bevy/crates/bevy_scene/src/scene_spawner.rs
daxpedda 9249856da3
Implement Std traits for SceneInstanceReady (#11003)
# Objective

Being able to do:
```rust
ev_scene_ready.read().next().unwrap();
```
Which currently isn't possible because `SceneInstanceReady` doesn't
implement `Debug`.

## Solution

Implement `Debug` for `SceneInstanceReady`.

---

## Changelog

### Added
- Implement Std traits for `SceneInstanceReady`.
2023-12-17 15:39:13 +00:00

436 lines
16 KiB
Rust

use crate::{DynamicScene, Scene};
use bevy_asset::{AssetEvent, AssetId, Assets, Handle};
use bevy_ecs::{
entity::Entity,
event::{Event, Events, ManualEventReader},
reflect::AppTypeRegistry,
system::{Command, Resource},
world::{Mut, World},
};
use bevy_hierarchy::{AddChild, Parent};
use bevy_utils::{tracing::error, EntityHashMap, HashMap, HashSet};
use thiserror::Error;
use uuid::Uuid;
/// Emitted when [`crate::SceneInstance`] becomes ready to use.
///
/// See also [`SceneSpawner::instance_is_ready`].
#[derive(Clone, Copy, Debug, Eq, PartialEq, Event)]
pub struct SceneInstanceReady {
/// Entity to which the scene was spawned as a child.
pub parent: Entity,
}
/// Information about a scene instance.
#[derive(Debug)]
pub struct InstanceInfo {
/// Mapping of entities from the scene world to the instance world.
pub entity_map: EntityHashMap<Entity, Entity>,
}
/// Unique id identifying a scene instance.
#[derive(Copy, Clone, Debug, Eq, PartialEq, Hash)]
pub struct InstanceId(Uuid);
impl InstanceId {
fn new() -> Self {
InstanceId(Uuid::new_v4())
}
}
/// Handles spawning and despawning scenes in the world, either synchronously or batched through the [`scene_spawner_system`].
///
/// Synchronous methods: (Scene operations will take effect immediately)
/// - [`spawn_dynamic_sync`](Self::spawn_dynamic_sync)
/// - [`spawn_sync`](Self::spawn_sync)
/// - [`despawn_sync`](Self::despawn_sync)
/// - [`despawn_instance_sync`](Self::despawn_instance_sync)
/// - [`update_spawned_scenes`](Self::update_spawned_scenes)
/// - [`spawn_queued_scenes`](Self::spawn_queued_scenes)
/// - [`despawn_queued_scenes`](Self::despawn_queued_scenes)
/// - [`despawn_queued_instances`](Self::despawn_queued_instances)
///
/// Deferred methods: (Scene operations will be processed when the [`scene_spawner_system`] is run)
/// - [`spawn_dynamic`](Self::spawn_dynamic)
/// - [`spawn_dynamic_as_child`](Self::spawn_dynamic_as_child)
/// - [`spawn`](Self::spawn)
/// - [`spawn_as_child`](Self::spawn_as_child)
/// - [`despawn`](Self::despawn)
/// - [`despawn_instance`](Self::despawn_instance)
#[derive(Default, Resource)]
pub struct SceneSpawner {
spawned_scenes: HashMap<AssetId<Scene>, Vec<InstanceId>>,
spawned_dynamic_scenes: HashMap<AssetId<DynamicScene>, Vec<InstanceId>>,
spawned_instances: HashMap<InstanceId, InstanceInfo>,
scene_asset_event_reader: ManualEventReader<AssetEvent<DynamicScene>>,
dynamic_scenes_to_spawn: Vec<(Handle<DynamicScene>, InstanceId)>,
scenes_to_spawn: Vec<(Handle<Scene>, InstanceId)>,
scenes_to_despawn: Vec<AssetId<DynamicScene>>,
instances_to_despawn: Vec<InstanceId>,
scenes_with_parent: Vec<(InstanceId, Entity)>,
}
/// Errors that can occur when spawning a scene.
#[derive(Error, Debug)]
pub enum SceneSpawnError {
/// Scene contains an unregistered component type.
#[error("scene contains the unregistered component `{type_path}`. consider adding `#[reflect(Component)]` to your type")]
UnregisteredComponent {
/// Type of the unregistered component.
type_path: String,
},
/// Scene contains an unregistered resource type.
#[error("scene contains the unregistered resource `{type_path}`. consider adding `#[reflect(Resource)]` to your type")]
UnregisteredResource {
/// Type of the unregistered resource.
type_path: String,
},
/// Scene contains an unregistered type.
#[error(
"scene contains the unregistered type `{std_type_name}`. \
consider reflecting it with `#[derive(Reflect)]` \
and registering the type using `app.register_type::<T>()`"
)]
UnregisteredType {
/// The [type name] for the unregistered type.
/// [type name]: std::any::type_name
std_type_name: String,
},
/// Scene contains an unregistered type which has a `TypePath`.
#[error(
"scene contains the reflected type `{type_path}` but it was not found in the type registry. \
consider registering the type using `app.register_type::<T>()``"
)]
UnregisteredButReflectedType {
/// The unregistered type.
type_path: String,
},
/// Scene contains a proxy without a represented type.
#[error("scene contains dynamic type `{type_path}` without a represented type. consider changing this using `set_represented_type`.")]
NoRepresentedType {
/// The dynamic instance type.
type_path: String,
},
/// Dynamic scene with the given id does not exist.
#[error("scene does not exist")]
NonExistentScene {
/// Id of the non-existent dynamic scene.
id: AssetId<DynamicScene>,
},
/// Scene with the given id does not exist.
#[error("scene does not exist")]
NonExistentRealScene {
/// Id of the non-existent scene.
id: AssetId<Scene>,
},
}
impl SceneSpawner {
/// Schedule the spawn of a new instance of the provided dynamic scene.
pub fn spawn_dynamic(&mut self, id: impl Into<Handle<DynamicScene>>) -> InstanceId {
let instance_id = InstanceId::new();
self.dynamic_scenes_to_spawn.push((id.into(), instance_id));
instance_id
}
/// Schedule the spawn of a new instance of the provided dynamic scene as a child of `parent`.
pub fn spawn_dynamic_as_child(
&mut self,
id: impl Into<Handle<DynamicScene>>,
parent: Entity,
) -> InstanceId {
let instance_id = InstanceId::new();
self.dynamic_scenes_to_spawn.push((id.into(), instance_id));
self.scenes_with_parent.push((instance_id, parent));
instance_id
}
/// Schedule the spawn of a new instance of the provided scene.
pub fn spawn(&mut self, id: impl Into<Handle<Scene>>) -> InstanceId {
let instance_id = InstanceId::new();
self.scenes_to_spawn.push((id.into(), instance_id));
instance_id
}
/// Schedule the spawn of a new instance of the provided scene as a child of `parent`.
pub fn spawn_as_child(&mut self, id: impl Into<Handle<Scene>>, parent: Entity) -> InstanceId {
let instance_id = InstanceId::new();
self.scenes_to_spawn.push((id.into(), instance_id));
self.scenes_with_parent.push((instance_id, parent));
instance_id
}
/// Schedule the despawn of all instances of the provided dynamic scene.
pub fn despawn(&mut self, id: impl Into<AssetId<DynamicScene>>) {
self.scenes_to_despawn.push(id.into());
}
/// Schedule the despawn of a scene instance, removing all its entities from the world.
pub fn despawn_instance(&mut self, instance_id: InstanceId) {
self.instances_to_despawn.push(instance_id);
}
/// Immediately despawns all instances of a dynamic scene.
pub fn despawn_sync(
&mut self,
world: &mut World,
id: impl Into<AssetId<DynamicScene>>,
) -> Result<(), SceneSpawnError> {
if let Some(instance_ids) = self.spawned_dynamic_scenes.remove(&id.into()) {
for instance_id in instance_ids {
self.despawn_instance_sync(world, &instance_id);
}
}
Ok(())
}
/// Immediately despawns a scene instance, removing all its entities from the world.
pub fn despawn_instance_sync(&mut self, world: &mut World, instance_id: &InstanceId) {
if let Some(instance) = self.spawned_instances.remove(instance_id) {
for &entity in instance.entity_map.values() {
let _ = world.despawn(entity);
}
}
}
/// Immediately spawns a new instance of the provided dynamic scene.
pub fn spawn_dynamic_sync(
&mut self,
world: &mut World,
id: impl Into<AssetId<DynamicScene>>,
) -> Result<(), SceneSpawnError> {
let mut entity_map = EntityHashMap::default();
let id = id.into();
Self::spawn_dynamic_internal(world, id, &mut entity_map)?;
let instance_id = InstanceId::new();
self.spawned_instances
.insert(instance_id, InstanceInfo { entity_map });
let spawned = self.spawned_dynamic_scenes.entry(id).or_default();
spawned.push(instance_id);
Ok(())
}
fn spawn_dynamic_internal(
world: &mut World,
id: AssetId<DynamicScene>,
entity_map: &mut EntityHashMap<Entity, Entity>,
) -> Result<(), SceneSpawnError> {
world.resource_scope(|world, scenes: Mut<Assets<DynamicScene>>| {
let scene = scenes
.get(id)
.ok_or(SceneSpawnError::NonExistentScene { id })?;
scene.write_to_world(world, entity_map)
})
}
/// Immediately spawns a new instance of the provided scene.
pub fn spawn_sync(
&mut self,
world: &mut World,
id: AssetId<Scene>,
) -> Result<InstanceId, SceneSpawnError> {
self.spawn_sync_internal(world, id, InstanceId::new())
}
fn spawn_sync_internal(
&mut self,
world: &mut World,
id: AssetId<Scene>,
instance_id: InstanceId,
) -> Result<InstanceId, SceneSpawnError> {
world.resource_scope(|world, scenes: Mut<Assets<Scene>>| {
let scene = scenes
.get(id)
.ok_or(SceneSpawnError::NonExistentRealScene { id })?;
let instance_info =
scene.write_to_world_with(world, &world.resource::<AppTypeRegistry>().clone())?;
self.spawned_instances.insert(instance_id, instance_info);
let spawned = self.spawned_scenes.entry(id).or_default();
spawned.push(instance_id);
Ok(instance_id)
})
}
/// Iterate through all instances of the provided scenes and update those immediately.
///
/// Useful for updating already spawned scene instances after their corresponding scene has been modified.
pub fn update_spawned_scenes(
&mut self,
world: &mut World,
scene_ids: &[AssetId<DynamicScene>],
) -> Result<(), SceneSpawnError> {
for id in scene_ids {
if let Some(spawned_instances) = self.spawned_dynamic_scenes.get(id) {
for instance_id in spawned_instances {
if let Some(instance_info) = self.spawned_instances.get_mut(instance_id) {
Self::spawn_dynamic_internal(world, *id, &mut instance_info.entity_map)?;
}
}
}
}
Ok(())
}
/// Immediately despawns all scenes scheduled for despawn by despawning their instances.
pub fn despawn_queued_scenes(&mut self, world: &mut World) -> Result<(), SceneSpawnError> {
let scenes_to_despawn = std::mem::take(&mut self.scenes_to_despawn);
for scene_handle in scenes_to_despawn {
self.despawn_sync(world, scene_handle)?;
}
Ok(())
}
/// Immediately despawns all scene instances scheduled for despawn.
pub fn despawn_queued_instances(&mut self, world: &mut World) {
let instances_to_despawn = std::mem::take(&mut self.instances_to_despawn);
for instance_id in instances_to_despawn {
self.despawn_instance_sync(world, &instance_id);
}
}
/// Immediately spawns all scenes scheduled for spawn.
pub fn spawn_queued_scenes(&mut self, world: &mut World) -> Result<(), SceneSpawnError> {
let scenes_to_spawn = std::mem::take(&mut self.dynamic_scenes_to_spawn);
for (handle, instance_id) in scenes_to_spawn {
let mut entity_map = EntityHashMap::default();
match Self::spawn_dynamic_internal(world, handle.id(), &mut entity_map) {
Ok(_) => {
self.spawned_instances
.insert(instance_id, InstanceInfo { entity_map });
let spawned = self
.spawned_dynamic_scenes
.entry(handle.id())
.or_insert_with(Vec::new);
spawned.push(instance_id);
}
Err(SceneSpawnError::NonExistentScene { .. }) => {
self.dynamic_scenes_to_spawn.push((handle, instance_id));
}
Err(err) => return Err(err),
}
}
let scenes_to_spawn = std::mem::take(&mut self.scenes_to_spawn);
for (scene_handle, instance_id) in scenes_to_spawn {
match self.spawn_sync_internal(world, scene_handle.id(), instance_id) {
Ok(_) => {}
Err(SceneSpawnError::NonExistentRealScene { .. }) => {
self.scenes_to_spawn.push((scene_handle, instance_id));
}
Err(err) => return Err(err),
}
}
Ok(())
}
pub(crate) fn set_scene_instance_parent_sync(&mut self, world: &mut World) {
let scenes_with_parent = std::mem::take(&mut self.scenes_with_parent);
for (instance_id, parent) in scenes_with_parent {
if let Some(instance) = self.spawned_instances.get(&instance_id) {
for &entity in instance.entity_map.values() {
// Add the `Parent` component to the scene root, and update the `Children` component of
// the scene parent
if !world
.get_entity(entity)
// This will filter only the scene root entity, as all other from the
// scene have a parent
.map(|entity| entity.contains::<Parent>())
// Default is true so that it won't run on an entity that wouldn't exist anymore
// this case shouldn't happen anyway
.unwrap_or(true)
{
AddChild {
parent,
child: entity,
}
.apply(world);
world.send_event(SceneInstanceReady { parent });
}
}
} else {
self.scenes_with_parent.push((instance_id, parent));
}
}
}
/// Check that an scene instance spawned previously is ready to use
pub fn instance_is_ready(&self, instance_id: InstanceId) -> bool {
self.spawned_instances.contains_key(&instance_id)
}
/// Get an iterator over the entities in an instance, once it's spawned.
///
/// Before the scene is spawned, the iterator will be empty. Use [`Self::instance_is_ready`]
/// to check if the instance is ready.
pub fn iter_instance_entities(
&'_ self,
instance_id: InstanceId,
) -> impl Iterator<Item = Entity> + '_ {
self.spawned_instances
.get(&instance_id)
.map(|instance| instance.entity_map.values())
.into_iter()
.flatten()
.copied()
}
}
/// System that handles scheduled scene instance spawning and despawning through a [`SceneSpawner`].
pub fn scene_spawner_system(world: &mut World) {
world.resource_scope(|world, mut scene_spawner: Mut<SceneSpawner>| {
// remove any loading instances where parent is deleted
let mut dead_instances = HashSet::default();
scene_spawner
.scenes_with_parent
.retain(|(instance, parent)| {
let retain = world.get_entity(*parent).is_some();
if !retain {
dead_instances.insert(*instance);
}
retain
});
scene_spawner
.dynamic_scenes_to_spawn
.retain(|(_, instance)| !dead_instances.contains(instance));
scene_spawner
.scenes_to_spawn
.retain(|(_, instance)| !dead_instances.contains(instance));
let scene_asset_events = world.resource::<Events<AssetEvent<DynamicScene>>>();
let mut updated_spawned_scenes = Vec::new();
let scene_spawner = &mut *scene_spawner;
for event in scene_spawner
.scene_asset_event_reader
.read(scene_asset_events)
{
if let AssetEvent::Modified { id } = event {
if scene_spawner.spawned_dynamic_scenes.contains_key(id) {
updated_spawned_scenes.push(*id);
}
}
}
scene_spawner.despawn_queued_scenes(world).unwrap();
scene_spawner.despawn_queued_instances(world);
scene_spawner
.spawn_queued_scenes(world)
.unwrap_or_else(|err| panic!("{}", err));
scene_spawner
.update_spawned_scenes(world, &updated_spawned_scenes)
.unwrap();
scene_spawner.set_scene_instance_parent_sync(world);
});
}