Querying
The query
utility allows Systems to ask questions about keys in the World. These queries are evaluated left to right and can include fragments like "Give me all keys in the CanFly
table" and "Then keep keys in the Position table with value {x: 1, y: 43}
".
query
is simply a view
function, but it can only be used with tables that have the relevant modules installed:
- For
Has
orNot
fragments, the corresponding table needs to haveKeysInTable
. - For
HasValue
orNotValue
fragments, the corresponding table needs to haveKeysWithValue
.
Let's walk through an example of using query
in a simple game, where we check that a position is unoccupied before allowing a playing to move into it.
Creating tables
First, we define some tables. Here, the Player
table is a boolean flag; storing whether a key corresponds to a player. Position
stores the (x, y) coordinate of a key.
import { mudConfig } from "@latticexyz/world/register";
export default mudConfig({
tables: {
Player: "bool",
Position: { schema: { x: "int32", y: "int32" } },
},
});
Installing the indexing modules
Next, we install the necessary modules for our use case. We will be querying for all keys in the Player
table, so it requires KeysInTable
. Conversely, will be filtering by a specific position, so Position
requires KeysWithValue
.
import { mudConfig } from "@latticexyz/world/register";
import { resolveTableId } from "@latticexyz/config";
export default mudConfig({
tables: {
...
},
modules: [
{
name: "KeysInTableModule",
root: true,
args: [resolveTableId("Player")],
},
{
name: "KeysWithValueModule",
root: true,
args: [resolveTableId("Position")],
},
],
});
Using query
Now the modules are installed, we can we construct the QueryFragment
, then call query
like so:
QueryFragment[] memory fragments = new QueryFragment[](2);
// Specify the more restrictive filter first for performance reasons
fragments[0] = QueryFragment(QueryType.HasValue, PositionTableId, abi.encode(x, y));
// The value argument is ignored in Has query fragments
fragments[1] = QueryFragment(QueryType.Has, PlayerTableId, new bytes(0));
bytes32[][] memory keyTuples = query(fragments);
Here is the full system, which queries for all players at a position to check if it occupied.
import { System } from "@latticexyz/world/src/System.sol";
import { query, QueryFragment, QueryType } from "@latticexyz/world/src/modules/keysintable/query.sol";
import { PlayerTableId, Position, PositionTableId } from "../codegen/Tables.sol";
contract MoveSystem is System {
function move(int32 x, int32 y) public {
QueryFragment[] memory fragments = new QueryFragment[](2);
// Specify the more restrictive filter first for performance reasons
fragments[0] = QueryFragment(QueryType.HasValue, PositionTableId, abi.encode(x, y));
// The value argument is ignored in Has query fragments
fragments[1] = QueryFragment(QueryType.Has, PlayerTableId, new bytes(0));
bytes32[][] memory keyTuples = query(fragments);
require(keyTuples.length == 0, "There is a player at the given position");
Position.set(bytes32(msg.sender), x, y);
}
}