Add `FilteredWorld(Mut)`
- Dominant language
- Rust
- Stars
- 48.2k
- Forks
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- Avg merge
- 3d 16h
- Merged PRs (30d)
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Description
## What problem does this solve or what need does it fill?
We have `FilteredResources`, `FilteredEntity(Ref/Mut)` to split access.
## What solution would you like?
It would be nice to have a similar functionality for `&World` that works in a similar way. `FilteredWorld(Mut)` would deny access to resources or components that was filtered out.
## Additional context
It would reduce a lot of `resource_scope` in [my code](https://github.com/projectharmonia/bevy_replicon/blob/master/src/client.rs#L107) and potentially unlocked some "entities instead of resources" scenarios.
Contributor guide
Research direction
Start by reading the existing FilteredResources and FilteredEntity(Ref/Mut) implementations, then inspect the resource_scope usage in src/client.rs around line 107. Define how FilteredWorld(Mut) should deny filtered resources and components while supporting the proposed entity scenarios; done means the API behavior and scope are clear and covered by appropriate tests.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- rust
- Domain
- game-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100