GServerECS is an open-source ECS framework designed and developed specifically for game servers, implemented in Java. This framework provides complete ECS architecture support, including runtime component addition/removal, system execution order control, on-the-fly and deferred loading of entities/components, and other key features.
This framework is designed for game server scenarios. A single process can create multiple EcsWorld instances, each corresponding to a game room (Room) or scene (Scene). Each EcsWorld is designed to be thread-confined, accessible only within the thread that created it, and does not support cross-thread calls.
- Entity Management: Efficient entity creation, destruction, and lifecycle management
- Component System: Support for dynamic component addition/removal with type safety
- System Execution: Flexible system update mechanism with multiple execution modes
- Entity Prototypes: Component-based entity prototype system
- System Groups: Support for system group management, facilitating complex logic organization
- Execution Order Control: Precise control of system execution order through annotations
- Deferred Commands: Support for deferred execution of entity operation commands
- Entity Factories: Factory pattern for entity creation, simplifying entity instantiation
- Auto-scanning: Automatic discovery and registration of systems, components, and factories based on package scanning
- Java: Version 21 or higher
- Maven: Version 3.6 or higher
- Dependencies:
- Log4j2 (2.24.3+)
- JUnit 5 (for testing)
<dependency>
<groupId>top.kgame</groupId>
<artifactId>kgame-lib-ecs</artifactId>
<version>1.0.1</version>
</dependency>
public class PositionComponent implements EcsComponent {
public float x, y, z;
}
public class HealthComponent implements EcsComponent {
public int currentHealth;
public int maxHealth;
}
@UpdateInGroup(GameSystemGroup.class)
// Systems without @UpdateInGroup annotation belong to top-level systems,
// at the same level as SystemGroups, all scheduled directly by EcsWorld
public class MovementSystem extends EcsUpdateSystemOne<PositionComponent> {
@Override
protected void update(Entity entity, PositionComponent position) {
// Update position logic
position.x += 1.0f;
}
}
@EntityFactoryAttribute
public class PlayerFactory extends BaseEntityFactory {
@Override
protected Collection<EcsComponent> generateComponent() {
return List.of(new PositionComponent(), new HealthComponent());
}
@Override
public int typeId() {
return 1; // Factory type ID, must be unique within the same EcsWorld
}
}
public class GameSystemGroup extends EcsSystemGroup {
// System group implementation
@Override
protected void onStart() {
}
@Override
protected void onStop() {
}
}
public class Game {
private EcsWorld world;
public void init() {
// Create ECS world, specify package names to scan
world = EcsWorld.generateInstance("com.example.game");
// Can set custom context
world.setContext(this);
}
public void update(long currentTime) {
// Update ECS world
world.update(currentTime);
}
public void createPlayer() {
// Create player entity through factory
Entity player = world.createEntity(PlayerFactory.class);
}
public void cleanup() {
world.close();
}
}
// Get component
PositionComponent position = entity.getComponent(PositionComponent.class);
// Check component
if (entity.hasComponent(HealthComponent.class)) {
// Handle logic
}
// Add component
entity.addComponent(new HealthComponent());
// Remove component
entity.removeComponent(PositionComponent.class);
// Destroy entity
world.requestDestroyEntity(entity);
GServerECS provides rich annotations to control system behavior:
- Purpose: Marks an EcsSystem to execute updates within a specified EcsSystemGroup
- Target: EcsSystem classes
- Parameters:
Class<? extends EcsSystemGroup> value()
- System group type - Description: EcsSystem marked with this annotation will execute updates within the specified EcsSystemGroup. EcsSystem not marked with this annotation belong to top-level systems at the same level as EcsSystemGroup, scheduled by EcsWorld. Note: This annotation cannot be used on EcsSystemGroup classes, and nested SystemGroups are not currently supported.
- Purpose: Marks system update interval time
- Target: EcsSystem classes
- Parameters:
float interval()
- Update interval time (seconds) - Description: Systems marked with this annotation will execute updates after the specified time interval. Systems not marked with this annotation will execute every update cycle.
- Purpose: Marks EcsSystem to always execute updates, regardless of whether there are matching entities
- Target: EcsSystem classes
- Parameters: None
- Description: EcsSystem marked with this annotation will execute in every update cycle, even if no entities contain the components required by this EcsSystem. EcsSystem not marked with this annotation will only execute updates in each update cycle when there are entities containing the required components.
- Purpose: Marks EcsSystem to execute updates after specified EcsSystem within the same group
- Target: EcsSystem classes
- Parameters:
Class<? extends EcsSystem>[] systemTypes()
- Target system type array - Description: EcsSystem marked with this annotation will execute updates after the specified EcsSystem completes. EcsSystem with the same conditions will execute in dictionary order. Can be used in SystemGroup.
- Purpose: Marks EcsSystem to execute updates before specified EcsSystem within the same group
- Target: EcsSystem classes
- Parameters:
Class<? extends EcsSystem>[] systemTypes()
- Target system type array - Description: EcsSystem marked with this annotation will execute updates before the specified EcsSystem. EcsSystem with the same conditions will execute in dictionary order. Can be used in SystemGroup.
- Purpose: Marks entity factory classes for automatic scanning and registration
- Target: EntityFactory implementation classes
- Parameters: None
- Description: EntityFactory implementation classes marked with this annotation will be automatically scanned and registered to EcsWorld, and entities can be created through factory type ID or factory class.
GServerECS provides various predefined system base classes:
EcsUpdateSystemOne<T>
: System handling a single componentEcsUpdateSystemTwo<T1, T2>
: System handling two componentsEcsUpdateSystemThree<T1, T2, T3>
: System handling three componentsEcsUpdateSystemFour<T1, T2, T3, T4>
: System handling four componentsEcsUpdateSystemFive<T1, T2, T3, T4, T5>
: System handling five componentsEcsUpdateSystemSingle<T>
: System handling a single component (excluding other components)EcsUpdateSystemExcludeOne<T, E>
: System handling component T but excluding component EEcsInitializeSystem<T>
: Entity initialization systemEcsDestroySystem<T>
: Entity destruction systemEcsLogicSystem
: Logic system base class
System Groups (EcsSystemGroup) are an important mechanism in GServerECS for organizing and managing system execution. A system group is itself a system that can contain multiple subsystems and execute them in a specific order.
- Automatic Management: System groups automatically scan and manage all systems marked with the
@UpdateInGroup
annotation - Execution Order: Systems within a system group execute according to the order defined by
@UpdateAfterSystem
and@UpdateBeforeSystem
annotations - Lifecycle: System groups have complete lifecycle management, including initialization, updates, and destruction
- Dynamic Management: Support for adding and removing Systems at runtime
EcsWorld
โโโ Top-level Systems (without @UpdateInGroup annotation)
โ โโโ SystemA
โ โโโ SystemB
โโโ System Groups
โโโ GameSystemGroup
โ โโโ InputSystem
โ โโโ LogicSystem
โ โโโ RenderSystem
โโโ PhysicsSystemGroup
โโโ CollisionSystem
โโโ MovementSystem
GServerECS provides a complete deferred command system that allows safe execution of entity and component operations during system execution. Deferred commands execute within specified scopes, ensuring atomicity and consistency of operations.
public class MySystem extends EcsUpdateSystemOne<MyComponent> {
@Override
protected void update(Entity entity, MyComponent component) {
// Add deferred command
addDelayCommand(new SystemCommandAddComponent(entity, new NewComponent()),
EcsCommandScope.SYSTEM);
}
}
GServerECS provides the following four deferred commands:
- SystemCommandCreateEntity: Deferred entity creation
- SystemCommandDestroyEntity: Deferred entity destruction
- SystemCommandAddComponent: Deferred component addition
- SystemCommandRemoveComponent: Deferred component removal
Deferred commands support three scopes that control command execution timing:
SYSTEM
: System scope, commands execute after the current System completesSYSTEM_GROUP
: System group scope, commands execute after the current system group completesWORLD
: World scope, commands execute after the current world update completes
GServerECS divides entity operations into immediate effect and deferred effect modes:
- Entity Addition: Through
ecsworld.createEntity()
calls - Component Addition/Removal: Through direct calls to
entity.addComponent()
andentity.removeComponent()
- Effect Timing: Operations take effect immediately, accessible by other Systems after the current System completes
- Operation Method: Request destruction through
world.requestDestroyEntity()
- Effect Timing: Executes after the current world update completes, ensuring all Systems can process the entity
- All Operations: Execute through the deferred command system (SystemCommandCreateEntity, SystemCommandDestroyEntity, SystemCommandAddComponent, SystemCommandRemoveComponent)
- Effect Timing: Refer to the Deferred Command System section
The project includes comprehensive test cases demonstrating various functionality usage:
- Component Operation Tests: Demonstrates component addition and removal operations (immediate and deferred)
- Entity Operation Tests: Demonstrates entity creation and destruction operations (immediate and deferred)
- System Tests: Demonstrates system execution order control, update interval functionality, and complex system combination usage
- Resource Cleanup Tests: Demonstrates ECS world destruction and resource cleanup functionality
src/
โโโ main/java/org/kgame/lib/ecs/
โ โโโ annotation/ # Annotation definitions
โ โโโ command/ # Command system
โ โโโ core/ # Core implementation
โ โโโ exception/ # Exception definitions
โ โโโ extensions/ # Extension functionality
โ โโโ tools/ # Utility classes
โโโ test/java/org/kgame/lib/ecstest/
โโโ component/ # Component tests
โ โโโ add/ # Component addition tests
โ โโโ remove/ # Component removal tests
โโโ entity/ # Entity tests
โ โโโ add/ # Entity addition tests
โ โโโ remove/ # Entity removal tests
โโโ system/ # System tests
โ โโโ interval/ # System interval tests
โ โโโ mixed/ # Mixed system tests
โ โโโ order/ # System order tests
โ โโโ custom/ # Custom order tests
โ โโโ def/ # Default order tests
โโโ dispose/ # Resource cleanup tests
This project is licensed under the Apache License 2.0 - see the LICENSE file for details.
For questions or suggestions, please contact us through:
- Submit Issue: GitHub Issues
- Email: chinazhangk@gmail.com