bevy/crates/bevy_ecs/src/entity/map_entities.rs

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Unified identifer for entities & relations (#9797) # Objective The purpose of this PR is to begin putting together a unified identifier structure that can be used by entities and later components (as entities) as well as relationship pairs for relations, to enable all of these to be able to use the same storages. For the moment, to keep things small and focused, only `Entity` is being changed to make use of the new `Identifier` type, keeping `Entity`'s API and serialization/deserialization the same. Further changes are for follow-up PRs. ## Solution `Identifier` is a wrapper around `u64` split into two `u32` segments with the idea of being generalised to not impose restrictions on variants. That is for `Entity` to do. Instead, it is a general API for taking bits to then merge and map into a `u64` integer. It exposes low/high methods to return the two value portions as `u32` integers, with then the MSB masked for usage as a type flag, enabling entity kind discrimination and future activation/deactivation semantics. The layout in this PR for `Identifier` is described as below, going from MSB -> LSB. ``` |F| High value | Low value | |_|_______________________________|________________________________| |1| 31 | 32 | F = Bit Flags ``` The high component in this implementation has only 31 bits, but that still leaves 2^31 or 2,147,483,648 values that can be stored still, more than enough for any generation/relation kinds/etc usage. The low part is a full 32-bit index. The flags allow for 1 bit to be used for entity/pair discrimination, as these have different usages for the low/high portions of the `Identifier`. More bits can be reserved for more variants or activation/deactivation purposes, but this currently has no use in bevy. More bits could be reserved for future features at the cost of bits for the high component, so how much to reserve is up for discussion. Also, naming of the struct and methods are also subject to further bikeshedding and feedback. Also, because IDs can have different variants, I wonder if `Entity::from_bits` needs to return a `Result` instead of potentially panicking on receiving an invalid ID. PR is provided as an early WIP to obtain feedback and notes on whether this approach is viable. --- ## Changelog ### Added New `Identifier` struct for unifying IDs. ### Changed `Entity` changed to use new `Identifier`/`IdentifierMask` as the underlying ID logic. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: vero <email@atlasdostal.com>
2024-01-13 01:09:32 +00:00
use crate::{
entity::Entity,
identifier::masks::{IdentifierMask, HIGH_MASK},
world::World,
};
use bevy_utils::EntityHashMap;
Lock down access to Entities (#6740) # Objective The soundness of the ECS `World` partially relies on the correctness of the state of `Entities` stored within it. We're currently allowing users to (unsafely) mutate it, as well as readily construct it without using a `World`. While this is not strictly unsound so long as users (including `bevy_render`) safely use the APIs, it's a fairly easy path to unsoundness without much of a guard rail. Addresses #3362 for `bevy_ecs::entity`. Incorporates the changes from #3985. ## Solution Remove `Entities`'s `Default` implementation and force access to the type to only be through a properly constructed `World`. Additional cleanup for other parts of `bevy_ecs::entity`: - `Entity::index` and `Entity::generation` are no longer `pub(crate)`, opting to force the rest of bevy_ecs to use the public interface to access these values. - `EntityMeta` is no longer `pub` and also not `pub(crate)` to attempt to cut down on updating `generation` without going through an `Entities` API. It's currently inaccessible except via the `pub(crate)` Vec on `Entities`, there was no way for an outside user to use it. - Added `Entities::set`, an unsafe `pub(crate)` API for setting the location of an Entity (parallel to `Entities::get`) that replaces the internal case where we need to set the location of an entity when it's been spawned, moved, or despawned. - `Entities::alloc_at_without_replacement` is only used in `World::get_or_spawn` within the first party crates, and I cannot find a public use of this API in any ecosystem crate that I've checked (via GitHub search). - Attempted to document the few remaining undocumented public APIs in the module. --- ## Changelog Removed: `Entities`'s `Default` implementation. Removed: `EntityMeta` Removed: `Entities::alloc_at_without_replacement` and `AllocAtWithoutReplacement`. Co-authored-by: james7132 <contact@jamessliu.com> Co-authored-by: James Liu <contact@jamessliu.com>
2022-11-28 20:39:02 +00:00
/// Operation to map all contained [`Entity`] fields in a type to new values.
///
/// As entity IDs are valid only for the [`World`] they're sourced from, using [`Entity`]
/// as references in components copied from another world will be invalid. This trait
/// allows defining custom mappings for these references via [`EntityHashMap<Entity, Entity>`]
Lock down access to Entities (#6740) # Objective The soundness of the ECS `World` partially relies on the correctness of the state of `Entities` stored within it. We're currently allowing users to (unsafely) mutate it, as well as readily construct it without using a `World`. While this is not strictly unsound so long as users (including `bevy_render`) safely use the APIs, it's a fairly easy path to unsoundness without much of a guard rail. Addresses #3362 for `bevy_ecs::entity`. Incorporates the changes from #3985. ## Solution Remove `Entities`'s `Default` implementation and force access to the type to only be through a properly constructed `World`. Additional cleanup for other parts of `bevy_ecs::entity`: - `Entity::index` and `Entity::generation` are no longer `pub(crate)`, opting to force the rest of bevy_ecs to use the public interface to access these values. - `EntityMeta` is no longer `pub` and also not `pub(crate)` to attempt to cut down on updating `generation` without going through an `Entities` API. It's currently inaccessible except via the `pub(crate)` Vec on `Entities`, there was no way for an outside user to use it. - Added `Entities::set`, an unsafe `pub(crate)` API for setting the location of an Entity (parallel to `Entities::get`) that replaces the internal case where we need to set the location of an entity when it's been spawned, moved, or despawned. - `Entities::alloc_at_without_replacement` is only used in `World::get_or_spawn` within the first party crates, and I cannot find a public use of this API in any ecosystem crate that I've checked (via GitHub search). - Attempted to document the few remaining undocumented public APIs in the module. --- ## Changelog Removed: `Entities`'s `Default` implementation. Removed: `EntityMeta` Removed: `Entities::alloc_at_without_replacement` and `AllocAtWithoutReplacement`. Co-authored-by: james7132 <contact@jamessliu.com> Co-authored-by: James Liu <contact@jamessliu.com>
2022-11-28 20:39:02 +00:00
///
/// Implementing this trait correctly is required for properly loading components
/// with entity references from scenes.
///
/// ## Example
///
/// ```
Lock down access to Entities (#6740) # Objective The soundness of the ECS `World` partially relies on the correctness of the state of `Entities` stored within it. We're currently allowing users to (unsafely) mutate it, as well as readily construct it without using a `World`. While this is not strictly unsound so long as users (including `bevy_render`) safely use the APIs, it's a fairly easy path to unsoundness without much of a guard rail. Addresses #3362 for `bevy_ecs::entity`. Incorporates the changes from #3985. ## Solution Remove `Entities`'s `Default` implementation and force access to the type to only be through a properly constructed `World`. Additional cleanup for other parts of `bevy_ecs::entity`: - `Entity::index` and `Entity::generation` are no longer `pub(crate)`, opting to force the rest of bevy_ecs to use the public interface to access these values. - `EntityMeta` is no longer `pub` and also not `pub(crate)` to attempt to cut down on updating `generation` without going through an `Entities` API. It's currently inaccessible except via the `pub(crate)` Vec on `Entities`, there was no way for an outside user to use it. - Added `Entities::set`, an unsafe `pub(crate)` API for setting the location of an Entity (parallel to `Entities::get`) that replaces the internal case where we need to set the location of an entity when it's been spawned, moved, or despawned. - `Entities::alloc_at_without_replacement` is only used in `World::get_or_spawn` within the first party crates, and I cannot find a public use of this API in any ecosystem crate that I've checked (via GitHub search). - Attempted to document the few remaining undocumented public APIs in the module. --- ## Changelog Removed: `Entities`'s `Default` implementation. Removed: `EntityMeta` Removed: `Entities::alloc_at_without_replacement` and `AllocAtWithoutReplacement`. Co-authored-by: james7132 <contact@jamessliu.com> Co-authored-by: James Liu <contact@jamessliu.com>
2022-11-28 20:39:02 +00:00
/// use bevy_ecs::prelude::*;
Make scene handling of entity references robust (#7335) # Objective - Handle dangling entity references inside scenes - Handle references to entities with generation > 0 inside scenes - Fix a latent bug in `Parent`'s `MapEntities` implementation, which would, if the parent was outside the scene, cause the scene to be loaded into the new world with a parent reference potentially pointing to some random entity in that new world. - Fixes #4793 and addresses #7235 ## Solution - DynamicScenes now identify entities with a `Entity` instead of a u32, therefore including generation - `World` exposes a new `reserve_generations` function that despawns an entity and advances its generation by some extra amount. - `MapEntities` implementations have a new `get_or_reserve` function available that will always return an `Entity`, establishing a new mapping to a dead entity when the entity they are called with is not in the `EntityMap`. Subsequent calls with that same `Entity` will return the same newly created dead entity reference, preserving equality semantics. - As a result, after loading a scene containing references to dead entities (or entities otherwise outside the scene), those references will all point to different generations on a single entity id in the new world. --- ## Changelog ### Changed - In serialized scenes, entities are now identified by a u64 instead of a u32. - In serialized scenes, components with entity references now have those references serialize as u64s instead of structs. ### Fixed - Scenes containing components with entity references will now deserialize and add to a world reliably. ## Migration Guide - `MapEntities` implementations must change from a `&EntityMap` parameter to a `&mut EntityMapper` parameter and can no longer return a `Result`. Finally, they should switch from calling `EntityMap::get` to calling `EntityMapper::get_or_reserve`. --------- Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-05-01 15:49:27 +00:00
/// use bevy_ecs::entity::{EntityMapper, MapEntities};
Lock down access to Entities (#6740) # Objective The soundness of the ECS `World` partially relies on the correctness of the state of `Entities` stored within it. We're currently allowing users to (unsafely) mutate it, as well as readily construct it without using a `World`. While this is not strictly unsound so long as users (including `bevy_render`) safely use the APIs, it's a fairly easy path to unsoundness without much of a guard rail. Addresses #3362 for `bevy_ecs::entity`. Incorporates the changes from #3985. ## Solution Remove `Entities`'s `Default` implementation and force access to the type to only be through a properly constructed `World`. Additional cleanup for other parts of `bevy_ecs::entity`: - `Entity::index` and `Entity::generation` are no longer `pub(crate)`, opting to force the rest of bevy_ecs to use the public interface to access these values. - `EntityMeta` is no longer `pub` and also not `pub(crate)` to attempt to cut down on updating `generation` without going through an `Entities` API. It's currently inaccessible except via the `pub(crate)` Vec on `Entities`, there was no way for an outside user to use it. - Added `Entities::set`, an unsafe `pub(crate)` API for setting the location of an Entity (parallel to `Entities::get`) that replaces the internal case where we need to set the location of an entity when it's been spawned, moved, or despawned. - `Entities::alloc_at_without_replacement` is only used in `World::get_or_spawn` within the first party crates, and I cannot find a public use of this API in any ecosystem crate that I've checked (via GitHub search). - Attempted to document the few remaining undocumented public APIs in the module. --- ## Changelog Removed: `Entities`'s `Default` implementation. Removed: `EntityMeta` Removed: `Entities::alloc_at_without_replacement` and `AllocAtWithoutReplacement`. Co-authored-by: james7132 <contact@jamessliu.com> Co-authored-by: James Liu <contact@jamessliu.com>
2022-11-28 20:39:02 +00:00
///
/// #[derive(Component)]
/// struct Spring {
/// a: Entity,
/// b: Entity,
/// }
///
/// impl MapEntities for Spring {
Make scene handling of entity references robust (#7335) # Objective - Handle dangling entity references inside scenes - Handle references to entities with generation > 0 inside scenes - Fix a latent bug in `Parent`'s `MapEntities` implementation, which would, if the parent was outside the scene, cause the scene to be loaded into the new world with a parent reference potentially pointing to some random entity in that new world. - Fixes #4793 and addresses #7235 ## Solution - DynamicScenes now identify entities with a `Entity` instead of a u32, therefore including generation - `World` exposes a new `reserve_generations` function that despawns an entity and advances its generation by some extra amount. - `MapEntities` implementations have a new `get_or_reserve` function available that will always return an `Entity`, establishing a new mapping to a dead entity when the entity they are called with is not in the `EntityMap`. Subsequent calls with that same `Entity` will return the same newly created dead entity reference, preserving equality semantics. - As a result, after loading a scene containing references to dead entities (or entities otherwise outside the scene), those references will all point to different generations on a single entity id in the new world. --- ## Changelog ### Changed - In serialized scenes, entities are now identified by a u64 instead of a u32. - In serialized scenes, components with entity references now have those references serialize as u64s instead of structs. ### Fixed - Scenes containing components with entity references will now deserialize and add to a world reliably. ## Migration Guide - `MapEntities` implementations must change from a `&EntityMap` parameter to a `&mut EntityMapper` parameter and can no longer return a `Result`. Finally, they should switch from calling `EntityMap::get` to calling `EntityMapper::get_or_reserve`. --------- Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-05-01 15:49:27 +00:00
/// fn map_entities(&mut self, entity_mapper: &mut EntityMapper) {
/// self.a = entity_mapper.get_or_reserve(self.a);
/// self.b = entity_mapper.get_or_reserve(self.b);
Lock down access to Entities (#6740) # Objective The soundness of the ECS `World` partially relies on the correctness of the state of `Entities` stored within it. We're currently allowing users to (unsafely) mutate it, as well as readily construct it without using a `World`. While this is not strictly unsound so long as users (including `bevy_render`) safely use the APIs, it's a fairly easy path to unsoundness without much of a guard rail. Addresses #3362 for `bevy_ecs::entity`. Incorporates the changes from #3985. ## Solution Remove `Entities`'s `Default` implementation and force access to the type to only be through a properly constructed `World`. Additional cleanup for other parts of `bevy_ecs::entity`: - `Entity::index` and `Entity::generation` are no longer `pub(crate)`, opting to force the rest of bevy_ecs to use the public interface to access these values. - `EntityMeta` is no longer `pub` and also not `pub(crate)` to attempt to cut down on updating `generation` without going through an `Entities` API. It's currently inaccessible except via the `pub(crate)` Vec on `Entities`, there was no way for an outside user to use it. - Added `Entities::set`, an unsafe `pub(crate)` API for setting the location of an Entity (parallel to `Entities::get`) that replaces the internal case where we need to set the location of an entity when it's been spawned, moved, or despawned. - `Entities::alloc_at_without_replacement` is only used in `World::get_or_spawn` within the first party crates, and I cannot find a public use of this API in any ecosystem crate that I've checked (via GitHub search). - Attempted to document the few remaining undocumented public APIs in the module. --- ## Changelog Removed: `Entities`'s `Default` implementation. Removed: `EntityMeta` Removed: `Entities::alloc_at_without_replacement` and `AllocAtWithoutReplacement`. Co-authored-by: james7132 <contact@jamessliu.com> Co-authored-by: James Liu <contact@jamessliu.com>
2022-11-28 20:39:02 +00:00
/// }
/// }
/// ```
///
pub trait MapEntities {
/// Updates all [`Entity`] references stored inside using `entity_mapper`.
Lock down access to Entities (#6740) # Objective The soundness of the ECS `World` partially relies on the correctness of the state of `Entities` stored within it. We're currently allowing users to (unsafely) mutate it, as well as readily construct it without using a `World`. While this is not strictly unsound so long as users (including `bevy_render`) safely use the APIs, it's a fairly easy path to unsoundness without much of a guard rail. Addresses #3362 for `bevy_ecs::entity`. Incorporates the changes from #3985. ## Solution Remove `Entities`'s `Default` implementation and force access to the type to only be through a properly constructed `World`. Additional cleanup for other parts of `bevy_ecs::entity`: - `Entity::index` and `Entity::generation` are no longer `pub(crate)`, opting to force the rest of bevy_ecs to use the public interface to access these values. - `EntityMeta` is no longer `pub` and also not `pub(crate)` to attempt to cut down on updating `generation` without going through an `Entities` API. It's currently inaccessible except via the `pub(crate)` Vec on `Entities`, there was no way for an outside user to use it. - Added `Entities::set`, an unsafe `pub(crate)` API for setting the location of an Entity (parallel to `Entities::get`) that replaces the internal case where we need to set the location of an entity when it's been spawned, moved, or despawned. - `Entities::alloc_at_without_replacement` is only used in `World::get_or_spawn` within the first party crates, and I cannot find a public use of this API in any ecosystem crate that I've checked (via GitHub search). - Attempted to document the few remaining undocumented public APIs in the module. --- ## Changelog Removed: `Entities`'s `Default` implementation. Removed: `EntityMeta` Removed: `Entities::alloc_at_without_replacement` and `AllocAtWithoutReplacement`. Co-authored-by: james7132 <contact@jamessliu.com> Co-authored-by: James Liu <contact@jamessliu.com>
2022-11-28 20:39:02 +00:00
///
/// Implementors should look up any and all [`Entity`] values stored within and
Make scene handling of entity references robust (#7335) # Objective - Handle dangling entity references inside scenes - Handle references to entities with generation > 0 inside scenes - Fix a latent bug in `Parent`'s `MapEntities` implementation, which would, if the parent was outside the scene, cause the scene to be loaded into the new world with a parent reference potentially pointing to some random entity in that new world. - Fixes #4793 and addresses #7235 ## Solution - DynamicScenes now identify entities with a `Entity` instead of a u32, therefore including generation - `World` exposes a new `reserve_generations` function that despawns an entity and advances its generation by some extra amount. - `MapEntities` implementations have a new `get_or_reserve` function available that will always return an `Entity`, establishing a new mapping to a dead entity when the entity they are called with is not in the `EntityMap`. Subsequent calls with that same `Entity` will return the same newly created dead entity reference, preserving equality semantics. - As a result, after loading a scene containing references to dead entities (or entities otherwise outside the scene), those references will all point to different generations on a single entity id in the new world. --- ## Changelog ### Changed - In serialized scenes, entities are now identified by a u64 instead of a u32. - In serialized scenes, components with entity references now have those references serialize as u64s instead of structs. ### Fixed - Scenes containing components with entity references will now deserialize and add to a world reliably. ## Migration Guide - `MapEntities` implementations must change from a `&EntityMap` parameter to a `&mut EntityMapper` parameter and can no longer return a `Result`. Finally, they should switch from calling `EntityMap::get` to calling `EntityMapper::get_or_reserve`. --------- Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-05-01 15:49:27 +00:00
/// update them to the mapped values via `entity_mapper`.
fn map_entities(&mut self, entity_mapper: &mut EntityMapper);
}
/// A wrapper for [`EntityHashMap<Entity, Entity>`], augmenting it with the ability to allocate new [`Entity`] references in a destination
Make scene handling of entity references robust (#7335) # Objective - Handle dangling entity references inside scenes - Handle references to entities with generation > 0 inside scenes - Fix a latent bug in `Parent`'s `MapEntities` implementation, which would, if the parent was outside the scene, cause the scene to be loaded into the new world with a parent reference potentially pointing to some random entity in that new world. - Fixes #4793 and addresses #7235 ## Solution - DynamicScenes now identify entities with a `Entity` instead of a u32, therefore including generation - `World` exposes a new `reserve_generations` function that despawns an entity and advances its generation by some extra amount. - `MapEntities` implementations have a new `get_or_reserve` function available that will always return an `Entity`, establishing a new mapping to a dead entity when the entity they are called with is not in the `EntityMap`. Subsequent calls with that same `Entity` will return the same newly created dead entity reference, preserving equality semantics. - As a result, after loading a scene containing references to dead entities (or entities otherwise outside the scene), those references will all point to different generations on a single entity id in the new world. --- ## Changelog ### Changed - In serialized scenes, entities are now identified by a u64 instead of a u32. - In serialized scenes, components with entity references now have those references serialize as u64s instead of structs. ### Fixed - Scenes containing components with entity references will now deserialize and add to a world reliably. ## Migration Guide - `MapEntities` implementations must change from a `&EntityMap` parameter to a `&mut EntityMapper` parameter and can no longer return a `Result`. Finally, they should switch from calling `EntityMap::get` to calling `EntityMapper::get_or_reserve`. --------- Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-05-01 15:49:27 +00:00
/// world. These newly allocated references are guaranteed to never point to any living entity in that world.
///
/// References are allocated by returning increasing generations starting from an internally initialized base
/// [`Entity`]. After it is finished being used by [`MapEntities`] implementations, this entity is despawned and the
/// requisite number of generations reserved.
pub struct EntityMapper<'m> {
/// A mapping from one set of entities to another.
///
/// This is typically used to coordinate data transfer between sets of entities, such as between a scene and the world
/// or over the network. This is required as [`Entity`] identifiers are opaque; you cannot and do not want to reuse
/// identifiers directly.
///
/// On its own, a [`EntityHashMap<Entity, Entity>`] is not capable of allocating new entity identifiers, which is needed to map references
/// to entities that lie outside the source entity set. This functionality can be accessed through [`EntityMapper::world_scope()`].
map: &'m mut EntityHashMap<Entity, Entity>,
Make scene handling of entity references robust (#7335) # Objective - Handle dangling entity references inside scenes - Handle references to entities with generation > 0 inside scenes - Fix a latent bug in `Parent`'s `MapEntities` implementation, which would, if the parent was outside the scene, cause the scene to be loaded into the new world with a parent reference potentially pointing to some random entity in that new world. - Fixes #4793 and addresses #7235 ## Solution - DynamicScenes now identify entities with a `Entity` instead of a u32, therefore including generation - `World` exposes a new `reserve_generations` function that despawns an entity and advances its generation by some extra amount. - `MapEntities` implementations have a new `get_or_reserve` function available that will always return an `Entity`, establishing a new mapping to a dead entity when the entity they are called with is not in the `EntityMap`. Subsequent calls with that same `Entity` will return the same newly created dead entity reference, preserving equality semantics. - As a result, after loading a scene containing references to dead entities (or entities otherwise outside the scene), those references will all point to different generations on a single entity id in the new world. --- ## Changelog ### Changed - In serialized scenes, entities are now identified by a u64 instead of a u32. - In serialized scenes, components with entity references now have those references serialize as u64s instead of structs. ### Fixed - Scenes containing components with entity references will now deserialize and add to a world reliably. ## Migration Guide - `MapEntities` implementations must change from a `&EntityMap` parameter to a `&mut EntityMapper` parameter and can no longer return a `Result`. Finally, they should switch from calling `EntityMap::get` to calling `EntityMapper::get_or_reserve`. --------- Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-05-01 15:49:27 +00:00
/// A base [`Entity`] used to allocate new references.
dead_start: Entity,
/// The number of generations this mapper has allocated thus far.
generations: u32,
}
impl<'m> EntityMapper<'m> {
/// Returns the corresponding mapped entity or reserves a new dead entity ID if it is absent.
pub fn get_or_reserve(&mut self, entity: Entity) -> Entity {
if let Some(&mapped) = self.map.get(&entity) {
Make scene handling of entity references robust (#7335) # Objective - Handle dangling entity references inside scenes - Handle references to entities with generation > 0 inside scenes - Fix a latent bug in `Parent`'s `MapEntities` implementation, which would, if the parent was outside the scene, cause the scene to be loaded into the new world with a parent reference potentially pointing to some random entity in that new world. - Fixes #4793 and addresses #7235 ## Solution - DynamicScenes now identify entities with a `Entity` instead of a u32, therefore including generation - `World` exposes a new `reserve_generations` function that despawns an entity and advances its generation by some extra amount. - `MapEntities` implementations have a new `get_or_reserve` function available that will always return an `Entity`, establishing a new mapping to a dead entity when the entity they are called with is not in the `EntityMap`. Subsequent calls with that same `Entity` will return the same newly created dead entity reference, preserving equality semantics. - As a result, after loading a scene containing references to dead entities (or entities otherwise outside the scene), those references will all point to different generations on a single entity id in the new world. --- ## Changelog ### Changed - In serialized scenes, entities are now identified by a u64 instead of a u32. - In serialized scenes, components with entity references now have those references serialize as u64s instead of structs. ### Fixed - Scenes containing components with entity references will now deserialize and add to a world reliably. ## Migration Guide - `MapEntities` implementations must change from a `&EntityMap` parameter to a `&mut EntityMapper` parameter and can no longer return a `Result`. Finally, they should switch from calling `EntityMap::get` to calling `EntityMapper::get_or_reserve`. --------- Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-05-01 15:49:27 +00:00
return mapped;
}
// this new entity reference is specifically designed to never represent any living entity
Unified identifer for entities & relations (#9797) # Objective The purpose of this PR is to begin putting together a unified identifier structure that can be used by entities and later components (as entities) as well as relationship pairs for relations, to enable all of these to be able to use the same storages. For the moment, to keep things small and focused, only `Entity` is being changed to make use of the new `Identifier` type, keeping `Entity`'s API and serialization/deserialization the same. Further changes are for follow-up PRs. ## Solution `Identifier` is a wrapper around `u64` split into two `u32` segments with the idea of being generalised to not impose restrictions on variants. That is for `Entity` to do. Instead, it is a general API for taking bits to then merge and map into a `u64` integer. It exposes low/high methods to return the two value portions as `u32` integers, with then the MSB masked for usage as a type flag, enabling entity kind discrimination and future activation/deactivation semantics. The layout in this PR for `Identifier` is described as below, going from MSB -> LSB. ``` |F| High value | Low value | |_|_______________________________|________________________________| |1| 31 | 32 | F = Bit Flags ``` The high component in this implementation has only 31 bits, but that still leaves 2^31 or 2,147,483,648 values that can be stored still, more than enough for any generation/relation kinds/etc usage. The low part is a full 32-bit index. The flags allow for 1 bit to be used for entity/pair discrimination, as these have different usages for the low/high portions of the `Identifier`. More bits can be reserved for more variants or activation/deactivation purposes, but this currently has no use in bevy. More bits could be reserved for future features at the cost of bits for the high component, so how much to reserve is up for discussion. Also, naming of the struct and methods are also subject to further bikeshedding and feedback. Also, because IDs can have different variants, I wonder if `Entity::from_bits` needs to return a `Result` instead of potentially panicking on receiving an invalid ID. PR is provided as an early WIP to obtain feedback and notes on whether this approach is viable. --- ## Changelog ### Added New `Identifier` struct for unifying IDs. ### Changed `Entity` changed to use new `Identifier`/`IdentifierMask` as the underlying ID logic. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: vero <email@atlasdostal.com>
2024-01-13 01:09:32 +00:00
let new = Entity::from_raw_and_generation(
self.dead_start.index(),
IdentifierMask::inc_masked_high_by(self.dead_start.generation, self.generations),
);
// Prevent generations counter from being a greater value than HIGH_MASK.
self.generations = (self.generations + 1) & HIGH_MASK;
Make scene handling of entity references robust (#7335) # Objective - Handle dangling entity references inside scenes - Handle references to entities with generation > 0 inside scenes - Fix a latent bug in `Parent`'s `MapEntities` implementation, which would, if the parent was outside the scene, cause the scene to be loaded into the new world with a parent reference potentially pointing to some random entity in that new world. - Fixes #4793 and addresses #7235 ## Solution - DynamicScenes now identify entities with a `Entity` instead of a u32, therefore including generation - `World` exposes a new `reserve_generations` function that despawns an entity and advances its generation by some extra amount. - `MapEntities` implementations have a new `get_or_reserve` function available that will always return an `Entity`, establishing a new mapping to a dead entity when the entity they are called with is not in the `EntityMap`. Subsequent calls with that same `Entity` will return the same newly created dead entity reference, preserving equality semantics. - As a result, after loading a scene containing references to dead entities (or entities otherwise outside the scene), those references will all point to different generations on a single entity id in the new world. --- ## Changelog ### Changed - In serialized scenes, entities are now identified by a u64 instead of a u32. - In serialized scenes, components with entity references now have those references serialize as u64s instead of structs. ### Fixed - Scenes containing components with entity references will now deserialize and add to a world reliably. ## Migration Guide - `MapEntities` implementations must change from a `&EntityMap` parameter to a `&mut EntityMapper` parameter and can no longer return a `Result`. Finally, they should switch from calling `EntityMap::get` to calling `EntityMapper::get_or_reserve`. --------- Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-05-01 15:49:27 +00:00
self.map.insert(entity, new);
new
}
/// Gets a reference to the underlying [`EntityHashMap<Entity, Entity>`].
pub fn get_map(&'m self) -> &'m EntityHashMap<Entity, Entity> {
Make scene handling of entity references robust (#7335) # Objective - Handle dangling entity references inside scenes - Handle references to entities with generation > 0 inside scenes - Fix a latent bug in `Parent`'s `MapEntities` implementation, which would, if the parent was outside the scene, cause the scene to be loaded into the new world with a parent reference potentially pointing to some random entity in that new world. - Fixes #4793 and addresses #7235 ## Solution - DynamicScenes now identify entities with a `Entity` instead of a u32, therefore including generation - `World` exposes a new `reserve_generations` function that despawns an entity and advances its generation by some extra amount. - `MapEntities` implementations have a new `get_or_reserve` function available that will always return an `Entity`, establishing a new mapping to a dead entity when the entity they are called with is not in the `EntityMap`. Subsequent calls with that same `Entity` will return the same newly created dead entity reference, preserving equality semantics. - As a result, after loading a scene containing references to dead entities (or entities otherwise outside the scene), those references will all point to different generations on a single entity id in the new world. --- ## Changelog ### Changed - In serialized scenes, entities are now identified by a u64 instead of a u32. - In serialized scenes, components with entity references now have those references serialize as u64s instead of structs. ### Fixed - Scenes containing components with entity references will now deserialize and add to a world reliably. ## Migration Guide - `MapEntities` implementations must change from a `&EntityMap` parameter to a `&mut EntityMapper` parameter and can no longer return a `Result`. Finally, they should switch from calling `EntityMap::get` to calling `EntityMapper::get_or_reserve`. --------- Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-05-01 15:49:27 +00:00
self.map
}
/// Gets a mutable reference to the underlying [`EntityHashMap<Entity, Entity>`].
pub fn get_map_mut(&'m mut self) -> &'m mut EntityHashMap<Entity, Entity> {
Make scene handling of entity references robust (#7335) # Objective - Handle dangling entity references inside scenes - Handle references to entities with generation > 0 inside scenes - Fix a latent bug in `Parent`'s `MapEntities` implementation, which would, if the parent was outside the scene, cause the scene to be loaded into the new world with a parent reference potentially pointing to some random entity in that new world. - Fixes #4793 and addresses #7235 ## Solution - DynamicScenes now identify entities with a `Entity` instead of a u32, therefore including generation - `World` exposes a new `reserve_generations` function that despawns an entity and advances its generation by some extra amount. - `MapEntities` implementations have a new `get_or_reserve` function available that will always return an `Entity`, establishing a new mapping to a dead entity when the entity they are called with is not in the `EntityMap`. Subsequent calls with that same `Entity` will return the same newly created dead entity reference, preserving equality semantics. - As a result, after loading a scene containing references to dead entities (or entities otherwise outside the scene), those references will all point to different generations on a single entity id in the new world. --- ## Changelog ### Changed - In serialized scenes, entities are now identified by a u64 instead of a u32. - In serialized scenes, components with entity references now have those references serialize as u64s instead of structs. ### Fixed - Scenes containing components with entity references will now deserialize and add to a world reliably. ## Migration Guide - `MapEntities` implementations must change from a `&EntityMap` parameter to a `&mut EntityMapper` parameter and can no longer return a `Result`. Finally, they should switch from calling `EntityMap::get` to calling `EntityMapper::get_or_reserve`. --------- Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-05-01 15:49:27 +00:00
self.map
}
/// Creates a new [`EntityMapper`], spawning a temporary base [`Entity`] in the provided [`World`]
fn new(map: &'m mut EntityHashMap<Entity, Entity>, world: &mut World) -> Self {
Make scene handling of entity references robust (#7335) # Objective - Handle dangling entity references inside scenes - Handle references to entities with generation > 0 inside scenes - Fix a latent bug in `Parent`'s `MapEntities` implementation, which would, if the parent was outside the scene, cause the scene to be loaded into the new world with a parent reference potentially pointing to some random entity in that new world. - Fixes #4793 and addresses #7235 ## Solution - DynamicScenes now identify entities with a `Entity` instead of a u32, therefore including generation - `World` exposes a new `reserve_generations` function that despawns an entity and advances its generation by some extra amount. - `MapEntities` implementations have a new `get_or_reserve` function available that will always return an `Entity`, establishing a new mapping to a dead entity when the entity they are called with is not in the `EntityMap`. Subsequent calls with that same `Entity` will return the same newly created dead entity reference, preserving equality semantics. - As a result, after loading a scene containing references to dead entities (or entities otherwise outside the scene), those references will all point to different generations on a single entity id in the new world. --- ## Changelog ### Changed - In serialized scenes, entities are now identified by a u64 instead of a u32. - In serialized scenes, components with entity references now have those references serialize as u64s instead of structs. ### Fixed - Scenes containing components with entity references will now deserialize and add to a world reliably. ## Migration Guide - `MapEntities` implementations must change from a `&EntityMap` parameter to a `&mut EntityMapper` parameter and can no longer return a `Result`. Finally, they should switch from calling `EntityMap::get` to calling `EntityMapper::get_or_reserve`. --------- Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-05-01 15:49:27 +00:00
Self {
map,
// SAFETY: Entities data is kept in a valid state via `EntityMapper::world_scope`
Make scene handling of entity references robust (#7335) # Objective - Handle dangling entity references inside scenes - Handle references to entities with generation > 0 inside scenes - Fix a latent bug in `Parent`'s `MapEntities` implementation, which would, if the parent was outside the scene, cause the scene to be loaded into the new world with a parent reference potentially pointing to some random entity in that new world. - Fixes #4793 and addresses #7235 ## Solution - DynamicScenes now identify entities with a `Entity` instead of a u32, therefore including generation - `World` exposes a new `reserve_generations` function that despawns an entity and advances its generation by some extra amount. - `MapEntities` implementations have a new `get_or_reserve` function available that will always return an `Entity`, establishing a new mapping to a dead entity when the entity they are called with is not in the `EntityMap`. Subsequent calls with that same `Entity` will return the same newly created dead entity reference, preserving equality semantics. - As a result, after loading a scene containing references to dead entities (or entities otherwise outside the scene), those references will all point to different generations on a single entity id in the new world. --- ## Changelog ### Changed - In serialized scenes, entities are now identified by a u64 instead of a u32. - In serialized scenes, components with entity references now have those references serialize as u64s instead of structs. ### Fixed - Scenes containing components with entity references will now deserialize and add to a world reliably. ## Migration Guide - `MapEntities` implementations must change from a `&EntityMap` parameter to a `&mut EntityMapper` parameter and can no longer return a `Result`. Finally, they should switch from calling `EntityMap::get` to calling `EntityMapper::get_or_reserve`. --------- Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-05-01 15:49:27 +00:00
dead_start: unsafe { world.entities_mut().alloc() },
generations: 0,
}
}
/// Reserves the allocated references to dead entities within the world. This frees the temporary base
/// [`Entity`] while reserving extra generations via [`crate::entity::Entities::reserve_generations`]. Because this
/// renders the [`EntityMapper`] unable to safely allocate any more references, this method takes ownership of
/// `self` in order to render it unusable.
fn finish(self, world: &mut World) {
// SAFETY: Entities data is kept in a valid state via `EntityMap::world_scope`
let entities = unsafe { world.entities_mut() };
assert!(entities.free(self.dead_start).is_some());
Unified identifer for entities & relations (#9797) # Objective The purpose of this PR is to begin putting together a unified identifier structure that can be used by entities and later components (as entities) as well as relationship pairs for relations, to enable all of these to be able to use the same storages. For the moment, to keep things small and focused, only `Entity` is being changed to make use of the new `Identifier` type, keeping `Entity`'s API and serialization/deserialization the same. Further changes are for follow-up PRs. ## Solution `Identifier` is a wrapper around `u64` split into two `u32` segments with the idea of being generalised to not impose restrictions on variants. That is for `Entity` to do. Instead, it is a general API for taking bits to then merge and map into a `u64` integer. It exposes low/high methods to return the two value portions as `u32` integers, with then the MSB masked for usage as a type flag, enabling entity kind discrimination and future activation/deactivation semantics. The layout in this PR for `Identifier` is described as below, going from MSB -> LSB. ``` |F| High value | Low value | |_|_______________________________|________________________________| |1| 31 | 32 | F = Bit Flags ``` The high component in this implementation has only 31 bits, but that still leaves 2^31 or 2,147,483,648 values that can be stored still, more than enough for any generation/relation kinds/etc usage. The low part is a full 32-bit index. The flags allow for 1 bit to be used for entity/pair discrimination, as these have different usages for the low/high portions of the `Identifier`. More bits can be reserved for more variants or activation/deactivation purposes, but this currently has no use in bevy. More bits could be reserved for future features at the cost of bits for the high component, so how much to reserve is up for discussion. Also, naming of the struct and methods are also subject to further bikeshedding and feedback. Also, because IDs can have different variants, I wonder if `Entity::from_bits` needs to return a `Result` instead of potentially panicking on receiving an invalid ID. PR is provided as an early WIP to obtain feedback and notes on whether this approach is viable. --- ## Changelog ### Added New `Identifier` struct for unifying IDs. ### Changed `Entity` changed to use new `Identifier`/`IdentifierMask` as the underlying ID logic. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: vero <email@atlasdostal.com>
2024-01-13 01:09:32 +00:00
assert!(entities.reserve_generations(self.dead_start.index(), self.generations));
Make scene handling of entity references robust (#7335) # Objective - Handle dangling entity references inside scenes - Handle references to entities with generation > 0 inside scenes - Fix a latent bug in `Parent`'s `MapEntities` implementation, which would, if the parent was outside the scene, cause the scene to be loaded into the new world with a parent reference potentially pointing to some random entity in that new world. - Fixes #4793 and addresses #7235 ## Solution - DynamicScenes now identify entities with a `Entity` instead of a u32, therefore including generation - `World` exposes a new `reserve_generations` function that despawns an entity and advances its generation by some extra amount. - `MapEntities` implementations have a new `get_or_reserve` function available that will always return an `Entity`, establishing a new mapping to a dead entity when the entity they are called with is not in the `EntityMap`. Subsequent calls with that same `Entity` will return the same newly created dead entity reference, preserving equality semantics. - As a result, after loading a scene containing references to dead entities (or entities otherwise outside the scene), those references will all point to different generations on a single entity id in the new world. --- ## Changelog ### Changed - In serialized scenes, entities are now identified by a u64 instead of a u32. - In serialized scenes, components with entity references now have those references serialize as u64s instead of structs. ### Fixed - Scenes containing components with entity references will now deserialize and add to a world reliably. ## Migration Guide - `MapEntities` implementations must change from a `&EntityMap` parameter to a `&mut EntityMapper` parameter and can no longer return a `Result`. Finally, they should switch from calling `EntityMap::get` to calling `EntityMapper::get_or_reserve`. --------- Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-05-01 15:49:27 +00:00
}
/// Creates an [`EntityMapper`] from a provided [`World`] and [`EntityHashMap<Entity, Entity>`], then calls the
/// provided function with it. This allows one to allocate new entity references in this [`World`] that are
/// guaranteed to never point at a living entity now or in the future. This functionality is useful for safely
/// mapping entity identifiers that point at entities outside the source world. The passed function, `f`, is called
/// within the scope of this world. Its return value is then returned from `world_scope` as the generic type
/// parameter `R`.
pub fn world_scope<R>(
entity_map: &'m mut EntityHashMap<Entity, Entity>,
world: &mut World,
f: impl FnOnce(&mut World, &mut Self) -> R,
) -> R {
let mut mapper = Self::new(entity_map, world);
let result = f(world, &mut mapper);
mapper.finish(world);
result
}
Make scene handling of entity references robust (#7335) # Objective - Handle dangling entity references inside scenes - Handle references to entities with generation > 0 inside scenes - Fix a latent bug in `Parent`'s `MapEntities` implementation, which would, if the parent was outside the scene, cause the scene to be loaded into the new world with a parent reference potentially pointing to some random entity in that new world. - Fixes #4793 and addresses #7235 ## Solution - DynamicScenes now identify entities with a `Entity` instead of a u32, therefore including generation - `World` exposes a new `reserve_generations` function that despawns an entity and advances its generation by some extra amount. - `MapEntities` implementations have a new `get_or_reserve` function available that will always return an `Entity`, establishing a new mapping to a dead entity when the entity they are called with is not in the `EntityMap`. Subsequent calls with that same `Entity` will return the same newly created dead entity reference, preserving equality semantics. - As a result, after loading a scene containing references to dead entities (or entities otherwise outside the scene), those references will all point to different generations on a single entity id in the new world. --- ## Changelog ### Changed - In serialized scenes, entities are now identified by a u64 instead of a u32. - In serialized scenes, components with entity references now have those references serialize as u64s instead of structs. ### Fixed - Scenes containing components with entity references will now deserialize and add to a world reliably. ## Migration Guide - `MapEntities` implementations must change from a `&EntityMap` parameter to a `&mut EntityMapper` parameter and can no longer return a `Result`. Finally, they should switch from calling `EntityMap::get` to calling `EntityMapper::get_or_reserve`. --------- Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-05-01 15:49:27 +00:00
}
#[cfg(test)]
mod tests {
use bevy_utils::EntityHashMap;
use crate::{
entity::{Entity, EntityMapper},
world::World,
};
Make scene handling of entity references robust (#7335) # Objective - Handle dangling entity references inside scenes - Handle references to entities with generation > 0 inside scenes - Fix a latent bug in `Parent`'s `MapEntities` implementation, which would, if the parent was outside the scene, cause the scene to be loaded into the new world with a parent reference potentially pointing to some random entity in that new world. - Fixes #4793 and addresses #7235 ## Solution - DynamicScenes now identify entities with a `Entity` instead of a u32, therefore including generation - `World` exposes a new `reserve_generations` function that despawns an entity and advances its generation by some extra amount. - `MapEntities` implementations have a new `get_or_reserve` function available that will always return an `Entity`, establishing a new mapping to a dead entity when the entity they are called with is not in the `EntityMap`. Subsequent calls with that same `Entity` will return the same newly created dead entity reference, preserving equality semantics. - As a result, after loading a scene containing references to dead entities (or entities otherwise outside the scene), those references will all point to different generations on a single entity id in the new world. --- ## Changelog ### Changed - In serialized scenes, entities are now identified by a u64 instead of a u32. - In serialized scenes, components with entity references now have those references serialize as u64s instead of structs. ### Fixed - Scenes containing components with entity references will now deserialize and add to a world reliably. ## Migration Guide - `MapEntities` implementations must change from a `&EntityMap` parameter to a `&mut EntityMapper` parameter and can no longer return a `Result`. Finally, they should switch from calling `EntityMap::get` to calling `EntityMapper::get_or_reserve`. --------- Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-05-01 15:49:27 +00:00
#[test]
fn entity_mapper() {
const FIRST_IDX: u32 = 1;
const SECOND_IDX: u32 = 2;
let mut map = EntityHashMap::default();
Make scene handling of entity references robust (#7335) # Objective - Handle dangling entity references inside scenes - Handle references to entities with generation > 0 inside scenes - Fix a latent bug in `Parent`'s `MapEntities` implementation, which would, if the parent was outside the scene, cause the scene to be loaded into the new world with a parent reference potentially pointing to some random entity in that new world. - Fixes #4793 and addresses #7235 ## Solution - DynamicScenes now identify entities with a `Entity` instead of a u32, therefore including generation - `World` exposes a new `reserve_generations` function that despawns an entity and advances its generation by some extra amount. - `MapEntities` implementations have a new `get_or_reserve` function available that will always return an `Entity`, establishing a new mapping to a dead entity when the entity they are called with is not in the `EntityMap`. Subsequent calls with that same `Entity` will return the same newly created dead entity reference, preserving equality semantics. - As a result, after loading a scene containing references to dead entities (or entities otherwise outside the scene), those references will all point to different generations on a single entity id in the new world. --- ## Changelog ### Changed - In serialized scenes, entities are now identified by a u64 instead of a u32. - In serialized scenes, components with entity references now have those references serialize as u64s instead of structs. ### Fixed - Scenes containing components with entity references will now deserialize and add to a world reliably. ## Migration Guide - `MapEntities` implementations must change from a `&EntityMap` parameter to a `&mut EntityMapper` parameter and can no longer return a `Result`. Finally, they should switch from calling `EntityMap::get` to calling `EntityMapper::get_or_reserve`. --------- Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-05-01 15:49:27 +00:00
let mut world = World::new();
let mut mapper = EntityMapper::new(&mut map, &mut world);
Change Entity::generation from u32 to NonZeroU32 for niche optimization (#9907) # Objective - Implements change described in https://github.com/bevyengine/bevy/issues/3022 - Goal is to allow Entity to benefit from niche optimization, especially in the case of Option<Entity> to reduce memory overhead with structures with empty slots ## Discussion - First PR attempt: https://github.com/bevyengine/bevy/pull/3029 - Discord: https://discord.com/channels/691052431525675048/1154573759752183808/1154573764240093224 ## Solution - Change `Entity::generation` from u32 to NonZeroU32 to allow for niche optimization. - The reason for changing generation rather than index is so that the costs are only encountered on Entity free, instead of on Entity alloc - There was some concern with generations being used, due to there being some desire to introduce flags. This was more to do with the original retirement approach, however, in reality even if generations were reduced to 24-bits, we would still have 16 million generations available before wrapping and current ideas indicate that we would be using closer to 4-bits for flags. - Additionally, another concern was the representation of relationships where NonZeroU32 prevents us using the full address space, talking with Joy it seems unlikely to be an issue. The majority of the time these entity references will be low-index entries (ie. `ChildOf`, `Owes`), these will be able to be fast lookups, and the remainder of the range can use slower lookups to map to the address space. - It has the additional benefit of being less visible to most users, since generation is only ever really set through `from_bits` type methods. - `EntityMeta` was changed to match - On free, generation now explicitly wraps: - Originally, generation would panic in debug mode and wrap in release mode due to using regular ops. - The first attempt at this PR changed the behavior to "retire" slots and remove them from use when generations overflowed. This change was controversial, and likely needs a proper RFC/discussion. - Wrapping matches current release behaviour, and should therefore be less controversial. - Wrapping also more easily migrates to the retirement approach, as users likely to exhaust the exorbitant supply of generations will code defensively against aliasing and that defensive code is less likely to break than code assuming that generations don't wrap. - We use some unsafe code here when wrapping generations, to avoid branch on NonZeroU32 construction. It's guaranteed safe due to how we perform wrapping and it results in significantly smaller ASM code. - https://godbolt.org/z/6b6hj8PrM ## Migration - Previous `bevy_scene` serializations have a high likelihood of being broken, as they contain 0th generation entities. ## Current Issues - `Entities::reserve_generations` and `EntityMapper` wrap now, even in debug - although they technically did in release mode already so this probably isn't a huge issue. It just depends if we need to change anything here? --------- Co-authored-by: Natalie Baker <natalie.baker@advancednavigation.com>
2024-01-08 23:03:00 +00:00
let mapped_ent = Entity::from_raw(FIRST_IDX);
Make scene handling of entity references robust (#7335) # Objective - Handle dangling entity references inside scenes - Handle references to entities with generation > 0 inside scenes - Fix a latent bug in `Parent`'s `MapEntities` implementation, which would, if the parent was outside the scene, cause the scene to be loaded into the new world with a parent reference potentially pointing to some random entity in that new world. - Fixes #4793 and addresses #7235 ## Solution - DynamicScenes now identify entities with a `Entity` instead of a u32, therefore including generation - `World` exposes a new `reserve_generations` function that despawns an entity and advances its generation by some extra amount. - `MapEntities` implementations have a new `get_or_reserve` function available that will always return an `Entity`, establishing a new mapping to a dead entity when the entity they are called with is not in the `EntityMap`. Subsequent calls with that same `Entity` will return the same newly created dead entity reference, preserving equality semantics. - As a result, after loading a scene containing references to dead entities (or entities otherwise outside the scene), those references will all point to different generations on a single entity id in the new world. --- ## Changelog ### Changed - In serialized scenes, entities are now identified by a u64 instead of a u32. - In serialized scenes, components with entity references now have those references serialize as u64s instead of structs. ### Fixed - Scenes containing components with entity references will now deserialize and add to a world reliably. ## Migration Guide - `MapEntities` implementations must change from a `&EntityMap` parameter to a `&mut EntityMapper` parameter and can no longer return a `Result`. Finally, they should switch from calling `EntityMap::get` to calling `EntityMapper::get_or_reserve`. --------- Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-05-01 15:49:27 +00:00
let dead_ref = mapper.get_or_reserve(mapped_ent);
assert_eq!(
dead_ref,
mapper.get_or_reserve(mapped_ent),
"should persist the allocated mapping from the previous line"
);
assert_eq!(
Change Entity::generation from u32 to NonZeroU32 for niche optimization (#9907) # Objective - Implements change described in https://github.com/bevyengine/bevy/issues/3022 - Goal is to allow Entity to benefit from niche optimization, especially in the case of Option<Entity> to reduce memory overhead with structures with empty slots ## Discussion - First PR attempt: https://github.com/bevyengine/bevy/pull/3029 - Discord: https://discord.com/channels/691052431525675048/1154573759752183808/1154573764240093224 ## Solution - Change `Entity::generation` from u32 to NonZeroU32 to allow for niche optimization. - The reason for changing generation rather than index is so that the costs are only encountered on Entity free, instead of on Entity alloc - There was some concern with generations being used, due to there being some desire to introduce flags. This was more to do with the original retirement approach, however, in reality even if generations were reduced to 24-bits, we would still have 16 million generations available before wrapping and current ideas indicate that we would be using closer to 4-bits for flags. - Additionally, another concern was the representation of relationships where NonZeroU32 prevents us using the full address space, talking with Joy it seems unlikely to be an issue. The majority of the time these entity references will be low-index entries (ie. `ChildOf`, `Owes`), these will be able to be fast lookups, and the remainder of the range can use slower lookups to map to the address space. - It has the additional benefit of being less visible to most users, since generation is only ever really set through `from_bits` type methods. - `EntityMeta` was changed to match - On free, generation now explicitly wraps: - Originally, generation would panic in debug mode and wrap in release mode due to using regular ops. - The first attempt at this PR changed the behavior to "retire" slots and remove them from use when generations overflowed. This change was controversial, and likely needs a proper RFC/discussion. - Wrapping matches current release behaviour, and should therefore be less controversial. - Wrapping also more easily migrates to the retirement approach, as users likely to exhaust the exorbitant supply of generations will code defensively against aliasing and that defensive code is less likely to break than code assuming that generations don't wrap. - We use some unsafe code here when wrapping generations, to avoid branch on NonZeroU32 construction. It's guaranteed safe due to how we perform wrapping and it results in significantly smaller ASM code. - https://godbolt.org/z/6b6hj8PrM ## Migration - Previous `bevy_scene` serializations have a high likelihood of being broken, as they contain 0th generation entities. ## Current Issues - `Entities::reserve_generations` and `EntityMapper` wrap now, even in debug - although they technically did in release mode already so this probably isn't a huge issue. It just depends if we need to change anything here? --------- Co-authored-by: Natalie Baker <natalie.baker@advancednavigation.com>
2024-01-08 23:03:00 +00:00
mapper.get_or_reserve(Entity::from_raw(SECOND_IDX)).index(),
Make scene handling of entity references robust (#7335) # Objective - Handle dangling entity references inside scenes - Handle references to entities with generation > 0 inside scenes - Fix a latent bug in `Parent`'s `MapEntities` implementation, which would, if the parent was outside the scene, cause the scene to be loaded into the new world with a parent reference potentially pointing to some random entity in that new world. - Fixes #4793 and addresses #7235 ## Solution - DynamicScenes now identify entities with a `Entity` instead of a u32, therefore including generation - `World` exposes a new `reserve_generations` function that despawns an entity and advances its generation by some extra amount. - `MapEntities` implementations have a new `get_or_reserve` function available that will always return an `Entity`, establishing a new mapping to a dead entity when the entity they are called with is not in the `EntityMap`. Subsequent calls with that same `Entity` will return the same newly created dead entity reference, preserving equality semantics. - As a result, after loading a scene containing references to dead entities (or entities otherwise outside the scene), those references will all point to different generations on a single entity id in the new world. --- ## Changelog ### Changed - In serialized scenes, entities are now identified by a u64 instead of a u32. - In serialized scenes, components with entity references now have those references serialize as u64s instead of structs. ### Fixed - Scenes containing components with entity references will now deserialize and add to a world reliably. ## Migration Guide - `MapEntities` implementations must change from a `&EntityMap` parameter to a `&mut EntityMapper` parameter and can no longer return a `Result`. Finally, they should switch from calling `EntityMap::get` to calling `EntityMapper::get_or_reserve`. --------- Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-05-01 15:49:27 +00:00
dead_ref.index(),
"should re-use the same index for further dead refs"
);
mapper.finish(&mut world);
// Next allocated entity should be a further generation on the same index
let entity = world.spawn_empty().id();
assert_eq!(entity.index(), dead_ref.index());
assert!(entity.generation() > dead_ref.generation());
}
#[test]
fn world_scope_reserves_generations() {
let mut map = EntityHashMap::default();
Make scene handling of entity references robust (#7335) # Objective - Handle dangling entity references inside scenes - Handle references to entities with generation > 0 inside scenes - Fix a latent bug in `Parent`'s `MapEntities` implementation, which would, if the parent was outside the scene, cause the scene to be loaded into the new world with a parent reference potentially pointing to some random entity in that new world. - Fixes #4793 and addresses #7235 ## Solution - DynamicScenes now identify entities with a `Entity` instead of a u32, therefore including generation - `World` exposes a new `reserve_generations` function that despawns an entity and advances its generation by some extra amount. - `MapEntities` implementations have a new `get_or_reserve` function available that will always return an `Entity`, establishing a new mapping to a dead entity when the entity they are called with is not in the `EntityMap`. Subsequent calls with that same `Entity` will return the same newly created dead entity reference, preserving equality semantics. - As a result, after loading a scene containing references to dead entities (or entities otherwise outside the scene), those references will all point to different generations on a single entity id in the new world. --- ## Changelog ### Changed - In serialized scenes, entities are now identified by a u64 instead of a u32. - In serialized scenes, components with entity references now have those references serialize as u64s instead of structs. ### Fixed - Scenes containing components with entity references will now deserialize and add to a world reliably. ## Migration Guide - `MapEntities` implementations must change from a `&EntityMap` parameter to a `&mut EntityMapper` parameter and can no longer return a `Result`. Finally, they should switch from calling `EntityMap::get` to calling `EntityMapper::get_or_reserve`. --------- Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-05-01 15:49:27 +00:00
let mut world = World::new();
let dead_ref = EntityMapper::world_scope(&mut map, &mut world, |_, mapper| {
Change Entity::generation from u32 to NonZeroU32 for niche optimization (#9907) # Objective - Implements change described in https://github.com/bevyengine/bevy/issues/3022 - Goal is to allow Entity to benefit from niche optimization, especially in the case of Option<Entity> to reduce memory overhead with structures with empty slots ## Discussion - First PR attempt: https://github.com/bevyengine/bevy/pull/3029 - Discord: https://discord.com/channels/691052431525675048/1154573759752183808/1154573764240093224 ## Solution - Change `Entity::generation` from u32 to NonZeroU32 to allow for niche optimization. - The reason for changing generation rather than index is so that the costs are only encountered on Entity free, instead of on Entity alloc - There was some concern with generations being used, due to there being some desire to introduce flags. This was more to do with the original retirement approach, however, in reality even if generations were reduced to 24-bits, we would still have 16 million generations available before wrapping and current ideas indicate that we would be using closer to 4-bits for flags. - Additionally, another concern was the representation of relationships where NonZeroU32 prevents us using the full address space, talking with Joy it seems unlikely to be an issue. The majority of the time these entity references will be low-index entries (ie. `ChildOf`, `Owes`), these will be able to be fast lookups, and the remainder of the range can use slower lookups to map to the address space. - It has the additional benefit of being less visible to most users, since generation is only ever really set through `from_bits` type methods. - `EntityMeta` was changed to match - On free, generation now explicitly wraps: - Originally, generation would panic in debug mode and wrap in release mode due to using regular ops. - The first attempt at this PR changed the behavior to "retire" slots and remove them from use when generations overflowed. This change was controversial, and likely needs a proper RFC/discussion. - Wrapping matches current release behaviour, and should therefore be less controversial. - Wrapping also more easily migrates to the retirement approach, as users likely to exhaust the exorbitant supply of generations will code defensively against aliasing and that defensive code is less likely to break than code assuming that generations don't wrap. - We use some unsafe code here when wrapping generations, to avoid branch on NonZeroU32 construction. It's guaranteed safe due to how we perform wrapping and it results in significantly smaller ASM code. - https://godbolt.org/z/6b6hj8PrM ## Migration - Previous `bevy_scene` serializations have a high likelihood of being broken, as they contain 0th generation entities. ## Current Issues - `Entities::reserve_generations` and `EntityMapper` wrap now, even in debug - although they technically did in release mode already so this probably isn't a huge issue. It just depends if we need to change anything here? --------- Co-authored-by: Natalie Baker <natalie.baker@advancednavigation.com>
2024-01-08 23:03:00 +00:00
mapper.get_or_reserve(Entity::from_raw(0))
Make scene handling of entity references robust (#7335) # Objective - Handle dangling entity references inside scenes - Handle references to entities with generation > 0 inside scenes - Fix a latent bug in `Parent`'s `MapEntities` implementation, which would, if the parent was outside the scene, cause the scene to be loaded into the new world with a parent reference potentially pointing to some random entity in that new world. - Fixes #4793 and addresses #7235 ## Solution - DynamicScenes now identify entities with a `Entity` instead of a u32, therefore including generation - `World` exposes a new `reserve_generations` function that despawns an entity and advances its generation by some extra amount. - `MapEntities` implementations have a new `get_or_reserve` function available that will always return an `Entity`, establishing a new mapping to a dead entity when the entity they are called with is not in the `EntityMap`. Subsequent calls with that same `Entity` will return the same newly created dead entity reference, preserving equality semantics. - As a result, after loading a scene containing references to dead entities (or entities otherwise outside the scene), those references will all point to different generations on a single entity id in the new world. --- ## Changelog ### Changed - In serialized scenes, entities are now identified by a u64 instead of a u32. - In serialized scenes, components with entity references now have those references serialize as u64s instead of structs. ### Fixed - Scenes containing components with entity references will now deserialize and add to a world reliably. ## Migration Guide - `MapEntities` implementations must change from a `&EntityMap` parameter to a `&mut EntityMapper` parameter and can no longer return a `Result`. Finally, they should switch from calling `EntityMap::get` to calling `EntityMapper::get_or_reserve`. --------- Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-05-01 15:49:27 +00:00
});
// Next allocated entity should be a further generation on the same index
let entity = world.spawn_empty().id();
assert_eq!(entity.index(), dead_ref.index());
assert!(entity.generation() > dead_ref.generation());
}
}