bevy_scene: Add SceneFilter (#6793)

# Objective

Currently, `DynamicScene`s extract all components listed in the given
(or the world's) type registry. This acts as a quasi-filter of sorts.
However, it can be troublesome to use effectively and lacks decent
control.

For example, say you need to serialize only the following component over
the network:

```rust
#[derive(Reflect, Component, Default)]
#[reflect(Component)]
struct NPC {
  name: Option<String>
}
```

To do this, you'd need to:
1. Create a new `AppTypeRegistry`
2. Register `NPC`
3. Register `Option<String>`

If we skip Step 3, then the entire scene might fail to serialize as
`Option<String>` requires registration.

Not only is this annoying and easy to forget, but it can leave users
with an impossible task: serializing a third-party type that contains
private types.

Generally, the third-party crate will register their private types
within a plugin so the user doesn't need to do it themselves. However,
this means we are now unable to serialize _just_ that type— we're forced
to allow everything!

## Solution

Add the `SceneFilter` enum for filtering components to extract.

This filter can be used to optionally allow or deny entire sets of
components/resources. With the `DynamicSceneBuilder`, users have more
control over how their `DynamicScene`s are built.

To only serialize a subset of components, use the `allow` method:
```rust
let scene = builder
  .allow::<ComponentA>()
  .allow::<ComponentB>()
  .extract_entity(entity)
  .build();
```

To serialize everything _but_ a subset of components, use the `deny`
method:
```rust
let scene = builder
  .deny::<ComponentA>()
  .deny::<ComponentB>()
  .extract_entity(entity)
  .build();
```

Or create a custom filter:
```rust
let components = HashSet::from([type_id]);

let filter = SceneFilter::Allowlist(components);
// let filter = SceneFilter::Denylist(components);

let scene = builder
  .with_filter(Some(filter))
  .extract_entity(entity)
  .build();
```

Similar operations exist for resources:

<details>
<summary>View Resource Methods</summary>

To only serialize a subset of resources, use the `allow_resource`
method:
```rust
let scene = builder
  .allow_resource::<ResourceA>()
  .extract_resources()
  .build();
```

To serialize everything _but_ a subset of resources, use the
`deny_resource` method:
```rust
let scene = builder
  .deny_resource::<ResourceA>()
  .extract_resources()
  .build();
```

Or create a custom filter:
```rust
let resources = HashSet::from([type_id]);

let filter = SceneFilter::Allowlist(resources);
// let filter = SceneFilter::Denylist(resources);

let scene = builder
  .with_resource_filter(Some(filter))
  .extract_resources()
  .build();
```

</details>

### Open Questions

- [x] ~~`allow` and `deny` are mutually exclusive. Currently, they
overwrite each other. Should this instead be a panic?~~ Took @soqb's
suggestion and made it so that the opposing method simply removes that
type from the list.
- [x] ~~`DynamicSceneBuilder` extracts entity data as soon as
`extract_entity`/`extract_entities` is called. Should this behavior
instead be moved to the `build` method to prevent ordering mixups (e.g.
`.allow::<Foo>().extract_entity(entity)` vs
`.extract_entity(entity).allow::<Foo>()`)? The tradeoff would be
iterating over the given entities twice: once at extraction and again at
build.~~ Based on the feedback from @Testare it sounds like it might be
better to just keep the current functionality (if anything we can open a
separate PR that adds deferred methods for extraction, so the
choice/performance hit is up to the user).
- [ ] An alternative might be to remove the filter from
`DynamicSceneBuilder` and have it as a separate parameter to the
extraction methods (either in the existing ones or as added
`extract_entity_with_filter`-type methods). Is this preferable?
- [x] ~~Should we include constructors that include common types to
allow/deny? For example, a `SceneFilter::standard_allowlist` that
includes things like `Parent` and `Children`?~~ Consensus suggests we
should. I may split this out into a followup PR, though.
- [x] ~~Should we add the ability to remove types from the filter
regardless of whether an allowlist or denylist (e.g.
`filter.remove::<Foo>()`)?~~ See the first list item
- [x] ~~Should `SceneFilter` be an enum? Would it make more sense as a
struct that contains an `is_denylist` boolean?~~ With the added
`SceneFilter::None` state (replacing the need to wrap in an `Option` or
rely on an empty `Denylist`), it seems an enum is better suited now
- [x] ~~Bikeshed: Do we like the naming convention? Should we instead
use `include`/`exclude` terminology?~~ Sounds like we're sticking with
`allow`/`deny`!
- [x] ~~Does this feature need a new example? Do we simply include it in
the existing one (maybe even as a comment?)? Should this be done in a
followup PR instead?~~ Example will be added in a followup PR

### Followup Tasks

- [ ] Add a dedicated `SceneFilter` example
- [ ] Possibly add default types to the filter (e.g. deny things like
`ComputedVisibility`, allow `Parent`, etc)

---

## Changelog

- Added the `SceneFilter` enum for filtering components and resources
when building a `DynamicScene`
- Added methods:
  - `DynamicSceneBuilder::with_filter`
  - `DynamicSceneBuilder::allow`
  - `DynamicSceneBuilder::deny`
  - `DynamicSceneBuilder::allow_all`
  - `DynamicSceneBuilder::deny_all`
  - `DynamicSceneBuilder::with_resource_filter`
  - `DynamicSceneBuilder::allow_resource`
  - `DynamicSceneBuilder::deny_resource`
  - `DynamicSceneBuilder::allow_all_resources`
  - `DynamicSceneBuilder::deny_all_resources`
- Removed methods:
  - `DynamicSceneBuilder::from_world_with_type_registry`
- `DynamicScene::from_scene` and `DynamicScene::from_world` no longer
require an `AppTypeRegistry` reference

## Migration Guide

- `DynamicScene::from_scene` and `DynamicScene::from_world` no longer
require an `AppTypeRegistry` reference:
  ```rust
  // OLD
  let registry = world.resource::<AppTypeRegistry>();
  let dynamic_scene = DynamicScene::from_world(&world, registry);
  // let dynamic_scene = DynamicScene::from_scene(&scene, registry);
  
  // NEW
  let dynamic_scene = DynamicScene::from_world(&world);
  // let dynamic_scene = DynamicScene::from_scene(&scene);
  ```

- Removed `DynamicSceneBuilder::from_world_with_type_registry`. Now the
registry is automatically taken from the given world:
  ```rust
  // OLD
  let registry = world.resource::<AppTypeRegistry>();
let builder = DynamicSceneBuilder::from_world_with_type_registry(&world,
registry);
  
  // NEW
  let builder = DynamicSceneBuilder::from_world(&world);
  ```
This commit is contained in:
Gino Valente 2023-07-06 14:04:26 -07:00 committed by GitHub
parent 9655acebb6
commit d96933ad9c
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
6 changed files with 571 additions and 48 deletions

View file

@ -45,14 +45,13 @@ pub struct DynamicEntity {
impl DynamicScene {
/// Create a new dynamic scene from a given scene.
pub fn from_scene(scene: &Scene, type_registry: &AppTypeRegistry) -> Self {
Self::from_world(&scene.world, type_registry)
pub fn from_scene(scene: &Scene) -> Self {
Self::from_world(&scene.world)
}
/// Create a new dynamic scene from a given world.
pub fn from_world(world: &World, type_registry: &AppTypeRegistry) -> Self {
let mut builder =
DynamicSceneBuilder::from_world_with_type_registry(world, type_registry.clone());
pub fn from_world(world: &World) -> Self {
let mut builder = DynamicSceneBuilder::from_world(world);
builder.extract_entities(world.iter_entities().map(|entity| entity.id()));
builder.extract_resources();

View file

@ -1,5 +1,6 @@
use crate::{DynamicEntity, DynamicScene};
use bevy_ecs::component::ComponentId;
use crate::{DynamicEntity, DynamicScene, SceneFilter};
use bevy_ecs::component::{Component, ComponentId};
use bevy_ecs::system::Resource;
use bevy_ecs::{
prelude::Entity,
reflect::{AppTypeRegistry, ReflectComponent, ReflectResource},
@ -11,9 +12,27 @@ use std::collections::BTreeMap;
/// A [`DynamicScene`] builder, used to build a scene from a [`World`] by extracting some entities and resources.
///
/// # Component Extraction
///
/// By default, all components registered with [`ReflectComponent`] type data in a world's [`AppTypeRegistry`] will be extracted.
/// (this type data is added automatically during registration if [`Reflect`] is derived with the `#[reflect(Component)]` attribute).
/// This can be changed by [specifying a filter](DynamicSceneBuilder::with_filter) or by explicitly
/// [allowing](DynamicSceneBuilder::allow)/[denying](DynamicSceneBuilder::deny) certain components.
///
/// Extraction happens immediately and uses the filter as it exists during the time of extraction.
///
/// # Resource Extraction
///
/// By default, all resources registered with [`ReflectResource`] type data in a world's [`AppTypeRegistry`] will be extracted.
/// (this type data is added automatically during registration if [`Reflect`] is derived with the `#[reflect(Resource)]` attribute).
/// This can be changed by [specifying a filter](DynamicSceneBuilder::with_resource_filter) or by explicitly
/// [allowing](DynamicSceneBuilder::allow_resource)/[denying](DynamicSceneBuilder::deny_resource) certain resources.
///
/// Extraction happens immediately and uses the filter as it exists during the time of extraction.
///
/// # Entity Order
///
/// Extracted entities will always be stored in ascending order based on their [id](Entity::index).
/// Extracted entities will always be stored in ascending order based on their [index](Entity::index).
/// This means that inserting `Entity(1v0)` then `Entity(0v0)` will always result in the entities
/// being ordered as `[Entity(0v0), Entity(1v0)]`.
///
@ -38,31 +57,117 @@ use std::collections::BTreeMap;
pub struct DynamicSceneBuilder<'w> {
extracted_resources: BTreeMap<ComponentId, Box<dyn Reflect>>,
extracted_scene: BTreeMap<Entity, DynamicEntity>,
type_registry: AppTypeRegistry,
component_filter: SceneFilter,
resource_filter: SceneFilter,
original_world: &'w World,
}
impl<'w> DynamicSceneBuilder<'w> {
/// Prepare a builder that will extract entities and their component from the given [`World`].
/// All components registered in that world's [`AppTypeRegistry`] resource will be extracted.
pub fn from_world(world: &'w World) -> Self {
Self {
extracted_resources: default(),
extracted_scene: default(),
type_registry: world.resource::<AppTypeRegistry>().clone(),
component_filter: SceneFilter::default(),
resource_filter: SceneFilter::default(),
original_world: world,
}
}
/// Prepare a builder that will extract entities and their component from the given [`World`].
/// Only components registered in the given [`AppTypeRegistry`] will be extracted.
pub fn from_world_with_type_registry(world: &'w World, type_registry: AppTypeRegistry) -> Self {
Self {
extracted_resources: default(),
extracted_scene: default(),
type_registry,
original_world: world,
}
/// Specify a custom component [`SceneFilter`] to be used with this builder.
pub fn with_filter(&mut self, filter: SceneFilter) -> &mut Self {
self.component_filter = filter;
self
}
/// Specify a custom resource [`SceneFilter`] to be used with this builder.
pub fn with_resource_filter(&mut self, filter: SceneFilter) -> &mut Self {
self.resource_filter = filter;
self
}
/// Allows the given component type, `T`, to be included in the generated scene.
///
/// This method may be called multiple times for any number of components.
///
/// This is the inverse of [`deny`](Self::deny).
/// If `T` has already been denied, then it will be removed from the denylist.
pub fn allow<T: Component>(&mut self) -> &mut Self {
self.component_filter.allow::<T>();
self
}
/// Denies the given component type, `T`, from being included in the generated scene.
///
/// This method may be called multiple times for any number of components.
///
/// This is the inverse of [`allow`](Self::allow).
/// If `T` has already been allowed, then it will be removed from the allowlist.
pub fn deny<T: Component>(&mut self) -> &mut Self {
self.component_filter.deny::<T>();
self
}
/// Updates the filter to allow all component types.
///
/// This is useful for resetting the filter so that types may be selectively [denied].
///
/// [denied]: Self::deny
pub fn allow_all(&mut self) -> &mut Self {
self.component_filter = SceneFilter::allow_all();
self
}
/// Updates the filter to deny all component types.
///
/// This is useful for resetting the filter so that types may be selectively [allowed].
///
/// [allowed]: Self::allow
pub fn deny_all(&mut self) -> &mut Self {
self.component_filter = SceneFilter::deny_all();
self
}
/// Allows the given resource type, `T`, to be included in the generated scene.
///
/// This method may be called multiple times for any number of resources.
///
/// This is the inverse of [`deny_resource`](Self::deny_resource).
/// If `T` has already been denied, then it will be removed from the denylist.
pub fn allow_resource<T: Resource>(&mut self) -> &mut Self {
self.resource_filter.allow::<T>();
self
}
/// Denies the given resource type, `T`, from being included in the generated scene.
///
/// This method may be called multiple times for any number of resources.
///
/// This is the inverse of [`allow_resource`](Self::allow_resource).
/// If `T` has already been allowed, then it will be removed from the allowlist.
pub fn deny_resource<T: Resource>(&mut self) -> &mut Self {
self.resource_filter.deny::<T>();
self
}
/// Updates the filter to allow all resource types.
///
/// This is useful for resetting the filter so that types may be selectively [denied].
///
/// [denied]: Self::deny_resource
pub fn allow_all_resources(&mut self) -> &mut Self {
self.resource_filter = SceneFilter::allow_all();
self
}
/// Updates the filter to deny all resource types.
///
/// This is useful for resetting the filter so that types may be selectively [allowed].
///
/// [allowed]: Self::allow_resource
pub fn deny_all_resources(&mut self) -> &mut Self {
self.resource_filter = SceneFilter::deny_all();
self
}
/// Consume the builder, producing a [`DynamicScene`].
@ -97,7 +202,10 @@ impl<'w> DynamicSceneBuilder<'w> {
///
/// Re-extracting an entity that was already extracted will have no effect.
///
/// Extracting entities can be used to extract entities from a query:
/// To control which components are extracted, use the [`allow`] or
/// [`deny`] helper methods.
///
/// This method may be used to extract entities from a query:
/// ```
/// # use bevy_scene::DynamicSceneBuilder;
/// # use bevy_ecs::reflect::AppTypeRegistry;
@ -118,8 +226,13 @@ impl<'w> DynamicSceneBuilder<'w> {
/// builder.extract_entities(query.iter(&world));
/// let scene = builder.build();
/// ```
///
/// Note that components extracted from queried entities must still pass through the filter if one is set.
///
/// [`allow`]: Self::allow
/// [`deny`]: Self::deny
pub fn extract_entities(&mut self, entities: impl Iterator<Item = Entity>) -> &mut Self {
let type_registry = self.type_registry.read();
let type_registry = self.original_world.resource::<AppTypeRegistry>().read();
for entity in entities {
if self.extracted_scene.contains_key(&entity) {
@ -139,6 +252,14 @@ impl<'w> DynamicSceneBuilder<'w> {
.components()
.get_info(component_id)?
.type_id()?;
let is_denied = self.component_filter.is_denied_by_id(type_id);
if is_denied {
// Component is either in the denylist or _not_ in the allowlist
return None;
}
let component = type_registry
.get(type_id)?
.data::<ReflectComponent>()?
@ -151,14 +272,16 @@ impl<'w> DynamicSceneBuilder<'w> {
self.extracted_scene.insert(entity, entry);
}
drop(type_registry);
self
}
/// Extract resources from the builder's [`World`].
///
/// Only resources registered in the builder's [`AppTypeRegistry`] will be extracted.
/// Re-extracting a resource that was already extracted will have no effect.
///
/// To control which resources are extracted, use the [`allow_resource`] or
/// [`deny_resource`] helper methods.
///
/// ```
/// # use bevy_scene::DynamicSceneBuilder;
/// # use bevy_ecs::reflect::AppTypeRegistry;
@ -176,8 +299,12 @@ impl<'w> DynamicSceneBuilder<'w> {
/// builder.extract_resources();
/// let scene = builder.build();
/// ```
///
/// [`allow_resource`]: Self::allow_resource
/// [`deny_resource`]: Self::deny_resource
pub fn extract_resources(&mut self) -> &mut Self {
let type_registry = self.type_registry.read();
let type_registry = self.original_world.resource::<AppTypeRegistry>().read();
for (component_id, _) in self.original_world.storages().resources.iter() {
let mut extract_and_push = || {
let type_id = self
@ -185,6 +312,14 @@ impl<'w> DynamicSceneBuilder<'w> {
.components()
.get_info(component_id)?
.type_id()?;
let is_denied = self.resource_filter.is_denied_by_id(type_id);
if is_denied {
// Resource is either in the denylist or _not_ in the allowlist
return None;
}
let resource = type_registry
.get(type_id)?
.data::<ReflectResource>()?
@ -225,6 +360,10 @@ mod tests {
#[reflect(Resource)]
struct ResourceA;
#[derive(Resource, Reflect, Default, Eq, PartialEq, Debug)]
#[reflect(Resource)]
struct ResourceB;
#[test]
fn extract_one_entity() {
let mut world = World::default();
@ -401,4 +540,106 @@ mod tests {
assert_eq!(scene.resources.len(), 1);
assert!(scene.resources[0].represents::<ResourceA>());
}
#[test]
fn should_extract_allowed_components() {
let mut world = World::default();
let atr = AppTypeRegistry::default();
{
let mut register = atr.write();
register.register::<ComponentA>();
register.register::<ComponentB>();
}
world.insert_resource(atr);
let entity_a_b = world.spawn((ComponentA, ComponentB)).id();
let entity_a = world.spawn(ComponentA).id();
let entity_b = world.spawn(ComponentB).id();
let mut builder = DynamicSceneBuilder::from_world(&world);
builder
.allow::<ComponentA>()
.extract_entities([entity_a_b, entity_a, entity_b].into_iter());
let scene = builder.build();
assert_eq!(scene.entities.len(), 3);
assert!(scene.entities[0].components[0].represents::<ComponentA>());
assert!(scene.entities[1].components[0].represents::<ComponentA>());
assert_eq!(scene.entities[2].components.len(), 0);
}
#[test]
fn should_not_extract_denied_components() {
let mut world = World::default();
let atr = AppTypeRegistry::default();
{
let mut register = atr.write();
register.register::<ComponentA>();
register.register::<ComponentB>();
}
world.insert_resource(atr);
let entity_a_b = world.spawn((ComponentA, ComponentB)).id();
let entity_a = world.spawn(ComponentA).id();
let entity_b = world.spawn(ComponentB).id();
let mut builder = DynamicSceneBuilder::from_world(&world);
builder
.deny::<ComponentA>()
.extract_entities([entity_a_b, entity_a, entity_b].into_iter());
let scene = builder.build();
assert_eq!(scene.entities.len(), 3);
assert!(scene.entities[0].components[0].represents::<ComponentB>());
assert_eq!(scene.entities[1].components.len(), 0);
assert!(scene.entities[2].components[0].represents::<ComponentB>());
}
#[test]
fn should_extract_allowed_resources() {
let mut world = World::default();
let atr = AppTypeRegistry::default();
{
let mut register = atr.write();
register.register::<ResourceA>();
register.register::<ResourceB>();
}
world.insert_resource(atr);
world.insert_resource(ResourceA);
world.insert_resource(ResourceB);
let mut builder = DynamicSceneBuilder::from_world(&world);
builder.allow_resource::<ResourceA>().extract_resources();
let scene = builder.build();
assert_eq!(scene.resources.len(), 1);
assert!(scene.resources[0].represents::<ResourceA>());
}
#[test]
fn should_not_extract_denied_resources() {
let mut world = World::default();
let atr = AppTypeRegistry::default();
{
let mut register = atr.write();
register.register::<ResourceA>();
register.register::<ResourceB>();
}
world.insert_resource(atr);
world.insert_resource(ResourceA);
world.insert_resource(ResourceB);
let mut builder = DynamicSceneBuilder::from_world(&world);
builder.deny_resource::<ResourceA>().extract_resources();
let scene = builder.build();
assert_eq!(scene.resources.len(), 1);
assert!(scene.resources[0].represents::<ResourceB>());
}
}

View file

@ -4,6 +4,7 @@ mod bundle;
mod dynamic_scene;
mod dynamic_scene_builder;
mod scene;
mod scene_filter;
mod scene_loader;
mod scene_spawner;
@ -14,13 +15,15 @@ pub use bundle::*;
pub use dynamic_scene::*;
pub use dynamic_scene_builder::*;
pub use scene::*;
pub use scene_filter::*;
pub use scene_loader::*;
pub use scene_spawner::*;
pub mod prelude {
#[doc(hidden)]
pub use crate::{
DynamicScene, DynamicSceneBuilder, DynamicSceneBundle, Scene, SceneBundle, SceneSpawner,
DynamicScene, DynamicSceneBuilder, DynamicSceneBundle, Scene, SceneBundle, SceneFilter,
SceneSpawner,
};
}

View file

@ -0,0 +1,278 @@
use bevy_utils::hashbrown::hash_set::IntoIter;
use bevy_utils::HashSet;
use std::any::{Any, TypeId};
/// A filter used to control which types can be added to a [`DynamicScene`].
///
/// This scene filter _can_ be used more generically to represent a filter for any given type;
/// however, note that its intended usage with `DynamicScene` only considers [components] and [resources].
/// Adding types that are not a component or resource will have no effect when used with `DynamicScene`.
///
/// [`DynamicScene`]: crate::DynamicScene
/// [components]: bevy_ecs::prelude::Component
/// [resources]: bevy_ecs::prelude::Resource
#[derive(Default, Debug, Clone, PartialEq, Eq)]
pub enum SceneFilter {
/// Represents an unset filter.
///
/// This is the equivalent of an empty [`Denylist`] or an [`Allowlist`] containing every type—
/// essentially, all types are permissible.
///
/// [Allowing] a type will convert this filter to an `Allowlist`.
/// Similarly, [denying] a type will convert this filter to a `Denylist`.
///
/// [`Denylist`]: SceneFilter::Denylist
/// [`Allowlist`]: SceneFilter::Allowlist
/// [Allowing]: SceneFilter::allow
/// [denying]: SceneFilter::deny
#[default]
Unset,
/// Contains the set of permitted types by their [`TypeId`].
///
/// Types not contained within this set should not be allowed to be saved to an associated [`DynamicScene`].
///
/// [`DynamicScene`]: crate::DynamicScene
Allowlist(HashSet<TypeId>),
/// Contains the set of prohibited types by their [`TypeId`].
///
/// Types contained within this set should not be allowed to be saved to an associated [`DynamicScene`].
///
/// [`DynamicScene`]: crate::DynamicScene
Denylist(HashSet<TypeId>),
}
impl SceneFilter {
/// Creates a filter where all types are allowed.
///
/// This is the equivalent of creating an empty [`Denylist`].
///
/// [`Denylist`]: SceneFilter::Denylist
pub fn allow_all() -> Self {
Self::Denylist(HashSet::new())
}
/// Creates a filter where all types are denied.
///
/// This is the equivalent of creating an empty [`Allowlist`].
///
/// [`Allowlist`]: SceneFilter::Allowlist
pub fn deny_all() -> Self {
Self::Allowlist(HashSet::new())
}
/// Allow the given type, `T`.
///
/// If this filter is already set as a [`Denylist`],
/// then the given type will be removed from the denied set.
///
/// If this filter is [`Unset`], then it will be completely replaced by a new [`Allowlist`].
///
/// [`Denylist`]: SceneFilter::Denylist
/// [`Unset`]: SceneFilter::Unset
/// [`Allowlist`]: SceneFilter::Allowlist
pub fn allow<T: Any>(&mut self) -> &mut Self {
self.allow_by_id(TypeId::of::<T>())
}
/// Allow the given type.
///
/// If this filter is already set as a [`Denylist`],
/// then the given type will be removed from the denied set.
///
/// If this filter is [`Unset`], then it will be completely replaced by a new [`Allowlist`].
///
/// [`Denylist`]: SceneFilter::Denylist
/// [`Unset`]: SceneFilter::Unset
/// [`Allowlist`]: SceneFilter::Allowlist
pub fn allow_by_id(&mut self, type_id: TypeId) -> &mut Self {
match self {
Self::Unset => {
*self = Self::Allowlist(HashSet::from([type_id]));
}
Self::Allowlist(list) => {
list.insert(type_id);
}
Self::Denylist(list) => {
list.remove(&type_id);
}
}
self
}
/// Deny the given type, `T`.
///
/// If this filter is already set as an [`Allowlist`],
/// then the given type will be removed from the allowed set.
///
/// If this filter is [`Unset`], then it will be completely replaced by a new [`Denylist`].
///
/// [`Allowlist`]: SceneFilter::Allowlist
/// [`Unset`]: SceneFilter::Unset
/// [`Denylist`]: SceneFilter::Denylist
pub fn deny<T: Any>(&mut self) -> &mut Self {
self.deny_by_id(TypeId::of::<T>())
}
/// Deny the given type.
///
/// If this filter is already set as an [`Allowlist`],
/// then the given type will be removed from the allowed set.
///
/// If this filter is [`Unset`], then it will be completely replaced by a new [`Denylist`].
///
/// [`Allowlist`]: SceneFilter::Allowlist
/// [`Unset`]: SceneFilter::Unset
/// [`Denylist`]: SceneFilter::Denylist
pub fn deny_by_id(&mut self, type_id: TypeId) -> &mut Self {
match self {
Self::Unset => *self = Self::Denylist(HashSet::from([type_id])),
Self::Allowlist(list) => {
list.remove(&type_id);
}
Self::Denylist(list) => {
list.insert(type_id);
}
}
self
}
/// Returns true if the given type, `T`, is allowed by the filter.
///
/// If the filter is [`Unset`], this will always return `true`.
///
/// [`Unset`]: SceneFilter::Unset
pub fn is_allowed<T: Any>(&self) -> bool {
self.is_allowed_by_id(TypeId::of::<T>())
}
/// Returns true if the given type is allowed by the filter.
///
/// If the filter is [`Unset`], this will always return `true`.
///
/// [`Unset`]: SceneFilter::Unset
pub fn is_allowed_by_id(&self, type_id: TypeId) -> bool {
match self {
Self::Unset => true,
Self::Allowlist(list) => list.contains(&type_id),
Self::Denylist(list) => !list.contains(&type_id),
}
}
/// Returns true if the given type, `T`, is denied by the filter.
///
/// If the filter is [`Unset`], this will always return `false`.
///
/// [`Unset`]: SceneFilter::Unset
pub fn is_denied<T: Any>(&self) -> bool {
self.is_denied_by_id(TypeId::of::<T>())
}
/// Returns true if the given type is denied by the filter.
///
/// If the filter is [`Unset`], this will always return `false`.
///
/// [`Unset`]: SceneFilter::Unset
pub fn is_denied_by_id(&self, type_id: TypeId) -> bool {
!self.is_allowed_by_id(type_id)
}
/// Returns an iterator over the items in the filter.
///
/// If the filter is [`Unset`], this will return an empty iterator.
///
/// [`Unset`]: SceneFilter::Unset
pub fn iter(&self) -> Box<dyn ExactSizeIterator<Item = &TypeId> + '_> {
match self {
Self::Unset => Box::new(core::iter::empty()),
Self::Allowlist(list) | Self::Denylist(list) => Box::new(list.iter()),
}
}
/// Returns the number of items in the filter.
///
/// If the filter is [`Unset`], this will always return a length of zero.
///
/// [`Unset`]: SceneFilter::Unset
pub fn len(&self) -> usize {
match self {
Self::Unset => 0,
Self::Allowlist(list) | Self::Denylist(list) => list.len(),
}
}
/// Returns true if there are zero items in the filter.
///
/// If the filter is [`Unset`], this will always return `true`.
///
/// [`Unset`]: SceneFilter::Unset
pub fn is_empty(&self) -> bool {
match self {
Self::Unset => true,
Self::Allowlist(list) | Self::Denylist(list) => list.is_empty(),
}
}
}
impl IntoIterator for SceneFilter {
type Item = TypeId;
type IntoIter = IntoIter<TypeId>;
fn into_iter(self) -> Self::IntoIter {
match self {
Self::Unset => HashSet::new().into_iter(),
Self::Allowlist(list) | Self::Denylist(list) => list.into_iter(),
}
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn should_set_list_type_if_none() {
let mut filter = SceneFilter::Unset;
filter.allow::<i32>();
assert!(matches!(filter, SceneFilter::Allowlist(_)));
let mut filter = SceneFilter::Unset;
filter.deny::<i32>();
assert!(matches!(filter, SceneFilter::Denylist(_)));
}
#[test]
fn should_add_to_list() {
let mut filter = SceneFilter::default();
filter.allow::<i16>();
filter.allow::<i32>();
assert_eq!(2, filter.len());
assert!(filter.is_allowed::<i16>());
assert!(filter.is_allowed::<i32>());
let mut filter = SceneFilter::default();
filter.deny::<i16>();
filter.deny::<i32>();
assert_eq!(2, filter.len());
assert!(filter.is_denied::<i16>());
assert!(filter.is_denied::<i32>());
}
#[test]
fn should_remove_from_list() {
let mut filter = SceneFilter::default();
filter.allow::<i16>();
filter.allow::<i32>();
filter.deny::<i32>();
assert_eq!(1, filter.len());
assert!(filter.is_allowed::<i16>());
assert!(!filter.is_allowed::<i32>());
let mut filter = SceneFilter::default();
filter.deny::<i16>();
filter.deny::<i32>();
filter.allow::<i32>();
assert_eq!(1, filter.len());
assert!(filter.is_denied::<i16>());
assert!(!filter.is_denied::<i32>());
}
}

View file

@ -630,7 +630,7 @@ mod tests {
let registry = world.resource::<AppTypeRegistry>();
let scene = DynamicScene::from_world(&world, registry);
let scene = DynamicScene::from_world(&world);
let serialized = scene
.serialize_ron(&world.resource::<AppTypeRegistry>().0)
@ -680,7 +680,7 @@ mod tests {
let registry = world.resource::<AppTypeRegistry>();
let scene = DynamicScene::from_world(&world, registry);
let scene = DynamicScene::from_world(&world);
let scene_serializer = SceneSerializer::new(&scene, &registry.0);
let serialized_scene = postcard::to_allocvec(&scene_serializer).unwrap();
@ -718,7 +718,7 @@ mod tests {
let registry = world.resource::<AppTypeRegistry>();
let scene = DynamicScene::from_world(&world, registry);
let scene = DynamicScene::from_world(&world);
let scene_serializer = SceneSerializer::new(&scene, &registry.0);
let mut buf = Vec::new();
@ -761,7 +761,7 @@ mod tests {
let registry = world.resource::<AppTypeRegistry>();
let scene = DynamicScene::from_world(&world, registry);
let scene = DynamicScene::from_world(&world);
let scene_serializer = SceneSerializer::new(&scene, &registry.0);
let serialized_scene = bincode::serialize(&scene_serializer).unwrap();
@ -835,8 +835,7 @@ mod tests {
#[should_panic(expected = "entity count did not match")]
fn should_panic_when_entity_count_not_eq() {
let mut world = create_world();
let registry = world.resource::<AppTypeRegistry>();
let scene_a = DynamicScene::from_world(&world, registry);
let scene_a = DynamicScene::from_world(&world);
world.spawn(MyComponent {
foo: [1, 2, 3],
@ -844,8 +843,7 @@ mod tests {
baz: MyEnum::Unit,
});
let registry = world.resource::<AppTypeRegistry>();
let scene_b = DynamicScene::from_world(&world, registry);
let scene_b = DynamicScene::from_world(&world);
assert_scene_eq(&scene_a, &scene_b);
}
@ -863,8 +861,7 @@ mod tests {
})
.id();
let registry = world.resource::<AppTypeRegistry>();
let scene_a = DynamicScene::from_world(&world, registry);
let scene_a = DynamicScene::from_world(&world);
world.entity_mut(entity).insert(MyComponent {
foo: [3, 2, 1],
@ -872,8 +869,7 @@ mod tests {
baz: MyEnum::Unit,
});
let registry = world.resource::<AppTypeRegistry>();
let scene_b = DynamicScene::from_world(&world, registry);
let scene_b = DynamicScene::from_world(&world);
assert_scene_eq(&scene_a, &scene_b);
}
@ -891,13 +887,11 @@ mod tests {
})
.id();
let registry = world.resource::<AppTypeRegistry>();
let scene_a = DynamicScene::from_world(&world, registry);
let scene_a = DynamicScene::from_world(&world);
world.entity_mut(entity).remove::<MyComponent>();
let registry = world.resource::<AppTypeRegistry>();
let scene_b = DynamicScene::from_world(&world, registry);
let scene_b = DynamicScene::from_world(&world);
assert_scene_eq(&scene_a, &scene_b);
}

View file

@ -100,9 +100,18 @@ fn log_system(
}
fn save_scene_system(world: &mut World) {
// Scenes can be created from any ECS World. You can either create a new one for the scene or
// use the current World.
// Scenes can be created from any ECS World.
// You can either create a new one for the scene or use the current World.
// For demonstration purposes, we'll create a new one.
let mut scene_world = World::new();
// The `TypeRegistry` resource contains information about all registered types (including components).
// This is used to construct scenes, so we'll want to ensure that our previous type registrations
// exist in this new scene world as well.
// To do this, we can simply clone the `AppTypeRegistry` resource.
let type_registry = world.resource::<AppTypeRegistry>().clone();
scene_world.insert_resource(type_registry);
let mut component_b = ComponentB::from_world(world);
component_b.value = "hello".to_string();
scene_world.spawn((
@ -113,12 +122,11 @@ fn save_scene_system(world: &mut World) {
scene_world.spawn(ComponentA { x: 3.0, y: 4.0 });
scene_world.insert_resource(ResourceA { score: 1 });
// The TypeRegistry resource contains information about all registered types (including
// components). This is used to construct scenes.
let type_registry = world.resource::<AppTypeRegistry>();
let scene = DynamicScene::from_world(&scene_world, type_registry);
// With our sample world ready to go, we can now create our scene:
let scene = DynamicScene::from_world(&scene_world);
// Scenes can be serialized like this:
let type_registry = world.resource::<AppTypeRegistry>();
let serialized_scene = scene.serialize_ron(type_registry).unwrap();
// Showing the scene in the console