Make scene handling of entity references robust (#7335)
# Objective
- Handle dangling entity references inside scenes
- Handle references to entities with generation > 0 inside scenes
- Fix a latent bug in `Parent`'s `MapEntities` implementation, which
would, if the parent was outside the scene, cause the scene to be loaded
into the new world with a parent reference potentially pointing to some
random entity in that new world.
- Fixes #4793 and addresses #7235
## Solution
- DynamicScenes now identify entities with a `Entity` instead of a u32,
therefore including generation
- `World` exposes a new `reserve_generations` function that despawns an
entity and advances its generation by some extra amount.
- `MapEntities` implementations have a new `get_or_reserve` function
available that will always return an `Entity`, establishing a new
mapping to a dead entity when the entity they are called with is not in
the `EntityMap`. Subsequent calls with that same `Entity` will return
the same newly created dead entity reference, preserving equality
semantics.
- As a result, after loading a scene containing references to dead
entities (or entities otherwise outside the scene), those references
will all point to different generations on a single entity id in the new
world.
---
## Changelog
### Changed
- In serialized scenes, entities are now identified by a u64 instead of
a u32.
- In serialized scenes, components with entity references now have those
references serialize as u64s instead of structs.
### Fixed
- Scenes containing components with entity references will now
deserialize and add to a world reliably.
## Migration Guide
- `MapEntities` implementations must change from a `&EntityMap`
parameter to a `&mut EntityMapper` parameter and can no longer return a
`Result`. Finally, they should switch from calling `EntityMap::get` to
calling `EntityMapper::get_or_reserve`.
---------
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-05-01 15:49:27 +00:00
|
|
|
use crate::{entity::Entity, world::World};
|
Use `EntityHashMap` for `EntityMapper` (#10415)
# Objective
- There is a specialized hasher for entities:
[`EntityHashMap`](https://docs.rs/bevy/latest/bevy/utils/type.EntityHashMap.html)
- [`EntityMapper`] currently uses a normal `HashMap<Entity, Entity>`
- Fixes #10391
## Solution
- Replace the normal `HashMap` with the more performant `EntityHashMap`
## Questions
- This does change public API. Should a system be implemented to help
migrate code?
- Perhaps an `impl From<HashMap<K, V, S>> for EntityHashMap<K, V>`
- I updated to docs for each function that I changed, but I may have
missed something
---
## Changelog
- Changed `EntityMapper` to use `EntityHashMap` instead of normal
`HashMap`
## Migration Guide
If you are using the following types, update their listed methods to use
the new `EntityHashMap`. `EntityHashMap` has the same methods as the
normal `HashMap`, so you just need to replace the name.
### `EntityMapper`
- `get_map`
- `get_mut_map`
- `new`
- `world_scope`
### `ReflectMapEntities`
- `map_all_entities`
- `map_entities`
- `write_to_world`
### `InstanceInfo`
- `entity_map`
- This is a property, not a method.
---
This is my first time contributing in a while, and I'm not familiar with
the usage of `EntityMapper`. I changed the type definition and fixed all
errors, but there may have been things I've missed. Please keep an eye
out for me!
2023-11-07 08:23:04 +00:00
|
|
|
use bevy_utils::EntityHashMap;
|
2022-04-27 19:08:11 +00:00
|
|
|
|
2022-11-28 20:39:02 +00:00
|
|
|
/// 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
|
Use `EntityHashMap` for `EntityMapper` (#10415)
# Objective
- There is a specialized hasher for entities:
[`EntityHashMap`](https://docs.rs/bevy/latest/bevy/utils/type.EntityHashMap.html)
- [`EntityMapper`] currently uses a normal `HashMap<Entity, Entity>`
- Fixes #10391
## Solution
- Replace the normal `HashMap` with the more performant `EntityHashMap`
## Questions
- This does change public API. Should a system be implemented to help
migrate code?
- Perhaps an `impl From<HashMap<K, V, S>> for EntityHashMap<K, V>`
- I updated to docs for each function that I changed, but I may have
missed something
---
## Changelog
- Changed `EntityMapper` to use `EntityHashMap` instead of normal
`HashMap`
## Migration Guide
If you are using the following types, update their listed methods to use
the new `EntityHashMap`. `EntityHashMap` has the same methods as the
normal `HashMap`, so you just need to replace the name.
### `EntityMapper`
- `get_map`
- `get_mut_map`
- `new`
- `world_scope`
### `ReflectMapEntities`
- `map_all_entities`
- `map_entities`
- `write_to_world`
### `InstanceInfo`
- `entity_map`
- This is a property, not a method.
---
This is my first time contributing in a while, and I'm not familiar with
the usage of `EntityMapper`. I changed the type definition and fixed all
errors, but there may have been things I've missed. Please keep an eye
out for me!
2023-11-07 08:23:04 +00:00
|
|
|
/// allows defining custom mappings for these references via [`EntityHashMap<Entity, Entity>`]
|
2022-11-28 20:39:02 +00:00
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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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///
|
2024-01-01 16:50:56 +00:00
|
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|
/// ```
|
2022-11-28 20:39:02 +00:00
|
|
|
/// use bevy_ecs::prelude::*;
|
Make scene handling of entity references robust (#7335)
# Objective
- Handle dangling entity references inside scenes
- Handle references to entities with generation > 0 inside scenes
- Fix a latent bug in `Parent`'s `MapEntities` implementation, which
would, if the parent was outside the scene, cause the scene to be loaded
into the new world with a parent reference potentially pointing to some
random entity in that new world.
- Fixes #4793 and addresses #7235
## Solution
- DynamicScenes now identify entities with a `Entity` instead of a u32,
therefore including generation
- `World` exposes a new `reserve_generations` function that despawns an
entity and advances its generation by some extra amount.
- `MapEntities` implementations have a new `get_or_reserve` function
available that will always return an `Entity`, establishing a new
mapping to a dead entity when the entity they are called with is not in
the `EntityMap`. Subsequent calls with that same `Entity` will return
the same newly created dead entity reference, preserving equality
semantics.
- As a result, after loading a scene containing references to dead
entities (or entities otherwise outside the scene), those references
will all point to different generations on a single entity id in the new
world.
---
## Changelog
### Changed
- In serialized scenes, entities are now identified by a u64 instead of
a u32.
- In serialized scenes, components with entity references now have those
references serialize as u64s instead of structs.
### Fixed
- Scenes containing components with entity references will now
deserialize and add to a world reliably.
## Migration Guide
- `MapEntities` implementations must change from a `&EntityMap`
parameter to a `&mut EntityMapper` parameter and can no longer return a
`Result`. Finally, they should switch from calling `EntityMap::get` to
calling `EntityMapper::get_or_reserve`.
---------
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-05-01 15:49:27 +00:00
|
|
|
/// use bevy_ecs::entity::{EntityMapper, MapEntities};
|
2022-11-28 20:39:02 +00:00
|
|
|
///
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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
|
|
|
/// 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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|
///
|
2020-10-18 20:48:15 +00:00
|
|
|
pub trait MapEntities {
|
2023-08-28 17:18:16 +00:00
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/// Updates all [`Entity`] references stored inside using `entity_mapper`.
|
2022-11-28 20:39:02 +00:00
|
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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);
|
2020-10-18 20:48:15 +00:00
|
|
|
}
|
|
|
|
|
Use `EntityHashMap` for `EntityMapper` (#10415)
# Objective
- There is a specialized hasher for entities:
[`EntityHashMap`](https://docs.rs/bevy/latest/bevy/utils/type.EntityHashMap.html)
- [`EntityMapper`] currently uses a normal `HashMap<Entity, Entity>`
- Fixes #10391
## Solution
- Replace the normal `HashMap` with the more performant `EntityHashMap`
## Questions
- This does change public API. Should a system be implemented to help
migrate code?
- Perhaps an `impl From<HashMap<K, V, S>> for EntityHashMap<K, V>`
- I updated to docs for each function that I changed, but I may have
missed something
---
## Changelog
- Changed `EntityMapper` to use `EntityHashMap` instead of normal
`HashMap`
## Migration Guide
If you are using the following types, update their listed methods to use
the new `EntityHashMap`. `EntityHashMap` has the same methods as the
normal `HashMap`, so you just need to replace the name.
### `EntityMapper`
- `get_map`
- `get_mut_map`
- `new`
- `world_scope`
### `ReflectMapEntities`
- `map_all_entities`
- `map_entities`
- `write_to_world`
### `InstanceInfo`
- `entity_map`
- This is a property, not a method.
---
This is my first time contributing in a while, and I'm not familiar with
the usage of `EntityMapper`. I changed the type definition and fixed all
errors, but there may have been things I've missed. Please keep an eye
out for me!
2023-11-07 08:23:04 +00:00
|
|
|
/// A wrapper for [`EntityHashMap<Entity, Entity>`], augmenting it with the ability to allocate new [`Entity`] references in a destination
|
Make scene handling of entity references robust (#7335)
# Objective
- Handle dangling entity references inside scenes
- Handle references to entities with generation > 0 inside scenes
- Fix a latent bug in `Parent`'s `MapEntities` implementation, which
would, if the parent was outside the scene, cause the scene to be loaded
into the new world with a parent reference potentially pointing to some
random entity in that new world.
- Fixes #4793 and addresses #7235
## Solution
- DynamicScenes now identify entities with a `Entity` instead of a u32,
therefore including generation
- `World` exposes a new `reserve_generations` function that despawns an
entity and advances its generation by some extra amount.
- `MapEntities` implementations have a new `get_or_reserve` function
available that will always return an `Entity`, establishing a new
mapping to a dead entity when the entity they are called with is not in
the `EntityMap`. Subsequent calls with that same `Entity` will return
the same newly created dead entity reference, preserving equality
semantics.
- As a result, after loading a scene containing references to dead
entities (or entities otherwise outside the scene), those references
will all point to different generations on a single entity id in the new
world.
---
## Changelog
### Changed
- In serialized scenes, entities are now identified by a u64 instead of
a u32.
- In serialized scenes, components with entity references now have those
references serialize as u64s instead of structs.
### Fixed
- Scenes containing components with entity references will now
deserialize and add to a world reliably.
## Migration Guide
- `MapEntities` implementations must change from a `&EntityMap`
parameter to a `&mut EntityMapper` parameter and can no longer return a
`Result`. Finally, they should switch from calling `EntityMap::get` to
calling `EntityMapper::get_or_reserve`.
---------
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-05-01 15:49:27 +00:00
|
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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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|
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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.
|
|
|
|
pub struct EntityMapper<'m> {
|
2023-08-28 17:18:16 +00:00
|
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|
/// A mapping from one set of entities to another.
|
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|
///
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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
|
|
|
|
/// identifiers directly.
|
|
|
|
///
|
Use `EntityHashMap` for `EntityMapper` (#10415)
# Objective
- There is a specialized hasher for entities:
[`EntityHashMap`](https://docs.rs/bevy/latest/bevy/utils/type.EntityHashMap.html)
- [`EntityMapper`] currently uses a normal `HashMap<Entity, Entity>`
- Fixes #10391
## Solution
- Replace the normal `HashMap` with the more performant `EntityHashMap`
## Questions
- This does change public API. Should a system be implemented to help
migrate code?
- Perhaps an `impl From<HashMap<K, V, S>> for EntityHashMap<K, V>`
- I updated to docs for each function that I changed, but I may have
missed something
---
## Changelog
- Changed `EntityMapper` to use `EntityHashMap` instead of normal
`HashMap`
## Migration Guide
If you are using the following types, update their listed methods to use
the new `EntityHashMap`. `EntityHashMap` has the same methods as the
normal `HashMap`, so you just need to replace the name.
### `EntityMapper`
- `get_map`
- `get_mut_map`
- `new`
- `world_scope`
### `ReflectMapEntities`
- `map_all_entities`
- `map_entities`
- `write_to_world`
### `InstanceInfo`
- `entity_map`
- This is a property, not a method.
---
This is my first time contributing in a while, and I'm not familiar with
the usage of `EntityMapper`. I changed the type definition and fixed all
errors, but there may have been things I've missed. Please keep an eye
out for me!
2023-11-07 08:23:04 +00:00
|
|
|
/// On its own, a [`EntityHashMap<Entity, Entity>`] is not capable of allocating new entity identifiers, which is needed to map references
|
2023-08-28 17:18:16 +00:00
|
|
|
/// to entities that lie outside the source entity set. This functionality can be accessed through [`EntityMapper::world_scope()`].
|
Use `EntityHashMap` for `EntityMapper` (#10415)
# Objective
- There is a specialized hasher for entities:
[`EntityHashMap`](https://docs.rs/bevy/latest/bevy/utils/type.EntityHashMap.html)
- [`EntityMapper`] currently uses a normal `HashMap<Entity, Entity>`
- Fixes #10391
## Solution
- Replace the normal `HashMap` with the more performant `EntityHashMap`
## Questions
- This does change public API. Should a system be implemented to help
migrate code?
- Perhaps an `impl From<HashMap<K, V, S>> for EntityHashMap<K, V>`
- I updated to docs for each function that I changed, but I may have
missed something
---
## Changelog
- Changed `EntityMapper` to use `EntityHashMap` instead of normal
`HashMap`
## Migration Guide
If you are using the following types, update their listed methods to use
the new `EntityHashMap`. `EntityHashMap` has the same methods as the
normal `HashMap`, so you just need to replace the name.
### `EntityMapper`
- `get_map`
- `get_mut_map`
- `new`
- `world_scope`
### `ReflectMapEntities`
- `map_all_entities`
- `map_entities`
- `write_to_world`
### `InstanceInfo`
- `entity_map`
- This is a property, not a method.
---
This is my first time contributing in a while, and I'm not familiar with
the usage of `EntityMapper`. I changed the type definition and fixed all
errors, but there may have been things I've missed. Please keep an eye
out for me!
2023-11-07 08:23:04 +00:00
|
|
|
map: &'m mut EntityHashMap<Entity, Entity>,
|
Make scene handling of entity references robust (#7335)
# Objective
- Handle dangling entity references inside scenes
- Handle references to entities with generation > 0 inside scenes
- Fix a latent bug in `Parent`'s `MapEntities` implementation, which
would, if the parent was outside the scene, cause the scene to be loaded
into the new world with a parent reference potentially pointing to some
random entity in that new world.
- Fixes #4793 and addresses #7235
## Solution
- DynamicScenes now identify entities with a `Entity` instead of a u32,
therefore including generation
- `World` exposes a new `reserve_generations` function that despawns an
entity and advances its generation by some extra amount.
- `MapEntities` implementations have a new `get_or_reserve` function
available that will always return an `Entity`, establishing a new
mapping to a dead entity when the entity they are called with is not in
the `EntityMap`. Subsequent calls with that same `Entity` will return
the same newly created dead entity reference, preserving equality
semantics.
- As a result, after loading a scene containing references to dead
entities (or entities otherwise outside the scene), those references
will all point to different generations on a single entity id in the new
world.
---
## Changelog
### Changed
- In serialized scenes, entities are now identified by a u64 instead of
a u32.
- In serialized scenes, components with entity references now have those
references serialize as u64s instead of structs.
### Fixed
- Scenes containing components with entity references will now
deserialize and add to a world reliably.
## Migration Guide
- `MapEntities` implementations must change from a `&EntityMap`
parameter to a `&mut EntityMapper` parameter and can no longer return a
`Result`. Finally, they should switch from calling `EntityMap::get` to
calling `EntityMapper::get_or_reserve`.
---------
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-05-01 15:49:27 +00:00
|
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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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|
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 {
|
2023-08-28 17:18:16 +00:00
|
|
|
if let Some(&mapped) = self.map.get(&entity) {
|
Make scene handling of entity references robust (#7335)
# Objective
- Handle dangling entity references inside scenes
- Handle references to entities with generation > 0 inside scenes
- Fix a latent bug in `Parent`'s `MapEntities` implementation, which
would, if the parent was outside the scene, cause the scene to be loaded
into the new world with a parent reference potentially pointing to some
random entity in that new world.
- Fixes #4793 and addresses #7235
## Solution
- DynamicScenes now identify entities with a `Entity` instead of a u32,
therefore including generation
- `World` exposes a new `reserve_generations` function that despawns an
entity and advances its generation by some extra amount.
- `MapEntities` implementations have a new `get_or_reserve` function
available that will always return an `Entity`, establishing a new
mapping to a dead entity when the entity they are called with is not in
the `EntityMap`. Subsequent calls with that same `Entity` will return
the same newly created dead entity reference, preserving equality
semantics.
- As a result, after loading a scene containing references to dead
entities (or entities otherwise outside the scene), those references
will all point to different generations on a single entity id in the new
world.
---
## Changelog
### Changed
- In serialized scenes, entities are now identified by a u64 instead of
a u32.
- In serialized scenes, components with entity references now have those
references serialize as u64s instead of structs.
### Fixed
- Scenes containing components with entity references will now
deserialize and add to a world reliably.
## Migration Guide
- `MapEntities` implementations must change from a `&EntityMap`
parameter to a `&mut EntityMapper` parameter and can no longer return a
`Result`. Finally, they should switch from calling `EntityMap::get` to
calling `EntityMapper::get_or_reserve`.
---------
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-05-01 15:49:27 +00:00
|
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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
|
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|
let new = Entity {
|
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|
generation: self.dead_start.generation + self.generations,
|
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|
index: self.dead_start.index,
|
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|
|
};
|
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|
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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|
}
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|
|
Use `EntityHashMap` for `EntityMapper` (#10415)
# Objective
- There is a specialized hasher for entities:
[`EntityHashMap`](https://docs.rs/bevy/latest/bevy/utils/type.EntityHashMap.html)
- [`EntityMapper`] currently uses a normal `HashMap<Entity, Entity>`
- Fixes #10391
## Solution
- Replace the normal `HashMap` with the more performant `EntityHashMap`
## Questions
- This does change public API. Should a system be implemented to help
migrate code?
- Perhaps an `impl From<HashMap<K, V, S>> for EntityHashMap<K, V>`
- I updated to docs for each function that I changed, but I may have
missed something
---
## Changelog
- Changed `EntityMapper` to use `EntityHashMap` instead of normal
`HashMap`
## Migration Guide
If you are using the following types, update their listed methods to use
the new `EntityHashMap`. `EntityHashMap` has the same methods as the
normal `HashMap`, so you just need to replace the name.
### `EntityMapper`
- `get_map`
- `get_mut_map`
- `new`
- `world_scope`
### `ReflectMapEntities`
- `map_all_entities`
- `map_entities`
- `write_to_world`
### `InstanceInfo`
- `entity_map`
- This is a property, not a method.
---
This is my first time contributing in a while, and I'm not familiar with
the usage of `EntityMapper`. I changed the type definition and fixed all
errors, but there may have been things I've missed. Please keep an eye
out for me!
2023-11-07 08:23:04 +00:00
|
|
|
/// Gets a reference to the underlying [`EntityHashMap<Entity, Entity>`].
|
|
|
|
pub fn get_map(&'m self) -> &'m EntityHashMap<Entity, Entity> {
|
Make scene handling of entity references robust (#7335)
# Objective
- Handle dangling entity references inside scenes
- Handle references to entities with generation > 0 inside scenes
- Fix a latent bug in `Parent`'s `MapEntities` implementation, which
would, if the parent was outside the scene, cause the scene to be loaded
into the new world with a parent reference potentially pointing to some
random entity in that new world.
- Fixes #4793 and addresses #7235
## Solution
- DynamicScenes now identify entities with a `Entity` instead of a u32,
therefore including generation
- `World` exposes a new `reserve_generations` function that despawns an
entity and advances its generation by some extra amount.
- `MapEntities` implementations have a new `get_or_reserve` function
available that will always return an `Entity`, establishing a new
mapping to a dead entity when the entity they are called with is not in
the `EntityMap`. Subsequent calls with that same `Entity` will return
the same newly created dead entity reference, preserving equality
semantics.
- As a result, after loading a scene containing references to dead
entities (or entities otherwise outside the scene), those references
will all point to different generations on a single entity id in the new
world.
---
## Changelog
### Changed
- In serialized scenes, entities are now identified by a u64 instead of
a u32.
- In serialized scenes, components with entity references now have those
references serialize as u64s instead of structs.
### Fixed
- Scenes containing components with entity references will now
deserialize and add to a world reliably.
## Migration Guide
- `MapEntities` implementations must change from a `&EntityMap`
parameter to a `&mut EntityMapper` parameter and can no longer return a
`Result`. Finally, they should switch from calling `EntityMap::get` to
calling `EntityMapper::get_or_reserve`.
---------
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-05-01 15:49:27 +00:00
|
|
|
self.map
|
|
|
|
}
|
|
|
|
|
Use `EntityHashMap` for `EntityMapper` (#10415)
# Objective
- There is a specialized hasher for entities:
[`EntityHashMap`](https://docs.rs/bevy/latest/bevy/utils/type.EntityHashMap.html)
- [`EntityMapper`] currently uses a normal `HashMap<Entity, Entity>`
- Fixes #10391
## Solution
- Replace the normal `HashMap` with the more performant `EntityHashMap`
## Questions
- This does change public API. Should a system be implemented to help
migrate code?
- Perhaps an `impl From<HashMap<K, V, S>> for EntityHashMap<K, V>`
- I updated to docs for each function that I changed, but I may have
missed something
---
## Changelog
- Changed `EntityMapper` to use `EntityHashMap` instead of normal
`HashMap`
## Migration Guide
If you are using the following types, update their listed methods to use
the new `EntityHashMap`. `EntityHashMap` has the same methods as the
normal `HashMap`, so you just need to replace the name.
### `EntityMapper`
- `get_map`
- `get_mut_map`
- `new`
- `world_scope`
### `ReflectMapEntities`
- `map_all_entities`
- `map_entities`
- `write_to_world`
### `InstanceInfo`
- `entity_map`
- This is a property, not a method.
---
This is my first time contributing in a while, and I'm not familiar with
the usage of `EntityMapper`. I changed the type definition and fixed all
errors, but there may have been things I've missed. Please keep an eye
out for me!
2023-11-07 08:23:04 +00:00
|
|
|
/// Gets a mutable reference to the underlying [`EntityHashMap<Entity, Entity>`].
|
|
|
|
pub fn get_map_mut(&'m mut self) -> &'m mut EntityHashMap<Entity, Entity> {
|
Make scene handling of entity references robust (#7335)
# Objective
- Handle dangling entity references inside scenes
- Handle references to entities with generation > 0 inside scenes
- Fix a latent bug in `Parent`'s `MapEntities` implementation, which
would, if the parent was outside the scene, cause the scene to be loaded
into the new world with a parent reference potentially pointing to some
random entity in that new world.
- Fixes #4793 and addresses #7235
## Solution
- DynamicScenes now identify entities with a `Entity` instead of a u32,
therefore including generation
- `World` exposes a new `reserve_generations` function that despawns an
entity and advances its generation by some extra amount.
- `MapEntities` implementations have a new `get_or_reserve` function
available that will always return an `Entity`, establishing a new
mapping to a dead entity when the entity they are called with is not in
the `EntityMap`. Subsequent calls with that same `Entity` will return
the same newly created dead entity reference, preserving equality
semantics.
- As a result, after loading a scene containing references to dead
entities (or entities otherwise outside the scene), those references
will all point to different generations on a single entity id in the new
world.
---
## Changelog
### Changed
- In serialized scenes, entities are now identified by a u64 instead of
a u32.
- In serialized scenes, components with entity references now have those
references serialize as u64s instead of structs.
### Fixed
- Scenes containing components with entity references will now
deserialize and add to a world reliably.
## Migration Guide
- `MapEntities` implementations must change from a `&EntityMap`
parameter to a `&mut EntityMapper` parameter and can no longer return a
`Result`. Finally, they should switch from calling `EntityMap::get` to
calling `EntityMapper::get_or_reserve`.
---------
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-05-01 15:49:27 +00:00
|
|
|
self.map
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Creates a new [`EntityMapper`], spawning a temporary base [`Entity`] in the provided [`World`]
|
Use `EntityHashMap` for `EntityMapper` (#10415)
# Objective
- There is a specialized hasher for entities:
[`EntityHashMap`](https://docs.rs/bevy/latest/bevy/utils/type.EntityHashMap.html)
- [`EntityMapper`] currently uses a normal `HashMap<Entity, Entity>`
- Fixes #10391
## Solution
- Replace the normal `HashMap` with the more performant `EntityHashMap`
## Questions
- This does change public API. Should a system be implemented to help
migrate code?
- Perhaps an `impl From<HashMap<K, V, S>> for EntityHashMap<K, V>`
- I updated to docs for each function that I changed, but I may have
missed something
---
## Changelog
- Changed `EntityMapper` to use `EntityHashMap` instead of normal
`HashMap`
## Migration Guide
If you are using the following types, update their listed methods to use
the new `EntityHashMap`. `EntityHashMap` has the same methods as the
normal `HashMap`, so you just need to replace the name.
### `EntityMapper`
- `get_map`
- `get_mut_map`
- `new`
- `world_scope`
### `ReflectMapEntities`
- `map_all_entities`
- `map_entities`
- `write_to_world`
### `InstanceInfo`
- `entity_map`
- This is a property, not a method.
---
This is my first time contributing in a while, and I'm not familiar with
the usage of `EntityMapper`. I changed the type definition and fixed all
errors, but there may have been things I've missed. Please keep an eye
out for me!
2023-11-07 08:23:04 +00:00
|
|
|
fn new(map: &'m mut EntityHashMap<Entity, Entity>, world: &mut World) -> Self {
|
Make scene handling of entity references robust (#7335)
# Objective
- Handle dangling entity references inside scenes
- Handle references to entities with generation > 0 inside scenes
- Fix a latent bug in `Parent`'s `MapEntities` implementation, which
would, if the parent was outside the scene, cause the scene to be loaded
into the new world with a parent reference potentially pointing to some
random entity in that new world.
- Fixes #4793 and addresses #7235
## Solution
- DynamicScenes now identify entities with a `Entity` instead of a u32,
therefore including generation
- `World` exposes a new `reserve_generations` function that despawns an
entity and advances its generation by some extra amount.
- `MapEntities` implementations have a new `get_or_reserve` function
available that will always return an `Entity`, establishing a new
mapping to a dead entity when the entity they are called with is not in
the `EntityMap`. Subsequent calls with that same `Entity` will return
the same newly created dead entity reference, preserving equality
semantics.
- As a result, after loading a scene containing references to dead
entities (or entities otherwise outside the scene), those references
will all point to different generations on a single entity id in the new
world.
---
## Changelog
### Changed
- In serialized scenes, entities are now identified by a u64 instead of
a u32.
- In serialized scenes, components with entity references now have those
references serialize as u64s instead of structs.
### Fixed
- Scenes containing components with entity references will now
deserialize and add to a world reliably.
## Migration Guide
- `MapEntities` implementations must change from a `&EntityMap`
parameter to a `&mut EntityMapper` parameter and can no longer return a
`Result`. Finally, they should switch from calling `EntityMap::get` to
calling `EntityMapper::get_or_reserve`.
---------
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-05-01 15:49:27 +00:00
|
|
|
Self {
|
|
|
|
map,
|
2023-08-28 17:18:16 +00:00
|
|
|
// SAFETY: Entities data is kept in a valid state via `EntityMapper::world_scope`
|
Make scene handling of entity references robust (#7335)
# Objective
- Handle dangling entity references inside scenes
- Handle references to entities with generation > 0 inside scenes
- Fix a latent bug in `Parent`'s `MapEntities` implementation, which
would, if the parent was outside the scene, cause the scene to be loaded
into the new world with a parent reference potentially pointing to some
random entity in that new world.
- Fixes #4793 and addresses #7235
## Solution
- DynamicScenes now identify entities with a `Entity` instead of a u32,
therefore including generation
- `World` exposes a new `reserve_generations` function that despawns an
entity and advances its generation by some extra amount.
- `MapEntities` implementations have a new `get_or_reserve` function
available that will always return an `Entity`, establishing a new
mapping to a dead entity when the entity they are called with is not in
the `EntityMap`. Subsequent calls with that same `Entity` will return
the same newly created dead entity reference, preserving equality
semantics.
- As a result, after loading a scene containing references to dead
entities (or entities otherwise outside the scene), those references
will all point to different generations on a single entity id in the new
world.
---
## Changelog
### Changed
- In serialized scenes, entities are now identified by a u64 instead of
a u32.
- In serialized scenes, components with entity references now have those
references serialize as u64s instead of structs.
### Fixed
- Scenes containing components with entity references will now
deserialize and add to a world reliably.
## Migration Guide
- `MapEntities` implementations must change from a `&EntityMap`
parameter to a `&mut EntityMapper` parameter and can no longer return a
`Result`. Finally, they should switch from calling `EntityMap::get` to
calling `EntityMapper::get_or_reserve`.
---------
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-05-01 15:49:27 +00:00
|
|
|
dead_start: unsafe { world.entities_mut().alloc() },
|
|
|
|
generations: 0,
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Reserves the allocated references to dead entities within the world. This frees the temporary base
|
|
|
|
/// [`Entity`] while reserving extra generations via [`crate::entity::Entities::reserve_generations`]. Because this
|
|
|
|
/// renders the [`EntityMapper`] unable to safely allocate any more references, this method takes ownership of
|
|
|
|
/// `self` in order to render it unusable.
|
|
|
|
fn finish(self, world: &mut World) {
|
|
|
|
// SAFETY: Entities data is kept in a valid state via `EntityMap::world_scope`
|
|
|
|
let entities = unsafe { world.entities_mut() };
|
|
|
|
assert!(entities.free(self.dead_start).is_some());
|
|
|
|
assert!(entities.reserve_generations(self.dead_start.index, self.generations));
|
|
|
|
}
|
2023-08-28 17:18:16 +00:00
|
|
|
|
Use `EntityHashMap` for `EntityMapper` (#10415)
# Objective
- There is a specialized hasher for entities:
[`EntityHashMap`](https://docs.rs/bevy/latest/bevy/utils/type.EntityHashMap.html)
- [`EntityMapper`] currently uses a normal `HashMap<Entity, Entity>`
- Fixes #10391
## Solution
- Replace the normal `HashMap` with the more performant `EntityHashMap`
## Questions
- This does change public API. Should a system be implemented to help
migrate code?
- Perhaps an `impl From<HashMap<K, V, S>> for EntityHashMap<K, V>`
- I updated to docs for each function that I changed, but I may have
missed something
---
## Changelog
- Changed `EntityMapper` to use `EntityHashMap` instead of normal
`HashMap`
## Migration Guide
If you are using the following types, update their listed methods to use
the new `EntityHashMap`. `EntityHashMap` has the same methods as the
normal `HashMap`, so you just need to replace the name.
### `EntityMapper`
- `get_map`
- `get_mut_map`
- `new`
- `world_scope`
### `ReflectMapEntities`
- `map_all_entities`
- `map_entities`
- `write_to_world`
### `InstanceInfo`
- `entity_map`
- This is a property, not a method.
---
This is my first time contributing in a while, and I'm not familiar with
the usage of `EntityMapper`. I changed the type definition and fixed all
errors, but there may have been things I've missed. Please keep an eye
out for me!
2023-11-07 08:23:04 +00:00
|
|
|
/// Creates an [`EntityMapper`] from a provided [`World`] and [`EntityHashMap<Entity, Entity>`], then calls the
|
2023-08-28 17:18:16 +00:00
|
|
|
/// provided function with it. This allows one to allocate new entity references in this [`World`] that are
|
|
|
|
/// guaranteed to never point at a living entity now or in the future. This functionality is useful for safely
|
|
|
|
/// mapping entity identifiers that point at entities outside the source world. The passed function, `f`, is called
|
|
|
|
/// within the scope of this world. Its return value is then returned from `world_scope` as the generic type
|
|
|
|
/// parameter `R`.
|
|
|
|
pub fn world_scope<R>(
|
Use `EntityHashMap` for `EntityMapper` (#10415)
# Objective
- There is a specialized hasher for entities:
[`EntityHashMap`](https://docs.rs/bevy/latest/bevy/utils/type.EntityHashMap.html)
- [`EntityMapper`] currently uses a normal `HashMap<Entity, Entity>`
- Fixes #10391
## Solution
- Replace the normal `HashMap` with the more performant `EntityHashMap`
## Questions
- This does change public API. Should a system be implemented to help
migrate code?
- Perhaps an `impl From<HashMap<K, V, S>> for EntityHashMap<K, V>`
- I updated to docs for each function that I changed, but I may have
missed something
---
## Changelog
- Changed `EntityMapper` to use `EntityHashMap` instead of normal
`HashMap`
## Migration Guide
If you are using the following types, update their listed methods to use
the new `EntityHashMap`. `EntityHashMap` has the same methods as the
normal `HashMap`, so you just need to replace the name.
### `EntityMapper`
- `get_map`
- `get_mut_map`
- `new`
- `world_scope`
### `ReflectMapEntities`
- `map_all_entities`
- `map_entities`
- `write_to_world`
### `InstanceInfo`
- `entity_map`
- This is a property, not a method.
---
This is my first time contributing in a while, and I'm not familiar with
the usage of `EntityMapper`. I changed the type definition and fixed all
errors, but there may have been things I've missed. Please keep an eye
out for me!
2023-11-07 08:23:04 +00:00
|
|
|
entity_map: &'m mut EntityHashMap<Entity, Entity>,
|
2023-08-28 17:18:16 +00:00
|
|
|
world: &mut World,
|
|
|
|
f: impl FnOnce(&mut World, &mut Self) -> R,
|
|
|
|
) -> R {
|
|
|
|
let mut mapper = Self::new(entity_map, world);
|
|
|
|
let result = f(world, &mut mapper);
|
|
|
|
mapper.finish(world);
|
|
|
|
result
|
|
|
|
}
|
Make scene handling of entity references robust (#7335)
# Objective
- Handle dangling entity references inside scenes
- Handle references to entities with generation > 0 inside scenes
- Fix a latent bug in `Parent`'s `MapEntities` implementation, which
would, if the parent was outside the scene, cause the scene to be loaded
into the new world with a parent reference potentially pointing to some
random entity in that new world.
- Fixes #4793 and addresses #7235
## Solution
- DynamicScenes now identify entities with a `Entity` instead of a u32,
therefore including generation
- `World` exposes a new `reserve_generations` function that despawns an
entity and advances its generation by some extra amount.
- `MapEntities` implementations have a new `get_or_reserve` function
available that will always return an `Entity`, establishing a new
mapping to a dead entity when the entity they are called with is not in
the `EntityMap`. Subsequent calls with that same `Entity` will return
the same newly created dead entity reference, preserving equality
semantics.
- As a result, after loading a scene containing references to dead
entities (or entities otherwise outside the scene), those references
will all point to different generations on a single entity id in the new
world.
---
## Changelog
### Changed
- In serialized scenes, entities are now identified by a u64 instead of
a u32.
- In serialized scenes, components with entity references now have those
references serialize as u64s instead of structs.
### Fixed
- Scenes containing components with entity references will now
deserialize and add to a world reliably.
## Migration Guide
- `MapEntities` implementations must change from a `&EntityMap`
parameter to a `&mut EntityMapper` parameter and can no longer return a
`Result`. Finally, they should switch from calling `EntityMap::get` to
calling `EntityMapper::get_or_reserve`.
---------
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-05-01 15:49:27 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
#[cfg(test)]
|
|
|
|
mod tests {
|
Use `EntityHashMap` for `EntityMapper` (#10415)
# Objective
- There is a specialized hasher for entities:
[`EntityHashMap`](https://docs.rs/bevy/latest/bevy/utils/type.EntityHashMap.html)
- [`EntityMapper`] currently uses a normal `HashMap<Entity, Entity>`
- Fixes #10391
## Solution
- Replace the normal `HashMap` with the more performant `EntityHashMap`
## Questions
- This does change public API. Should a system be implemented to help
migrate code?
- Perhaps an `impl From<HashMap<K, V, S>> for EntityHashMap<K, V>`
- I updated to docs for each function that I changed, but I may have
missed something
---
## Changelog
- Changed `EntityMapper` to use `EntityHashMap` instead of normal
`HashMap`
## Migration Guide
If you are using the following types, update their listed methods to use
the new `EntityHashMap`. `EntityHashMap` has the same methods as the
normal `HashMap`, so you just need to replace the name.
### `EntityMapper`
- `get_map`
- `get_mut_map`
- `new`
- `world_scope`
### `ReflectMapEntities`
- `map_all_entities`
- `map_entities`
- `write_to_world`
### `InstanceInfo`
- `entity_map`
- This is a property, not a method.
---
This is my first time contributing in a while, and I'm not familiar with
the usage of `EntityMapper`. I changed the type definition and fixed all
errors, but there may have been things I've missed. Please keep an eye
out for me!
2023-11-07 08:23:04 +00:00
|
|
|
use bevy_utils::EntityHashMap;
|
2023-08-28 17:18:16 +00:00
|
|
|
|
|
|
|
use crate::{
|
|
|
|
entity::{Entity, EntityMapper},
|
|
|
|
world::World,
|
|
|
|
};
|
Make scene handling of entity references robust (#7335)
# Objective
- Handle dangling entity references inside scenes
- Handle references to entities with generation > 0 inside scenes
- Fix a latent bug in `Parent`'s `MapEntities` implementation, which
would, if the parent was outside the scene, cause the scene to be loaded
into the new world with a parent reference potentially pointing to some
random entity in that new world.
- Fixes #4793 and addresses #7235
## Solution
- DynamicScenes now identify entities with a `Entity` instead of a u32,
therefore including generation
- `World` exposes a new `reserve_generations` function that despawns an
entity and advances its generation by some extra amount.
- `MapEntities` implementations have a new `get_or_reserve` function
available that will always return an `Entity`, establishing a new
mapping to a dead entity when the entity they are called with is not in
the `EntityMap`. Subsequent calls with that same `Entity` will return
the same newly created dead entity reference, preserving equality
semantics.
- As a result, after loading a scene containing references to dead
entities (or entities otherwise outside the scene), those references
will all point to different generations on a single entity id in the new
world.
---
## Changelog
### Changed
- In serialized scenes, entities are now identified by a u64 instead of
a u32.
- In serialized scenes, components with entity references now have those
references serialize as u64s instead of structs.
### Fixed
- Scenes containing components with entity references will now
deserialize and add to a world reliably.
## Migration Guide
- `MapEntities` implementations must change from a `&EntityMap`
parameter to a `&mut EntityMapper` parameter and can no longer return a
`Result`. Finally, they should switch from calling `EntityMap::get` to
calling `EntityMapper::get_or_reserve`.
---------
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-05-01 15:49:27 +00:00
|
|
|
|
|
|
|
#[test]
|
|
|
|
fn entity_mapper() {
|
|
|
|
const FIRST_IDX: u32 = 1;
|
|
|
|
const SECOND_IDX: u32 = 2;
|
|
|
|
|
Use `EntityHashMap` for `EntityMapper` (#10415)
# Objective
- There is a specialized hasher for entities:
[`EntityHashMap`](https://docs.rs/bevy/latest/bevy/utils/type.EntityHashMap.html)
- [`EntityMapper`] currently uses a normal `HashMap<Entity, Entity>`
- Fixes #10391
## Solution
- Replace the normal `HashMap` with the more performant `EntityHashMap`
## Questions
- This does change public API. Should a system be implemented to help
migrate code?
- Perhaps an `impl From<HashMap<K, V, S>> for EntityHashMap<K, V>`
- I updated to docs for each function that I changed, but I may have
missed something
---
## Changelog
- Changed `EntityMapper` to use `EntityHashMap` instead of normal
`HashMap`
## Migration Guide
If you are using the following types, update their listed methods to use
the new `EntityHashMap`. `EntityHashMap` has the same methods as the
normal `HashMap`, so you just need to replace the name.
### `EntityMapper`
- `get_map`
- `get_mut_map`
- `new`
- `world_scope`
### `ReflectMapEntities`
- `map_all_entities`
- `map_entities`
- `write_to_world`
### `InstanceInfo`
- `entity_map`
- This is a property, not a method.
---
This is my first time contributing in a while, and I'm not familiar with
the usage of `EntityMapper`. I changed the type definition and fixed all
errors, but there may have been things I've missed. Please keep an eye
out for me!
2023-11-07 08:23:04 +00:00
|
|
|
let mut map = EntityHashMap::default();
|
Make scene handling of entity references robust (#7335)
# Objective
- Handle dangling entity references inside scenes
- Handle references to entities with generation > 0 inside scenes
- Fix a latent bug in `Parent`'s `MapEntities` implementation, which
would, if the parent was outside the scene, cause the scene to be loaded
into the new world with a parent reference potentially pointing to some
random entity in that new world.
- Fixes #4793 and addresses #7235
## Solution
- DynamicScenes now identify entities with a `Entity` instead of a u32,
therefore including generation
- `World` exposes a new `reserve_generations` function that despawns an
entity and advances its generation by some extra amount.
- `MapEntities` implementations have a new `get_or_reserve` function
available that will always return an `Entity`, establishing a new
mapping to a dead entity when the entity they are called with is not in
the `EntityMap`. Subsequent calls with that same `Entity` will return
the same newly created dead entity reference, preserving equality
semantics.
- As a result, after loading a scene containing references to dead
entities (or entities otherwise outside the scene), those references
will all point to different generations on a single entity id in the new
world.
---
## Changelog
### Changed
- In serialized scenes, entities are now identified by a u64 instead of
a u32.
- In serialized scenes, components with entity references now have those
references serialize as u64s instead of structs.
### Fixed
- Scenes containing components with entity references will now
deserialize and add to a world reliably.
## Migration Guide
- `MapEntities` implementations must change from a `&EntityMap`
parameter to a `&mut EntityMapper` parameter and can no longer return a
`Result`. Finally, they should switch from calling `EntityMap::get` to
calling `EntityMapper::get_or_reserve`.
---------
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-05-01 15:49:27 +00:00
|
|
|
let mut world = World::new();
|
|
|
|
let mut mapper = EntityMapper::new(&mut map, &mut world);
|
|
|
|
|
|
|
|
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() {
|
Use `EntityHashMap` for `EntityMapper` (#10415)
# Objective
- There is a specialized hasher for entities:
[`EntityHashMap`](https://docs.rs/bevy/latest/bevy/utils/type.EntityHashMap.html)
- [`EntityMapper`] currently uses a normal `HashMap<Entity, Entity>`
- Fixes #10391
## Solution
- Replace the normal `HashMap` with the more performant `EntityHashMap`
## Questions
- This does change public API. Should a system be implemented to help
migrate code?
- Perhaps an `impl From<HashMap<K, V, S>> for EntityHashMap<K, V>`
- I updated to docs for each function that I changed, but I may have
missed something
---
## Changelog
- Changed `EntityMapper` to use `EntityHashMap` instead of normal
`HashMap`
## Migration Guide
If you are using the following types, update their listed methods to use
the new `EntityHashMap`. `EntityHashMap` has the same methods as the
normal `HashMap`, so you just need to replace the name.
### `EntityMapper`
- `get_map`
- `get_mut_map`
- `new`
- `world_scope`
### `ReflectMapEntities`
- `map_all_entities`
- `map_entities`
- `write_to_world`
### `InstanceInfo`
- `entity_map`
- This is a property, not a method.
---
This is my first time contributing in a while, and I'm not familiar with
the usage of `EntityMapper`. I changed the type definition and fixed all
errors, but there may have been things I've missed. Please keep an eye
out for me!
2023-11-07 08:23:04 +00:00
|
|
|
let mut map = EntityHashMap::default();
|
Make scene handling of entity references robust (#7335)
# Objective
- Handle dangling entity references inside scenes
- Handle references to entities with generation > 0 inside scenes
- Fix a latent bug in `Parent`'s `MapEntities` implementation, which
would, if the parent was outside the scene, cause the scene to be loaded
into the new world with a parent reference potentially pointing to some
random entity in that new world.
- Fixes #4793 and addresses #7235
## Solution
- DynamicScenes now identify entities with a `Entity` instead of a u32,
therefore including generation
- `World` exposes a new `reserve_generations` function that despawns an
entity and advances its generation by some extra amount.
- `MapEntities` implementations have a new `get_or_reserve` function
available that will always return an `Entity`, establishing a new
mapping to a dead entity when the entity they are called with is not in
the `EntityMap`. Subsequent calls with that same `Entity` will return
the same newly created dead entity reference, preserving equality
semantics.
- As a result, after loading a scene containing references to dead
entities (or entities otherwise outside the scene), those references
will all point to different generations on a single entity id in the new
world.
---
## Changelog
### Changed
- In serialized scenes, entities are now identified by a u64 instead of
a u32.
- In serialized scenes, components with entity references now have those
references serialize as u64s instead of structs.
### Fixed
- Scenes containing components with entity references will now
deserialize and add to a world reliably.
## Migration Guide
- `MapEntities` implementations must change from a `&EntityMap`
parameter to a `&mut EntityMapper` parameter and can no longer return a
`Result`. Finally, they should switch from calling `EntityMap::get` to
calling `EntityMapper::get_or_reserve`.
---------
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-05-01 15:49:27 +00:00
|
|
|
let mut world = World::new();
|
|
|
|
|
2023-08-28 17:18:16 +00:00
|
|
|
let dead_ref = EntityMapper::world_scope(&mut map, &mut world, |_, mapper| {
|
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
|
|
|
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
|
|
|
}
|