# Systems

Systems in an ECS are typically queries.\
So you can still use the `world.Query<Position, Velocity>()` shown in the "Hello World" example.

Using Systems is optional but they have some significant advantages.

**System features**

* Enable chaining multiple decoupled [QuerySystem](https://github.com/friflo/Friflo.Engine-docs/blob/main/api/QuerySystem.md) classes in a [SystemGroup](https://github.com/friflo/Friflo.Engine-docs/blob/main/api/SystemGroup.md).\
  Each group provide a [CommandBuffer](https://friflo.gitbook.io/friflo.engine.ecs/examples/optimization#commandbuffer).
* A system can have state - fields or properties - which can be used as parameters in `OnUpdate()`.\
  The system state can be serialized to JSON.
* Systems can be enabled/disabled or removed.\
  The order of systems in a group can be changed.
* Systems have performance monitoring build-in to measure execution times and memory allocations.\
  If enabled systems detected as bottleneck can be optimized.\
  A perf log (see example below) provide a clear overview of all systems their amount of entities and impact on performance.
* Multiple worlds can be added to a single [SystemRoot](https://github.com/friflo/Friflo.Engine-docs/blob/main/api/SystemRoot.md) instance.\
  `root.Update()` will execute every system on all worlds.

## Example

The example shows the setup of a small system hierarchy.\
Multiple systems can be added to a system hierarchy.

```csharp
public static void HelloSystem()
{
    var world = new EntityStore();
    for (int n = 0; n < 10; n++) {
        world.CreateEntity(new Position(n, 0, 0), new Velocity(), new Scale3());
    }
    var root = new SystemRoot(world) {
        new MoveSystem(),
    //  new PulseSystem(),
    //  new ... multiple systems can be added. The execution order still remains clear.
    };
    root.Update(default);
}
        
class MoveSystem : QuerySystem<Position, Velocity>
{
    protected override void OnUpdate() {
        Query.ForEachEntity((ref Position position, ref Velocity velocity, Entity entity) => {
            position.value += velocity.value;
        });
    }
}
```

A valuable strength of an ECS is establishing a clear and decoupled code structure.\
Adding the `PulseSystem` below to the `SystemRoot` above is trivial.\
This system uses a `foreach (var entity in Query.Entities)` as an alternative to `Query.ForEachEntity((...) => {...})`\
to iterate the query result.

The example also shows how to set a `Filter` in a system constructor to limit the query result to entities matching this `Filter`.\
See all available filters at the [QueryFilter - API](https://github.com/friflo/Friflo.Engine-docs/blob/main/api/QueryFilter.md).

```csharp
struct Pulsating : ITag { }

class PulseSystem : QuerySystem<Scale3>
{
    float frequency = 4f;
    
    public PulseSystem() => Filter.AnyTags(Tags.Get<Pulsating>());
    
    protected override void OnUpdate() {
        foreach (var entity in Query.Entities) {
            ref var scale = ref entity.GetComponent<Scale3>().value;
            scale = Vector3.One * (1 + 0.2f * MathF.Sin(frequency * Tick.time));
        }
    }
}
```

The system hierarchy can be modified at runtime.\
New systems can be added, inserted or removed.

```cs
    var root = new SystemRoot();
    var mySystem1 = new MySystem1();
    var mySystem2 = new MySystem2();
    root.Add(mySystem1);
    root.Insert(1, mySystem2);
    root.Remove(mySystem1);
```

To prevent running a system when executing `Update()` without changing the hierarchy a system can be disabled with

```cs
    system.Enabled = false;  
```

<br>

## System monitoring

System performance monitoring is disabled by default.\
To enable monitoring call:

```csharp
root.SetMonitorPerf(true);
```

When enabled system monitoring captures

* Number of system executions.
* System execution duration in ms.
* Memory heap allocations per system in bytes.
* The number of entities matching a query system.

### Realtime monitoring

In a game editor like Unity system monitoring is available in the **ECS System Set** component.

<details>

<summary>Screenshot: ECS System Set component in Play mode</summary>

![](https://raw.githubusercontent.com/friflo/Friflo.Engine.ECS/main/docs/images/SystemSet-Unity.png)

</details>

### Log monitoring

The performance statistics available at [SystemPerf](https://github.com/friflo/Friflo.Engine-docs/blob/main/api/SystemPerf.md).\
To get performance statistics on console use:

```csharp
root.Update(default);
Console.WriteLine(root.GetPerfLog());
```

The log result will look like:

```js
stores: 1                  on   last ms    sum ms   updates  last mem   sum mem  entities
---------------------      --  --------  --------  --------  --------  --------  --------
Systems [2]                 +     0.076     3.322        10       128      1392
| ScaleSystem               +     0.038     2.088        10        64       696     10000
| PositionSystem            +     0.038     1.222        10        64       696     10000
```

```
on                  + enabled  - disabled
last ms, sum ms     last/sum system execution time in ms
updates             number of executions
last mem, sum mem   last/sum allocated bytes
entities            number of entities matching a QuerySystem
```

<br>

## SystemRoot

The `SystemRoot` is a container of systems forming a hierarchy of systems.\
These systems are executed in their specified order.

Typically a `SystemRoot` operates on **single** `EntityStore` passed to its constructor.\
A system hierarchy can also operate on multiple `EntityStore`'s.\
Additional stores are added with `root.AddStore()`.

If needed a system hierarchy can be setup without any `EntityStore`.\
This enables creating the hierarchy without the need of an `EntityStore` at initialization phase.

<br>

## Update Execution

Execution of systems start always with the `SystemRoot`. *Info* - a `SystemRoot` is a `SystemGroup`.\
Its child systems are executed when calling `root.Update()`.\
The child systems of a `SystemGroup` are executed in the order added to the group.

```cs
    var root = new SystemRoot(store) {
        new MoveSystem(),
        new PulseSystem()
    };
    root.Update(default);
```

Each `QuerySystem` can **override** the following methods.

```cs
    protected   override void   OnUpdateGroupBegin() { } // called once per Update()
    protected   override void   OnUpdate()           { } // called for every store
    protected   override void   OnUpdateGroupEnd()   { } // called once per Update()
```

The execution of these methods of the group children is shown in the pseudo below.\
Each group has a single `CommandBuffer` per `EntityStore`.\
`CommandBuffer.Playback()` is called after execution of all `OnUpdate()` methods.

Execution order using a **single** `EntityStore`.

```cs
    foreach (var child in children) child.OnUpdateGroupBegin();

    foreach (var child in children) child.OnUpdate();

    store.CommandBuffer.Playback();

    foreach (var child in children) child.OnUpdateGroupEnd();
```

Execution order when using **multiple** `EntityStore`'s.

```cs
    foreach (var child in children) child.OnUpdateGroupBegin();

    foreach (var store in stores) {
        foreach (var child in children) child.OnUpdate();
    }
    foreach (var store in stores) {
        store.CommandBuffer.Playback();
    }
    foreach (var child in children) child.OnUpdateGroupEnd();
```

<br>

## Customize Systems

In cases a system requires code which goes beyond common `Query` execution a system can be customized.\
Therefor a system can override `OnAddStore()`

```cs
protected override void OnAddStore(EntityStore store)
```

Use cases for custom systems are:

* Handle user input.
* Moving the Camera. E.g. based on user input.
* Execute multiple / nested queries in a single system.\
  E.g. to detect collisions between two different entity sets and iterating both sets in nested loops.
* Need to make structural changes via the parent group `CommandBuffer`.
* Want direct access to an `EntityStore`.

### Extend `QuerySystem`

Example show how to extend a `QuerySystem` and execute a `customQuery`.\
A `QuerySystem` enable access to the `CommandBuffer`.

```cs
public static void CustomizeQuerySystem()
{
    var world = new EntityStore();
    world.CreateEntity(new Position(0, 0, 0));
    var root = new SystemRoot(world) {
        new CustomQuerySystem()
    };
    root.Update(default);
}

// The example shows how to create a custom QuerySystem that:
// - creates a customQuery and
// - make structural changes via the parent group CommandBuffer.
class CustomQuerySystem : QuerySystem
{
    private ArchetypeQuery<Position> customQuery;
    
    protected override void OnAddStore(EntityStore store) {
        customQuery = store.Query<Position>();
    }
    
    protected override void OnUpdate() {
        var buffer = CommandBuffer;
        // Executes the customQuery instead of the base class Query.
        customQuery.ForEachEntity((ref Position component1, Entity entity) => {
            buffer.AddComponent(entity.Id, new Velocity());
        });
    }
}
```

### Extend `BaseSystem`

Example shows how to extend a `BaseSystem` to call arbitrary methods on the `EntityStore`.\
In this case to deal with `UniqueEntity`'s.\
\&#xNAN;*Note:* A `BaseSystem` has no access to the `CommandBuffer`.

```cs
public static void CustomizeBaseSystem()
{
    var world = new EntityStore();
    world.CreateEntity(new UniqueEntity("Camera"), new Position(0, 0, 0));
    var root = new SystemRoot(world) {
        new CameraSystem()
    };
    root.Update(default);
}

// Example of a system that does not require a Query.
// E.g. find and access a UniqueEntity as shown below. 
class CameraSystem : BaseSystem
{
    private Entity camera;
    
    protected override void OnAddStore(EntityStore store) {
        camera = store.GetUniqueEntity("Camera");
    }
    
    protected override void OnUpdateGroup() {
        ref var position = ref camera.GetComponent<Position>();
        // Update camera position based on user input
    }
}
```
