mod command_queue; mod parallel_scope; use crate::{ bundle::Bundle, entity::{Entities, Entity}, world::{FromWorld, World}, }; use bevy_utils::tracing::{error, info}; pub use command_queue::CommandQueue; pub use parallel_scope::*; use std::marker::PhantomData; use super::Resource; /// A [`World`] mutation. /// /// Should be used with [`Commands::add`]. /// /// # Usage /// /// ``` /// # use bevy_ecs::prelude::*; /// # use bevy_ecs::system::Command; /// // Our world resource /// #[derive(Resource, Default)] /// struct Counter(u64); /// /// // Our custom command /// struct AddToCounter(u64); /// /// impl Command for AddToCounter { /// fn write(self, world: &mut World) { /// let mut counter = world.get_resource_or_insert_with(Counter::default); /// counter.0 += self.0; /// } /// } /// /// fn some_system(mut commands: Commands) { /// commands.add(AddToCounter(42)); /// } /// ``` pub trait Command: Send + 'static { fn write(self, world: &mut World); } /// A [`Command`] queue to perform impactful changes to the [`World`]. /// /// Since each command requires exclusive access to the `World`, /// all queued commands are automatically applied in sequence /// only after each system in a [stage] has completed. /// /// The command queue of a system can also be manually applied /// by calling [`System::apply_buffers`]. /// /// Each command can be used to modify the [`World`] in arbitrary ways: /// * spawning or despawning entities /// * inserting components on new or existing entities /// * inserting resources /// * etc. /// /// # Usage /// /// Add `mut commands: Commands` as a function argument to your system to get a copy of this struct that will be applied at the end of the current stage. /// Commands are almost always used as a [`SystemParam`](crate::system::SystemParam). /// /// ``` /// # use bevy_ecs::prelude::*; /// # /// fn my_system(mut commands: Commands) { /// // ... /// } /// # bevy_ecs::system::assert_is_system(my_system); /// ``` /// /// # Implementing /// /// Each built-in command is implemented as a separate method, e.g. [`spawn`](#method.spawn). /// In addition to the pre-defined command methods, you can add commands with any arbitrary /// behavior using [`Commands::add`](#method.add), which accepts any type implementing [`Command`]. /// /// Since closures and other functions implement this trait automatically, this allows one-shot, /// anonymous custom commands. /// /// ``` /// # use bevy_ecs::prelude::*; /// # fn foo(mut commands: Commands) { /// // NOTE: type inference fails here, so annotations are required on the closure. /// commands.add(|w: &mut World| { /// // Mutate the world however you want... /// # todo!(); /// }); /// # } /// ``` /// /// [stage]: crate::schedule::SystemStage /// [`System::apply_buffers`]: crate::system::System::apply_buffers pub struct Commands<'w, 's> { queue: &'s mut CommandQueue, entities: &'w Entities, } impl<'w, 's> Commands<'w, 's> { /// Returns a new `Commands` instance from a [`CommandQueue`] and a [`World`]. /// /// It is not required to call this constructor when using `Commands` as a [system parameter]. /// /// [system parameter]: crate::system::SystemParam pub fn new(queue: &'s mut CommandQueue, world: &'w World) -> Self { Self { queue, entities: world.entities(), } } /// Returns a new `Commands` instance from a [`CommandQueue`] and an [`Entities`] reference. /// /// It is not required to call this constructor when using `Commands` as a [system parameter]. /// /// [system parameter]: crate::system::SystemParam pub fn new_from_entities(queue: &'s mut CommandQueue, entities: &'w Entities) -> Self { Self { queue, entities } } /// Pushes a [`Command`] to the queue for creating a new empty [`Entity`], /// and returns its corresponding [`EntityCommands`]. /// /// See [`World::spawn_empty`] for more details. /// /// # Example /// /// ``` /// # use bevy_ecs::prelude::*; /// /// #[derive(Component)] /// struct Label(&'static str); /// #[derive(Component)] /// struct Strength(u32); /// #[derive(Component)] /// struct Agility(u32); /// /// fn example_system(mut commands: Commands) { /// // Create a new empty entity and retrieve its id. /// let empty_entity = commands.spawn_empty().id(); /// /// // Create another empty entity, then add some component to it /// commands.spawn_empty() /// // adds a new component bundle to the entity /// .insert((Strength(1), Agility(2))) /// // adds a single component to the entity /// .insert(Label("hello world")); /// } /// # bevy_ecs::system::assert_is_system(example_system); /// ``` /// /// # See also /// /// - [`spawn`](Self::spawn) to spawn an entity with a bundle. /// - [`spawn_batch`](Self::spawn_batch) to spawn entities with a bundle each. pub fn spawn_empty<'a>(&'a mut self) -> EntityCommands<'w, 's, 'a> { let entity = self.entities.reserve_entity(); EntityCommands { entity, commands: self, } } /// Pushes a [`Command`] to the queue for creating a new [`Entity`] if the given one does not exists, /// and returns its corresponding [`EntityCommands`]. /// /// This method silently fails by returning `EntityCommands` /// even if the given `Entity` cannot be spawned. /// /// See [`World::get_or_spawn`] for more details. /// /// # Note /// /// Spawning a specific `entity` value is rarely the right choice. Most apps should favor /// [`Commands::spawn`]. This method should generally only be used for sharing entities across /// apps, and only when they have a scheme worked out to share an ID space (which doesn't happen /// by default). pub fn get_or_spawn<'a>(&'a mut self, entity: Entity) -> EntityCommands<'w, 's, 'a> { self.add(GetOrSpawn { entity }); EntityCommands { entity, commands: self, } } /// Pushes a [`Command`] to the queue for creating a new entity with the given [`Bundle`]'s components, /// and returns its corresponding [`EntityCommands`]. /// /// # Example /// /// ``` /// use bevy_ecs::prelude::*; /// /// #[derive(Component)] /// struct Component1; /// #[derive(Component)] /// struct Component2; /// #[derive(Component)] /// struct Label(&'static str); /// #[derive(Component)] /// struct Strength(u32); /// #[derive(Component)] /// struct Agility(u32); /// /// #[derive(Bundle)] /// struct ExampleBundle { /// a: Component1, /// b: Component2, /// } /// /// fn example_system(mut commands: Commands) { /// // Create a new entity with a single component. /// commands.spawn(Component1); /// /// // Create a new entity with a component bundle. /// commands.spawn(ExampleBundle { /// a: Component1, /// b: Component2, /// }); /// /// commands /// // Create a new entity with two components using a "tuple bundle". /// .spawn((Component1, Component2)) /// // `spawn returns a builder, so you can insert more bundles like this: /// .insert((Strength(1), Agility(2))) /// // or insert single components like this: /// .insert(Label("hello world")); /// } /// # bevy_ecs::system::assert_is_system(example_system); /// ``` /// /// # See also /// /// - [`spawn_empty`](Self::spawn_empty) to spawn an entity without any components. /// - [`spawn_batch`](Self::spawn_batch) to spawn entities with a bundle each. pub fn spawn<'a, T: Bundle>(&'a mut self, bundle: T) -> EntityCommands<'w, 's, 'a> { let mut e = self.spawn_empty(); e.insert(bundle); e } /// Returns the [`EntityCommands`] for the requested [`Entity`]. /// /// # Panics /// /// This method panics if the requested entity does not exist. /// /// # Example /// /// ``` /// use bevy_ecs::prelude::*; /// /// #[derive(Component)] /// struct Label(&'static str); /// #[derive(Component)] /// struct Strength(u32); /// #[derive(Component)] /// struct Agility(u32); /// /// fn example_system(mut commands: Commands) { /// // Create a new, empty entity /// let entity = commands.spawn_empty().id(); /// /// commands.entity(entity) /// // adds a new component bundle to the entity /// .insert((Strength(1), Agility(2))) /// // adds a single component to the entity /// .insert(Label("hello world")); /// } /// # bevy_ecs::system::assert_is_system(example_system); /// ``` /// /// # See also /// /// - [`get_entity`](Self::get_entity) for the fallible version. #[inline] #[track_caller] pub fn entity<'a>(&'a mut self, entity: Entity) -> EntityCommands<'w, 's, 'a> { self.get_entity(entity).unwrap_or_else(|| { panic!( "Attempting to create an EntityCommands for entity {:?}, which doesn't exist.", entity ) }) } /// Returns the [`EntityCommands`] for the requested [`Entity`], if it exists. /// /// Returns `None` if the entity does not exist. /// /// This method does not guarantee that `EntityCommands` will be successfully applied, /// since another command in the queue may delete the entity before them. /// /// # Example /// /// ``` /// use bevy_ecs::prelude::*; /// /// #[derive(Component)] /// struct Label(&'static str); /// fn example_system(mut commands: Commands) { /// // Create a new, empty entity /// let entity = commands.spawn_empty().id(); /// /// // Get the entity if it still exists, which it will in this case /// if let Some(mut entity_commands) = commands.get_entity(entity) { /// // adds a single component to the entity /// entity_commands.insert(Label("hello world")); /// } /// } /// # bevy_ecs::system::assert_is_system(example_system); /// ``` /// /// # See also /// /// - [`entity`](Self::entity) for the panicking version. #[inline] #[track_caller] pub fn get_entity<'a>(&'a mut self, entity: Entity) -> Option> { self.entities.contains(entity).then_some(EntityCommands { entity, commands: self, }) } /// Pushes a [`Command`] to the queue for creating entities with a particular [`Bundle`] type. /// /// `bundles_iter` is a type that can be converted into a `Bundle` iterator /// (it can also be a collection). /// /// This method is equivalent to iterating `bundles_iter` /// and calling [`spawn`](Self::spawn) on each bundle, /// but it is faster due to memory pre-allocation. /// /// # Example /// /// ``` /// # use bevy_ecs::prelude::*; /// # /// # #[derive(Component)] /// # struct Name(String); /// # #[derive(Component)] /// # struct Score(u32); /// # /// # fn system(mut commands: Commands) { /// commands.spawn_batch(vec![ /// ( /// Name("Alice".to_string()), /// Score(0), /// ), /// ( /// Name("Bob".to_string()), /// Score(0), /// ), /// ]); /// # } /// # bevy_ecs::system::assert_is_system(system); /// ``` /// /// # See also /// /// - [`spawn`](Self::spawn) to spawn an entity with a bundle. /// - [`spawn_empty`](Self::spawn_empty) to spawn an entity without any components. pub fn spawn_batch(&mut self, bundles_iter: I) where I: IntoIterator + Send + Sync + 'static, I::Item: Bundle, { self.queue.push(SpawnBatch { bundles_iter }); } /// Pushes a [`Command`] to the queue for creating entities, if needed, /// and for adding a bundle to each entity. /// /// `bundles_iter` is a type that can be converted into an ([`Entity`], [`Bundle`]) iterator /// (it can also be a collection). /// /// When the command is applied, /// for each (`Entity`, `Bundle`) pair in the given `bundles_iter`, /// the `Entity` is spawned, if it does not exist already. /// Then, the `Bundle` is added to the entity. /// /// This method is equivalent to iterating `bundles_iter`, /// calling [`get_or_spawn`](Self::get_or_spawn) for each bundle, /// and passing it to [`insert`](EntityCommands::insert), /// but it is faster due to memory pre-allocation. /// /// # Note /// /// Spawning a specific `entity` value is rarely the right choice. Most apps should use [`Commands::spawn_batch`]. /// This method should generally only be used for sharing entities across apps, and only when they have a scheme /// worked out to share an ID space (which doesn't happen by default). pub fn insert_or_spawn_batch(&mut self, bundles_iter: I) where I: IntoIterator + Send + Sync + 'static, I::IntoIter: Iterator, B: Bundle, { self.queue.push(InsertOrSpawnBatch { bundles_iter }); } /// Pushes a [`Command`] to the queue for inserting a [`Resource`] in the [`World`] with an inferred value. /// /// The inferred value is determined by the [`FromWorld`] trait of the resource. /// When the command is applied, /// if the resource already exists, nothing happens. /// /// See [`World::init_resource`] for more details. /// /// # Example /// /// ``` /// # use bevy_ecs::prelude::*; /// # /// # #[derive(Resource, Default)] /// # struct Scoreboard { /// # current_score: u32, /// # high_score: u32, /// # } /// # /// # fn initialise_scoreboard(mut commands: Commands) { /// commands.init_resource::(); /// # } /// # bevy_ecs::system::assert_is_system(initialise_scoreboard); /// ``` pub fn init_resource(&mut self) { self.queue.push(InitResource:: { _phantom: PhantomData::::default(), }); } /// Pushes a [`Command`] to the queue for inserting a [`Resource`] in the [`World`] with a specific value. /// /// This will overwrite any previous value of the same resource type. /// /// See [`World::insert_resource`] for more details. /// /// # Example /// /// ``` /// # use bevy_ecs::prelude::*; /// # /// # #[derive(Resource)] /// # struct Scoreboard { /// # current_score: u32, /// # high_score: u32, /// # } /// # /// # fn system(mut commands: Commands) { /// commands.insert_resource(Scoreboard { /// current_score: 0, /// high_score: 0, /// }); /// # } /// # bevy_ecs::system::assert_is_system(system); /// ``` pub fn insert_resource(&mut self, resource: R) { self.queue.push(InsertResource { resource }); } /// Pushes a [`Command`] to the queue for removing a [`Resource`] from the [`World`]. /// /// See [`World::remove_resource`] for more details. /// /// # Example /// /// ``` /// # use bevy_ecs::prelude::*; /// # /// # #[derive(Resource)] /// # struct Scoreboard { /// # current_score: u32, /// # high_score: u32, /// # } /// # /// # fn system(mut commands: Commands) { /// commands.remove_resource::(); /// # } /// # bevy_ecs::system::assert_is_system(system); /// ``` pub fn remove_resource(&mut self) { self.queue.push(RemoveResource:: { phantom: PhantomData, }); } /// Pushes a generic [`Command`] to the command queue. /// /// `command` can be a built-in command, custom struct that implements [`Command`] or a closure /// that takes [`&mut World`](World) as an argument. /// /// # Example /// /// ``` /// # use bevy_ecs::{system::Command, prelude::*}; /// #[derive(Resource, Default)] /// struct Counter(u64); /// /// struct AddToCounter(u64); /// /// impl Command for AddToCounter { /// fn write(self, world: &mut World) { /// let mut counter = world.get_resource_or_insert_with(Counter::default); /// counter.0 += self.0; /// } /// } /// /// fn add_three_to_counter_system(mut commands: Commands) { /// commands.add(AddToCounter(3)); /// } /// fn add_twenty_five_to_counter_system(mut commands: Commands) { /// commands.add(|world: &mut World| { /// let mut counter = world.get_resource_or_insert_with(Counter::default); /// counter.0 += 25; /// }); /// } /// # bevy_ecs::system::assert_is_system(add_three_to_counter_system); /// # bevy_ecs::system::assert_is_system(add_twenty_five_to_counter_system); /// ``` pub fn add(&mut self, command: C) { self.queue.push(command); } } /// A list of commands that will be run to modify an [entity](crate::entity). pub struct EntityCommands<'w, 's, 'a> { entity: Entity, commands: &'a mut Commands<'w, 's>, } impl<'w, 's, 'a> EntityCommands<'w, 's, 'a> { /// Returns the [`Entity`] id of the entity. /// /// # Example /// /// ``` /// # use bevy_ecs::prelude::*; /// # /// fn my_system(mut commands: Commands) { /// let entity_id = commands.spawn_empty().id(); /// } /// # bevy_ecs::system::assert_is_system(my_system); /// ``` #[inline] #[must_use = "Omit the .id() call if you do not need to store the `Entity` identifier."] pub fn id(&self) -> Entity { self.entity } /// Adds a [`Bundle`] of components to the entity. /// /// This will overwrite any previous value(s) of the same component type. /// /// # Panics /// /// The command will panic when applied if the associated entity does not exist. /// /// # Example /// /// ``` /// # use bevy_ecs::prelude::*; /// # #[derive(Resource)] /// # struct PlayerEntity { entity: Entity } /// #[derive(Component)] /// struct Health(u32); /// #[derive(Component)] /// struct Strength(u32); /// #[derive(Component)] /// struct Defense(u32); /// /// #[derive(Bundle)] /// struct CombatBundle { /// health: Health, /// strength: Strength, /// } /// /// fn add_combat_stats_system(mut commands: Commands, player: Res) { /// commands /// .entity(player.entity) /// // You can insert individual components: /// .insert(Defense(10)) /// // You can also insert pre-defined bundles of components: /// .insert(CombatBundle { /// health: Health(100), /// strength: Strength(40), /// }) /// // You can also insert tuples of components and bundles. /// // This is equivalent to the calls above: /// .insert(( /// Defense(10), /// CombatBundle { /// health: Health(100), /// strength: Strength(40), /// }, /// )); /// } /// # bevy_ecs::system::assert_is_system(add_combat_stats_system); /// ``` pub fn insert(&mut self, bundle: impl Bundle) -> &mut Self { self.commands.add(Insert { entity: self.entity, bundle, }); self } /// Removes a [`Bundle`] of components from the entity. /// /// See [`EntityMut::remove`](crate::world::EntityMut::remove) for more /// details. /// /// # Example /// /// ``` /// # use bevy_ecs::prelude::*; /// # /// # #[derive(Resource)] /// # struct PlayerEntity { entity: Entity } /// #[derive(Component)] /// struct Health(u32); /// #[derive(Component)] /// struct Strength(u32); /// #[derive(Component)] /// struct Defense(u32); /// /// #[derive(Bundle)] /// struct CombatBundle { /// health: Health, /// strength: Strength, /// } /// /// fn remove_combat_stats_system(mut commands: Commands, player: Res) { /// commands /// .entity(player.entity) /// // You can remove individual components: /// .remove::() /// // You can also remove pre-defined Bundles of components: /// .remove::() /// // You can also remove tuples of components and bundles. /// // This is equivalent to the calls above: /// .remove::<(Defense, CombatBundle)>(); /// } /// # bevy_ecs::system::assert_is_system(remove_combat_stats_system); /// ``` pub fn remove(&mut self) -> &mut Self where T: Bundle, { self.commands.add(Remove:: { entity: self.entity, phantom: PhantomData, }); self } /// Despawns the entity. /// /// See [`World::despawn`] for more details. /// /// # Panics /// /// The command will panic when applied if the associated entity does not exist. /// /// # Example /// /// ``` /// # use bevy_ecs::prelude::*; /// # /// # #[derive(Resource)] /// # struct CharacterToRemove { entity: Entity } /// # /// fn remove_character_system( /// mut commands: Commands, /// character_to_remove: Res /// ) /// { /// commands.entity(character_to_remove.entity).despawn(); /// } /// # bevy_ecs::system::assert_is_system(remove_character_system); /// ``` pub fn despawn(&mut self) { self.commands.add(Despawn { entity: self.entity, }); } /// Logs the components of the entity at the info level. /// /// # Panics /// /// The command will panic when applied if the associated entity does not exist. pub fn log_components(&mut self) { self.commands.add(LogComponents { entity: self.entity, }); } /// Returns the underlying [`Commands`]. pub fn commands(&mut self) -> &mut Commands<'w, 's> { self.commands } } impl Command for F where F: FnOnce(&mut World) + Send + 'static, { fn write(self, world: &mut World) { self(world); } } #[derive(Debug)] pub struct Spawn { pub bundle: T, } impl Command for Spawn where T: Bundle, { fn write(self, world: &mut World) { world.spawn(self.bundle); } } pub struct GetOrSpawn { entity: Entity, } impl Command for GetOrSpawn { fn write(self, world: &mut World) { world.get_or_spawn(self.entity); } } pub struct SpawnBatch where I: IntoIterator, I::Item: Bundle, { pub bundles_iter: I, } impl Command for SpawnBatch where I: IntoIterator + Send + Sync + 'static, I::Item: Bundle, { fn write(self, world: &mut World) { world.spawn_batch(self.bundles_iter); } } pub struct InsertOrSpawnBatch where I: IntoIterator + Send + Sync + 'static, B: Bundle, I::IntoIter: Iterator, { pub bundles_iter: I, } impl Command for InsertOrSpawnBatch where I: IntoIterator + Send + Sync + 'static, B: Bundle, I::IntoIter: Iterator, { fn write(self, world: &mut World) { if let Err(invalid_entities) = world.insert_or_spawn_batch(self.bundles_iter) { error!( "Failed to 'insert or spawn' bundle of type {} into the following invalid entities: {:?}", std::any::type_name::(), invalid_entities ); } } } #[derive(Debug)] pub struct Despawn { pub entity: Entity, } impl Command for Despawn { fn write(self, world: &mut World) { world.despawn(self.entity); } } pub struct Insert { pub entity: Entity, pub bundle: T, } impl Command for Insert where T: Bundle + 'static, { fn write(self, world: &mut World) { if let Some(mut entity) = world.get_entity_mut(self.entity) { entity.insert(self.bundle); } else { panic!("error[B0003]: Could not insert a bundle (of type `{}`) for entity {:?} because it doesn't exist in this World.", std::any::type_name::(), self.entity); } } } #[derive(Debug)] pub struct Remove { pub entity: Entity, pub phantom: PhantomData, } impl Command for Remove where T: Bundle, { fn write(self, world: &mut World) { if let Some(mut entity_mut) = world.get_entity_mut(self.entity) { // remove intersection to gracefully handle components that were removed before running // this command entity_mut.remove_intersection::(); } } } pub struct InitResource { _phantom: PhantomData, } impl Command for InitResource { fn write(self, world: &mut World) { world.init_resource::(); } } pub struct InsertResource { pub resource: R, } impl Command for InsertResource { fn write(self, world: &mut World) { world.insert_resource(self.resource); } } pub struct RemoveResource { pub phantom: PhantomData, } impl Command for RemoveResource { fn write(self, world: &mut World) { world.remove_resource::(); } } /// [`Command`] to log the components of a given entity. See [`EntityCommands::log_components`]. pub struct LogComponents { entity: Entity, } impl Command for LogComponents { fn write(self, world: &mut World) { let debug_infos: Vec<_> = world .inspect_entity(self.entity) .into_iter() .map(|component_info| component_info.name()) .collect(); info!("Entity {:?}: {:?}", self.entity, debug_infos); } } #[cfg(test)] #[allow(clippy::float_cmp, clippy::approx_constant)] mod tests { use crate::{ self as bevy_ecs, component::Component, system::{CommandQueue, Commands, Resource}, world::World, }; use std::sync::{ atomic::{AtomicUsize, Ordering}, Arc, }; #[derive(Component)] #[component(storage = "SparseSet")] struct SparseDropCk(DropCk); #[derive(Component)] struct DropCk(Arc); impl DropCk { fn new_pair() -> (Self, Arc) { let atomic = Arc::new(AtomicUsize::new(0)); (DropCk(atomic.clone()), atomic) } } impl Drop for DropCk { fn drop(&mut self) { self.0.as_ref().fetch_add(1, Ordering::Relaxed); } } #[derive(Component, Resource)] struct W(T); fn simple_command(world: &mut World) { world.spawn((W(0u32), W(42u64))); } #[test] fn commands() { let mut world = World::default(); let mut command_queue = CommandQueue::default(); let entity = Commands::new(&mut command_queue, &world) .spawn((W(1u32), W(2u64))) .id(); command_queue.apply(&mut world); assert!(world.entities().len() == 1); let results = world .query::<(&W, &W)>() .iter(&world) .map(|(a, b)| (a.0, b.0)) .collect::>(); assert_eq!(results, vec![(1u32, 2u64)]); // test entity despawn { let mut commands = Commands::new(&mut command_queue, &world); commands.entity(entity).despawn(); commands.entity(entity).despawn(); // double despawn shouldn't panic } command_queue.apply(&mut world); let results2 = world .query::<(&W, &W)>() .iter(&world) .map(|(a, b)| (a.0, b.0)) .collect::>(); assert_eq!(results2, vec![]); // test adding simple (FnOnce) commands { let mut commands = Commands::new(&mut command_queue, &world); // set up a simple command using a closure that adds one additional entity commands.add(|world: &mut World| { world.spawn((W(42u32), W(0u64))); }); // set up a simple command using a function that adds one additional entity commands.add(simple_command); } command_queue.apply(&mut world); let results3 = world .query::<(&W, &W)>() .iter(&world) .map(|(a, b)| (a.0, b.0)) .collect::>(); assert_eq!(results3, vec![(42u32, 0u64), (0u32, 42u64)]); } #[test] fn remove_components() { let mut world = World::default(); let mut command_queue = CommandQueue::default(); let (dense_dropck, dense_is_dropped) = DropCk::new_pair(); let (sparse_dropck, sparse_is_dropped) = DropCk::new_pair(); let sparse_dropck = SparseDropCk(sparse_dropck); let entity = Commands::new(&mut command_queue, &world) .spawn((W(1u32), W(2u64), dense_dropck, sparse_dropck)) .id(); command_queue.apply(&mut world); let results_before = world .query::<(&W, &W)>() .iter(&world) .map(|(a, b)| (a.0, b.0)) .collect::>(); assert_eq!(results_before, vec![(1u32, 2u64)]); // test component removal Commands::new(&mut command_queue, &world) .entity(entity) .remove::>() .remove::<(W, W, SparseDropCk, DropCk)>(); assert_eq!(dense_is_dropped.load(Ordering::Relaxed), 0); assert_eq!(sparse_is_dropped.load(Ordering::Relaxed), 0); command_queue.apply(&mut world); assert_eq!(dense_is_dropped.load(Ordering::Relaxed), 1); assert_eq!(sparse_is_dropped.load(Ordering::Relaxed), 1); let results_after = world .query::<(&W, &W)>() .iter(&world) .map(|(a, b)| (a.0, b.0)) .collect::>(); assert_eq!(results_after, vec![]); let results_after_u64 = world .query::<&W>() .iter(&world) .map(|v| v.0) .collect::>(); assert_eq!(results_after_u64, vec![]); } #[test] fn remove_resources() { let mut world = World::default(); let mut queue = CommandQueue::default(); { let mut commands = Commands::new(&mut queue, &world); commands.insert_resource(W(123i32)); commands.insert_resource(W(456.0f64)); } queue.apply(&mut world); assert!(world.contains_resource::>()); assert!(world.contains_resource::>()); { let mut commands = Commands::new(&mut queue, &world); // test resource removal commands.remove_resource::>(); } queue.apply(&mut world); assert!(!world.contains_resource::>()); assert!(world.contains_resource::>()); } }