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update readme
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README-RU.md
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README-RU.md
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# Классические C# Threads для [DragonECS](https://github.com/DCFApixels/DragonECS)
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# Классические C# Threads для [DragonECS](https://github.com/DCFApixels/DragonECS)
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| Languages: | [Русский](https://github.com/DCFApixels/DragonECS-ClassicThreads/blob/main/README-RU.md) | [English(WIP)](https://github.com/DCFApixels/DragonECS-ClassicThreads) |
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<table>
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| :--- | :--- | :--- |
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<tr></tr>
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<tr>
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<td colspan="3">Readme Languages:</td>
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</tr>
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<tr></tr>
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<tr>
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<td nowrap width="100">
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<a href="https://github.com/DCFApixels/DragonECS-ClassicThreads/blob/main/README-RU.md">
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<img src="https://github.com/user-attachments/assets/3c699094-f8e6-471d-a7c1-6d2e9530e721"></br>
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<span>Русский</span>
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</a>
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</td>
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<td nowrap width="100">
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<a href="https://github.com/DCFApixels/DragonECS-ClassicThreads">
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<img src="https://github.com/user-attachments/assets/30528cb5-f38e-49f0-b23e-d001844ae930"></br>
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<span>English</span>
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</a>
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</td>
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</tr>
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</table>
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</br>
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Поддержка обработки сущностей в нескольких потоках, на основе классической реализации потоков в C#.
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Поддержка обработки сущностей в нескольких потоках, на основе классической реализации потоков в C#.
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> [!WARNING]
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> [!WARNING]
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+ Поддержка NativeAOT
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+ Поддержка NativeAOT
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+ Игровые движки с C#: Unity, Godot, MonoGame и т.д.
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+ Игровые движки с C#: Unity, Godot, MonoGame и т.д.
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Протестированно:
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Протестировано:
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+ **Unity:** Минимальная версия 2020.1.0;
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+ **Unity:** Минимальная версия 2020.1.0;
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## Установка для Unity
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## Установка для Unity
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```
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```
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https://github.com/DCFApixels/DragonECS-ClassicThreads.git
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https://github.com/DCFApixels/DragonECS-ClassicThreads.git
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```
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```
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* ### В виде иходников
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* ### В виде исходников
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Фреймворк так же может быть добавлен в проект в виде исходников.
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Пакет так же может быть добавлен в проект в виде исходников.
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</br>
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</br>
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EcsThreadHandler _handler;
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EcsThreadHandler _handler;
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public void Run(EcsPipeline pipeline)
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public void Run(EcsPipeline pipeline)
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{
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{
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//Получение Аспекта и сцщностей для итерации.
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//Получение Аспекта и сущностей для итерации.
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var group = _world.Where(out Aspect a);
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var ee = _world.Where(out Aspect a);
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void Handler(ReadOnlySpan<int> entities)
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void Handler(ReadOnlySpan<int> entities)
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{
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{
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foreach (var e in entities)
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foreach (var e in entities)
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{
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{
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//Вычисления в отедльном потоке.
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//Вычисления в отдельном потоке.
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a.poses.Get(e).position += a.velocities.Read(e).value * _time.DeltaTime;
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a.poses.Get(e).position += a.velocities.Read(e).value * _time.DeltaTime;
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}
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}
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}
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}
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// Запускает параллельную итерацию по сущностям,
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// Запускает параллельную итерацию по сущностям,
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// сущности будут разбита на части с минимальным размером 1000.
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// сущности будут разбита на части с минимальным размером 1000.
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group.IterateParallel(_handler ??= Handler, 1000);
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ee.IterateParallel(_handler ??= Handler, 1000);
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}
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}
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```
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```
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> **NOTICE:** Чем меньше минимальный размер части группы при делении, тем больше потоков может быть задействовано, в некоторых ситуациях слишком много потоков может негативно повлиять на производительность.
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> Чем меньше минимальный размер части группы при делении, тем больше потоков может быть задействовано, в некоторых ситуациях слишком много потоков может негативно повлиять на производительность.
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> **NOTICE:** Внутри обработчика запрещено создавать/удалять сущности, запрещено добавлять/удалять компоненты на сущности. Допускается только модификация данных внутри компонентов.
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> Внутри обработчика запрещено создавать/удалять сущности, запрещено добавлять/удалять компоненты на сущности. Допускается только модификация данных внутри компонентов.
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39
README.md
39
README.md
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# Classic C# Threads for [DragonECS](https://github.com/DCFApixels/DragonECS)
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# Classic C# Threads for [DragonECS](https://github.com/DCFApixels/DragonECS)
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| Languages: | [Русский](https://github.com/DCFApixels/DragonECS-ClassicThreads/blob/main/README-RU.md) | [English(WIP)](https://github.com/DCFApixels/DragonECS-ClassicThreads) |
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<table>
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| :--- | :--- | :--- |
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<tr></tr>
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<tr>
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<td colspan="3">Readme Languages:</td>
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</tr>
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<tr></tr>
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<tr>
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<td nowrap width="100">
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<a href="https://github.com/DCFApixels/DragonECS-ClassicThreads/blob/main/README-RU.md">
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<img src="https://github.com/user-attachments/assets/7bc29394-46d6-44a3-bace-0a3bae65d755"></br>
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<span>Русский</span>
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</a>
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</td>
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<td nowrap width="100">
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<a href="https://github.com/DCFApixels/DragonECS-ClassicThreads">
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<img src="https://github.com/user-attachments/assets/3c699094-f8e6-471d-a7c1-6d2e9530e721"></br>
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<span>English</span>
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</a>
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</td>
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</tr>
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</table>
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</br>
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Support for processing entities in multiple threads, based on classic C# threads implementation.
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Support for processing entities in multiple threads, based on classic C# threads implementation.
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> **NOTICE:** The project is a work in progress, API may change.
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> **NOTICE:** The project is a work in progress, API may change.
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## Unity Installation
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## Unity Installation
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* ### Unity Package
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* ### Unity Package
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The framework can be installed as a Unity package by adding the Git URL [in the PackageManager](https://docs.unity3d.com/2023.2/Documentation/Manual/upm-ui-giturl.html) or manually adding it to `Packages/manifest.json`:
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The package can be installed as a Unity package by adding the Git URL [in the PackageManager](https://docs.unity3d.com/2023.2/Documentation/Manual/upm-ui-giturl.html) or manually adding it to `Packages/manifest.json`:
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```
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```
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https://github.com/DCFApixels/DragonECS-ClassicThreads.git
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https://github.com/DCFApixels/DragonECS-ClassicThreads.git
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```
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```
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* ### Source Code
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* ### Source Code
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The framework can also be added to the project as source code.
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The package can also be added to the project as source code.
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</br>
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</br>
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EcsThreadHandler _handler;
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EcsThreadHandler _handler;
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public void Run(EcsPipeline pipeline)
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public void Run(EcsPipeline pipeline)
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{
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{
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// Getting the Aspect and entities for iteration.
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var group = _world.Where(out Aspect a);
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var group = _world.Where(out Aspect a);
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void Handler(ReadOnlySpan<int> entities)
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void Handler(ReadOnlySpan<int> entities)
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{
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{
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foreach (var e in entities)
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foreach (var e in entities)
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{
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{
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// Computations in a separate thread.
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a.poses.Get(e).position += a.velocities.Read(e).value * _time.DeltaTime;
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a.poses.Get(e).position += a.velocities.Read(e).value * _time.DeltaTime;
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}
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}
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}
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}
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// Starts parallel iteration over entities,
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// entities will be split into parts with a minimum size of 1000.
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group.IterateParallel(_handler ??= Handler, 1000);
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group.IterateParallel(_handler ??= Handler, 1000);
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}
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}
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```
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```
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> **NOTICE:** The smaller the minimum size of the group part when dividing, the more threads can be utilized. In some situations, too many threads can negatively impact performance.
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> The smaller the minimum size of the group part when dividing, the more threads can be utilized. In some situations, too many threads can negatively impact performance.
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> **NOTICE:** Inside the handler, creating/deleting entities, adding/removing components on entities is prohibited. Only modification of data within components is allowed.
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> Inside the handler, creating/deleting entities, adding/removing components on entities is prohibited. Only modification of data within components is allowed.
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