保留 Tick 作为唯一入口,但让 SimulationWorld 只做 orchestration

- Tick 仍然是唯一仿真入口。SimulationWorld 顶层现在只保留全局开关、bridge 服务和生命周期入口,原来散落在类上的大部分跨域状态已经从 SimulationWorld 收口到新的 SimulationWorld.RuntimeModules。
- 新的 runtime modules 把状态按域分成了 SimulationStateStore、JobDataRuntimeState、CollisionPipelineRuntimeState、TargetSelectionRuntimeState,并通过同名代理把现有 partial 的调用面基本保持不变。
- CollisionPipeline 和 target-selection 的配置也一起下沉到了运行时模块。为了避免现有反射型测试立刻失效,保留了 _collisionQueryInputs 和 _areaCollisionRequests 这两个顶层兼容字段。
This commit is contained in:
SepComet 2026-03-17 10:05:07 +08:00
parent 736a2a65bd
commit 224db4cd5c
9 changed files with 287 additions and 171 deletions

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@ -1,39 +1,18 @@
using System.Collections.Generic;
using Unity.Collections;
using Unity.Mathematics;
namespace Simulation
{
public sealed partial class SimulationWorld
{
// Shared native buffers, collision stats, and channel-level constants.
// Shared channel constants plus compatibility fields still reflected by tests.
private const int CollisionSourceTypeProjectile = 1;
private const int CollisionSourceTypeArea = 2;
private const int CollisionShapeCircle = 0;
private const int CollisionShapeSector = 1;
private NativeList<EnemyJobInputData> _enemyJobInputs;
private NativeList<EnemyJobOutputData> _enemyJobOutputs;
private NativeList<EnemyJobOutputData> _enemyJobSeparationOutputs;
private NativeList<float2> _enemySeparationPreviousPushes;
private NativeList<float2> _enemySeparationCurrentPushes;
private NativeList<ProjectileJobInputData> _projectileJobInputs;
private NativeList<ProjectileJobOutputData> _projectileJobOutputs;
// Kept as top-level fields because current regression tests reflect them directly.
private NativeList<CollisionQueryData> _collisionQueryInputs;
private NativeList<CollisionCandidateData> _collisionCandidates;
private NativeParallelMultiHashMap<long, int> _enemySeparationBuckets;
private NativeParallelMultiHashMap<long, int> _enemyCollisionBuckets;
private readonly List<AreaCollisionRequestData> _areaCollisionRequests = new(16);
private readonly List<AreaCollisionHitEventData> _areaCollisionHitEvents = new(32);
private readonly HashSet<long> _areaCollisionHitDedupKeys = new();
private int _lastCollisionQueryCount;
private int _lastProjectileCollisionQueryCount;
private int _lastAreaCollisionQueryCount;
private int _lastCollisionCandidateCount;
private int _lastProjectileCollisionCandidateCount;
private int _lastAreaCollisionCandidateCount;
private int _lastResolvedAreaHitCount;
private float _lastCollisionCellSize;
private bool _lastCollisionHasEnemyTargets;
}
}

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@ -1,6 +1,3 @@
using Unity.Jobs;
using UnityEngine;
namespace Simulation
{
public sealed partial class SimulationWorld
@ -9,37 +6,5 @@ namespace Simulation
// Request buffering, broad-phase scheduling, resolve, and presentation
// dispatch live in dedicated partial files under Jobs/.
private const int PlayerEntityId = -1;
private JobHandle _collisionCandidateQueryHandle;
private bool _collisionCandidateQueryScheduled;
[Header("Projectile Collision Query")]
[Tooltip("Projectile broad-phase collision query radius.")]
[SerializeField]
private float _projectileCollisionQueryRadius = 0.35f;
[Tooltip("Maximum retained candidates per projectile query.")]
[SerializeField]
private int _projectileMaxCandidatesPerQuery = 1;
[Tooltip("Broad-phase bucket cell size. <=0 derives from query radius.")]
[SerializeField]
private float _projectileCollisionCellSize = 0f;
[Header("Projectile Hit Event Dispatch")]
[Tooltip("Dispatch projectile hit presentation event.")]
[SerializeField]
private bool _dispatchProjectileHitPresentationEvent = true;
[Tooltip("Request hit marker when projectile hits.")]
[SerializeField]
private bool _dispatchProjectileHitMarkerEvent = true;
[Tooltip("Request hit effect when projectile hits.")]
[SerializeField]
private bool _dispatchProjectileHitEffectEvent = true;
[Tooltip("Default hit effect entity type id in presentation event. 0 means not specified.")]
[SerializeField]
private int _projectileHitPresentationEffectTypeId = 0;
}
}

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@ -0,0 +1,109 @@
using Components;
using Entity;
using Entity.EntityData;
using UnityEngine;
namespace Simulation
{
public sealed partial class SimulationWorld
{
#region Entity To Sim Data
private static EnemySimData CreateEnemyInitialSimData(EnemyBase enemy, EnemyData enemyData)
{
Transform enemyTransform = enemy.CachedTransform;
MovementComponent movementComponent = enemy.GetComponent<MovementComponent>();
float speed = 0f;
if (enemyData != null)
{
speed = enemyData.SpeedBase;
}
else if (movementComponent != null)
{
speed = movementComponent.Speed;
}
float attackRange = enemy.AttackRange > 0f
? enemy.AttackRange
: DefaultAttackRange;
return new EnemySimData
{
EntityId = enemy.Id,
Position = enemyTransform.position,
Forward = enemyTransform.forward,
Rotation = enemyTransform.rotation,
Speed = speed,
AttackRange = attackRange,
AvoidEnemyOverlap = movementComponent != null && movementComponent.AvoidEnemyOverlap,
EnemyBodyRadius = movementComponent != null ? movementComponent.EnemyBodyRadius : 0.45f,
SeparationIterations = movementComponent != null ? movementComponent.SeparationIterations : 2,
TargetType = 0,
State = EnemyStateIdle
};
}
private static ProjectileSimData CreateProjectileInitialSimData(EntityBase projectileEntity, object userData)
{
Vector3 forward = projectileEntity.CachedTransform.forward;
int ownerEntityId = 0;
Vector3 velocity = Vector3.zero;
float speed = 0f;
float lifeTime = 0f;
if (userData is EnemyProjectileData enemyProjectileData)
{
ownerEntityId = enemyProjectileData.OwnerEntityId;
Vector3 direction = enemyProjectileData.Direction;
direction.y = 0f;
if (direction.sqrMagnitude > Mathf.Epsilon)
{
direction.Normalize();
forward = direction;
}
else if (forward.sqrMagnitude > Mathf.Epsilon)
{
forward = forward.normalized;
}
else
{
forward = Vector3.forward;
}
speed = Mathf.Max(0f, enemyProjectileData.Speed);
velocity = forward * speed;
lifeTime = Mathf.Max(0f, enemyProjectileData.LifeTime);
}
return new ProjectileSimData
{
EntityId = projectileEntity.Id,
OwnerEntityId = ownerEntityId,
Position = projectileEntity.CachedTransform.position,
Forward = forward,
Velocity = velocity,
Speed = speed,
LifeTime = lifeTime,
Age = 0f,
Active = true,
RemainingLifetime = lifeTime,
State = ProjectileStateActive
};
}
private static PickupSimData CreatePickupInitialSimData(EntityBase pickupEntity)
{
return new PickupSimData
{
EntityId = pickupEntity.Id,
Position = pickupEntity.CachedTransform.position,
PickupRadius = 0.35f,
State = 0
};
}
#endregion
}
}

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@ -0,0 +1,11 @@
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@ -0,0 +1,151 @@
using System;
using System.Collections.Generic;
using Unity.Collections;
using Unity.Jobs;
using Unity.Mathematics;
using UnityEngine;
namespace Simulation
{
public sealed partial class SimulationWorld
{
[SerializeField] private CollisionPipelineSettings _collisionPipelineSettings = new();
[SerializeField] private TargetSelectionSettings _targetSelectionSettings = new();
private readonly SimulationStateStore _simulationState = new();
private readonly JobDataRuntimeState _jobDataRuntime = new();
private readonly CollisionPipelineRuntimeState _collisionPipelineRuntime = new();
private readonly TargetSelectionRuntimeState _targetSelectionRuntime = new();
private List<EnemySimData> _enemies => _simulationState.Enemies;
private List<ProjectileSimData> _projectiles => _simulationState.Projectiles;
private List<PickupSimData> _pickups => _simulationState.Pickups;
private List<int> _projectileRecycleEntityIds => _simulationState.ProjectileRecycleEntityIds;
private HashSet<int> _projectileResolvedEntityIds => _collisionPipelineRuntime.ProjectileResolvedEntityIds;
private EntityBinding EnemyBinding => _simulationState.EnemyBinding;
private EntityBinding ProjectileBinding => _simulationState.ProjectileBinding;
private EntityBinding PickupBinding => _simulationState.PickupBinding;
private ref NativeList<EnemyJobInputData> _enemyJobInputs => ref _jobDataRuntime.EnemyJobInputs;
private ref NativeList<EnemyJobOutputData> _enemyJobOutputs => ref _jobDataRuntime.EnemyJobOutputs;
private ref NativeList<EnemyJobOutputData> _enemyJobSeparationOutputs => ref _jobDataRuntime.EnemyJobSeparationOutputs;
private ref NativeList<float2> _enemySeparationPreviousPushes => ref _jobDataRuntime.EnemySeparationPreviousPushes;
private ref NativeList<float2> _enemySeparationCurrentPushes => ref _jobDataRuntime.EnemySeparationCurrentPushes;
private ref NativeList<ProjectileJobInputData> _projectileJobInputs => ref _jobDataRuntime.ProjectileJobInputs;
private ref NativeList<ProjectileJobOutputData> _projectileJobOutputs => ref _jobDataRuntime.ProjectileJobOutputs;
private ref NativeList<CollisionCandidateData> _collisionCandidates => ref _jobDataRuntime.CollisionCandidates;
private ref NativeParallelMultiHashMap<long, int> _enemySeparationBuckets => ref _jobDataRuntime.EnemySeparationBuckets;
private ref NativeParallelMultiHashMap<long, int> _enemyCollisionBuckets => ref _jobDataRuntime.EnemyCollisionBuckets;
private List<AreaCollisionHitEventData> _areaCollisionHitEvents => _jobDataRuntime.AreaCollisionHitEvents;
private HashSet<long> _areaCollisionHitDedupKeys => _jobDataRuntime.AreaCollisionHitDedupKeys;
private ref int _lastCollisionQueryCount => ref _jobDataRuntime.LastCollisionQueryCount;
private ref int _lastProjectileCollisionQueryCount => ref _jobDataRuntime.LastProjectileCollisionQueryCount;
private ref int _lastAreaCollisionQueryCount => ref _jobDataRuntime.LastAreaCollisionQueryCount;
private ref int _lastCollisionCandidateCount => ref _jobDataRuntime.LastCollisionCandidateCount;
private ref int _lastProjectileCollisionCandidateCount => ref _jobDataRuntime.LastProjectileCollisionCandidateCount;
private ref int _lastAreaCollisionCandidateCount => ref _jobDataRuntime.LastAreaCollisionCandidateCount;
private ref int _lastResolvedAreaHitCount => ref _jobDataRuntime.LastResolvedAreaHitCount;
private ref float _lastCollisionCellSize => ref _jobDataRuntime.LastCollisionCellSize;
private ref bool _lastCollisionHasEnemyTargets => ref _jobDataRuntime.LastCollisionHasEnemyTargets;
private ref JobHandle _collisionCandidateQueryHandle => ref _collisionPipelineRuntime.CollisionCandidateQueryHandle;
private ref bool _collisionCandidateQueryScheduled => ref _collisionPipelineRuntime.CollisionCandidateQueryScheduled;
private ref NativeParallelMultiHashMap<long, int> _enemyTargetBuckets => ref _targetSelectionRuntime.EnemyTargetBuckets;
private ref bool _enemyTargetBucketsDirty => ref _targetSelectionRuntime.EnemyTargetBucketsDirty;
private float _projectileCollisionQueryRadius => _collisionPipelineSettings.ProjectileCollisionQueryRadius;
private int _projectileMaxCandidatesPerQuery => _collisionPipelineSettings.ProjectileMaxCandidatesPerQuery;
private float _projectileCollisionCellSize => _collisionPipelineSettings.ProjectileCollisionCellSize;
private bool _dispatchProjectileHitPresentationEvent => _collisionPipelineSettings.DispatchProjectileHitPresentationEvent;
private bool _dispatchProjectileHitMarkerEvent => _collisionPipelineSettings.DispatchProjectileHitMarkerEvent;
private bool _dispatchProjectileHitEffectEvent => _collisionPipelineSettings.DispatchProjectileHitEffectEvent;
private int _projectileHitPresentationEffectTypeId => _collisionPipelineSettings.ProjectileHitPresentationEffectTypeId;
private float _targetSelectionCellSize => _targetSelectionSettings.CellSize;
[Serializable]
private sealed class CollisionPipelineSettings
{
[Header("Projectile Collision Query")]
[Tooltip("Projectile broad-phase collision query radius.")]
public float ProjectileCollisionQueryRadius = 0.35f;
[Tooltip("Maximum retained candidates per projectile query.")]
public int ProjectileMaxCandidatesPerQuery = 1;
[Tooltip("Broad-phase bucket cell size. <=0 derives from query radius.")]
public float ProjectileCollisionCellSize = 0f;
[Header("Projectile Hit Event Dispatch")]
[Tooltip("Dispatch projectile hit presentation event.")]
public bool DispatchProjectileHitPresentationEvent = true;
[Tooltip("Request hit marker when projectile hits.")]
public bool DispatchProjectileHitMarkerEvent = true;
[Tooltip("Request hit effect when projectile hits.")]
public bool DispatchProjectileHitEffectEvent = true;
[Tooltip("Default hit effect entity type id in presentation event. 0 means not specified.")]
public int ProjectileHitPresentationEffectTypeId;
}
[Serializable]
private sealed class TargetSelectionSettings
{
[Header("Target Selection")]
[Tooltip("Spatial hash cell size for nearest-enemy queries.")]
public float CellSize = 2f;
}
private sealed class SimulationStateStore
{
public readonly List<EnemySimData> Enemies = new();
public readonly List<ProjectileSimData> Projectiles = new();
public readonly List<PickupSimData> Pickups = new();
public readonly List<int> ProjectileRecycleEntityIds = new();
public readonly EntityBinding EnemyBinding = new();
public readonly EntityBinding ProjectileBinding = new();
public readonly EntityBinding PickupBinding = new();
}
private sealed class JobDataRuntimeState
{
public NativeList<EnemyJobInputData> EnemyJobInputs;
public NativeList<EnemyJobOutputData> EnemyJobOutputs;
public NativeList<EnemyJobOutputData> EnemyJobSeparationOutputs;
public NativeList<float2> EnemySeparationPreviousPushes;
public NativeList<float2> EnemySeparationCurrentPushes;
public NativeList<ProjectileJobInputData> ProjectileJobInputs;
public NativeList<ProjectileJobOutputData> ProjectileJobOutputs;
public NativeList<CollisionCandidateData> CollisionCandidates;
public NativeParallelMultiHashMap<long, int> EnemySeparationBuckets;
public NativeParallelMultiHashMap<long, int> EnemyCollisionBuckets;
public readonly List<AreaCollisionHitEventData> AreaCollisionHitEvents = new(32);
public readonly HashSet<long> AreaCollisionHitDedupKeys = new();
public int LastCollisionQueryCount;
public int LastProjectileCollisionQueryCount;
public int LastAreaCollisionQueryCount;
public int LastCollisionCandidateCount;
public int LastProjectileCollisionCandidateCount;
public int LastAreaCollisionCandidateCount;
public int LastResolvedAreaHitCount;
public float LastCollisionCellSize;
public bool LastCollisionHasEnemyTargets;
}
private sealed class CollisionPipelineRuntimeState
{
public JobHandle CollisionCandidateQueryHandle;
public bool CollisionCandidateQueryScheduled;
public readonly HashSet<int> ProjectileResolvedEntityIds = new();
}
private sealed class TargetSelectionRuntimeState
{
public NativeParallelMultiHashMap<long, int> EnemyTargetBuckets;
public bool EnemyTargetBucketsDirty = true;
}
}
}

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@ -0,0 +1,11 @@
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@ -1,7 +1,5 @@
using Components;
using Entity;
using Entity.EntityData;
using UnityEngine;
namespace Simulation
{
@ -103,41 +101,6 @@ namespace Simulation
return true;
}
private static EnemySimData CreateEnemyInitialSimData(EnemyBase enemy, EnemyData enemyData)
{
Transform enemyTransform = enemy.CachedTransform;
MovementComponent movementComponent = enemy.GetComponent<MovementComponent>();
float speed = 0f;
if (enemyData != null)
{
speed = enemyData.SpeedBase;
}
else if (movementComponent != null)
{
speed = movementComponent.Speed;
}
float attackRange = enemy != null && enemy.AttackRange > 0f
? enemy.AttackRange
: DefaultAttackRange;
return new EnemySimData
{
EntityId = enemy.Id,
Position = enemyTransform.position,
Forward = enemyTransform.forward,
Rotation = enemyTransform.rotation,
Speed = speed,
AttackRange = attackRange,
AvoidEnemyOverlap = movementComponent != null && movementComponent.AvoidEnemyOverlap,
EnemyBodyRadius = movementComponent != null ? movementComponent.EnemyBodyRadius : 0.45f,
SeparationIterations = movementComponent != null ? movementComponent.SeparationIterations : 2,
TargetType = 0,
State = EnemyStateIdle
};
}
#endregion
#region Projectile Simulation State
@ -196,55 +159,6 @@ namespace Simulation
RemoveProjectileByEntityId(entityId);
}
private static ProjectileSimData CreateProjectileInitialSimData(EntityBase projectileEntity, object userData)
{
Vector3 forward = projectileEntity.CachedTransform.forward;
int ownerEntityId = 0;
Vector3 velocity = Vector3.zero;
float speed = 0f;
float lifeTime = 0f;
if (userData is EnemyProjectileData enemyProjectileData)
{
ownerEntityId = enemyProjectileData.OwnerEntityId;
Vector3 direction = enemyProjectileData.Direction;
direction.y = 0f;
if (direction.sqrMagnitude > Mathf.Epsilon)
{
direction.Normalize();
forward = direction;
}
else if (forward.sqrMagnitude > Mathf.Epsilon)
{
forward = forward.normalized;
}
else
{
forward = Vector3.forward;
}
speed = Mathf.Max(0f, enemyProjectileData.Speed);
velocity = forward * speed;
lifeTime = Mathf.Max(0f, enemyProjectileData.LifeTime);
}
return new ProjectileSimData
{
EntityId = projectileEntity.Id,
OwnerEntityId = ownerEntityId,
Position = projectileEntity.CachedTransform.position,
Forward = forward,
Velocity = velocity,
Speed = speed,
LifeTime = lifeTime,
Age = 0f,
Active = true,
RemainingLifetime = lifeTime,
State = ProjectileStateActive
};
}
#endregion
#region Pickup Simulation State
@ -303,17 +217,6 @@ namespace Simulation
RemovePickupByEntityId(entityId);
}
private static PickupSimData CreatePickupInitialSimData(EntityBase pickupEntity)
{
return new PickupSimData
{
EntityId = pickupEntity.Id,
Position = pickupEntity.CachedTransform.position,
PickupRadius = 0.35f,
State = 0
};
}
#endregion
}
}

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@ -6,11 +6,6 @@ namespace Simulation
{
public sealed partial class SimulationWorld
{
private NativeParallelMultiHashMap<long, int> _enemyTargetBuckets;
private bool _enemyTargetBucketsDirty = true;
[SerializeField] private float _targetSelectionCellSize = 2f;
public bool TryGetNearestEnemyEntityId(Vector3 origin, float maxSqrRange, out int enemyEntityId)
{
enemyEntityId = 0;

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@ -9,7 +9,9 @@ namespace Simulation
{
// Partial layout:
// - SimulationWorld.cs: 核心状态、常量和 Unity 生命周期入口点。
// - SimulationWorld.RuntimeModules.cs: 运行时域对象、配置和状态代理。
// - SimulationWorld.SimEntityState.cs: 模拟状态的增删改查和生命周期注册。
// - SimulationWorld.EntityToSimData.cs: Unity 实体到 sim data 的初始化适配。
// - SimulationWorld.EntitySync.cs: GameFramework 实体 show/hide 事件桥。
// - SimulationWorld.TargetSelectionSpatialIndex.cs: 最近敌空间索引查询。
// - Presentation/SimulationWorld.TransformSync.cs: late-update transform 同步桥。
@ -42,16 +44,6 @@ namespace Simulation
private TransformSync _transformSync;
private HitPresentation _hitPresentation;
private readonly List<EnemySimData> _enemies = new List<EnemySimData>();
private readonly List<ProjectileSimData> _projectiles = new List<ProjectileSimData>();
private readonly List<PickupSimData> _pickups = new List<PickupSimData>();
private readonly List<int> _projectileRecycleEntityIds = new List<int>();
private readonly HashSet<int> _projectileResolvedEntityIds = new HashSet<int>();
private EntityBinding EnemyBinding { get; } = new EntityBinding();
private EntityBinding ProjectileBinding { get; } = new EntityBinding();
private EntityBinding PickupBinding { get; } = new EntityBinding();
public IReadOnlyList<EnemySimData> Enemies => _enemies;
public IReadOnlyList<ProjectileSimData> Projectiles => _projectiles;
public IReadOnlyList<PickupSimData> Pickups => _pickups;