bevy/crates/bevy_scene/src/dynamic_scene_builder.rs

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use crate::{DynamicEntity, DynamicScene};
(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
use bevy_ecs::component::ComponentId;
use bevy_ecs::{
prelude::Entity,
reflect::{AppTypeRegistry, ReflectComponent, ReflectResource},
(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>
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world::World,
};
use bevy_reflect::Reflect;
use bevy_utils::default;
use std::collections::BTreeMap;
(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>
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/// A [`DynamicScene`] builder, used to build a scene from a [`World`] by extracting some entities and resources.
///
/// # Entity Order
///
/// Extracted entities will always be stored in ascending order based on their [id](Entity::index).
/// This means that inserting `Entity(1v0)` then `Entity(0v0)` will always result in the entities
/// being ordered as `[Entity(0v0), Entity(1v0)]`.
///
/// # Example
/// ```
/// # use bevy_scene::DynamicSceneBuilder;
/// # use bevy_ecs::reflect::AppTypeRegistry;
/// # use bevy_ecs::{
/// # component::Component, prelude::Entity, query::With, reflect::ReflectComponent, world::World,
/// # };
/// # use bevy_reflect::Reflect;
/// # #[derive(Component, Reflect, Default, Eq, PartialEq, Debug)]
/// # #[reflect(Component)]
/// # struct ComponentA;
/// # let mut world = World::default();
/// # world.init_resource::<AppTypeRegistry>();
/// # let entity = world.spawn(ComponentA).id();
/// let mut builder = DynamicSceneBuilder::from_world(&world);
/// builder.extract_entity(entity);
/// let dynamic_scene = builder.build();
/// ```
pub struct DynamicSceneBuilder<'w> {
(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>
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extracted_resources: BTreeMap<ComponentId, Box<dyn Reflect>>,
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>
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extracted_scene: BTreeMap<Entity, DynamicEntity>,
type_registry: AppTypeRegistry,
original_world: &'w World,
}
impl<'w> DynamicSceneBuilder<'w> {
/// Prepare a builder that will extract entities and their component from the given [`World`].
/// All components registered in that world's [`AppTypeRegistry`] resource will be extracted.
pub fn from_world(world: &'w World) -> Self {
Self {
(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>
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extracted_resources: default(),
extracted_scene: default(),
type_registry: world.resource::<AppTypeRegistry>().clone(),
original_world: world,
}
}
/// Prepare a builder that will extract entities and their component from the given [`World`].
/// Only components registered in the given [`AppTypeRegistry`] will be extracted.
pub fn from_world_with_type_registry(world: &'w World, type_registry: AppTypeRegistry) -> Self {
Self {
(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>
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extracted_resources: default(),
extracted_scene: default(),
type_registry,
original_world: world,
}
}
/// Consume the builder, producing a [`DynamicScene`].
///
/// To make sure the dynamic scene doesn't contain entities without any components, call
/// [`Self::remove_empty_entities`] before building the scene.
pub fn build(self) -> DynamicScene {
DynamicScene {
(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>
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resources: self.extracted_resources.into_values().collect(),
entities: self.extracted_scene.into_values().collect(),
}
}
/// Extract one entity from the builder's [`World`].
///
/// Re-extracting an entity that was already extracted will have no effect.
pub fn extract_entity(&mut self, entity: Entity) -> &mut Self {
self.extract_entities(std::iter::once(entity))
}
/// Despawns all entities with no components.
///
/// These were likely created because none of their components were present in the provided type registry upon extraction.
pub fn remove_empty_entities(&mut self) -> &mut Self {
self.extracted_scene
.retain(|_, entity| !entity.components.is_empty());
self
}
/// Extract entities from the builder's [`World`].
///
/// Re-extracting an entity that was already extracted will have no effect.
///
/// Extracting entities can be used to extract entities from a query:
/// ```
/// # use bevy_scene::DynamicSceneBuilder;
/// # use bevy_ecs::reflect::AppTypeRegistry;
/// # use bevy_ecs::{
/// # component::Component, prelude::Entity, query::With, reflect::ReflectComponent, world::World,
/// # };
/// # use bevy_reflect::Reflect;
/// #[derive(Component, Default, Reflect)]
/// #[reflect(Component)]
/// struct MyComponent;
///
/// # let mut world = World::default();
/// # world.init_resource::<AppTypeRegistry>();
/// # let _entity = world.spawn(MyComponent).id();
/// let mut query = world.query_filtered::<Entity, With<MyComponent>>();
///
/// let mut builder = DynamicSceneBuilder::from_world(&world);
/// builder.extract_entities(query.iter(&world));
/// let scene = builder.build();
/// ```
pub fn extract_entities(&mut self, entities: impl Iterator<Item = Entity>) -> &mut Self {
let type_registry = self.type_registry.read();
for entity in entities {
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
if self.extracted_scene.contains_key(&entity) {
continue;
}
let mut entry = DynamicEntity {
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
entity,
components: Vec::new(),
};
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 original_entity = self.original_world.entity(entity);
for component_id in original_entity.archetype().components() {
(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
let mut extract_and_push = || {
let type_id = self
.original_world
.components()
.get_info(component_id)?
.type_id()?;
let component = type_registry
.get(type_id)?
.data::<ReflectComponent>()?
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
.reflect(original_entity)?;
(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
entry.components.push(component.clone_value());
Some(())
};
extract_and_push();
}
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.extracted_scene.insert(entity, entry);
}
drop(type_registry);
self
}
(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
/// Extract resources from the builder's [`World`].
///
/// Only resources registered in the builder's [`AppTypeRegistry`] will be extracted.
/// Re-extracting a resource that was already extracted will have no effect.
/// ```
/// # use bevy_scene::DynamicSceneBuilder;
/// # use bevy_ecs::reflect::AppTypeRegistry;
(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
/// # use bevy_ecs::prelude::{ReflectResource, Resource, World};
/// # use bevy_reflect::Reflect;
/// #[derive(Resource, Default, Reflect)]
/// #[reflect(Resource)]
/// struct MyResource;
///
/// # let mut world = World::default();
/// # world.init_resource::<AppTypeRegistry>();
/// world.insert_resource(MyResource);
///
/// let mut builder = DynamicSceneBuilder::from_world(&world);
/// builder.extract_resources();
/// let scene = builder.build();
/// ```
pub fn extract_resources(&mut self) -> &mut Self {
let type_registry = self.type_registry.read();
for (component_id, _) in self.original_world.storages().resources.iter() {
let mut extract_and_push = || {
let type_id = self
.original_world
.components()
.get_info(component_id)?
.type_id()?;
let resource = type_registry
.get(type_id)?
.data::<ReflectResource>()?
.reflect(self.original_world)?;
self.extracted_resources
.insert(component_id, resource.clone_value());
Some(())
};
extract_and_push();
}
drop(type_registry);
self
}
}
#[cfg(test)]
mod tests {
use bevy_ecs::{
(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
component::Component, prelude::Entity, prelude::Resource, query::With,
reflect::AppTypeRegistry, reflect::ReflectComponent, reflect::ReflectResource,
world::World,
};
use bevy_reflect::Reflect;
use super::DynamicSceneBuilder;
#[derive(Component, Reflect, Default, Eq, PartialEq, Debug)]
#[reflect(Component)]
struct ComponentA;
(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
#[derive(Component, Reflect, Default, Eq, PartialEq, Debug)]
#[reflect(Component)]
struct ComponentB;
(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
#[derive(Resource, Reflect, Default, Eq, PartialEq, Debug)]
#[reflect(Resource)]
struct ResourceA;
#[test]
fn extract_one_entity() {
let mut world = World::default();
let atr = AppTypeRegistry::default();
atr.write().register::<ComponentA>();
world.insert_resource(atr);
let entity = world.spawn((ComponentA, ComponentB)).id();
let mut builder = DynamicSceneBuilder::from_world(&world);
builder.extract_entity(entity);
let scene = builder.build();
assert_eq!(scene.entities.len(), 1);
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
assert_eq!(scene.entities[0].entity, entity);
assert_eq!(scene.entities[0].components.len(), 1);
assert!(scene.entities[0].components[0].represents::<ComponentA>());
}
#[test]
fn extract_one_entity_twice() {
let mut world = World::default();
let atr = AppTypeRegistry::default();
atr.write().register::<ComponentA>();
world.insert_resource(atr);
let entity = world.spawn((ComponentA, ComponentB)).id();
let mut builder = DynamicSceneBuilder::from_world(&world);
builder.extract_entity(entity);
builder.extract_entity(entity);
let scene = builder.build();
assert_eq!(scene.entities.len(), 1);
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
assert_eq!(scene.entities[0].entity, entity);
assert_eq!(scene.entities[0].components.len(), 1);
assert!(scene.entities[0].components[0].represents::<ComponentA>());
}
#[test]
fn extract_one_entity_two_components() {
let mut world = World::default();
let atr = AppTypeRegistry::default();
{
let mut register = atr.write();
register.register::<ComponentA>();
register.register::<ComponentB>();
}
world.insert_resource(atr);
let entity = world.spawn((ComponentA, ComponentB)).id();
let mut builder = DynamicSceneBuilder::from_world(&world);
builder.extract_entity(entity);
let scene = builder.build();
assert_eq!(scene.entities.len(), 1);
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
assert_eq!(scene.entities[0].entity, entity);
assert_eq!(scene.entities[0].components.len(), 2);
assert!(scene.entities[0].components[0].represents::<ComponentA>());
assert!(scene.entities[0].components[1].represents::<ComponentB>());
}
#[test]
fn extract_entity_order() {
let mut world = World::default();
world.init_resource::<AppTypeRegistry>();
// Spawn entities in order
let entity_a = world.spawn_empty().id();
let entity_b = world.spawn_empty().id();
let entity_c = world.spawn_empty().id();
let entity_d = world.spawn_empty().id();
let mut builder = DynamicSceneBuilder::from_world(&world);
// Insert entities out of order
builder.extract_entity(entity_b);
builder.extract_entities([entity_d, entity_a].into_iter());
builder.extract_entity(entity_c);
let mut entities = builder.build().entities.into_iter();
// Assert entities are ordered
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
assert_eq!(entity_a, entities.next().map(|e| e.entity).unwrap());
assert_eq!(entity_b, entities.next().map(|e| e.entity).unwrap());
assert_eq!(entity_c, entities.next().map(|e| e.entity).unwrap());
assert_eq!(entity_d, entities.next().map(|e| e.entity).unwrap());
}
#[test]
fn extract_query() {
let mut world = World::default();
let atr = AppTypeRegistry::default();
{
let mut register = atr.write();
register.register::<ComponentA>();
register.register::<ComponentB>();
}
world.insert_resource(atr);
let entity_a_b = world.spawn((ComponentA, ComponentB)).id();
let entity_a = world.spawn(ComponentA).id();
let _entity_b = world.spawn(ComponentB).id();
let mut query = world.query_filtered::<Entity, With<ComponentA>>();
let mut builder = DynamicSceneBuilder::from_world(&world);
builder.extract_entities(query.iter(&world));
let scene = builder.build();
assert_eq!(scene.entities.len(), 2);
let mut scene_entities = vec![scene.entities[0].entity, scene.entities[1].entity];
scene_entities.sort();
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
assert_eq!(scene_entities, [entity_a_b, entity_a]);
}
#[test]
fn remove_componentless_entity() {
let mut world = World::default();
let atr = AppTypeRegistry::default();
atr.write().register::<ComponentA>();
world.insert_resource(atr);
let entity_a = world.spawn(ComponentA).id();
let entity_b = world.spawn(ComponentB).id();
let mut builder = DynamicSceneBuilder::from_world(&world);
builder.extract_entities([entity_a, entity_b].into_iter());
builder.remove_empty_entities();
let scene = builder.build();
assert_eq!(scene.entities.len(), 1);
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
assert_eq!(scene.entities[0].entity, entity_a);
}
(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
#[test]
fn extract_one_resource() {
let mut world = World::default();
let atr = AppTypeRegistry::default();
atr.write().register::<ResourceA>();
world.insert_resource(atr);
world.insert_resource(ResourceA);
let mut builder = DynamicSceneBuilder::from_world(&world);
builder.extract_resources();
let scene = builder.build();
assert_eq!(scene.resources.len(), 1);
assert!(scene.resources[0].represents::<ResourceA>());
}
#[test]
fn extract_one_resource_twice() {
let mut world = World::default();
let atr = AppTypeRegistry::default();
atr.write().register::<ResourceA>();
world.insert_resource(atr);
world.insert_resource(ResourceA);
let mut builder = DynamicSceneBuilder::from_world(&world);
builder.extract_resources();
builder.extract_resources();
let scene = builder.build();
assert_eq!(scene.resources.len(), 1);
assert!(scene.resources[0].represents::<ResourceA>());
}
}