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
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|
|
use crate::{entity::Entity, world::World};
|
Proper prehashing (#3963)
For some keys, it is too expensive to hash them on every lookup. Historically in Bevy, we have regrettably done the "wrong" thing in these cases (pre-computing hashes, then re-hashing them) because Rust's built in hashed collections don't give us the tools we need to do otherwise. Doing this is "wrong" because two different values can result in the same hash. Hashed collections generally get around this by falling back to equality checks on hash collisions. You can't do that if the key _is_ the hash. Additionally, re-hashing a hash increase the odds of collision!
#3959 needs pre-hashing to be viable, so I decided to finally properly solve the problem. The solution involves two different changes:
1. A new generalized "pre-hashing" solution in bevy_utils: `Hashed<T>` types, which store a value alongside a pre-computed hash. And `PreHashMap<K, V>` (which uses `Hashed<T>` internally) . `PreHashMap` is just an alias for a normal HashMap that uses `Hashed<T>` as the key and a new `PassHash` implementation as the Hasher.
2. Replacing the `std::collections` re-exports in `bevy_utils` with equivalent `hashbrown` impls. Avoiding re-hashes requires the `raw_entry_mut` api, which isn't stabilized yet (and may never be ... `entry_ref` has favor now, but also isn't available yet). If std's HashMap ever provides the tools we need, we can move back to that. The latest version of `hashbrown` adds support for the `entity_ref` api, so we can move to that in preparation for an std migration, if thats the direction they seem to be going in. Note that adding hashbrown doesn't increase our dependency count because it was already in our tree.
In addition to providing these core tools, I also ported the "table identity hashing" in `bevy_ecs` to `raw_entry_mut`, which was a particularly egregious case.
The biggest outstanding case is `AssetPathId`, which stores a pre-hash. We need AssetPathId to be cheaply clone-able (and ideally Copy), but `Hashed<AssetPath>` requires ownership of the AssetPath, which makes cloning ids way more expensive. We could consider doing `Hashed<Arc<AssetPath>>`, but cloning an arc is still a non-trivial expensive that needs to be considered. I would like to handle this in a separate PR. And given that we will be re-evaluating the Bevy Assets implementation in the very near future, I'd prefer to hold off until after that conversation is concluded.
2022-02-18 03:26:01 +00:00
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use bevy_utils::{Entry, HashMap};
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2022-04-27 19:08:11 +00:00
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2022-11-28 20:39:02 +00:00
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/// Operation to map all contained [`Entity`] fields in a type to new values.
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///
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/// As entity IDs are valid only for the [`World`] they're sourced from, using [`Entity`]
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/// as references in components copied from another world will be invalid. This trait
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/// allows defining custom mappings for these references via [`EntityMap`].
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///
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/// Implementing this trait correctly is required for properly loading components
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/// with entity references from scenes.
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///
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/// ## Example
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///
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/// ```rust
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/// use bevy_ecs::prelude::*;
|
Make scene handling of entity references robust (#7335)
# Objective
- Handle dangling entity references inside scenes
- Handle references to entities with generation > 0 inside scenes
- Fix a latent bug in `Parent`'s `MapEntities` implementation, which
would, if the parent was outside the scene, cause the scene to be loaded
into the new world with a parent reference potentially pointing to some
random entity in that new world.
- Fixes #4793 and addresses #7235
## Solution
- DynamicScenes now identify entities with a `Entity` instead of a u32,
therefore including generation
- `World` exposes a new `reserve_generations` function that despawns an
entity and advances its generation by some extra amount.
- `MapEntities` implementations have a new `get_or_reserve` function
available that will always return an `Entity`, establishing a new
mapping to a dead entity when the entity they are called with is not in
the `EntityMap`. Subsequent calls with that same `Entity` will return
the same newly created dead entity reference, preserving equality
semantics.
- As a result, after loading a scene containing references to dead
entities (or entities otherwise outside the scene), those references
will all point to different generations on a single entity id in the new
world.
---
## Changelog
### Changed
- In serialized scenes, entities are now identified by a u64 instead of
a u32.
- In serialized scenes, components with entity references now have those
references serialize as u64s instead of structs.
### Fixed
- Scenes containing components with entity references will now
deserialize and add to a world reliably.
## Migration Guide
- `MapEntities` implementations must change from a `&EntityMap`
parameter to a `&mut EntityMapper` parameter and can no longer return a
`Result`. Finally, they should switch from calling `EntityMap::get` to
calling `EntityMapper::get_or_reserve`.
---------
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-05-01 15:49:27 +00:00
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/// use bevy_ecs::entity::{EntityMapper, MapEntities};
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2022-11-28 20:39:02 +00:00
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///
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/// #[derive(Component)]
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/// struct Spring {
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/// a: Entity,
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/// b: Entity,
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/// }
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///
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/// impl MapEntities for Spring {
|
Make scene handling of entity references robust (#7335)
# Objective
- Handle dangling entity references inside scenes
- Handle references to entities with generation > 0 inside scenes
- Fix a latent bug in `Parent`'s `MapEntities` implementation, which
would, if the parent was outside the scene, cause the scene to be loaded
into the new world with a parent reference potentially pointing to some
random entity in that new world.
- Fixes #4793 and addresses #7235
## Solution
- DynamicScenes now identify entities with a `Entity` instead of a u32,
therefore including generation
- `World` exposes a new `reserve_generations` function that despawns an
entity and advances its generation by some extra amount.
- `MapEntities` implementations have a new `get_or_reserve` function
available that will always return an `Entity`, establishing a new
mapping to a dead entity when the entity they are called with is not in
the `EntityMap`. Subsequent calls with that same `Entity` will return
the same newly created dead entity reference, preserving equality
semantics.
- As a result, after loading a scene containing references to dead
entities (or entities otherwise outside the scene), those references
will all point to different generations on a single entity id in the new
world.
---
## Changelog
### Changed
- In serialized scenes, entities are now identified by a u64 instead of
a u32.
- In serialized scenes, components with entity references now have those
references serialize as u64s instead of structs.
### Fixed
- Scenes containing components with entity references will now
deserialize and add to a world reliably.
## Migration Guide
- `MapEntities` implementations must change from a `&EntityMap`
parameter to a `&mut EntityMapper` parameter and can no longer return a
`Result`. Finally, they should switch from calling `EntityMap::get` to
calling `EntityMapper::get_or_reserve`.
---------
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-05-01 15:49:27 +00:00
|
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/// fn map_entities(&mut self, entity_mapper: &mut EntityMapper) {
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/// self.a = entity_mapper.get_or_reserve(self.a);
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/// self.b = entity_mapper.get_or_reserve(self.b);
|
2022-11-28 20:39:02 +00:00
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/// }
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/// }
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/// ```
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///
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/// [`World`]: crate::world::World
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2020-10-18 20:48:15 +00:00
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pub trait MapEntities {
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2022-11-28 20:39:02 +00:00
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/// Updates all [`Entity`] references stored inside using `entity_map`.
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///
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/// Implementors should look up any and all [`Entity`] values stored within and
|
Make scene handling of entity references robust (#7335)
# Objective
- Handle dangling entity references inside scenes
- Handle references to entities with generation > 0 inside scenes
- Fix a latent bug in `Parent`'s `MapEntities` implementation, which
would, if the parent was outside the scene, cause the scene to be loaded
into the new world with a parent reference potentially pointing to some
random entity in that new world.
- Fixes #4793 and addresses #7235
## Solution
- DynamicScenes now identify entities with a `Entity` instead of a u32,
therefore including generation
- `World` exposes a new `reserve_generations` function that despawns an
entity and advances its generation by some extra amount.
- `MapEntities` implementations have a new `get_or_reserve` function
available that will always return an `Entity`, establishing a new
mapping to a dead entity when the entity they are called with is not in
the `EntityMap`. Subsequent calls with that same `Entity` will return
the same newly created dead entity reference, preserving equality
semantics.
- As a result, after loading a scene containing references to dead
entities (or entities otherwise outside the scene), those references
will all point to different generations on a single entity id in the new
world.
---
## Changelog
### Changed
- In serialized scenes, entities are now identified by a u64 instead of
a u32.
- In serialized scenes, components with entity references now have those
references serialize as u64s instead of structs.
### Fixed
- Scenes containing components with entity references will now
deserialize and add to a world reliably.
## Migration Guide
- `MapEntities` implementations must change from a `&EntityMap`
parameter to a `&mut EntityMapper` parameter and can no longer return a
`Result`. Finally, they should switch from calling `EntityMap::get` to
calling `EntityMapper::get_or_reserve`.
---------
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-05-01 15:49:27 +00:00
|
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/// update them to the mapped values via `entity_mapper`.
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fn map_entities(&mut self, entity_mapper: &mut EntityMapper);
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2020-10-18 20:48:15 +00:00
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}
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2022-07-08 01:14:24 +00:00
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/// A mapping from one set of entities to another.
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///
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/// The API generally follows [`HashMap`], but each [`Entity`] is returned by value, as they are [`Copy`].
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///
|
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
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/// This is typically used to coordinate data transfer between sets of entities, such as between a scene and the world
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/// or over the network. This is required as [`Entity`] identifiers are opaque; you cannot and do not want to reuse
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/// identifiers directly.
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///
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/// On its own, an `EntityMap` is not capable of allocating new entity identifiers, which is needed to map references
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/// to entities that lie outside the source entity set. To do this, an `EntityMap` can be wrapped in an
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/// [`EntityMapper`] which scopes it to a particular destination [`World`] and allows new identifiers to be allocated.
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/// This functionality can be accessed through [`Self::world_scope()`].
|
2020-10-18 20:48:15 +00:00
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|
#[derive(Default, Debug)]
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pub struct EntityMap {
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map: HashMap<Entity, Entity>,
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}
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impl EntityMap {
|
2022-07-08 01:14:24 +00:00
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/// Inserts an entities pair into the map.
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///
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/// If the map did not have `from` present, [`None`] is returned.
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///
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/// If the map did have `from` present, the value is updated, and the old value is returned.
|
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pub fn insert(&mut self, from: Entity, to: Entity) -> Option<Entity> {
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self.map.insert(from, to)
|
2020-10-18 20:48:15 +00:00
|
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|
}
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|
2022-07-08 01:14:24 +00:00
|
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/// Removes an `entity` from the map, returning the mapped value of it if the `entity` was previously in the map.
|
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pub fn remove(&mut self, entity: Entity) -> Option<Entity> {
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self.map.remove(&entity)
|
2020-10-18 20:48:15 +00:00
|
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|
}
|
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|
2022-07-08 01:14:24 +00:00
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/// Gets the given entity's corresponding entry in the map for in-place manipulation.
|
2020-10-18 20:48:15 +00:00
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pub fn entry(&mut self, entity: Entity) -> Entry<'_, Entity, Entity> {
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self.map.entry(entity)
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|
}
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|
2022-07-08 01:14:24 +00:00
|
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/// Returns the corresponding mapped entity.
|
Make scene handling of entity references robust (#7335)
# Objective
- Handle dangling entity references inside scenes
- Handle references to entities with generation > 0 inside scenes
- Fix a latent bug in `Parent`'s `MapEntities` implementation, which
would, if the parent was outside the scene, cause the scene to be loaded
into the new world with a parent reference potentially pointing to some
random entity in that new world.
- Fixes #4793 and addresses #7235
## Solution
- DynamicScenes now identify entities with a `Entity` instead of a u32,
therefore including generation
- `World` exposes a new `reserve_generations` function that despawns an
entity and advances its generation by some extra amount.
- `MapEntities` implementations have a new `get_or_reserve` function
available that will always return an `Entity`, establishing a new
mapping to a dead entity when the entity they are called with is not in
the `EntityMap`. Subsequent calls with that same `Entity` will return
the same newly created dead entity reference, preserving equality
semantics.
- As a result, after loading a scene containing references to dead
entities (or entities otherwise outside the scene), those references
will all point to different generations on a single entity id in the new
world.
---
## Changelog
### Changed
- In serialized scenes, entities are now identified by a u64 instead of
a u32.
- In serialized scenes, components with entity references now have those
references serialize as u64s instead of structs.
### Fixed
- Scenes containing components with entity references will now
deserialize and add to a world reliably.
## Migration Guide
- `MapEntities` implementations must change from a `&EntityMap`
parameter to a `&mut EntityMapper` parameter and can no longer return a
`Result`. Finally, they should switch from calling `EntityMap::get` to
calling `EntityMapper::get_or_reserve`.
---------
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-05-01 15:49:27 +00:00
|
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|
pub fn get(&self, entity: Entity) -> Option<Entity> {
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|
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self.map.get(&entity).copied()
|
2020-10-18 20:48:15 +00:00
|
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|
}
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|
2022-07-08 01:14:24 +00:00
|
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/// An iterator visiting all keys in arbitrary order.
|
2020-10-18 20:48:15 +00:00
|
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|
pub fn keys(&self) -> impl Iterator<Item = Entity> + '_ {
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|
|
self.map.keys().cloned()
|
|
|
|
}
|
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|
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|
2022-07-08 01:14:24 +00:00
|
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|
/// An iterator visiting all values in arbitrary order.
|
2020-10-18 20:48:15 +00:00
|
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|
pub fn values(&self) -> impl Iterator<Item = Entity> + '_ {
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|
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self.map.values().cloned()
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|
|
}
|
2022-07-08 01:14:24 +00:00
|
|
|
|
|
|
|
/// Returns the number of elements in the map.
|
|
|
|
pub fn len(&self) -> usize {
|
|
|
|
self.map.len()
|
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|
|
}
|
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|
/// Returns true if the map contains no elements.
|
|
|
|
pub fn is_empty(&self) -> bool {
|
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|
|
self.map.is_empty()
|
|
|
|
}
|
2022-12-16 20:14:13 +00:00
|
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|
/// An iterator visiting all (key, value) pairs in arbitrary order.
|
|
|
|
pub fn iter(&self) -> impl Iterator<Item = (Entity, Entity)> + '_ {
|
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|
|
self.map.iter().map(|(from, to)| (*from, *to))
|
|
|
|
}
|
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
|
|
|
|
2023-07-31 22:02:16 +00:00
|
|
|
/// Clears the map, removing all entity pairs. Keeps the allocated memory for reuse.
|
|
|
|
pub fn clear(&mut self) {
|
|
|
|
self.map.clear();
|
|
|
|
}
|
|
|
|
|
Make scene handling of entity references robust (#7335)
# Objective
- Handle dangling entity references inside scenes
- Handle references to entities with generation > 0 inside scenes
- Fix a latent bug in `Parent`'s `MapEntities` implementation, which
would, if the parent was outside the scene, cause the scene to be loaded
into the new world with a parent reference potentially pointing to some
random entity in that new world.
- Fixes #4793 and addresses #7235
## Solution
- DynamicScenes now identify entities with a `Entity` instead of a u32,
therefore including generation
- `World` exposes a new `reserve_generations` function that despawns an
entity and advances its generation by some extra amount.
- `MapEntities` implementations have a new `get_or_reserve` function
available that will always return an `Entity`, establishing a new
mapping to a dead entity when the entity they are called with is not in
the `EntityMap`. Subsequent calls with that same `Entity` will return
the same newly created dead entity reference, preserving equality
semantics.
- As a result, after loading a scene containing references to dead
entities (or entities otherwise outside the scene), those references
will all point to different generations on a single entity id in the new
world.
---
## Changelog
### Changed
- In serialized scenes, entities are now identified by a u64 instead of
a u32.
- In serialized scenes, components with entity references now have those
references serialize as u64s instead of structs.
### Fixed
- Scenes containing components with entity references will now
deserialize and add to a world reliably.
## Migration Guide
- `MapEntities` implementations must change from a `&EntityMap`
parameter to a `&mut EntityMapper` parameter and can no longer return a
`Result`. Finally, they should switch from calling `EntityMap::get` to
calling `EntityMapper::get_or_reserve`.
---------
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-05-01 15:49:27 +00:00
|
|
|
/// Creates an [`EntityMapper`] from this [`EntityMap`] and scoped to the provided [`World`], then calls the
|
|
|
|
/// provided function with it. This allows one to allocate new entity references in the provided `World` that are
|
|
|
|
/// guaranteed to never point at a living entity now or in the future. This functionality is useful for safely
|
|
|
|
/// mapping entity identifiers that point at entities outside the source world. The passed function, `f`, is called
|
|
|
|
/// within the scope of the passed world. Its return value is then returned from `world_scope` as the generic type
|
|
|
|
/// parameter `R`.
|
|
|
|
pub fn world_scope<R>(
|
|
|
|
&mut self,
|
|
|
|
world: &mut World,
|
|
|
|
f: impl FnOnce(&mut World, &mut EntityMapper) -> R,
|
|
|
|
) -> R {
|
|
|
|
let mut mapper = EntityMapper::new(self, world);
|
|
|
|
let result = f(world, &mut mapper);
|
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mapper.finish(world);
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|
result
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}
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}
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/// A wrapper for [`EntityMap`], augmenting it with the ability to allocate new [`Entity`] references in a destination
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/// world. These newly allocated references are guaranteed to never point to any living entity in that world.
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///
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/// References are allocated by returning increasing generations starting from an internally initialized base
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/// [`Entity`]. After it is finished being used by [`MapEntities`] implementations, this entity is despawned and the
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|
/// requisite number of generations reserved.
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|
|
pub struct EntityMapper<'m> {
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|
/// The wrapped [`EntityMap`].
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|
map: &'m mut EntityMap,
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|
|
/// A base [`Entity`] used to allocate new references.
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|
|
dead_start: Entity,
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|
/// The number of generations this mapper has allocated thus far.
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|
|
generations: u32,
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|
|
}
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|
|
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|
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|
impl<'m> EntityMapper<'m> {
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|
/// Returns the corresponding mapped entity or reserves a new dead entity ID if it is absent.
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|
|
pub fn get_or_reserve(&mut self, entity: Entity) -> Entity {
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|
|
if let Some(mapped) = self.map.get(entity) {
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|
|
return mapped;
|
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|
|
}
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|
|
|
|
|
|
// this new entity reference is specifically designed to never represent any living entity
|
|
|
|
let new = Entity {
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|
|
generation: self.dead_start.generation + self.generations,
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|
|
index: self.dead_start.index,
|
|
|
|
};
|
|
|
|
self.generations += 1;
|
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|
|
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|
|
self.map.insert(entity, new);
|
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|
|
|
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|
|
new
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|
|
|
}
|
|
|
|
|
|
|
|
/// Gets a reference to the underlying [`EntityMap`].
|
|
|
|
pub fn get_map(&'m self) -> &'m EntityMap {
|
|
|
|
self.map
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|
|
|
}
|
|
|
|
|
|
|
|
/// Gets a mutable reference to the underlying [`EntityMap`]
|
|
|
|
pub fn get_map_mut(&'m mut self) -> &'m mut EntityMap {
|
|
|
|
self.map
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Creates a new [`EntityMapper`], spawning a temporary base [`Entity`] in the provided [`World`]
|
|
|
|
fn new(map: &'m mut EntityMap, world: &mut World) -> Self {
|
|
|
|
Self {
|
|
|
|
map,
|
|
|
|
// SAFETY: Entities data is kept in a valid state via `EntityMap::world_scope`
|
|
|
|
dead_start: unsafe { world.entities_mut().alloc() },
|
|
|
|
generations: 0,
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Reserves the allocated references to dead entities within the world. This frees the temporary base
|
|
|
|
/// [`Entity`] while reserving extra generations via [`crate::entity::Entities::reserve_generations`]. Because this
|
|
|
|
/// renders the [`EntityMapper`] unable to safely allocate any more references, this method takes ownership of
|
|
|
|
/// `self` in order to render it unusable.
|
|
|
|
fn finish(self, world: &mut World) {
|
|
|
|
// SAFETY: Entities data is kept in a valid state via `EntityMap::world_scope`
|
|
|
|
let entities = unsafe { world.entities_mut() };
|
|
|
|
assert!(entities.free(self.dead_start).is_some());
|
|
|
|
assert!(entities.reserve_generations(self.dead_start.index, self.generations));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#[cfg(test)]
|
|
|
|
mod tests {
|
|
|
|
use super::{EntityMap, EntityMapper};
|
|
|
|
use crate::{entity::Entity, world::World};
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
fn entity_mapper() {
|
|
|
|
const FIRST_IDX: u32 = 1;
|
|
|
|
const SECOND_IDX: u32 = 2;
|
|
|
|
|
|
|
|
let mut map = EntityMap::default();
|
|
|
|
let mut world = World::new();
|
|
|
|
let mut mapper = EntityMapper::new(&mut map, &mut world);
|
|
|
|
|
|
|
|
let mapped_ent = Entity::new(FIRST_IDX, 0);
|
|
|
|
let dead_ref = mapper.get_or_reserve(mapped_ent);
|
|
|
|
|
|
|
|
assert_eq!(
|
|
|
|
dead_ref,
|
|
|
|
mapper.get_or_reserve(mapped_ent),
|
|
|
|
"should persist the allocated mapping from the previous line"
|
|
|
|
);
|
|
|
|
assert_eq!(
|
|
|
|
mapper.get_or_reserve(Entity::new(SECOND_IDX, 0)).index(),
|
|
|
|
dead_ref.index(),
|
|
|
|
"should re-use the same index for further dead refs"
|
|
|
|
);
|
|
|
|
|
|
|
|
mapper.finish(&mut world);
|
|
|
|
// Next allocated entity should be a further generation on the same index
|
|
|
|
let entity = world.spawn_empty().id();
|
|
|
|
assert_eq!(entity.index(), dead_ref.index());
|
|
|
|
assert!(entity.generation() > dead_ref.generation());
|
|
|
|
}
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
fn world_scope_reserves_generations() {
|
|
|
|
let mut map = EntityMap::default();
|
|
|
|
let mut world = World::new();
|
|
|
|
|
|
|
|
let dead_ref = map.world_scope(&mut world, |_, mapper| {
|
|
|
|
mapper.get_or_reserve(Entity::new(0, 0))
|
|
|
|
});
|
|
|
|
|
|
|
|
// Next allocated entity should be a further generation on the same index
|
|
|
|
let entity = world.spawn_empty().id();
|
|
|
|
assert_eq!(entity.index(), dead_ref.index());
|
|
|
|
assert!(entity.generation() > dead_ref.generation());
|
|
|
|
}
|
2020-10-18 20:48:15 +00:00
|
|
|
}
|