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Improved Entity Mapping and Cloning #17687
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Wasm CI issues should be resolved once you upstream from |
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Mostly looked at the cloning changes here since this is the part I'm most familiar with.
Co-authored-by: eugineerd <70062110+eugineerd@users.noreply.github.com>
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Co-authored-by: eugineerd <70062110+eugineerd@users.noreply.github.com>
It looks like your PR is a breaking change, but you didn't provide a migration guide. Could you add some context on what users should update when this change get released in a new version of Bevy? |
The entity mapping changes will have implications for our networking ecosystem too. Hopefully positive! I've pulled in a few reviewers from there to get their opinions. |
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Alright, not as bad to review as I was worried about. I have a few cleanup nits, but the general strategy and motivation is sound, and I really like making the clone + despawn behavior a trait constant that we use for both behaviors.
Making sure that VisitEntities
mentions and explains this new behavior is the main thing I want to see improved before this is merged.
Removing Arcs in EntityCloner makes me particularly happy; I'm glad you found a way to do that. Eliminating global cloning config also seems reasonable; I agree with your argument that this decision is extremly contextual.
This easy path for entity mapping will further widen the gap between components and resources, but as laid out in #17485, I don't think further duplicating features like this is sustainable.
I like both of your follow-up suggestions, but unsuprisingly I'd prefer they be done in later PRs :)
/// This will also queue up clones of the relationship sources if the [`EntityCloner`](crate::entity::EntityCloner) is configured | ||
/// to spawn recursively. | ||
pub fn clone_relationship_target<T: RelationshipTarget>( | ||
_commands: &mut Commands, |
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I don't understand why _commands
exists here if this is unused.
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This function must follow the ComponentCloneFn signature.
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Fixes bevyengine#17535 Bevy's approach to handling "entity mapping" during spawning and cloning needs some work. The addition of [Relations](bevyengine#17398) both [introduced a new "duplicate entities" bug when spawning scenes in the scene system](bevyengine#17535) and made the weaknesses of the current mapping system exceedingly clear: 1. Entity mapping requires _a ton_ of boilerplate (implement or derive VisitEntities and VisitEntitesMut, then register / reflect MapEntities). Knowing the incantation is challenging and if you forget to do it in part or in whole, spawning subtly breaks. 2. Entity mapping a spawned component in scenes incurs unnecessary overhead: look up ReflectMapEntities, create a _brand new temporary instance_ of the component using FromReflect, map the entities in that instance, and then apply that on top of the actual component using reflection. We can do much better. Additionally, while our new [Entity cloning system](bevyengine#16132) is already pretty great, it has some areas we can make better: * It doesn't expose semantic info about the clone (ex: ignore or "clone empty"), meaning we can't key off of that in places where it would be useful, such as scene spawning. Rather than duplicating this info across contexts, I think it makes more sense to add that info to the clone system, especially given that we'd like to use cloning code in some of our spawning scenarios. * EntityCloner is currently built in a way that prioritizes a single entity clone * EntityCloner's recursive cloning is built to be done "inside out" in a parallel context (queue commands that each have a clone of EntityCloner). By making EntityCloner the orchestrator of the clone we can remove internal arcs, improve the clarity of the code, make EntityCloner mutable again, and simplify the builder code. * EntityCloner does not currently take into account entity mapping. This is necessary to do true "bullet proof" cloning, would allow us to unify the per-component scene spawning and cloning UX, and ultimately would allow us to use EntityCloner in place of raw reflection for scenes like `Scene(World)` (which would give us a nice performance boost: fewer archetype moves, less reflection overhead). ## Solution ### Improved Entity Mapping First, components now have first-class "entity visiting and mapping" behavior: ```rust #[derive(Component, Reflect)] #[reflect(Component)] struct Inventory { size: usize, #[entities] items: Vec<Entity>, } ``` Any field with the `#[entities]` annotation will be viewable and mappable when cloning and spawning scenes. Compare that to what was required before! ```rust #[derive(Component, Reflect, VisitEntities, VisitEntitiesMut)] #[reflect(Component, MapEntities)] struct Inventory { #[visit_entities(ignore)] size: usize, items: Vec<Entity>, } ``` Additionally, for relationships `#[entities]` is implied, meaning this "just works" in scenes and cloning: ```rust #[derive(Component, Reflect)] #[relationship(relationship_target = Children)] #[reflect(Component)] struct ChildOf(pub Entity); ``` Note that Component _does not_ implement `VisitEntities` directly. Instead, it has `Component::visit_entities` and `Component::visit_entities_mut` methods. This is for a few reasons: 1. We cannot implement `VisitEntities for C: Component` because that would conflict with our impl of VisitEntities for anything that implements `IntoIterator<Item=Entity>`. Preserving that impl is more important from a UX perspective. 2. We should not implement `Component: VisitEntities` VisitEntities in the Component derive, as that would increase the burden of manual Component trait implementors. 3. Making VisitEntitiesMut directly callable for components would make it easy to invalidate invariants defined by a component author. By putting it in the `Component` impl, we can make it harder to call naturally / unavailable to autocomplete using `fn visit_entities_mut(this: &mut Self, ...)`. `ReflectComponent::apply_or_insert` is now `ReflectComponent::apply_or_insert_mapped`. By moving mapping inside this impl, we remove the need to go through the reflection system to do entity mapping, meaning we no longer need to create a clone of the target component, map the entities in that component, and patch those values on top. This will make spawning mapped entities _much_ faster (The default `Component::visit_entities_mut` impl is an inlined empty function, so it will incur no overhead for unmapped entities). ### The Bug Fix To solve bevyengine#17535, spawning code now skips entities with the new `ComponentCloneBehavior::Ignore` and `ComponentCloneBehavior::RelationshipTarget` variants (note RelationshipTarget is a temporary "workaround" variant that allows scenes to skip these components. This is a temporary workaround that can be removed as these cases should _really_ be using EntityCloner logic, which should be done in a followup PR. When that is done, `ComponentCloneBehavior::RelationshipTarget` can be merged into the normal `ComponentCloneBehavior::Custom`). ### Improved Cloning * `Option<ComponentCloneHandler>` has been replaced by `ComponentCloneBehavior`, which encodes additional intent and context (ex: `Default`, `Ignore`, `Custom`, `RelationshipTarget` (this last one is temporary)). * Global per-world entity cloning configuration has been removed. This felt overly complicated, increased our API surface, and felt too generic. Each clone context can have different requirements (ex: what a user wants in a specific system, what a scene spawner wants, etc). I'd prefer to see how far context-specific EntityCloners get us first. * EntityCloner's internals have been reworked to remove Arcs and make it mutable. * EntityCloner is now directly stored on EntityClonerBuilder, simplifying the code somewhat * EntityCloner's "bundle scratch" pattern has been moved into the new BundleScratch type, improving its usability and making it usable in other contexts (such as future cross-world cloning code). Currently this is still private, but with some higher level safe APIs it could be used externally for making dynamic bundles * EntityCloner's recursive cloning behavior has been "externalized". It is now responsible for orchestrating recursive clones, meaning it no longer needs to be sharable/clone-able across threads / read-only. * EntityCloner now does entity mapping during clones, like scenes do. This gives behavior parity and also makes it more generically useful. * `RelatonshipTarget::RECURSIVE_SPAWN` is now `RelationshipTarget::LINKED_SPAWN`, and this field is used when cloning relationship targets to determine if cloning should happen recursively. The new `LINKED_SPAWN` term was picked to make it more generically applicable across spawning and cloning scenarios. ## Next Steps * I think we should adapt EntityCloner to support cross world cloning. I think this PR helps set the stage for that by making the internals slightly more generalized. We could have a CrossWorldEntityCloner that reuses a lot of this infrastructure. * Once we support cross world cloning, we should use EntityCloner to spawn `Scene(World)` scenes. This would yield significant performance benefits (no archetype moves, less reflection overhead). --------- Co-authored-by: eugineerd <70062110+eugineerd@users.noreply.github.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective There are currently too many disparate ways to handle entity mapping, especially after #17687. We now have MapEntities, VisitEntities, VisitEntitiesMut, Component::visit_entities, Component::visit_entities_mut. Our only known use case at the moment for these is entity mapping. This means we have significant consolidation potential. Additionally, VisitEntitiesMut cannot be implemented for map-style collections like HashSets, as you cant "just" mutate a `&mut Entity`. Our current approach to Component mapping requires VisitEntitiesMut, meaning this category of entity collection isn't mappable. `MapEntities` is more generally applicable. Additionally, the _existence_ of the blanket From impl on VisitEntitiesMut blocks us from implementing MapEntities for HashSets (or any types we don't own), because the owner could always add a conflicting impl in the future. ## Solution Use `MapEntities` everywhere and remove all "visit entities" usages. * Add `Component::map_entities` * Remove `Component::visit_entities`, `Component::visit_entities_mut`, `VisitEntities`, and `VisitEntitiesMut` * Support deriving `Component::map_entities` in `#[derive(Coomponent)]` * Add `#[derive(MapEntities)]`, and share logic with the `Component::map_entities` derive. * Add `ComponentCloneCtx::queue_deferred`, which is command-like logic that runs immediately after normal clones. Reframe `FromWorld` fallback logic in the "reflect clone" impl to use it. This cuts out a lot of unnecessary work and I think justifies the existence of a pseudo-command interface (given how niche, yet performance sensitive this is). Note that we no longer auto-impl entity mapping for ` IntoIterator<Item = &'a Entity>` types, as this would block our ability to implement cases like `HashMap`. This means the onus is on us (or type authors) to add explicit support for types that should be mappable. Also note that the Component-related changes do not require a migration guide as there hasn't been a release with them yet. ## Migration Guide If you were previously implementing `VisitEntities` or `VisitEntitiesMut` (likely via a derive), instead use `MapEntities`. Those were almost certainly used in the context of Bevy Scenes or reflection via `ReflectMapEntities`. If you have a case that uses `VisitEntities` or `VisitEntitiesMut` directly, where `MapEntities` is not a viable replacement, please let us know! ```rust // before #[derive(VisitEntities, VisitEntitiesMut)] struct Inventory { items: Vec<Entity>, #[visit_entities(ignore)] label: String, } // after #[derive(MapEntities)] struct Inventory { #[entities] items: Vec<Entity>, label: String, } ```
Fixes #17535
Bevy's approach to handling "entity mapping" during spawning and cloning needs some work. The addition of Relations both introduced a new "duplicate entities" bug when spawning scenes in the scene system and made the weaknesses of the current mapping system exceedingly clear:
Additionally, while our new Entity cloning system is already pretty great, it has some areas we can make better:
Scene(World)
(which would give us a nice performance boost: fewer archetype moves, less reflection overhead).Solution
Improved Entity Mapping
First, components now have first-class "entity visiting and mapping" behavior:
Any field with the
#[entities]
annotation will be viewable and mappable when cloning and spawning scenes.Compare that to what was required before!
Additionally, for relationships
#[entities]
is implied, meaning this "just works" in scenes and cloning:Note that Component does not implement
VisitEntities
directly. Instead, it hasComponent::visit_entities
andComponent::visit_entities_mut
methods. This is for a few reasons:VisitEntities for C: Component
because that would conflict with our impl of VisitEntities for anything that implementsIntoIterator<Item=Entity>
. Preserving that impl is more important from a UX perspective.Component: VisitEntities
VisitEntities in the Component derive, as that would increase the burden of manual Component trait implementors.Component
impl, we can make it harder to call naturally / unavailable to autocomplete usingfn visit_entities_mut(this: &mut Self, ...)
.ReflectComponent::apply_or_insert
is nowReflectComponent::apply_or_insert_mapped
. By moving mapping inside this impl, we remove the need to go through the reflection system to do entity mapping, meaning we no longer need to create a clone of the target component, map the entities in that component, and patch those values on top. This will make spawning mapped entities much faster (The defaultComponent::visit_entities_mut
impl is an inlined empty function, so it will incur no overhead for unmapped entities).The Bug Fix
To solve #17535, spawning code now skips entities with the new
ComponentCloneBehavior::Ignore
andComponentCloneBehavior::RelationshipTarget
variants (note RelationshipTarget is a temporary "workaround" variant that allows scenes to skip these components. This is a temporary workaround that can be removed as these cases should really be using EntityCloner logic, which should be done in a followup PR. When that is done,ComponentCloneBehavior::RelationshipTarget
can be merged into the normalComponentCloneBehavior::Custom
).Improved Cloning
Option<ComponentCloneHandler>
has been replaced byComponentCloneBehavior
, which encodes additional intent and context (ex:Default
,Ignore
,Custom
,RelationshipTarget
(this last one is temporary)).RelatonshipTarget::RECURSIVE_SPAWN
is nowRelationshipTarget::LINKED_SPAWN
, and this field is used when cloning relationship targets to determine if cloning should happen recursively. The newLINKED_SPAWN
term was picked to make it more generically applicable across spawning and cloning scenarios.Next Steps
Scene(World)
scenes. This would yield significant performance benefits (no archetype moves, less reflection overhead).