The read half of the store, which is all World.entities hands out.
The write half — add, update, remove — is the world's alone, because
every write has bookkeeping beside it that a caller cannot see: the
interpolation history, the landed set, the rails epoch. A door that skips
that bookkeeping is exactly as wide as the one that does it, so there is no
such door on the type. The writers are spawn, spawnShip, teleport,
reframeEntity, setControl, setThrottle, setFlightAssist and
killRotation.
Members
constructor
dynamicIdCounteraccessor
sizeaccessor
add
- entityEntity
- Undocumented
all
clear
get
- idEntityId
- Undocumented
has
- idEntityId
- Undocumented
nextDynamicIndex
Allocate the next dynamic entity id. Persisted, so replays agree.
ordered
Entities in id order, not insertion order.
Simulation systems iterate this. Insertion order depends on which entity happened to be spawned first, which depends on load order — sorting makes the step deterministic even once entities start interacting.
remove
- idEntityId
- Undocumented
require
- idEntityId
- Undocumented
restoreDynamicIdCounter
- valuenumber
- Undocumented