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 non-thread-safe and should only be used within a single thread. Cross-thread calls are not supported.
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- Entity Management: 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
- Parallel Update: Process entity updates within a single logic system across multiple threads via the
@ParallelUpdateannotation
- Java: Version 21 or higher
- Maven: Version 3.6 or higher
- Dependencies:
- Log4j2 (2.25.3)
- Disruptor (3.4.4)
- JUnit 5 (for testing)
See the Maven Central badge above for the latest version, or visit Maven Central to copy the dependency snippet.
<dependency>
<groupId>top.kgame</groupId>
<artifactId>kgame-lib-ecs</artifactId>
<version><!-- use the version shown on Maven Central --></version>
</dependency>public class PositionComponent implements EcsComponent {
public float x, y, z;
}
public class HealthComponent implements EcsComponent {
public int currentHealth;
public int maxHealth;
}@SystemGroup(GameSystemGroup.class)
// Systems without @SystemGroup annotation belong to top-level systems,
// at the same level as SystemGroups, all scheduled directly by EcsWorld
public class MovementSystem extends EcsOneComponentUpdateSystem<PositionComponent> {
@Override
protected void update(Entity entity, PositionComponent position) {
// Update position logic
position.x += 1.0f;
}
}// EntityFactory implementations are automatically scanned and registered
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
// Note: Timestamp must be strictly increasing, must be greater than the last passed time
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:
int value()- Update interval time (milliseconds) - 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>[] value()- 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>[] value()- 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 that entity updates within a logic system may be executed in parallel across multiple threads
- Target:
EcsEntityUpdateSystemand its subclasses (such as the variousEcsXxxComponentUpdateSystem). Applying it to non-EcsEntityUpdateSystemtypes such asEcsSystemGrouporEcsStandaloneUpdateSystemcauses the framework to throwInvalidParallelUpdateAnnotationExceptionduring scanning. - Parameters:
Class<? extends ParallelUpdateExecutor> executor(): parallel executor type, defaultRangeParallelUpdateExecutor(contiguous slices). A built-inStrideParallelUpdateExecutor(interleaved indices) is also provided. Custom executors need a public constructor(ParallelUpdateExecutorManager), or must be pre-registered viaParallelUpdateExecutorManager#register(Class, instance).int minEntityCountPerBatch(): minimum entities per batch, must be> 0(default 256); otherwise the system throws during initialization. Caps task count so simple logic is not dominated by scheduling overhead.
- Description: For a system marked with this annotation, matching entities are iterated and processed in parallel across multiple threads within a single update; systems themselves still execute serially in their original order, only the per-entity processing inside a system runs in parallel. The following constraints must be met:
- The system's update logic must be thread-safe, since multiple entities are processed on different threads concurrently.
- Do not modify entity structure directly during parallel processing (e.g.
entity.addComponent,entity.removeComponent,world.requestDestroyEntity). Use deferred commands (addDelayCommand) instead. Command enqueueing is thread-safe, and the commands are executed serially on a single thread after the parallel iteration completes. - Avoid reading/writing cross-entity shared mutable state directly in update, unless you guarantee thread safety yourself.
@ParallelUpdate // default RangeParallelUpdateExecutor (contiguous slices)
// @ParallelUpdate(executor = StrideParallelUpdateExecutor.class, minEntityCountPerBatch = 128)
// @ParallelUpdate(executor = MyHashParallelUpdateExecutor.class)
public class MovementSystem extends EcsOneComponentUpdateSystem<PositionComponent> {
@Override
protected void update(EcsEntity entity, PositionComponent position) {
// Only mutate this entity's own component data, thread-safe
position.x += 1.0f;
// For structural changes, use deferred commands
// addDelayCommand(new EcsCommandAddComponent(entity, new TagComponent()), EcsCommandScope.SYSTEM);
}
}EntityFactory implementations are automatically scanned and registered by EcsWorld. No annotation is required. Simply implement the EntityFactory interface or extend BaseEntityFactory, and the framework will automatically discover and register your factory classes.
GServerECS provides various predefined system base classes:
EcsOneComponentUpdateSystem<T>: System handling entities with a single specified componentEcsTwoComponentUpdateSystem<T1, T2>: System handling entities with two specified componentsEcsThreeComponentUpdateSystem<T1, T2, T3>: System handling entities with three specified componentsEcsFourComponentUpdateSystem<T1, T2, T3, T4>: System handling entities with four specified componentsEcsFiveComponentUpdateSystem<T1, T2, T3, T4, T5>: System handling entities with five specified componentsEcsStandaloneUpdateSystem: Singleton update system, not bound to entities, executes once per world updateEcsExcludeComponentUpdateSystem<T>: System handling entities that do not contain the specified component TEcsInitializeSystem<T>: Entity initialization system, automatically adds initialization completion markerEcsDestroySystem<T>: Entity destruction system, handles entities marked for destructionEcsEntityUpdateSystem: Logic system base class, provides component filtering and entity query functionality
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
@SystemGroupannotation - Execution Order: Systems within a system group execute according to the order defined by
@Afterand@Beforeannotations - 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 @SystemGroup 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 EcsOneComponentUpdateSystem<MyComponent> {
@Override
protected void update(Entity entity, MyComponent component) {
// Add deferred command
addDelayCommand(new EcsCommandAddComponent(entity, new NewComponent()),
EcsCommandScope.SYSTEM);
}
}GServerECS provides the following four deferred commands:
- EcsCommandCreateEntity: Deferred entity creation
- EcsCommandDestroyEntity: Deferred entity destruction
- EcsCommandAddComponent: Deferred component addition
- EcsCommandRemoveComponent: 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 (EcsCommandCreateEntity, EcsCommandDestroyEntity, EcsCommandAddComponent, EcsCommandRemoveComponent)
- 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/top/kgame/lib/ecs/
โ โโโ annotation/ # Annotation definitions
โ โ โโโ After.java # System execution order control (after)
โ โ โโโ Before.java # System execution order control (before)
โ โ โโโ ParallelUpdate.java # Per-entity parallel update marker
โ โ โโโ Standalone.java # Standalone system marker
โ โ โโโ SystemGroup.java # System group marker
โ โ โโโ TickRate.java # System update interval
โ โโโ command/ # Deferred command system
โ โ โโโ EcsCommand.java # Command interface
โ โ โโโ EcsCommandBuffer.java # Command buffer
โ โ โโโ EcsCommandScope.java # Command scope
โ โ โโโ EcsCommandAddComponent.java
โ โ โโโ EcsCommandCreateEntity.java
โ โ โโโ EcsCommandDestroyEntity.java
โ โ โโโ EcsCommandRemoveComponent.java
โ โโโ core/ # Core implementation
โ โ โโโ ComponentFilter.java # Component filter
โ โ โโโ ComponentFilterMode.java # Filter mode
โ โ โโโ ComponentFilterParam.java # Filter parameter
โ โ โโโ EcsCleanable.java # Cleanable resource interface
โ โ โโโ EcsComponentManager.java # Component manager
โ โ โโโ EcsEntityManager.java # Entity manager
โ โ โโโ EcsSystemManager.java # System manager
โ โ โโโ EntityArchetype.java # Entity archetype
โ โ โโโ EntityFactory.java # Entity factory interface
โ โ โโโ EntityQuery.java # Entity query
โ โ โโโ ParallelUpdateExecutor.java # Abstract parallel update executor
โ โ โโโ ParallelUpdateExecutorManager.java # Creates and caches executors by Class
โ โ โโโ SystemScheduler.java # System scheduler
โ โโโ exception/ # Exception definitions
โ โโโ extensions/ # Extension functionality
โ โ โโโ component/ # Extension components (Initialized / Destroying)
โ โ โโโ entity/ # Extension entity factories (BaseEntityFactory)
โ โ โโโ parallel/ # Built-in parallel executors (Range contiguous / Stride interleaved)
โ โ โโโ system/ # Extension system base classes (N-Component / Init / Destroy, etc.)
โ โโโ tools/ # Utility classes (scanning, sorting, ClassUtils, etc.)
โ โโโ EcsComponent.java # Component interface
โ โโโ EcsEntity.java # Entity class
โ โโโ EcsSystem.java # System base class
โ โโโ EcsSystemGroup.java # System group base class
โ โโโ EcsEntityUpdateSystem.java # Logic system base (entity query & filter)
โ โโโ EcsStandaloneUpdateSystem.java # Singleton update system base
โ โโโ EcsWorld.java # ECS world
โโโ jmh/java/top/kgame/lib/ecsjmh/ # JMH core benchmarks (-Pjmh; not in default mvn test)
โโโ test/java/top/kgame/lib/ecstest/
โโโ logic/ # Functional / behavioral tests (default mvn test)
โ โโโ common/ # Shared utility tests
โ โโโ component/ # Component tests
โ โ โโโ add/ # Component add (immediately / delay)
โ โ โโโ remove/ # Component remove (immediately / delay)
โ โโโ entity/ # Entity tests
โ โ โโโ add/ # Entity add (immediately / delay)
โ โ โโโ remove/ # Entity remove (immediately / delay)
โ โโโ schedule/ # System scheduling & system-type tests
โ โโโ system/ # System order & interval tests
โ โโโ systemgroup/ # System group tests
โ โโโ core/ # Core functionality tests
โ โโโ dispose/ # Resource cleanup tests
โ โโโ isolated/ # Isolated scenarios (e.g. invalid ParallelUpdate)
โ โโโ util/ # Test utilities
โโโ performance/ # JUnit perf suite (-Pperf; not in default mvn test)
โโโ isolated/ # Isolated perf scenarios (archetype / lifecycle / mutation / parallelupdate / tickrate)
Reference JMH numbers for the EcsWorld.update hot path (AverageTime; lower is better). Results vary by machine and load โ use them as an order-of-magnitude guide. For change impact, compare before/after on the same machine via the script.
Environment: JDK 21.0.6 ยท JMH 1.37 ยท Forks=3 ยท Warmup 3ร1s ยท Measurement 5ร1s ยท Windows
| Benchmark | Entities | Score ยฑ Error | Unit |
|---|---|---|---|
WorldUpdateBenchmark.update |
1,000 | 37.154 ยฑ 1.018 | us/op |
WorldUpdateBenchmark.update |
10,000 | 410.430 ยฑ 3.563 | us/op |
ParallelWorldUpdateBenchmark.update |
2,000 | 206.805 ยฑ 16.509 | us/op |
ParallelWorldUpdateBenchmark.update |
8,000 | 870.761 ยฑ 97.554 | us/op |
Reproduce:
# Core JMH only (not part of default mvn test)
mvn -Pjmh test-compile exec:exec
# Or via the script (labels / diffs)
python scripts/run_performance_tests.py --profile core --label localFor the broader JUnit performance suite, see scripts/run_performance_tests.py --profile full. Default mvn test neither runs nor compiles performance tests / JMH (enabled only via -Pperf / -Pjmh).
- Multi-thread Support (In Progress)
- Entity-Component Framework Independent of System (Not Started)
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