 eebc92a7d4
			
		
	
	
		eebc92a7d4
		
			
		
	
	
	
	
		
			
			# Objective - Handle dangling entity references inside scenes - Handle references to entities with generation > 0 inside scenes - Fix a latent bug in `Parent`'s `MapEntities` implementation, which would, if the parent was outside the scene, cause the scene to be loaded into the new world with a parent reference potentially pointing to some random entity in that new world. - Fixes #4793 and addresses #7235 ## Solution - DynamicScenes now identify entities with a `Entity` instead of a u32, therefore including generation - `World` exposes a new `reserve_generations` function that despawns an entity and advances its generation by some extra amount. - `MapEntities` implementations have a new `get_or_reserve` function available that will always return an `Entity`, establishing a new mapping to a dead entity when the entity they are called with is not in the `EntityMap`. Subsequent calls with that same `Entity` will return the same newly created dead entity reference, preserving equality semantics. - As a result, after loading a scene containing references to dead entities (or entities otherwise outside the scene), those references will all point to different generations on a single entity id in the new world. --- ## Changelog ### Changed - In serialized scenes, entities are now identified by a u64 instead of a u32. - In serialized scenes, components with entity references now have those references serialize as u64s instead of structs. ### Fixed - Scenes containing components with entity references will now deserialize and add to a world reliably. ## Migration Guide - `MapEntities` implementations must change from a `&EntityMap` parameter to a `&mut EntityMapper` parameter and can no longer return a `Result`. Finally, they should switch from calling `EntityMap::get` to calling `EntityMapper::get_or_reserve`. --------- Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
		
			
				
	
	
		
			406 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			406 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use crate::{DynamicEntity, DynamicScene};
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| use bevy_app::AppTypeRegistry;
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| use bevy_ecs::component::ComponentId;
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| use bevy_ecs::{
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|     prelude::Entity,
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|     reflect::{ReflectComponent, ReflectResource},
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|     world::World,
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| };
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| use bevy_reflect::Reflect;
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| use bevy_utils::default;
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| use std::collections::BTreeMap;
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| 
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| /// A [`DynamicScene`] builder, used to build a scene from a [`World`] by extracting some entities and resources.
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| ///
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| /// # Entity Order
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| ///
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| /// Extracted entities will always be stored in ascending order based on their [id](Entity::index).
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| /// This means that inserting `Entity(1v0)` then `Entity(0v0)` will always result in the entities
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| /// being ordered as `[Entity(0v0), Entity(1v0)]`.
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| ///
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| /// # Example
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| /// ```
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| /// # use bevy_scene::DynamicSceneBuilder;
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| /// # use bevy_app::AppTypeRegistry;
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| /// # use bevy_ecs::{
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| /// #     component::Component, prelude::Entity, query::With, reflect::ReflectComponent, world::World,
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| /// # };
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| /// # use bevy_reflect::Reflect;
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| /// # #[derive(Component, Reflect, Default, Eq, PartialEq, Debug)]
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| /// # #[reflect(Component)]
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| /// # struct ComponentA;
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| /// # let mut world = World::default();
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| /// # world.init_resource::<AppTypeRegistry>();
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| /// # let entity = world.spawn(ComponentA).id();
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| /// let mut builder = DynamicSceneBuilder::from_world(&world);
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| /// builder.extract_entity(entity);
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| /// let dynamic_scene = builder.build();
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| /// ```
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| pub struct DynamicSceneBuilder<'w> {
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|     extracted_resources: BTreeMap<ComponentId, Box<dyn Reflect>>,
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|     extracted_scene: BTreeMap<Entity, DynamicEntity>,
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|     type_registry: AppTypeRegistry,
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|     original_world: &'w World,
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| }
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| 
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| impl<'w> DynamicSceneBuilder<'w> {
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|     /// Prepare a builder that will extract entities and their component from the given [`World`].
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|     /// All components registered in that world's [`AppTypeRegistry`] resource will be extracted.
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|     pub fn from_world(world: &'w World) -> Self {
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|         Self {
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|             extracted_resources: default(),
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|             extracted_scene: default(),
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|             type_registry: world.resource::<AppTypeRegistry>().clone(),
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|             original_world: world,
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|         }
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|     }
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| 
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|     /// Prepare a builder that will extract entities and their component from the given [`World`].
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|     /// Only components registered in the given [`AppTypeRegistry`] will be extracted.
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|     pub fn from_world_with_type_registry(world: &'w World, type_registry: AppTypeRegistry) -> Self {
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|         Self {
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|             extracted_resources: default(),
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|             extracted_scene: default(),
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|             type_registry,
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|             original_world: world,
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|         }
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|     }
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| 
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|     /// Consume the builder, producing a [`DynamicScene`].
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|     ///
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|     /// To make sure the dynamic scene doesn't contain entities without any components, call
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|     /// [`Self::remove_empty_entities`] before building the scene.
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|     pub fn build(self) -> DynamicScene {
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|         DynamicScene {
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|             resources: self.extracted_resources.into_values().collect(),
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|             entities: self.extracted_scene.into_values().collect(),
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|         }
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|     }
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| 
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|     /// Extract one entity from the builder's [`World`].
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|     ///
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|     /// Re-extracting an entity that was already extracted will have no effect.
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|     pub fn extract_entity(&mut self, entity: Entity) -> &mut Self {
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|         self.extract_entities(std::iter::once(entity))
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|     }
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| 
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|     /// Despawns all entities with no components.
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|     ///
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|     /// These were likely created because none of their components were present in the provided type registry upon extraction.
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|     pub fn remove_empty_entities(&mut self) -> &mut Self {
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|         self.extracted_scene
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|             .retain(|_, entity| !entity.components.is_empty());
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| 
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|         self
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|     }
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| 
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|     /// Extract entities from the builder's [`World`].
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|     ///
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|     /// Re-extracting an entity that was already extracted will have no effect.
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|     ///
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|     /// Extracting entities can be used to extract entities from a query:
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|     /// ```
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|     /// # use bevy_scene::DynamicSceneBuilder;
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|     /// # use bevy_app::AppTypeRegistry;
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|     /// # use bevy_ecs::{
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|     /// #     component::Component, prelude::Entity, query::With, reflect::ReflectComponent, world::World,
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|     /// # };
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|     /// # use bevy_reflect::Reflect;
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|     /// #[derive(Component, Default, Reflect)]
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|     /// #[reflect(Component)]
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|     /// struct MyComponent;
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|     ///
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|     /// # let mut world = World::default();
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|     /// # world.init_resource::<AppTypeRegistry>();
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|     /// # let _entity = world.spawn(MyComponent).id();
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|     /// let mut query = world.query_filtered::<Entity, With<MyComponent>>();
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|     ///
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|     /// let mut builder = DynamicSceneBuilder::from_world(&world);
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|     /// builder.extract_entities(query.iter(&world));
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|     /// let scene = builder.build();
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|     /// ```
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|     pub fn extract_entities(&mut self, entities: impl Iterator<Item = Entity>) -> &mut Self {
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|         let type_registry = self.type_registry.read();
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| 
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|         for entity in entities {
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|             if self.extracted_scene.contains_key(&entity) {
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|                 continue;
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|             }
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| 
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|             let mut entry = DynamicEntity {
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|                 entity,
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|                 components: Vec::new(),
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|             };
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| 
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|             let original_entity = self.original_world.entity(entity);
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|             for component_id in original_entity.archetype().components() {
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|                 let mut extract_and_push = || {
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|                     let type_id = self
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|                         .original_world
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|                         .components()
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|                         .get_info(component_id)?
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|                         .type_id()?;
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|                     let component = type_registry
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|                         .get(type_id)?
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|                         .data::<ReflectComponent>()?
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|                         .reflect(original_entity)?;
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|                     entry.components.push(component.clone_value());
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|                     Some(())
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|                 };
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|                 extract_and_push();
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|             }
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|             self.extracted_scene.insert(entity, entry);
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|         }
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| 
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|         drop(type_registry);
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|         self
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|     }
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| 
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|     /// Extract resources from the builder's [`World`].
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|     ///
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|     /// Only resources registered in the builder's [`AppTypeRegistry`] will be extracted.
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|     /// Re-extracting a resource that was already extracted will have no effect.
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|     /// ```
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|     /// # use bevy_scene::DynamicSceneBuilder;
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|     /// # use bevy_app::AppTypeRegistry;
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|     /// # use bevy_ecs::prelude::{ReflectResource, Resource, World};
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|     /// # use bevy_reflect::Reflect;
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|     /// #[derive(Resource, Default, Reflect)]
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|     /// #[reflect(Resource)]
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|     /// struct MyResource;
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|     ///
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|     /// # let mut world = World::default();
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|     /// # world.init_resource::<AppTypeRegistry>();
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|     /// world.insert_resource(MyResource);
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|     ///
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|     /// let mut builder = DynamicSceneBuilder::from_world(&world);
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|     /// builder.extract_resources();
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|     /// let scene = builder.build();
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|     /// ```
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|     pub fn extract_resources(&mut self) -> &mut Self {
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|         let type_registry = self.type_registry.read();
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|         for (component_id, _) in self.original_world.storages().resources.iter() {
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|             let mut extract_and_push = || {
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|                 let type_id = self
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|                     .original_world
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|                     .components()
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|                     .get_info(component_id)?
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|                     .type_id()?;
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|                 let resource = type_registry
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|                     .get(type_id)?
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|                     .data::<ReflectResource>()?
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|                     .reflect(self.original_world)?;
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|                 self.extracted_resources
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|                     .insert(component_id, resource.clone_value());
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|                 Some(())
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|             };
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|             extract_and_push();
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|         }
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| 
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|         drop(type_registry);
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|         self
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|     }
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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 bevy_app::AppTypeRegistry;
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|     use bevy_ecs::{
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|         component::Component, prelude::Entity, prelude::Resource, query::With,
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|         reflect::ReflectComponent, reflect::ReflectResource, world::World,
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|     };
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| 
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|     use bevy_reflect::Reflect;
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| 
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|     use super::DynamicSceneBuilder;
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| 
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|     #[derive(Component, Reflect, Default, Eq, PartialEq, Debug)]
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|     #[reflect(Component)]
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|     struct ComponentA;
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| 
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|     #[derive(Component, Reflect, Default, Eq, PartialEq, Debug)]
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|     #[reflect(Component)]
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|     struct ComponentB;
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| 
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|     #[derive(Resource, Reflect, Default, Eq, PartialEq, Debug)]
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|     #[reflect(Resource)]
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|     struct ResourceA;
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| 
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|     #[test]
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|     fn extract_one_entity() {
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|         let mut world = World::default();
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| 
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|         let atr = AppTypeRegistry::default();
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|         atr.write().register::<ComponentA>();
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|         world.insert_resource(atr);
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| 
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|         let entity = world.spawn((ComponentA, ComponentB)).id();
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| 
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|         let mut builder = DynamicSceneBuilder::from_world(&world);
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|         builder.extract_entity(entity);
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|         let scene = builder.build();
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| 
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|         assert_eq!(scene.entities.len(), 1);
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|         assert_eq!(scene.entities[0].entity, entity);
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|         assert_eq!(scene.entities[0].components.len(), 1);
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|         assert!(scene.entities[0].components[0].represents::<ComponentA>());
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|     }
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| 
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|     #[test]
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|     fn extract_one_entity_twice() {
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|         let mut world = World::default();
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| 
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|         let atr = AppTypeRegistry::default();
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|         atr.write().register::<ComponentA>();
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|         world.insert_resource(atr);
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| 
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|         let entity = world.spawn((ComponentA, ComponentB)).id();
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| 
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|         let mut builder = DynamicSceneBuilder::from_world(&world);
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|         builder.extract_entity(entity);
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|         builder.extract_entity(entity);
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|         let scene = builder.build();
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| 
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|         assert_eq!(scene.entities.len(), 1);
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|         assert_eq!(scene.entities[0].entity, entity);
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|         assert_eq!(scene.entities[0].components.len(), 1);
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|         assert!(scene.entities[0].components[0].represents::<ComponentA>());
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|     }
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| 
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|     #[test]
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|     fn extract_one_entity_two_components() {
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|         let mut world = World::default();
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| 
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|         let atr = AppTypeRegistry::default();
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|         {
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|             let mut register = atr.write();
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|             register.register::<ComponentA>();
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|             register.register::<ComponentB>();
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|         }
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|         world.insert_resource(atr);
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| 
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|         let entity = world.spawn((ComponentA, ComponentB)).id();
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| 
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|         let mut builder = DynamicSceneBuilder::from_world(&world);
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|         builder.extract_entity(entity);
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|         let scene = builder.build();
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| 
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|         assert_eq!(scene.entities.len(), 1);
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|         assert_eq!(scene.entities[0].entity, entity);
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|         assert_eq!(scene.entities[0].components.len(), 2);
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|         assert!(scene.entities[0].components[0].represents::<ComponentA>());
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|         assert!(scene.entities[0].components[1].represents::<ComponentB>());
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|     }
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| 
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|     #[test]
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|     fn extract_entity_order() {
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|         let mut world = World::default();
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|         world.init_resource::<AppTypeRegistry>();
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| 
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|         // Spawn entities in order
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|         let entity_a = world.spawn_empty().id();
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|         let entity_b = world.spawn_empty().id();
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|         let entity_c = world.spawn_empty().id();
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|         let entity_d = world.spawn_empty().id();
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| 
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|         let mut builder = DynamicSceneBuilder::from_world(&world);
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| 
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|         // Insert entities out of order
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|         builder.extract_entity(entity_b);
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|         builder.extract_entities([entity_d, entity_a].into_iter());
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|         builder.extract_entity(entity_c);
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| 
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|         let mut entities = builder.build().entities.into_iter();
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| 
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|         // Assert entities are ordered
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|         assert_eq!(entity_a, entities.next().map(|e| e.entity).unwrap());
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|         assert_eq!(entity_b, entities.next().map(|e| e.entity).unwrap());
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|         assert_eq!(entity_c, entities.next().map(|e| e.entity).unwrap());
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|         assert_eq!(entity_d, entities.next().map(|e| e.entity).unwrap());
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|     }
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| 
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|     #[test]
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|     fn extract_query() {
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|         let mut world = World::default();
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| 
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|         let atr = AppTypeRegistry::default();
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|         {
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|             let mut register = atr.write();
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|             register.register::<ComponentA>();
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|             register.register::<ComponentB>();
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|         }
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|         world.insert_resource(atr);
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| 
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|         let entity_a_b = world.spawn((ComponentA, ComponentB)).id();
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|         let entity_a = world.spawn(ComponentA).id();
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|         let _entity_b = world.spawn(ComponentB).id();
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| 
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|         let mut query = world.query_filtered::<Entity, With<ComponentA>>();
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|         let mut builder = DynamicSceneBuilder::from_world(&world);
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|         builder.extract_entities(query.iter(&world));
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|         let scene = builder.build();
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| 
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|         assert_eq!(scene.entities.len(), 2);
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|         let mut scene_entities = vec![scene.entities[0].entity, scene.entities[1].entity];
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|         scene_entities.sort();
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|         assert_eq!(scene_entities, [entity_a_b, entity_a]);
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|     }
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| 
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|     #[test]
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|     fn remove_componentless_entity() {
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|         let mut world = World::default();
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| 
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|         let atr = AppTypeRegistry::default();
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|         atr.write().register::<ComponentA>();
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|         world.insert_resource(atr);
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| 
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|         let entity_a = world.spawn(ComponentA).id();
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|         let entity_b = world.spawn(ComponentB).id();
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| 
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|         let mut builder = DynamicSceneBuilder::from_world(&world);
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|         builder.extract_entities([entity_a, entity_b].into_iter());
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|         builder.remove_empty_entities();
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|         let scene = builder.build();
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| 
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|         assert_eq!(scene.entities.len(), 1);
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|         assert_eq!(scene.entities[0].entity, entity_a);
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|     }
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| 
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|     #[test]
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|     fn extract_one_resource() {
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|         let mut world = World::default();
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| 
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|         let atr = AppTypeRegistry::default();
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|         atr.write().register::<ResourceA>();
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|         world.insert_resource(atr);
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| 
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|         world.insert_resource(ResourceA);
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| 
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|         let mut builder = DynamicSceneBuilder::from_world(&world);
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|         builder.extract_resources();
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|         let scene = builder.build();
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| 
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|         assert_eq!(scene.resources.len(), 1);
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|         assert!(scene.resources[0].represents::<ResourceA>());
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|     }
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| 
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|     #[test]
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|     fn extract_one_resource_twice() {
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|         let mut world = World::default();
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| 
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|         let atr = AppTypeRegistry::default();
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|         atr.write().register::<ResourceA>();
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|         world.insert_resource(atr);
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| 
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|         world.insert_resource(ResourceA);
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| 
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|         let mut builder = DynamicSceneBuilder::from_world(&world);
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|         builder.extract_resources();
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|         builder.extract_resources();
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|         let scene = builder.build();
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| 
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|         assert_eq!(scene.resources.len(), 1);
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|         assert!(scene.resources[0].represents::<ResourceA>());
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|     }
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| }
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