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

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use crate::{
component::Component,
entity::{Entity, EntityHashMap, MapEntities, SceneEntityMapper},
world::World,
};
use bevy_reflect::FromType;
/// For a specific type of component, this maps any fields with values of type [`Entity`] to a new world.
/// Since a given `Entity` ID is only valid for the world it came from, when performing deserialization
/// any stored IDs need to be re-allocated in the destination world.
///
Make the MapEntities trait generic over Mappers, and add a simpler EntityMapper (#11428) # Objective My motivation are to resolve some of the issues I describe in this [PR](https://github.com/bevyengine/bevy/issues/11415): - not being able to easily mapping entities because the current EntityMapper requires `&mut World` access - not being able to create my own `EntityMapper` because some components (`Parent` or `Children`) do not provide any public way of modifying the inner entities This PR makes the `MapEntities` trait accept a generic type that implements `Mapper` to perform the mapping. This means we don't need to use `EntityMapper` to perform our mapping, we can use any type that implements `Mapper`. Basically this change is very similar to what `serde` does. Instead of specifying directly how to map entities for a given type, we have 2 distinct steps: - the user implements `MapEntities` to define how the type will be traversed and which `Entity`s will be mapped - the `Mapper` defines how the mapping is actually done This is similar to the distinction between `Serialize` (`MapEntities`) and `Serializer` (`Mapper`). This allows networking library to map entities without having to use the existing `EntityMapper` (which requires `&mut World` access and the use of `world_scope()`) ## Migration Guide - The existing `EntityMapper` (notably used to replicate `Scenes` across different `World`s) has been renamed to `SceneEntityMapper` - The `MapEntities` trait now works with a generic `EntityMapper` instead of the specific struct `EntityMapper`. Calls to `fn map_entities(&mut self, entity_mapper: &mut EntityMapper)` need to be updated to `fn map_entities<M: EntityMapper>(&mut self, entity_mapper: &mut M)` - The new trait `EntityMapper` has been added to the prelude --------- Co-authored-by: Charles Bournhonesque <cbournhonesque@snapchat.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: UkoeHB <37489173+UkoeHB@users.noreply.github.com>
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/// See [`SceneEntityMapper`] and [`MapEntities`] for more information.
#[derive(Clone)]
pub struct ReflectMapEntities {
Make the MapEntities trait generic over Mappers, and add a simpler EntityMapper (#11428) # Objective My motivation are to resolve some of the issues I describe in this [PR](https://github.com/bevyengine/bevy/issues/11415): - not being able to easily mapping entities because the current EntityMapper requires `&mut World` access - not being able to create my own `EntityMapper` because some components (`Parent` or `Children`) do not provide any public way of modifying the inner entities This PR makes the `MapEntities` trait accept a generic type that implements `Mapper` to perform the mapping. This means we don't need to use `EntityMapper` to perform our mapping, we can use any type that implements `Mapper`. Basically this change is very similar to what `serde` does. Instead of specifying directly how to map entities for a given type, we have 2 distinct steps: - the user implements `MapEntities` to define how the type will be traversed and which `Entity`s will be mapped - the `Mapper` defines how the mapping is actually done This is similar to the distinction between `Serialize` (`MapEntities`) and `Serializer` (`Mapper`). This allows networking library to map entities without having to use the existing `EntityMapper` (which requires `&mut World` access and the use of `world_scope()`) ## Migration Guide - The existing `EntityMapper` (notably used to replicate `Scenes` across different `World`s) has been renamed to `SceneEntityMapper` - The `MapEntities` trait now works with a generic `EntityMapper` instead of the specific struct `EntityMapper`. Calls to `fn map_entities(&mut self, entity_mapper: &mut EntityMapper)` need to be updated to `fn map_entities<M: EntityMapper>(&mut self, entity_mapper: &mut M)` - The new trait `EntityMapper` has been added to the prelude --------- Co-authored-by: Charles Bournhonesque <cbournhonesque@snapchat.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: UkoeHB <37489173+UkoeHB@users.noreply.github.com>
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map_all_entities: fn(&mut World, &mut SceneEntityMapper),
map_entities: fn(&mut World, &mut SceneEntityMapper, &[Entity]),
}
impl ReflectMapEntities {
/// A general method for applying [`MapEntities`] behavior to all elements in an [`EntityHashMap<Entity>`].
///
/// Be mindful in its usage: Works best in situations where the entities in the [`EntityHashMap<Entity>`] are newly
/// created, before systems have a chance to add new components. If some of the entities referred to
/// by the [`EntityHashMap<Entity>`] might already contain valid entity references, you should use [`map_entities`](Self::map_entities).
///
/// An example of this: A scene can be loaded with `Parent` components, but then a `Parent` component can be added
/// to these entities after they have been loaded. If you reload the scene using [`map_all_entities`](Self::map_all_entities), those `Parent`
/// components with already valid entity references could be updated to point at something else entirely.
pub fn map_all_entities(&self, world: &mut World, entity_map: &mut EntityHashMap<Entity>) {
Make the MapEntities trait generic over Mappers, and add a simpler EntityMapper (#11428) # Objective My motivation are to resolve some of the issues I describe in this [PR](https://github.com/bevyengine/bevy/issues/11415): - not being able to easily mapping entities because the current EntityMapper requires `&mut World` access - not being able to create my own `EntityMapper` because some components (`Parent` or `Children`) do not provide any public way of modifying the inner entities This PR makes the `MapEntities` trait accept a generic type that implements `Mapper` to perform the mapping. This means we don't need to use `EntityMapper` to perform our mapping, we can use any type that implements `Mapper`. Basically this change is very similar to what `serde` does. Instead of specifying directly how to map entities for a given type, we have 2 distinct steps: - the user implements `MapEntities` to define how the type will be traversed and which `Entity`s will be mapped - the `Mapper` defines how the mapping is actually done This is similar to the distinction between `Serialize` (`MapEntities`) and `Serializer` (`Mapper`). This allows networking library to map entities without having to use the existing `EntityMapper` (which requires `&mut World` access and the use of `world_scope()`) ## Migration Guide - The existing `EntityMapper` (notably used to replicate `Scenes` across different `World`s) has been renamed to `SceneEntityMapper` - The `MapEntities` trait now works with a generic `EntityMapper` instead of the specific struct `EntityMapper`. Calls to `fn map_entities(&mut self, entity_mapper: &mut EntityMapper)` need to be updated to `fn map_entities<M: EntityMapper>(&mut self, entity_mapper: &mut M)` - The new trait `EntityMapper` has been added to the prelude --------- Co-authored-by: Charles Bournhonesque <cbournhonesque@snapchat.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: UkoeHB <37489173+UkoeHB@users.noreply.github.com>
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SceneEntityMapper::world_scope(entity_map, world, self.map_all_entities);
}
/// A general method for applying [`MapEntities`] behavior to elements in an [`EntityHashMap<Entity>`]. Unlike
/// [`map_all_entities`](Self::map_all_entities), this is applied to specific entities, not all values
/// in the [`EntityHashMap<Entity>`].
///
/// This is useful mostly for when you need to be careful not to update components that already contain valid entity
/// values. See [`map_all_entities`](Self::map_all_entities) for more details.
pub fn map_entities(
&self,
world: &mut World,
entity_map: &mut EntityHashMap<Entity>,
entities: &[Entity],
) {
Make the MapEntities trait generic over Mappers, and add a simpler EntityMapper (#11428) # Objective My motivation are to resolve some of the issues I describe in this [PR](https://github.com/bevyengine/bevy/issues/11415): - not being able to easily mapping entities because the current EntityMapper requires `&mut World` access - not being able to create my own `EntityMapper` because some components (`Parent` or `Children`) do not provide any public way of modifying the inner entities This PR makes the `MapEntities` trait accept a generic type that implements `Mapper` to perform the mapping. This means we don't need to use `EntityMapper` to perform our mapping, we can use any type that implements `Mapper`. Basically this change is very similar to what `serde` does. Instead of specifying directly how to map entities for a given type, we have 2 distinct steps: - the user implements `MapEntities` to define how the type will be traversed and which `Entity`s will be mapped - the `Mapper` defines how the mapping is actually done This is similar to the distinction between `Serialize` (`MapEntities`) and `Serializer` (`Mapper`). This allows networking library to map entities without having to use the existing `EntityMapper` (which requires `&mut World` access and the use of `world_scope()`) ## Migration Guide - The existing `EntityMapper` (notably used to replicate `Scenes` across different `World`s) has been renamed to `SceneEntityMapper` - The `MapEntities` trait now works with a generic `EntityMapper` instead of the specific struct `EntityMapper`. Calls to `fn map_entities(&mut self, entity_mapper: &mut EntityMapper)` need to be updated to `fn map_entities<M: EntityMapper>(&mut self, entity_mapper: &mut M)` - The new trait `EntityMapper` has been added to the prelude --------- Co-authored-by: Charles Bournhonesque <cbournhonesque@snapchat.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: UkoeHB <37489173+UkoeHB@users.noreply.github.com>
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SceneEntityMapper::world_scope(entity_map, world, |world, mapper| {
(self.map_entities)(world, mapper, entities);
});
}
}
impl<C: Component + MapEntities> FromType<C> for ReflectMapEntities {
fn from_type() -> Self {
ReflectMapEntities {
map_entities: |world, entity_mapper, entities| {
for &entity in entities {
if let Some(mut component) = world.get_mut::<C>(entity) {
component.map_entities(entity_mapper);
}
}
},
map_all_entities: |world, entity_mapper| {
let entities = entity_mapper
.get_map()
.values()
.copied()
.collect::<Vec<Entity>>();
for entity in &entities {
if let Some(mut component) = world.get_mut::<C>(*entity) {
component.map_entities(entity_mapper);
}
}
},
}
}
}