
# Objective Reduce the size of `bevy_utils` (https://github.com/bevyengine/bevy/issues/11478) ## Solution Move `EntityHash` related types into `bevy_ecs`. This also allows us access to `Entity`, which means we no longer need `EntityHashMap`'s first generic argument. --- ## Changelog - Moved `bevy::utils::{EntityHash, EntityHasher, EntityHashMap, EntityHashSet}` into `bevy::ecs::entity::hash` . - Removed `EntityHashMap`'s first generic argument. It is now hardcoded to always be `Entity`. ## Migration Guide - Uses of `bevy::utils::{EntityHash, EntityHasher, EntityHashMap, EntityHashSet}` now have to be imported from `bevy::ecs::entity::hash`. - Uses of `EntityHashMap` no longer have to specify the first generic parameter. It is now hardcoded to always be `Entity`.
234 lines
9.2 KiB
Rust
234 lines
9.2 KiB
Rust
use crate::{
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entity::Entity,
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identifier::masks::{IdentifierMask, HIGH_MASK},
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world::World,
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};
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use super::EntityHashMap;
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/// Operation to map all contained [`Entity`] fields in a type to new values.
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///
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/// As entity IDs are valid only for the [`World`] they're sourced from, using [`Entity`]
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/// as references in components copied from another world will be invalid. This trait
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/// allows defining custom mappings for these references via [`EntityMappers`](EntityMapper), which
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/// inject the entity mapping strategy between your `MapEntities` type and the current world
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/// (usually by using an [`EntityHashMap<Entity>`] between source entities and entities in the
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/// current world).
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///
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/// Implementing this trait correctly is required for properly loading components
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/// with entity references from scenes.
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///
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/// ## Example
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///
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/// ```
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/// use bevy_ecs::prelude::*;
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/// use bevy_ecs::entity::MapEntities;
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///
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/// #[derive(Component)]
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/// struct Spring {
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/// a: Entity,
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/// b: Entity,
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/// }
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///
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/// impl MapEntities for Spring {
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/// fn map_entities<M: EntityMapper>(&mut self, entity_mapper: &mut M) {
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/// self.a = entity_mapper.map_entity(self.a);
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/// self.b = entity_mapper.map_entity(self.b);
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/// }
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/// }
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/// ```
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///
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pub trait MapEntities {
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/// Updates all [`Entity`] references stored inside using `entity_mapper`.
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///
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/// Implementors should look up any and all [`Entity`] values stored within `self` and
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/// update them to the mapped values via `entity_mapper`.
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fn map_entities<M: EntityMapper>(&mut self, entity_mapper: &mut M);
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}
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/// An implementor of this trait knows how to map an [`Entity`] into another [`Entity`].
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///
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/// Usually this is done by using an [`EntityHashMap<Entity>`] to map source entities
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/// (mapper inputs) to the current world's entities (mapper outputs).
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///
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/// More generally, this can be used to map [`Entity`] references between any two [`Worlds`](World).
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///
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/// ## Example
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///
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/// ```
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/// # use bevy_ecs::entity::{Entity, EntityMapper};
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/// # use bevy_ecs::entity::EntityHashMap;
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/// #
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/// pub struct SimpleEntityMapper {
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/// map: EntityHashMap<Entity>,
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/// }
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///
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/// // Example implementation of EntityMapper where we map an entity to another entity if it exists
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/// // in the underlying `EntityHashMap`, otherwise we just return the original entity.
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/// impl EntityMapper for SimpleEntityMapper {
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/// fn map_entity(&mut self, entity: Entity) -> Entity {
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/// self.map.get(&entity).copied().unwrap_or(entity)
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/// }
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/// }
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/// ```
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pub trait EntityMapper {
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/// Map an entity to another entity
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fn map_entity(&mut self, entity: Entity) -> Entity;
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}
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impl EntityMapper for SceneEntityMapper<'_> {
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/// Returns the corresponding mapped entity or reserves a new dead entity ID in the current world if it is absent.
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fn map_entity(&mut self, entity: Entity) -> Entity {
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if let Some(&mapped) = self.map.get(&entity) {
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return mapped;
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}
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// this new entity reference is specifically designed to never represent any living entity
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let new = Entity::from_raw_and_generation(
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self.dead_start.index(),
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IdentifierMask::inc_masked_high_by(self.dead_start.generation, self.generations),
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);
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// Prevent generations counter from being a greater value than HIGH_MASK.
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self.generations = (self.generations + 1) & HIGH_MASK;
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self.map.insert(entity, new);
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new
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}
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}
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/// A wrapper for [`EntityHashMap<Entity>`], augmenting it with the ability to allocate new [`Entity`] references in a destination
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/// world. These newly allocated references are guaranteed to never point to any living entity in that world.
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///
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/// References are allocated by returning increasing generations starting from an internally initialized base
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/// [`Entity`]. After it is finished being used by [`MapEntities`] implementations, this entity is despawned and the
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/// requisite number of generations reserved.
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pub struct SceneEntityMapper<'m> {
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/// A mapping from one set of entities to another.
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///
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/// This is typically used to coordinate data transfer between sets of entities, such as between a scene and the world
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/// or over the network. This is required as [`Entity`] identifiers are opaque; you cannot and do not want to reuse
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/// identifiers directly.
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///
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/// On its own, a [`EntityHashMap<Entity>`] is not capable of allocating new entity identifiers, which is needed to map references
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/// to entities that lie outside the source entity set. This functionality can be accessed through [`SceneEntityMapper::world_scope()`].
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map: &'m mut EntityHashMap<Entity>,
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/// A base [`Entity`] used to allocate new references.
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dead_start: Entity,
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/// The number of generations this mapper has allocated thus far.
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generations: u32,
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}
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impl<'m> SceneEntityMapper<'m> {
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#[deprecated(
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since = "0.13.0",
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note = "please use `EntityMapper::map_entity` instead"
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)]
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/// Returns the corresponding mapped entity or reserves a new dead entity ID in the current world if it is absent.
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pub fn get_or_reserve(&mut self, entity: Entity) -> Entity {
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self.map_entity(entity)
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}
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/// Gets a reference to the underlying [`EntityHashMap<Entity>`].
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pub fn get_map(&'m self) -> &'m EntityHashMap<Entity> {
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self.map
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}
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/// Gets a mutable reference to the underlying [`EntityHashMap<Entity>`].
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pub fn get_map_mut(&'m mut self) -> &'m mut EntityHashMap<Entity> {
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self.map
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}
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/// Creates a new [`SceneEntityMapper`], spawning a temporary base [`Entity`] in the provided [`World`]
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fn new(map: &'m mut EntityHashMap<Entity>, world: &mut World) -> Self {
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Self {
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map,
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// SAFETY: Entities data is kept in a valid state via `EntityMapper::world_scope`
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dead_start: unsafe { world.entities_mut().alloc() },
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generations: 0,
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}
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}
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/// Reserves the allocated references to dead entities within the world. This frees the temporary base
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/// [`Entity`] while reserving extra generations via [`crate::entity::Entities::reserve_generations`]. Because this
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/// renders the [`SceneEntityMapper`] unable to safely allocate any more references, this method takes ownership of
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/// `self` in order to render it unusable.
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fn finish(self, world: &mut World) {
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// SAFETY: Entities data is kept in a valid state via `EntityMap::world_scope`
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let entities = unsafe { world.entities_mut() };
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assert!(entities.free(self.dead_start).is_some());
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assert!(entities.reserve_generations(self.dead_start.index(), self.generations));
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}
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/// Creates an [`SceneEntityMapper`] from a provided [`World`] and [`EntityHashMap<Entity>`], then calls the
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/// provided function with it. This allows one to allocate new entity references in this [`World`] that are
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/// guaranteed to never point at a living entity now or in the future. This functionality is useful for safely
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/// mapping entity identifiers that point at entities outside the source world. The passed function, `f`, is called
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/// within the scope of this world. Its return value is then returned from `world_scope` as the generic type
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/// parameter `R`.
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pub fn world_scope<R>(
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entity_map: &'m mut EntityHashMap<Entity>,
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world: &mut World,
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f: impl FnOnce(&mut World, &mut Self) -> R,
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) -> R {
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let mut mapper = Self::new(entity_map, world);
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let result = f(world, &mut mapper);
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mapper.finish(world);
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result
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}
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}
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#[cfg(test)]
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mod tests {
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use crate::{
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entity::{Entity, EntityHashMap, EntityMapper, SceneEntityMapper},
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world::World,
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};
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#[test]
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fn entity_mapper() {
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const FIRST_IDX: u32 = 1;
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const SECOND_IDX: u32 = 2;
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let mut map = EntityHashMap::default();
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let mut world = World::new();
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let mut mapper = SceneEntityMapper::new(&mut map, &mut world);
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let mapped_ent = Entity::from_raw(FIRST_IDX);
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let dead_ref = mapper.map_entity(mapped_ent);
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assert_eq!(
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dead_ref,
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mapper.map_entity(mapped_ent),
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"should persist the allocated mapping from the previous line"
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);
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assert_eq!(
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mapper.map_entity(Entity::from_raw(SECOND_IDX)).index(),
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dead_ref.index(),
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"should re-use the same index for further dead refs"
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);
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mapper.finish(&mut world);
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// Next allocated entity should be a further generation on the same index
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let entity = world.spawn_empty().id();
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assert_eq!(entity.index(), dead_ref.index());
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assert!(entity.generation() > dead_ref.generation());
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}
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#[test]
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fn world_scope_reserves_generations() {
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let mut map = EntityHashMap::default();
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let mut world = World::new();
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let dead_ref = SceneEntityMapper::world_scope(&mut map, &mut world, |_, mapper| {
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mapper.map_entity(Entity::from_raw(0))
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});
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// Next allocated entity should be a further generation on the same index
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let entity = world.spawn_empty().id();
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assert_eq!(entity.index(), dead_ref.index());
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assert!(entity.generation() > dead_ref.generation());
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}
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}
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