bevy/crates/bevy_scene/src/dynamic_scene.rs
Eagster 339914b0af
Fix dynamic scene resources not being entity mapped (#18395)
# Objective

The resources were converted via `clone_reflect_value` and the cloned
value was mapped. But the value that is inserted is the source of the
clone, which was not mapped.

I ran into this issue while working on #18380. Having non consecutive
entity allocations has caught a lot of bugs.

## Solution

Use the cloned value for insertion if it exists.
2025-03-18 20:04:55 +00:00

397 lines
16 KiB
Rust

use crate::{ron, DynamicSceneBuilder, Scene, SceneSpawnError};
use bevy_asset::Asset;
use bevy_ecs::reflect::{ReflectMapEntities, ReflectResource};
use bevy_ecs::{
entity::{hash_map::EntityHashMap, Entity, SceneEntityMapper},
reflect::{AppTypeRegistry, ReflectComponent},
world::World,
};
use bevy_reflect::{PartialReflect, TypePath, TypeRegistry};
use crate::reflect_utils::clone_reflect_value;
#[cfg(feature = "serialize")]
use crate::serde::SceneSerializer;
use bevy_ecs::component::ComponentCloneBehavior;
use bevy_ecs::relationship::RelationshipHookMode;
#[cfg(feature = "serialize")]
use serde::Serialize;
/// A collection of serializable resources and dynamic entities.
///
/// Each dynamic entity in the collection contains its own run-time defined set of components.
/// To spawn a dynamic scene, you can use either:
/// * [`SceneSpawner::spawn_dynamic`](crate::SceneSpawner::spawn_dynamic)
/// * adding the [`DynamicSceneRoot`](crate::components::DynamicSceneRoot) component to an entity.
/// * using the [`DynamicSceneBuilder`] to construct a `DynamicScene` from `World`.
#[derive(Asset, TypePath, Default)]
pub struct DynamicScene {
/// Resources stored in the dynamic scene.
pub resources: Vec<Box<dyn PartialReflect>>,
/// Entities contained in the dynamic scene.
pub entities: Vec<DynamicEntity>,
}
/// A reflection-powered serializable representation of an entity and its components.
pub struct DynamicEntity {
/// The identifier of the entity, unique within a scene (and the world it may have been generated from).
///
/// Components that reference this entity must consistently use this identifier.
pub entity: Entity,
/// A vector of boxed components that belong to the given entity and
/// implement the [`PartialReflect`] trait.
pub components: Vec<Box<dyn PartialReflect>>,
}
impl DynamicScene {
/// Create a new dynamic scene from a given scene.
pub fn from_scene(scene: &Scene) -> Self {
Self::from_world(&scene.world)
}
/// Create a new dynamic scene from a given world.
pub fn from_world(world: &World) -> Self {
DynamicSceneBuilder::from_world(world)
.extract_entities(world.iter_entities().map(|entity| entity.id()))
.extract_resources()
.build()
}
/// Write the resources, the dynamic entities, and their corresponding components to the given world.
///
/// This method will return a [`SceneSpawnError`] if a type either is not registered
/// in the provided [`AppTypeRegistry`] resource, or doesn't reflect the
/// [`Component`](bevy_ecs::component::Component) or [`Resource`](bevy_ecs::prelude::Resource) trait.
pub fn write_to_world_with(
&self,
world: &mut World,
entity_map: &mut EntityHashMap<Entity>,
type_registry: &AppTypeRegistry,
) -> Result<(), SceneSpawnError> {
let type_registry = type_registry.read();
// First ensure that every entity in the scene has a corresponding world
// entity in the entity map.
for scene_entity in &self.entities {
// Fetch the entity with the given entity id from the `entity_map`
// or spawn a new entity with a transiently unique id if there is
// no corresponding entry.
entity_map
.entry(scene_entity.entity)
.or_insert_with(|| world.spawn_empty().id());
}
for scene_entity in &self.entities {
// Fetch the entity with the given entity id from the `entity_map`.
let entity = *entity_map
.get(&scene_entity.entity)
.expect("should have previously spawned an empty entity");
// Apply/ add each component to the given entity.
for component in &scene_entity.components {
let type_info = component.get_represented_type_info().ok_or_else(|| {
SceneSpawnError::NoRepresentedType {
type_path: component.reflect_type_path().to_string(),
}
})?;
let registration = type_registry.get(type_info.type_id()).ok_or_else(|| {
SceneSpawnError::UnregisteredButReflectedType {
type_path: type_info.type_path().to_string(),
}
})?;
let reflect_component =
registration.data::<ReflectComponent>().ok_or_else(|| {
SceneSpawnError::UnregisteredComponent {
type_path: type_info.type_path().to_string(),
}
})?;
{
let component_id = reflect_component.register_component(world);
// SAFETY: we registered the component above. the info exists
#[expect(unsafe_code, reason = "this is faster")]
let component_info =
unsafe { world.components().get_info_unchecked(component_id) };
if *component_info.clone_behavior() == ComponentCloneBehavior::Ignore {
continue;
}
}
SceneEntityMapper::world_scope(entity_map, world, |world, mapper| {
reflect_component.apply_or_insert_mapped(
&mut world.entity_mut(entity),
component.as_partial_reflect(),
&type_registry,
mapper,
RelationshipHookMode::Skip,
);
});
}
}
// Insert resources after all entities have been added to the world.
// This ensures the entities are available for the resources to reference during mapping.
for resource in &self.resources {
let type_info = resource.get_represented_type_info().ok_or_else(|| {
SceneSpawnError::NoRepresentedType {
type_path: resource.reflect_type_path().to_string(),
}
})?;
let registration = type_registry.get(type_info.type_id()).ok_or_else(|| {
SceneSpawnError::UnregisteredButReflectedType {
type_path: type_info.type_path().to_string(),
}
})?;
let reflect_resource = registration.data::<ReflectResource>().ok_or_else(|| {
SceneSpawnError::UnregisteredResource {
type_path: type_info.type_path().to_string(),
}
})?;
// If this component references entities in the scene, update
// them to the entities in the world.
let mut cloned_resource;
let partial_reflect_resource = if let Some(map_entities) =
registration.data::<ReflectMapEntities>()
{
cloned_resource = clone_reflect_value(resource.as_partial_reflect(), registration);
SceneEntityMapper::world_scope(entity_map, world, |_, mapper| {
map_entities.map_entities(cloned_resource.as_partial_reflect_mut(), mapper);
});
cloned_resource.as_partial_reflect()
} else {
resource.as_partial_reflect()
};
// If the world already contains an instance of the given resource
// just apply the (possibly) new value, otherwise insert the resource
reflect_resource.apply_or_insert(world, partial_reflect_resource, &type_registry);
}
Ok(())
}
/// Write the resources, the dynamic entities, and their corresponding components to the given world.
///
/// This method will return a [`SceneSpawnError`] if a type either is not registered
/// in the world's [`AppTypeRegistry`] resource, or doesn't reflect the
/// [`Component`](bevy_ecs::component::Component) trait.
pub fn write_to_world(
&self,
world: &mut World,
entity_map: &mut EntityHashMap<Entity>,
) -> Result<(), SceneSpawnError> {
let registry = world.resource::<AppTypeRegistry>().clone();
self.write_to_world_with(world, entity_map, &registry)
}
// TODO: move to AssetSaver when it is implemented
/// Serialize this dynamic scene into the official Bevy scene format (`.scn` / `.scn.ron`).
///
/// The Bevy scene format is based on [Rusty Object Notation (RON)]. It describes the scene
/// in a human-friendly format. To deserialize the scene, use the [`SceneLoader`].
///
/// [`SceneLoader`]: crate::SceneLoader
/// [Rusty Object Notation (RON)]: https://crates.io/crates/ron
#[cfg(feature = "serialize")]
pub fn serialize(&self, registry: &TypeRegistry) -> Result<String, ron::Error> {
serialize_ron(SceneSerializer::new(self, registry))
}
}
/// Serialize a given Rust data structure into rust object notation (ron).
#[cfg(feature = "serialize")]
pub fn serialize_ron<S>(serialize: S) -> Result<String, ron::Error>
where
S: Serialize,
{
let pretty_config = ron::ser::PrettyConfig::default()
.indentor(" ".to_string())
.new_line("\n".to_string());
ron::ser::to_string_pretty(&serialize, pretty_config)
}
#[cfg(test)]
mod tests {
use bevy_ecs::{
component::Component,
entity::{
hash_map::EntityHashMap, Entity, EntityMapper, MapEntities, VisitEntities,
VisitEntitiesMut,
},
hierarchy::ChildOf,
reflect::{AppTypeRegistry, ReflectComponent, ReflectMapEntities, ReflectResource},
resource::Resource,
world::World,
};
use bevy_reflect::Reflect;
use crate::dynamic_scene::DynamicScene;
use crate::dynamic_scene_builder::DynamicSceneBuilder;
#[derive(Resource, Reflect, Debug, VisitEntities, VisitEntitiesMut)]
#[reflect(Resource, MapEntities)]
struct TestResource {
entity_a: Entity,
entity_b: Entity,
}
#[test]
fn resource_entity_map_maps_entities() {
let type_registry = AppTypeRegistry::default();
type_registry.write().register::<TestResource>();
let mut source_world = World::new();
source_world.insert_resource(type_registry.clone());
let original_entity_a = source_world.spawn_empty().id();
let original_entity_b = source_world.spawn_empty().id();
source_world.insert_resource(TestResource {
entity_a: original_entity_a,
entity_b: original_entity_b,
});
// Write the scene.
let scene = DynamicSceneBuilder::from_world(&source_world)
.extract_resources()
.extract_entity(original_entity_a)
.extract_entity(original_entity_b)
.build();
let mut entity_map = EntityHashMap::default();
let mut destination_world = World::new();
destination_world.insert_resource(type_registry);
scene
.write_to_world(&mut destination_world, &mut entity_map)
.unwrap();
let &from_entity_a = entity_map.get(&original_entity_a).unwrap();
let &from_entity_b = entity_map.get(&original_entity_b).unwrap();
let test_resource = destination_world.get_resource::<TestResource>().unwrap();
assert_eq!(from_entity_a, test_resource.entity_a);
assert_eq!(from_entity_b, test_resource.entity_b);
}
#[test]
fn components_not_defined_in_scene_should_not_be_affected_by_scene_entity_map() {
// Testing that scene reloading applies EntityMap correctly to MapEntities components.
// First, we create a simple world with a parent and a child relationship
let mut world = World::new();
world.init_resource::<AppTypeRegistry>();
world
.resource_mut::<AppTypeRegistry>()
.write()
.register::<ChildOf>();
let original_parent_entity = world.spawn_empty().id();
let original_child_entity = world.spawn_empty().id();
world
.entity_mut(original_parent_entity)
.add_child(original_child_entity);
// We then write this relationship to a new scene, and then write that scene back to the
// world to create another parent and child relationship
let scene = DynamicSceneBuilder::from_world(&world)
.extract_entity(original_parent_entity)
.extract_entity(original_child_entity)
.build();
let mut entity_map = EntityHashMap::default();
scene.write_to_world(&mut world, &mut entity_map).unwrap();
let &from_scene_parent_entity = entity_map.get(&original_parent_entity).unwrap();
let &from_scene_child_entity = entity_map.get(&original_child_entity).unwrap();
// We then add the parent from the scene as a child of the original child
// Hierarchy should look like:
// Original Parent <- Original Child <- Scene Parent <- Scene Child
world
.entity_mut(original_child_entity)
.add_child(from_scene_parent_entity);
// We then reload the scene to make sure that from_scene_parent_entity's parent component
// isn't updated with the entity map, since this component isn't defined in the scene.
// With [`bevy_ecs::hierarchy`], this can cause serious errors and malformed hierarchies.
scene.write_to_world(&mut world, &mut entity_map).unwrap();
assert_eq!(
original_parent_entity,
world
.get_entity(original_child_entity)
.unwrap()
.get::<ChildOf>()
.unwrap()
.parent,
"something about reloading the scene is touching entities with the same scene Ids"
);
assert_eq!(
original_child_entity,
world
.get_entity(from_scene_parent_entity)
.unwrap()
.get::<ChildOf>()
.unwrap()
.parent,
"something about reloading the scene is touching components not defined in the scene but on entities defined in the scene"
);
assert_eq!(
from_scene_parent_entity,
world
.get_entity(from_scene_child_entity)
.unwrap()
.get::<ChildOf>()
.expect("something is wrong with this test, and the scene components don't have a parent/child relationship")
.parent,
"something is wrong with this test or the code reloading scenes since the relationship between scene entities is broken"
);
}
// Regression test for https://github.com/bevyengine/bevy/issues/14300
// Fails before the fix in https://github.com/bevyengine/bevy/pull/15405
#[test]
fn no_panic_in_map_entities_after_pending_entity_in_hook() {
#[derive(Default, Component, Reflect)]
#[reflect(Component)]
struct A;
#[derive(Component, Reflect)]
#[reflect(Component)]
struct B(pub Entity);
impl MapEntities for B {
fn map_entities<M: EntityMapper>(&mut self, entity_mapper: &mut M) {
self.0 = entity_mapper.get_mapped(self.0);
}
}
let reg = AppTypeRegistry::default();
{
let mut reg_write = reg.write();
reg_write.register::<A>();
reg_write.register::<B>();
}
let mut scene_world = World::new();
scene_world.insert_resource(reg.clone());
scene_world.spawn((B(Entity::PLACEHOLDER), A));
let scene = DynamicScene::from_world(&scene_world);
let mut dst_world = World::new();
dst_world
.register_component_hooks::<A>()
.on_add(|mut world, _| {
world.commands().spawn_empty();
});
dst_world.insert_resource(reg.clone());
// Should not panic.
// Prior to fix, the `Entities::alloc` call in
// `EntityMapper::map_entity` would panic due to pending entities from the observer
// not having been flushed.
scene
.write_to_world(&mut dst_world, &mut Default::default())
.unwrap();
}
}