systemsConfigureParameters.push_back(system.configureParameters);

if (system.reset)
this->systemsReset.push_back(system.reset);
this->systemsReset.emplace_back(system.parentEntity, system.reset);

if (system.preupdate)
this->systemsPreupdate.push_back(system.preupdate);
this->systemsPreupdate.emplace_back(system.parentEntity, system.preupdate);

if (system.update)
this->systemsUpdate.push_back(system.update);
this->systemsUpdate.emplace_back(system.parentEntity, system.update);

if (system.postupdate)
this->systemsPostupdate.push_back(system.postupdate);
this->systemsPostupdate.emplace_back(system.parentEntity, system.postupdate);
}

this->pendingSystems.clear();
Expand Down Expand Up @@ -289,25 +289,25 @@ SystemManager::SystemsConfigureParameters()
}

//////////////////////////////////////////////////
const std::vector<ISystemReset *> &SystemManager::SystemsReset()
const std::vector<SystemHolder<ISystemReset>> &SystemManager::SystemsReset()
{
return this->systemsReset;
}

//////////////////////////////////////////////////
const std::vector<ISystemPreUpdate *>& SystemManager::SystemsPreUpdate()
const std::vector<SystemHolder<ISystemPreUpdate>>& SystemManager::SystemsPreUpdate()
{
return this->systemsPreupdate;
}

//////////////////////////////////////////////////
const std::vector<ISystemUpdate *>& SystemManager::SystemsUpdate()
const std::vector<SystemHolder<ISystemUpdate>>& SystemManager::SystemsUpdate()
{
return this->systemsUpdate;
}

//////////////////////////////////////////////////
const std::vector<ISystemPostUpdate *>& SystemManager::SystemsPostUpdate()
const std::vector<SystemHolder<ISystemPostUpdate>>& SystemManager::SystemsPostUpdate()
{
return this->systemsPostupdate;
}
Expand Down Expand Up @@ -409,3 +409,56 @@ void SystemManager::ProcessPendingEntitySystems()
}
this->systemsToAdd.clear();
}

template <typename T>
struct identity
{
using type = T;
};
//////////////////////////////////////////////////
/// TODO(arjo) - When we move to C++20 we can just use erase_if
/// Removes all items that match the given predicate.
/// This function runs in O(n) time and uses memory in-place
template<typename Tp>
void RemoveFromVectorIf(std::vector<Tp>& vec,
typename identity<std::function<bool(const Tp&)>>::type pred)
{
auto resizedVec = vec.size();
for(std::size_t i = 0; i < resizedVec; ++i) {
int j = 1;
while (pred(vec[i])) {
if (i+j >= vec.size()) {
break;
}
vec[i] = vec[i + j];
j++;
resizedVec--;
}
}

while (vec.size() > resizedVec) {
vec.pop_back();
}
}

//////////////////////////////////////////////////
void SystemManager::ProcessRemovedEntities(
const EntityComponentManager &_ecm)
{
RemoveFromVectorIf(this->systemsReset,
[&](const SystemHolder<ISystemReset>& system) {
return _ecm.IsMarkedForRemoval(system.parent);
});
RemoveFromVectorIf(this->systemsPreupdate,
[&](const SystemHolder<ISystemPreUpdate>& system) {
return _ecm.IsMarkedForRemoval(system.parent);
});
RemoveFromVectorIf(this->systemsUpdate,
[&](const SystemHolder<ISystemUpdate>& system) {
return _ecm.IsMarkedForRemoval(system.parent);
});
RemoveFromVectorIf(this->systemsPostupdate,
[&](const SystemHolder<ISystemPostUpdate>& system) {
return _ecm.IsMarkedForRemoval(system.parent);
});
}
28 changes: 20 additions & 8 deletions src/SystemManager.hh
Original file line number Diff line number Diff line change
Expand Up @@ -21,6 +21,7 @@

#include <memory>
#include <string>
#include <unordered_map>
#include <vector>

#include <sdf/Plugin.hh>
Expand All @@ -41,6 +42,14 @@ namespace gz
// Inline bracket to help doxygen filtering.
inline namespace GZ_SIM_VERSION_NAMESPACE {

template<typename IFace>
struct SystemHolder {
Entity parent;
IFace* system;

SystemHolder(Entity _parent, IFace* _iface): parent(_parent), system(_iface) {};
};

/// \brief Used to load / unload sysetms as well as iterate over them.
class GZ_SIM_VISIBLE SystemManager
{
Expand Down Expand Up @@ -124,19 +133,19 @@ namespace gz

/// \brief Get an vector of all active systems implementing "Reset"
/// \return Vector of systems' reset interfaces.
public: const std::vector<ISystemReset *>& SystemsReset();
public: const std::vector<SystemHolder<ISystemReset>>& SystemsReset();

/// \brief Get an vector of all active systems implementing "PreUpdate"
/// \return Vector of systems's pre-update interfaces.
public: const std::vector<ISystemPreUpdate *>& SystemsPreUpdate();
public: const std::vector<SystemHolder<ISystemPreUpdate>>& SystemsPreUpdate();

/// \brief Get an vector of all active systems implementing "Update"
/// \return Vector of systems's update interfaces.
public: const std::vector<ISystemUpdate *>& SystemsUpdate();
public: const std::vector<SystemHolder<ISystemUpdate>>& SystemsUpdate();

/// \brief Get an vector of all active systems implementing "PostUpdate"
/// \return Vector of systems's post-update interfaces.
public: const std::vector<ISystemPostUpdate *>& SystemsPostUpdate();
public: const std::vector<SystemHolder<ISystemPostUpdate>>& SystemsPostUpdate();

/// \brief Get an vector of all systems attached to a given entity.
/// \return Vector of systems.
Expand All @@ -145,6 +154,9 @@ namespace gz
/// \brief Process system messages and add systems to entities
public: void ProcessPendingEntitySystems();

public: void ProcessRemovedEntities(
const EntityComponentManager &_entityCompMgr);

/// \brief Implementation for AddSystem functions that takes an SDF
/// element. This calls the AddSystemImpl that accepts an SDF Plugin.
/// \param[in] _system Generic representation of a system.
Expand Down Expand Up @@ -194,16 +206,16 @@ namespace gz
systemsConfigureParameters;

/// \brief Systems implementing Reset
private: std::vector<ISystemReset *> systemsReset;
private: std::vector<SystemHolder<ISystemReset>> systemsReset;

/// \brief Systems implementing PreUpdate
private: std::vector<ISystemPreUpdate *> systemsPreupdate;
private: std::vector<SystemHolder<ISystemPreUpdate>> systemsPreupdate;

/// \brief Systems implementing Update
private: std::vector<ISystemUpdate *> systemsUpdate;
private: std::vector<SystemHolder<ISystemUpdate>> systemsUpdate;

/// \brief Systems implementing PostUpdate
private: std::vector<ISystemPostUpdate *> systemsPostupdate;
private: std::vector<SystemHolder<ISystemPostUpdate>> systemsPostupdate;

/// \brief System loader, for loading system plugins.
private: SystemLoaderPtr systemLoader;
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