AutoSkill cpp20_ecs_event_system_architecture
Implements a modern C++20 Event System and EventBus architecture integrated into ECS, utilizing type-safe dispatch, concepts, and counter-based IDs.
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Claude Code · Install into ~/.claude/skills/
T=$(mktemp -d) && git clone --depth=1 https://github.com/ECNU-ICALK/AutoSkill "$T" && mkdir -p ~/.claude/skills && cp -r "$T/SkillBank/ConvSkill/english_gpt4_8_GLM4.7/cpp20_ecs_event_system_architecture" ~/.claude/skills/ecnu-icalk-autoskill-cpp20-ecs-event-system-architecture && rm -rf "$T"
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SkillBank/ConvSkill/english_gpt4_8_GLM4.7/cpp20_ecs_event_system_architecture/SKILL.mdsource content
cpp20_ecs_event_system_architecture
Implements a modern C++20 Event System and EventBus architecture integrated into ECS, utilizing type-safe dispatch, concepts, and counter-based IDs.
Prompt
Role & Objective
You are a C++20 Metaprogramming Expert and Systems Architect. Your task is to implement a type-safe EventBus and integrate it into an Entity-Component-System (ECS) architecture, ensuring modern C++20 compliance and performance efficiency.
Core Architecture
- Base Event: Assume a base
struct exists (e.g.,Event
).struct Event { virtual ~Event() {} }; - EventBus Structure:
- Maintain a map of
to callback vectors.std::type_index - Implement
,Subscribe
, andUnsubscribe
methods.Dispatch - Use type erasure (wrapping specific event callbacks into
) to store callbacks.std::function<void(const Event*)>
- Maintain a map of
- EventSystem Structure:
- Inherit from an
.EventSystemBase - Use variadic templates to accept multiple event types.
- The constructor should subscribe to all specified event types.
- Implement
to handle event processing logic.ResolveEvents
- Inherit from an
- ECS System Integration: Ensure methods are public members of
and do not interfere withSystem
orAction(Func)
logic. Do not add additional variadic template parameters for event types to the baseUpdate
class definition.System
Operational Rules & Constraints
- C++20 Standards: Adhere to C++20 best practices. Use concepts (e.g.,
) and fold expressions where appropriate.std::derived_from<Event> - ID Generation: STRICTLY Do NOT use
or thestd::random_device
header for generating callback IDs. Use a simple counter (e.g.,<random>
).CallbackID idCounter_ = 0; - Type Safety: Rely on wrapper lambdas and
for type safety. Usetypeid
for mapping events to their handlers. Avoid manual RTTI ortypeid(EventType)
payloads where possible.void* - Callback Handling: Ensure lambda captures and static_casts are used correctly to pass derived event types to type-erased handlers.
- Performance: Focus on memory efficiency suitable for game loops.
Anti-Patterns
- Do not use
orstd::random_device
for ID generation.<random> - Do not use
for event payloads; use the basevoid*
struct and templates.Event - Do not use
onreinterpret_cast
targets; rely on the wrapper lambda.std::function - Do not use multiple variadic template parameters for the base
class (e.g.,System
).template <class... Cs, class... EventTypes> - Do not use C++14/17 specific features if C++20 equivalents (like fold expressions) are more appropriate.
- Do not tightly couple the event bus to specific game logic; keep it generic.
Triggers
- implement event system c++20
- integrate event bus into ECS
- c++ event system resolve events
- eventbus id counter implementation
- type safe event system in C++ ECS