Move entities to hashmap

This commit is contained in:
2026-04-15 08:09:00 +02:00
parent ab3baf5cbb
commit b211fbf2cd
2 changed files with 23 additions and 41 deletions

View File

@@ -6,6 +6,7 @@
#include <utils.hpp>
#include <object/entity.hpp>
#include <mutex>
#include <unordered_map>
namespace Game::State {
class GameState {
@@ -16,22 +17,19 @@ namespace Game::State {
template<typename Fn>
void withEntitiesLocked(Fn&& fn) {
std::scoped_lock lock(mMutex);
fn(mEntities);
fn(mEntityMap);
}
void sort(); // Sort entities by zIndex for correct rendering order
void wipe();
Object::Entity* getEntityByName(const std::string& name); // Get an entity by name, returns nullptr if no entity with the name exists
std::vector<Object::Entity*> getEntitiesSnapshot(bool sortByZIndex = false); // Get a stable snapshot of entity pointers for iteration outside the lock
// Update entity at index, by REFERENCE.
Object::Entity* getAtIndex(size_t at);
// Add an entity to the gamestate; Returns a temporary pointer to the entity added. Note that the validity of this pointer cannot be guaranteed after the first call.
// Add an entity to the gamestate; returns a pointer to the stored entity.
Object::Entity* addEntity(std::unique_ptr<Object::Entity> entity);
bool removeEntity(const std::string& name);
private:
mutable std::mutex mMutex; // Shared mutex for thread safety
std::vector<std::unique_ptr<Object::Entity>> mEntities;
std::unordered_map<std::string, std::unique_ptr<Object::Entity>> mEntityMap; // Own entities while allowing O(1) lookup by name
};
}