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AgentId

Struct AgentId 

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pub struct AgentId { /* private fields */ }
Expand description

An agent, together with the world that spawned it.

Entity is an index plus a generation minted per world, so two worlds hand out the same id for their first agent. Nothing in Entity records which one it came from, so passing one world’s entity to another was not refused - it named a real, different agent there, and the call acted on that one instead. b.pause(a_entity) paused B’s own agent while the caller believed it had paused A’s, silently.

The provenance has to travel with the id, which is what this is. It cannot be built outside this module: the only sources are PipelineWorld::spawn_agent and PipelineWorld::spawn_from_blueprint, so an id always names an agent in the world that minted it.

A tag component on the agent was tried first and does not work: looking the tag up on the foreign id resolves to the local agent, whose tag naturally matches, so the check passes and guards nothing.

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impl AgentId

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pub fn in_world(world: &World, entity: Entity) -> Self

Scope a raw entity to the world it came out of.

The reverse of Self::resolve_in, for a system holding a query result that needs to call something taking an AgentId. Wrapping and then resolving inside the same world always round-trips; an id built this way in one world and resolved in another does not, which is the point.

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pub fn resolve_in(self, world: &World) -> Option<Entity>

The entity, if this id belongs to world.

The check any code holding a raw World should make before touching an agent it was handed. None means the id came from a different world, in which case its raw entity would name some other agent here - which is the whole failure this type exists to prevent.

A world with no OwnWorldId resource (a bare test world assembled by hand) accepts any id: it never minted one, so there is nothing to disagree with.

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pub fn entity(self) -> Entity

The raw ECS entity.

For code already inside the owning world - systems, queries, direct World access - where same-world is true by construction. Crossing a world boundary with the result is the bug this type exists to prevent.

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pub fn world(self) -> WorldId

Which world minted this id.

Trait Implementations§

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impl Clone for AgentId

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fn clone(&self) -> AgentId

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Copy for AgentId

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impl Debug for AgentId

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Eq for AgentId

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impl Hash for AgentId

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fn hash<__H: Hasher>(&self, state: &mut __H)

Feeds this value into the given Hasher. Read more
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fn hash_slice<H>(data: &[Self], state: &mut H)
where H: Hasher, Self: Sized,

Feeds a slice of this type into the given Hasher. Read more
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impl PartialEq for AgentId

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fn eq(&self, other: &AgentId) -> bool

Equality operator ==. Read more
1.0.0 (const: unstable) · Source§

fn ne(&self, other: &Rhs) -> bool

Inequality operator !=. Read more
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impl StructuralPartialEq for AgentId

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> AsOut<T> for T
where T: Copy,

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Returns an out reference to self.
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impl<ST, DT> CastableFrom<ST, Initialized, Initialized> for DT
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where T: Clone,

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
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fn dyn_eq(&self, other: &(dyn DynEq + 'static)) -> bool

This method tests for self and other values to be equal. Read more
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impl<T> DynHash for T
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fn dyn_hash(&self, state: &mut dyn Hasher)

Feeds this value into the given Hasher.
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fn equivalent(&self, key: &K) -> bool

Compare self to key and return true if they are equal.
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Returns the argument unchanged.

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