bevy/crates/bevy_ecs/src/system/commands/mod.rs
Daniel McNab 7b2cf98896 Make RenderStage::Extract run on the render world (#4402)
# Objective

- Currently, the `Extract` `RenderStage` is executed on the main world, with the render world available as a resource.
- However, when needing access to resources in the render world (e.g. to mutate them), the only way to do so was to get exclusive access to the whole `RenderWorld` resource.
- This meant that effectively only one extract which wrote to resources could run at a time.
- We didn't previously make `Extract`ing writing to the world a non-happy path, even though we want to discourage that.

## Solution

- Move the extract stage to run on the render world.
- Add the main world as a `MainWorld` resource.
- Add an `Extract` `SystemParam` as a convenience to access a (read only) `SystemParam` in the main world during `Extract`.

## Future work

It should be possible to avoid needing to use `get_or_spawn` for the render commands, since now the `Commands`' `Entities` matches up with the world being executed on.
We need to determine how this interacts with https://github.com/bevyengine/bevy/pull/3519
It's theoretically possible to remove the need for the `value` method on `Extract`. However, that requires slightly changing the `SystemParam` interface, which would make it more complicated. That would probably mess up the `SystemState` api too.

## Todo
I still need to add doc comments to `Extract`.

---

## Changelog

### Changed
- The `Extract` `RenderStage` now runs on the render world (instead of the main world as before).
   You must use the `Extract` `SystemParam` to access the main world during the extract phase.
   Resources on the render world can now be accessed using `ResMut` during extract.

### Removed
- `Commands::spawn_and_forget`. Use `Commands::get_or_spawn(e).insert_bundle(bundle)` instead

## Migration Guide

The `Extract` `RenderStage` now runs on the render world (instead of the main world as before).
You must use the `Extract` `SystemParam` to access the main world during the extract phase. `Extract` takes a single type parameter, which is any system parameter (such as `Res`, `Query` etc.). It will extract this from the main world, and returns the result of this extraction when `value` is called on it.

For example, if previously your extract system looked like:
```rust
fn extract_clouds(mut commands: Commands, clouds: Query<Entity, With<Cloud>>) {
    for cloud in clouds.iter() {
        commands.get_or_spawn(cloud).insert(Cloud);
    }
}
```
the new version would be:
```rust
fn extract_clouds(mut commands: Commands, mut clouds: Extract<Query<Entity, With<Cloud>>>) {
    for cloud in clouds.value().iter() {
        commands.get_or_spawn(cloud).insert(Cloud);
    }
}
```
The diff is:
```diff
--- a/src/clouds.rs
+++ b/src/clouds.rs
@@ -1,5 +1,5 @@
-fn extract_clouds(mut commands: Commands, clouds: Query<Entity, With<Cloud>>) {
-    for cloud in clouds.iter() {
+fn extract_clouds(mut commands: Commands, mut clouds: Extract<Query<Entity, With<Cloud>>>) {
+    for cloud in clouds.value().iter() {
         commands.get_or_spawn(cloud).insert(Cloud);
     }
 }
```
You can now also access resources from the render world using the normal system parameters during `Extract`:
```rust
fn extract_assets(mut render_assets: ResMut<MyAssets>, source_assets: Extract<Res<MyAssets>>) {
     *render_assets = source_assets.clone();
}
```
Please note that all existing extract systems need to be updated to match this new style; even if they currently compile they will not run as expected. A warning will be emitted on a best-effort basis if this is not met.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-07-08 23:56:33 +00:00

994 lines
29 KiB
Rust

mod command_queue;
mod parallel_scope;
use crate::{
bundle::Bundle,
component::Component,
entity::{Entities, Entity},
world::{FromWorld, World},
};
use bevy_utils::tracing::{error, info, warn};
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(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 + Sync + 'static {
fn write(self, world: &mut World);
}
/// A queue of [commands](Command) that get executed at the end of the stage of the system that called them.
///
/// Commands are executed one at a time in an exclusive fashion.
///
/// 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) {
/// // ...
/// }
/// ```
///
/// Each command is implemented as a separate method.
/// Check the [`Command`] trait for a list of available commands (or implement your own!).
pub struct Commands<'w, 's> {
queue: &'s mut CommandQueue,
entities: &'w Entities,
}
impl<'w, 's> Commands<'w, 's> {
/// Create a new `Commands` from a queue and a world.
pub fn new(queue: &'s mut CommandQueue, world: &'w World) -> Self {
Self {
queue,
entities: world.entities(),
}
}
/// Create a new `Commands` from a queue and an [`Entities`] reference.
pub fn new_from_entities(queue: &'s mut CommandQueue, entities: &'w Entities) -> Self {
Self { queue, entities }
}
/// Creates a new empty [`Entity`] and returns an [`EntityCommands`] builder for it.
///
/// To directly spawn an entity with a [`Bundle`] included, you can use
/// [`spawn_bundle`](Self::spawn_bundle) instead of `.spawn().insert_bundle()`.
///
/// See [`World::spawn`] 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().id();
///
/// // Create another empty entity, then add some component to it
/// commands.spawn()
/// // adds a new component bundle to the entity
/// .insert_bundle((Strength(1), Agility(2)))
/// // adds a single component to the entity
/// .insert(Label("hello world"));
/// }
/// # bevy_ecs::system::assert_is_system(example_system);
/// ```
pub fn spawn<'a>(&'a mut self) -> EntityCommands<'w, 's, 'a> {
let entity = self.entities.reserve_entity();
EntityCommands {
entity,
commands: self,
}
}
/// Returns an [`EntityCommands`] for the given `entity` (if it exists) or spawns one if it
/// doesn't exist. This will return [`None`] if the `entity` exists with a different generation.
///
/// # 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,
}
}
/// Creates a new entity with the components contained in `bundle`.
///
/// This returns an [`EntityCommands`] builder, which enables inserting more components and
/// bundles using a "builder pattern".
///
/// Note that `bundle` is a [`Bundle`], which is a collection of components. [`Bundle`] is
/// automatically implemented for tuples of components. You can also create your own bundle
/// types by deriving [`derive@Bundle`].
///
/// # 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 component bundle.
/// commands.spawn_bundle(ExampleBundle {
/// a: Component1,
/// b: Component2,
/// });
///
/// commands
/// // Create a new entity with two components using a "tuple bundle".
/// .spawn_bundle((Component1, Component2))
/// // spawn_bundle returns a builder, so you can insert more bundles like this:
/// .insert_bundle((Strength(1), Agility(2)))
/// // or insert single components like this:
/// .insert(Label("hello world"));
/// }
/// # bevy_ecs::system::assert_is_system(example_system);
/// ```
pub fn spawn_bundle<'a, T: Bundle>(&'a mut self, bundle: T) -> EntityCommands<'w, 's, 'a> {
let mut e = self.spawn();
e.insert_bundle(bundle);
e
}
/// Returns an [`EntityCommands`] builder for the requested [`Entity`].
///
/// # 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().id();
///
/// commands.entity(entity)
/// // adds a new component bundle to the entity
/// .insert_bundle((Strength(1), Agility(2)))
/// // adds a single component to the entity
/// .insert(Label("hello world"));
/// }
/// # bevy_ecs::system::assert_is_system(example_system);
/// ```
#[track_caller]
pub fn entity<'a>(&'a mut self, entity: Entity) -> EntityCommands<'w, 's, 'a> {
assert!(
self.entities.contains(entity),
"Attempting to create an EntityCommands for entity {:?}, which doesn't exist.",
entity
);
EntityCommands {
entity,
commands: self,
}
}
/// Spawns entities to the [`World`] according to the given iterator (or a type that can
/// be converted to it).
///
/// The end result of this command is equivalent to iterating `bundles_iter` and calling
/// [`spawn`](Self::spawn) on each bundle, but it is more performant 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);
/// ```
pub fn spawn_batch<I>(&mut self, bundles_iter: I)
where
I: IntoIterator + Send + Sync + 'static,
I::Item: Bundle,
{
self.queue.push(SpawnBatch { bundles_iter });
}
/// For a given batch of ([Entity], [Bundle]) pairs, either spawns each [Entity] with the given
/// bundle (if the entity does not exist), or inserts the [Bundle] (if the entity already exists).
///
/// This is faster than doing equivalent operations one-by-one.
///
/// # 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<I, B>(&mut self, bundles_iter: I)
where
I: IntoIterator + Send + Sync + 'static,
I::IntoIter: Iterator<Item = (Entity, B)>,
B: Bundle,
{
self.queue.push(InsertOrSpawnBatch { bundles_iter });
}
/// Inserts a resource with standard starting values to the [`World`].
///
/// If the resource already exists, nothing happens.
///
/// The value given by the [`FromWorld::from_world`] method will be used.
/// Note that any resource with the `Default` trait automatically implements `FromWorld`,
/// and those default values will be here instead.
///
/// See [`World::init_resource`] for more details.
/// Note that commands do not take effect immediately.
/// When possible, prefer the equivalent methods on `App` or `World`.
///
/// # Example
///
/// ```
/// # use bevy_ecs::prelude::*;
/// #
/// # #[derive(Default)]
/// # struct Scoreboard {
/// # current_score: u32,
/// # high_score: u32,
/// # }
/// #
/// # fn initialise_scoreboard(mut commands: Commands) {
/// commands.init_resource::<Scoreboard>();
/// # }
/// # bevy_ecs::system::assert_is_system(initialise_scoreboard);
/// ```
pub fn init_resource<R: Resource + FromWorld>(&mut self) {
self.queue.push(InitResource::<R> {
_phantom: PhantomData::<R>::default(),
});
}
/// Inserts a resource to the [`World`], overwriting any previous value of the same type.
///
/// See [`World::insert_resource`] for more details.
/// Note that commands do not take effect immediately.
/// When possible, prefer the equivalent methods on `App` or `World`.
///
/// # Example
///
/// ```
/// # use bevy_ecs::prelude::*;
/// #
/// # 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<R: Resource>(&mut self, resource: R) {
self.queue.push(InsertResource { resource });
}
/// Removes a resource from the [`World`].
///
/// See [`World::remove_resource`] for more details.
///
/// # Example
///
/// ```
/// # use bevy_ecs::prelude::*;
/// #
/// # struct Scoreboard {
/// # current_score: u32,
/// # high_score: u32,
/// # }
/// #
/// # fn system(mut commands: Commands) {
/// commands.remove_resource::<Scoreboard>();
/// # }
/// # bevy_ecs::system::assert_is_system(system);
/// ```
pub fn remove_resource<R: Resource>(&mut self) {
self.queue.push(RemoveResource::<R> {
phantom: PhantomData,
});
}
/// Adds a command directly 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(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<C: Command>(&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().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.
///
/// # Example
///
/// ```
/// # use bevy_ecs::prelude::*;
/// #
/// # 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,
/// # defense: Defense,
/// # }
/// #
/// fn add_combat_stats_system(mut commands: Commands, player: Res<PlayerEntity>) {
/// commands.entity(player.entity).insert_bundle(CombatBundle {
/// health: Health(100),
/// strength: Strength(40),
/// defense: Defense(20),
/// });
/// }
/// # bevy_ecs::system::assert_is_system(add_combat_stats_system);
/// ```
pub fn insert_bundle(&mut self, bundle: impl Bundle) -> &mut Self {
self.commands.add(InsertBundle {
entity: self.entity,
bundle,
});
self
}
/// Adds a single [`Component`] to the entity.
///
/// # Example
///
/// `Self::insert` can be chained with [`Commands::spawn`].
///
/// ```
/// # use bevy_ecs::prelude::*;
/// #
/// # #[derive(Component)]
/// # struct Component1;
/// # #[derive(Component)]
/// # struct Component2;
/// #
/// fn example_system(mut commands: Commands) {
/// // Create a new entity with `Component1` and `Component2`
/// commands.spawn()
/// .insert(Component1)
/// .insert(Component2);
///
/// // The following statements are equivalent to above one.
/// commands.spawn().insert_bundle((Component1, Component2));
/// commands.spawn_bundle((Component1, Component2));
/// }
/// # bevy_ecs::system::assert_is_system(example_system);
/// ```
pub fn insert(&mut self, component: impl Component) -> &mut Self {
self.commands.add(Insert {
entity: self.entity,
component,
});
self
}
/// Removes a [`Bundle`] of components from the entity.
///
/// See [`EntityMut::remove_bundle`](crate::world::EntityMut::remove_bundle) for more
/// details.
///
/// # Example
///
/// ```
/// # use bevy_ecs::prelude::*;
/// #
/// # struct PlayerEntity { entity: Entity }
/// #
/// # #[derive(Component)]
/// struct Dummy;
/// # #[derive(Bundle)]
/// # struct CombatBundle { a: Dummy }; // dummy field, unit bundles are not permitted.
/// #
/// fn remove_combat_stats_system(mut commands: Commands, player: Res<PlayerEntity>) {
/// commands.entity(player.entity).remove_bundle::<CombatBundle>();
/// }
/// # bevy_ecs::system::assert_is_system(remove_combat_stats_system);
/// ```
pub fn remove_bundle<T>(&mut self) -> &mut Self
where
T: Bundle,
{
self.commands.add(RemoveBundle::<T> {
entity: self.entity,
phantom: PhantomData,
});
self
}
/// Removes a single component from the entity.
///
/// See [`EntityMut::remove`](crate::world::EntityMut::remove) for more details.
///
/// # Example
///
/// ```
/// # use bevy_ecs::prelude::*;
/// #
/// # struct TargetEnemy { entity: Entity }
/// # #[derive(Component)]
/// # struct Enemy;
/// #
/// fn convert_enemy_system(mut commands: Commands, enemy: Res<TargetEnemy>) {
/// commands.entity(enemy.entity).remove::<Enemy>();
/// }
/// # bevy_ecs::system::assert_is_system(convert_enemy_system);
/// ```
pub fn remove<T>(&mut self) -> &mut Self
where
T: Component,
{
self.commands.add(Remove::<T> {
entity: self.entity,
phantom: PhantomData,
});
self
}
/// Despawns the entity.
///
/// See [`World::despawn`] for more details.
///
/// # Example
///
/// ```
/// # use bevy_ecs::prelude::*;
/// #
/// # struct CharacterToRemove { entity: Entity }
/// #
/// fn remove_character_system(
/// mut commands: Commands,
/// character_to_remove: Res<CharacterToRemove>
/// )
/// {
/// 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.
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<F> Command for F
where
F: FnOnce(&mut World) + Send + Sync + 'static,
{
fn write(self, world: &mut World) {
self(world);
}
}
#[derive(Debug)]
pub struct Spawn<T> {
pub bundle: T,
}
impl<T> Command for Spawn<T>
where
T: Bundle,
{
fn write(self, world: &mut World) {
world.spawn().insert_bundle(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<I>
where
I: IntoIterator,
I::Item: Bundle,
{
pub bundles_iter: I,
}
impl<I> Command for SpawnBatch<I>
where
I: IntoIterator + Send + Sync + 'static,
I::Item: Bundle,
{
fn write(self, world: &mut World) {
world.spawn_batch(self.bundles_iter);
}
}
pub struct InsertOrSpawnBatch<I, B>
where
I: IntoIterator + Send + Sync + 'static,
B: Bundle,
I::IntoIter: Iterator<Item = (Entity, B)>,
{
pub bundles_iter: I,
}
impl<I, B> Command for InsertOrSpawnBatch<I, B>
where
I: IntoIterator + Send + Sync + 'static,
B: Bundle,
I::IntoIter: Iterator<Item = (Entity, B)>,
{
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::<B>(),
invalid_entities
);
}
}
}
#[derive(Debug)]
pub struct Despawn {
pub entity: Entity,
}
impl Command for Despawn {
fn write(self, world: &mut World) {
if !world.despawn(self.entity) {
warn!("error[B0003]: Could not despawn entity {:?} because it doesn't exist in this World.", self.entity);
}
}
}
pub struct InsertBundle<T> {
pub entity: Entity,
pub bundle: T,
}
impl<T> Command for InsertBundle<T>
where
T: Bundle + 'static,
{
fn write(self, world: &mut World) {
if let Some(mut entity) = world.get_entity_mut(self.entity) {
entity.insert_bundle(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::<T>(), self.entity);
}
}
}
#[derive(Debug)]
pub struct Insert<T> {
pub entity: Entity,
pub component: T,
}
impl<T> Command for Insert<T>
where
T: Component,
{
fn write(self, world: &mut World) {
if let Some(mut entity) = world.get_entity_mut(self.entity) {
entity.insert(self.component);
} else {
panic!("error[B0003]: Could not add a component (of type `{}`) to entity {:?} because it doesn't exist in this World.", std::any::type_name::<T>(), self.entity);
}
}
}
#[derive(Debug)]
pub struct Remove<T> {
pub entity: Entity,
pub phantom: PhantomData<T>,
}
impl<T> Command for Remove<T>
where
T: Component,
{
fn write(self, world: &mut World) {
if let Some(mut entity_mut) = world.get_entity_mut(self.entity) {
entity_mut.remove::<T>();
}
}
}
#[derive(Debug)]
pub struct RemoveBundle<T> {
pub entity: Entity,
pub phantom: PhantomData<T>,
}
impl<T> Command for RemoveBundle<T>
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_bundle_intersection::<T>();
}
}
}
pub struct InitResource<R: Resource + FromWorld> {
_phantom: PhantomData<R>,
}
impl<R: Resource + FromWorld> Command for InitResource<R> {
fn write(self, world: &mut World) {
world.init_resource::<R>();
}
}
pub struct InsertResource<R: Resource> {
pub resource: R,
}
impl<R: Resource> Command for InsertResource<R> {
fn write(self, world: &mut World) {
world.insert_resource(self.resource);
}
}
pub struct RemoveResource<R: Resource> {
pub phantom: PhantomData<R>,
}
impl<R: Resource> Command for RemoveResource<R> {
fn write(self, world: &mut World) {
world.remove_resource::<R>();
}
}
/// [`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},
world::World,
};
use std::sync::{
atomic::{AtomicUsize, Ordering},
Arc,
};
#[derive(Component)]
#[component(storage = "SparseSet")]
struct SparseDropCk(DropCk);
#[derive(Component)]
struct DropCk(Arc<AtomicUsize>);
impl DropCk {
fn new_pair() -> (Self, Arc<AtomicUsize>) {
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)]
struct W<T>(T);
fn simple_command(world: &mut World) {
world.spawn().insert_bundle((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_bundle((W(1u32), W(2u64)))
.id();
command_queue.apply(&mut world);
assert!(world.entities().len() == 1);
let results = world
.query::<(&W<u32>, &W<u64>)>()
.iter(&world)
.map(|(a, b)| (a.0, b.0))
.collect::<Vec<_>>();
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<u32>, &W<u64>)>()
.iter(&world)
.map(|(a, b)| (a.0, b.0))
.collect::<Vec<_>>();
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().insert_bundle((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<u32>, &W<u64>)>()
.iter(&world)
.map(|(a, b)| (a.0, b.0))
.collect::<Vec<_>>();
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()
.insert_bundle((W(1u32), W(2u64), dense_dropck, sparse_dropck))
.id();
command_queue.apply(&mut world);
let results_before = world
.query::<(&W<u32>, &W<u64>)>()
.iter(&world)
.map(|(a, b)| (a.0, b.0))
.collect::<Vec<_>>();
assert_eq!(results_before, vec![(1u32, 2u64)]);
// test component removal
Commands::new(&mut command_queue, &world)
.entity(entity)
.remove::<W<u32>>()
.remove_bundle::<(W<u32>, W<u64>, 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<u32>, &W<u64>)>()
.iter(&world)
.map(|(a, b)| (a.0, b.0))
.collect::<Vec<_>>();
assert_eq!(results_after, vec![]);
let results_after_u64 = world
.query::<&W<u64>>()
.iter(&world)
.map(|v| v.0)
.collect::<Vec<_>>();
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(123);
commands.insert_resource(456.0);
}
queue.apply(&mut world);
assert!(world.contains_resource::<i32>());
assert!(world.contains_resource::<f64>());
{
let mut commands = Commands::new(&mut queue, &world);
// test resource removal
commands.remove_resource::<i32>();
}
queue.apply(&mut world);
assert!(!world.contains_resource::<i32>());
assert!(world.contains_resource::<f64>());
}
}