# Objective
Fixes#19219
## Solution
Instead of calling `world.commands().trigger` and
`world.commands().trigger_targets` whenever each scene is spawned, save
the `instance_id` and optional parent entity to perform all such calls
at the end. This prevents the potential flush of the world command queue
that can happen if `add_child` is called from causing the crash.
## Testing
- Did you test these changes? If so, how?
- Verified that I can no longer reproduce the bug with the instructions
at #19219.
- Ran `bevy_scene` tests
- Visually verified that the following examples still run as expected
`many_foxes`, `scene` . (should I test any more?)
- Are there any parts that need more testing?
- Pending to run `cargo test` at the root to test that all examples
still build; I will update the PR when that's done
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- Run bevy as usual
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
- N/a (tested on Linux/wayland but it shouldn't be relevant)
---
The goal of `bevy_platform_support` is to provide a set of platform
agnostic APIs, alongside platform-specific functionality. This is a high
traffic crate (providing things like HashMap and Instant). Especially in
light of https://github.com/bevyengine/bevy/discussions/18799, it
deserves a friendlier / shorter name.
Given that it hasn't had a full release yet, getting this change in
before Bevy 0.16 makes sense.
- Rename `bevy_platform_support` to `bevy_platform`.
# Objective
- Fixes#18690
- Closes [#2065](https://github.com/bevyengine/bevy-website/pull/2065)
- Alternative to #18691
The changes to the Hash made in #15801 to the
[BuildHasher](https://doc.rust-lang.org/std/hash/trait.BuildHasher.html)
resulted in serious migration problems and downgraded UX for users of
Bevy's re-exported hashmaps. Once merged, we need to go in and remove
the migration guide added as part of #15801.
## Solution
- Newtype `HashMap` and `HashSet` instead of type aliases
- Added `Deref/Mut` to allow accessing future `hashbrown` methods
without maintenance from Bevy
- Added bidirectional `From` implementations to provide escape hatch for
API incompatibility
- Added inlinable re-exports of all methods directly to Bevy's types.
This ensures `HashMap::new()` works (since the `Deref` implementation
wont cover these kinds of invocations).
## Testing
- CI
---
## Migration Guide
- If you relied on Bevy's `HashMap` and/or `HashSet` types to be
identical to `hashbrown`, consider using `From` and `Into` to convert
between the `hashbrown` and Bevy types as required.
- If you relied on `hashbrown/serde` or `hashbrown/rayon` features, you
may need to enable `bevy_platform_support/serialize` and/or
`bevy_platform_support/rayon` respectively.
---
## Notes
- Did not replicate the Rayon traits, users will need to rely on the
`Deref/Mut` or `From` implementations for those methods.
- Did not re-expose the `unsafe` methods from `hashbrown`. In most cases
users will still have access via `Deref/Mut` anyway.
- I have added `inline` to all methods as they are trivial wrappings of
existing methods.
- I chose to make `HashMap::new` and `HashSet::new` const, which is
different to `hashbrown`. We can do this because we default to a
fixed-state build-hasher. Mild ergonomic win over using
`HashMap::with_hasher(FixedHasher)`.
# Objective
In #17905 we swapped to a named field on `ChildOf` to help resolve
variable naming ambiguity of child vs parent (ex: `child_of.parent`
clearly reads as "I am accessing the parent of the child_of
relationship", whereas `child_of.0` is less clear).
Unfortunately this has the side effect of making initialization less
ideal. `ChildOf { parent }` reads just as well as `ChildOf(parent)`, but
`ChildOf { parent: root }` doesn't read nearly as well as
`ChildOf(root)`.
## Solution
Move back to `ChildOf(pub Entity)` but add a `child_of.parent()`
function and use it for all accesses. The downside here is that users
are no longer "forced" to access the parent field with `parent`
nomenclature, but I think this strikes the right balance.
Take a look at the diff. I think the results provide strong evidence for
this change. Initialization has the benefit of reading much better _and_
of taking up significantly less space, as many lines go from 3 to 1, and
we're cutting out a bunch of syntax in some cases.
Sadly I do think this should land in 0.16 as the cost of doing this
_after_ the relationships migration is high.
# Objective
Unlike for their helper typers, the import paths for
`unique_array::UniqueEntityArray`, `unique_slice::UniqueEntitySlice`,
`unique_vec::UniqueEntityVec`, `hash_set::EntityHashSet`,
`hash_map::EntityHashMap`, `index_set::EntityIndexSet`,
`index_map::EntityIndexMap` are quite redundant.
When looking at the structure of `hashbrown`, we can also see that while
both `HashSet` and `HashMap` have their own modules, the main types
themselves are re-exported to the crate level.
## Solution
Re-export the types in their shared `entity` parent module, and simplify
the imports where they're used.
# Objective
There are currently too many disparate ways to handle entity mapping,
especially after #17687. We now have MapEntities, VisitEntities,
VisitEntitiesMut, Component::visit_entities,
Component::visit_entities_mut.
Our only known use case at the moment for these is entity mapping. This
means we have significant consolidation potential.
Additionally, VisitEntitiesMut cannot be implemented for map-style
collections like HashSets, as you cant "just" mutate a `&mut Entity`.
Our current approach to Component mapping requires VisitEntitiesMut,
meaning this category of entity collection isn't mappable. `MapEntities`
is more generally applicable. Additionally, the _existence_ of the
blanket From impl on VisitEntitiesMut blocks us from implementing
MapEntities for HashSets (or any types we don't own), because the owner
could always add a conflicting impl in the future.
## Solution
Use `MapEntities` everywhere and remove all "visit entities" usages.
* Add `Component::map_entities`
* Remove `Component::visit_entities`, `Component::visit_entities_mut`,
`VisitEntities`, and `VisitEntitiesMut`
* Support deriving `Component::map_entities` in `#[derive(Coomponent)]`
* Add `#[derive(MapEntities)]`, and share logic with the
`Component::map_entities` derive.
* Add `ComponentCloneCtx::queue_deferred`, which is command-like logic
that runs immediately after normal clones. Reframe `FromWorld` fallback
logic in the "reflect clone" impl to use it. This cuts out a lot of
unnecessary work and I think justifies the existence of a pseudo-command
interface (given how niche, yet performance sensitive this is).
Note that we no longer auto-impl entity mapping for ` IntoIterator<Item
= &'a Entity>` types, as this would block our ability to implement cases
like `HashMap`. This means the onus is on us (or type authors) to add
explicit support for types that should be mappable.
Also note that the Component-related changes do not require a migration
guide as there hasn't been a release with them yet.
## Migration Guide
If you were previously implementing `VisitEntities` or
`VisitEntitiesMut` (likely via a derive), instead use `MapEntities`.
Those were almost certainly used in the context of Bevy Scenes or
reflection via `ReflectMapEntities`. If you have a case that uses
`VisitEntities` or `VisitEntitiesMut` directly, where `MapEntities` is
not a viable replacement, please let us know!
```rust
// before
#[derive(VisitEntities, VisitEntitiesMut)]
struct Inventory {
items: Vec<Entity>,
#[visit_entities(ignore)]
label: String,
}
// after
#[derive(MapEntities)]
struct Inventory {
#[entities]
items: Vec<Entity>,
label: String,
}
```
# Objective
The resources were converted via `clone_reflect_value` and the cloned
value was mapped. But the value that is inserted is the source of the
clone, which was not mapped.
I ran into this issue while working on #18380. Having non consecutive
entity allocations has caught a lot of bugs.
## Solution
Use the cloned value for insertion if it exists.
# Objective
Fixes#18357
## Solution
Generalize `RelationshipInsertHookMode` to `RelationshipHookMode`, wire
it up to on_replace execution, and use it in the
`Relationship::on_replace` hook.
# Objective
FilteredResource::get should return a Result instead of Option
Fixes#17480
---
## Migration Guide
Users will need to handle the different return type on
FilteredResource::get, FilteredResource::get_id,
FilteredResource::get_mut as it is now a Result not an Option.
# Objective
Now that #13432 has been merged, it's important we update our reflected
types to properly opt into this feature. If we do not, then this could
cause issues for users downstream who want to make use of
reflection-based cloning.
## Solution
This PR is broken into 4 commits:
1. Add `#[reflect(Clone)]` on all types marked `#[reflect(opaque)]` that
are also `Clone`. This is mandatory as these types would otherwise cause
the cloning operation to fail for any type that contains it at any
depth.
2. Update the reflection example to suggest adding `#[reflect(Clone)]`
on opaque types.
3. Add `#[reflect(clone)]` attributes on all fields marked
`#[reflect(ignore)]` that are also `Clone`. This prevents the ignored
field from causing the cloning operation to fail.
Note that some of the types that contain these fields are also `Clone`,
and thus can be marked `#[reflect(Clone)]`. This makes the
`#[reflect(clone)]` attribute redundant. However, I think it's safer to
keep it marked in the case that the `Clone` impl/derive is ever removed.
I'm open to removing them, though, if people disagree.
4. Finally, I added `#[reflect(Clone)]` on all types that are also
`Clone`. While not strictly necessary, it enables us to reduce the
generated output since we can just call `Clone::clone` directly instead
of calling `PartialReflect::reflect_clone` on each variant/field. It
also means we benefit from any optimizations or customizations made in
the `Clone` impl, including directly dereferencing `Copy` values and
increasing reference counters.
Along with that change I also took the liberty of adding any missing
registrations that I saw could be applied to the type as well, such as
`Default`, `PartialEq`, and `Hash`. There were hundreds of these to
edit, though, so it's possible I missed quite a few.
That last commit is **_massive_**. There were nearly 700 types to
update. So it's recommended to review the first three before moving onto
that last one.
Additionally, I can break the last commit off into its own PR or into
smaller PRs, but I figured this would be the easiest way of doing it
(and in a timely manner since I unfortunately don't have as much time as
I used to for code contributions).
## Testing
You can test locally with a `cargo check`:
```
cargo check --workspace --all-features
```
# Objective
#13432 added proper reflection-based cloning. This is a better method
than cloning via `clone_value` for reasons detailed in the description
of that PR. However, it may not be immediately apparent to users why one
should be used over the other, and what the gotchas of `clone_value`
are.
## Solution
This PR marks `PartialReflect::clone_value` as deprecated, with the
deprecation notice pointing users to `PartialReflect::reflect_clone`.
However, it also suggests using a new method introduced in this PR:
`PartialReflect::to_dynamic`.
`PartialReflect::to_dynamic` is essentially a renaming of
`PartialReflect::clone_value`. By naming it `to_dynamic`, we make it
very obvious that what's returned is a dynamic type. The one caveat to
this is that opaque types still use `reflect_clone` as they have no
corresponding dynamic type.
Along with changing the name, the method is now optional, and comes with
a default implementation that calls out to the respective reflection
subtrait method. This was done because there was really no reason to
require manual implementors provide a method that almost always calls
out to a known set of methods.
Lastly, to make this default implementation work, this PR also did a
similar thing with the `clone_dynamic ` methods on the reflection
subtraits. For example, `Struct::clone_dynamic` has been marked
deprecated and is superseded by `Struct::to_dynamic_struct`. This was
necessary to avoid the "multiple names in scope" issue.
### Open Questions
This PR maintains the original signature of `clone_value` on
`to_dynamic`. That is, it takes `&self` and returns `Box<dyn
PartialReflect>`.
However, in order for this to work, it introduces a panic if the value
is opaque and doesn't override the default `reflect_clone`
implementation.
One thing we could do to avoid the panic would be to make the conversion
fallible, either returning `Option<Box<dyn PartialReflect>>` or
`Result<Box<dyn PartialReflect>, ReflectCloneError>`.
This makes using the method a little more involved (i.e. users have to
either unwrap or handle the rare possibility of an error), but it would
set us up for a world where opaque types don't strictly need to be
`Clone`. Right now this bound is sort of implied by the fact that
`clone_value` is a required trait method, and the default behavior of
the macro is to use `Clone` for opaque types.
Alternatively, we could keep the signature but make the method required.
This maintains that implied bound where manual implementors must provide
some way of cloning the value (or YOLO it and just panic), but also
makes the API simpler to use.
Finally, we could just leave it with the panic. It's unlikely this would
occur in practice since our macro still requires `Clone` for opaque
types, and thus this would only ever be an issue if someone were to
manually implement `PartialReflect` without a valid `to_dynamic` or
`reflect_clone` method.
## Testing
You can test locally using the following command:
```
cargo test --package bevy_reflect --all-features
```
---
## Migration Guide
`PartialReflect::clone_value` is being deprecated. Instead, use
`PartialReflect::to_dynamic` if wanting to create a new dynamic instance
of the reflected value. Alternatively, use
`PartialReflect::reflect_clone` to attempt to create a true clone of the
underlying value.
Similarly, the following methods have been deprecated and should be
replaced with these alternatives:
- `Array::clone_dynamic` → `Array::to_dynamic_array`
- `Enum::clone_dynamic` → `Enum::to_dynamic_enum`
- `List::clone_dynamic` → `List::to_dynamic_list`
- `Map::clone_dynamic` → `Map::to_dynamic_map`
- `Set::clone_dynamic` → `Set::to_dynamic_set`
- `Struct::clone_dynamic` → `Struct::to_dynamic_struct`
- `Tuple::clone_dynamic` → `Tuple::to_dynamic_tuple`
- `TupleStruct::clone_dynamic` → `TupleStruct::to_dynamic_tuple_struct`
# Objective
Prevents duplicate implementation between IntoSystemConfigs and
IntoSystemSetConfigs using a generic, adds a NodeType trait for more
config flexibility (opening the door to implement
https://github.com/bevyengine/bevy/issues/14195?).
## Solution
Followed writeup by @ItsDoot:
https://hackmd.io/@doot/rJeefFHc1x
Removes IntoSystemConfigs and IntoSystemSetConfigs, instead using
IntoNodeConfigs with generics.
## Testing
Pending
---
## Showcase
N/A
## Migration Guide
SystemSetConfigs -> NodeConfigs<InternedSystemSet>
SystemConfigs -> NodeConfigs<ScheduleSystem>
IntoSystemSetConfigs -> IntoNodeConfigs<InternedSystemSet, M>
IntoSystemConfigs -> IntoNodeConfigs<ScheduleSystem, M>
---------
Co-authored-by: Christian Hughes <9044780+ItsDoot@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Contributes to #15460
- Supersedes #8520
- Fixes#4906
## Solution
- Added a new `web` feature to `bevy`, and several of its crates.
- Enabled new `web` feature automatically within crates without `no_std`
support.
## Testing
- `cargo build --no-default-features --target wasm32v1-none`
---
## Migration Guide
When using Bevy crates which _don't_ automatically enable the `web`
feature, please enable it when building for the browser.
## Notes
- I added [`cfg_if`](https://crates.io/crates/cfg-if) to help manage
some of the feature gate gore that this extra feature introduces. It's
still pretty ugly, but I think much easier to read.
- Certain `wasm` targets (e.g.,
[wasm32-wasip1](https://doc.rust-lang.org/nightly/rustc/platform-support/wasm32-wasip1.html#wasm32-wasip1))
provide an incomplete implementation for `std`. I have not tested these
platforms, but I suspect Bevy's liberal use of usually unsupported
features (e.g., threading) will cause these targets to fail. As such,
consider `wasm32-unknown-unknown` as the only `wasm` platform with
support from Bevy for `std`. All others likely will need to be treated
as `no_std` platforms.
# Objective
- Fixes#15460 (will open new issues for further `no_std` efforts)
- Supersedes #17715
## Solution
- Threaded in new features as required
- Made certain crates optional but default enabled
- Removed `compile-check-no-std` from internal `ci` tool since GitHub CI
can now simply check `bevy` itself now
- Added CI task to check `bevy` on `thumbv6m-none-eabi` to ensure
`portable-atomic` support is still valid [^1]
[^1]: This may be controversial, since it could be interpreted as
implying Bevy will maintain support for `thumbv6m-none-eabi` going
forward. In reality, just like `x86_64-unknown-none`, this is a
[canary](https://en.wiktionary.org/wiki/canary_in_a_coal_mine) target to
make it clear when `portable-atomic` no longer works as intended (fixing
atomic support on atomically challenged platforms). If a PR comes
through and makes supporting this class of platforms impossible, then
this CI task can be removed. I however wager this won't be a problem.
## Testing
- CI
---
## Release Notes
Bevy now has support for `no_std` directly from the `bevy` crate.
Users can disable default features and enable a new `default_no_std`
feature instead, allowing `bevy` to be used in `no_std` applications and
libraries.
```toml
# Bevy for `no_std` platforms
bevy = { version = "0.16", default-features = false, features = ["default_no_std"] }
```
`default_no_std` enables certain required features, such as `libm` and
`critical-section`, and as many optional crates as possible (currently
just `bevy_state`). For atomically-challenged platforms such as the
Raspberry Pi Pico, `portable-atomic` will be used automatically.
For library authors, we recommend depending on `bevy` with
`default-features = false` to allow `std` and `no_std` users to both
depend on your crate. Here are some recommended features a library crate
may want to expose:
```toml
[features]
# Most users will be on a platform which has `std` and can use the more-powerful `async_executor`.
default = ["std", "async_executor"]
# Features for typical platforms.
std = ["bevy/std"]
async_executor = ["bevy/async_executor"]
# Features for `no_std` platforms.
libm = ["bevy/libm"]
critical-section = ["bevy/critical-section"]
[dependencies]
# We disable default features to ensure we don't accidentally enable `std` on `no_std` targets, for example.
bevy = { version = "0.16", default-features = false }
```
While this is verbose, it gives the maximum control to end-users to
decide how they wish to use Bevy on their platform.
We encourage library authors to experiment with `no_std` support. For
libraries relying exclusively on `bevy` and no other dependencies, it
may be as simple as adding `#![no_std]` to your `lib.rs` and exposing
features as above! Bevy can also provide many `std` types, such as
`HashMap`, `Mutex`, and `Instant` on all platforms. See
`bevy::platform_support` for details on what's available out of the box!
## Migration Guide
- If you were previously relying on `bevy` with default features
disabled, you may need to enable the `std` and `async_executor`
features.
- `bevy_reflect` has had its `bevy` feature removed. If you were relying
on this feature, simply enable `smallvec` and `smol_str` instead.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Component `require()` IDE integration is fully broken, as of #16575.
## Solution
This reverts us back to the previous "put the docs on Component trait"
impl. This _does_ reduce the accessibility of the required components in
rust docs, but the complete erasure of "required component IDE
experience" is not worth the price of slightly increased prominence of
requires in docs.
Additionally, Rust Analyzer has recently started including derive
attributes in suggestions, so we aren't losing that benefit of the
proc_macro attribute impl.
Fixes#17720
## Objective
Spawning RelationshipTargets from scenes currently fails to preserve
RelationshipTarget ordering (ex: `Children` has an arbitrary order).
This is because it uses the normal hook flow to set up the collection,
which means we are pushing onto the collection in _spawn order_ (which
is currently in archetype order, which will often produce mismatched
orderings).
We need to preserve the ordering in the original RelationshipTarget
collection. Ideally without expensive checking / fixups.
## Solution
One solution would be to spawn in hierarchy-order. However this gets
complicated as there can be multiple hierarchies, and it also means we
can't spawn in more cache-friendly orders (ex: the current per-archetype
spawning, or future even-smarter per-table spawning). Additionally,
same-world cloning has _slightly_ more nuanced needs (ex: recursively
clone linked relationships, while maintaining _original_ relationships
outside of the tree via normal hooks).
The preferred approach is to directly spawn the remapped
RelationshipTarget collection, as this trivially preserves the ordering.
Unfortunately we can't _just_ do that, as when we spawn the children
with their Relationships (ex: `ChildOf`), that will insert a duplicate.
We could "fixup" the collection retroactively by just removing the back
half of duplicates, but this requires another pass / more lookups /
allocating twice as much space. Additionally, it becomes complicated
because observers could insert additional children, making it harder
(aka more expensive) to determine which children are dupes and which are
not.
The path I chose is to support "opting out" of the relationship target
hook in the contexts that need that, as this allows us to just cheaply
clone the mapped collection. The relationship hook can look for this
configuration when it runs and skip its logic when that happens. A
"simple" / small-amount-of-code way to do this would be to add a "skip
relationship spawn" flag to World. Sadly, any hook / observer that runs
_as the result of an insert_ would also read this flag. We really need a
way to scope this setting to a _specific_ insert.
Therefore I opted to add a new `RelationshipInsertHookMode` enum and an
`entity.insert_with_relationship_insert_hook_mode` variant. Obviously
this is verbose and ugly. And nobody wants _more_ insert variants. But
sadly this was the best I could come up with from a performance and
capability perspective. If you have alternatives let me know!
There are three variants:
1. `RelationshipInsertHookMode::Run`: always run relationship insert
hooks (this is the default)
2. `RelationshipInsertHookMode::Skip`: do not run any relationship
insert hooks for this insert (this is used by spawner code)
3. `RelationshipInsertHookMode::RunIfNotLinked`: only run hooks for
_unlinked_ relationships (this is used in same-world recursive entity
cloning to preserve relationships outside of the deep-cloned tree)
Note that I have intentionally only added "insert with relationship hook
mode" variants to the cases we absolutely need (everything else uses the
default `Run` mode), just to keep the code size in check. I do not think
we should add more without real _very necessary_ use cases.
I also made some other minor tweaks:
1. I split out `SourceComponent` from `ComponentCloneCtx`. Reading the
source component no longer needlessly blocks mutable access to
`ComponentCloneCtx`.
2. Thanks to (1), I've removed the `RefCell` wrapper over the cloned
component queue.
3. (1) also allowed me to write to the EntityMapper while queuing up
clones, meaning we can reserve entities during the component clone and
write them to the mapper _before_ inserting the component, meaning
cloned collections can be mapped on insert.
4. I've removed the closure from `write_target_component_ptr` to
simplify the API / make it compatible with the split `SourceComponent`
approach.
5. I've renamed `EntityCloner::recursive` to
`EntityCloner::linked_cloning` to connect that feature more directly
with `RelationshipTarget::LINKED_SPAWN`
6. I've removed `EntityCloneBehavior::RelationshipTarget`. This was
always intended to be temporary, and this new behavior removes the need
for it.
---------
Co-authored-by: Viktor Gustavsson <villor94@gmail.com>
# Objective
As discussed in #14275, Bevy is currently too prone to panic, and makes
the easy / beginner-friendly way to do a large number of operations just
to panic on failure.
This is seriously frustrating in library code, but also slows down
development, as many of the `Query::single` panics can actually safely
be an early return (these panics are often due to a small ordering issue
or a change in game state.
More critically, in most "finished" products, panics are unacceptable:
any unexpected failures should be handled elsewhere. That's where the
new
With the advent of good system error handling, we can now remove this.
Note: I was instrumental in a) introducing this idea in the first place
and b) pushing to make the panicking variant the default. The
introduction of both `let else` statements in Rust and the fancy system
error handling work in 0.16 have changed my mind on the right balance
here.
## Solution
1. Make `Query::single` and `Query::single_mut` (and other random
related methods) return a `Result`.
2. Handle all of Bevy's internal usage of these APIs.
3. Deprecate `Query::get_single` and friends, since we've moved their
functionality to the nice names.
4. Add detailed advice on how to best handle these errors.
Generally I like the diff here, although `get_single().unwrap()` in
tests is a bit of a downgrade.
## Testing
I've done a global search for `.single` to track down any missed
deprecated usages.
As to whether or not all the migrations were successful, that's what CI
is for :)
## Future work
~~Rename `Query::get_single` and friends to `Query::single`!~~
~~I've opted not to do this in this PR, and smear it across two releases
in order to ease the migration. Successive deprecations are much easier
to manage than the semantics and types shifting under your feet.~~
Cart has convinced me to change my mind on this; see
https://github.com/bevyengine/bevy/pull/18082#discussion_r1974536085.
## Migration guide
`Query::single`, `Query::single_mut` and their `QueryState` equivalents
now return a `Result`. Generally, you'll want to:
1. Use Bevy 0.16's system error handling to return a `Result` using the
`?` operator.
2. Use a `let else Ok(data)` block to early return if it's an expected
failure.
3. Use `unwrap()` or `Ok` destructuring inside of tests.
The old `Query::get_single` (etc) methods which did this have been
deprecated.
# Objective
There are currently three ways to access the parent stored on a ChildOf
relationship:
1. `child_of.parent` (field accessor)
2. `child_of.get()` (get function)
3. `**child_of` (Deref impl)
I will assert that we should only have one (the field accessor), and
that the existence of the other implementations causes confusion and
legibility issues. The deref approach is heinous, and `child_of.get()`
is significantly less clear than `child_of.parent`.
## Solution
Remove `impl Deref for ChildOf` and `ChildOf::get`.
The one "downside" I'm seeing is that:
```rust
entity.get::<ChildOf>().map(ChildOf::get)
```
Becomes this:
```rust
entity.get::<ChildOf>().map(|c| c.parent)
```
I strongly believe that this is worth the increased clarity and
consistency. I'm also not really a huge fan of the "pass function
pointer to map" syntax. I think most people don't think this way about
maps. They think in terms of a function that takes the item in the
Option and returns the result of some action on it.
## Migration Guide
```rust
// Before
**child_of
// After
child_of.parent
// Before
child_of.get()
// After
child_of.parent
// Before
entity.get::<ChildOf>().map(ChildOf::get)
// After
entity.get::<ChildOf>().map(|c| c.parent)
```
# Objective
- Fixes#17960
## Solution
- Followed the [edition upgrade
guide](https://doc.rust-lang.org/edition-guide/editions/transitioning-an-existing-project-to-a-new-edition.html)
## Testing
- CI
---
## Summary of Changes
### Documentation Indentation
When using lists in documentation, proper indentation is now linted for.
This means subsequent lines within the same list item must start at the
same indentation level as the item.
```rust
/* Valid */
/// - Item 1
/// Run-on sentence.
/// - Item 2
struct Foo;
/* Invalid */
/// - Item 1
/// Run-on sentence.
/// - Item 2
struct Foo;
```
### Implicit `!` to `()` Conversion
`!` (the never return type, returned by `panic!`, etc.) no longer
implicitly converts to `()`. This is particularly painful for systems
with `todo!` or `panic!` statements, as they will no longer be functions
returning `()` (or `Result<()>`), making them invalid systems for
functions like `add_systems`. The ideal fix would be to accept functions
returning `!` (or rather, _not_ returning), but this is blocked on the
[stabilisation of the `!` type
itself](https://doc.rust-lang.org/std/primitive.never.html), which is
not done.
The "simple" fix would be to add an explicit `-> ()` to system
signatures (e.g., `|| { todo!() }` becomes `|| -> () { todo!() }`).
However, this is _also_ banned, as there is an existing lint which (IMO,
incorrectly) marks this as an unnecessary annotation.
So, the "fix" (read: workaround) is to put these kinds of `|| -> ! { ...
}` closuers into variables and give the variable an explicit type (e.g.,
`fn()`).
```rust
// Valid
let system: fn() = || todo!("Not implemented yet!");
app.add_systems(..., system);
// Invalid
app.add_systems(..., || todo!("Not implemented yet!"));
```
### Temporary Variable Lifetimes
The order in which temporary variables are dropped has changed. The
simple fix here is _usually_ to just assign temporaries to a named
variable before use.
### `gen` is a keyword
We can no longer use the name `gen` as it is reserved for a future
generator syntax. This involved replacing uses of the name `gen` with
`r#gen` (the raw-identifier syntax).
### Formatting has changed
Use statements have had the order of imports changed, causing a
substantial +/-3,000 diff when applied. For now, I have opted-out of
this change by amending `rustfmt.toml`
```toml
style_edition = "2021"
```
This preserves the original formatting for now, reducing the size of
this PR. It would be a simple followup to update this to 2024 and run
`cargo fmt`.
### New `use<>` Opt-Out Syntax
Lifetimes are now implicitly included in RPIT types. There was a handful
of instances where it needed to be added to satisfy the borrow checker,
but there may be more cases where it _should_ be added to avoid
breakages in user code.
### `MyUnitStruct { .. }` is an invalid pattern
Previously, you could match against unit structs (and unit enum
variants) with a `{ .. }` destructuring. This is no longer valid.
### Pretty much every use of `ref` and `mut` are gone
Pattern binding has changed to the point where these terms are largely
unused now. They still serve a purpose, but it is far more niche now.
### `iter::repeat(...).take(...)` is bad
New lint recommends using the more explicit `iter::repeat_n(..., ...)`
instead.
## Migration Guide
The lifetimes of functions using return-position impl-trait (RPIT) are
likely _more_ conservative than they had been previously. If you
encounter lifetime issues with such a function, please create an issue
to investigate the addition of `+ use<...>`.
## Notes
- Check the individual commits for a clearer breakdown for what
_actually_ changed.
---------
Co-authored-by: François Mockers <francois.mockers@vleue.com>
Fixes#17883
# Objective + Solution
When doing normal scene root entity despawns (which are notably now
recursive), do not despawn instanced entities that are no longer in the
hierarchy.
(I would not classify this as a bug, but rather a behavior change)
## Migration Guide
If you previously relied on scene entities no longer in the hierarchy
being despawned when the scene root is despawned , use
`SceneSpawner::despawn_instance()` instead.
# Objective
Currently, default query filters, as added in #13120 / #17514 are
hardcoded to only use a single query filter.
This is limiting, as multiple distinct disabling components can serve
important distinct roles. I ran into this limitation when experimenting
with a workflow for prefabs, which don't represent the same state as "an
entity which is temporarily nonfunctional".
## Solution
1. Change `DefaultQueryFilters` to store a SmallVec of ComponentId,
rather than an Option.
2. Expose methods on `DefaultQueryFilters`, `World` and `App` to
actually configure this.
3. While we're here, improve the docs, write some tests, make use of
FromWorld and make some method names more descriptive.
## Follow-up
I'm not convinced that supporting sparse set disabling components is
useful, given the hit to iteration performance and runtime checks
incurred. That's disjoint from this PR though, so I'm not doing it here.
The existing warnings are fine for now.
## Testing
I've added both a doc test and an mid-level unit test to verify that
this works!
# Objective
- publish script copy the license files to all subcrates, meaning that
all publish are dirty. this breaks git verification of crates
- the order and list of crates to publish is manually maintained,
leading to error. cargo 1.84 is more strict and the list is currently
wrong
## Solution
- duplicate all the licenses to all crates and remove the
`--allow-dirty` flag
- instead of a manual list of crates, get it from `cargo package
--workspace`
- remove the `--no-verify` flag to... verify more things?
Fixes#17535
Bevy's approach to handling "entity mapping" during spawning and cloning
needs some work. The addition of
[Relations](https://github.com/bevyengine/bevy/pull/17398) both
[introduced a new "duplicate entities" bug when spawning scenes in the
scene system](#17535) and made the weaknesses of the current mapping
system exceedingly clear:
1. Entity mapping requires _a ton_ of boilerplate (implement or derive
VisitEntities and VisitEntitesMut, then register / reflect MapEntities).
Knowing the incantation is challenging and if you forget to do it in
part or in whole, spawning subtly breaks.
2. Entity mapping a spawned component in scenes incurs unnecessary
overhead: look up ReflectMapEntities, create a _brand new temporary
instance_ of the component using FromReflect, map the entities in that
instance, and then apply that on top of the actual component using
reflection. We can do much better.
Additionally, while our new [Entity cloning
system](https://github.com/bevyengine/bevy/pull/16132) is already pretty
great, it has some areas we can make better:
* It doesn't expose semantic info about the clone (ex: ignore or "clone
empty"), meaning we can't key off of that in places where it would be
useful, such as scene spawning. Rather than duplicating this info across
contexts, I think it makes more sense to add that info to the clone
system, especially given that we'd like to use cloning code in some of
our spawning scenarios.
* EntityCloner is currently built in a way that prioritizes a single
entity clone
* EntityCloner's recursive cloning is built to be done "inside out" in a
parallel context (queue commands that each have a clone of
EntityCloner). By making EntityCloner the orchestrator of the clone we
can remove internal arcs, improve the clarity of the code, make
EntityCloner mutable again, and simplify the builder code.
* EntityCloner does not currently take into account entity mapping. This
is necessary to do true "bullet proof" cloning, would allow us to unify
the per-component scene spawning and cloning UX, and ultimately would
allow us to use EntityCloner in place of raw reflection for scenes like
`Scene(World)` (which would give us a nice performance boost: fewer
archetype moves, less reflection overhead).
## Solution
### Improved Entity Mapping
First, components now have first-class "entity visiting and mapping"
behavior:
```rust
#[derive(Component, Reflect)]
#[reflect(Component)]
struct Inventory {
size: usize,
#[entities]
items: Vec<Entity>,
}
```
Any field with the `#[entities]` annotation will be viewable and
mappable when cloning and spawning scenes.
Compare that to what was required before!
```rust
#[derive(Component, Reflect, VisitEntities, VisitEntitiesMut)]
#[reflect(Component, MapEntities)]
struct Inventory {
#[visit_entities(ignore)]
size: usize,
items: Vec<Entity>,
}
```
Additionally, for relationships `#[entities]` is implied, meaning this
"just works" in scenes and cloning:
```rust
#[derive(Component, Reflect)]
#[relationship(relationship_target = Children)]
#[reflect(Component)]
struct ChildOf(pub Entity);
```
Note that Component _does not_ implement `VisitEntities` directly.
Instead, it has `Component::visit_entities` and
`Component::visit_entities_mut` methods. This is for a few reasons:
1. We cannot implement `VisitEntities for C: Component` because that
would conflict with our impl of VisitEntities for anything that
implements `IntoIterator<Item=Entity>`. Preserving that impl is more
important from a UX perspective.
2. We should not implement `Component: VisitEntities` VisitEntities in
the Component derive, as that would increase the burden of manual
Component trait implementors.
3. Making VisitEntitiesMut directly callable for components would make
it easy to invalidate invariants defined by a component author. By
putting it in the `Component` impl, we can make it harder to call
naturally / unavailable to autocomplete using `fn
visit_entities_mut(this: &mut Self, ...)`.
`ReflectComponent::apply_or_insert` is now
`ReflectComponent::apply_or_insert_mapped`. By moving mapping inside
this impl, we remove the need to go through the reflection system to do
entity mapping, meaning we no longer need to create a clone of the
target component, map the entities in that component, and patch those
values on top. This will make spawning mapped entities _much_ faster
(The default `Component::visit_entities_mut` impl is an inlined empty
function, so it will incur no overhead for unmapped entities).
### The Bug Fix
To solve #17535, spawning code now skips entities with the new
`ComponentCloneBehavior::Ignore` and
`ComponentCloneBehavior::RelationshipTarget` variants (note
RelationshipTarget is a temporary "workaround" variant that allows
scenes to skip these components. This is a temporary workaround that can
be removed as these cases should _really_ be using EntityCloner logic,
which should be done in a followup PR. When that is done,
`ComponentCloneBehavior::RelationshipTarget` can be merged into the
normal `ComponentCloneBehavior::Custom`).
### Improved Cloning
* `Option<ComponentCloneHandler>` has been replaced by
`ComponentCloneBehavior`, which encodes additional intent and context
(ex: `Default`, `Ignore`, `Custom`, `RelationshipTarget` (this last one
is temporary)).
* Global per-world entity cloning configuration has been removed. This
felt overly complicated, increased our API surface, and felt too
generic. Each clone context can have different requirements (ex: what a
user wants in a specific system, what a scene spawner wants, etc). I'd
prefer to see how far context-specific EntityCloners get us first.
* EntityCloner's internals have been reworked to remove Arcs and make it
mutable.
* EntityCloner is now directly stored on EntityClonerBuilder,
simplifying the code somewhat
* EntityCloner's "bundle scratch" pattern has been moved into the new
BundleScratch type, improving its usability and making it usable in
other contexts (such as future cross-world cloning code). Currently this
is still private, but with some higher level safe APIs it could be used
externally for making dynamic bundles
* EntityCloner's recursive cloning behavior has been "externalized". It
is now responsible for orchestrating recursive clones, meaning it no
longer needs to be sharable/clone-able across threads / read-only.
* EntityCloner now does entity mapping during clones, like scenes do.
This gives behavior parity and also makes it more generically useful.
* `RelatonshipTarget::RECURSIVE_SPAWN` is now
`RelationshipTarget::LINKED_SPAWN`, and this field is used when cloning
relationship targets to determine if cloning should happen recursively.
The new `LINKED_SPAWN` term was picked to make it more generically
applicable across spawning and cloning scenarios.
## Next Steps
* I think we should adapt EntityCloner to support cross world cloning. I
think this PR helps set the stage for that by making the internals
slightly more generalized. We could have a CrossWorldEntityCloner that
reuses a lot of this infrastructure.
* Once we support cross world cloning, we should use EntityCloner to
spawn `Scene(World)` scenes. This would yield significant performance
benefits (no archetype moves, less reflection overhead).
---------
Co-authored-by: eugineerd <70062110+eugineerd@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Fixes CI failure due to `uuid` 1.13 using the new version of
`getrandom` which requires using a new API to work on Wasm.
## Solution
- Based on [`uuid` 1.13 release
notes](https://github.com/uuid-rs/uuid/releases/tag/1.13.0) I've enabled
the `js` feature on `wasm32`. This will need to be revisited once #17499
is up for review
- Updated minimum `uuid` version to 1.13.1, which fixes a separate issue
with `target_feature = atomics` on `wasm`.
## Testing
- `cargo check --target wasm32-unknown-unknown`
# Objective
We have default query filters now, but there is no first-party marker
for entity disabling yet
Fixes#17458
## Solution
Add the marker, cool recursive features and/or potential hook changes
should be follow up work
## Testing
Added a unit test to check that the new marker is enabled by default
# Objective
- Contributes to #16877
## Solution
- Moved `hashbrown`, `foldhash`, and related types out of `bevy_utils`
and into `bevy_platform_support`
- Refactored the above to match the layout of these types in `std`.
- Updated crates as required.
## Testing
- CI
---
## Migration Guide
- The following items were moved out of `bevy_utils` and into
`bevy_platform_support::hash`:
- `FixedState`
- `DefaultHasher`
- `RandomState`
- `FixedHasher`
- `Hashed`
- `PassHash`
- `PassHasher`
- `NoOpHash`
- The following items were moved out of `bevy_utils` and into
`bevy_platform_support::collections`:
- `HashMap`
- `HashSet`
- `bevy_utils::hashbrown` has been removed. Instead, import from
`bevy_platform_support::collections` _or_ take a dependency on
`hashbrown` directly.
- `bevy_utils::Entry` has been removed. Instead, import from
`bevy_platform_support::collections::hash_map` or
`bevy_platform_support::collections::hash_set` as appropriate.
- All of the above equally apply to `bevy::utils` and
`bevy::platform_support`.
## Notes
- I left `PreHashMap`, `PreHashMapExt`, and `TypeIdMap` in `bevy_utils`
as they might be candidates for micro-crating. They can always be moved
into `bevy_platform_support` at a later date if desired.
# Objective
- Make the function signature for `ComponentHook` less verbose
## Solution
- Refactored `Entity`, `ComponentId`, and `Option<&Location>` into a new
`HookContext` struct.
## Testing
- CI
---
## Migration Guide
Update the function signatures for your component hooks to only take 2
arguments, `world` and `context`. Note that because `HookContext` is
plain data with all members public, you can use de-structuring to
simplify migration.
```rust
// Before
fn my_hook(
mut world: DeferredWorld,
entity: Entity,
component_id: ComponentId,
) { ... }
// After
fn my_hook(
mut world: DeferredWorld,
HookContext { entity, component_id, caller }: HookContext,
) { ... }
```
Likewise, if you were discarding certain parameters, you can use `..` in
the de-structuring:
```rust
// Before
fn my_hook(
mut world: DeferredWorld,
entity: Entity,
_: ComponentId,
) { ... }
// After
fn my_hook(
mut world: DeferredWorld,
HookContext { entity, .. }: HookContext,
) { ... }
```
# Objective
Fixes#14708
Also fixes some commands not updating tracked location.
## Solution
`ObserverTrigger` has a new `caller` field with the
`track_change_detection` feature;
hooks take an additional caller parameter (which is `Some(…)` or `None`
depending on the feature).
## Testing
See the new tests in `src/observer/mod.rs`
---
## Showcase
Observers now know from where they were triggered (if
`track_change_detection` is enabled):
```rust
world.observe(move |trigger: Trigger<OnAdd, Foo>| {
println!("Added Foo from {}", trigger.caller());
});
```
## Migration
- hooks now take an additional `Option<&'static Location>` argument
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
`bevy_ecs`'s `system` module is something of a grab bag, and *very*
large. This is particularly true for the `system_param` module, which is
more than 2k lines long!
While it could be defensible to put `Res` and `ResMut` there (lol no
they're in change_detection.rs, obviously), it doesn't make any sense to
put the `Resource` trait there. This is confusing to navigate (and
painful to work on and review).
## Solution
- Create a root level `bevy_ecs/resource.rs` module to mirror
`bevy_ecs/component.rs`
- move the `Resource` trait to that module
- move the `Resource` derive macro to that module as well (Rust really
likes when you pun on the names of the derive macro and trait and put
them in the same path)
- fix all of the imports
## Notes to reviewers
- We could probably move more stuff into here, but I wanted to keep this
PR as small as possible given the absurd level of import changes.
- This PR is ground work for my upcoming attempts to store resource data
on components (resources-as-entities). Splitting this code out will make
the work and review a bit easier, and is the sort of overdue refactor
that's good to do as part of more meaningful work.
## Testing
cargo build works!
## Migration Guide
`bevy_ecs::system::Resource` has been moved to
`bevy_ecs::resource::Resource`.
Fixes#17412
## Objective
`Parent` uses the "has a X" naming convention. There is increasing
sentiment that we should use the "is a X" naming convention for
relationships (following #17398). This leaves `Children` as-is because
there is prevailing sentiment that `Children` is clearer than `ParentOf`
in many cases (especially when treating it like a collection).
This renames `Parent` to `ChildOf`.
This is just the implementation PR. To discuss the path forward, do so
in #17412.
## Migration Guide
- The `Parent` component has been renamed to `ChildOf`.
# Objective
The existing `RelationshipSourceCollection` uses `Vec` as the only
possible backing for our relationships. While a reasonable choice,
benchmarking use cases might reveal that a different data type is better
or faster.
For example:
- Not all relationships require a stable ordering between the
relationship sources (i.e. children). In cases where we a) have many
such relations and b) don't care about the ordering between them, a hash
set is likely a better datastructure than a `Vec`.
- The number of children-like entities may be small on average, and a
`smallvec` may be faster
## Solution
- Implement `RelationshipSourceCollection` for `EntityHashSet`, our
custom entity-optimized `HashSet`.
-~~Implement `DoubleEndedIterator` for `EntityHashSet` to make things
compile.~~
- This implementation was cursed and very surprising.
- Instead, by moving the iterator type on `RelationshipSourceCollection`
from an erased RPTIT to an explicit associated type we can add a trait
bound on the offending methods!
- Implement `RelationshipSourceCollection` for `SmallVec`
## Testing
I've added a pair of new tests to make sure this pattern compiles
successfully in practice!
## Migration Guide
`EntityHashSet` and `EntityHashMap` are no longer re-exported in
`bevy_ecs::entity` directly. If you were not using `bevy_ecs` / `bevy`'s
`prelude`, you can access them through their now-public modules,
`hash_set` and `hash_map` instead.
## Notes to reviewers
The `EntityHashSet::Iter` type needs to be public for this impl to be
allowed. I initially renamed it to something that wasn't ambiguous and
re-exported it, but as @Victoronz pointed out, that was somewhat
unidiomatic.
In
1a8564898f,
I instead made the `entity_hash_set` public (and its `entity_hash_set`)
sister public, and removed the re-export. I prefer this design (give me
module docs please), but it leads to a lot of churn in this PR.
Let me know which you'd prefer, and if you'd like me to split that
change out into its own micro PR.
This adds support for one-to-many non-fragmenting relationships (with
planned paths for fragmenting and non-fragmenting many-to-many
relationships). "Non-fragmenting" means that entities with the same
relationship type, but different relationship targets, are not forced
into separate tables (which would cause "table fragmentation").
Functionally, this fills a similar niche as the current Parent/Children
system. The biggest differences are:
1. Relationships have simpler internals and significantly improved
performance and UX. Commands and specialized APIs are no longer
necessary to keep everything in sync. Just spawn entities with the
relationship components you want and everything "just works".
2. Relationships are generalized. Bevy can provide additional built in
relationships, and users can define their own.
**REQUEST TO REVIEWERS**: _please don't leave top level comments and
instead comment on specific lines of code. That way we can take
advantage of threaded discussions. Also dont leave comments simply
pointing out CI failures as I can read those just fine._
## Built on top of what we have
Relationships are implemented on top of the Bevy ECS features we already
have: components, immutability, and hooks. This makes them immediately
compatible with all of our existing (and future) APIs for querying,
spawning, removing, scenes, reflection, etc. The fewer specialized APIs
we need to build, maintain, and teach, the better.
## Why focus on one-to-many non-fragmenting first?
1. This allows us to improve Parent/Children relationships immediately,
in a way that is reasonably uncontroversial. Switching our hierarchy to
fragmenting relationships would have significant performance
implications. ~~Flecs is heavily considering a switch to non-fragmenting
relations after careful considerations of the performance tradeoffs.~~
_(Correction from @SanderMertens: Flecs is implementing non-fragmenting
storage specialized for asset hierarchies, where asset hierarchies are
many instances of small trees that have a well defined structure)_
2. Adding generalized one-to-many relationships is currently a priority
for the [Next Generation Scene / UI
effort](https://github.com/bevyengine/bevy/discussions/14437).
Specifically, we're interested in building reactions and observers on
top.
## The changes
This PR does the following:
1. Adds a generic one-to-many Relationship system
3. Ports the existing Parent/Children system to Relationships, which now
lives in `bevy_ecs::hierarchy`. The old `bevy_hierarchy` crate has been
removed.
4. Adds on_despawn component hooks
5. Relationships can opt-in to "despawn descendants" behavior, meaning
that the entire relationship hierarchy is despawned when
`entity.despawn()` is called. The built in Parent/Children hierarchies
enable this behavior, and `entity.despawn_recursive()` has been removed.
6. `world.spawn` now applies commands after spawning. This ensures that
relationship bookkeeping happens immediately and removes the need to
manually flush. This is in line with the equivalent behaviors recently
added to the other APIs (ex: insert).
7. Removes the ValidParentCheckPlugin (system-driven / poll based) in
favor of a `validate_parent_has_component` hook.
## Using Relationships
The `Relationship` trait looks like this:
```rust
pub trait Relationship: Component + Sized {
type RelationshipSources: RelationshipSources<Relationship = Self>;
fn get(&self) -> Entity;
fn from(entity: Entity) -> Self;
}
```
A relationship is a component that:
1. Is a simple wrapper over a "target" Entity.
2. Has a corresponding `RelationshipSources` component, which is a
simple wrapper over a collection of entities. Every "target entity"
targeted by a "source entity" with a `Relationship` has a
`RelationshipSources` component, which contains every "source entity"
that targets it.
For example, the `Parent` component (as it currently exists in Bevy) is
the `Relationship` component and the entity containing the Parent is the
"source entity". The entity _inside_ the `Parent(Entity)` component is
the "target entity". And that target entity has a `Children` component
(which implements `RelationshipSources`).
In practice, the Parent/Children relationship looks like this:
```rust
#[derive(Relationship)]
#[relationship(relationship_sources = Children)]
pub struct Parent(pub Entity);
#[derive(RelationshipSources)]
#[relationship_sources(relationship = Parent)]
pub struct Children(Vec<Entity>);
```
The Relationship and RelationshipSources derives automatically implement
Component with the relevant configuration (namely, the hooks necessary
to keep everything in sync).
The most direct way to add relationships is to spawn entities with
relationship components:
```rust
let a = world.spawn_empty().id();
let b = world.spawn(Parent(a)).id();
assert_eq!(world.entity(a).get::<Children>().unwrap(), &[b]);
```
There are also convenience APIs for spawning more than one entity with
the same relationship:
```rust
world.spawn_empty().with_related::<Children>(|s| {
s.spawn_empty();
s.spawn_empty();
})
```
The existing `with_children` API is now a simpler wrapper over
`with_related`. This makes this change largely non-breaking for existing
spawn patterns.
```rust
world.spawn_empty().with_children(|s| {
s.spawn_empty();
s.spawn_empty();
})
```
There are also other relationship APIs, such as `add_related` and
`despawn_related`.
## Automatic recursive despawn via the new on_despawn hook
`RelationshipSources` can opt-in to "despawn descendants" behavior,
which will despawn all related entities in the relationship hierarchy:
```rust
#[derive(RelationshipSources)]
#[relationship_sources(relationship = Parent, despawn_descendants)]
pub struct Children(Vec<Entity>);
```
This means that `entity.despawn_recursive()` is no longer required.
Instead, just use `entity.despawn()` and the relevant related entities
will also be despawned.
To despawn an entity _without_ despawning its parent/child descendants,
you should remove the `Children` component first, which will also remove
the related `Parent` components:
```rust
entity
.remove::<Children>()
.despawn()
```
This builds on the on_despawn hook introduced in this PR, which is fired
when an entity is despawned (before other hooks).
## Relationships are the source of truth
`Relationship` is the _single_ source of truth component.
`RelationshipSources` is merely a reflection of what all the
`Relationship` components say. By embracing this, we are able to
significantly improve the performance of the system as a whole. We can
rely on component lifecycles to protect us against duplicates, rather
than needing to scan at runtime to ensure entities don't already exist
(which results in quadratic runtime). A single source of truth gives us
constant-time inserts. This does mean that we cannot directly spawn
populated `Children` components (or directly add or remove entities from
those components). I personally think this is a worthwhile tradeoff,
both because it makes the performance much better _and_ because it means
theres exactly one way to do things (which is a philosophy we try to
employ for Bevy APIs).
As an aside: treating both sides of the relationship as "equivalent
source of truth relations" does enable building simple and flexible
many-to-many relationships. But this introduces an _inherent_ need to
scan (or hash) to protect against duplicates.
[`evergreen_relations`](https://github.com/EvergreenNest/evergreen_relations)
has a very nice implementation of the "symmetrical many-to-many"
approach. Unfortunately I think the performance issues inherent to that
approach make it a poor choice for Bevy's default relationship system.
## Followup Work
* Discuss renaming `Parent` to `ChildOf`. I refrained from doing that in
this PR to keep the diff reasonable, but I'm personally biased toward
this change (and using that naming pattern generally for relationships).
* [Improved spawning
ergonomics](https://github.com/bevyengine/bevy/discussions/16920)
* Consider adding relationship observers/triggers for "relationship
targets" whenever a source is added or removed. This would replace the
current "hierarchy events" system, which is unused upstream but may have
existing users downstream. I think triggers are the better fit for this
than a buffered event queue, and would prefer not to add that back.
* Fragmenting relations: My current idea hinges on the introduction of
"value components" (aka: components whose type _and_ value determines
their ComponentId, via something like Hashing / PartialEq). By labeling
a Relationship component such as `ChildOf(Entity)` as a "value
component", `ChildOf(e1)` and `ChildOf(e2)` would be considered
"different components". This makes the transition between fragmenting
and non-fragmenting a single flag, and everything else continues to work
as expected.
* Many-to-many support
* Non-fragmenting: We can expand Relationship to be a list of entities
instead of a single entity. I have largely already written the code for
this.
* Fragmenting: With the "value component" impl mentioned above, we get
many-to-many support "for free", as it would allow inserting multiple
copies of a Relationship component with different target entities.
Fixes#3742 (If this PR is merged, I think we should open more targeted
followup issues for the work above, with a fresh tracking issue free of
the large amount of less-directed historical context)
Fixes#17301Fixes#12235Fixes#15299Fixes#15308
## Migration Guide
* Replace `ChildBuilder` with `ChildSpawnerCommands`.
* Replace calls to `.set_parent(parent_id)` with
`.insert(Parent(parent_id))`.
* Replace calls to `.replace_children()` with `.remove::<Children>()`
followed by `.add_children()`. Note that you'll need to manually despawn
any children that are not carried over.
* Replace calls to `.despawn_recursive()` with `.despawn()`.
* Replace calls to `.despawn_descendants()` with
`.despawn_related::<Children>()`.
* If you have any calls to `.despawn()` which depend on the children
being preserved, you'll need to remove the `Children` component first.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Fixes https://github.com/bevyengine/bevy/issues/17111
## Solution
Move `#![warn(clippy::allow_attributes,
clippy::allow_attributes_without_reason)]` to the workspace `Cargo.toml`
## Testing
Lots of CI testing, and local testing too.
---------
Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
# Objective
I realized that setting these to `deny` may have been a little
aggressive - especially since we upgrade warnings to denies in CI.
## Solution
Downgrades these lints to `warn`, so that compiles can work locally. CI
will still treat these as denies.
# Objective
Stumbled upon a `from <-> form` transposition while reviewing a PR,
thought it was interesting, and went down a bit of a rabbit hole.
## Solution
Fix em
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_scene` in line with the new restrictions.
## Testing
`cargo clippy --tests --all-features --package bevy_scene` was run, and
no errors were encountered.
Bump version after release
This PR has been auto-generated
---------
Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: François Mockers <mockersf@gmail.com>
# Objective
Some sort calls and `Ord` impls are unnecessarily complex.
## Solution
Rewrite the "match on cmp, if equal do another cmp" as either a
comparison on tuples, or `Ordering::then_with`, depending on whether the
compare keys need construction.
`sort_by` -> `sort_by_key` when symmetrical. Do the same for
`min_by`/`max_by`.
Note that `total_cmp` can only work with `sort_by`, and not on tuples.
When sorting collected query results that contain
`Entity`/`MainEntity`/`RenderEntity` in their `QueryData`, with that
`Entity` in the sort key:
stable -> unstable sort (all queried entities are unique)
If key construction is not simple, switch to `sort_by_cached_key` when
possible.
Sorts that are only performed to discover the maximal element are
replaced by `max_by_key`.
Dedicated comparison functions and structs are removed where simple.
Derive `PartialOrd`/`Ord` when useful.
Misc. closure style inconsistencies.
## Testing
- Existing tests.