
# Objective Fixes Commands not being `Send` or `Sync` anymore in 0.14 by implementing `Send` and `Sync` for `RawCommandQueue`. ## Solution Reference discussion in [discord](https://discord.com/channels/691052431525675048/691052431974465548/1259464518539411570). It seems that in https://github.com/bevyengine/bevy/pull/13249, when adding a `RawCommandQueue` variant to the `InternalQueue`, the `Send / Sync` traits were not implemented for it, which bubbled up all the way to `Commands` not being `Send / Sync` anymore. I am not very familiar with the ECS internals so I can't say whether the `RawCommandQueue` is safe to be shared between threads, but I know for sure that before the linked PR `Commands` were indeed `Send` and `Sync` so that PR broke "some workflows" (mandatory [xkcd](https://xkcd.com/1172/)). ## Testing This PR itself includes a compile test to make sure `Commands` will implement `Send` and `Sync`. The test itself fails without the implementation and succeeds with it. Furthermore, if I cherry pick the test to a previous release (i.e. 0.13) it indeed succeeds, showing that this is a regression specific to 0.14. --------- Signed-off-by: Luca Della Vedova <lucadv@intrinsic.ai>
1593 lines
53 KiB
Rust
1593 lines
53 KiB
Rust
mod parallel_scope;
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use super::{Deferred, IntoObserverSystem, IntoSystem, RegisterSystem, Resource};
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use crate::{
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self as bevy_ecs,
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bundle::Bundle,
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component::ComponentId,
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entity::{Entities, Entity},
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event::Event,
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observer::{Observer, TriggerEvent, TriggerTargets},
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system::{RunSystemWithInput, SystemId},
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world::command_queue::RawCommandQueue,
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world::{Command, CommandQueue, EntityWorldMut, FromWorld, World},
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};
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use bevy_utils::tracing::{error, info};
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pub use parallel_scope::*;
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use std::marker::PhantomData;
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/// A [`Command`] queue to perform structural changes to the [`World`].
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///
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/// Since each command requires exclusive access to the `World`,
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/// all queued commands are automatically applied in sequence
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/// when the `apply_deferred` system runs (see [`apply_deferred`] documentation for more details).
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///
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/// Each command can be used to modify the [`World`] in arbitrary ways:
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/// * spawning or despawning entities
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/// * inserting components on new or existing entities
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/// * inserting resources
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/// * etc.
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///
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/// For a version of [`Commands`] that works in parallel contexts (such as
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/// within [`Query::par_iter`](crate::system::Query::par_iter)) see
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/// [`ParallelCommands`]
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///
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/// # Usage
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///
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/// Add `mut commands: Commands` as a function argument to your system to get a copy of this struct that will be applied the next time a copy of [`apply_deferred`] runs.
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/// Commands are almost always used as a [`SystemParam`](crate::system::SystemParam).
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///
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/// ```
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/// # use bevy_ecs::prelude::*;
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/// #
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/// fn my_system(mut commands: Commands) {
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/// // ...
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/// }
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/// # bevy_ecs::system::assert_is_system(my_system);
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/// ```
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///
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/// # Implementing
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///
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/// Each built-in command is implemented as a separate method, e.g. [`Commands::spawn`].
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/// In addition to the pre-defined command methods, you can add commands with any arbitrary
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/// behavior using [`Commands::add`], which accepts any type implementing [`Command`].
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///
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/// Since closures and other functions implement this trait automatically, this allows one-shot,
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/// anonymous custom commands.
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///
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/// ```
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/// # use bevy_ecs::prelude::*;
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/// # fn foo(mut commands: Commands) {
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/// // NOTE: type inference fails here, so annotations are required on the closure.
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/// commands.add(|w: &mut World| {
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/// // Mutate the world however you want...
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/// # todo!();
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/// });
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/// # }
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/// ```
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///
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/// [`apply_deferred`]: crate::schedule::apply_deferred
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pub struct Commands<'w, 's> {
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queue: InternalQueue<'s>,
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entities: &'w Entities,
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}
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// SAFETY: All commands [`Command`] implement [`Send`]
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unsafe impl Send for Commands<'_, '_> {}
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// SAFETY: `Commands` never gives access to the inner commands.
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unsafe impl Sync for Commands<'_, '_> {}
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const _: () = {
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type __StructFieldsAlias<'w, 's> = (Deferred<'s, CommandQueue>, &'w Entities);
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#[doc(hidden)]
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pub struct FetchState {
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state: <__StructFieldsAlias<'static, 'static> as bevy_ecs::system::SystemParam>::State,
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}
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// SAFETY: Only reads Entities
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unsafe impl bevy_ecs::system::SystemParam for Commands<'_, '_> {
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type State = FetchState;
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type Item<'w, 's> = Commands<'w, 's>;
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fn init_state(
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world: &mut bevy_ecs::world::World,
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system_meta: &mut bevy_ecs::system::SystemMeta,
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) -> Self::State {
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FetchState {
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state: <__StructFieldsAlias<'_, '_> as bevy_ecs::system::SystemParam>::init_state(
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world,
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system_meta,
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),
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}
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}
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unsafe fn new_archetype(
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state: &mut Self::State,
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archetype: &bevy_ecs::archetype::Archetype,
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system_meta: &mut bevy_ecs::system::SystemMeta,
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) {
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// SAFETY: Caller guarantees the archetype is from the world used in `init_state`
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unsafe {
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<__StructFieldsAlias<'_, '_> as bevy_ecs::system::SystemParam>::new_archetype(
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&mut state.state,
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archetype,
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system_meta,
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);
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};
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}
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fn apply(
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state: &mut Self::State,
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system_meta: &bevy_ecs::system::SystemMeta,
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world: &mut bevy_ecs::world::World,
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) {
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<__StructFieldsAlias<'_, '_> as bevy_ecs::system::SystemParam>::apply(
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&mut state.state,
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system_meta,
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world,
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);
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}
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fn queue(
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state: &mut Self::State,
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system_meta: &bevy_ecs::system::SystemMeta,
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world: bevy_ecs::world::DeferredWorld,
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) {
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<__StructFieldsAlias<'_, '_> as bevy_ecs::system::SystemParam>::queue(
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&mut state.state,
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system_meta,
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world,
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);
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}
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unsafe fn get_param<'w, 's>(
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state: &'s mut Self::State,
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system_meta: &bevy_ecs::system::SystemMeta,
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world: bevy_ecs::world::unsafe_world_cell::UnsafeWorldCell<'w>,
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change_tick: bevy_ecs::component::Tick,
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) -> Self::Item<'w, 's> {
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let(f0,f1,) = <(Deferred<'s,CommandQueue> , &'w Entities,)as bevy_ecs::system::SystemParam> ::get_param(&mut state.state,system_meta,world,change_tick);
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Commands {
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queue: InternalQueue::CommandQueue(f0),
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entities: f1,
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}
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}
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}
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// SAFETY: Only reads Entities
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unsafe impl<'w, 's> bevy_ecs::system::ReadOnlySystemParam for Commands<'w, 's>
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where
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Deferred<'s, CommandQueue>: bevy_ecs::system::ReadOnlySystemParam,
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&'w Entities: bevy_ecs::system::ReadOnlySystemParam,
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{
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}
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};
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enum InternalQueue<'s> {
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CommandQueue(Deferred<'s, CommandQueue>),
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RawCommandQueue(RawCommandQueue),
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}
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impl<'w, 's> Commands<'w, 's> {
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/// Returns a new `Commands` instance from a [`CommandQueue`] and a [`World`].
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///
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/// It is not required to call this constructor when using `Commands` as a [system parameter].
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///
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/// [system parameter]: crate::system::SystemParam
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pub fn new(queue: &'s mut CommandQueue, world: &'w World) -> Self {
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Self::new_from_entities(queue, &world.entities)
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}
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/// Returns a new `Commands` instance from a [`CommandQueue`] and an [`Entities`] reference.
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///
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/// It is not required to call this constructor when using `Commands` as a [system parameter].
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///
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/// [system parameter]: crate::system::SystemParam
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pub fn new_from_entities(queue: &'s mut CommandQueue, entities: &'w Entities) -> Self {
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Self {
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queue: InternalQueue::CommandQueue(Deferred(queue)),
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entities,
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}
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}
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/// Returns a new `Commands` instance from a [`RawCommandQueue`] and an [`Entities`] reference.
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///
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/// This is used when constructing [`Commands`] from a [`DeferredWorld`](crate::world::DeferredWorld).
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///
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/// # Safety
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///
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/// * Caller ensures that `queue` must outlive 'w
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pub(crate) unsafe fn new_raw_from_entities(
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queue: RawCommandQueue,
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entities: &'w Entities,
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) -> Self {
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Self {
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queue: InternalQueue::RawCommandQueue(queue),
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entities,
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}
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}
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/// Returns a [`Commands`] with a smaller lifetime.
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/// This is useful if you have `&mut Commands` but need `Commands`.
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///
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/// # Examples
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///
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/// ```
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/// # use bevy_ecs::prelude::*;
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/// fn my_system(mut commands: Commands) {
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/// // We do our initialization in a separate function,
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/// // which expects an owned `Commands`.
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/// do_initialization(commands.reborrow());
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///
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/// // Since we only reborrowed the commands instead of moving them, we can still use them.
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/// commands.spawn_empty();
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/// }
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/// #
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/// # fn do_initialization(_: Commands) {}
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/// ```
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pub fn reborrow(&mut self) -> Commands<'w, '_> {
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Commands {
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queue: match &mut self.queue {
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InternalQueue::CommandQueue(queue) => InternalQueue::CommandQueue(queue.reborrow()),
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InternalQueue::RawCommandQueue(queue) => {
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InternalQueue::RawCommandQueue(queue.clone())
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}
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},
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entities: self.entities,
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}
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}
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/// Take all commands from `other` and append them to `self`, leaving `other` empty
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pub fn append(&mut self, other: &mut CommandQueue) {
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match &mut self.queue {
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InternalQueue::CommandQueue(queue) => queue.bytes.append(&mut other.bytes),
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InternalQueue::RawCommandQueue(queue) => {
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// SAFETY: Pointers in `RawCommandQueue` are never null
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unsafe { queue.bytes.as_mut() }.append(&mut other.bytes);
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}
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}
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}
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/// Pushes a [`Command`] to the queue for creating a new empty [`Entity`],
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/// and returns its corresponding [`EntityCommands`].
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///
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/// See [`World::spawn_empty`] for more details.
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///
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/// # Example
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///
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/// ```
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/// # use bevy_ecs::prelude::*;
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///
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/// #[derive(Component)]
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/// struct Label(&'static str);
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/// #[derive(Component)]
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/// struct Strength(u32);
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/// #[derive(Component)]
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/// struct Agility(u32);
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///
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/// fn example_system(mut commands: Commands) {
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/// // Create a new empty entity and retrieve its id.
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/// let empty_entity = commands.spawn_empty().id();
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///
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/// // Create another empty entity, then add some component to it
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/// commands.spawn_empty()
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/// // adds a new component bundle to the entity
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/// .insert((Strength(1), Agility(2)))
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/// // adds a single component to the entity
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/// .insert(Label("hello world"));
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/// }
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/// # bevy_ecs::system::assert_is_system(example_system);
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/// ```
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///
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/// # See also
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///
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/// - [`spawn`](Self::spawn) to spawn an entity with a bundle.
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/// - [`spawn_batch`](Self::spawn_batch) to spawn entities with a bundle each.
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pub fn spawn_empty(&mut self) -> EntityCommands {
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let entity = self.entities.reserve_entity();
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EntityCommands {
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entity,
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commands: self.reborrow(),
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}
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}
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/// Pushes a [`Command`] to the queue for creating a new [`Entity`] if the given one does not exists,
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/// and returns its corresponding [`EntityCommands`].
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///
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/// This method silently fails by returning [`EntityCommands`]
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/// even if the given `Entity` cannot be spawned.
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///
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/// See [`World::get_or_spawn`] for more details.
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///
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/// # Note
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///
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/// Spawning a specific `entity` value is rarely the right choice. Most apps should favor
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/// [`Commands::spawn`]. This method should generally only be used for sharing entities across
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/// apps, and only when they have a scheme worked out to share an ID space (which doesn't happen
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/// by default).
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pub fn get_or_spawn(&mut self, entity: Entity) -> EntityCommands {
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self.add(move |world: &mut World| {
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world.get_or_spawn(entity);
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});
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EntityCommands {
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entity,
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commands: self.reborrow(),
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}
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}
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/// Pushes a [`Command`] to the queue for creating a new entity with the given [`Bundle`]'s components,
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/// and returns its corresponding [`EntityCommands`].
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///
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/// # Example
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///
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/// ```
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/// use bevy_ecs::prelude::*;
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///
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/// #[derive(Component)]
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/// struct Component1;
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/// #[derive(Component)]
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/// struct Component2;
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/// #[derive(Component)]
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/// struct Label(&'static str);
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/// #[derive(Component)]
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/// struct Strength(u32);
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/// #[derive(Component)]
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/// struct Agility(u32);
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///
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/// #[derive(Bundle)]
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/// struct ExampleBundle {
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/// a: Component1,
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/// b: Component2,
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/// }
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///
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/// fn example_system(mut commands: Commands) {
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/// // Create a new entity with a single component.
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/// commands.spawn(Component1);
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///
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/// // Create a new entity with a component bundle.
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/// commands.spawn(ExampleBundle {
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/// a: Component1,
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/// b: Component2,
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/// });
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///
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/// commands
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/// // Create a new entity with two components using a "tuple bundle".
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/// .spawn((Component1, Component2))
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/// // `spawn returns a builder, so you can insert more bundles like this:
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/// .insert((Strength(1), Agility(2)))
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/// // or insert single components like this:
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/// .insert(Label("hello world"));
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/// }
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/// # bevy_ecs::system::assert_is_system(example_system);
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/// ```
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///
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/// # See also
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///
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/// - [`spawn_empty`](Self::spawn_empty) to spawn an entity without any components.
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/// - [`spawn_batch`](Self::spawn_batch) to spawn entities with a bundle each.
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pub fn spawn<T: Bundle>(&mut self, bundle: T) -> EntityCommands {
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let mut e = self.spawn_empty();
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e.insert(bundle);
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e
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}
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/// Returns the [`EntityCommands`] for the requested [`Entity`].
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///
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/// # Panics
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///
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/// This method panics if the requested entity does not exist.
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///
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/// # Example
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///
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/// ```
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/// use bevy_ecs::prelude::*;
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///
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/// #[derive(Component)]
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/// struct Label(&'static str);
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/// #[derive(Component)]
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/// struct Strength(u32);
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/// #[derive(Component)]
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/// struct Agility(u32);
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///
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/// fn example_system(mut commands: Commands) {
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/// // Create a new, empty entity
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/// let entity = commands.spawn_empty().id();
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///
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/// commands.entity(entity)
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/// // adds a new component bundle to the entity
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/// .insert((Strength(1), Agility(2)))
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/// // adds a single component to the entity
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/// .insert(Label("hello world"));
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/// }
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/// # bevy_ecs::system::assert_is_system(example_system);
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/// ```
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///
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/// # See also
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///
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/// - [`get_entity`](Self::get_entity) for the fallible version.
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#[inline]
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#[track_caller]
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pub fn entity(&mut self, entity: Entity) -> EntityCommands {
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#[inline(never)]
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#[cold]
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#[track_caller]
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fn panic_no_entity(entity: Entity) -> ! {
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panic!(
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"Attempting to create an EntityCommands for entity {entity:?}, which doesn't exist.",
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);
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}
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match self.get_entity(entity) {
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Some(entity) => entity,
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None => panic_no_entity(entity),
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}
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}
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/// Returns the [`EntityCommands`] for the requested [`Entity`], if it exists.
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///
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/// Returns `None` if the entity does not exist.
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///
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/// This method does not guarantee that `EntityCommands` will be successfully applied,
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/// since another command in the queue may delete the entity before them.
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///
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/// # Example
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///
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/// ```
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/// use bevy_ecs::prelude::*;
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///
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/// #[derive(Component)]
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/// struct Label(&'static str);
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/// fn example_system(mut commands: Commands) {
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/// // Create a new, empty entity
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/// let entity = commands.spawn_empty().id();
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///
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/// // Get the entity if it still exists, which it will in this case
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/// if let Some(mut entity_commands) = commands.get_entity(entity) {
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/// // adds a single component to the entity
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/// entity_commands.insert(Label("hello world"));
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/// }
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/// }
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/// # bevy_ecs::system::assert_is_system(example_system);
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/// ```
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///
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/// # See also
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///
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/// - [`entity`](Self::entity) for the panicking version.
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#[inline]
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#[track_caller]
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pub fn get_entity(&mut self, entity: Entity) -> Option<EntityCommands> {
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self.entities.contains(entity).then_some(EntityCommands {
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entity,
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commands: self.reborrow(),
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})
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}
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/// Pushes a [`Command`] to the queue for creating entities with a particular [`Bundle`] type.
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///
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/// `bundles_iter` is a type that can be converted into a [`Bundle`] iterator
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/// (it can also be a collection).
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///
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/// This method is equivalent to iterating `bundles_iter`
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/// and calling [`spawn`](Self::spawn) on each bundle,
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/// but it is faster due to memory pre-allocation.
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///
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/// # Example
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///
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/// ```
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/// # use bevy_ecs::prelude::*;
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/// #
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/// # #[derive(Component)]
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/// # struct Name(String);
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/// # #[derive(Component)]
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/// # struct Score(u32);
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/// #
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/// # fn system(mut commands: Commands) {
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/// commands.spawn_batch(vec![
|
|
/// (
|
|
/// Name("Alice".to_string()),
|
|
/// Score(0),
|
|
/// ),
|
|
/// (
|
|
/// Name("Bob".to_string()),
|
|
/// Score(0),
|
|
/// ),
|
|
/// ]);
|
|
/// # }
|
|
/// # bevy_ecs::system::assert_is_system(system);
|
|
/// ```
|
|
///
|
|
/// # See also
|
|
///
|
|
/// - [`spawn`](Self::spawn) to spawn an entity with a bundle.
|
|
/// - [`spawn_empty`](Self::spawn_empty) to spawn an entity without any components.
|
|
pub fn spawn_batch<I>(&mut self, bundles_iter: I)
|
|
where
|
|
I: IntoIterator + Send + Sync + 'static,
|
|
I::Item: Bundle,
|
|
{
|
|
self.push(spawn_batch(bundles_iter));
|
|
}
|
|
|
|
/// Push a [`Command`] onto the queue.
|
|
pub fn push<C: Command>(&mut self, command: C) {
|
|
match &mut self.queue {
|
|
InternalQueue::CommandQueue(queue) => {
|
|
queue.push(command);
|
|
}
|
|
InternalQueue::RawCommandQueue(queue) => {
|
|
// SAFETY: `RawCommandQueue` is only every constructed in `Commands::new_raw_from_entities`
|
|
// where the caller of that has ensured that `queue` outlives `self`
|
|
unsafe {
|
|
queue.push(command);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Pushes a [`Command`] to the queue for creating entities, if needed,
|
|
/// and for adding a bundle to each entity.
|
|
///
|
|
/// `bundles_iter` is a type that can be converted into an ([`Entity`], [`Bundle`]) iterator
|
|
/// (it can also be a collection).
|
|
///
|
|
/// When the command is applied,
|
|
/// for each (`Entity`, `Bundle`) pair in the given `bundles_iter`,
|
|
/// the `Entity` is spawned, if it does not exist already.
|
|
/// Then, the `Bundle` is added to the entity.
|
|
///
|
|
/// This method is equivalent to iterating `bundles_iter`,
|
|
/// calling [`get_or_spawn`](Self::get_or_spawn) for each bundle,
|
|
/// and passing it to [`insert`](EntityCommands::insert),
|
|
/// but it is faster due to memory pre-allocation.
|
|
///
|
|
/// # Note
|
|
///
|
|
/// Spawning a specific `entity` value is rarely the right choice. Most apps should use [`Commands::spawn_batch`].
|
|
/// This method should generally only be used for sharing entities across apps, and only when they have a scheme
|
|
/// worked out to share an ID space (which doesn't happen by default).
|
|
pub fn insert_or_spawn_batch<I, B>(&mut self, bundles_iter: I)
|
|
where
|
|
I: IntoIterator<Item = (Entity, B)> + Send + Sync + 'static,
|
|
B: Bundle,
|
|
{
|
|
self.push(insert_or_spawn_batch(bundles_iter));
|
|
}
|
|
|
|
/// Pushes a [`Command`] to the queue for inserting a [`Resource`] in the [`World`] with an inferred value.
|
|
///
|
|
/// The inferred value is determined by the [`FromWorld`] trait of the resource.
|
|
/// When the command is applied,
|
|
/// if the resource already exists, nothing happens.
|
|
///
|
|
/// See [`World::init_resource`] for more details.
|
|
///
|
|
/// # Example
|
|
///
|
|
/// ```
|
|
/// # use bevy_ecs::prelude::*;
|
|
/// #
|
|
/// # #[derive(Resource, Default)]
|
|
/// # struct Scoreboard {
|
|
/// # current_score: u32,
|
|
/// # high_score: u32,
|
|
/// # }
|
|
/// #
|
|
/// # fn initialise_scoreboard(mut commands: Commands) {
|
|
/// commands.init_resource::<Scoreboard>();
|
|
/// # }
|
|
/// # bevy_ecs::system::assert_is_system(initialise_scoreboard);
|
|
/// ```
|
|
pub fn init_resource<R: Resource + FromWorld>(&mut self) {
|
|
self.push(init_resource::<R>);
|
|
}
|
|
|
|
/// Pushes a [`Command`] to the queue for inserting a [`Resource`] in the [`World`] with a specific value.
|
|
///
|
|
/// This will overwrite any previous value of the same resource type.
|
|
///
|
|
/// See [`World::insert_resource`] for more details.
|
|
///
|
|
/// # Example
|
|
///
|
|
/// ```
|
|
/// # use bevy_ecs::prelude::*;
|
|
/// #
|
|
/// # #[derive(Resource)]
|
|
/// # struct Scoreboard {
|
|
/// # current_score: u32,
|
|
/// # high_score: u32,
|
|
/// # }
|
|
/// #
|
|
/// # fn system(mut commands: Commands) {
|
|
/// commands.insert_resource(Scoreboard {
|
|
/// current_score: 0,
|
|
/// high_score: 0,
|
|
/// });
|
|
/// # }
|
|
/// # bevy_ecs::system::assert_is_system(system);
|
|
/// ```
|
|
pub fn insert_resource<R: Resource>(&mut self, resource: R) {
|
|
self.push(insert_resource(resource));
|
|
}
|
|
|
|
/// Pushes a [`Command`] to the queue for removing a [`Resource`] from the [`World`].
|
|
///
|
|
/// See [`World::remove_resource`] for more details.
|
|
///
|
|
/// # Example
|
|
///
|
|
/// ```
|
|
/// # use bevy_ecs::prelude::*;
|
|
/// #
|
|
/// # #[derive(Resource)]
|
|
/// # struct Scoreboard {
|
|
/// # current_score: u32,
|
|
/// # high_score: u32,
|
|
/// # }
|
|
/// #
|
|
/// # fn system(mut commands: Commands) {
|
|
/// commands.remove_resource::<Scoreboard>();
|
|
/// # }
|
|
/// # bevy_ecs::system::assert_is_system(system);
|
|
/// ```
|
|
pub fn remove_resource<R: Resource>(&mut self) {
|
|
self.push(remove_resource::<R>);
|
|
}
|
|
|
|
/// Runs the system corresponding to the given [`SystemId`].
|
|
/// Systems are ran in an exclusive and single threaded way.
|
|
/// Running slow systems can become a bottleneck.
|
|
///
|
|
/// Calls [`World::run_system`](World::run_system).
|
|
///
|
|
/// There is no way to get the output of a system when run as a command, because the
|
|
/// execution of the system happens later. To get the output of a system, use
|
|
/// [`World::run_system`] or [`World::run_system_with_input`] instead of running the system as a command.
|
|
pub fn run_system(&mut self, id: SystemId) {
|
|
self.run_system_with_input(id, ());
|
|
}
|
|
|
|
/// Runs the system corresponding to the given [`SystemId`].
|
|
/// Systems are ran in an exclusive and single threaded way.
|
|
/// Running slow systems can become a bottleneck.
|
|
///
|
|
/// Calls [`World::run_system_with_input`](World::run_system_with_input).
|
|
///
|
|
/// There is no way to get the output of a system when run as a command, because the
|
|
/// execution of the system happens later. To get the output of a system, use
|
|
/// [`World::run_system`] or [`World::run_system_with_input`] instead of running the system as a command.
|
|
pub fn run_system_with_input<I: 'static + Send>(&mut self, id: SystemId<I>, input: I) {
|
|
self.push(RunSystemWithInput::new_with_input(id, input));
|
|
}
|
|
|
|
/// Registers a system and returns a [`SystemId`] so it can later be called by [`World::run_system`].
|
|
///
|
|
/// It's possible to register the same systems more than once, they'll be stored separately.
|
|
///
|
|
/// This is different from adding systems to a [`Schedule`](crate::schedule::Schedule),
|
|
/// because the [`SystemId`] that is returned can be used anywhere in the [`World`] to run the associated system.
|
|
/// This allows for running systems in a push-based fashion.
|
|
/// Using a [`Schedule`](crate::schedule::Schedule) is still preferred for most cases
|
|
/// due to its better performance and ability to run non-conflicting systems simultaneously.
|
|
///
|
|
/// If you want to prevent Commands from registering the same system multiple times, consider using [`Local`](crate::system::Local)
|
|
///
|
|
/// # Example
|
|
///
|
|
/// ```
|
|
/// # use bevy_ecs::{prelude::*, world::CommandQueue, system::SystemId};
|
|
///
|
|
/// #[derive(Resource)]
|
|
/// struct Counter(i32);
|
|
///
|
|
/// fn register_system(mut local_system: Local<Option<SystemId>>, mut commands: Commands) {
|
|
/// if let Some(system) = *local_system {
|
|
/// commands.run_system(system);
|
|
/// } else {
|
|
/// *local_system = Some(commands.register_one_shot_system(increment_counter));
|
|
/// }
|
|
/// }
|
|
///
|
|
/// fn increment_counter(mut value: ResMut<Counter>) {
|
|
/// value.0 += 1;
|
|
/// }
|
|
///
|
|
/// # let mut world = World::default();
|
|
/// # world.insert_resource(Counter(0));
|
|
/// # let mut queue_1 = CommandQueue::default();
|
|
/// # let systemid = {
|
|
/// # let mut commands = Commands::new(&mut queue_1, &world);
|
|
/// # commands.register_one_shot_system(increment_counter)
|
|
/// # };
|
|
/// # let mut queue_2 = CommandQueue::default();
|
|
/// # {
|
|
/// # let mut commands = Commands::new(&mut queue_2, &world);
|
|
/// # commands.run_system(systemid);
|
|
/// # }
|
|
/// # queue_1.append(&mut queue_2);
|
|
/// # queue_1.apply(&mut world);
|
|
/// # assert_eq!(1, world.resource::<Counter>().0);
|
|
/// # bevy_ecs::system::assert_is_system(register_system);
|
|
/// ```
|
|
pub fn register_one_shot_system<
|
|
I: 'static + Send,
|
|
O: 'static + Send,
|
|
M,
|
|
S: IntoSystem<I, O, M> + 'static,
|
|
>(
|
|
&mut self,
|
|
system: S,
|
|
) -> SystemId<I, O> {
|
|
let entity = self.spawn_empty().id();
|
|
self.push(RegisterSystem::new(system, entity));
|
|
SystemId::from_entity(entity)
|
|
}
|
|
|
|
/// Pushes a generic [`Command`] to the command queue.
|
|
///
|
|
/// `command` can be a built-in command, custom struct that implements [`Command`] or a closure
|
|
/// that takes [`&mut World`](World) as an argument.
|
|
/// # Example
|
|
///
|
|
/// ```
|
|
/// # use bevy_ecs::{world::Command, prelude::*};
|
|
/// #[derive(Resource, Default)]
|
|
/// struct Counter(u64);
|
|
///
|
|
/// struct AddToCounter(u64);
|
|
///
|
|
/// impl Command for AddToCounter {
|
|
/// fn apply(self, world: &mut World) {
|
|
/// let mut counter = world.get_resource_or_insert_with(Counter::default);
|
|
/// counter.0 += self.0;
|
|
/// }
|
|
/// }
|
|
///
|
|
/// fn add_three_to_counter_system(mut commands: Commands) {
|
|
/// commands.add(AddToCounter(3));
|
|
/// }
|
|
/// fn add_twenty_five_to_counter_system(mut commands: Commands) {
|
|
/// commands.add(|world: &mut World| {
|
|
/// let mut counter = world.get_resource_or_insert_with(Counter::default);
|
|
/// counter.0 += 25;
|
|
/// });
|
|
/// }
|
|
|
|
/// # bevy_ecs::system::assert_is_system(add_three_to_counter_system);
|
|
/// # bevy_ecs::system::assert_is_system(add_twenty_five_to_counter_system);
|
|
/// ```
|
|
pub fn add<C: Command>(&mut self, command: C) {
|
|
self.push(command);
|
|
}
|
|
|
|
/// Sends a "global" [`Trigger`] without any targets. This will run any [`Observer`] of the `event` that
|
|
/// isn't scoped to specific targets.
|
|
pub fn trigger(&mut self, event: impl Event) {
|
|
self.add(TriggerEvent { event, targets: () });
|
|
}
|
|
|
|
/// Sends a [`Trigger`] for the given targets. This will run any [`Observer`] of the `event` that
|
|
/// watches those targets.
|
|
pub fn trigger_targets(&mut self, event: impl Event, targets: impl TriggerTargets) {
|
|
self.add(TriggerEvent { event, targets });
|
|
}
|
|
|
|
/// Spawn an [`Observer`] and returns the [`EntityCommands`] associated with the entity that stores the observer.
|
|
pub fn observe<E: Event, B: Bundle, M>(
|
|
&mut self,
|
|
observer: impl IntoObserverSystem<E, B, M>,
|
|
) -> EntityCommands {
|
|
self.spawn(Observer::new(observer))
|
|
}
|
|
}
|
|
|
|
/// A [`Command`] which gets executed for a given [`Entity`].
|
|
///
|
|
/// # Examples
|
|
///
|
|
/// ```
|
|
/// # use std::collections::HashSet;
|
|
/// # use bevy_ecs::prelude::*;
|
|
/// use bevy_ecs::system::EntityCommand;
|
|
/// #
|
|
/// # #[derive(Component, PartialEq)]
|
|
/// # struct Name(String);
|
|
/// # impl Name {
|
|
/// # fn new(s: String) -> Self { Name(s) }
|
|
/// # fn as_str(&self) -> &str { &self.0 }
|
|
/// # }
|
|
///
|
|
/// #[derive(Resource, Default)]
|
|
/// struct Counter(i64);
|
|
///
|
|
/// /// A `Command` which names an entity based on a global counter.
|
|
/// fn count_name(entity: Entity, world: &mut World) {
|
|
/// // Get the current value of the counter, and increment it for next time.
|
|
/// let mut counter = world.resource_mut::<Counter>();
|
|
/// let i = counter.0;
|
|
/// counter.0 += 1;
|
|
///
|
|
/// // Name the entity after the value of the counter.
|
|
/// world.entity_mut(entity).insert(Name::new(format!("Entity #{i}")));
|
|
/// }
|
|
///
|
|
/// // App creation boilerplate omitted...
|
|
/// # let mut world = World::new();
|
|
/// # world.init_resource::<Counter>();
|
|
/// #
|
|
/// # let mut setup_schedule = Schedule::default();
|
|
/// # setup_schedule.add_systems(setup);
|
|
/// # let mut assert_schedule = Schedule::default();
|
|
/// # assert_schedule.add_systems(assert_names);
|
|
/// #
|
|
/// # setup_schedule.run(&mut world);
|
|
/// # assert_schedule.run(&mut world);
|
|
///
|
|
/// fn setup(mut commands: Commands) {
|
|
/// commands.spawn_empty().add(count_name);
|
|
/// commands.spawn_empty().add(count_name);
|
|
/// }
|
|
///
|
|
/// fn assert_names(named: Query<&Name>) {
|
|
/// // We use a HashSet because we do not care about the order.
|
|
/// let names: HashSet<_> = named.iter().map(Name::as_str).collect();
|
|
/// assert_eq!(names, HashSet::from_iter(["Entity #0", "Entity #1"]));
|
|
/// }
|
|
/// ```
|
|
pub trait EntityCommand<Marker = ()>: Send + 'static {
|
|
/// Executes this command for the given [`Entity`].
|
|
fn apply(self, id: Entity, world: &mut World);
|
|
/// Returns a [`Command`] which executes this [`EntityCommand`] for the given [`Entity`].
|
|
#[must_use = "commands do nothing unless applied to a `World`"]
|
|
fn with_entity(self, id: Entity) -> WithEntity<Marker, Self>
|
|
where
|
|
Self: Sized,
|
|
{
|
|
WithEntity {
|
|
cmd: self,
|
|
id,
|
|
marker: PhantomData,
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Turns an [`EntityCommand`] type into a [`Command`] type.
|
|
pub struct WithEntity<Marker, C: EntityCommand<Marker>> {
|
|
cmd: C,
|
|
id: Entity,
|
|
marker: PhantomData<fn() -> Marker>,
|
|
}
|
|
|
|
impl<M, C: EntityCommand<M>> Command for WithEntity<M, C>
|
|
where
|
|
M: 'static,
|
|
{
|
|
#[inline]
|
|
fn apply(self, world: &mut World) {
|
|
self.cmd.apply(self.id, world);
|
|
}
|
|
}
|
|
|
|
/// A list of commands that will be run to modify an [entity](crate::entity).
|
|
pub struct EntityCommands<'a> {
|
|
pub(crate) entity: Entity,
|
|
pub(crate) commands: Commands<'a, 'a>,
|
|
}
|
|
|
|
impl EntityCommands<'_> {
|
|
/// Returns the [`Entity`] id of the entity.
|
|
///
|
|
/// # Example
|
|
///
|
|
/// ```
|
|
/// # use bevy_ecs::prelude::*;
|
|
/// #
|
|
/// fn my_system(mut commands: Commands) {
|
|
/// let entity_id = commands.spawn_empty().id();
|
|
/// }
|
|
/// # bevy_ecs::system::assert_is_system(my_system);
|
|
/// ```
|
|
#[inline]
|
|
#[must_use = "Omit the .id() call if you do not need to store the `Entity` identifier."]
|
|
pub fn id(&self) -> Entity {
|
|
self.entity
|
|
}
|
|
|
|
/// Returns an [`EntityCommands`] with a smaller lifetime.
|
|
/// This is useful if you have `&mut EntityCommands` but you need `EntityCommands`.
|
|
pub fn reborrow(&mut self) -> EntityCommands {
|
|
EntityCommands {
|
|
entity: self.entity,
|
|
commands: self.commands.reborrow(),
|
|
}
|
|
}
|
|
|
|
/// Adds a [`Bundle`] of components to the entity.
|
|
///
|
|
/// This will overwrite any previous value(s) of the same component type.
|
|
///
|
|
/// # Panics
|
|
///
|
|
/// The command will panic when applied if the associated entity does not exist.
|
|
///
|
|
/// To avoid a panic in this case, use the command [`Self::try_insert`] instead.
|
|
///
|
|
/// # Example
|
|
///
|
|
/// ```
|
|
/// # use bevy_ecs::prelude::*;
|
|
/// # #[derive(Resource)]
|
|
/// # struct PlayerEntity { entity: Entity }
|
|
/// #[derive(Component)]
|
|
/// struct Health(u32);
|
|
/// #[derive(Component)]
|
|
/// struct Strength(u32);
|
|
/// #[derive(Component)]
|
|
/// struct Defense(u32);
|
|
///
|
|
/// #[derive(Bundle)]
|
|
/// struct CombatBundle {
|
|
/// health: Health,
|
|
/// strength: Strength,
|
|
/// }
|
|
///
|
|
/// fn add_combat_stats_system(mut commands: Commands, player: Res<PlayerEntity>) {
|
|
/// commands
|
|
/// .entity(player.entity)
|
|
/// // You can insert individual components:
|
|
/// .insert(Defense(10))
|
|
/// // You can also insert pre-defined bundles of components:
|
|
/// .insert(CombatBundle {
|
|
/// health: Health(100),
|
|
/// strength: Strength(40),
|
|
/// })
|
|
/// // You can also insert tuples of components and bundles.
|
|
/// // This is equivalent to the calls above:
|
|
/// .insert((
|
|
/// Defense(10),
|
|
/// CombatBundle {
|
|
/// health: Health(100),
|
|
/// strength: Strength(40),
|
|
/// },
|
|
/// ));
|
|
/// }
|
|
/// # bevy_ecs::system::assert_is_system(add_combat_stats_system);
|
|
/// ```
|
|
pub fn insert(&mut self, bundle: impl Bundle) -> &mut Self {
|
|
self.add(insert(bundle))
|
|
}
|
|
|
|
/// Tries to add a [`Bundle`] of components to the entity.
|
|
///
|
|
/// This will overwrite any previous value(s) of the same component type.
|
|
///
|
|
/// # Note
|
|
///
|
|
/// Unlike [`Self::insert`], this will not panic if the associated entity does not exist.
|
|
///
|
|
/// # Example
|
|
///
|
|
/// ```
|
|
/// # use bevy_ecs::prelude::*;
|
|
/// # #[derive(Resource)]
|
|
/// # struct PlayerEntity { entity: Entity }
|
|
/// #[derive(Component)]
|
|
/// struct Health(u32);
|
|
/// #[derive(Component)]
|
|
/// struct Strength(u32);
|
|
/// #[derive(Component)]
|
|
/// struct Defense(u32);
|
|
///
|
|
/// #[derive(Bundle)]
|
|
/// struct CombatBundle {
|
|
/// health: Health,
|
|
/// strength: Strength,
|
|
/// }
|
|
///
|
|
/// fn add_combat_stats_system(mut commands: Commands, player: Res<PlayerEntity>) {
|
|
/// commands.entity(player.entity)
|
|
/// // You can try_insert individual components:
|
|
/// .try_insert(Defense(10))
|
|
///
|
|
/// // You can also insert tuples of components:
|
|
/// .try_insert(CombatBundle {
|
|
/// health: Health(100),
|
|
/// strength: Strength(40),
|
|
/// });
|
|
///
|
|
/// // Suppose this occurs in a parallel adjacent system or process
|
|
/// commands.entity(player.entity)
|
|
/// .despawn();
|
|
///
|
|
/// commands.entity(player.entity)
|
|
/// // This will not panic nor will it add the component
|
|
/// .try_insert(Defense(5));
|
|
/// }
|
|
/// # bevy_ecs::system::assert_is_system(add_combat_stats_system);
|
|
/// ```
|
|
pub fn try_insert(&mut self, bundle: impl Bundle) -> &mut Self {
|
|
self.add(try_insert(bundle))
|
|
}
|
|
|
|
/// Removes a [`Bundle`] of components from the entity.
|
|
///
|
|
/// # Example
|
|
///
|
|
/// ```
|
|
/// # use bevy_ecs::prelude::*;
|
|
/// #
|
|
/// # #[derive(Resource)]
|
|
/// # struct PlayerEntity { entity: Entity }
|
|
/// #[derive(Component)]
|
|
/// struct Health(u32);
|
|
/// #[derive(Component)]
|
|
/// struct Strength(u32);
|
|
/// #[derive(Component)]
|
|
/// struct Defense(u32);
|
|
///
|
|
/// #[derive(Bundle)]
|
|
/// struct CombatBundle {
|
|
/// health: Health,
|
|
/// strength: Strength,
|
|
/// }
|
|
///
|
|
/// fn remove_combat_stats_system(mut commands: Commands, player: Res<PlayerEntity>) {
|
|
/// commands
|
|
/// .entity(player.entity)
|
|
/// // You can remove individual components:
|
|
/// .remove::<Defense>()
|
|
/// // You can also remove pre-defined Bundles of components:
|
|
/// .remove::<CombatBundle>()
|
|
/// // You can also remove tuples of components and bundles.
|
|
/// // This is equivalent to the calls above:
|
|
/// .remove::<(Defense, CombatBundle)>();
|
|
/// }
|
|
/// # bevy_ecs::system::assert_is_system(remove_combat_stats_system);
|
|
/// ```
|
|
pub fn remove<T>(&mut self) -> &mut Self
|
|
where
|
|
T: Bundle,
|
|
{
|
|
self.add(remove::<T>)
|
|
}
|
|
|
|
/// Removes a component from the entity.
|
|
pub fn remove_by_id(&mut self, component_id: ComponentId) -> &mut Self {
|
|
self.add(remove_by_id(component_id))
|
|
}
|
|
|
|
/// Removes all components associated with the entity.
|
|
pub fn clear(&mut self) -> &mut Self {
|
|
self.add(clear())
|
|
}
|
|
|
|
/// Despawns the entity.
|
|
/// This will emit a warning if the entity does not exist.
|
|
///
|
|
/// See [`World::despawn`] for more details.
|
|
///
|
|
/// # Note
|
|
///
|
|
/// This won't clean up external references to the entity (such as parent-child relationships
|
|
/// if you're using `bevy_hierarchy`), which may leave the world in an invalid state.
|
|
///
|
|
/// # Example
|
|
///
|
|
/// ```
|
|
/// # use bevy_ecs::prelude::*;
|
|
/// #
|
|
/// # #[derive(Resource)]
|
|
/// # struct CharacterToRemove { entity: Entity }
|
|
/// #
|
|
/// fn remove_character_system(
|
|
/// mut commands: Commands,
|
|
/// character_to_remove: Res<CharacterToRemove>
|
|
/// )
|
|
/// {
|
|
/// commands.entity(character_to_remove.entity).despawn();
|
|
/// }
|
|
/// # bevy_ecs::system::assert_is_system(remove_character_system);
|
|
/// ```
|
|
pub fn despawn(&mut self) {
|
|
self.add(despawn);
|
|
}
|
|
|
|
/// Pushes an [`EntityCommand`] to the queue, which will get executed for the current [`Entity`].
|
|
///
|
|
/// # Examples
|
|
///
|
|
/// ```
|
|
/// # use bevy_ecs::prelude::*;
|
|
/// # fn my_system(mut commands: Commands) {
|
|
/// commands
|
|
/// .spawn_empty()
|
|
/// // Closures with this signature implement `EntityCommand`.
|
|
/// .add(|entity: EntityWorldMut| {
|
|
/// println!("Executed an EntityCommand for {:?}", entity.id());
|
|
/// });
|
|
/// # }
|
|
/// # bevy_ecs::system::assert_is_system(my_system);
|
|
/// ```
|
|
pub fn add<M: 'static>(&mut self, command: impl EntityCommand<M>) -> &mut Self {
|
|
self.commands.add(command.with_entity(self.entity));
|
|
self
|
|
}
|
|
|
|
/// Removes all components except the given [`Bundle`] from the entity.
|
|
///
|
|
/// This can also be used to remove all the components from the entity by passing it an empty Bundle.
|
|
///
|
|
/// # Example
|
|
///
|
|
/// ```
|
|
/// # use bevy_ecs::prelude::*;
|
|
/// #
|
|
/// # #[derive(Resource)]
|
|
/// # struct PlayerEntity { entity: Entity }
|
|
/// #[derive(Component)]
|
|
/// struct Health(u32);
|
|
/// #[derive(Component)]
|
|
/// struct Strength(u32);
|
|
/// #[derive(Component)]
|
|
/// struct Defense(u32);
|
|
///
|
|
/// #[derive(Bundle)]
|
|
/// struct CombatBundle {
|
|
/// health: Health,
|
|
/// strength: Strength,
|
|
/// }
|
|
///
|
|
/// fn remove_combat_stats_system(mut commands: Commands, player: Res<PlayerEntity>) {
|
|
/// commands
|
|
/// .entity(player.entity)
|
|
/// // You can retain a pre-defined Bundle of components,
|
|
/// // with this removing only the Defense component
|
|
/// .retain::<CombatBundle>()
|
|
/// // You can also retain only a single component
|
|
/// .retain::<Health>()
|
|
/// // And you can remove all the components by passing in an empty Bundle
|
|
/// .retain::<()>();
|
|
/// }
|
|
/// # bevy_ecs::system::assert_is_system(remove_combat_stats_system);
|
|
/// ```
|
|
pub fn retain<T>(&mut self) -> &mut Self
|
|
where
|
|
T: Bundle,
|
|
{
|
|
self.add(retain::<T>)
|
|
}
|
|
|
|
/// Logs the components of the entity at the info level.
|
|
///
|
|
/// # Panics
|
|
///
|
|
/// The command will panic when applied if the associated entity does not exist.
|
|
pub fn log_components(&mut self) {
|
|
self.add(log_components);
|
|
}
|
|
|
|
/// Returns the underlying [`Commands`].
|
|
pub fn commands(&mut self) -> Commands {
|
|
self.commands.reborrow()
|
|
}
|
|
|
|
/// Creates an [`Observer`](crate::observer::Observer) listening for a trigger of type `T` that targets this entity.
|
|
pub fn observe<E: Event, B: Bundle, M>(
|
|
&mut self,
|
|
system: impl IntoObserverSystem<E, B, M>,
|
|
) -> &mut Self {
|
|
self.add(observe(system));
|
|
self
|
|
}
|
|
}
|
|
|
|
impl<F> Command for F
|
|
where
|
|
F: FnOnce(&mut World) + Send + 'static,
|
|
{
|
|
fn apply(self, world: &mut World) {
|
|
self(world);
|
|
}
|
|
}
|
|
|
|
impl<F> EntityCommand<World> for F
|
|
where
|
|
F: FnOnce(EntityWorldMut) + Send + 'static,
|
|
{
|
|
fn apply(self, id: Entity, world: &mut World) {
|
|
self(world.entity_mut(id));
|
|
}
|
|
}
|
|
|
|
impl<F> EntityCommand for F
|
|
where
|
|
F: FnOnce(Entity, &mut World) + Send + 'static,
|
|
{
|
|
fn apply(self, id: Entity, world: &mut World) {
|
|
self(id, world);
|
|
}
|
|
}
|
|
|
|
/// A [`Command`] that consumes an iterator of [`Bundle`]s to spawn a series of entities.
|
|
///
|
|
/// This is more efficient than spawning the entities individually.
|
|
fn spawn_batch<I, B>(bundles_iter: I) -> impl Command
|
|
where
|
|
I: IntoIterator<Item = B> + Send + Sync + 'static,
|
|
B: Bundle,
|
|
{
|
|
move |world: &mut World| {
|
|
world.spawn_batch(bundles_iter);
|
|
}
|
|
}
|
|
|
|
/// A [`Command`] that consumes an iterator to add a series of [`Bundle`]s to a set of entities.
|
|
/// If any entities do not already exist in the world, they will be spawned.
|
|
///
|
|
/// This is more efficient than inserting the bundles individually.
|
|
fn insert_or_spawn_batch<I, B>(bundles_iter: I) -> impl Command
|
|
where
|
|
I: IntoIterator<Item = (Entity, B)> + Send + Sync + 'static,
|
|
B: Bundle,
|
|
{
|
|
move |world: &mut World| {
|
|
if let Err(invalid_entities) = world.insert_or_spawn_batch(bundles_iter) {
|
|
error!(
|
|
"Failed to 'insert or spawn' bundle of type {} into the following invalid entities: {:?}",
|
|
std::any::type_name::<B>(),
|
|
invalid_entities
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// A [`Command`] that despawns a specific entity.
|
|
/// This will emit a warning if the entity does not exist.
|
|
///
|
|
/// # Note
|
|
///
|
|
/// This won't clean up external references to the entity (such as parent-child relationships
|
|
/// if you're using `bevy_hierarchy`), which may leave the world in an invalid state.
|
|
fn despawn(entity: Entity, world: &mut World) {
|
|
world.despawn(entity);
|
|
}
|
|
|
|
/// An [`EntityCommand`] that adds the components in a [`Bundle`] to an entity.
|
|
fn insert<T: Bundle>(bundle: T) -> impl EntityCommand {
|
|
move |entity: Entity, world: &mut World| {
|
|
if let Some(mut entity) = world.get_entity_mut(entity) {
|
|
entity.insert(bundle);
|
|
} else {
|
|
panic!("error[B0003]: Could not insert a bundle (of type `{}`) for entity {:?} because it doesn't exist in this World. See: https://bevyengine.org/learn/errors/#b0003", std::any::type_name::<T>(), entity);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// An [`EntityCommand`] that attempts to add the components in a [`Bundle`] to an entity.
|
|
fn try_insert(bundle: impl Bundle) -> impl EntityCommand {
|
|
move |entity, world: &mut World| {
|
|
if let Some(mut entity) = world.get_entity_mut(entity) {
|
|
entity.insert(bundle);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// An [`EntityCommand`] that removes components from an entity.
|
|
/// For a [`Bundle`] type `T`, this will remove any components in the bundle.
|
|
/// Any components in the bundle that aren't found on the entity will be ignored.
|
|
fn remove<T: Bundle>(entity: Entity, world: &mut World) {
|
|
if let Some(mut entity) = world.get_entity_mut(entity) {
|
|
entity.remove::<T>();
|
|
}
|
|
}
|
|
|
|
/// An [`EntityCommand`] that removes components with a provided [`ComponentId`] from an entity.
|
|
/// # Panics
|
|
///
|
|
/// Panics if the provided [`ComponentId`] does not exist in the [`World`].
|
|
fn remove_by_id(component_id: ComponentId) -> impl EntityCommand {
|
|
move |entity: Entity, world: &mut World| {
|
|
if let Some(mut entity) = world.get_entity_mut(entity) {
|
|
entity.remove_by_id(component_id);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// An [`EntityCommand`] that removes all components associated with a provided entity.
|
|
fn clear() -> impl EntityCommand {
|
|
move |entity: Entity, world: &mut World| {
|
|
if let Some(mut entity) = world.get_entity_mut(entity) {
|
|
entity.clear();
|
|
}
|
|
}
|
|
}
|
|
|
|
/// An [`EntityCommand`] that removes components from an entity.
|
|
/// For a [`Bundle`] type `T`, this will remove all components except those in the bundle.
|
|
/// Any components in the bundle that aren't found on the entity will be ignored.
|
|
fn retain<T: Bundle>(entity: Entity, world: &mut World) {
|
|
if let Some(mut entity_mut) = world.get_entity_mut(entity) {
|
|
entity_mut.retain::<T>();
|
|
}
|
|
}
|
|
|
|
/// A [`Command`] that inserts a [`Resource`] into the world using a value
|
|
/// created with the [`FromWorld`] trait.
|
|
fn init_resource<R: Resource + FromWorld>(world: &mut World) {
|
|
world.init_resource::<R>();
|
|
}
|
|
|
|
/// A [`Command`] that removes the [resource](Resource) `R` from the world.
|
|
fn remove_resource<R: Resource>(world: &mut World) {
|
|
world.remove_resource::<R>();
|
|
}
|
|
|
|
/// A [`Command`] that inserts a [`Resource`] into the world.
|
|
fn insert_resource<R: Resource>(resource: R) -> impl Command {
|
|
move |world: &mut World| {
|
|
world.insert_resource(resource);
|
|
}
|
|
}
|
|
|
|
/// [`EntityCommand`] to log the components of a given entity. See [`EntityCommands::log_components`].
|
|
fn log_components(entity: Entity, world: &mut World) {
|
|
let debug_infos: Vec<_> = world
|
|
.inspect_entity(entity)
|
|
.into_iter()
|
|
.map(|component_info| component_info.name())
|
|
.collect();
|
|
info!("Entity {entity}: {debug_infos:?}");
|
|
}
|
|
|
|
fn observe<E: Event, B: Bundle, M>(
|
|
observer: impl IntoObserverSystem<E, B, M>,
|
|
) -> impl EntityCommand {
|
|
move |entity, world: &mut World| {
|
|
if let Some(mut entity) = world.get_entity_mut(entity) {
|
|
entity.observe(observer);
|
|
}
|
|
}
|
|
}
|
|
|
|
#[cfg(test)]
|
|
#[allow(clippy::float_cmp, clippy::approx_constant)]
|
|
mod tests {
|
|
use crate::{
|
|
self as bevy_ecs,
|
|
component::Component,
|
|
system::{Commands, Resource},
|
|
world::{CommandQueue, World},
|
|
};
|
|
use std::{
|
|
any::TypeId,
|
|
sync::{
|
|
atomic::{AtomicUsize, Ordering},
|
|
Arc,
|
|
},
|
|
};
|
|
|
|
#[allow(dead_code)]
|
|
#[derive(Component)]
|
|
#[component(storage = "SparseSet")]
|
|
struct SparseDropCk(DropCk);
|
|
|
|
#[derive(Component)]
|
|
struct DropCk(Arc<AtomicUsize>);
|
|
impl DropCk {
|
|
fn new_pair() -> (Self, Arc<AtomicUsize>) {
|
|
let atomic = Arc::new(AtomicUsize::new(0));
|
|
(DropCk(atomic.clone()), atomic)
|
|
}
|
|
}
|
|
|
|
impl Drop for DropCk {
|
|
fn drop(&mut self) {
|
|
self.0.as_ref().fetch_add(1, Ordering::Relaxed);
|
|
}
|
|
}
|
|
|
|
#[derive(Component, Resource)]
|
|
struct W<T>(T);
|
|
|
|
fn simple_command(world: &mut World) {
|
|
world.spawn((W(0u32), W(42u64)));
|
|
}
|
|
|
|
#[test]
|
|
fn commands() {
|
|
let mut world = World::default();
|
|
let mut command_queue = CommandQueue::default();
|
|
let entity = Commands::new(&mut command_queue, &world)
|
|
.spawn((W(1u32), W(2u64)))
|
|
.id();
|
|
command_queue.apply(&mut world);
|
|
assert_eq!(world.entities().len(), 1);
|
|
let results = world
|
|
.query::<(&W<u32>, &W<u64>)>()
|
|
.iter(&world)
|
|
.map(|(a, b)| (a.0, b.0))
|
|
.collect::<Vec<_>>();
|
|
assert_eq!(results, vec![(1u32, 2u64)]);
|
|
// test entity despawn
|
|
{
|
|
let mut commands = Commands::new(&mut command_queue, &world);
|
|
commands.entity(entity).despawn();
|
|
commands.entity(entity).despawn(); // double despawn shouldn't panic
|
|
}
|
|
command_queue.apply(&mut world);
|
|
let results2 = world
|
|
.query::<(&W<u32>, &W<u64>)>()
|
|
.iter(&world)
|
|
.map(|(a, b)| (a.0, b.0))
|
|
.collect::<Vec<_>>();
|
|
assert_eq!(results2, vec![]);
|
|
|
|
// test adding simple (FnOnce) commands
|
|
{
|
|
let mut commands = Commands::new(&mut command_queue, &world);
|
|
|
|
// set up a simple command using a closure that adds one additional entity
|
|
commands.add(|world: &mut World| {
|
|
world.spawn((W(42u32), W(0u64)));
|
|
});
|
|
|
|
// set up a simple command using a function that adds one additional entity
|
|
commands.add(simple_command);
|
|
}
|
|
command_queue.apply(&mut world);
|
|
let results3 = world
|
|
.query::<(&W<u32>, &W<u64>)>()
|
|
.iter(&world)
|
|
.map(|(a, b)| (a.0, b.0))
|
|
.collect::<Vec<_>>();
|
|
|
|
assert_eq!(results3, vec![(42u32, 0u64), (0u32, 42u64)]);
|
|
}
|
|
|
|
#[test]
|
|
fn remove_components() {
|
|
let mut world = World::default();
|
|
|
|
let mut command_queue = CommandQueue::default();
|
|
let (dense_dropck, dense_is_dropped) = DropCk::new_pair();
|
|
let (sparse_dropck, sparse_is_dropped) = DropCk::new_pair();
|
|
let sparse_dropck = SparseDropCk(sparse_dropck);
|
|
|
|
let entity = Commands::new(&mut command_queue, &world)
|
|
.spawn((W(1u32), W(2u64), dense_dropck, sparse_dropck))
|
|
.id();
|
|
command_queue.apply(&mut world);
|
|
let results_before = world
|
|
.query::<(&W<u32>, &W<u64>)>()
|
|
.iter(&world)
|
|
.map(|(a, b)| (a.0, b.0))
|
|
.collect::<Vec<_>>();
|
|
assert_eq!(results_before, vec![(1u32, 2u64)]);
|
|
|
|
// test component removal
|
|
Commands::new(&mut command_queue, &world)
|
|
.entity(entity)
|
|
.remove::<W<u32>>()
|
|
.remove::<(W<u32>, W<u64>, SparseDropCk, DropCk)>();
|
|
|
|
assert_eq!(dense_is_dropped.load(Ordering::Relaxed), 0);
|
|
assert_eq!(sparse_is_dropped.load(Ordering::Relaxed), 0);
|
|
command_queue.apply(&mut world);
|
|
assert_eq!(dense_is_dropped.load(Ordering::Relaxed), 1);
|
|
assert_eq!(sparse_is_dropped.load(Ordering::Relaxed), 1);
|
|
|
|
let results_after = world
|
|
.query::<(&W<u32>, &W<u64>)>()
|
|
.iter(&world)
|
|
.map(|(a, b)| (a.0, b.0))
|
|
.collect::<Vec<_>>();
|
|
assert_eq!(results_after, vec![]);
|
|
let results_after_u64 = world
|
|
.query::<&W<u64>>()
|
|
.iter(&world)
|
|
.map(|v| v.0)
|
|
.collect::<Vec<_>>();
|
|
assert_eq!(results_after_u64, vec![]);
|
|
}
|
|
|
|
#[test]
|
|
fn remove_components_by_id() {
|
|
let mut world = World::default();
|
|
|
|
let mut command_queue = CommandQueue::default();
|
|
let (dense_dropck, dense_is_dropped) = DropCk::new_pair();
|
|
let (sparse_dropck, sparse_is_dropped) = DropCk::new_pair();
|
|
let sparse_dropck = SparseDropCk(sparse_dropck);
|
|
|
|
let entity = Commands::new(&mut command_queue, &world)
|
|
.spawn((W(1u32), W(2u64), dense_dropck, sparse_dropck))
|
|
.id();
|
|
command_queue.apply(&mut world);
|
|
let results_before = world
|
|
.query::<(&W<u32>, &W<u64>)>()
|
|
.iter(&world)
|
|
.map(|(a, b)| (a.0, b.0))
|
|
.collect::<Vec<_>>();
|
|
assert_eq!(results_before, vec![(1u32, 2u64)]);
|
|
|
|
// test component removal
|
|
Commands::new(&mut command_queue, &world)
|
|
.entity(entity)
|
|
.remove_by_id(world.components().get_id(TypeId::of::<W<u32>>()).unwrap())
|
|
.remove_by_id(world.components().get_id(TypeId::of::<W<u64>>()).unwrap())
|
|
.remove_by_id(world.components().get_id(TypeId::of::<DropCk>()).unwrap())
|
|
.remove_by_id(
|
|
world
|
|
.components()
|
|
.get_id(TypeId::of::<SparseDropCk>())
|
|
.unwrap(),
|
|
);
|
|
|
|
assert_eq!(dense_is_dropped.load(Ordering::Relaxed), 0);
|
|
assert_eq!(sparse_is_dropped.load(Ordering::Relaxed), 0);
|
|
command_queue.apply(&mut world);
|
|
assert_eq!(dense_is_dropped.load(Ordering::Relaxed), 1);
|
|
assert_eq!(sparse_is_dropped.load(Ordering::Relaxed), 1);
|
|
|
|
let results_after = world
|
|
.query::<(&W<u32>, &W<u64>)>()
|
|
.iter(&world)
|
|
.map(|(a, b)| (a.0, b.0))
|
|
.collect::<Vec<_>>();
|
|
assert_eq!(results_after, vec![]);
|
|
let results_after_u64 = world
|
|
.query::<&W<u64>>()
|
|
.iter(&world)
|
|
.map(|v| v.0)
|
|
.collect::<Vec<_>>();
|
|
assert_eq!(results_after_u64, vec![]);
|
|
}
|
|
|
|
#[test]
|
|
fn remove_resources() {
|
|
let mut world = World::default();
|
|
let mut queue = CommandQueue::default();
|
|
{
|
|
let mut commands = Commands::new(&mut queue, &world);
|
|
commands.insert_resource(W(123i32));
|
|
commands.insert_resource(W(456.0f64));
|
|
}
|
|
|
|
queue.apply(&mut world);
|
|
assert!(world.contains_resource::<W<i32>>());
|
|
assert!(world.contains_resource::<W<f64>>());
|
|
|
|
{
|
|
let mut commands = Commands::new(&mut queue, &world);
|
|
// test resource removal
|
|
commands.remove_resource::<W<i32>>();
|
|
}
|
|
queue.apply(&mut world);
|
|
assert!(!world.contains_resource::<W<i32>>());
|
|
assert!(world.contains_resource::<W<f64>>());
|
|
}
|
|
|
|
fn is_send<T: Send>() {}
|
|
fn is_sync<T: Sync>() {}
|
|
|
|
#[test]
|
|
fn test_commands_are_send_and_sync() {
|
|
is_send::<Commands>();
|
|
is_sync::<Commands>();
|
|
}
|
|
|
|
#[test]
|
|
fn append() {
|
|
let mut world = World::default();
|
|
let mut queue_1 = CommandQueue::default();
|
|
{
|
|
let mut commands = Commands::new(&mut queue_1, &world);
|
|
commands.insert_resource(W(123i32));
|
|
}
|
|
let mut queue_2 = CommandQueue::default();
|
|
{
|
|
let mut commands = Commands::new(&mut queue_2, &world);
|
|
commands.insert_resource(W(456.0f64));
|
|
}
|
|
queue_1.append(&mut queue_2);
|
|
queue_1.apply(&mut world);
|
|
assert!(world.contains_resource::<W<i32>>());
|
|
assert!(world.contains_resource::<W<f64>>());
|
|
}
|
|
}
|