2022-09-02 11:56:21 +00:00
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use bevy_app::AppTypeRegistry;
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use bevy_ecs::{
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entity::EntityMap,
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(De) serialize resources in scenes (#6846)
# Objective
Co-Authored-By: davier
[bricedavier@gmail.com](mailto:bricedavier@gmail.com)
Fixes #3576.
Adds a `resources` field in scene serialization data to allow
de/serializing resources that have reflection enabled.
## Solution
Most of this code is taken from a previous closed PR:
https://github.com/bevyengine/bevy/pull/3580. Most of the credit goes to
@Davier , what I did was mostly getting it to work on the latest main
branch of Bevy, along with adding a few asserts in the currently
existing tests to be sure everything is working properly.
This PR changes the scene format to include resources in this way:
```
(
resources: {
// List of resources here, keyed by resource type name.
},
entities: [
// Previous scene format here
],
)
```
An example taken from the tests:
```
(
resources: {
"bevy_scene::serde::tests::MyResource": (
foo: 123,
),
},
entities: {
// Previous scene format here
},
)
```
For this, a `resources` fields has been added on the `DynamicScene` and
the `DynamicSceneBuilder` structs. The latter now also has a method
named `extract_resources` to properly extract the existing resources
registered in the local type registry, in a similar way to
`extract_entities`.
---
## Changelog
Added: Reflect resources registered in the type registry used by dynamic
scenes will now be properly de/serialized in scene data.
## Migration Guide
Since the scene format has been changed, the user may not be able to use
scenes saved prior to this PR due to the `resources` scene field being
missing. ~~To preserve backwards compatibility, I will try to make the
`resources` fully optional so that old scenes can be loaded without
issue.~~
## TODOs
- [x] I may have to update a few doc blocks still referring to dynamic
scenes as mere container of entities, since they now include resources
as well.
- [x] ~~I want to make the `resources` key optional, as specified in the
Migration Guide, so that old scenes will be compatible with this
change.~~ Since this would only be trivial for ron format, I think it
might be better to consider it in a separate PR/discussion to figure out
if it could be done for binary serialization too.
- [x] I suppose it might be a good idea to add a resources in the scene
example so that users will quickly notice they can serialize resources
just like entities.
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-03-20 21:17:02 +00:00
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reflect::{ReflectComponent, ReflectMapEntities, ReflectResource},
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2022-09-02 11:56:21 +00:00
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world::World,
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};
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2020-11-28 00:39:59 +00:00
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use bevy_reflect::TypeUuid;
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2020-05-24 05:07:17 +00:00
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2022-10-17 16:25:12 +00:00
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use crate::{DynamicScene, InstanceInfo, SceneSpawnError};
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2022-09-02 11:56:21 +00:00
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2022-06-09 20:34:09 +00:00
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/// To spawn a scene, you can use either:
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/// * [`SceneSpawner::spawn`](crate::SceneSpawner::spawn)
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/// * adding the [`SceneBundle`](crate::SceneBundle) to an entity
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/// * adding the [`Handle<Scene>`](bevy_asset::Handle) to an entity (the scene will only be
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/// visible if the entity already has [`Transform`](bevy_transform::components::Transform) and
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/// [`GlobalTransform`](bevy_transform::components::GlobalTransform) components)
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2020-10-18 20:48:15 +00:00
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#[derive(Debug, TypeUuid)]
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#[uuid = "c156503c-edd9-4ec7-8d33-dab392df03cd"]
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2020-05-24 05:07:17 +00:00
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pub struct Scene {
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2020-10-18 20:48:15 +00:00
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pub world: World,
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2020-05-25 02:36:01 +00:00
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}
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2020-05-24 05:07:17 +00:00
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impl Scene {
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2020-10-18 20:48:15 +00:00
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pub fn new(world: World) -> Self {
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Self { world }
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2020-05-24 05:07:17 +00:00
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}
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2022-09-02 11:56:21 +00:00
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2022-10-17 16:25:12 +00:00
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/// Create a new scene from a given dynamic scene.
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pub fn from_dynamic_scene(
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dynamic_scene: &DynamicScene,
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type_registry: &AppTypeRegistry,
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) -> Result<Scene, SceneSpawnError> {
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let mut world = World::new();
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let mut entity_map = EntityMap::default();
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dynamic_scene.write_to_world_with(&mut world, &mut entity_map, type_registry)?;
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Ok(Self { world })
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}
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2022-09-02 11:56:21 +00:00
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/// Clone the scene.
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///
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/// This method will return a [`SceneSpawnError`] if a type either is not registered in the
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/// provided [`AppTypeRegistry`] or doesn't reflect the [`Component`](bevy_ecs::component::Component) trait.
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pub fn clone_with(&self, type_registry: &AppTypeRegistry) -> Result<Scene, SceneSpawnError> {
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let mut new_world = World::new();
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self.write_to_world_with(&mut new_world, type_registry)?;
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Ok(Self { world: new_world })
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}
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/// Write the entities and their corresponding components to the given world.
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///
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/// This method will return a [`SceneSpawnError`] if a type either is not registered in the
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/// provided [`AppTypeRegistry`] or doesn't reflect the [`Component`](bevy_ecs::component::Component) trait.
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pub fn write_to_world_with(
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&self,
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world: &mut World,
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type_registry: &AppTypeRegistry,
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) -> Result<InstanceInfo, SceneSpawnError> {
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let mut instance_info = InstanceInfo {
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entity_map: EntityMap::default(),
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};
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let type_registry = type_registry.read();
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(De) serialize resources in scenes (#6846)
# Objective
Co-Authored-By: davier
[bricedavier@gmail.com](mailto:bricedavier@gmail.com)
Fixes #3576.
Adds a `resources` field in scene serialization data to allow
de/serializing resources that have reflection enabled.
## Solution
Most of this code is taken from a previous closed PR:
https://github.com/bevyengine/bevy/pull/3580. Most of the credit goes to
@Davier , what I did was mostly getting it to work on the latest main
branch of Bevy, along with adding a few asserts in the currently
existing tests to be sure everything is working properly.
This PR changes the scene format to include resources in this way:
```
(
resources: {
// List of resources here, keyed by resource type name.
},
entities: [
// Previous scene format here
],
)
```
An example taken from the tests:
```
(
resources: {
"bevy_scene::serde::tests::MyResource": (
foo: 123,
),
},
entities: {
// Previous scene format here
},
)
```
For this, a `resources` fields has been added on the `DynamicScene` and
the `DynamicSceneBuilder` structs. The latter now also has a method
named `extract_resources` to properly extract the existing resources
registered in the local type registry, in a similar way to
`extract_entities`.
---
## Changelog
Added: Reflect resources registered in the type registry used by dynamic
scenes will now be properly de/serialized in scene data.
## Migration Guide
Since the scene format has been changed, the user may not be able to use
scenes saved prior to this PR due to the `resources` scene field being
missing. ~~To preserve backwards compatibility, I will try to make the
`resources` fully optional so that old scenes can be loaded without
issue.~~
## TODOs
- [x] I may have to update a few doc blocks still referring to dynamic
scenes as mere container of entities, since they now include resources
as well.
- [x] ~~I want to make the `resources` key optional, as specified in the
Migration Guide, so that old scenes will be compatible with this
change.~~ Since this would only be trivial for ron format, I think it
might be better to consider it in a separate PR/discussion to figure out
if it could be done for binary serialization too.
- [x] I suppose it might be a good idea to add a resources in the scene
example so that users will quickly notice they can serialize resources
just like entities.
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-03-20 21:17:02 +00:00
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// Resources archetype
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for (component_id, _) in self.world.storages().resources.iter() {
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let component_info = self
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.world
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.components()
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.get_info(component_id)
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.expect("component_ids in archetypes should have ComponentInfo");
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let type_id = component_info
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.type_id()
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.expect("reflected resources must have a type_id");
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let registration =
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type_registry
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.get(type_id)
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.ok_or_else(|| SceneSpawnError::UnregisteredType {
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type_name: component_info.name().to_string(),
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})?;
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let reflect_resource = registration.data::<ReflectResource>().ok_or_else(|| {
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SceneSpawnError::UnregisteredResource {
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type_name: component_info.name().to_string(),
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}
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})?;
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reflect_resource.copy(&self.world, world);
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}
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2022-09-02 11:56:21 +00:00
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for archetype in self.world.archetypes().iter() {
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for scene_entity in archetype.entities() {
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let entity = *instance_info
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.entity_map
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2022-10-28 09:25:50 +00:00
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.entry(scene_entity.entity())
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Spawn now takes a Bundle (#6054)
# Objective
Now that we can consolidate Bundles and Components under a single insert (thanks to #2975 and #6039), almost 100% of world spawns now look like `world.spawn().insert((Some, Tuple, Here))`. Spawning an entity without any components is an extremely uncommon pattern, so it makes sense to give spawn the "first class" ergonomic api. This consolidated api should be made consistent across all spawn apis (such as World and Commands).
## Solution
All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input:
```rust
// before:
commands
.spawn()
.insert((A, B, C));
world
.spawn()
.insert((A, B, C);
// after
commands.spawn((A, B, C));
world.spawn((A, B, C));
```
All existing instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api. A new `spawn_empty` has been added, replacing the old `spawn` api.
By allowing `world.spawn(some_bundle)` to replace `world.spawn().insert(some_bundle)`, this opened the door to removing the initial entity allocation in the "empty" archetype / table done in `spawn()` (and subsequent move to the actual archetype in `.insert(some_bundle)`).
This improves spawn performance by over 10%:
![image](https://user-images.githubusercontent.com/2694663/191627587-4ab2f949-4ccd-4231-80eb-80dd4d9ad6b9.png)
To take this measurement, I added a new `world_spawn` benchmark.
Unfortunately, optimizing `Commands::spawn` is slightly less trivial, as Commands expose the Entity id of spawned entities prior to actually spawning. Doing the optimization would (naively) require assurances that the `spawn(some_bundle)` command is applied before all other commands involving the entity (which would not necessarily be true, if memory serves). Optimizing `Commands::spawn` this way does feel possible, but it will require careful thought (and maybe some additional checks), which deserves its own PR. For now, it has the same performance characteristics of the current `Commands::spawn_bundle` on main.
**Note that 99% of this PR is simple renames and refactors. The only code that needs careful scrutiny is the new `World::spawn()` impl, which is relatively straightforward, but it has some new unsafe code (which re-uses battle tested BundlerSpawner code path).**
---
## Changelog
- All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input
- All instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api
- World and Commands now have `spawn_empty()`, which is equivalent to the old `spawn()` behavior.
## Migration Guide
```rust
// Old (0.8):
commands
.spawn()
.insert_bundle((A, B, C));
// New (0.9)
commands.spawn((A, B, C));
// Old (0.8):
commands.spawn_bundle((A, B, C));
// New (0.9)
commands.spawn((A, B, C));
// Old (0.8):
let entity = commands.spawn().id();
// New (0.9)
let entity = commands.spawn_empty().id();
// Old (0.8)
let entity = world.spawn().id();
// New (0.9)
let entity = world.spawn_empty();
```
2022-09-23 19:55:54 +00:00
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.or_insert_with(|| world.spawn_empty().id());
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2022-09-02 11:56:21 +00:00
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for component_id in archetype.components() {
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let component_info = self
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.world
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.components()
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.get_info(component_id)
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.expect("component_ids in archetypes should have ComponentInfo");
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let reflect_component = type_registry
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.get(component_info.type_id().unwrap())
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.ok_or_else(|| SceneSpawnError::UnregisteredType {
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type_name: component_info.name().to_string(),
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})
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.and_then(|registration| {
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registration.data::<ReflectComponent>().ok_or_else(|| {
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SceneSpawnError::UnregisteredComponent {
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type_name: component_info.name().to_string(),
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}
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})
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})?;
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2022-10-28 09:25:50 +00:00
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reflect_component.copy(&self.world, world, scene_entity.entity(), entity);
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2022-09-02 11:56:21 +00:00
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}
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}
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}
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for registration in type_registry.iter() {
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if let Some(map_entities_reflect) = registration.data::<ReflectMapEntities>() {
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map_entities_reflect
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.map_entities(world, &instance_info.entity_map)
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.unwrap();
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}
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}
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Ok(instance_info)
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}
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2020-05-29 23:06:23 +00:00
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}
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