bevy/crates/bevy_scene/src/scene_spawner.rs
Carter Anderson a530c07bc5
Preserve spawned RelationshipTarget order and other improvements (#17858)
Fixes #17720

## Objective

Spawning RelationshipTargets from scenes currently fails to preserve
RelationshipTarget ordering (ex: `Children` has an arbitrary order).
This is because it uses the normal hook flow to set up the collection,
which means we are pushing onto the collection in _spawn order_ (which
is currently in archetype order, which will often produce mismatched
orderings).

We need to preserve the ordering in the original RelationshipTarget
collection. Ideally without expensive checking / fixups.

## Solution

One solution would be to spawn in hierarchy-order. However this gets
complicated as there can be multiple hierarchies, and it also means we
can't spawn in more cache-friendly orders (ex: the current per-archetype
spawning, or future even-smarter per-table spawning). Additionally,
same-world cloning has _slightly_ more nuanced needs (ex: recursively
clone linked relationships, while maintaining _original_ relationships
outside of the tree via normal hooks).

The preferred approach is to directly spawn the remapped
RelationshipTarget collection, as this trivially preserves the ordering.
Unfortunately we can't _just_ do that, as when we spawn the children
with their Relationships (ex: `ChildOf`), that will insert a duplicate.

We could "fixup" the collection retroactively by just removing the back
half of duplicates, but this requires another pass / more lookups /
allocating twice as much space. Additionally, it becomes complicated
because observers could insert additional children, making it harder
(aka more expensive) to determine which children are dupes and which are
not.

The path I chose is to support "opting out" of the relationship target
hook in the contexts that need that, as this allows us to just cheaply
clone the mapped collection. The relationship hook can look for this
configuration when it runs and skip its logic when that happens. A
"simple" / small-amount-of-code way to do this would be to add a "skip
relationship spawn" flag to World. Sadly, any hook / observer that runs
_as the result of an insert_ would also read this flag. We really need a
way to scope this setting to a _specific_ insert.

Therefore I opted to add a new `RelationshipInsertHookMode` enum and an
`entity.insert_with_relationship_insert_hook_mode` variant. Obviously
this is verbose and ugly. And nobody wants _more_ insert variants. But
sadly this was the best I could come up with from a performance and
capability perspective. If you have alternatives let me know!

There are three variants:

1. `RelationshipInsertHookMode::Run`: always run relationship insert
hooks (this is the default)
2. `RelationshipInsertHookMode::Skip`: do not run any relationship
insert hooks for this insert (this is used by spawner code)
3. `RelationshipInsertHookMode::RunIfNotLinked`: only run hooks for
_unlinked_ relationships (this is used in same-world recursive entity
cloning to preserve relationships outside of the deep-cloned tree)

Note that I have intentionally only added "insert with relationship hook
mode" variants to the cases we absolutely need (everything else uses the
default `Run` mode), just to keep the code size in check. I do not think
we should add more without real _very necessary_ use cases.

I also made some other minor tweaks:

1. I split out `SourceComponent` from `ComponentCloneCtx`. Reading the
source component no longer needlessly blocks mutable access to
`ComponentCloneCtx`.
2. Thanks to (1), I've removed the `RefCell` wrapper over the cloned
component queue.
3. (1) also allowed me to write to the EntityMapper while queuing up
clones, meaning we can reserve entities during the component clone and
write them to the mapper _before_ inserting the component, meaning
cloned collections can be mapped on insert.
4. I've removed the closure from `write_target_component_ptr` to
simplify the API / make it compatible with the split `SourceComponent`
approach.
5. I've renamed `EntityCloner::recursive` to
`EntityCloner::linked_cloning` to connect that feature more directly
with `RelationshipTarget::LINKED_SPAWN`
6. I've removed `EntityCloneBehavior::RelationshipTarget`. This was
always intended to be temporary, and this new behavior removes the need
for it.

---------

Co-authored-by: Viktor Gustavsson <villor94@gmail.com>
2025-03-05 22:18:57 +00:00

947 lines
34 KiB
Rust

use crate::{DynamicScene, Scene};
use bevy_asset::{AssetEvent, AssetId, Assets, Handle};
use bevy_ecs::{
entity::{hash_map::EntityHashMap, Entity},
event::{Event, EventCursor, Events},
hierarchy::ChildOf,
reflect::AppTypeRegistry,
resource::Resource,
world::{Mut, World},
};
use bevy_platform_support::collections::{HashMap, HashSet};
use bevy_reflect::Reflect;
use thiserror::Error;
use uuid::Uuid;
use crate::{DynamicSceneRoot, SceneRoot};
use bevy_derive::{Deref, DerefMut};
use bevy_ecs::{
change_detection::ResMut,
prelude::{Changed, Component, Without},
system::{Commands, Query},
};
/// Triggered on a scene's parent entity when [`crate::SceneInstance`] becomes ready to use.
///
/// See also [`Trigger`], [`SceneSpawner::instance_is_ready`].
///
/// [`Trigger`]: bevy_ecs::observer::Trigger
#[derive(Clone, Copy, Debug, Eq, PartialEq, Event, Reflect)]
#[reflect(Debug, PartialEq)]
pub struct SceneInstanceReady {
/// Instance which has been spawned.
pub instance_id: InstanceId,
}
/// Information about a scene instance.
#[derive(Debug)]
pub struct InstanceInfo {
/// Mapping of entities from the scene world to the instance world.
pub entity_map: EntityHashMap<Entity>,
}
/// Unique id identifying a scene instance.
#[derive(Copy, Clone, Debug, Eq, PartialEq, Hash, Reflect)]
#[reflect(Debug, PartialEq, Hash)]
pub struct InstanceId(Uuid);
impl InstanceId {
fn new() -> Self {
InstanceId(Uuid::new_v4())
}
}
/// Handles spawning and despawning scenes in the world, either synchronously or batched through the [`scene_spawner_system`].
///
/// Synchronous methods: (Scene operations will take effect immediately)
/// - [`spawn_dynamic_sync`](Self::spawn_dynamic_sync)
/// - [`spawn_sync`](Self::spawn_sync)
/// - [`despawn_sync`](Self::despawn_sync)
/// - [`despawn_instance_sync`](Self::despawn_instance_sync)
/// - [`update_spawned_scenes`](Self::update_spawned_scenes)
/// - [`spawn_queued_scenes`](Self::spawn_queued_scenes)
/// - [`despawn_queued_scenes`](Self::despawn_queued_scenes)
/// - [`despawn_queued_instances`](Self::despawn_queued_instances)
///
/// Deferred methods: (Scene operations will be processed when the [`scene_spawner_system`] is run)
/// - [`spawn_dynamic`](Self::spawn_dynamic)
/// - [`spawn_dynamic_as_child`](Self::spawn_dynamic_as_child)
/// - [`spawn`](Self::spawn)
/// - [`spawn_as_child`](Self::spawn_as_child)
/// - [`despawn`](Self::despawn)
/// - [`despawn_instance`](Self::despawn_instance)
#[derive(Default, Resource)]
pub struct SceneSpawner {
pub(crate) spawned_dynamic_scenes: HashMap<AssetId<DynamicScene>, HashSet<InstanceId>>,
pub(crate) spawned_instances: HashMap<InstanceId, InstanceInfo>,
scene_asset_event_reader: EventCursor<AssetEvent<DynamicScene>>,
dynamic_scenes_to_spawn: Vec<(Handle<DynamicScene>, InstanceId, Option<Entity>)>,
scenes_to_spawn: Vec<(Handle<Scene>, InstanceId, Option<Entity>)>,
scenes_to_despawn: Vec<AssetId<DynamicScene>>,
instances_to_despawn: Vec<InstanceId>,
scenes_with_parent: Vec<(InstanceId, Entity)>,
}
/// Errors that can occur when spawning a scene.
#[derive(Error, Debug)]
pub enum SceneSpawnError {
/// Scene contains an unregistered component type.
#[error("scene contains the unregistered component `{type_path}`. consider adding `#[reflect(Component)]` to your type")]
UnregisteredComponent {
/// Type of the unregistered component.
type_path: String,
},
/// Scene contains an unregistered resource type.
#[error("scene contains the unregistered resource `{type_path}`. consider adding `#[reflect(Resource)]` to your type")]
UnregisteredResource {
/// Type of the unregistered resource.
type_path: String,
},
/// Scene contains an unregistered type.
#[error(
"scene contains the unregistered type `{std_type_name}`. \
consider reflecting it with `#[derive(Reflect)]` \
and registering the type using `app.register_type::<T>()`"
)]
UnregisteredType {
/// The [type name](std::any::type_name) for the unregistered type.
std_type_name: String,
},
/// Scene contains an unregistered type which has a `TypePath`.
#[error(
"scene contains the reflected type `{type_path}` but it was not found in the type registry. \
consider registering the type using `app.register_type::<T>()``"
)]
UnregisteredButReflectedType {
/// The unregistered type.
type_path: String,
},
/// Scene contains a proxy without a represented type.
#[error("scene contains dynamic type `{type_path}` without a represented type. consider changing this using `set_represented_type`.")]
NoRepresentedType {
/// The dynamic instance type.
type_path: String,
},
/// Dynamic scene with the given id does not exist.
#[error("scene does not exist")]
NonExistentScene {
/// Id of the non-existent dynamic scene.
id: AssetId<DynamicScene>,
},
/// Scene with the given id does not exist.
#[error("scene does not exist")]
NonExistentRealScene {
/// Id of the non-existent scene.
id: AssetId<Scene>,
},
}
impl SceneSpawner {
/// Schedule the spawn of a new instance of the provided dynamic scene.
pub fn spawn_dynamic(&mut self, id: impl Into<Handle<DynamicScene>>) -> InstanceId {
let instance_id = InstanceId::new();
self.dynamic_scenes_to_spawn
.push((id.into(), instance_id, None));
instance_id
}
/// Schedule the spawn of a new instance of the provided dynamic scene as a child of `parent`.
pub fn spawn_dynamic_as_child(
&mut self,
id: impl Into<Handle<DynamicScene>>,
parent: Entity,
) -> InstanceId {
let instance_id = InstanceId::new();
self.dynamic_scenes_to_spawn
.push((id.into(), instance_id, Some(parent)));
self.scenes_with_parent.push((instance_id, parent));
instance_id
}
/// Schedule the spawn of a new instance of the provided scene.
pub fn spawn(&mut self, id: impl Into<Handle<Scene>>) -> InstanceId {
let instance_id = InstanceId::new();
self.scenes_to_spawn.push((id.into(), instance_id, None));
instance_id
}
/// Schedule the spawn of a new instance of the provided scene as a child of `parent`.
pub fn spawn_as_child(&mut self, id: impl Into<Handle<Scene>>, parent: Entity) -> InstanceId {
let instance_id = InstanceId::new();
self.scenes_to_spawn
.push((id.into(), instance_id, Some(parent)));
self.scenes_with_parent.push((instance_id, parent));
instance_id
}
/// Schedule the despawn of all instances of the provided dynamic scene.
pub fn despawn(&mut self, id: impl Into<AssetId<DynamicScene>>) {
self.scenes_to_despawn.push(id.into());
}
/// Schedule the despawn of a scene instance, removing all its entities from the world.
///
/// Note: this will despawn _all_ entities associated with this instance, including those
/// that have been removed from the scene hierarchy. To despawn _only_ entities still in the hierarchy,
/// despawn the relevant root entity directly.
pub fn despawn_instance(&mut self, instance_id: InstanceId) {
self.instances_to_despawn.push(instance_id);
}
/// This will remove all records of this instance, without despawning any entities.
pub fn unregister_instance(&mut self, instance_id: InstanceId) {
self.spawned_instances.remove(&instance_id);
}
/// Immediately despawns all instances of a dynamic scene.
pub fn despawn_sync(
&mut self,
world: &mut World,
id: impl Into<AssetId<DynamicScene>>,
) -> Result<(), SceneSpawnError> {
if let Some(instance_ids) = self.spawned_dynamic_scenes.remove(&id.into()) {
for instance_id in instance_ids {
self.despawn_instance_sync(world, &instance_id);
}
}
Ok(())
}
/// Immediately despawns a scene instance, removing all its entities from the world.
pub fn despawn_instance_sync(&mut self, world: &mut World, instance_id: &InstanceId) {
if let Some(instance) = self.spawned_instances.remove(instance_id) {
for &entity in instance.entity_map.values() {
if let Ok(entity_mut) = world.get_entity_mut(entity) {
entity_mut.despawn();
};
}
}
}
/// Immediately spawns a new instance of the provided dynamic scene.
pub fn spawn_dynamic_sync(
&mut self,
world: &mut World,
id: impl Into<AssetId<DynamicScene>>,
) -> Result<InstanceId, SceneSpawnError> {
let mut entity_map = EntityHashMap::default();
let id = id.into();
Self::spawn_dynamic_internal(world, id, &mut entity_map)?;
let instance_id = InstanceId::new();
self.spawned_instances
.insert(instance_id, InstanceInfo { entity_map });
let spawned = self.spawned_dynamic_scenes.entry(id).or_default();
spawned.insert(instance_id);
Ok(instance_id)
}
fn spawn_dynamic_internal(
world: &mut World,
id: AssetId<DynamicScene>,
entity_map: &mut EntityHashMap<Entity>,
) -> Result<(), SceneSpawnError> {
world.resource_scope(|world, scenes: Mut<Assets<DynamicScene>>| {
let scene = scenes
.get(id)
.ok_or(SceneSpawnError::NonExistentScene { id })?;
scene.write_to_world(world, entity_map)
})
}
/// Immediately spawns a new instance of the provided scene.
pub fn spawn_sync(
&mut self,
world: &mut World,
id: impl Into<AssetId<Scene>>,
) -> Result<InstanceId, SceneSpawnError> {
let mut entity_map = EntityHashMap::default();
let id = id.into();
Self::spawn_sync_internal(world, id, &mut entity_map)?;
let instance_id = InstanceId::new();
self.spawned_instances
.insert(instance_id, InstanceInfo { entity_map });
Ok(instance_id)
}
fn spawn_sync_internal(
world: &mut World,
id: AssetId<Scene>,
entity_map: &mut EntityHashMap<Entity>,
) -> Result<(), SceneSpawnError> {
world.resource_scope(|world, scenes: Mut<Assets<Scene>>| {
let scene = scenes
.get(id)
.ok_or(SceneSpawnError::NonExistentRealScene { id })?;
scene.write_to_world_with(
world,
entity_map,
&world.resource::<AppTypeRegistry>().clone(),
)
})
}
/// Iterate through all instances of the provided scenes and update those immediately.
///
/// Useful for updating already spawned scene instances after their corresponding scene has been modified.
pub fn update_spawned_scenes(
&mut self,
world: &mut World,
scene_ids: &[AssetId<DynamicScene>],
) -> Result<(), SceneSpawnError> {
for id in scene_ids {
if let Some(spawned_instances) = self.spawned_dynamic_scenes.get(id) {
for instance_id in spawned_instances {
if let Some(instance_info) = self.spawned_instances.get_mut(instance_id) {
Self::spawn_dynamic_internal(world, *id, &mut instance_info.entity_map)?;
}
}
}
}
Ok(())
}
/// Immediately despawns all scenes scheduled for despawn by despawning their instances.
pub fn despawn_queued_scenes(&mut self, world: &mut World) -> Result<(), SceneSpawnError> {
let scenes_to_despawn = core::mem::take(&mut self.scenes_to_despawn);
for scene_handle in scenes_to_despawn {
self.despawn_sync(world, scene_handle)?;
}
Ok(())
}
/// Immediately despawns all scene instances scheduled for despawn.
pub fn despawn_queued_instances(&mut self, world: &mut World) {
let instances_to_despawn = core::mem::take(&mut self.instances_to_despawn);
for instance_id in instances_to_despawn {
self.despawn_instance_sync(world, &instance_id);
}
}
/// Immediately spawns all scenes scheduled for spawn.
pub fn spawn_queued_scenes(&mut self, world: &mut World) -> Result<(), SceneSpawnError> {
let scenes_to_spawn = core::mem::take(&mut self.dynamic_scenes_to_spawn);
for (handle, instance_id, parent) in scenes_to_spawn {
let mut entity_map = EntityHashMap::default();
match Self::spawn_dynamic_internal(world, handle.id(), &mut entity_map) {
Ok(_) => {
self.spawned_instances
.insert(instance_id, InstanceInfo { entity_map });
let spawned = self
.spawned_dynamic_scenes
.entry(handle.id())
.or_insert_with(HashSet::default);
spawned.insert(instance_id);
// Scenes with parents need more setup before they are ready.
// See `set_scene_instance_parent_sync()`.
if parent.is_none() {
// Defer via commands otherwise SceneSpawner is not available in the observer.
world.commands().trigger(SceneInstanceReady { instance_id });
}
}
Err(SceneSpawnError::NonExistentScene { .. }) => {
self.dynamic_scenes_to_spawn
.push((handle, instance_id, parent));
}
Err(err) => return Err(err),
}
}
let scenes_to_spawn = core::mem::take(&mut self.scenes_to_spawn);
for (scene_handle, instance_id, parent) in scenes_to_spawn {
let mut entity_map = EntityHashMap::default();
match Self::spawn_sync_internal(world, scene_handle.id(), &mut entity_map) {
Ok(_) => {
self.spawned_instances
.insert(instance_id, InstanceInfo { entity_map });
// Scenes with parents need more setup before they are ready.
// See `set_scene_instance_parent_sync()`.
if parent.is_none() {
// Defer via commands otherwise SceneSpawner is not available in the observer.
world.commands().trigger(SceneInstanceReady { instance_id });
}
}
Err(SceneSpawnError::NonExistentRealScene { .. }) => {
self.scenes_to_spawn
.push((scene_handle, instance_id, parent));
}
Err(err) => return Err(err),
}
}
Ok(())
}
pub(crate) fn set_scene_instance_parent_sync(&mut self, world: &mut World) {
let scenes_with_parent = core::mem::take(&mut self.scenes_with_parent);
for (instance_id, parent) in scenes_with_parent {
if let Some(instance) = self.spawned_instances.get(&instance_id) {
for &entity in instance.entity_map.values() {
// Add the `ChildOf` component to the scene root, and update the `Children` component of
// the scene parent
if !world
.get_entity(entity)
.ok()
// This will filter only the scene root entity, as all other from the
// scene have a parent
// Entities that wouldn't exist anymore are also skipped
// this case shouldn't happen anyway
.is_none_or(|entity| entity.contains::<ChildOf>())
{
world.entity_mut(parent).add_child(entity);
}
}
// Defer via commands otherwise SceneSpawner is not available in the observer.
world
.commands()
.trigger_targets(SceneInstanceReady { instance_id }, parent);
} else {
self.scenes_with_parent.push((instance_id, parent));
}
}
}
/// Check that a scene instance spawned previously is ready to use
pub fn instance_is_ready(&self, instance_id: InstanceId) -> bool {
self.spawned_instances.contains_key(&instance_id)
}
/// Get an iterator over the entities in an instance, once it's spawned.
///
/// Before the scene is spawned, the iterator will be empty. Use [`Self::instance_is_ready`]
/// to check if the instance is ready.
pub fn iter_instance_entities(
&'_ self,
instance_id: InstanceId,
) -> impl Iterator<Item = Entity> + '_ {
self.spawned_instances
.get(&instance_id)
.map(|instance| instance.entity_map.values())
.into_iter()
.flatten()
.copied()
}
}
/// System that handles scheduled scene instance spawning and despawning through a [`SceneSpawner`].
pub fn scene_spawner_system(world: &mut World) {
world.resource_scope(|world, mut scene_spawner: Mut<SceneSpawner>| {
// remove any loading instances where parent is deleted
let mut dead_instances = <HashSet<_>>::default();
scene_spawner
.scenes_with_parent
.retain(|(instance, parent)| {
let retain = world.get_entity(*parent).is_ok();
if !retain {
dead_instances.insert(*instance);
}
retain
});
scene_spawner
.dynamic_scenes_to_spawn
.retain(|(_, instance, _)| !dead_instances.contains(instance));
scene_spawner
.scenes_to_spawn
.retain(|(_, instance, _)| !dead_instances.contains(instance));
let scene_asset_events = world.resource::<Events<AssetEvent<DynamicScene>>>();
let mut updated_spawned_scenes = Vec::new();
let scene_spawner = &mut *scene_spawner;
for event in scene_spawner
.scene_asset_event_reader
.read(scene_asset_events)
{
if let AssetEvent::Modified { id } = event {
if scene_spawner.spawned_dynamic_scenes.contains_key(id) {
updated_spawned_scenes.push(*id);
}
}
}
scene_spawner.despawn_queued_scenes(world).unwrap();
scene_spawner.despawn_queued_instances(world);
scene_spawner
.spawn_queued_scenes(world)
.unwrap_or_else(|err| panic!("{}", err));
scene_spawner
.update_spawned_scenes(world, &updated_spawned_scenes)
.unwrap();
scene_spawner.set_scene_instance_parent_sync(world);
});
}
/// [`InstanceId`] of a spawned scene. It can be used with the [`SceneSpawner`] to
/// interact with the spawned scene.
#[derive(Component, Deref, DerefMut)]
pub struct SceneInstance(pub(crate) InstanceId);
/// System that will spawn scenes from the [`SceneRoot`] and [`DynamicSceneRoot`] components.
pub fn scene_spawner(
mut commands: Commands,
mut scene_to_spawn: Query<
(Entity, &SceneRoot, Option<&mut SceneInstance>),
(Changed<SceneRoot>, Without<DynamicSceneRoot>),
>,
mut dynamic_scene_to_spawn: Query<
(Entity, &DynamicSceneRoot, Option<&mut SceneInstance>),
(Changed<DynamicSceneRoot>, Without<SceneRoot>),
>,
mut scene_spawner: ResMut<SceneSpawner>,
) {
for (entity, scene, instance) in &mut scene_to_spawn {
let new_instance = scene_spawner.spawn_as_child(scene.0.clone(), entity);
if let Some(mut old_instance) = instance {
scene_spawner.despawn_instance(**old_instance);
*old_instance = SceneInstance(new_instance);
} else {
commands.entity(entity).insert(SceneInstance(new_instance));
}
}
for (entity, dynamic_scene, instance) in &mut dynamic_scene_to_spawn {
let new_instance = scene_spawner.spawn_dynamic_as_child(dynamic_scene.0.clone(), entity);
if let Some(mut old_instance) = instance {
scene_spawner.despawn_instance(**old_instance);
*old_instance = SceneInstance(new_instance);
} else {
commands.entity(entity).insert(SceneInstance(new_instance));
}
}
}
#[cfg(test)]
mod tests {
use bevy_app::App;
use bevy_asset::{AssetPlugin, AssetServer, Handle};
use bevy_ecs::{
component::Component,
hierarchy::Children,
observer::Trigger,
prelude::ReflectComponent,
query::With,
system::{Commands, Query, Res, ResMut, RunSystemOnce},
};
use bevy_reflect::Reflect;
use crate::{DynamicSceneBuilder, DynamicSceneRoot, ScenePlugin};
use super::*;
use crate::{DynamicScene, SceneSpawner};
use bevy_app::ScheduleRunnerPlugin;
use bevy_asset::Assets;
use bevy_ecs::{
entity::Entity,
prelude::{AppTypeRegistry, World},
};
#[derive(Component, Reflect, Default)]
#[reflect(Component)]
struct ComponentA {
pub x: f32,
pub y: f32,
}
#[test]
fn spawn_and_delete() {
let mut app = App::new();
app.add_plugins(ScheduleRunnerPlugin::default())
.add_plugins(AssetPlugin::default())
.add_plugins(ScenePlugin)
.register_type::<ComponentA>();
app.update();
let mut scene_world = World::new();
// create a new DynamicScene manually
let type_registry = app.world().resource::<AppTypeRegistry>().clone();
scene_world.insert_resource(type_registry);
scene_world.spawn(ComponentA { x: 3.0, y: 4.0 });
let scene = DynamicScene::from_world(&scene_world);
let scene_handle = app
.world_mut()
.resource_mut::<Assets<DynamicScene>>()
.add(scene);
// spawn the scene as a child of `entity` using `DynamicSceneRoot`
let entity = app
.world_mut()
.spawn(DynamicSceneRoot(scene_handle.clone()))
.id();
// run the app's schedule once, so that the scene gets spawned
app.update();
// make sure that the scene was added as a child of the root entity
let (scene_entity, scene_component_a) = app
.world_mut()
.query::<(Entity, &ComponentA)>()
.single(app.world())
.unwrap();
assert_eq!(scene_component_a.x, 3.0);
assert_eq!(scene_component_a.y, 4.0);
assert_eq!(
app.world().entity(entity).get::<Children>().unwrap().len(),
1
);
// let's try to delete the scene
let mut scene_spawner = app.world_mut().resource_mut::<SceneSpawner>();
scene_spawner.despawn(&scene_handle);
// run the scene spawner system to despawn the scene
app.update();
// the scene entity does not exist anymore
assert!(app.world().get_entity(scene_entity).is_err());
// the root entity does not have any children anymore
assert!(app.world().entity(entity).get::<Children>().is_none());
}
#[derive(Reflect, Component, Debug, PartialEq, Eq, Clone, Copy, Default)]
#[reflect(Component)]
struct A(usize);
#[test]
fn clone_dynamic_entities() {
let mut world = World::default();
// setup
let atr = AppTypeRegistry::default();
atr.write().register::<A>();
world.insert_resource(atr);
world.insert_resource(Assets::<DynamicScene>::default());
// start test
world.spawn(A(42));
assert_eq!(world.query::<&A>().iter(&world).len(), 1);
// clone only existing entity
let mut scene_spawner = SceneSpawner::default();
let entity = world
.query_filtered::<Entity, With<A>>()
.single(&world)
.unwrap();
let scene = DynamicSceneBuilder::from_world(&world)
.extract_entity(entity)
.build();
let scene_id = world.resource_mut::<Assets<DynamicScene>>().add(scene);
let instance_id = scene_spawner
.spawn_dynamic_sync(&mut world, &scene_id)
.unwrap();
// verify we spawned exactly one new entity with our expected component
assert_eq!(world.query::<&A>().iter(&world).len(), 2);
// verify that we can get this newly-spawned entity by the instance ID
let new_entity = scene_spawner
.iter_instance_entities(instance_id)
.next()
.unwrap();
// verify this is not the original entity
assert_ne!(entity, new_entity);
// verify this new entity contains the same data as the original entity
let [old_a, new_a] = world
.query::<&A>()
.get_many(&world, [entity, new_entity])
.unwrap();
assert_eq!(old_a, new_a);
}
#[derive(Component, Reflect, Default)]
#[reflect(Component)]
struct ComponentF;
#[derive(Resource, Default)]
struct TriggerCount(u32);
fn setup() -> App {
let mut app = App::new();
app.add_plugins((AssetPlugin::default(), ScenePlugin));
app.init_resource::<TriggerCount>();
app.register_type::<ComponentF>();
app.world_mut().spawn(ComponentF);
app.world_mut().spawn(ComponentF);
app
}
fn build_scene(app: &mut App) -> Handle<Scene> {
app.world_mut()
.run_system_once(
|world: &World,
type_registry: Res<'_, AppTypeRegistry>,
asset_server: Res<'_, AssetServer>| {
asset_server.add(
Scene::from_dynamic_scene(&DynamicScene::from_world(world), &type_registry)
.unwrap(),
)
},
)
.expect("Failed to run scene builder system.")
}
fn build_dynamic_scene(app: &mut App) -> Handle<DynamicScene> {
app.world_mut()
.run_system_once(|world: &World, asset_server: Res<'_, AssetServer>| {
asset_server.add(DynamicScene::from_world(world))
})
.expect("Failed to run dynamic scene builder system.")
}
fn observe_trigger(app: &mut App, scene_id: InstanceId, scene_entity: Entity) {
// Add observer
app.world_mut().add_observer(
move |trigger: Trigger<SceneInstanceReady>,
scene_spawner: Res<SceneSpawner>,
mut trigger_count: ResMut<TriggerCount>| {
assert_eq!(
trigger.event().instance_id,
scene_id,
"`SceneInstanceReady` contains the wrong `InstanceId`"
);
assert_eq!(
trigger.target(),
scene_entity,
"`SceneInstanceReady` triggered on the wrong parent entity"
);
assert!(
scene_spawner.instance_is_ready(trigger.event().instance_id),
"`InstanceId` is not ready"
);
trigger_count.0 += 1;
},
);
// Check observer is triggered once.
app.update();
app.world_mut()
.run_system_once(|trigger_count: Res<TriggerCount>| {
assert_eq!(
trigger_count.0, 1,
"wrong number of `SceneInstanceReady` triggers"
);
})
.unwrap();
}
#[test]
fn observe_scene() {
let mut app = setup();
// Build scene.
let scene = build_scene(&mut app);
// Spawn scene.
let scene_id = app
.world_mut()
.run_system_once(move |mut scene_spawner: ResMut<'_, SceneSpawner>| {
scene_spawner.spawn(scene.clone())
})
.unwrap();
// Check trigger.
observe_trigger(&mut app, scene_id, Entity::PLACEHOLDER);
}
#[test]
fn observe_dynamic_scene() {
let mut app = setup();
// Build scene.
let scene = build_dynamic_scene(&mut app);
// Spawn scene.
let scene_id = app
.world_mut()
.run_system_once(move |mut scene_spawner: ResMut<'_, SceneSpawner>| {
scene_spawner.spawn_dynamic(scene.clone())
})
.unwrap();
// Check trigger.
observe_trigger(&mut app, scene_id, Entity::PLACEHOLDER);
}
#[test]
fn observe_scene_as_child() {
let mut app = setup();
// Build scene.
let scene = build_scene(&mut app);
// Spawn scene as child.
let (scene_id, scene_entity) = app
.world_mut()
.run_system_once(
move |mut commands: Commands<'_, '_>,
mut scene_spawner: ResMut<'_, SceneSpawner>| {
let entity = commands.spawn_empty().id();
let id = scene_spawner.spawn_as_child(scene.clone(), entity);
(id, entity)
},
)
.unwrap();
// Check trigger.
observe_trigger(&mut app, scene_id, scene_entity);
}
#[test]
fn observe_dynamic_scene_as_child() {
let mut app = setup();
// Build scene.
let scene = build_dynamic_scene(&mut app);
// Spawn scene as child.
let (scene_id, scene_entity) = app
.world_mut()
.run_system_once(
move |mut commands: Commands<'_, '_>,
mut scene_spawner: ResMut<'_, SceneSpawner>| {
let entity = commands.spawn_empty().id();
let id = scene_spawner.spawn_dynamic_as_child(scene.clone(), entity);
(id, entity)
},
)
.unwrap();
// Check trigger.
observe_trigger(&mut app, scene_id, scene_entity);
}
#[test]
fn despawn_scene() {
let mut app = App::new();
app.add_plugins((AssetPlugin::default(), ScenePlugin));
app.register_type::<ComponentF>();
let asset_server = app.world().resource::<AssetServer>();
// Build scene.
let scene = asset_server.add(DynamicScene::default());
let count = 10;
// Checks the number of scene instances stored in `SceneSpawner`.
let check = |world: &mut World, expected_count: usize| {
let scene_spawner = world.resource::<SceneSpawner>();
assert_eq!(
scene_spawner.spawned_dynamic_scenes[&scene.id()].len(),
expected_count
);
assert_eq!(scene_spawner.spawned_instances.len(), expected_count);
};
// Spawn scene.
for _ in 0..count {
app.world_mut()
.spawn((ComponentF, DynamicSceneRoot(scene.clone())));
}
app.update();
check(app.world_mut(), count);
// Despawn scene.
app.world_mut()
.run_system_once(
|mut commands: Commands, query: Query<Entity, With<ComponentF>>| {
for entity in query.iter() {
commands.entity(entity).despawn();
}
},
)
.unwrap();
app.update();
check(app.world_mut(), 0);
}
#[test]
fn scene_child_order_preserved_when_archetype_order_mismatched() {
let mut app = App::new();
app.add_plugins(ScheduleRunnerPlugin::default())
.add_plugins(AssetPlugin::default())
.add_plugins(ScenePlugin)
.register_type::<ComponentA>()
.register_type::<ComponentF>();
app.update();
let mut scene_world = World::new();
let root = scene_world.spawn_empty().id();
let temporary_root = scene_world.spawn_empty().id();
// Spawn entities with different parent first before parenting them to the actual root, allowing us
// to decouple child order from archetype-creation-order
let child1 = scene_world
.spawn((
ChildOf {
parent: temporary_root,
},
ComponentA { x: 1.0, y: 1.0 },
))
.id();
let child2 = scene_world
.spawn((
ChildOf {
parent: temporary_root,
},
ComponentA { x: 2.0, y: 2.0 },
))
.id();
// the "first" child is intentionally spawned with a different component to force it into a "newer" archetype,
// meaning it will be iterated later in the spawn code.
let child0 = scene_world
.spawn((
ChildOf {
parent: temporary_root,
},
ComponentF,
))
.id();
scene_world
.entity_mut(root)
.add_children(&[child0, child1, child2]);
let scene = Scene::new(scene_world);
let scene_handle = app.world_mut().resource_mut::<Assets<Scene>>().add(scene);
let spawned = app.world_mut().spawn(SceneRoot(scene_handle.clone())).id();
app.update();
let world = app.world_mut();
let spawned_root = world.entity(spawned).get::<Children>().unwrap()[0];
let children = world.entity(spawned_root).get::<Children>().unwrap();
assert_eq!(children.len(), 3);
assert!(world.entity(children[0]).get::<ComponentF>().is_some());
assert_eq!(
world.entity(children[1]).get::<ComponentA>().unwrap().x,
1.0
);
assert_eq!(
world.entity(children[2]).get::<ComponentA>().unwrap().x,
2.0
);
}
}