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Consistency issues in multi-world applications due to global static variables, additional issues when multi-threaded #1032
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A hashmap based approach adds runtime overhead, even if the hash itself is compile time generated. Flecs is also C++11 compatible, which limits the number of compile time features the library can use.
You can definitely have multiple Flecs worlds per application- there are many projects that do this. There are a few things you can do to prevent conflicts:
These approaches require minimal code to setup, and don't add runtime overhead to every ECS operation. You can preregister components like this: world.component<Position>(); Closing this issue as this is expected behavior. |
@SanderMertens thank you for your extensive answer. I think this design decision limits the use case of flecs to only support multiple worlds with exactly the same layout and component initialization and could lead to unexpected issues when using multiple worlds. In release builds no one would even notice that the component id had a conflict. To prevent this, would it be possible to make multi-threaded compatible component id assignments available through a feature flag/compile definition instead?
Well, you are right that it is difficult to hash strings in C++11 for this reason, but there is a second enum class cpp_type_instance : std::uint8_t;
template <typename T>
struct cpp_type_impl {
static cpp_type_instance const instance{}; // Unique per compilation unit and type instantiation
static flecs::entity id(flecs::world* world) {
// O(1)
if (auto const itr = world->component_id_assignments.find(&instance); itr != world->component_id_assignments) {
return itr->second;
}
// Search for the same component by its type-name - O(n) due to string hashing
if (auto const itr = world->component_id_type_names.find(component_name /*string hashing & comparison*/); itr != world->component_id_type_names.end()) { // Find by name
component_id_assignments[&instance] = itr->second;
return itr->second:
}
// If not found register the component
}
};
struct world {
std::unordered_map<cpp_type_instance const* /*instance*/, flecs::entity /*component_id*/> component_id_assignments;
std::unordered_map<std::string /*type_names*/, flecs::entity /*component_id*/> component_id_tyoe_names;
}; In this approach we do not use string hashing, but instead use an address that is unique per compilation unit and type instantiation, which also allows I think this could be a very useful addition to your library. |
This is not the case- see my second approach from the previous message:
A hashmap based approach is also not thread safe. Even in EnTT I believe you need to preregister components in a multithreaded application to prevent concurrent writes to the hashmap.
Still, a hashmap lookup per ECS operation would add runtime overhead. The current approach has minimal runtime overhead, and also supports multi world, multi threaded, multi binary applications, provided it's setup correctly. Note that the C++ API is built on top of the C API. You could always fork Flecs and replace the existing component id mechanism with you own without modifying the core library code. |
I agree that registering components concurrently in the same world is clearly out-of-scope and did not mean it this way.
I thought about a third solution that would only add very little performance overhead and does not use a hashmap, and will be very safe to use: You could index each instance statically with an incrementing counter, and keep the id assignments inside a linear or chunked array local to each world. Something like: // .h
extern std::atomic<std::size_t> global_counter;
// .cpp
extern std::atomic<std::size_t> global_counter = 0;
// .h
template <typename T>
struct cpp_type_impl {
// Indexes into the component_cache
static std::size_t const instance = global_counter.fetch_add(1U) - 1U;
static flecs::entity id(flecs::world* world) {
// O(1)
if (instance < world->component_cache.size()) {
return world->component_cache[instance];
}
// If not found register the component
}
};
struct world {
std::vector<flecs::entity> component_cache; // Fast linear access by index
};
This would solve all the mentioned issues at a minimal cost of just one indexed array element lookup. I respect your opinion categorizing this as wontfix, and might just patch a local copy with the suggested changes. |
With the aforementioned dummy world approach worlds can have different sets of components. What the dummy world approach achieves is that all static variables are initialized with non-conflicting ids. Every subsequently generated world will register the components with non-conflicting ids. For example: {
flecs::world dummy_world;
dummy_world.component<A>(); // id 1
dummy_world.component<B>(); // id 2
}
flecs::world world_1;
world_1.componen<A>(); // id 1
flecs::world world_2;
world_2.component<B>(); // id 2
That's true, fair point.
The tradeoff is whether you want to penalize the common case (a single world) to address a problem that is far less common (multiple worlds) and which has known solutions that don't have runtime overhead. The current approach has additional usability benefits. Say I wanted to write a generic routine that copies components for an entity from world A to world B (not uncommon in multi-world applications). If component ids are not consistent across worlds, you'd need to maintain a mapping. Even if that by itself is justifiable, it would be a breaking change. The advantage of the current approach is that while it does require you to write explicit registration code, that code is localized to a single function that sets up the component ids in a dummy world. The alternative requires every part of the application that works with multiple worlds to be aware that the component ids can be different.
Having said that I do think this is an interesting approach that's worth looking into. Flecs doesn't depend on STL (besides type_traits) so I'd have to write my own version of atomic, but that'd be doable. One challenge is that you can't access the |
Hm, actually I don't think this would work across binaries :/ different binaries could end up with different indices for the component. |
It might be a good solution to specialize for the common case and let users opt-in for the edge-case via a preprocessor definition.
Probably the vector and the counter need to be moved into the c-library, since as far as I understand, the C++ wrapper is currently only a header-only library. To make this work correctly, the counter needs to be defined inside a compilation unit and accessible through a function that can also be exported when flecs is compiled as shared library.
Initializing the counters in an arbitrary or potential random order does not influence the actual assignments of component ids. The assignment of component ids still depends on the initialization order alone (the call to If the library assumes component id consistency across multiple worlds, then this is another issue which would be needed to taken into account. If you want to copy a world or create a sub-world, you would just have to propagate the component-id-cache vector to ensure that both worlds have the same fixed set of component ids registered already. |
Closing this as the issue with multiple binaries prevents this from working correctly. |
I currently do not see any particular issue with this solution. Could you describe the issues you are seeing? Additionally, since this overall issue or feature request describes a particular issue with a broad set of possible solutions, it would also be possible to fix this issue with a different solution? |
You can't guarantee that this: struct cpp_type_impl {
// Indexes into the component_cache
static std::size_t const instance = global_counter.fetch_add(1U) - 1U; won't get invoked multiple times for the same component id across different binaries, which would result in the same component getting multiple indices.
True, if a solution is found that addresses this problem and doesn't measurably increase runtime overhead I'm happy to reopen the issue/create a new one.
Right. My point was that today component ids are kept the same across worlds which is something that applications could depend upon. Allowing component ids (not indices) to be different across worlds can break existing code. |
I took into account that the same component can get multiple indices, but this should not be an issue since all the indices will be resolved and cached to the same component id through the name lookup. I still think that this solution is ideal. If it actually affects performance in a measurable way needs to be tested - I would offer to open a PR for this. My proposal is equal to how component ids are currently assigned and would not change the assignment order nor the resulting ids. On the other hand, requiring that all components have the same id is a fundamental design decision which makes solving this issue probably impossible since creating multiple worlds with different component initialization will lead to different component ids. |
Ahh gotcha. That's true I hadn't thought about that. Ok that sounds like a reasonable thing to try out :) |
I have looked into a possible implementation of this. And I was questioning, whether you want to keep the current static storages of the component class at all? It seems there is currently a workaround for this issue in form of inline void reset() {
ecs_cpp_reset_count_inc();
} already. Additionally, the current implementation has the additional issue, that setting the members static entity_t s_id;
static size_t s_size;
static size_t s_alignment;
static bool s_allow_tag;
static int32_t s_reset_count; is not threadsafe and can cause issues how it is currently implemented. Therefore, I would prefer changing the current implementation to a world-local component id storage as discussed above, without offering any compile definition feature flag. This would then resolve all mentioned issues at once. Further, we could then remove the reset counter workaround since world-local component ids would be supported. Additionally, I have recognized that a flecs world in C can also have mismatching component ids depending on in which order |
Probably not, everything could be stored on the world save for the generated index.
Yup, this is a nice side benefit
Correct
You would need it when copying entities/components between worlds. |
…n cpp components * Fixes potential conflicting component id issues when initializing different worlds with a different order. * Closes SanderMertens#1032
…n cpp components * Fixes potential conflicting component id issues when initializing different worlds with a different order. * Closes SanderMertens#1032
…n cpp components * Fixes potential conflicting component id issues when initializing different worlds with a different order. * Closes SanderMertens#1032
…n cpp components * Fixes potential conflicting component id issues when initializing different worlds with a different order. * Closes SanderMertens#1032
…n cpp components * Fixes potential conflicting component id issues when initializing different worlds with a different order. * Closes SanderMertens#1032
…n cpp components * Fixes potential conflicting component id issues when initializing different worlds with a different order. * Closes SanderMertens#1032
…n cpp components * Fixes potential conflicting component id issues when initializing different worlds with a different order. * Closes SanderMertens#1032
…n cpp components * Fixes potential conflicting component id issues when initializing different worlds with a different order. * Closes SanderMertens#1032
…n cpp components * Fixes potential conflicting component id issues when initializing different worlds with a different order. * Closes SanderMertens#1032
…n cpp components * Fixes potential conflicting component id issues when initializing different worlds with a different order. * Closes SanderMertens#1032
…n cpp components * Fixes potential conflicting component id issues when initializing different worlds with a different order. * Closes SanderMertens#1032
…n cpp components * Fixes potential conflicting component id issues when initializing different worlds with a different order. * Closes SanderMertens#1032
…n cpp components * Fixes potential conflicting component id issues when initializing different worlds with a different order. * Closes SanderMertens#1032
…n cpp components * Fixes potential conflicting component id issues when initializing different worlds with a different order. * Closes SanderMertens#1032
…n cpp components * Fixes potential conflicting component id issues when initializing different worlds with a different order. * Closes SanderMertens#1032
…n cpp components * Fixes potential conflicting component id issues when initializing different worlds with a different order. * Closes SanderMertens#1032
…n cpp components * Fixes potential conflicting component id issues when initializing different worlds with a different order. * Closes SanderMertens#1032
…n cpp components * Fixes potential conflicting component id issues when initializing different worlds with a different order. * Closes SanderMertens#1032
…n cpp components * Fixes potential conflicting component id issues when initializing different worlds with a different order. * Closes SanderMertens#1032
…n cpp components * Fixes potential conflicting component id issues when initializing different worlds with a different order. * Closes SanderMertens#1032
…n cpp components * Fixes potential conflicting component id issues when initializing different worlds with a different order. * Closes SanderMertens#1032
…n cpp components * Fixes potential conflicting component id issues when initializing different worlds with a different order. * Closes SanderMertens#1032
Hi there, I just wanted to chip in since I've been 2 days trying to debug my tests, wondering what was going on. As a Flecs newbie this has become extremely frustrating. The problem was my tests were crashing in the strangest ways, and was about to submit a bug when I saw this thread. Eventually, I narrowed it down to this minimal example: struct ComponentA {
char x = 0;
};
struct ComponentB {
int x = 0;
int y = 0;
};
void print_components(flecs::entity e) {
int i = 0;
e.each([&](flecs::id id) {
std::cout << i++ << ": " << id.str() << " (" << id << ")"
<< "\n";
});
std::cout << "\n";
}
void func1() {
std::cout << "func1" << std::endl;
flecs::world ecs;
ecs.component<ComponentB>();
auto a = ecs.entity().add<ComponentB>();
print_components(a);
}
void func2() {
std::cout << "func2" << std::endl;
flecs::world ecs;
ecs.component<ComponentA>();
ecs.component<ComponentB>(); // crash
auto a = ecs.entity().add<ComponentB>();
print_components(a);
}
int main() {
func1();
func2();
return 0;
} ... where This example crashes when registering It is clear now that it is due to some id reused that makes it think I was totally unaware of this pitfall. Thanks to @Naios comment I found about Although keeping a world-local component registry may be more cumbersome, it is certainly more intuitive and will help adoption. In any case, thank you @SanderMertens and everybody for this great work hopefully I'll have this in our game soon! |
@Naios @SanderMertens I wrote the following to try to address the issue, because its already hit me twice, first as a newbie and now the last few days. Ours is multi-world application and trying to guarantee same loading order would be complicated and require maintenance. I wrote a Here is the code: #include <array>
#include <cstddef>
#include <cstdint>
#include <iostream>
#if __cplusplus >= 202002L
#include <source_location>
#endif
// FNV-1a hash function
constexpr uint32_t FNV1a_32_INIT = 0x811c9dc5;
constexpr uint32_t FNV1a_32_PRIME = 0x01000193;
constexpr uint32_t fnv1a_32(const char* str,
const uint32_t value = FNV1a_32_INIT) noexcept {
return *str ? fnv1a_32(str + 1, (value ^ uint32_t(*str)) * FNV1a_32_PRIME)
: value;
}
// This function returns a constexpr based off the type name
template <typename T>
constexpr const char* TypeName() {
#if __cplusplus >= 202002L
return std::source_location::current().function_name();
#else
#ifdef _MSC_VER
return __FUNCSIG__;
#else
return __PRETTY_FUNCTION__;
#endif
#endif
}
// Typehash computes a compile-time type name hash
template <typename T>
constexpr uint32_t typehash() noexcept {
return fnv1a_32(TypeName<T>());
}
struct MyComponent {};
int main() {
constexpr const char* c = TypeName<int>();
constexpr uint32_t tfloat = typehash<float>();
constexpr uint32_t tint = typehash<int>();
constexpr uint32_t tmycomp = typehash<MyComponent>();
std::cout << c << ", " << tfloat << ", " << tint << ", " << tmycomp
<< std::endl;
return 0;
} Working demo: https://godbolt.org/z/MKEx1Yead I would like to know if this would be an acceptable solution until a per-world id storage is done and if so, where to exactly insert this code, because I having a hard time finding the right spot. This would really help me solve the above issue. |
@SanderMertens thank you for building the amazing flecs library. Your library is really impressive and a huge technical accomplishment. I have found the following issue:
Describe the bug
Currently, ids for components are cached inside a per-type local variable in
cpp_type_impl<T>::s_id
.This can lead to issues if the same application has multiple
flecs::world
instances, since one cannot guarantee that each world gets initialized in the same order, and always has the same set of entity ids available.The current way of dealing with this, is that it triggers an assertion although this case is not really a programming error and can happen in a valid program:
Additionally, using the static global variables in
cpp_type_impl<T>::s_id
has additional issues in a multi-threaded context, for instance that you cannot guarantee the consistent state of the following variables without a lock:This can lead to inconsistencies between worlds and severe run-time issues. It would be great, if flecs could support running multiple worlds in the same process independently through not using such static variables.
I'm also not sure whether
s_size
ands_alignment
are actually needed here on a global cache level since you can generate a temporary object containing this information quickly anyway withsizeof(T)
andalignof(T)
.Possible solution/Expected behaviour
This issue could be solved by removing all static variables and retrieve the component id for a specific component based on a hashmap where the key is a compile-time hashed name of of the component (like entt is doing it).
In general it would be great, if the library could not use such static variables overall since it limits the application of the library to just one instance per process.
Additional context
Revision: bf647d7
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