bevy/crates/bevy_ecs/src/entity/map_entities.rs
Han Kruiger b8724c21ce
implement MapEntities for higher-order types (#19071)
# Objective

With the current `MapEntities` `impl`s, it is not possible to derive
things like this:

```rust
#[derive(Component)]
pub struct Inventory {
  #[entities]
  slots: Vec<Option<Entity>>,
}
```

This is because `MapEntities` is only implemented for `Vec<Entity>` &
`Option<Entity>`, and not arbitrary combinations of those.

It would be nice to also support those types.

## Solution

I replaced the `impl`s of the following types

- `Option<Entity>`: replaced with `Option<T>` 
- `Vec<Entity>`: replaced with `Vec<T>`
- `HashSet<Entity, S>`: replaced with `HashSet<T, S>`
- `T` also had to be `Eq + core:#️⃣:Hash` here. **Not sure if this is
too restrictive?**
- `IndexSet<Entity, S>`: replaced with `IndexSet <T, S>`
- `T` also had to be `Eq + core:#️⃣:Hash` here. **Not sure if this is
too restrictive?**
- `BTreeSet<Entity>`: replaced with `BTreeSet<T>`
- `VecDeque<Entity>`: replaced with `VecDeque<T>`
- `SmallVec<A: smallvec::Array<Item = Entity>>`: replaced with
`SmallVec<A: smallvec::Array<Item = T>>`

(in all of the above, `T` is a generic type that implements
`MapEntities` (`Entity` being one of them).)

## Testing

I did not test any of this, but extended the `Component::map_entities`
doctest with an example usage of the newly supported types.

---

## Showcase

With these changes, this is now possible:

```rust
#[derive(Component)]
pub struct Inventory {
  #[entities]
  slots: Vec<Option<Entity>>,
}
```
2025-05-06 05:24:37 +00:00

401 lines
14 KiB
Rust

pub use bevy_ecs_macros::MapEntities;
use indexmap::IndexSet;
use crate::{
entity::{hash_map::EntityHashMap, Entity},
identifier::masks::{IdentifierMask, HIGH_MASK},
world::World,
};
use alloc::{
collections::{BTreeSet, VecDeque},
vec::Vec,
};
use bevy_platform::collections::HashSet;
use core::{hash::BuildHasher, mem};
use smallvec::SmallVec;
use super::EntityIndexSet;
/// Operation to map all contained [`Entity`] fields in a type to new values.
///
/// As entity IDs are valid only for the [`World`] they're sourced from, using [`Entity`]
/// as references in components copied from another world will be invalid. This trait
/// allows defining custom mappings for these references via [`EntityMappers`](EntityMapper), which
/// inject the entity mapping strategy between your `MapEntities` type and the current world
/// (usually by using an [`EntityHashMap<Entity>`] between source entities and entities in the
/// current world).
///
/// Components use [`Component::map_entities`](crate::component::Component::map_entities) to map
/// entities in the context of scenes and entity cloning, which generally uses [`MapEntities`] internally
/// to map each field (see those docs for usage).
///
/// [`HashSet<Entity>`]: bevy_platform::collections::HashSet
///
/// ## Example
///
/// ```
/// use bevy_ecs::prelude::*;
/// use bevy_ecs::entity::MapEntities;
///
/// #[derive(Component)]
/// struct Spring {
/// a: Entity,
/// b: Entity,
/// }
///
/// impl MapEntities for Spring {
/// fn map_entities<M: EntityMapper>(&mut self, entity_mapper: &mut M) {
/// self.a = entity_mapper.get_mapped(self.a);
/// self.b = entity_mapper.get_mapped(self.b);
/// }
/// }
/// ```
pub trait MapEntities {
/// Updates all [`Entity`] references stored inside using `entity_mapper`.
///
/// Implementors should look up any and all [`Entity`] values stored within `self` and
/// update them to the mapped values via `entity_mapper`.
fn map_entities<E: EntityMapper>(&mut self, entity_mapper: &mut E);
}
impl MapEntities for Entity {
fn map_entities<E: EntityMapper>(&mut self, entity_mapper: &mut E) {
*self = entity_mapper.get_mapped(*self);
}
}
impl<T: MapEntities> MapEntities for Option<T> {
fn map_entities<E: EntityMapper>(&mut self, entity_mapper: &mut E) {
if let Some(entities) = self {
entities.map_entities(entity_mapper);
}
}
}
impl<T: MapEntities + Eq + core::hash::Hash, S: BuildHasher + Default> MapEntities
for HashSet<T, S>
{
fn map_entities<E: EntityMapper>(&mut self, entity_mapper: &mut E) {
*self = self
.drain()
.map(|mut entities| {
entities.map_entities(entity_mapper);
entities
})
.collect();
}
}
impl<T: MapEntities + Eq + core::hash::Hash, S: BuildHasher + Default> MapEntities
for IndexSet<T, S>
{
fn map_entities<E: EntityMapper>(&mut self, entity_mapper: &mut E) {
*self = self
.drain(..)
.map(|mut entities| {
entities.map_entities(entity_mapper);
entities
})
.collect();
}
}
impl MapEntities for EntityIndexSet {
fn map_entities<E: EntityMapper>(&mut self, entity_mapper: &mut E) {
*self = self
.drain(..)
.map(|e| entity_mapper.get_mapped(e))
.collect();
}
}
impl<T: MapEntities + Ord> MapEntities for BTreeSet<T> {
fn map_entities<E: EntityMapper>(&mut self, entity_mapper: &mut E) {
*self = mem::take(self)
.into_iter()
.map(|mut entities| {
entities.map_entities(entity_mapper);
entities
})
.collect();
}
}
impl<T: MapEntities> MapEntities for Vec<T> {
fn map_entities<E: EntityMapper>(&mut self, entity_mapper: &mut E) {
for entities in self.iter_mut() {
entities.map_entities(entity_mapper);
}
}
}
impl<T: MapEntities> MapEntities for VecDeque<T> {
fn map_entities<E: EntityMapper>(&mut self, entity_mapper: &mut E) {
for entities in self.iter_mut() {
entities.map_entities(entity_mapper);
}
}
}
impl<T: MapEntities, A: smallvec::Array<Item = T>> MapEntities for SmallVec<A> {
fn map_entities<E: EntityMapper>(&mut self, entity_mapper: &mut E) {
for entities in self.iter_mut() {
entities.map_entities(entity_mapper);
}
}
}
/// An implementor of this trait knows how to map an [`Entity`] into another [`Entity`].
///
/// Usually this is done by using an [`EntityHashMap<Entity>`] to map source entities
/// (mapper inputs) to the current world's entities (mapper outputs).
///
/// More generally, this can be used to map [`Entity`] references between any two [`Worlds`](World).
///
/// This is used by [`MapEntities`] implementors.
///
/// ## Example
///
/// ```
/// # use bevy_ecs::entity::{Entity, EntityMapper};
/// # use bevy_ecs::entity::EntityHashMap;
/// #
/// pub struct SimpleEntityMapper {
/// map: EntityHashMap<Entity>,
/// }
///
/// // Example implementation of EntityMapper where we map an entity to another entity if it exists
/// // in the underlying `EntityHashMap`, otherwise we just return the original entity.
/// impl EntityMapper for SimpleEntityMapper {
/// fn get_mapped(&mut self, entity: Entity) -> Entity {
/// self.map.get(&entity).copied().unwrap_or(entity)
/// }
///
/// fn set_mapped(&mut self, source: Entity, target: Entity) {
/// self.map.insert(source, target);
/// }
/// }
/// ```
pub trait EntityMapper {
/// Returns the "target" entity that maps to the given `source`.
fn get_mapped(&mut self, source: Entity) -> Entity;
/// Maps the `target` entity to the given `source`. For some implementations this might not actually determine the result
/// of [`EntityMapper::get_mapped`].
fn set_mapped(&mut self, source: Entity, target: Entity);
}
impl EntityMapper for () {
#[inline]
fn get_mapped(&mut self, source: Entity) -> Entity {
source
}
#[inline]
fn set_mapped(&mut self, _source: Entity, _target: Entity) {}
}
impl EntityMapper for (Entity, Entity) {
#[inline]
fn get_mapped(&mut self, source: Entity) -> Entity {
if source == self.0 {
self.1
} else {
source
}
}
fn set_mapped(&mut self, _source: Entity, _target: Entity) {}
}
impl EntityMapper for &mut dyn EntityMapper {
fn get_mapped(&mut self, source: Entity) -> Entity {
(*self).get_mapped(source)
}
fn set_mapped(&mut self, source: Entity, target: Entity) {
(*self).set_mapped(source, target);
}
}
impl EntityMapper for SceneEntityMapper<'_> {
/// Returns the corresponding mapped entity or reserves a new dead entity ID in the current world if it is absent.
fn get_mapped(&mut self, source: Entity) -> Entity {
if let Some(&mapped) = self.map.get(&source) {
return mapped;
}
// this new entity reference is specifically designed to never represent any living entity
let new = Entity::from_raw_and_generation(
self.dead_start.index(),
IdentifierMask::inc_masked_high_by(self.dead_start.generation, self.generations),
);
// Prevent generations counter from being a greater value than HIGH_MASK.
self.generations = (self.generations + 1) & HIGH_MASK;
self.map.insert(source, new);
new
}
fn set_mapped(&mut self, source: Entity, target: Entity) {
self.map.insert(source, target);
}
}
impl EntityMapper for EntityHashMap<Entity> {
/// Returns the corresponding mapped entity or returns `entity` if there is no mapped entity
fn get_mapped(&mut self, source: Entity) -> Entity {
self.get(&source).cloned().unwrap_or(source)
}
fn set_mapped(&mut self, source: Entity, target: Entity) {
self.insert(source, target);
}
}
/// A wrapper for [`EntityHashMap<Entity>`], augmenting it with the ability to allocate new [`Entity`] references in a destination
/// world. These newly allocated references are guaranteed to never point to any living entity in that world.
///
/// References are allocated by returning increasing generations starting from an internally initialized base
/// [`Entity`]. After it is finished being used, this entity is despawned and the requisite number of generations reserved.
pub struct SceneEntityMapper<'m> {
/// A mapping from one set of entities to another.
///
/// This is typically used to coordinate data transfer between sets of entities, such as between a scene and the world
/// or over the network. This is required as [`Entity`] identifiers are opaque; you cannot and do not want to reuse
/// identifiers directly.
///
/// On its own, a [`EntityHashMap<Entity>`] is not capable of allocating new entity identifiers, which is needed to map references
/// to entities that lie outside the source entity set. This functionality can be accessed through [`SceneEntityMapper::world_scope()`].
map: &'m mut EntityHashMap<Entity>,
/// A base [`Entity`] used to allocate new references.
dead_start: Entity,
/// The number of generations this mapper has allocated thus far.
generations: u32,
}
impl<'m> SceneEntityMapper<'m> {
/// Gets a reference to the underlying [`EntityHashMap<Entity>`].
pub fn get_map(&'m self) -> &'m EntityHashMap<Entity> {
self.map
}
/// Gets a mutable reference to the underlying [`EntityHashMap<Entity>`].
pub fn get_map_mut(&'m mut self) -> &'m mut EntityHashMap<Entity> {
self.map
}
/// Creates a new [`SceneEntityMapper`], spawning a temporary base [`Entity`] in the provided [`World`]
pub fn new(map: &'m mut EntityHashMap<Entity>, world: &mut World) -> Self {
// We're going to be calling methods on `Entities` that require advance
// flushing, such as `alloc` and `free`.
world.flush_entities();
Self {
map,
// SAFETY: Entities data is kept in a valid state via `EntityMapper::world_scope`
dead_start: unsafe { world.entities_mut().alloc() },
generations: 0,
}
}
/// Reserves the allocated references to dead entities within the world. This frees the temporary base
/// [`Entity`] while reserving extra generations. Because this makes the [`SceneEntityMapper`] unable to
/// safely allocate any more references, this method takes ownership of `self` in order to render it unusable.
pub fn finish(self, world: &mut World) {
// SAFETY: Entities data is kept in a valid state via `EntityMap::world_scope`
let entities = unsafe { world.entities_mut() };
assert!(entities.free(self.dead_start).is_some());
assert!(entities.reserve_generations(self.dead_start.index(), self.generations));
}
/// Creates an [`SceneEntityMapper`] from a provided [`World`] and [`EntityHashMap<Entity>`], then calls the
/// provided function with it. This allows one to allocate new entity references in this [`World`] that are
/// guaranteed to never point at a living entity now or in the future. This functionality is useful for safely
/// mapping entity identifiers that point at entities outside the source world. The passed function, `f`, is called
/// within the scope of this world. Its return value is then returned from `world_scope` as the generic type
/// parameter `R`.
pub fn world_scope<R>(
entity_map: &'m mut EntityHashMap<Entity>,
world: &mut World,
f: impl FnOnce(&mut World, &mut Self) -> R,
) -> R {
let mut mapper = Self::new(entity_map, world);
let result = f(world, &mut mapper);
mapper.finish(world);
result
}
}
#[cfg(test)]
mod tests {
use crate::{
entity::{Entity, EntityHashMap, EntityMapper, SceneEntityMapper},
world::World,
};
#[test]
fn entity_mapper() {
const FIRST_IDX: u32 = 1;
const SECOND_IDX: u32 = 2;
let mut map = EntityHashMap::default();
let mut world = World::new();
let mut mapper = SceneEntityMapper::new(&mut map, &mut world);
let mapped_ent = Entity::from_raw(FIRST_IDX);
let dead_ref = mapper.get_mapped(mapped_ent);
assert_eq!(
dead_ref,
mapper.get_mapped(mapped_ent),
"should persist the allocated mapping from the previous line"
);
assert_eq!(
mapper.get_mapped(Entity::from_raw(SECOND_IDX)).index(),
dead_ref.index(),
"should re-use the same index for further dead refs"
);
mapper.finish(&mut world);
// Next allocated entity should be a further generation on the same index
let entity = world.spawn_empty().id();
assert_eq!(entity.index(), dead_ref.index());
assert!(entity.generation() > dead_ref.generation());
}
#[test]
fn world_scope_reserves_generations() {
let mut map = EntityHashMap::default();
let mut world = World::new();
let dead_ref = SceneEntityMapper::world_scope(&mut map, &mut world, |_, mapper| {
mapper.get_mapped(Entity::from_raw(0))
});
// Next allocated entity should be a further generation on the same index
let entity = world.spawn_empty().id();
assert_eq!(entity.index(), dead_ref.index());
assert!(entity.generation() > dead_ref.generation());
}
#[test]
fn entity_mapper_no_panic() {
let mut world = World::new();
// "Dirty" the `Entities`, requiring a flush afterward.
world.entities.reserve_entity();
assert!(world.entities.needs_flush());
// Create and exercise a SceneEntityMapper - should not panic because it flushes
// `Entities` first.
SceneEntityMapper::world_scope(&mut Default::default(), &mut world, |_, m| {
m.get_mapped(Entity::PLACEHOLDER);
});
// The SceneEntityMapper should leave `Entities` in a flushed state.
assert!(!world.entities.needs_flush());
}
}