freecs/lib.rs
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//! freecs is a zero-abstraction ECS library for Rust, designed for high performance and simplicity.
//!
//! It provides an archetypal table-based storage system for components, allowing for fast queries,
//! fast system iteration, and parallel processing.
//!
//! A macro is used to define the world and its components, and generates
//! the entity component system as part of your source code at compile time. The generated code
//! contains only plain data structures (no methods) and free functions that transform them, achieving static dispatch.
//!
//! The internal implementation is ~500 loc, and does not use object orientation, generics, traits, or dynamic dispatch.
//!
//! # Key Features
//!
//! - **Table-based Storage**: Entities with the same components are stored together in memory
//! - **Raw Access**: Functions work directly on the underlying vectors of components
//! - **Parallel Processing**: Built-in support for processing tables in parallel with rayon
//! - **Simple Queries**: Find entities by their components using bit masks
//! - **Serialization**: Save and load worlds using serde
//!
//! # Creating a World
//!
//! ```rust,ignore
//! use freecs::{world, has_components};
//! use serde::{Serialize, Deserialize};
//!
//! // First, define components.
//! // They must implement: `Default + Clone + Serialize + Deserialize`
//!
//! #[derive(Default, Clone, Debug, Serialize, Deserialize)]
//! struct Position { x: f32, y: f32 }
//!
//! #[derive(Default, Clone, Debug, Serialize, Deserialize)]
//! struct Velocity { x: f32, y: f32 }
//!
//! // Then, create a world with the `world!` macro.
//! // Resources are stored independently of component data and are not serialized.
//! // The `World` and `Resources` type names can be customized.
//! world! {
//! World {
//! components {
//! position: Position => POSITION,
//! velocity: Velocity => VELOCITY,
//! health: Health => HEALTH,
//! },
//! Resources {
//! delta_time: f32
//! }
//! }
//! }
//! ```
//!
//! ## Entity and Component Access
//!
//! ```rust
//! let mut world = World::default();
//!
//! // Spawn entities with components by mask
//! let entity = spawn_entities(&mut world, POSITION | VELOCITY, 1)[0];
//!
//! // Lookup and modify a component
//! if let Some(pos) = get_component_mut::<Position>(&mut world, entity, POSITION) {
//! pos.x += 1.0;
//!
//! }
//!
//! // Add new components to an entity by mask
//! add_components(&mut world, entity, HEALTH | VELOCITY);
//!
//! // Remove components from an entity by mask
//! remove_components(&mut world, entity, VELOCITY | POSITION);
//!
//! // Query all entities
//! let entities = query_entities(&world, ALL);
//! println!("All entities: {entities:?}");
//!
//! // Query entities, iterating over all entities matching the component mask
//! let entities = query_entities(&world, POSITION | VELOCITY);
//!
//! // Query for the first entity matching the component mask, returning early when found
//! let player = query_first_entity(&world, POSITION | VELOCITY);
//! ```
//!
//! ## Systems and Parallel Processing
//!
//! Systems are plain functions that iterate over
//! the component tables and transform component data.
//!
//! The example function below invokes two systems in parallel
//! for each table in the world, filtered by component mask.
//!
//! ```rust
//! pub fn run_systems(world: &mut World, dt: f32) {
//! use rayon::prelude::*;
//! world.tables.par_iter_mut().for_each(|table| {
//! if has_components!(table, POSITION | VELOCITY | HEALTH) {
//! update_positions_system(&mut table.position, &table.velocity, dt);
//! }
//! if has_components!(table, HEALTH) {
//! health_system(&mut table.health);
//! }
//! });
//! }
//!
//! // The system itself can also access components in parallel and be inlined for performance.
//! #[inline]
//! pub fn update_positions_system(positions: &mut [Position], velocities: &[Velocity], dt: f32) {
//! positions
//! .par_iter_mut()
//! .zip(velocities.par_iter())
//! .for_each(|(pos, vel)| {
//! pos.x += vel.x * dt;
//! pos.y += vel.y * dt;
//! });
//! }
//!
//! #[inline]
//! pub fn health_system(health: &mut [Health]) {
//! health.par_iter_mut().for_each(|health| {
//! health.value *= 0.98; // gradually decline health value
//! });
//! }
//! ```
#[macro_export]
macro_rules! world {
(
$world:ident {
components {
$($name:ident: $type:ty => $mask:ident),* $(,)?
}$(,)?
$resources:ident {
$($resource_name:ident: $resource_type:ty),* $(,)?
}
}
) => {
/// Component masks
#[repr(u32)]
#[allow(clippy::upper_case_acronyms)]
#[allow(non_camel_case_types)]
pub enum Component {
$($mask,)*
}
pub const ALL: u32 = 0;
$(pub const $mask: u32 = 1 << (Component::$mask as u32);)*
/// Entity ID, an index into storage and a generation counter to prevent stale references
#[derive(Default, Clone, Copy, Debug, Eq, PartialEq, Hash, serde::Serialize, serde::Deserialize)]
pub struct EntityId {
pub id: u32,
pub generation: u32,
}
impl std::fmt::Display for EntityId {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let Self { id, generation } = self;
write!(f, "Id: {id} - Generation: {generation}")
}
}
// Handles allocation and reuse of entity IDs
#[derive(Default, serde::Serialize, serde::Deserialize)]
pub struct EntityAllocator {
next_id: u32,
free_ids: Vec<(u32, u32)>, // (id, next_generation)
}
/// Entity location cache for quick access
#[derive(Default, serde::Serialize, serde::Deserialize)]
pub struct EntityLocations {
pub generations: Vec<u32>,
pub locations: Vec<Option<(usize, usize)>>,
}
/// A collection of component tables and resources
#[derive(Default, serde::Serialize, serde::Deserialize)]
pub struct $world {
pub entity_locations: EntityLocations,
pub tables: Vec<ComponentArrays>,
pub allocator: EntityAllocator,
pub table_registry: Vec<(u32, usize)>,
#[serde(skip)]
#[allow(unused)]
pub resources: $resources,
}
/// Resources
#[derive(Default)]
pub struct $resources {
$(pub $resource_name: $resource_type,)*
}
/// Component Table
#[derive(Default, serde::Serialize, serde::Deserialize)]
pub struct ComponentArrays {
$(pub $name: Vec<$type>,)*
pub entity_indices: Vec<EntityId>,
pub mask: u32,
}
/// Spawn a batch of new entities with the same component mask
pub fn spawn_entities(world: &mut $world, mask: u32, count: usize) -> Vec<EntityId> {
let mut entities = Vec::with_capacity(count);
let table_index = get_or_create_table(world, mask);
// Reserve space in components
$(
if mask & $mask != 0 {
world.tables[table_index].$name.reserve(count);
}
)*
world.tables[table_index].entity_indices.reserve(count);
for _ in 0..count {
let entity = create_entity(world);
add_to_table(
&mut world.tables[table_index],
entity,
(
$(
if mask & $mask != 0 {
Some(<$type>::default())
} else {
None
},
)*
),
);
entities.push(entity);
location_insert(
&mut world.entity_locations,
entity,
(table_index, world.tables[table_index].entity_indices.len() - 1),
);
}
entities
}
/// Query for all entities that match the component mask
pub fn query_entities(world: &$world, mask: u32) -> Vec<EntityId> {
let mut result = Vec::new();
for table in &world.tables {
if table.mask & mask == mask {
result.extend(table.entity_indices.iter().copied());
}
}
result
}
/// Query for the first entity that matches the component mask
/// Returns as soon as a match is found, instead of running for all entities
/// Useful for components where only one instance exists on any entity at a time,
/// such as keyboard input / mouse input / controllers.
pub fn query_first_entity(world: &$world, mask: u32) -> Option<EntityId> {
for table in &world.tables {
if table.mask & mask == mask {
return table.entity_indices.first().copied();
}
}
None
}
/// Get a specific component for an entity
pub fn get_component<T: 'static>(world: &$world, entity: EntityId, mask: u32) -> Option<&T> {
let (table_index, array_index) = location_get(&world.entity_locations, entity)?;
let table = &world.tables[table_index];
if table.mask & mask == 0 {
return None;
}
$(
if mask == $mask && std::any::TypeId::of::<T>() == std::any::TypeId::of::<$type>() {
// SAFETY: This operation is safe because:
// 1. We verify the component type T exactly matches $type via TypeId
// 2. We confirm the table contains this component via mask check
// 3. array_index is valid from location_get bounds check
// 4. The reference is valid for the lifetime of the return value
// because it's tied to the table reference lifetime
// 5. No mutable aliases can exist during the shared borrow
// 6. The type cast maintains proper alignment as types are identical
return Some(unsafe { &*(&table.$name[array_index] as *const $type as *const T) });
}
)*
None
}
/// Get a mutable reference to a specific component for an entity
pub fn get_component_mut<T: 'static>(world: &mut $world, entity: EntityId, mask: u32) -> Option<&mut T> {
let (table_index, array_index) = location_get(&world.entity_locations, entity)?;
let table = &mut world.tables[table_index];
if table.mask & mask == 0 {
return None;
}
$(
if mask == $mask && std::any::TypeId::of::<T>() == std::any::TypeId::of::<$type>() {
// SAFETY: This operation is safe because:
// 1. We verify the component type T exactly matches $type via TypeId
// 2. We confirm the table contains this component via mask check
// 3. array_index is valid from location_get bounds check
// 4. We have exclusive access through the mutable borrow
// 5. The borrow checker ensures no other references exist
// 6. The pointer cast is valid as we verified the types are identical
// 7. Proper alignment is maintained as the types are the same
return Some(unsafe { &mut *(&mut table.$name[array_index] as *mut $type as *mut T) });
}
)*
None
}
/// Despawn a batch of entities
pub fn despawn_entities(world: &mut $world, entities: &[EntityId]) -> Vec<EntityId> {
use std::collections::HashMap;
let mut despawned = Vec::new();
let mut table_removals: HashMap<usize, Vec<usize>> = HashMap::new();
// Process entities in order they were passed in
for &entity in entities {
if let Some((table_index, array_index)) = location_get(&world.entity_locations, entity) {
table_removals.entry(table_index)
.or_insert_with(Vec::new)
.push(array_index);
let id = entity.id as usize;
if id < world.entity_locations.locations.len() {
world.entity_locations.locations[id] = None;
let current_generation = world.entity_locations.generations[id];
// Increment generation
let next_generation = if current_generation == u32::MAX {
1 // Skip 0 to avoid ABA issues
} else {
current_generation.wrapping_add(1)
};
world.entity_locations.generations[id] = next_generation;
// Push onto free list
world.allocator.free_ids.push((entity.id, next_generation));
despawned.push(entity);
}
}
}
// Handle table removals
let mut table_index = 0;
while table_index < world.tables.len() {
if let Some(mut indices) = table_removals.remove(&table_index) {
indices.sort_unstable_by(|a, b| b.cmp(a));
for &index in &indices {
remove_from_table(&mut world.tables[table_index], index);
}
if world.tables[table_index].entity_indices.is_empty() {
let last_index = world.tables.len() - 1;
if table_index != last_index {
let removed_mask = world.tables[table_index].mask;
let swapped_mask = world.tables[last_index].mask;
world.tables.swap_remove(table_index);
world.table_registry.retain(|(mask, _)| *mask != removed_mask);
if let Some(entry) = world.table_registry.iter_mut()
.find(|(mask, _)| *mask == swapped_mask) {
entry.1 = table_index;
}
for location in world.entity_locations.locations.iter_mut() {
if let Some((ref mut index, _)) = location {
if *index == last_index {
*index = table_index;
}
}
}
continue;
} else {
let removed_mask = world.tables[table_index].mask;
world.tables.pop();
world.table_registry.retain(|(mask, _)| *mask != removed_mask);
}
} else {
for (new_index, &entity) in world.tables[table_index].entity_indices.iter().enumerate() {
if !entities.contains(&entity) {
location_insert(&mut world.entity_locations, entity, (table_index, new_index));
}
}
}
}
table_index += 1;
}
despawned
}
/// Add components to an entity
pub fn add_components(world: &mut $world, entity: EntityId, mask: u32) -> bool {
if let Some((table_index, array_index)) = location_get(&world.entity_locations, entity) {
let current_mask = world.tables[table_index].mask;
// If entity already has all these components, no need to move
if current_mask & mask == mask {
return true;
}
let new_mask = current_mask | mask;
let new_table_index = get_or_create_table(world, new_mask);
// Move entity to new table
move_entity(world, entity, table_index, array_index, new_table_index);
// If old table is now empty, merge tables
if world.tables[table_index].entity_indices.is_empty() {
merge_tables(world);
}
true
} else {
false
}
}
/// Remove components from an entity
pub fn remove_components(world: &mut $world, entity: EntityId, mask: u32) -> bool {
if let Some((table_index, array_index)) = location_get(&world.entity_locations, entity) {
let current_mask = world.tables[table_index].mask;
// If entity doesn't have any of these components, no need to move
if current_mask & mask == 0 {
return true;
}
let source_table_index = table_index; // Keep track of source table
let new_mask = current_mask & !mask;
let new_table_index = get_or_create_table(world, new_mask);
// Move entity first
move_entity(world, entity, table_index, array_index, new_table_index);
// Check if source table is now empty
if world.tables[source_table_index].entity_indices.is_empty() {
// Remove the empty table using swap_remove
let last_index = world.tables.len() - 1;
if source_table_index != last_index {
let removed_mask = world.tables[source_table_index].mask;
let swapped_mask = world.tables[last_index].mask;
// Update entity locations for the swapped table
for loc in world.entity_locations.locations.iter_mut() {
if let Some((ref mut index, _)) = loc {
if *index == last_index {
*index = source_table_index;
}
}
}
// Remove table and update registry
world.tables.swap_remove(source_table_index);
world.table_registry.retain(|(mask, _)| *mask != removed_mask);
if let Some(entry) = world.table_registry.iter_mut()
.find(|(mask, _)| *mask == swapped_mask) {
entry.1 = source_table_index;
}
} else {
// Just remove the last table
let removed_mask = world.tables[source_table_index].mask;
world.tables.pop();
world.table_registry.retain(|(mask, _)| *mask != removed_mask);
}
}
true
} else {
false
}
}
/// Get the current component mask for an entity
pub fn component_mask(world: &$world, entity: EntityId) -> Option<u32> {
location_get(&world.entity_locations, entity)
.map(|(table_index, _)| world.tables[table_index].mask)
}
/// Merge tables that have the same mask
fn merge_tables(world: &mut $world) {
let mut index = 0;
while index < world.tables.len() {
if world.tables[index].entity_indices.is_empty() {
let last_index = world.tables.len() - 1;
if index != last_index {
let removed_mask = world.tables[index].mask;
let swapped_mask = world.tables[last_index].mask;
world.tables.swap_remove(index);
world.table_registry.retain(|(mask, _)| *mask != removed_mask);
if let Some(entry) = world.table_registry.iter_mut()
.find(|(mask, _)| *mask == swapped_mask) {
entry.1 = index;
}
for location in world.entity_locations.locations.iter_mut() {
if let Some((ref mut table_index, _)) = location {
if *table_index == last_index {
*table_index = index;
}
}
}
} else {
let removed_mask = world.tables[index].mask;
world.tables.pop();
world.table_registry.retain(|(mask, _)| *mask != removed_mask);
}
} else {
index += 1;
}
}
}
/// Get the total number of entities in the world
pub fn total_entities(world: &$world) -> usize {
world.tables.iter().map(|table| table.entity_indices.len()).sum()
}
// Implementation details
fn remove_from_table(arrays: &mut ComponentArrays, index: usize) {
$(
if arrays.mask & $mask != 0 {
arrays.$name.swap_remove(index);
}
)*
arrays.entity_indices.swap_remove(index);
}
fn move_entity(
world: &mut $world,
entity: EntityId,
from_table: usize,
from_index: usize,
to_table: usize,
) {
// Get components before any modifications
let components = get_components(&world.tables[from_table], from_index);
// Add to new table
add_to_table(&mut world.tables[to_table], entity, components);
let new_index = world.tables[to_table].entity_indices.len() - 1;
// Update entity location BEFORE removing from old table
location_insert(&mut world.entity_locations, entity, (to_table, new_index));
// Remove from old table - this may trigger a swap_remove
if from_index < world.tables[from_table].entity_indices.len() {
remove_from_table(&mut world.tables[from_table], from_index);
// If there was a swap, update the swapped entity's location
if from_index < world.tables[from_table].entity_indices.len() {
let swapped_entity = world.tables[from_table].entity_indices[from_index];
location_insert(&mut world.entity_locations, swapped_entity, (from_table, from_index));
}
}
}
fn get_components(
arrays: &ComponentArrays,
index: usize,
) -> ( $(Option<$type>,)* ) {
(
$(
if arrays.mask & $mask != 0 {
Some(arrays.$name[index].clone())
} else {
None
},
)*
)
}
fn location_get(locations: &EntityLocations, entity: EntityId) -> Option<(usize, usize)> {
let id = entity.id as usize;
if id >= locations.generations.len() {
return None;
}
// Validate generation matches
if locations.generations[id] != entity.generation {
return None;
}
if id >= locations.locations.len() {
return None;
}
locations.locations[id]
}
fn location_insert(
locations: &mut EntityLocations,
entity: EntityId,
location: (usize, usize),
) {
let id = entity.id as usize;
if id >= locations.generations.len() {
locations.generations.resize(id + 1, 0);
}
if id >= locations.locations.len() {
locations.locations.resize(id + 1, None);
}
locations.generations[id] = entity.generation;
locations.locations[id] = Some(location);
}
fn create_entity(world: &mut $world) -> EntityId {
// Always reuse latest freed id if available through LIFO
if let Some((id, next_gen)) = world.allocator.free_ids.pop() {
let id_usize = id as usize;
// Ensure space
while id_usize >= world.entity_locations.generations.len() {
let new_size = (world.entity_locations.generations.len() * 2).max(64);
world.entity_locations.generations.resize(new_size, 0);
world.entity_locations.locations.resize(new_size, None);
}
// Update generation
world.entity_locations.generations[id_usize] = next_gen;
EntityId { id, generation: next_gen }
} else {
// Allocate new id
let id = world.allocator.next_id;
world.allocator.next_id += 1;
let id_usize = id as usize;
// Ensure space
while id_usize >= world.entity_locations.generations.len() {
let new_size = (world.entity_locations.generations.len() * 2).max(64);
world.entity_locations.generations.resize(new_size, 0);
world.entity_locations.locations.resize(new_size, None);
}
EntityId {
id,
generation: 0,
}
}
}
fn add_to_table(
arrays: &mut ComponentArrays,
entity: EntityId,
components: ( $(Option<$type>,)* ),
) {
let ($($name,)*) = components;
$(
if arrays.mask & $mask != 0 {
arrays
.$name
.push($name.unwrap_or_default());
}
)*
arrays.entity_indices.push(entity);
}
fn get_or_create_table(world: &mut $world, mask: u32) -> usize {
// Look for EXACT match only by mask
if let Some(pos) = world.table_registry
.iter()
.position(|(m, _)| *m == mask)
{
return world.table_registry[pos].1;
}
// Create new table
let table_index = world.tables.len();
world.tables.push(ComponentArrays {
mask,
..Default::default()
});
world.table_registry.push((mask, table_index));
table_index
}
};
}
#[macro_export]
macro_rules! has_components {
($table:expr, $mask:expr) => {
$table.mask & $mask == $mask
};
}
#[cfg(test)]
mod tests {
use super::*;
use rayon::*;
use std::collections::HashSet;
world! {
World {
components {
position: Position => POSITION,
velocity: Velocity => VELOCITY,
health: Health => HEALTH,
},
Resources {
_delta_time: f32
}
}
}
use components::*;
mod components {
#[derive(Default, Debug, Clone, serde::Serialize, serde::Deserialize)]
pub struct Position {
pub x: f32,
pub y: f32,
}
#[derive(Default, Debug, Clone, serde::Serialize, serde::Deserialize)]
pub struct Velocity {
pub x: f32,
pub y: f32,
}
#[derive(Default, Debug, Clone, serde::Serialize, serde::Deserialize)]
pub struct Health {
pub value: f32,
}
}
mod systems {
use super::*;
use rayon::prelude::*;
// Systems are functions that iterate over
// the component tables and transform component data.
// This function invokes two systems in parallel
// for each table in the world filtered by component mask.
pub fn run_systems(world: &mut World, dt: f32) {
world.tables.par_iter_mut().for_each(|table| {
if has_components!(table, POSITION | VELOCITY | HEALTH) {
update_positions_system(&mut table.position, &table.velocity, dt);
}
if has_components!(table, HEALTH) {
health_system(&mut table.health);
}
});
}
// The system itself can also access components in parallel
#[inline]
pub fn update_positions_system(
positions: &mut [Position],
velocities: &[Velocity],
dt: f32,
) {
positions
.par_iter_mut()
.zip(velocities.par_iter())
.for_each(|(pos, vel)| {
pos.x += vel.x * dt;
pos.y += vel.y * dt;
});
}
#[inline]
pub fn health_system(health: &mut [Health]) {
health.par_iter_mut().for_each(|health| {
health.value *= 0.98; // gradually decline health value
});
}
}
// Helper function to create a test world with some entities
fn setup_test_world() -> (World, EntityId) {
let mut world = World::default();
let entity = spawn_entities(&mut world, POSITION | VELOCITY, 1)[0];
// Set initial component values
if let Some(pos) = get_component_mut::<Position>(&mut world, entity, POSITION) {
pos.x = 1.0;
pos.y = 2.0;
}
if let Some(vel) = get_component_mut::<Velocity>(&mut world, entity, VELOCITY) {
vel.x = 3.0;
vel.y = 4.0;
}
(world, entity)
}
#[test]
fn test_spawn_entities() {
let mut world = World::default();
let entities = spawn_entities(&mut world, POSITION | VELOCITY, 3);
assert_eq!(entities.len(), 3);
assert_eq!(total_entities(&world), 3);
// Verify each entity has the correct components
for entity in entities {
assert!(get_component::<Position>(&world, entity, POSITION).is_some());
assert!(get_component::<Velocity>(&world, entity, VELOCITY).is_some());
assert!(get_component::<Health>(&world, entity, HEALTH).is_none());
}
}
#[test]
fn test_component_access() {
let (mut world, entity) = setup_test_world();
// Test reading components
let pos = get_component::<Position>(&world, entity, POSITION).unwrap();
assert_eq!(pos.x, 1.0);
assert_eq!(pos.y, 2.0);
// Test mutating components
if let Some(pos) = get_component_mut::<Position>(&mut world, entity, POSITION) {
pos.x = 5.0;
}
let pos = get_component::<Position>(&world, entity, POSITION).unwrap();
assert_eq!(pos.x, 5.0);
}
#[test]
fn test_add_remove_components() {
let (mut world, entity) = setup_test_world();
// Initial state
assert!(get_component::<Health>(&world, entity, HEALTH).is_none());
// Add component
add_components(&mut world, entity, HEALTH);
assert!(get_component::<Health>(&world, entity, HEALTH).is_some());
// Remove component
remove_components(&mut world, entity, HEALTH);
assert!(get_component::<Health>(&world, entity, HEALTH).is_none());
}
#[test]
fn test_component_mask() {
let (mut world, entity) = setup_test_world();
// Check initial mask
let mask = component_mask(&world, entity).unwrap();
assert_eq!(mask, POSITION | VELOCITY);
// Check mask after adding component
add_components(&mut world, entity, HEALTH);
let mask = component_mask(&world, entity).unwrap();
assert_eq!(mask, POSITION | VELOCITY | HEALTH);
}
#[test]
fn test_query_entities() {
let mut world = World::default();
// Create entities with different component combinations
let e1 = spawn_entities(&mut world, POSITION | VELOCITY, 1)[0];
let _e2 = spawn_entities(&mut world, POSITION | HEALTH, 1)[0];
let e3 = spawn_entities(&mut world, POSITION | VELOCITY | HEALTH, 1)[0];
// Test queries
let pos_vel = query_entities(&world, POSITION | VELOCITY);
let pos_health = query_entities(&world, POSITION | HEALTH);
let all = query_entities(&world, POSITION | VELOCITY | HEALTH);
assert_eq!(pos_vel.len(), 2);
assert_eq!(pos_health.len(), 2);
assert_eq!(all.len(), 1);
let pos_vel: HashSet<_> = pos_vel.into_iter().collect();
assert!(pos_vel.contains(&e1));
assert!(pos_vel.contains(&e3));
assert_eq!(all[0], e3);
}
#[test]
fn test_query_first_entity() {
let mut world = World::default();
let e1 = spawn_entities(&mut world, POSITION | VELOCITY, 1)[0];
let e2 = spawn_entities(&mut world, POSITION | VELOCITY | HEALTH, 1)[0];
let first = query_first_entity(&world, POSITION | VELOCITY).unwrap();
assert!(first == e1 || first == e2);
assert!(query_first_entity(&world, HEALTH).is_some());
assert!(query_first_entity(&world, POSITION | VELOCITY | HEALTH).is_some());
}
#[test]
fn test_despawn_entities() {
let mut world = World::default();
// Spawn multiple entities
let entities = spawn_entities(&mut world, POSITION | VELOCITY, 3);
assert_eq!(total_entities(&world), 3);
// Despawn one entity
let despawned = despawn_entities(&mut world, &[entities[1]]);
assert_eq!(despawned.len(), 1);
assert_eq!(total_entities(&world), 2);
// Verify the entity is truly despawned
assert!(get_component::<Position>(&world, entities[1], POSITION).is_none());
// Verify other entities still exist
assert!(get_component::<Position>(&world, entities[0], POSITION).is_some());
assert!(get_component::<Position>(&world, entities[2], POSITION).is_some());
}
#[test]
fn test_merge_tables() {
let mut world = World::default();
// Create entities in different tables with same components
let e1 = spawn_entities(&mut world, POSITION | VELOCITY, 1)[0];
let e2 = spawn_entities(&mut world, POSITION | VELOCITY, 1)[0];
// Add and remove a component to create a fragmented table
add_components(&mut world, e1, HEALTH);
remove_components(&mut world, e1, HEALTH);
let initial_table_count = world.tables.len();
merge_tables(&mut world);
// Verify tables were merged
assert!(world.tables.len() <= initial_table_count);
// Verify all entities still accessible
assert!(get_component::<Position>(&world, e1, POSITION).is_some());
assert!(get_component::<Position>(&world, e2, POSITION).is_some());
}
#[test]
fn test_parallel_systems() {
let mut world = World::default();
let entity = spawn_entities(&mut world, POSITION | VELOCITY | HEALTH, 1)[0];
// Set initial values
if let Some(pos) = get_component_mut::<Position>(&mut world, entity, POSITION) {
pos.x = 0.0;
pos.y = 0.0;
}
if let Some(vel) = get_component_mut::<Velocity>(&mut world, entity, VELOCITY) {
vel.x = 1.0;
vel.y = 1.0;
}
if let Some(health) = get_component_mut::<Health>(&mut world, entity, HEALTH) {
health.value = 100.0;
}
// Run systems
systems::run_systems(&mut world, 1.0);
// Verify system effects
let pos = get_component::<Position>(&world, entity, POSITION).unwrap();
let health = get_component::<Health>(&world, entity, HEALTH).unwrap();
assert_eq!(pos.x, 1.0);
assert_eq!(pos.y, 1.0);
assert!(health.value < 100.0); // Health should have decreased
}
#[test]
fn test_add_components() {
let (mut world, entity) = setup_test_world();
// Initial state
assert!(get_component::<Health>(&world, entity, HEALTH).is_none());
// Add component
add_components(&mut world, entity, HEALTH);
assert!(get_component::<Health>(&world, entity, HEALTH).is_some());
// Remove component
remove_components(&mut world, entity, HEALTH);
assert!(get_component::<Health>(&world, entity, HEALTH).is_none());
}
#[test]
fn test_multiple_component_addition() {
let mut world = World::default();
let entity = spawn_entities(&mut world, POSITION, 1)[0];
// Add multiple components at once
add_components(&mut world, entity, VELOCITY | HEALTH);
// Verify all components exist and are accessible
assert!(get_component::<Position>(&world, entity, POSITION).is_some());
assert!(get_component::<Velocity>(&world, entity, VELOCITY).is_some());
assert!(get_component::<Health>(&world, entity, HEALTH).is_some());
// Verify component data persists through moves
if let Some(pos) = get_component_mut::<Position>(&mut world, entity, POSITION) {
pos.x = 1.0;
}
add_components(&mut world, entity, VELOCITY); // Should be no-op
assert_eq!(
get_component::<Position>(&world, entity, POSITION)
.unwrap()
.x,
1.0
);
}
#[test]
fn test_component_chain_addition() {
let mut world = World::default();
let entity = spawn_entities(&mut world, POSITION, 1)[0];
// Set initial value
if let Some(pos) = get_component_mut::<Position>(&mut world, entity, POSITION) {
pos.x = 1.0;
}
// Add components one at a time to force multiple table moves
add_components(&mut world, entity, VELOCITY);
add_components(&mut world, entity, HEALTH);
// Verify original data survived multiple moves
assert_eq!(
get_component::<Position>(&world, entity, POSITION)
.unwrap()
.x,
1.0
);
}
#[test]
fn test_component_removal_order() {
let mut world = World::default();
let entity = spawn_entities(&mut world, POSITION | VELOCITY | HEALTH, 1)[0];
// Remove in different orders to test table transitions
remove_components(&mut world, entity, VELOCITY);
remove_components(&mut world, entity, HEALTH);
assert!(get_component::<Position>(&world, entity, POSITION).is_some());
assert!(get_component::<Velocity>(&world, entity, VELOCITY).is_none());
assert!(get_component::<Health>(&world, entity, HEALTH).is_none());
}
#[test]
fn test_edge_cases() {
let mut world = World::default();
// Test empty entity
let empty = spawn_entities(&mut world, 0, 1)[0];
// Add to empty
add_components(&mut world, empty, POSITION);
assert!(get_component::<Position>(&world, empty, POSITION).is_some());
// Add same component multiple times
add_components(&mut world, empty, POSITION);
add_components(&mut world, empty, POSITION);
// Remove non-existent component
remove_components(&mut world, empty, VELOCITY);
// Remove all components
remove_components(&mut world, empty, POSITION);
assert_eq!(component_mask(&world, empty).unwrap(), 0);
// Test invalid entity
let invalid = EntityId {
id: 9999,
generation: 0,
};
assert!(!add_components(&mut world, invalid, POSITION));
}
#[test]
fn test_component_data_integrity() {
let mut world = World::default();
let entity = spawn_entities(&mut world, POSITION | VELOCITY, 1)[0];
// Set initial values
{
let pos = get_component_mut::<Position>(&mut world, entity, POSITION).unwrap();
pos.x = 1.0;
pos.y = 2.0;
let vel = get_component_mut::<Velocity>(&mut world, entity, VELOCITY).unwrap();
vel.x = 3.0;
vel.y = 4.0;
}
// Add/remove other components
add_components(&mut world, entity, HEALTH);
remove_components(&mut world, entity, HEALTH);
add_components(&mut world, entity, HEALTH);
// Verify original values maintained
let pos = get_component::<Position>(&world, entity, POSITION).unwrap();
let vel = get_component::<Velocity>(&world, entity, VELOCITY).unwrap();
assert_eq!(pos.x, 1.0);
assert_eq!(pos.y, 2.0);
assert_eq!(vel.x, 3.0);
assert_eq!(vel.y, 4.0);
}
fn validate_world_integrity(world: &World) -> Result<(), String> {
// Check table registry matches tables
if world.table_registry.len() != world.tables.len() {
return Err(format!(
"Table registry length ({}) doesn't match tables length ({})",
world.table_registry.len(),
world.tables.len()
));
}
// Verify all registry entries point to valid tables
for (i, (mask, table_index)) in world.table_registry.iter().enumerate() {
if *table_index >= world.tables.len() {
return Err(format!(
"Registry entry {} points to invalid table {} (max {})",
i,
table_index,
world.tables.len() - 1
));
}
if world.tables[*table_index].mask != *mask {
return Err(format!(
"Registry mask mismatch at {}: registry={:b}, table={:b}",
i, mask, world.tables[*table_index].mask
));
}
}
// Verify all entity locations point to valid tables
for (entity_id, location) in world.entity_locations.locations.iter().enumerate() {
if let Some((table_index, array_index)) = location {
if *table_index >= world.tables.len() {
return Err(format!(
"Entity {} location points to invalid table {} (max {})",
entity_id,
table_index,
world.tables.len() - 1
));
}
let table = &world.tables[*table_index];
if *array_index >= table.entity_indices.len() {
return Err(format!(
"Entity {} location points to invalid index {} in table {} (max {})",
entity_id,
array_index,
table_index,
table.entity_indices.len() - 1
));
}
}
}
Ok(())
}
#[test]
fn test_entity_references_through_moves() {
let mut world = World::default();
// Create entities with references to each other
let entity1 = spawn_entities(&mut world, POSITION, 1)[0];
let entity2 = spawn_entities(&mut world, POSITION, 1)[0];
// Store reference to entity2 in entity1
add_components(&mut world, entity1, VELOCITY);
if let Some(vel) = get_component_mut::<Velocity>(&mut world, entity1, VELOCITY) {
vel.x = entity2.id as f32; // Store reference
}
// Move referenced entity
add_components(&mut world, entity2, VELOCITY | HEALTH);
// Verify reference still works
let stored_id = get_component::<Velocity>(&world, entity1, VELOCITY)
.unwrap()
.x as u32;
let entity2_loc = location_get(&world.entity_locations, entity2);
assert!(entity2_loc.is_some());
assert_eq!(stored_id, entity2.id);
}
#[test]
fn test_table_fragmentation() {
let mut world = World::default();
let mut all_entities = Vec::new();
println!("\nCreating initial state with multiple tables:");
// Create entities in first table (POSITION only)
let e1 = spawn_entities(&mut world, POSITION, 3);
all_entities.extend(e1.clone());
println!("\nAfter spawning POSITION entities:");
for (i, table) in world.tables.iter().enumerate() {
println!(
"Table {}: mask={:b}, entities={}",
i,
table.mask,
table.entity_indices.len()
);
}
// Create entities in second table (POSITION | VELOCITY)
let e2 = spawn_entities(&mut world, POSITION | VELOCITY, 3);
all_entities.extend(e2.clone());
println!("\nAfter spawning POSITION | VELOCITY entities:");
for (i, table) in world.tables.iter().enumerate() {
println!(
"Table {}: mask={:b}, entities={}",
i,
table.mask,
table.entity_indices.len()
);
}
// Create entities in third table (POSITION | VELOCITY | HEALTH)
let e3 = spawn_entities(&mut world, POSITION | VELOCITY | HEALTH, 3);
all_entities.extend(e3.clone());
println!("\nAfter spawning POSITION | VELOCITY | HEALTH entities:");
println!("Number of tables: {}", world.tables.len());
for (i, table) in world.tables.iter().enumerate() {
println!(
"Table {}: mask={:b}, entities={}",
i,
table.mask,
table.entity_indices.len()
);
}
let initial_table_count = world.tables.len();
println!("\nInitial table count: {}", initial_table_count);
// Remove VELOCITY from e2 entities one by one and verify table cleanup
for (i, &entity) in e2.iter().enumerate() {
println!("\nRemoving VELOCITY from entity {}", i);
remove_components(&mut world, entity, VELOCITY);
println!("Tables after removal {}:", i);
for (j, table) in world.tables.iter().enumerate() {
println!(
"Table {}: mask={:b}, entities={}",
j,
table.mask,
table.entity_indices.len()
);
}
// After the last entity is moved, the source table should be gone
if i == e2.len() - 1 {
assert!(
world.tables.len() < initial_table_count,
"Table count should decrease after moving last entity"
);
}
}
println!("\nFinal state:");
println!("Number of tables: {}", world.tables.len());
for (i, table) in world.tables.iter().enumerate() {
println!(
"Table {}: mask={:b}, entities={}",
i,
table.mask,
table.entity_indices.len()
);
}
// Verify no empty tables exist
for (i, table) in world.tables.iter().enumerate() {
assert!(
!table.entity_indices.is_empty(),
"Table {} is empty (mask={:b})",
i,
table.mask
);
}
// Verify table count decreased
assert!(
world.tables.len() < initial_table_count,
"Expected fewer than {} tables, got {}",
initial_table_count,
world.tables.len()
);
// Verify components
for &entity in &e1 {
assert!(get_component::<Position>(&world, entity, POSITION).is_some());
}
for &entity in &e2 {
assert!(get_component::<Position>(&world, entity, POSITION).is_some());
assert!(get_component::<Velocity>(&world, entity, VELOCITY).is_none());
}
for &entity in &e3 {
assert!(get_component::<Position>(&world, entity, POSITION).is_some());
assert!(get_component::<Velocity>(&world, entity, VELOCITY).is_some());
assert!(get_component::<Health>(&world, entity, HEALTH).is_some());
}
// Verify registry matches tables
assert_eq!(world.table_registry.len(), world.tables.len());
for (mask, table_index) in &world.table_registry {
assert!(*table_index < world.tables.len());
assert_eq!(world.tables[*table_index].mask, *mask);
}
}
#[test]
fn test_table_registry_integrity() {
let mut world = World::default();
validate_world_integrity(&world).expect("Initial world state invalid");
// Create entities with various component combinations
let mut entities = Vec::new();
for mask in [
POSITION,
POSITION | VELOCITY,
POSITION | HEALTH,
POSITION | VELOCITY | HEALTH,
] {
let entity = spawn_entities(&mut world, mask, 1)[0];
validate_world_integrity(&world).unwrap_or_else(|_| {
panic!("World invalid after spawning entity with mask {mask:b}")
});
println!("Spawned entity with mask {:b}", mask);
println!(
"Tables: {}, Registry: {}",
world.tables.len(),
world.table_registry.len()
);
for (i, table) in world.tables.iter().enumerate() {
println!(
"Table {}: mask={:b}, entities={}",
i,
table.mask,
table.entity_indices.len()
);
}
entities.push(entity);
}
// Remove entities one by one, checking integrity
for entity in entities {
println!("\nBefore despawning entity {:?}", entity);
println!(
"Tables: {}, Registry: {}",
world.tables.len(),
world.table_registry.len()
);
despawn_entities(&mut world, &[entity]);
let result = validate_world_integrity(&world);
if result.is_err() {
println!("World state when validation failed:");
println!("Number of tables: {}", world.tables.len());
for (i, table) in world.tables.iter().enumerate() {
println!(
"Table {}: mask={:b}, entities={}",
i,
table.mask,
table.entity_indices.len()
);
}
println!("Registry entries:");
for (i, (mask, index)) in world.table_registry.iter().enumerate() {
println!("Registry {}: mask={:b}, points to table {}", i, mask, index);
}
}
result.expect("World invalid after despawn");
println!("After despawn:");
println!(
"Tables: {}, Registry: {}",
world.tables.len(),
world.table_registry.len()
);
// Verify all remaining entities are still accessible
for table in &world.tables {
for &e in &table.entity_indices {
assert!(
location_get(&world.entity_locations, e).is_some(),
"Entity {:?} location invalid after despawning {:?}",
e,
entity
);
}
}
// Verify table registry matches actual tables
assert_eq!(
world.table_registry.len(),
world.tables.len(),
"Registry length {} doesn't match table count {}",
world.table_registry.len(),
world.tables.len()
);
for (mask, index) in &world.table_registry {
assert!(
*index < world.tables.len(),
"Registry points to invalid table {} (max {})",
index,
world.tables.len() - 1
);
assert_eq!(
world.tables[*index].mask, *mask,
"Table {} has wrong mask: expected {:b}, got {:b}",
index, mask, world.tables[*index].mask
);
}
}
}
#[test]
fn test_table_management_during_component_add() {
let mut world = World::default();
println!("\nInitial world state:");
println!("Tables: {}", world.tables.len());
// Create entities with different component combinations
let e1 = spawn_entities(&mut world, POSITION, 1)[0];
let e2 = spawn_entities(&mut world, POSITION, 1)[0];
let e3 = spawn_entities(&mut world, POSITION, 1)[0];
println!("\nAfter spawning 3 entities with POSITION:");
println!("Tables: {}", world.tables.len());
for (i, table) in world.tables.iter().enumerate() {
println!(
"Table {}: mask={:b}, entities={}",
i,
table.mask,
table.entity_indices.len()
);
}
// Set initial values to track data preservation
if let Some(pos) = get_component_mut::<Position>(&mut world, e1, POSITION) {
pos.x = 1.0;
pos.y = 2.0;
}
// Initial state checks
assert_eq!(world.tables.len(), 1, "Should have one table initially");
assert_eq!(
world.tables[0].entity_indices.len(),
3,
"First table should have 3 entities"
);
assert_eq!(
world.tables[0].mask, POSITION,
"First table should have POSITION mask"
);
// Add VELOCITY to first entity
add_components(&mut world, e1, VELOCITY);
println!("\nAfter adding VELOCITY to e1:");
println!("Tables: {}", world.tables.len());
for (i, table) in world.tables.iter().enumerate() {
println!(
"Table {}: mask={:b}, entities={}",
i,
table.mask,
table.entity_indices.len()
);
}
// Verify entity moved to new table
assert_eq!(
world.tables.len(),
2,
"Should have two tables after adding VELOCITY"
);
// Find tables with each mask
let pos_table = world.tables.iter().find(|t| t.mask == POSITION).unwrap();
let pos_vel_table = world
.tables
.iter()
.find(|t| t.mask == (POSITION | VELOCITY))
.unwrap();
assert_eq!(
pos_table.entity_indices.len(),
2,
"POSITION table should have 2 entities"
);
assert_eq!(
pos_vel_table.entity_indices.len(),
1,
"POSITION|VELOCITY table should have 1 entity"
);
// Verify data preserved
let pos = get_component::<Position>(&world, e1, POSITION).unwrap();
assert_eq!(pos.x, 1.0);
assert_eq!(pos.y, 2.0);
// Move second entity to same table as first
add_components(&mut world, e2, VELOCITY);
println!("\nAfter adding VELOCITY to e2:");
println!("Tables: {}", world.tables.len());
for (i, table) in world.tables.iter().enumerate() {
println!(
"Table {}: mask={:b}, entities={}",
i,
table.mask,
table.entity_indices.len()
);
}
// Remove VELOCITY from both entities
remove_components(&mut world, e1, VELOCITY);
remove_components(&mut world, e2, VELOCITY);
println!("\nAfter removing VELOCITY from e1 and e2:");
println!("Tables: {}", world.tables.len());
for (i, table) in world.tables.iter().enumerate() {
println!(
"Table {}: mask={:b}, entities={}",
i,
table.mask,
table.entity_indices.len()
);
}
// Add VELOCITY back to all entities
add_components(&mut world, e1, VELOCITY);
add_components(&mut world, e2, VELOCITY);
add_components(&mut world, e3, VELOCITY);
println!("\nAfter adding VELOCITY to all entities:");
println!("Tables: {}", world.tables.len());
for (i, table) in world.tables.iter().enumerate() {
println!(
"Table {}: mask={:b}, entities={}",
i,
table.mask,
table.entity_indices.len()
);
}
// Verify tables merged correctly
assert_eq!(
world.tables.len(),
1,
"Should have merged back to one table"
);
assert_eq!(
world.tables[0].entity_indices.len(),
3,
"All entities should be in the same table"
);
assert_eq!(
world.tables[0].mask,
POSITION | VELOCITY,
"Table should have both components"
);
// Verify all entity locations are valid
for entity in [e1, e2, e3] {
let location = world.entity_locations.locations[entity.id as usize];
assert!(
location.is_some(),
"Entity {:?} has invalid location",
entity
);
let (table_index, array_index) = location.unwrap();
assert!(
table_index < world.tables.len(),
"Entity {:?} points to invalid table {} (max {})",
entity,
table_index,
world.tables.len() - 1
);
let table = &world.tables[table_index];
assert!(
array_index < table.entity_indices.len(),
"Entity {:?} points to invalid index {} in table {} (length {})",
entity,
array_index,
table_index,
table.entity_indices.len()
);
}
// Verify table registry is correct
assert_eq!(
world.table_registry.len(),
world.tables.len(),
"Table registry size mismatch: registry={}, tables={}",
world.table_registry.len(),
world.tables.len()
);
for (mask, table_index) in &world.table_registry {
assert!(
*table_index < world.tables.len(),
"Registry points to invalid table {} (max {})",
table_index,
world.tables.len() - 1
);
assert_eq!(
world.tables[*table_index].mask, *mask,
"Registry mask mismatch: registry={:b}, table={:b}",
mask, world.tables[*table_index].mask
);
}
}
#[test]
fn test_concurrent_entity_references() {
let mut world = World::default();
// Create two entities
let entity1 = spawn_entities(&mut world, POSITION | HEALTH, 1)[0];
let entity2 = spawn_entities(&mut world, POSITION | HEALTH, 1)[0];
// Set up some initial data
if let Some(pos) = get_component_mut::<Position>(&mut world, entity1, POSITION) {
pos.x = 1.0;
}
if let Some(health) = get_component_mut::<Health>(&mut world, entity1, HEALTH) {
health.value = 100.0;
}
// Store entity1's ID for later
let id1 = entity1.id;
// Despawn entity1
despawn_entities(&mut world, &[entity1]);
// Create new entity with same ID but different generation
let entity3 = spawn_entities(&mut world, POSITION | HEALTH, 1)[0];
assert_eq!(entity3.id, id1, "Should reuse entity1's ID");
assert_eq!(
entity3.generation,
entity1.generation + 1,
"Should have incremented generation"
);
// Set different data for entity3
if let Some(pos) = get_component_mut::<Position>(&mut world, entity3, POSITION) {
pos.x = 3.0;
}
if let Some(health) = get_component_mut::<Health>(&mut world, entity3, HEALTH) {
health.value = 50.0;
}
// Verify entity2 is unaffected by entity1's despawn and entity3's spawn
if let Some(pos) = get_component::<Position>(&world, entity2, POSITION) {
assert_eq!(pos.x, 0.0, "Entity2's data should be unchanged");
}
// Verify we can't access entity1's old data through entity3's ID
if let Some(pos) = get_component::<Position>(&world, entity3, POSITION) {
assert_eq!(pos.x, 3.0, "Should get entity3's data, not entity1's");
}
assert!(
get_component::<Position>(&world, entity1, POSITION).is_none(),
"Should not be able to access entity1's old data"
);
}
#[test]
fn test_generational_indices_aba() {
let mut world = World::default();
// Create an initial entity with Position
let entity_a1 = spawn_entities(&mut world, POSITION, 1)[0];
assert_eq!(
entity_a1.generation, 0,
"First use of ID should have generation 0"
);
// Set initial position
if let Some(pos) = get_component_mut::<Position>(&mut world, entity_a1, POSITION) {
pos.x = 1.0;
pos.y = 1.0;
}
// Store the ID for later reuse
let id = entity_a1.id;
// Despawn the entity
despawn_entities(&mut world, &[entity_a1]);
// Create a new entity that reuses the same ID (entity A2)
let entity_a2 = spawn_entities(&mut world, POSITION, 1)[0];
assert_eq!(entity_a2.id, id, "Should reuse the same ID");
assert_eq!(
entity_a2.generation, 1,
"Second use of ID should have generation 1"
);
// Set different position for A2
if let Some(pos) = get_component_mut::<Position>(&mut world, entity_a2, POSITION) {
pos.x = 2.0;
pos.y = 2.0;
}
// Verify that the old reference (A1) is invalid
assert!(
get_component::<Position>(&world, entity_a1, POSITION).is_none(),
"Old reference to entity should be invalid"
);
// Despawn A2
despawn_entities(&mut world, &[entity_a2]);
// Create another entity with the same ID (entity A3)
let entity_a3 = spawn_entities(&mut world, POSITION, 1)[0];
assert_eq!(entity_a3.id, id, "Should reuse the same ID again");
assert_eq!(
entity_a3.generation, 2,
"Third use of ID should have generation 2"
);
// Set different position for A3
if let Some(pos) = get_component_mut::<Position>(&mut world, entity_a3, POSITION) {
pos.x = 3.0;
pos.y = 3.0;
}
// Verify that both old references are invalid
assert!(
get_component::<Position>(&world, entity_a1, POSITION).is_none(),
"First generation reference should be invalid"
);
assert!(
get_component::<Position>(&world, entity_a2, POSITION).is_none(),
"Second generation reference should be invalid"
);
// Verify that the current reference is valid and has the correct data
let pos = get_component::<Position>(&world, entity_a3, POSITION);
assert!(
pos.is_some(),
"Current generation reference should be valid"
);
let pos = pos.unwrap();
assert_eq!(pos.x, 3.0, "Should have the current generation's data");
assert_eq!(pos.y, 3.0, "Should have the current generation's data");
}
// TODO: Ensure generational indices wrap at u32::MAX
#[ignore]
#[test]
fn test_wrapping_generational_indices_at_u32_max() {
let mut world = World::default();
// Create an initial entity with Position
let entity_a1 = spawn_entities(&mut world, POSITION, 1)[0];
assert_eq!(
entity_a1.generation, 0,
"First use of ID should have generation 0"
);
// Store the ID for later reuse
let id = entity_a1.id;
// Create another entity with the same ID (entity A3)
let entity_a2 = spawn_entities(&mut world, POSITION, 1)[0];
assert_eq!(entity_a2.id, id, "Should reuse the same ID again");
assert_eq!(
entity_a2.generation, 2,
"Third use of ID should have generation 2"
);
// Test wrapping behavior of generations
// Force generation to maximum value
let max_gen = u32::MAX;
for _ in 0..max_gen - 2 {
// -2 because we already used 2 generations
despawn_entities(&mut world, &[entity_a2]);
let entity = spawn_entities(&mut world, POSITION, 1)[0];
assert_eq!(entity.id, id, "Should continue to reuse the same ID");
}
// Get the entity with maximum generation
let entity_max = spawn_entities(&mut world, POSITION, 1)[0];
assert_eq!(
entity_max.generation,
u32::MAX,
"Should reach maximum generation"
);
// Test wrapping to zero
despawn_entities(&mut world, &[entity_max]);
let entity_wrapped = spawn_entities(&mut world, POSITION, 1)[0];
assert_eq!(
entity_wrapped.id, id,
"Should still use same ID after generation wrap"
);
assert_eq!(entity_wrapped.generation, 0, "Generation should wrap to 0");
// Verify that old reference with max generation is invalid
assert!(
get_component::<Position>(&world, entity_max, POSITION).is_none(),
"Max generation reference should be invalid after wrap"
);
}
#[test]
fn test_all_entities() {
let mut world = World::default();
// Create entities with different component combinations
let e1 = spawn_entities(&mut world, POSITION, 1)[0];
let e2 = spawn_entities(&mut world, POSITION | VELOCITY, 1)[0];
let e3 = spawn_entities(&mut world, POSITION | HEALTH, 1)[0];
let e4 = spawn_entities(&mut world, POSITION | VELOCITY | HEALTH, 1)[0];
// Get all entities
let all = query_entities(&world, ALL);
// Verify count
assert_eq!(all.len(), 4, "Should have 4 total entities");
// Verify all entities are present
assert!(all.contains(&e1), "Missing entity 1");
assert!(all.contains(&e2), "Missing entity 2");
assert!(all.contains(&e3), "Missing entity 3");
assert!(all.contains(&e4), "Missing entity 4");
// Test after despawning
despawn_entities(&mut world, &[e2, e3]);
let remaining = query_entities(&world, ALL);
// Verify count after despawn
assert_eq!(remaining.len(), 2, "Should have 2 entities after despawn");
// Verify correct entities remain
assert!(remaining.contains(&e1), "Missing entity 1 after despawn");
assert!(remaining.contains(&e4), "Missing entity 4 after despawn");
assert!(!remaining.contains(&e2), "Entity 2 should be despawned");
assert!(!remaining.contains(&e3), "Entity 3 should be despawned");
}
#[test]
fn test_all_entities_empty_world() {
assert!(
query_entities(&World::default(), ALL).is_empty(),
"Empty world should return empty vector"
);
}
#[test]
fn test_all_entities_after_table_merges() {
let mut world = World::default();
// Create entities that will end up in the same table
let e1 = spawn_entities(&mut world, POSITION, 1)[0];
let e2 = spawn_entities(&mut world, VELOCITY, 1)[0];
// Add components to force table merges
add_components(&mut world, e1, VELOCITY);
add_components(&mut world, e2, POSITION);
let all = query_entities(&world, ALL);
assert_eq!(
all.len(),
2,
"Should maintain all entities through table merges"
);
assert!(all.contains(&e1), "Should contain first entity after merge");
assert!(
all.contains(&e2),
"Should contain second entity after merge"
);
}
}