# Advanced Entity Patterns Advanced techniques for sophisticated entity management scenarios. ## Entity Collections Management ### Dynamic Collection with Cleanup ```rust struct EntityCollection { strong_refs: Vec>, weak_refs: Vec>, } impl EntityCollection { fn new() -> Self { Self { strong_refs: Vec::new(), weak_refs: Vec::new(), } } fn add(&mut self, entity: Entity, cx: &mut App) { self.strong_refs.push(entity.clone()); self.weak_refs.push(entity.downgrade()); } fn remove(&mut self, entity_id: EntityId, cx: &mut App) { self.strong_refs.retain(|e| e.entity_id() != entity_id); self.weak_refs.retain(|w| { w.upgrade() .map(|e| e.entity_id() != entity_id) .unwrap_or(false) }); } fn cleanup_invalid(&mut self, cx: &mut App) { self.weak_refs.retain(|weak| weak.upgrade().is_some()); } fn for_each(&self, cx: &mut App, mut f: F) where F: FnMut(&Entity, &mut App), { for entity in &self.strong_refs { f(entity, cx); } } fn for_each_weak(&mut self, cx: &mut App, mut f: F) where F: FnMut(Entity, &mut App), { self.weak_refs.retain(|weak| { if let Some(entity) = weak.upgrade() { f(entity, cx); true } else { false // Remove invalid weak references } }); } } ``` ### Entity Registry Pattern ```rust use std::collections::HashMap; struct EntityRegistry { entities: HashMap>, } impl EntityRegistry { fn new() -> Self { Self { entities: HashMap::new(), } } fn register(&mut self, entity: &Entity) { self.entities.insert(entity.entity_id(), entity.downgrade()); } fn unregister(&mut self, entity_id: EntityId) { self.entities.remove(&entity_id); } fn get(&self, entity_id: EntityId) -> Option> { self.entities.get(&entity_id)?.upgrade() } fn cleanup(&mut self) { self.entities.retain(|_, weak| weak.upgrade().is_some()); } fn count(&self) -> usize { self.entities.len() } fn all_entities(&self) -> Vec> { self.entities .values() .filter_map(|weak| weak.upgrade()) .collect() } } ``` ## Conditional Update Patterns ### Debounced Updates ```rust use std::time::{Duration, Instant}; struct DebouncedEntity { entity: Entity, last_update: Instant, debounce_duration: Duration, pending_update: Option)>>, } impl DebouncedEntity { fn new(entity: Entity, debounce_ms: u64) -> Self { Self { entity, last_update: Instant::now(), debounce_duration: Duration::from_millis(debounce_ms), pending_update: None, } } fn update(&mut self, cx: &mut App, update_fn: F) where F: FnOnce(&mut T, &mut Context) + 'static, { let now = Instant::now(); let elapsed = now.duration_since(self.last_update); if elapsed >= self.debounce_duration { // Execute immediately self.entity.update(cx, update_fn); self.last_update = now; self.pending_update = None; } else { // Store for later self.pending_update = Some(Box::new(update_fn)); // Schedule execution let entity = self.entity.clone(); let delay = self.debounce_duration - elapsed; cx.spawn(async move |cx| { tokio::time::sleep(delay).await; if let Some(update) = self.pending_update.take() { entity.update(cx, |state, inner_cx| { update(state, inner_cx); }); } }).detach(); } } } ``` ### Throttled Updates ```rust struct ThrottledEntity { entity: Entity, last_update: Instant, throttle_duration: Duration, } impl ThrottledEntity { fn new(entity: Entity, throttle_ms: u64) -> Self { Self { entity, last_update: Instant::now(), throttle_duration: Duration::from_millis(throttle_ms), } } fn try_update(&mut self, cx: &mut App, update_fn: F) -> bool where F: FnOnce(&mut T, &mut Context), { let now = Instant::now(); let elapsed = now.duration_since(self.last_update); if elapsed >= self.throttle_duration { self.entity.update(cx, update_fn); self.last_update = now; true } else { false // Update throttled } } } ``` ## Entity State Machine Pattern ```rust enum AppState { Idle, Loading, Loaded(String), Error(String), } struct StateMachine { state: AppState, } impl StateMachine { fn new() -> Self { Self { state: AppState::Idle, } } fn start_loading(&mut self, cx: &mut Context) { if matches!(self.state, AppState::Idle | AppState::Error(_)) { self.state = AppState::Loading; cx.notify(); let weak_entity = cx.entity().downgrade(); cx.spawn(async move |cx| { let result = perform_load().await; let _ = weak_entity.update(cx, |state, cx| { match result { Ok(data) => state.on_load_success(data, cx), Err(e) => state.on_load_error(e.to_string(), cx), } }); }).detach(); } } fn on_load_success(&mut self, data: String, cx: &mut Context) { if matches!(self.state, AppState::Loading) { self.state = AppState::Loaded(data); cx.notify(); } } fn on_load_error(&mut self, error: String, cx: &mut Context) { if matches!(self.state, AppState::Loading) { self.state = AppState::Error(error); cx.notify(); } } fn reset(&mut self, cx: &mut Context) { self.state = AppState::Idle; cx.notify(); } } async fn perform_load() -> Result { // Actual load implementation Ok("Data".to_string()) } ``` ## Entity Proxy Pattern ```rust struct EntityProxy { entity: WeakEntity, } impl EntityProxy { fn new(entity: &Entity) -> Self { Self { entity: entity.downgrade(), } } fn with(&self, cx: &mut App, f: F) -> Result where F: FnOnce(&T, &App) -> R, { self.entity.read_with(cx, f) } fn update(&self, cx: &mut App, f: F) -> Result where F: FnOnce(&mut T, &mut Context) -> R, { self.entity.update(cx, f) } fn is_valid(&self, cx: &App) -> bool { self.entity.upgrade().is_some() } } ``` ## Cascading Updates Pattern ```rust struct CascadingUpdater { entities: Vec>, } impl CascadingUpdater { fn new() -> Self { Self { entities: Vec::new(), } } fn add_target(&mut self, entity: &Entity) { self.entities.push(entity.downgrade()); } fn cascade_update(&mut self, cx: &mut App, update_fn: F) where F: Fn(&mut UpdateTarget, &mut Context) + Clone, { // Update all entities in sequence self.entities.retain(|weak| { if let Ok(_) = weak.update(cx, |state, inner_cx| { update_fn.clone()(state, inner_cx); }) { true // Keep valid entity } else { false // Remove invalid entity } }); } } struct UpdateTarget { value: i32, } ``` ## Entity Snapshot Pattern ```rust use serde::{Serialize, Deserialize}; #[derive(Clone, Serialize, Deserialize)] struct EntitySnapshot { data: String, timestamp: u64, } struct SnapshotableEntity { data: String, snapshots: Vec, } impl SnapshotableEntity { fn new(data: String) -> Self { Self { data, snapshots: Vec::new(), } } fn take_snapshot(&mut self, cx: &mut Context) { let snapshot = EntitySnapshot { data: self.data.clone(), timestamp: current_timestamp(), }; self.snapshots.push(snapshot); cx.notify(); } fn restore_snapshot(&mut self, index: usize, cx: &mut Context) -> Result<(), String> { if let Some(snapshot) = self.snapshots.get(index) { self.data = snapshot.data.clone(); cx.notify(); Ok(()) } else { Err("Invalid snapshot index".to_string()) } } fn clear_old_snapshots(&mut self, keep_last: usize, cx: &mut Context) { if self.snapshots.len() > keep_last { self.snapshots.drain(0..self.snapshots.len() - keep_last); cx.notify(); } } } fn current_timestamp() -> u64 { use std::time::{SystemTime, UNIX_EPOCH}; SystemTime::now() .duration_since(UNIX_EPOCH) .unwrap() .as_secs() } ``` ## Entity Transaction Pattern ```rust struct Transaction { entity: Entity, original_state: Option, } impl Transaction { fn begin(entity: Entity, cx: &mut App) -> Self { let original_state = entity.read(cx).clone(); Self { entity, original_state: Some(original_state), } } fn update(&mut self, cx: &mut App, update_fn: F) where F: FnOnce(&mut T, &mut Context), { self.entity.update(cx, update_fn); } fn commit(mut self, cx: &mut App) { self.original_state = None; // Don't rollback self.entity.update(cx, |_, cx| { cx.notify(); }); } fn rollback(mut self, cx: &mut App) { if let Some(original) = self.original_state.take() { self.entity.update(cx, |state, cx| { *state = original; cx.notify(); }); } } } impl Drop for Transaction { fn drop(&mut self) { // Auto-rollback if not committed if self.original_state.is_some() { eprintln!("Warning: Transaction dropped without commit"); } } } // Usage fn perform_transaction(entity: Entity, cx: &mut App) -> Result<(), String> { let mut tx = Transaction::begin(entity, cx); tx.update(cx, |state, cx| { state.value = 42; }); if validate_state(&tx.entity, cx)? { tx.commit(cx); Ok(()) } else { tx.rollback(cx); Err("Validation failed".to_string()) } } ``` ## Entity Pool Pattern ```rust struct EntityPool { available: Vec>, in_use: Vec>, factory: Box Entity>, } impl EntityPool { fn new(factory: F) -> Self where F: Fn(&mut App) -> Entity + 'static, { Self { available: Vec::new(), in_use: Vec::new(), factory: Box::new(factory), } } fn acquire(&mut self, cx: &mut App) -> Entity { let entity = if let Some(entity) = self.available.pop() { entity } else { (self.factory)(cx) }; self.in_use.push(entity.downgrade()); entity } fn release(&mut self, entity: Entity, cx: &mut App) { // Reset entity state if needed entity.update(cx, |state, cx| { // Reset logic here cx.notify(); }); self.available.push(entity); self.cleanup_in_use(); } fn cleanup_in_use(&mut self) { self.in_use.retain(|weak| weak.upgrade().is_some()); } fn pool_size(&self) -> (usize, usize) { (self.available.len(), self.in_use.len()) } } ``` These advanced patterns provide powerful abstractions for managing complex entity scenarios while maintaining code quality and performance.