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a35811d088
# 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>
198 lines
7 KiB
Rust
198 lines
7 KiB
Rust
//! This example demonstrates immutable components.
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use bevy::{
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ecs::{
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component::{ComponentDescriptor, ComponentId, StorageType},
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world::DeferredWorld,
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},
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prelude::*,
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ptr::OwningPtr,
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utils::HashMap,
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};
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use core::alloc::Layout;
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/// This component is mutable, the default case. This is indicated by components
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/// implementing [`Component`] where [`Component::Mutability`] is [`Mutable`](bevy::ecs::component::Mutable).
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#[derive(Component)]
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pub struct MyMutableComponent(bool);
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/// This component is immutable. Once inserted into the ECS, it can only be viewed,
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/// or removed. Replacement is also permitted, as this is equivalent to removal
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/// and insertion.
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///
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/// Adding the `#[component(immutable)]` attribute prevents the implementation of [`Component<Mutability = Mutable>`]
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/// in the derive macro.
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#[derive(Component)]
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#[component(immutable)]
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pub struct MyImmutableComponent(bool);
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fn demo_1(world: &mut World) {
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// Immutable components can be inserted just like mutable components.
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let mut entity = world.spawn((MyMutableComponent(false), MyImmutableComponent(false)));
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// But where mutable components can be mutated...
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let mut my_mutable_component = entity.get_mut::<MyMutableComponent>().unwrap();
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my_mutable_component.0 = true;
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// ...immutable ones cannot. The below fails to compile as `MyImmutableComponent`
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// is declared as immutable.
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// let mut my_immutable_component = entity.get_mut::<MyImmutableComponent>().unwrap();
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// Instead, you could take or replace the immutable component to update its value.
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let mut my_immutable_component = entity.take::<MyImmutableComponent>().unwrap();
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my_immutable_component.0 = true;
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entity.insert(my_immutable_component);
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}
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/// This is an example of a component like [`Name`](bevy::prelude::Name), but immutable.
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#[derive(Clone, Copy, PartialEq, Eq, PartialOrd, Ord, Hash, Component, Reflect)]
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#[reflect(Hash, Component)]
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#[component(
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immutable,
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// Since this component is immutable, we can fully capture all mutations through
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// these component hooks. This allows for keeping other parts of the ECS synced
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// to a component's value at all times.
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on_insert = on_insert_name,
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on_replace = on_replace_name,
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)]
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pub struct Name(pub &'static str);
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/// This index allows for O(1) lookups of an [`Entity`] by its [`Name`].
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#[derive(Resource, Default)]
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struct NameIndex {
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name_to_entity: HashMap<Name, Entity>,
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}
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impl NameIndex {
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fn get_entity(&self, name: &'static str) -> Option<Entity> {
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self.name_to_entity.get(&Name(name)).copied()
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}
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}
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/// When a [`Name`] is inserted, we will add it to our [`NameIndex`].
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///
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/// Since all mutations to [`Name`] are captured by hooks, we know it is not currently
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/// inserted in the index, and its value will not change without triggering a hook.
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fn on_insert_name(mut world: DeferredWorld<'_>, entity: Entity, _component: ComponentId) {
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let Some(&name) = world.entity(entity).get::<Name>() else {
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unreachable!("OnInsert hook guarantees `Name` is available on entity")
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};
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let Some(mut index) = world.get_resource_mut::<NameIndex>() else {
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return;
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};
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index.name_to_entity.insert(name, entity);
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}
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/// When a [`Name`] is removed or replaced, remove it from our [`NameIndex`].
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///
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/// Since all mutations to [`Name`] are captured by hooks, we know it is currently
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/// inserted in the index.
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fn on_replace_name(mut world: DeferredWorld<'_>, entity: Entity, _component: ComponentId) {
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let Some(&name) = world.entity(entity).get::<Name>() else {
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unreachable!("OnReplace hook guarantees `Name` is available on entity")
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};
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let Some(mut index) = world.get_resource_mut::<NameIndex>() else {
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return;
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};
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index.name_to_entity.remove(&name);
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}
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fn demo_2(world: &mut World) {
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// Setup our name index
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world.init_resource::<NameIndex>();
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// Spawn some entities!
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let alyssa = world.spawn(Name("Alyssa")).id();
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let javier = world.spawn(Name("Javier")).id();
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// Check our index
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let index = world.resource::<NameIndex>();
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assert_eq!(index.get_entity("Alyssa"), Some(alyssa));
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assert_eq!(index.get_entity("Javier"), Some(javier));
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// Changing the name of an entity is also fully capture by our index
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world.entity_mut(javier).insert(Name("Steven"));
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// Javier changed their name to Steven
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let steven = javier;
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// Check our index
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let index = world.resource::<NameIndex>();
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assert_eq!(index.get_entity("Javier"), None);
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assert_eq!(index.get_entity("Steven"), Some(steven));
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}
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/// This example demonstrates how to work with _dynamic_ immutable components.
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#[allow(unsafe_code)]
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fn demo_3(world: &mut World) {
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// This is a list of dynamic components we will create.
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// The first item is the name of the component, and the second is the size
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// in bytes.
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let my_dynamic_components = [("Foo", 1), ("Bar", 2), ("Baz", 4)];
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// This pipeline takes our component descriptions, registers them, and gets
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// their ComponentId's.
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let my_registered_components = my_dynamic_components
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.into_iter()
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.map(|(name, size)| {
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// SAFETY:
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// - No drop command is required
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// - The component will store [u8; size], which is Send + Sync
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let descriptor = unsafe {
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ComponentDescriptor::new_with_layout(
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name.to_string(),
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StorageType::Table,
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Layout::array::<u8>(size).unwrap(),
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None,
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false,
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)
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};
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(name, size, descriptor)
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})
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.map(|(name, size, descriptor)| {
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let component_id = world.register_component_with_descriptor(descriptor);
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(name, size, component_id)
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})
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.collect::<Vec<(&str, usize, ComponentId)>>();
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// Now that our components are registered, let's add them to an entity
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let mut entity = world.spawn_empty();
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for (_name, size, component_id) in &my_registered_components {
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// We're just storing some zeroes for the sake of demonstration.
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let data = core::iter::repeat_n(0, *size).collect::<Vec<u8>>();
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OwningPtr::make(data, |ptr| {
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// SAFETY:
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// - ComponentId has been taken from the same world
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// - Array is created to the layout specified in the world
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unsafe {
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entity.insert_by_id(*component_id, ptr);
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}
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});
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}
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for (_name, _size, component_id) in &my_registered_components {
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// With immutable components, we can read the values...
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assert!(entity.get_by_id(*component_id).is_ok());
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// ...but we cannot gain a mutable reference.
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assert!(entity.get_mut_by_id(*component_id).is_err());
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// Instead, you must either remove or replace the value.
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}
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}
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fn main() {
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App::new()
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.add_systems(Startup, demo_1)
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.add_systems(Startup, demo_2)
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.add_systems(Startup, demo_3)
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.run();
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}
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