Using memory arena in the game that supports hot reload
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+42
-46
@@ -18,57 +18,53 @@
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constexpr Juliet::Class entityKind##entity(#entity, sizeof(#entity) / sizeof(char)); \
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const Juliet::Class* entity::Kind = &entityKind##entity;
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namespace Game
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using DerivedType = void*;
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struct Entity final
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{
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using DerivedType = void*;
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EntityID ID;
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const Juliet::Class* Kind;
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DerivedType Derived;
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float X, Y;
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};
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struct Entity final
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{
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EntityID ID;
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const Juliet::Class* Kind;
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DerivedType Derived;
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float X, Y;
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};
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template <typename EntityType>
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concept EntityConcept = requires(EntityType entity) {
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requires std::same_as<decltype(entity.Kind), const Juliet::Class*>;
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requires std::same_as<decltype(entity.Base), Entity*>;
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};
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template <typename EntityType>
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concept EntityConcept = requires(EntityType entity) {
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requires std::same_as<decltype(entity.Kind), const Juliet::Class*>;
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requires std::same_as<decltype(entity.Base), Entity*>;
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};
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template <typename EntityType>
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requires EntityConcept<EntityType>
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bool IsA(const Entity* entity)
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{
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return entity->Kind == EntityType::Kind;
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}
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template <typename EntityType>
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requires EntityConcept<EntityType>
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bool IsA(const Entity* entity)
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{
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return entity->Kind == EntityType::Kind;
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}
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template <typename EntityType>
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requires EntityConcept<EntityType>
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EntityType* MakeEntity(EntityManager& manager, float x, float y)
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{
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auto* arena = manager.Arena;
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EntityType* result = Juliet::ArenaPushStruct<EntityType>(arena);
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Entity base;
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base.X = x;
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base.Y = y;
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base.Derived = result;
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base.Kind = EntityType::Kind;
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manager.Entities.PushBack(base);
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template <typename EntityType>
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requires EntityConcept<EntityType>
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EntityType* MakeEntity(EntityManager& manager, float x, float y)
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{
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auto* arena = manager.Arena;
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EntityType* result = Juliet::ArenaPushStruct<EntityType>(arena);
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Entity base;
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base.X = x;
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base.Y = y;
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base.Derived = result;
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base.Kind = EntityType::Kind;
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manager.Entities.PushBack(base);
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result->Base = manager.Entities.Back();
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result->Base = manager.Entities.Back();
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RegisterEntity(manager, &base);
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RegisterEntity(manager, &base);
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return result;
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}
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return result;
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}
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template <typename EntityType>
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requires EntityConcept<EntityType>
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EntityType* DownCast(Entity* entity)
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{
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Assert(IsA<EntityType>(entity));
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return static_cast<EntityType*>(entity->Derived);
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}
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} // namespace Game
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template <typename EntityType>
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requires EntityConcept<EntityType>
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EntityType* DownCast(Entity* entity)
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{
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Assert(IsA<EntityType>(entity));
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return static_cast<EntityType*>(entity->Derived);
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}
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