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Cross-world ECS access — global world from scene systems, propagation, bridge components, PersistentEntities. Use when scene systems need global-world state, implementing propagation, or using ISceneIsCurrentListener.
---
name: cross-world-ecs-access
description: "Cross-world ECS access — global world from scene systems, propagation, bridge components, PersistentEntities. Use when scene systems need global-world state, implementing propagation, or using ISceneIsCurrentListener."
user-invocable: false
---
# Cross-World ECS Access
## Sources
- `docs/architecture-overview.md` — World architecture (global vs scene worlds)
- `docs/development-guide.md` — ECS system design, component mutation rules
---
## Injection Chain
The global world reaches scene systems through a plugin injection chain:
1. `DynamicWorldContainer` creates the global `World` and `GlobalWorldFactory`
2. `StaticContainer` instantiates `IDCLWorldPlugin` instances, passing the global world to plugin constructors
3. Plugin stores `globalWorld` as a field
4. On scene creation, `InjectToWorld` passes `globalWorld` to system constructors
> **Note:** `ECSWorldInstanceSharedDependencies` provides scene-specific metadata (scene data, partition, CRDT writer) but does NOT carry the global world reference. The global world must be passed through the plugin constructor.
---
## Two Access Patterns
### Pattern A: Direct Global World Access
For O(1) reads/writes on known global entities. The scene system stores `globalWorld` and the target entity at construction, then calls `Get`/`TryGet` directly in queries. Best when the target entity is known at construction time (player input, camera state, settings).
### Pattern B: CRDT Bridge
For indirect sync without direct world references. Uses `IECSToCRDTWriter` to serialize data back to the scene runtime. Best for scene-to-runtime communication and CRDT-synchronized data. See **sdk-component-implementation** skill for `PutMessage`/`AppendMessage`/`DeleteMessage` patterns.
---
## PersistentEntities
Well-known entities created once per scene world, guaranteed alive for the world's lifetime. Received via `InjectToWorld`'s `in PersistentEntities persistentEntities` parameter.
```csharp
public struct PersistentEntities
{
public readonly Entity Player; // scene-local player entity
public readonly Entity Camera; // scene-local camera entity
public readonly Entity SceneRoot; // root entity (modifiable by scene creator)
public readonly Entity SceneContainer; // container of root (internal use only)
}
```
---
## Bridge Components
### PlayerCRDTEntity (global world)
Lives on global-world avatar entities. Holds references to the scene the player is assigned to and the corresponding scene-world entity.
```csharp
public struct PlayerCRDTEntity : IDirtyMarker
{
public CRDTEntity CRDTEntity { get; }
public ISceneFacade? SceneFacade { get; private set; }
public Entity SceneWorldEntity { get; private set; }
public bool AssignedToScene => SceneFacade != null;
public void AssignToScene(ISceneFacade sceneFacade, Entity sceneWorldEntity) { ... }
public void RemoveFromScene() { ... }
}
```
### PlayerSceneCRDTEntity (scene world)
Lives on scene-world entities that represent a player. Holds the CRDT entity ID for writing back to the scene runtime.
```csharp
public struct PlayerSceneCRDTEntity : IDirtyMarker
{
public readonly CRDTEntity CRDTEntity;
}
```
**Relationship:** A global `PlayerCRDTEntity` points to a scene via `SceneFacade` + `SceneWorldEntity`. The scene entity has a `PlayerSceneCRDTEntity` pointing back via `CRDTEntity`. Propagation systems use this bidirectional link to sync data across worlds.
---
## Propagation Systems
- **Global-to-Scene (`PlayerTransformPropagationSystem`):** Runs in the global world, queries global entities, writes into scene worlds via `playerCRDTEntity.SceneFacade.EcsExecutor.World`.
- **Scene-to-Global:** Scene systems write to the global world directly using Pattern A. The system reads scene-world SDK components and writes the result to `globalWorld.Get<T>(playerEntity)`.
---
## ISceneIsCurrentListener Safety Pattern
When a scene system modifies global state, it must only do so while the scene is current. Implement `ISceneIsCurrentListener` to:
- Guard every `Update()` with `sceneStateProvider.IsCurrent`
- Re-apply state in `OnSceneIsCurrentChanged(true)`
- Reset to defaults in `OnSceneIsCurrentChanged(false)`
- Register via `sceneIsCurrentListeners.Add(system)` in the plugin
> `ISceneIsCurrentListener.OnSceneIsCurrentChanged` is called even if the scene has stopped with an error, ensuring global state is always cleaned up.
---
## Safety Rules
> See CLAUDE.md SS5 for full mutation rules.
1. **Use `ref var` for mutations, never `var` alone** — `var` copies the component; changes are lost
2. **No structural changes after obtaining `ref`** — `World.Add`/`World.Remove` invalidates outstanding `ref`/`in`/`out` pointers. Complete all reads/writes first, then apply structural changes
3. **Prefer `TryGet` for safety on known entities** — avoids exceptions when the component may not exist
4. **Guard global writes with `IsCurrent` check** — always check `sceneStateProvider.IsCurrent` in `Update()` and implement `ISceneIsCurrentListener` to reset on scene exit
5. **`ECSWorldInstanceSharedDependencies` provides scene metadata, NOT global world** — the global world must be injected through the plugin constructor
6. **Register for cleanup** — systems that modify global state should implement `IFinalizeWorldSystem` and be added to `finalizeWorldSystems` so global state is reset on world disposal
---
## Detailed Reference
For detailed code examples, see [reference.md](reference.md).
---
## Cross-References
- **ecs-system-and-component-design** — `ref var` mutation rules (CLAUDE.md SS5), component cleanup lifecycle, system design patterns
- **plugin-architecture** — `InjectToWorld` signature, `ECSWorldInstanceSharedDependencies`, plugin constructor injection chain
- **sdk-component-implementation** — `IECSToCRDTWriter` for CRDT bridge pattern (`PutMessage`/`AppendMessage`/`DeleteMessage`)
---
name: cross-world-ecs-access
description: "Cross-world ECS access — global world from scene systems, propagation, bridge components, PersistentEntities. Use when scene systems need global-world state, implementing propagation, or using ISceneIsCurrentListener."
user-invocable: false
---
# Cross-World ECS Access
## Sources
- `docs/architecture-overview.md` — World architecture (global vs scene worlds)
- `docs/development-guide.md` — ECS system design, component mutation rules
---
## Injection Chain
The global world reaches scene systems through a plugin injection chain:
1. `DynamicWorldContainer` creates the global `World` and `GlobalWorldFactory`
2. `StaticContainer` instantiates `IDCLWorldPlugin` instances, passing the global world to plugin constructors
3. Plugin stores `globalWorld` as a field
4. On scene creation, `InjectToWorld` passes `globalWorld` to system constructors
> **Note:** `ECSWorldInstanceSharedDependencies` provides scene-specific metadata (scene data, partition, CRDT writer) but does NOT carry the global world reference. The global world must be passed through the plugin constructor.
---
## Two Access Patterns
### Pattern A: Direct Global World Access
For O(1) reads/writes on known global entities. The scene system stores `globalWorld` and the target entity at construction, then calls `Get`/`TryGet` directly in queries. Best when the target entity is known at construction time (player input, camera state, settings).
### Pattern B: CRDT Bridge
For indirect sync without direct world references. Uses `IECSToCRDTWriter` to serialize data back to the scene runtime. Best for scene-to-runtime communication and CRDT-synchronized data. See **sdk-component-implementation** skill for `PutMessage`/`AppendMessage`/`DeleteMessage` patterns.
---
## PersistentEntities
Well-known entities created once per scene world, guaranteed alive for the world's lifetime. Received via `InjectToWorld`'s `in PersistentEntities persistentEntities` parameter.
```csharp
public struct PersistentEntities
{
public readonly Entity Player; // scene-local player entity
public readonly Entity Camera; // scene-local camera entity
public readonly Entity SceneRoot; // root entity (modifiable by scene creator)
public readonly Entity SceneContainer; // container of root (internal use only)
}
```
---
## Bridge Components
### PlayerCRDTEntity (global world)
Lives on global-world avatar entities. Holds references to the scene the player is assigned to and the corresponding scene-world entity.
```csharp
public struct PlayerCRDTEntity : IDirtyMarker
{
public CRDTEntity CRDTEntity { get; }
public ISceneFacade? SceneFacade { get; private set; }
public Entity SceneWorldEntity { get; private set; }
public bool AssignedToScene => SceneFacade != null;
public void AssignToScene(ISceneFacade sceneFacade, Entity sceneWorldEntity) { ... }
public void RemoveFromScene() { ... }
}
```
### PlayerSceneCRDTEntity (scene world)
Lives on scene-world entities that represent a player. Holds the CRDT entity ID for writing back to the scene runtime.
```csharp
public struct PlayerSceneCRDTEntity : IDirtyMarker
{
public readonly CRDTEntity CRDTEntity;
}
```
**Relationship:** A global `PlayerCRDTEntity` points to a scene via `SceneFacade` + `SceneWorldEntity`. The scene entity has a `PlayerSceneCRDTEntity` pointing back via `CRDTEntity`. Propagation systems use this bidirectional link to sync data across worlds.
---
## Propagation Systems
- **Global-to-Scene (`PlayerTransformPropagationSystem`):** Runs in the global world, queries global entities, writes into scene worlds via `playerCRDTEntity.SceneFacade.EcsExecutor.World`.
- **Scene-to-Global:** Scene systems write to the global world directly using Pattern A. The system reads scene-world SDK components and writes the result to `globalWorld.Get<T>(playerEntity)`.
---
## ISceneIsCurrentListener Safety Pattern
When a scene system modifies global state, it must only do so while the scene is current. Implement `ISceneIsCurrentListener` to:
- Guard every `Update()` with `sceneStateProvider.IsCurrent`
- Re-apply state in `OnSceneIsCurrentChanged(true)`
- Reset to defaults in `OnSceneIsCurrentChanged(false)`
- Register via `sceneIsCurrentListeners.Add(system)` in the plugin
> `ISceneIsCurrentListener.OnSceneIsCurrentChanged` is called even if the scene has stopped with an error, ensuring global state is always cleaned up.
---
## Safety Rules
> See CLAUDE.md SS5 for full mutation rules.
1. **Use `ref var` for mutations, never `var` alone** — `var` copies the component; changes are lost
2. **No structural changes after obtaining `ref`** — `World.Add`/`World.Remove` invalidates outstanding `ref`/`in`/`out` pointers. Complete all reads/writes first, then apply structural changes
3. **Prefer `TryGet` for safety on known entities** — avoids exceptions when the component may not exist
4. **Guard global writes with `IsCurrent` check** — always check `sceneStateProvider.IsCurrent` in `Update()` and implement `ISceneIsCurrentListener` to reset on scene exit
5. **`ECSWorldInstanceSharedDependencies` provides scene metadata, NOT global world** — the global world must be injected through the plugin constructor
6. **Register for cleanup** — systems that modify global state should implement `IFinalizeWorldSystem` and be added to `finalizeWorldSystems` so global state is reset on world disposal
---
## Detailed Reference
For detailed code examples, see [reference.md](reference.md).
---
## Cross-References
- **ecs-system-and-component-design** — `ref var` mutation rules (CLAUDE.md SS5), component cleanup lifecycle, system design patterns
- **plugin-architecture** — `InjectToWorld` signature, `ECSWorldInstanceSharedDependencies`, plugin constructor injection chain
- **sdk-component-implementation** — `IECSToCRDTWriter` for CRDT bridge pattern (`PutMessage`/`AppendMessage`/`DeleteMessage`)
Imported from the listed AgentSkill.sh category. Complete supplied package files and notices are retained. Required external tools and credentials are not installed. No bundled code was executed during import. Individual agent task behavior has not been tested.