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authormat <git@matdoes.dev>2023-07-23 22:17:17 -0500
committermat <git@matdoes.dev>2023-07-23 22:17:17 -0500
commitd99ba0da5500a1a4917bf9c8c9e93e2caa4ada99 (patch)
tree08af266f9ccc9a6dea7593198bfe50dab2a307eb /azalea-entity/src/plugin/indexing.rs
parent2ab16402de3ac12c04696833450cd8d2f7b39b85 (diff)
downloadazalea-drasl-d99ba0da5500a1a4917bf9c8c9e93e2caa4ada99.tar.xz
clean up azalea-entity a little
Diffstat (limited to 'azalea-entity/src/plugin/indexing.rs')
-rw-r--r--azalea-entity/src/plugin/indexing.rs243
1 files changed, 243 insertions, 0 deletions
diff --git a/azalea-entity/src/plugin/indexing.rs b/azalea-entity/src/plugin/indexing.rs
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+++ b/azalea-entity/src/plugin/indexing.rs
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+//! Stuff related to entity indexes and keeping track of entities in the world.
+
+use azalea_core::ChunkPos;
+use azalea_world::{InstanceContainer, InstanceName, MinecraftEntityId};
+use bevy_ecs::{
+ entity::Entity,
+ query::{Changed, With, Without},
+ system::{Commands, Query, Res, ResMut, Resource},
+};
+use log::{debug, error, info, warn};
+use std::{collections::HashMap, fmt::Debug};
+use uuid::Uuid;
+
+use crate::{EntityUuid, LastSentPosition, Local, Position};
+
+use super::LoadedBy;
+
+#[derive(Resource, Default)]
+pub struct EntityUuidIndex {
+ /// An index of entities by their UUIDs
+ entity_by_uuid: HashMap<Uuid, Entity>,
+}
+
+impl EntityUuidIndex {
+ pub fn new() -> Self {
+ Self {
+ entity_by_uuid: HashMap::default(),
+ }
+ }
+
+ pub fn get(&self, uuid: &Uuid) -> Option<Entity> {
+ self.entity_by_uuid.get(uuid).copied()
+ }
+
+ pub fn contains_key(&self, uuid: &Uuid) -> bool {
+ self.entity_by_uuid.contains_key(uuid)
+ }
+
+ pub fn insert(&mut self, uuid: Uuid, entity: Entity) {
+ self.entity_by_uuid.insert(uuid, entity);
+ }
+}
+
+impl Debug for EntityUuidIndex {
+ fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
+ f.debug_struct("EntityUuidIndex").finish()
+ }
+}
+
+/// Remove new entities that have the same id as an existing entity, and
+/// increase the reference counts.
+///
+/// This is the reason why spawning entities into the ECS when you get a spawn
+/// entity packet is okay. This system will make sure the new entity gets
+/// combined into the old one.
+#[allow(clippy::type_complexity)]
+pub fn deduplicate_entities(
+ mut commands: Commands,
+ mut query: Query<
+ (Entity, &MinecraftEntityId, &InstanceName),
+ (Changed<MinecraftEntityId>, Without<Local>),
+ >,
+ mut loaded_by_query: Query<&mut LoadedBy>,
+ instance_container: Res<InstanceContainer>,
+) {
+ // if this entity already exists, remove it
+ for (new_entity, id, world_name) in query.iter_mut() {
+ if let Some(world_lock) = instance_container.get(world_name) {
+ let world = world_lock.write();
+ if let Some(old_entity) = world.entity_by_id.get(id) {
+ if old_entity == &new_entity {
+ continue;
+ }
+
+ // this entity already exists!!! remove the one we just added but increase
+ // the reference count
+ let new_loaded_by = loaded_by_query
+ .get(new_entity)
+ .unwrap_or_else(|_| panic!(
+ "Entities should always have the LoadedBy component ({new_entity:?} did not)"
+ ))
+ .clone();
+ let old_loaded_by = loaded_by_query.get_mut(*old_entity);
+ // merge them if possible
+ if let Ok(mut old_loaded_by) = old_loaded_by {
+ old_loaded_by.extend(new_loaded_by.iter());
+ }
+ commands.entity(new_entity).despawn();
+ info!(
+ "Entity with id {id:?} / {new_entity:?} already existed in the world, merging it with {old_entity:?}"
+ );
+ break;
+ }
+ } else {
+ error!("Entity was inserted into a world that doesn't exist.");
+ }
+ }
+}
+
+// when a local entity is added, if there was already an entity with the same id
+// then delete the old entity
+#[allow(clippy::type_complexity)]
+pub fn deduplicate_local_entities(
+ mut commands: Commands,
+ mut query: Query<
+ (Entity, &MinecraftEntityId, &InstanceName),
+ (Changed<MinecraftEntityId>, With<Local>),
+ >,
+ instance_container: Res<InstanceContainer>,
+) {
+ // if this entity already exists, remove the old one
+ for (new_entity, id, world_name) in query.iter_mut() {
+ if let Some(world_lock) = instance_container.get(world_name) {
+ let world = world_lock.write();
+ if let Some(old_entity) = world.entity_by_id.get(id) {
+ if old_entity == &new_entity {
+ // lol
+ continue;
+ }
+
+ commands.entity(*old_entity).despawn();
+ debug!(
+ "Added local entity {id:?} / {new_entity:?} but already existed in world as {old_entity:?}, despawning {old_entity:?}"
+ );
+ break;
+ }
+ } else {
+ error!("Entity was inserted into a world that doesn't exist.");
+ }
+ }
+}
+
+pub fn update_uuid_index(
+ mut entity_infos: ResMut<EntityUuidIndex>,
+ query: Query<(Entity, &EntityUuid, Option<&Local>), Changed<EntityUuid>>,
+) {
+ for (entity, &uuid, local) in query.iter() {
+ // only add it if it doesn't already exist in
+ // entity_infos.entity_by_uuid
+ if local.is_none() {
+ if let Some(old_entity) = entity_infos.entity_by_uuid.get(&uuid) {
+ debug!(
+ "Entity with UUID {uuid:?} already existed in the world, not adding to
+ index (old ecs id: {old_entity:?} / new ecs id: {entity:?})"
+ );
+ continue;
+ }
+ }
+ entity_infos.entity_by_uuid.insert(*uuid, entity);
+ }
+}
+
+/// System to keep the entity_by_id index up-to-date.
+pub fn update_entity_by_id_index(
+ mut query: Query<
+ (Entity, &MinecraftEntityId, &InstanceName, Option<&Local>),
+ Changed<MinecraftEntityId>,
+ >,
+ instance_container: Res<InstanceContainer>,
+) {
+ for (entity, id, world_name, local) in query.iter_mut() {
+ let world_lock = instance_container.get(world_name).unwrap();
+ let mut world = world_lock.write();
+ if local.is_none() {
+ if let Some(old_entity) = world.entity_by_id.get(id) {
+ debug!(
+ "Entity with ID {id:?} already existed in the world, not adding to
+ index (old ecs id: {old_entity:?} / new ecs id: {entity:?})"
+ );
+ continue;
+ }
+ }
+ world.entity_by_id.insert(*id, entity);
+ debug!("Added {entity:?} to {world_name:?} with {id:?}.");
+ }
+}
+
+/// Update the chunk position indexes in [`EntityUuidIndex`].
+pub fn update_entity_chunk_positions(
+ mut query: Query<(Entity, &Position, &mut LastSentPosition, &InstanceName), Changed<Position>>,
+ instance_container: Res<InstanceContainer>,
+) {
+ for (entity, pos, last_pos, world_name) in query.iter_mut() {
+ let world_lock = instance_container.get(world_name).unwrap();
+ let mut world = world_lock.write();
+
+ let old_chunk = ChunkPos::from(*last_pos);
+ let new_chunk = ChunkPos::from(*pos);
+
+ if old_chunk != new_chunk {
+ // move the entity from the old chunk to the new one
+ if let Some(entities) = world.entities_by_chunk.get_mut(&old_chunk) {
+ entities.remove(&entity);
+ }
+ world
+ .entities_by_chunk
+ .entry(new_chunk)
+ .or_default()
+ .insert(entity);
+ }
+ }
+}
+
+/// Despawn entities that aren't being loaded by anything.
+pub fn remove_despawned_entities_from_indexes(
+ mut commands: Commands,
+ mut entity_infos: ResMut<EntityUuidIndex>,
+ instance_container: Res<InstanceContainer>,
+ query: Query<(Entity, &EntityUuid, &Position, &InstanceName, &LoadedBy), Changed<LoadedBy>>,
+) {
+ for (entity, uuid, position, world_name, loaded_by) in &query {
+ let world_lock = instance_container.get(world_name).unwrap();
+ let mut world = world_lock.write();
+
+ // if the entity has no references left, despawn it
+ if !loaded_by.is_empty() {
+ continue;
+ }
+
+ // remove the entity from the chunk index
+ let chunk = ChunkPos::from(*position);
+ if let Some(entities_in_chunk) = world.entities_by_chunk.get_mut(&chunk) {
+ if entities_in_chunk.remove(&entity) {
+ // remove the chunk if there's no entities in it anymore
+ if entities_in_chunk.is_empty() {
+ world.entities_by_chunk.remove(&chunk);
+ }
+ } else {
+ warn!("Tried to remove entity from chunk {chunk:?} but the entity was not there.");
+ }
+ } else {
+ warn!("Tried to remove entity from chunk {chunk:?} but the chunk was not found.");
+ }
+ // remove it from the uuid index
+ if entity_infos.entity_by_uuid.remove(uuid).is_none() {
+ warn!("Tried to remove entity {entity:?} from the uuid index but it was not there.");
+ }
+ // and now remove the entity from the ecs
+ commands.entity(entity).despawn();
+ debug!("Despawned entity {entity:?} because it was not loaded by anything.");
+ return;
+ }
+}