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Iterate ALL Entities in world (get EntityRef/EntityMut) #5504
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Blocked on #4166. This work will require us to fully unify exclusive and ordinary systems. |
#6843 should add support to get an iterator of |
# Objective Partially addresses #5504. Allow users to get an `Iterator<Item = EntityRef<'a>>` over all entities in the `World`. ## Solution Change `World::iter_entities` to return an iterator of `EntityRef` instead of `Entity`. Not sure how to tackle making an `Iterator<Item = EntityMut<'_>>` without being horribly unsound. Might need to wait for `LendingIterator` to stabilize so we can ensure only one of them is valid at a given time. --- ## Changelog Changed: `World::iter_entities` now returns an iterator of `EntityRef` instead of `Entity`.
…#6843) # Objective Partially addresses bevyengine#5504. Allow users to get an `Iterator<Item = EntityRef<'a>>` over all entities in the `World`. ## Solution Change `World::iter_entities` to return an iterator of `EntityRef` instead of `Entity`. Not sure how to tackle making an `Iterator<Item = EntityMut<'_>>` without being horribly unsound. Might need to wait for `LendingIterator` to stabilize so we can ensure only one of them is valid at a given time. --- ## Changelog Changed: `World::iter_entities` now returns an iterator of `EntityRef` instead of `Entity`.
This is just because we currently store a |
Correction: only if we remove |
Due to the use of We'd likely need a mutable version of EntityRef that disallows structural mutations. |
…#6843) # Objective Partially addresses bevyengine#5504. Allow users to get an `Iterator<Item = EntityRef<'a>>` over all entities in the `World`. ## Solution Change `World::iter_entities` to return an iterator of `EntityRef` instead of `Entity`. Not sure how to tackle making an `Iterator<Item = EntityMut<'_>>` without being horribly unsound. Might need to wait for `LendingIterator` to stabilize so we can ensure only one of them is valid at a given time. --- ## Changelog Changed: `World::iter_entities` now returns an iterator of `EntityRef` instead of `Entity`.
…#6843) # Objective Partially addresses bevyengine#5504. Allow users to get an `Iterator<Item = EntityRef<'a>>` over all entities in the `World`. ## Solution Change `World::iter_entities` to return an iterator of `EntityRef` instead of `Entity`. Not sure how to tackle making an `Iterator<Item = EntityMut<'_>>` without being horribly unsound. Might need to wait for `LendingIterator` to stabilize so we can ensure only one of them is valid at a given time. --- ## Changelog Changed: `World::iter_entities` now returns an iterator of `EntityRef` instead of `Entity`.
# Objective Partially address #5504. Fix #4278. Provide "whole entity" access in queries. This can be useful when you don't know at compile time what you're accessing (i.e. reflection via `ReflectComponent`). ## Solution Implement `WorldQuery` for `EntityRef`. - This provides read-only access to the entire entity, and supports anything that `EntityRef` can normally do. - It matches all archetypes and tables and will densely iterate when possible. - It marks all of the ArchetypeComponentIds of a matched archetype as read. - Adding it to a query will cause it to panic if used in conjunction with any other mutable access. - Expanded the docs on Query to advertise this feature. - Added tests to ensure the panics were working as intended. - Added `EntityRef` to the ECS prelude. To make this safe, `EntityRef::world` was removed as it gave potential `UnsafeCell`-like access to other parts of the `World` including aliased mutable access to the components it would otherwise read safely. ## Performance Not great beyond the additional parallelization opportunity over exclusive systems. The `EntityRef` is fetched from `Entities` like any other call to `World::entity`, which can be very random access heavy. This could be simplified if `ArchetypeRow` is available in `WorldQuery::fetch`'s arguments, but that's likely not something we should optimize for. ## Future work An equivalent API where it gives mutable access to all components on a entity can be done with a scoped version of `EntityMut` where it does not provide `&mut World` access nor allow for structural changes to the entity is feasible as well. This could be done as a safe alternative to exclusive system when structural mutation isn't required or the target set of entities is scoped. --- ## Changelog Added: `Access::has_any_write` Added: `EntityRef` now implements `WorldQuery`. Allows read-only access to the entire entity, incompatible with any other mutable access, can be mixed with `With`/`Without` filters for more targeted use. Added: `EntityRef` to `bevy::ecs::prelude`. Removed: `EntityRef::world` ## Migration Guide TODO --------- Co-authored-by: Carter Weinberg <[email protected]> Co-authored-by: Jakob Hellermann <[email protected]> Co-authored-by: Carter Anderson <[email protected]>
# Objective Fix #4278 Fix #5504 Fix #9422 Provide safe ways to borrow an entire entity, while allowing disjoint mutable access. `EntityRef` and `EntityMut` are not suitable for this, since they provide access to the entire world -- they are just helper types for working with `&World`/`&mut World`. This has potential uses for reflection and serialization ## Solution Remove `EntityRef::world`, which allows it to soundly be used within queries. `EntityMut` no longer supports structural world mutations, which allows multiple instances of it to exist for different entities at once. Structural world mutations are performed using the new type `EntityWorldMut`. ```rust fn disjoint_system( q2: Query<&mut A>, q1: Query<EntityMut, Without<A>>, ) { ... } let [entity1, entity2] = world.many_entities_mut([id1, id2]); *entity1.get_mut::<T>().unwrap() = *entity2.get().unwrap(); for entity in world.iter_entities_mut() { ... } ``` --- ## Changelog - Removed `EntityRef::world`, to fix a soundness issue with queries. + Removed the ability to structurally mutate the world using `EntityMut`, which allows it to be used in queries. + Added `EntityWorldMut`, which is used to perform structural mutations that are no longer allowed using `EntityMut`. ## Migration Guide **Note for maintainers: ensure that the guide for #9604 is updated accordingly.** Removed the method `EntityRef::world`, to fix a soundness issue with queries. If you need access to `&World` while using an `EntityRef`, consider passing the world as a separate parameter. `EntityMut` can no longer perform 'structural' world mutations, such as adding or removing components, or despawning the entity. Additionally, `EntityMut::world`, `EntityMut::world_mut` , and `EntityMut::world_scope` have been removed. Instead, use the newly-added type `EntityWorldMut`, which is a helper type for working with `&mut World`. --------- Co-authored-by: Alice Cecile <[email protected]>
# Objective Fix bevyengine#4278 Fix bevyengine#5504 Fix bevyengine#9422 Provide safe ways to borrow an entire entity, while allowing disjoint mutable access. `EntityRef` and `EntityMut` are not suitable for this, since they provide access to the entire world -- they are just helper types for working with `&World`/`&mut World`. This has potential uses for reflection and serialization ## Solution Remove `EntityRef::world`, which allows it to soundly be used within queries. `EntityMut` no longer supports structural world mutations, which allows multiple instances of it to exist for different entities at once. Structural world mutations are performed using the new type `EntityWorldMut`. ```rust fn disjoint_system( q2: Query<&mut A>, q1: Query<EntityMut, Without<A>>, ) { ... } let [entity1, entity2] = world.many_entities_mut([id1, id2]); *entity1.get_mut::<T>().unwrap() = *entity2.get().unwrap(); for entity in world.iter_entities_mut() { ... } ``` --- ## Changelog - Removed `EntityRef::world`, to fix a soundness issue with queries. + Removed the ability to structurally mutate the world using `EntityMut`, which allows it to be used in queries. + Added `EntityWorldMut`, which is used to perform structural mutations that are no longer allowed using `EntityMut`. ## Migration Guide **Note for maintainers: ensure that the guide for bevyengine#9604 is updated accordingly.** Removed the method `EntityRef::world`, to fix a soundness issue with queries. If you need access to `&World` while using an `EntityRef`, consider passing the world as a separate parameter. `EntityMut` can no longer perform 'structural' world mutations, such as adding or removing components, or despawning the entity. Additionally, `EntityMut::world`, `EntityMut::world_mut` , and `EntityMut::world_scope` have been removed. Instead, use the newly-added type `EntityWorldMut`, which is a helper type for working with `&mut World`. --------- Co-authored-by: Alice Cecile <[email protected]>
What problem does this solve or what need does it fill?
There are cases where direct access to EntityRef/EntityMut is needed in an iterating context
What solution would you like?
An archetype-based solution, ideally we could have a &EntityRef or &mut EntityMut in queries, which would automatically imply exclusive world access thinking. (#5496 (comment))
What alternative(s) have you considered?
Iterating Entity (the ID) and calling World::entity. This solution works, but it is unintuitive and suffers from worse performance than a built-in solution for iterating EntityRef/EntityMut
Additional context
Original discussion: #5496
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