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Author | SHA1 | Message | Date | |
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Zachary Harrold
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a35811d088
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Add Immutable Component Support (#16372)
# Objective - Fixes #16208 ## Solution - Added an associated type to `Component`, `Mutability`, which flags whether a component is mutable, or immutable. If `Mutability= Mutable`, the component is mutable. If `Mutability= Immutable`, the component is immutable. - Updated `derive_component` to default to mutable unless an `#[component(immutable)]` attribute is added. - Updated `ReflectComponent` to check if a component is mutable and, if not, panic when attempting to mutate. ## Testing - CI - `immutable_components` example. --- ## Showcase Users can now mark a component as `#[component(immutable)]` to prevent safe mutation of a component while it is attached to an entity: ```rust #[derive(Component)] #[component(immutable)] struct Foo { // ... } ``` This prevents creating an exclusive reference to the component while it is attached to an entity. This is particularly powerful when combined with component hooks, as you can now fully track a component's value, ensuring whatever invariants you desire are upheld. Before this would be done my making a component private, and manually creating a `QueryData` implementation which only permitted read access. <details> <summary>Using immutable components as an index</summary> ```rust /// This is an example of a component like [`Name`](bevy::prelude::Name), but immutable. #[derive(Clone, Copy, PartialEq, Eq, PartialOrd, Ord, Hash, Component)] #[component( immutable, on_insert = on_insert_name, on_replace = on_replace_name, )] pub struct Name(pub &'static str); /// This index allows for O(1) lookups of an [`Entity`] by its [`Name`]. #[derive(Resource, Default)] struct NameIndex { name_to_entity: HashMap<Name, Entity>, } impl NameIndex { fn get_entity(&self, name: &'static str) -> Option<Entity> { self.name_to_entity.get(&Name(name)).copied() } } fn on_insert_name(mut world: DeferredWorld<'_>, entity: Entity, _component: ComponentId) { let Some(&name) = world.entity(entity).get::<Name>() else { unreachable!() }; let Some(mut index) = world.get_resource_mut::<NameIndex>() else { return; }; index.name_to_entity.insert(name, entity); } fn on_replace_name(mut world: DeferredWorld<'_>, entity: Entity, _component: ComponentId) { let Some(&name) = world.entity(entity).get::<Name>() else { unreachable!() }; let Some(mut index) = world.get_resource_mut::<NameIndex>() else { return; }; index.name_to_entity.remove(&name); } // Setup our name index world.init_resource::<NameIndex>(); // Spawn some entities! let alyssa = world.spawn(Name("Alyssa")).id(); let javier = world.spawn(Name("Javier")).id(); // Check our index let index = world.resource::<NameIndex>(); assert_eq!(index.get_entity("Alyssa"), Some(alyssa)); assert_eq!(index.get_entity("Javier"), Some(javier)); // Changing the name of an entity is also fully capture by our index world.entity_mut(javier).insert(Name("Steven")); // Javier changed their name to Steven let steven = javier; // Check our index let index = world.resource::<NameIndex>(); assert_eq!(index.get_entity("Javier"), None); assert_eq!(index.get_entity("Steven"), Some(steven)); ``` </details> Additionally, users can use `Component<Mutability = ...>` in trait bounds to enforce that a component _is_ mutable or _is_ immutable. When using `Component` as a trait bound without specifying `Mutability`, any component is applicable. However, methods which only work on mutable or immutable components are unavailable, since the compiler must be pessimistic about the type. ## Migration Guide - When implementing `Component` manually, you must now provide a type for `Mutability`. The type `Mutable` provides equivalent behaviour to earlier versions of `Component`: ```rust impl Component for Foo { type Mutability = Mutable; // ... } ``` - When working with generic components, you may need to specify that your generic parameter implements `Component<Mutability = Mutable>` rather than `Component` if you require mutable access to said component. - The entity entry API has had to have some changes made to minimise friction when working with immutable components. Methods which previously returned a `Mut<T>` will now typically return an `OccupiedEntry<T>` instead, requiring you to add an `into_mut()` to get the `Mut<T>` item again. ## Draft Release Notes Components can now be made immutable while stored within the ECS. Components are the fundamental unit of data within an ECS, and Bevy provides a number of ways to work with them that align with Rust's rules around ownership and borrowing. One part of this is hooks, which allow for defining custom behavior at key points in a component's lifecycle, such as addition and removal. However, there is currently no way to respond to _mutation_ of a component using hooks. The reasons for this are quite technical, but to summarize, their addition poses a significant challenge to Bevy's core promises around performance. Without mutation hooks, it's relatively trivial to modify a component in such a way that breaks invariants it intends to uphold. For example, you can use `core::mem::swap` to swap the components of two entities, bypassing the insertion and removal hooks. This means the only way to react to this modification is via change detection in a system, which then begs the question of what happens _between_ that alteration and the next run of that system? Alternatively, you could make your component private to prevent mutation, but now you need to provide commands and a custom `QueryData` implementation to allow users to interact with your component at all. Immutable components solve this problem by preventing the creation of an exclusive reference to the component entirely. Without an exclusive reference, the only way to modify an immutable component is via removal or replacement, which is fully captured by component hooks. To make a component immutable, simply add `#[component(immutable)]`: ```rust #[derive(Component)] #[component(immutable)] struct Foo { // ... } ``` When implementing `Component` manually, there is an associated type `Mutability` which controls this behavior: ```rust impl Component for Foo { type Mutability = Mutable; // ... } ``` Note that this means when working with generic components, you may need to specify that a component is mutable to gain access to certain methods: ```rust // Before fn bar<C: Component>() { // ... } // After fn bar<C: Component<Mutability = Mutable>>() { // ... } ``` With this new tool, creating index components, or caching data on an entity should be more user friendly, allowing libraries to provide APIs relying on components and hooks to uphold their invariants. ## Notes - ~~I've done my best to implement this feature, but I'm not happy with how reflection has turned out. If any reflection SMEs know a way to improve this situation I'd greatly appreciate it.~~ There is an outstanding issue around the fallibility of mutable methods on `ReflectComponent`, but the DX is largely unchanged from `main` now. - I've attempted to prevent all safe mutable access to a component that does not implement `Component<Mutability = Mutable>`, but there may still be some methods I have missed. Please indicate so and I will address them, as they are bugs. - Unsafe is an escape hatch I am _not_ attempting to prevent. Whatever you do with unsafe is between you and your compiler. - I am marking this PR as ready, but I suspect it will undergo fairly major revisions based on SME feedback. - I've marked this PR as _Uncontroversial_ based on the feature, not the implementation. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com> Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com> Co-authored-by: Nuutti Kotivuori <naked@iki.fi> |
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eugineerd
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2e267bba5a
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Entity cloning (#16132)
## Objective Fixes #1515 This PR implements a flexible entity cloning system. The primary use case for it is to clone dynamically-generated entities. Example: ```rs #[derive(Component, Clone)] pub struct Projectile; #[derive(Component, Clone)] pub struct Damage { value: f32, } fn player_input( mut commands: Commands, projectiles: Query<Entity, With<Projectile>>, input: Res<ButtonInput<KeyCode>>, ) { // Fire a projectile if input.just_pressed(KeyCode::KeyF) { commands.spawn((Projectile, Damage { value: 10.0 })); } // Triplicate all active projectiles if input.just_pressed(KeyCode::KeyT) { for projectile in projectiles.iter() { // To triplicate a projectile we need to create 2 more clones for _ in 0..2{ commands.clone_entity(projectile) } } } } ``` ## Solution ### Commands Add a `clone_entity` command to create a clone of an entity with all components that can be cloned. Components that can't be cloned will be ignored. ```rs commands.clone_entity(entity) ``` If there is a need to configure the cloning process (like set to clone recursively), there is a second command: ```rs commands.clone_entity_with(entity, |builder| { builder.recursive(true) }); ``` Both of these commands return `EntityCommands` of the cloned entity, so the copy can be modified afterwards. ### Builder All these commands use `EntityCloneBuilder` internally. If there is a need to clone an entity using `World` instead, it is also possible: ```rs let entity = world.spawn(Component).id(); let entity_clone = world.spawn_empty().id(); EntityCloneBuilder::new(&mut world).clone_entity(entity, entity_clone); ``` Builder has methods to `allow` or `deny` certain components during cloning if required and can be extended by implementing traits on it. This PR includes two `EntityCloneBuilder` extensions: `CloneEntityWithObserversExt` to configure adding cloned entity to observers of the original entity, and `CloneEntityRecursiveExt` to configure cloning an entity recursively. ### Clone implementations By default, all components that implement either `Clone` or `Reflect` will be cloned (with `Clone`-based implementation preferred in case component implements both). This can be overriden on a per-component basis: ```rs impl Component for SomeComponent { const STORAGE_TYPE: StorageType = StorageType::Table; fn get_component_clone_handler() -> ComponentCloneHandler { // Don't clone this component ComponentCloneHandler::Ignore } } ``` ### `ComponentCloneHandlers` Clone implementation specified in `get_component_clone_handler` will get registered in `ComponentCloneHandlers` (stored in `bevy_ecs::component::Components`) at component registration time. The clone handler implementation provided by a component can be overriden after registration like so: ```rs let component_id = world.components().component_id::<Component>().unwrap() world.get_component_clone_handlers_mut() .set_component_handler(component_id, ComponentCloneHandler::Custom(component_clone_custom)) ``` The default clone handler for all components that do not explicitly define one (or don't derive `Component`) is `component_clone_via_reflect` if `bevy_reflect` feature is enabled, and `component_clone_ignore` (noop) otherwise. Default handler can be overriden using `ComponentCloneHandlers::set_default_handler` ### Handlers Component clone handlers can be used to modify component cloning behavior. The general signature for a handler that can be used in `ComponentCloneHandler::Custom` is as follows: ```rs pub fn component_clone_custom( world: &mut DeferredWorld, entity_cloner: &EntityCloner, ) { // implementation } ``` The `EntityCloner` implementation (used internally by `EntityCloneBuilder`) assumes that after calling this custom handler, the `target` entity has the desired version of the component from the `source` entity. ### Builder handler overrides Besides component-defined and world-overriden handlers, `EntityCloneBuilder` also has a way to override handlers locally. It is mainly used to allow configuration methods like `recursive` and `add_observers`. ```rs // From observer clone handler implementation impl CloneEntityWithObserversExt for EntityCloneBuilder<'_> { fn add_observers(&mut self, add_observers: bool) -> &mut Self { if add_observers { self.override_component_clone_handler::<ObservedBy>(ComponentCloneHandler::Custom( component_clone_observed_by, )) } else { self.remove_component_clone_handler_override::<ObservedBy>() } } } ``` ## Testing Includes some basic functionality tests and doctests. Performance-wise this feature is the same as calling `clone` followed by `insert` for every entity component. There is also some inherent overhead due to every component clone handler having to access component data through `World`, but this can be reduced without breaking current public API in a later PR. |