Commit Graph

1672 Commits

Author SHA1 Message Date
raldone01
1b7db895b7
Harden proc macro path resolution and add integration tests. (#17330)
This pr uses the `extern crate self as` trick to make proc macros behave
the same way inside and outside bevy.

# Objective

- Removes noise introduced by `crate as` in the whole bevy repo.
- Fixes #17004.
- Hardens proc macro path resolution.

## TODO

- [x] `BevyManifest` needs cleanup.
- [x] Cleanup remaining `crate as`.
- [x] Add proper integration tests to the ci.

## Notes

- `cargo-manifest-proc-macros` is written by me and based/inspired by
the old `BevyManifest` implementation and
[`bkchr/proc-macro-crate`](https://github.com/bkchr/proc-macro-crate).
- What do you think about the new integration test machinery I added to
the `ci`?
  More and better integration tests can be added at a later stage.
The goal of these integration tests is to simulate an actual separate
crate that uses bevy. Ideally they would lightly touch all bevy crates.

## Testing

- Needs RA test
- Needs testing from other users
- Others need to run at least `cargo run -p ci integration-test` and
verify that they work.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-02-09 19:45:45 +00:00
François Mockers
7400e7adfd
Cleanup publish process (#17728)
# 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?
2025-02-09 17:46:19 +00:00
Carter Anderson
3c8fae2390
Improved Entity Mapping and Cloning (#17687)
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>
2025-02-06 22:13:41 +00:00
Zhixing Zhang
f2a65c2dd3
Schedule build pass (#11094)
# Objective

This is a follow up to #9822, which automatically adds sync points
during the Schedule build process.

However, the implementation in #9822 feels very "special case" to me. As
the number of things we want to do with the `Schedule` grows, we need a
modularized way to manage those behaviors. For example, in one of my
current experiments I want to automatically add systems to apply GPU
pipeline barriers between systems accessing GPU resources.

For dynamic modifications of the schedule, we mostly need these
capabilities:
- Storing custom data on schedule edges
- Storing custom data on schedule nodes
- Modify the schedule graph whenever it builds

These should be enough to allows us to add "hooks" to the schedule build
process for various reasons.

cc @hymm 

## Solution
This PR abstracts the process of schedule modification and created a new
trait, `ScheduleBuildPass`. Most of the logics in #9822 were moved to an
implementation of `ScheduleBuildPass`, `AutoInsertApplyDeferredPass`.

Whether a dependency edge should "ignore deferred" is now indicated by
the presence of a marker struct, `IgnoreDeferred`.

This PR has no externally visible effects. However, in a future PR I
propose to change the `before_ignore_deferred` and
`after_ignore_deferred` API into a more general form,
`before_with_options` and `after_with_options`.

```rs
schedule.add_systems(
    system.before_with_options(another_system, IgnoreDeferred)
);

schedule.add_systems(
    system.before_with_options(another_system, (
        IgnoreDeferred,
        AnyOtherOption {
            key: value
        }
    ))
);

schedule.add_systems(
    system.before_with_options(another_system, ())
);
```
2025-02-05 23:14:05 +00:00
Rob Grindeland
0335f34561
Add missing return in default Relationship::on_insert impl (#17675)
# Objective

There was a bug in the default `Relationship::on_insert` implementation
that caused it to not properly handle entities targeting themselves in
relationships. The relationship component was properly removed, but it
would go on to add itself to its own target component.

## Solution

Added a missing `return` and a couple of tests
(`self_relationship_fails` failed on its second assert prior to this
PR).

## Testing

See above.
2025-02-05 21:26:16 +00:00
ElliottjPierce
1b2cf7d6cd
Isolate component registration (#17671)
# Objective

Progresses #17569. The end goal here is to synchronize component
registration. See the other PR for details for the motivation behind
that.

For this PR specifically, the objective is to decouple `Components` from
`Storages`. What components are registered etc should have nothing to do
with what Storages looks like. Storages should only care about what
entity archetypes have been spawned.

## Solution

Previously, this was used to create sparse sets for relevant components
when those components were registered. Now, we do that when the
component is inserted/spawned.

This PR proposes doing that in `BundleInfo::new`, but there may be a
better place.

## Testing

In theory, this shouldn't have changed any functionality, so no new
tests were created. I'm not aware of any examples that make heavy use of
sparse set components either.

## Migration Guide

- Remove storages from functions where it is no longer needed.
- Note that SparseSets are no longer present for all registered sparse
set components, only those that have been spawned.

---------

Co-authored-by: SpecificProtagonist <vincentjunge@posteo.net>
Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
2025-02-05 19:59:30 +00:00
Zachary Harrold
d0c0bad7b4
Split Component::register_component_hooks into individual methods (#17685)
# Objective

- Fixes #17411

## Solution

- Deprecated `Component::register_component_hooks`
- Added individual methods for each hook which return `None` if the hook
is unused.

## Testing

- CI

---

## Migration Guide

`Component::register_component_hooks` is now deprecated and will be
removed in a future release. When implementing `Component` manually,
also implement the respective hook methods on `Component`.

```rust
// Before
impl Component for Foo {
    // snip
    fn register_component_hooks(hooks: &mut ComponentHooks) {
            hooks.on_add(foo_on_add);
    }
}

// After
impl Component for Foo {
    // snip
    fn on_add() -> Option<ComponentHook> {
            Some(foo_on_add)
    }
}
```

## Notes

I've chosen to deprecate `Component::register_component_hooks` rather
than outright remove it to ease the migration guide. While it is in a
state of deprecation, it must be used by
`Components::register_component_internal` to ensure users who haven't
migrated to the new hook definition scheme aren't left behind. For users
of the new scheme, a default implementation of
`Component::register_component_hooks` is provided which forwards the new
individual hook implementations.

Personally, I think this is a cleaner API to work with, and would allow
the documentation for hooks to exist on the respective `Component`
methods (e.g., documentation for `OnAdd` can exist on
`Component::on_add`). Ideally, `Component::on_add` would be the hook
itself rather than a getter for the hook, but it is the only way to
early-out for a no-op hook, which is important for performance.

## Migration Guide

`Component::register_component_hooks` has been deprecated. If you are
manually implementing the `Component` trait and registering hooks there,
use the individual methods such as `on_add` instead for increased
clarity.
2025-02-05 19:33:05 +00:00
couyit
03af547c28
Move Item and fetch to QueryData from WorldQuery (#17679)
# Objective

Fixes #17662

## Solution

Moved `Item` and `fetch` from `WorldQuery` to `QueryData`, and adjusted
their implementations accordingly.

Currently, documentation related to `fetch` is written under
`WorldQuery`. It would be more appropriate to move it to the `QueryData`
documentation for clarity.

I am not very experienced with making contributions. If there are any
mistakes or areas for improvement, I would appreciate any suggestions
you may have.

## Migration Guide

The `WorldQuery::Item` type and `WorldQuery::fetch` method have been
moved to `QueryData`, as they were not useful for `QueryFilter` types.

---------

Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
2025-02-05 18:46:18 +00:00
Chris Russell
6f39e44c48
Introduce methods on QueryState to obtain a Query (#15858)
# Objective

Simplify and expand the API for `QueryState`.  

`QueryState` has a lot of methods that mirror those on `Query`. These
are then multiplied by variants that take `&World`, `&mut World`, and
`UnsafeWorldCell`. In addition, many of them have `_manual` variants
that take `&QueryState` and avoid calling `update_archetypes()`. Not all
of the combinations exist, however, so some operations are not possible.

## Solution

Introduce methods to get a `Query` from a `QueryState`. That will reduce
duplication between the types, and ensure that the full `Query` API is
always available for `QueryState`.

Introduce methods on `Query` that consume the query to return types with
the full `'w` lifetime. This avoids issues with borrowing where things
like `query_state.query(&world).get(entity)` don't work because they
borrow from the temporary `Query`.

Finally, implement `Copy` for read-only `Query`s. `get_inner` and
`iter_inner` currently take `&self`, so changing them to consume `self`
would be a breaking change. By making `Query: Copy`, they can consume a
copy of `self` and continue to work.

The consuming methods also let us simplify the implementation of methods
on `Query`, by doing `fn foo(&self) { self.as_readonly().foo_inner() }`
and `fn foo_mut(&mut self) { self.reborrow().foo_inner() }`. That
structure makes it more difficult to accidentally extend lifetimes,
since the safe `as_readonly()` and `reborrow()` methods shrink them
appropriately. The optimizer is able to see that they are both identity
functions and inline them, so there should be no performance cost.

Note that this change would conflict with #15848. If `QueryState` is
stored as a `Cow`, then the consuming methods cannot be implemented, and
`Copy` cannot be implemented.

## Future Work

The next step is to mark the methods on `QueryState` as `#[deprecated]`,
and move the implementations into `Query`.

## Migration Guide

`Query::to_readonly` has been renamed to `Query::as_readonly`.
2025-02-05 18:33:15 +00:00
Vic
be9b38e372
implement UniqueEntitySlice (#17589)
# Objective

Follow-up to #17549 and #16547.

A large part of `Vec`s usefulness is behind its ability to be sliced,
like sorting f.e., so we want the same to be possible for
`UniqueEntityVec`.

## Solution

Add a `UniqueEntitySlice` type. It is a wrapper around `[T]`, and itself
a DST.

Because `mem::swap` has a `Sized` bound, DSTs cannot be swapped, and we
can freely hand out mutable subslices without worrying about the
uniqueness invariant of the backing collection!
`UniqueEntityVec` and the relevant `UniqueEntityIter`s now have methods
and trait impls that return `UniqueEntitySlice`s.
`UniqueEntitySlice` itself can deref into normal slices, which means we
can avoid implementing the vast majority of immutable slice methods.

Most of the remaining methods:
- split a slice/collection in further unique subsections/slices
- reorder the slice: `sort`, `rotate_*`, `swap`
- construct/deconstruct/convert pointer-like types: `Box`, `Arc`, `Rc`,
`Cow`
- are comparison trait impls

As this PR is already larger than I'd like, we leave several things to
follow-ups:
- `UniqueEntityArray` and the related slice methods that would return it
    - denoted by "chunk", "array_*" for iterators
- Methods that return iterators with `UniqueEntitySlice` as their item 
    - `windows`, `chunks` and `split` families
- All methods that are capable of actively mutating individual elements.
While they could be offered unsafely, subslicing makes their safety
contract weird enough to warrant its own discussion.
- `fill_with`, `swap_with_slice`, `iter_mut`, `split_first/last_mut`,
`select_nth_unstable_*`

Note that `Arc`, `Rc` and `Cow` are not fundamental types, so even if
they contain `UniqueEntitySlice`, we cannot write direct trait impls for
them.
On top of that, `Cow` is not a receiver (like `self: Arc<Self>` is) so
we cannot write inherent methods for it either.
2025-02-05 18:10:56 +00:00
Alice Cecile
0ca9d6968a
Improve docs for WorldQuery (#17654)
# Objective

While working on #17649, I found the docs for `WorldQuery` and the
related traits frustratingly vague.

## Solution

Clarify them and add some more tangible advice.

Also fix a copy-pasted typo in related comments.

---------

Co-authored-by: James O'Brien <james.obrien@drafly.net>
2025-02-03 22:13:42 +00:00
Mincong Lu
29d0ef6f3a
Added try_map_unchanged. (#17653)
# Objective

Allow mapping `Mut` to another value while returning a custom error on
failure.

## Solution

Added `try_map_unchanged` to `Mut` which returns a `Result` instead of
`Option` .
2025-02-03 22:03:39 +00:00
Chris Russell
2d66099f3d
Fix access checks for DeferredWorld as SystemParam. (#17616)
# Objective

Prevent unsound uses of `DeferredWorld` as a `SystemParam`. It is
currently unsound because it does not check for existing access, and
because it incorrectly registers filtered access.

## Solution

Have `DeferredWorld` panic if a previous parameter has conflicting
access.

Have `DeferredWorld` update `archetype_component_access` so that the
multi-threaded executor sees the access.

Fix `FilteredAccessSet::read_all()` and `write_all()` to correctly add a
`FilteredAccess` with no filter so that `Query` is able to detect the
conflicts.

Remove redundant `read_all()` call, since `write_all()` already declares
read access.

Remove unnecessary `set_has_deferred()` call, since `<DeferredWorld as
SystemParam>::apply_deferred()` does nothing. Previously we were
inserting unnecessary `apply_deferred` systems in the schedule.

## Testing

Added unit tests for systems where `DeferredWorld` conflicts with a
`Query` in the same system.
2025-02-03 21:58:07 +00:00
Joseph
721bb91987
Add basic debug checks for read-only UnsafeWorldCell (#17393)
# Objective

The method `World::as_unsafe_world_cell_readonly` is used to create an
`UnsafeWorldCell` which is only allowed to access world data immutably.
This can be tricky to use, as the data that an `UnsafeWorldCell` is
allowed to access exists only in documentation (you could think of it as
a "doc-time abstraction" rather than a "compile-time" abstraction). It's
quite easy to forget where a particular instance came from and attempt
to use it for mutable access, leading to instant, silent undefined
behavior.

## Solution

Add a debug-mode only flag to `UnsafeWorldCell` which tracks whether or
not the instance can be used to access world data mutably. This should
catch basic improper usages of `as_unsafe_world_cell_readonly`.

## Future work

There are a few ways that you can bypass the runtime checks introduced
by this PR:

* Any world accesses done via `UnsafeWorldCell::storages` are completely
invisible to these runtime checks. Unfortunately, `storages` constitutes
most of the world accesses used in the engine itself, so this PR will
mostly benefit downstream users of bevy.
* It's possible to call `get_resource_by_id`, and then convert the
returned `Ptr` to a `PtrMut` by calling `assert_unique`. In the future
we'll probably want to add a debug-mode only flag to `Ptr` which tracks
whether or not it can be upgraded to a `PtrMut`. I didn't include this
change in this PR as those types are currently defined using macros
which makes it a bit tricky to modify their definitions.
* Any data accesses done through a mutable `UnsafeWorldCell` are
completely unchecked, meaning it's possible to unsoundly create multiple
mutable references to a single component, for example. In the future we
may want to store an `Access<>` set inside of the world's `Storages` to
add granular debug-mode runtime checks.

That said, I'd consider this PR to be a good first step towards adding
full runtime checks to `UnsafeWorldCell`.

## Testing

Added a few tests that basic invalid mutable world access result in a
panic.

---------

Co-authored-by: Joseph <21144246+JoJoJet@users.noreply.github.com>
Co-authored-by: Alice I Cecile <alice.i.cecile@gmail.com>
2025-02-03 21:46:39 +00:00
Alice Cecile
da5064889a
Add required serde_derive feature flag to bevy_ecs (#17651)
# Objective

```
cargo test --package bevy_ecs --lib --all-features
```

fails to compile, with output like

> error[E0433]: failed to resolve: could not find `Serialize` in `serde`
>    --> crates/bevy_ecs/src/entity/index_set.rs:14:69
>     |
> 14 | #[cfg_attr(feature = "serialize", derive(serde::Deserialize,
serde::Serialize))]
> | ^^^^^^^^^ could not find `Serialize` in `serde`
>     |
> note: found an item that was configured out
> -->
/home/alice/.cargo/registry/src/index.crates.io-6f17d22bba15001f/serde-1.0.217/src/lib.rs:343:37
>     |
> 343 | pub use serde_derive::{Deserialize, Serialize};
>     |                                     ^^^^^^^^^
> note: the item is gated behind the `serde_derive` feature
> -->
/home/alice/.cargo/registry/src/index.crates.io-6f17d22bba15001f/serde-1.0.217/src/lib.rs:341:7
>     |
> 341 | #[cfg(feature = "serde_derive")]
>     |       ^^^^^^^^^^^^^^^^^^^^^^^^


## Solution

Add the required feature flags and get bevy_ecs compiling standalone
corrctly.

## Testing

The command above now compiles succesfully. Note that several system
stepping tests are failing, and were not being tested in CI. That's a
different PR's problem though.
2025-02-03 03:19:57 +00:00
NiseVoid
62285a47ba
Add simple Disabled marker (#17514)
# 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
2025-02-02 21:42:25 +00:00
Periwink
75e8e8c0f6
Expose ObserverDescriptor fields (#17623)
# Objective

Expose accessor functions to the `ObserverDescriptor`, so that users can
use the `Observer` component to inspect what the observer is watching.
This would be useful for me, I don't think there's any reason to hide
these.
2025-02-02 20:10:37 +00:00
Joona Aalto
9165fb020a
Implement Serialize/Deserialize for entity collections (#17620)
# Objective

Follow-up to #17615.

Bevy's entity collection types like `EntityHashSet` no longer implement
serde's `Serialize` and `Deserialize` after becoming newtypes instead of
type aliases in #16912. This broke some types that support serde for me
in Avian.

I also missed creating const constructors for `EntityIndexMap` and
`EntityIndexSet` in #17615. Oops!

## Solution

Implement `Serialize` and `Deserialize` for Bevy's entity collection
types, and add const constructors for `EntityIndexMap` and
`EntityIndexSet`.

I didn't implement `ReflectSerialize` or `ReflectDeserialize` here,
because I had some trouble fixing the resulting errors, and they were
not implemented previously either.
2025-02-02 15:42:36 +00:00
ElliottjPierce
361397fcac
Add a test for direct recursion in required components. (#17626)
I realized there wasn't a test for this yet and figured it would be
trivial to add. Why not? Unless there was a test for this, and I just
missed it?

I appreciate the unique error message it gives and wanted to make sure
it doesn't get broken at some point. Or worse, endlessly recurse.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-02-02 06:47:10 +00:00
Joona Aalto
59697f9ccc
Make EntityHashMap::new and EntityHashSet::new const (#17615)
# Objective

#16912 turned `EntityHashMap` and `EntityHashSet` into proper newtypes
instead of type aliases. However, this removed the ability to create
these collections in const contexts; previously, you could use
`EntityHashSet::with_hasher(EntityHash)`, but it doesn't exist anymore.

## Solution

Make `EntityHashMap::new` and `EntityHashSet::new` const methods.
2025-01-30 17:40:06 +00:00
Chris Russell
7d68ac029e
Use the provided caller instead of Location::caller() in despawn_with_caller() (#17598)
# Objective

Pass the correct location to triggers when despawning entities.
`EntityWorldMut::despawn_with_caller()` currently passes
`Location::caller()` to some triggers instead of the `caller` parameter
it was passed. As `despawn_with_caller()` is not `#[track_caller]`, this
means the location will always be reported as `despawn_with_caller()`
itself.

## Solution

Pass `caller` instead of `Location::caller()`.
2025-01-30 04:50:17 +00:00
Jean Mertz
b58eda01e2
feat(ecs): add EntityEntryCommands::entity() method chaining (#17580)
This allows you to continue chaining method calls after calling
`EntityCommands::entry`:

```rust
commands
    .entity(player.entity)
    .entry::<Level>()
    // Modify the component if it exists
    .and_modify(|mut lvl| lvl.0 += 1)
    // Otherwise insert a default value
    .or_insert(Level(0))
    // Return the EntityCommands for the entity
    .entity()
    // And continue chaining method calls
    .insert(Name::new("Player"));
```

---------

Signed-off-by: Jean Mertz <git@jeanmertz.com>
2025-01-29 17:36:02 +00:00
Vic
b039bf6768
implement UniqueEntityVec (#17549)
# Objective

In #16547, we added `EntitySet`s/`EntitySetIterator`s. We can know
whenever an iterator only contains unique entities, however we do not
yet have the ability to collect and reuse these without either the
unsafe `UniqueEntityIter::from_iterator_unchecked`, or the expensive
`HashSet::from_iter`.
An important piece for being able to do this is a `Vec` that maintains
the uniqueness property, can be collected into, and is itself
`EntitySet`.

A lot of entity collections are already intended to be "unique", but
have no way of expressing that when stored, other than using an
aforementioned `HashSet`. Such a type helps by limiting or even removing
the need for unsafe on the user side when not using a validated `Set`
type, and makes it easier to interface with other infrastructure like
f.e. `RelationshipSourceCollection`s.

## Solution

We implement `UniqueEntityVec`. 

This is a wrapper around `Vec`, that only ever contains unique elements.
It mirrors the API of `Vec`, however restricts any mutation as to not
violate the uniqueness guarantee. Meaning:
- Any inherent method which can introduce new elements or mutate
existing ones is now unsafe, f.e.: `insert`, `retain_mut`
- Methods that are impossible to use safely are omitted, f.e.: `fill`,
`extend_from_within`

A handful of the unsafe methods can do element-wise mutation
(`retain_mut`, `dedup_by`), which can be an unwind safety hazard were
the element-wise operation to panic. For those methods, we require that
each individual execution of the operation upholds uniqueness, not just
the entire method as a whole.

To be safe for mutable usage, slicing and the associated slice methods
require a matching `UniqueEntitySlice` type , which we leave for a
follow-up PR.

Because this type will deref into the `UniqueEntitySlice` type, we also
offer the immutable `Vec` methods on this type (which only amount to a
handful). "as inner" functionality is covered by additional
`as_vec`/`as_mut_vec` methods + `AsRef`/`Borrow` trait impls.
Like `UniqueEntityIter::from_iterator_unchecked`, this type has a
`from_vec_unchecked` method as well.

The canonical way to safely obtain this type however is via
`EntitySetIterator::collect_set` or
`UniqueEntityVec::from_entity_set_iter`. Like mentioned in #17513, these
are named suboptimally until supertrait item shadowing arrives, since a
normal `collect` will still run equality checks.
2025-01-28 06:00:59 +00:00
berry
95174f3c6e
Fix docs mistake in bevy_ecs::world (#17336)
# Objective

- Correct a mistake in the rustdoc for bevy_ecs::world::World.

## Solution

- The rustdoc wrongly stated that "Each component can have up to one
instance of each component type.". This sentence should presumably be
"Each *Entity* can have up to one instance of each component type.".
Applying this change makes the prior sentence "Each [`Entity`] has a set
of components." redundant.

---------

Co-authored-by: François Mockers <francois.mockers@vleue.com>
2025-01-28 05:20:31 +00:00
Chris Russell
514a35c656
Share implementation of sort methods. (#16203)
# Objective

The various `Query::sort()` methods have a lot of duplicated code
between them, including some unsafe code. Reduce the duplication to make
the code easier to read and maintain.

## Solution

Extract the duplicated code to a private method, and pass in the sorting
strategy as a closure.

## Testing

I used `cargo-show-asm` to verify that the closures were inlined, but I
didn't run anything through a profiler. The `sort()` method itself even
had identical assembly before and after this change, although the others
did not.
2025-01-28 04:57:54 +00:00
Tim Overbeek
eb04f8a476
Simplify derive_from_world (#17534)
# Objective

simplify existing implementation

---------

Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2025-01-26 22:25:29 +00:00
Vic
39a1e2b488
implement EntityIndexMap/Set (#17449)
# Objective

We do not have `EntityIndexMap`/`EntityIndexSet`.

Usual `HashMap`s/`HashSet`s do not guarantee any order, which can be
awkward for some use cases.
The `indexmap` versions remember insertion order, which then also
becomes their iteration order.
They can be thought of as a `HashTable` + `Vec`, which means fast
iteration and removal, indexing by index (not just key), and slicing!
Performance should otherwise be comparable.

## Solution

Because `indexmap` is structured to mirror `hashbrown`, it suffers the
same issue of not having the `Hasher` generic on their iterators. #16912
solved this issue for `EntityHashMap`/`EntityHashSet` with a wrapper
around the hashbrown version, so this PR does the same.

Hopefully these wrappers can be removed again in the future by having
`hashbrown`/`indexmap` adopt that generic in their iterators themselves!
2025-01-24 08:09:34 +00:00
Richard Jones
e20ac69cb3
Clarify docs for OnAdd, OnInsert, OnReplace, OnRemove triggers (#17512)
# Objective

- Trouble remembering the difference between `OnAdd` and `OnInsert` for
triggers. Would like a better doc for those triggers so it appears in my
editor tooltip.

## Solution

- Clarify docs for OnAdd, OnInsert, OnRemove, OnReplace. Based on
comments in the
[component_hook.rs](https://github.com/bevyengine/bevy/blob/main/examples/ecs/component_hooks.rs#L73)
example.


## Testing

- None, small doc fix.
2025-01-24 05:40:58 +00:00
Vic
94a238b0ef
implement FromEntitySetIterator (#17513)
# Objective

Some collections are more efficient to construct when we know that every
element is unique in advance.
We have `EntitySetIterator`s from #16547, but currently no API to safely
make use of them this way.

## Solution

Add `FromEntitySetIterator` as a subtrait to `FromIterator`, and
implement it for the `EntityHashSet`/`hashbrown::HashSet` types.
To match the normal `FromIterator`, we also add a
`EntitySetIterator::collect_set` method.
It'd be better if these methods could shadow `from_iter` and `collect`
completely, but https://github.com/rust-lang/rust/issues/89151 is needed
for that.

While currently only `HashSet`s implement this trait, future
`UniqueEntityVec`/`UniqueEntitySlice` functionality comes with more
implementors.

Because `HashMap`s are collected from tuples instead of singular types,
implementing this same optimization for them is more complex, and has to
be done separately.

## Showcase

This is basically a free speedup for collecting `EntityHashSet`s!

```rust
pub fn collect_milk_dippers(dippers: Query<Entity, (With<Milk>, With<Cookies>)>) {
    dippers.iter().collect_set::<EntityHashSet>();
    // or
    EntityHashSet::from_entity_set_iter(dippers);
}

---------

Co-authored-by: SpecificProtagonist <vincentjunge@posteo.net>
2025-01-24 05:39:35 +00:00
Zachary Harrold
9bc0ae33c3
Move hashbrown and foldhash out of bevy_utils (#17460)
# 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.
2025-01-23 16:46:08 +00:00
Zachary Harrold
04990fcd27
Move spin to bevy_platform_support out of other crates (#17470)
# Objective

- Contributes to #16877

## Solution

- Expanded `bevy_platform_support::sync` module to provide
API-compatible replacements for `std` items such as `RwLock`, `Mutex`,
and `OnceLock`.
- Removed `spin` from all crates except `bevy_platform_support`.

## Testing

- CI

---

## Notes

- The sync primitives, while verbose, entirely rely on `spin` for their
implementation requiring no `unsafe` and not changing the status-quo on
_how_ locks actually work within Bevy. This is just a refactoring to
consolidate the "hacks" and workarounds required to get a consistent
experience when either using `std::sync` or `spin`.
- I have opted to rely on `std::sync` for `std` compatible locks,
maintaining the status quo. However, now that we have these locks
factored out into the own module, it would be trivial to investigate
alternate locking backends, such as `parking_lot`.
- API for these locking types is entirely based on `std`. I have
implemented methods and types which aren't currently in use within Bevy
(e.g., `LazyLock` and `Once`) for the sake of completeness. As the
standard library is highly stable, I don't expect the Bevy and `std`
implementations to drift apart much if at all.

---------

Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
2025-01-23 05:27:02 +00:00
Tim Overbeek
da57dfb62f
DeriveWorld for enums (#17496)
# Objective

Fixes #17457 

## Solution

#[derive(FromWorld)] now works with enums by specifying which variant
should be used.

## Showcase

```rust
#[Derive(FromWorld)]
enum Game {
    #[from_world]
    Playing, 
    Stopped
}
```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
2025-01-23 04:06:00 +00:00
Zachary Harrold
41e79ae826
Refactored ComponentHook Parameters into HookContext (#17503)
# 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,
) { ... }
```
2025-01-23 02:45:24 +00:00
SpecificProtagonist
f32a6fb205
Track callsite for observers & hooks (#15607)
# 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>
2025-01-22 20:02:39 +00:00
Luc
93e5e6cb95
fix double comment characters (#17484)
# Objective
- Improve docs by removing duplicate comment characters
- Fixes #17483

## Solution
- Replaced `/// ///` with `///`
2025-01-21 23:24:05 +00:00
JaySpruce
fe24652cc0
Change World::try_despawn and World::try_insert_batch to return Result (#17376)
## Objective

Most `try` methods on `World` return a `Result`, but `try_despawn` and
`try_insert_batch` don't. Since Bevy's error handling is advancing,
these should be brought in line.

## Solution

- Added `TryDespawnError` and `TryInsertBatchError`.
- `try_despawn`, `try_insert_batch`, and `try_insert_batch_if_new` now
return their respective errors.
- Fixed slightly incorrect behavior in `try_insert_batch_with_caller`.
- The method was always meant to continue with the rest of the batch if
an entity was missing, but that only worked after the first entity; if
the first entity was missing, the method would exit early. This has been
resolved.

## Migration Guide
- `World::try_despawn` now returns a `Result` rather than a `bool`.
- `World::try_insert_batch` and `World::try_insert_batch_if_new` now
return a `Result` where they previously returned nothing.
2025-01-21 23:21:32 +00:00
Alice Cecile
44ad3bf62b
Move Resource trait to its own file (#17469)
# 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`.
2025-01-21 19:47:08 +00:00
Alice Cecile
85eceb022d
Add insert and remove recursive methods on EntityWorldMut and EntityCommands (#17463)
# Objective

While being able to quickly add / remove components down a tree is
broadly useful (material changing!), it's particularly necessary when
combined with the newly added #13120.

## Solution

Write four methods: covering both adding and removal on both
`EntityWorldMut` and `EntityCommands`.

These methods are generic over the `RelationshipTarget`, thanks to the
freshly merged relations 🎉

## Testing

I've added a simple unit test for these methods.

---------

Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2025-01-21 02:57:57 +00:00
AlephCubed
42b928b90e
Added helper methods to Bundles. (#17464)
Added `len`, `is_empty`, and `iter` methods to `Bundles`.

Separated out from #17331.

---------

Co-authored-by: shuo <shuoli84@gmail.com>
2025-01-21 02:19:02 +00:00
Alice Cecile
b34833f00c
Add an example teaching users about custom relationships (#17443)
# Objective

After #17398, Bevy now has relations! We don't teach users how to make /
work with these in the examples yet though, but we definitely should.

## Solution

- Add a simple abstract example that goes over defining, spawning,
traversing and removing a custom relations.
- ~~Add `Relationship` and `RelationshipTarget` to the prelude: the
trait methods are really helpful here.~~
- this causes subtle ambiguities with method names and weird compiler
errors. Not doing it here!
- Clean up related documentation that I referenced when writing this
example.

## Testing

`cargo run --example relationships`

## Notes to reviewers

1. Yes, I know that the cycle detection code could be more efficient. I
decided to reduce the caching to avoid distracting from the broader
point of "here's how you traverse relationships".
2. Instead of using an `App`, I've decide to use
`World::run_system_once` + system functions defined inside of `main` to
do something closer to literate programming.

---------

Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
Co-authored-by: MinerSebas <66798382+MinerSebas@users.noreply.github.com>
Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com>
2025-01-20 23:17:38 +00:00
Carter Anderson
ba5e71f53d
Parent -> ChildOf (#17427)
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`.
2025-01-20 22:13:29 +00:00
NiseVoid
de5486725d
Add DefaultQueryFilters (#13120)
# Objective

Some usecases in the ecosystems are blocked by the inability to stop
bevy internals and third party plugins from touching their entities.
However the specifics of a general purpose entity disabling system are
controversial and further complicated by hierarchies. We can partially
unblock these usecases with an opt-in approach: default query filters.

## Solution

- Introduce DefaultQueryFilters, these filters are automatically applied
to queries that don't otherwise mention the filtered component.
- End users and third party plugins can register default filters and are
responsible for handling entities they have hidden this way.
- Extra features can be left for after user feedback
- The default value could later include official ways to hide entities

---

## Changelog

- Add DefaultQueryFilters
2025-01-20 21:57:39 +00:00
SpecificProtagonist
a7051a4815
Diagnostics for label traits (#17441)
# Objective

Diagnostics for labels don't suggest how to best implement them.
```
error[E0277]: the trait bound `Label: ScheduleLabel` is not satisfied
   --> src/main.rs:15:35
    |
15  |     let mut sched = Schedule::new(Label);
    |                     ------------- ^^^^^ the trait `ScheduleLabel` is not implemented for `Label`
    |                     |
    |                     required by a bound introduced by this call
    |
    = help: the trait `ScheduleLabel` is implemented for `Interned<(dyn ScheduleLabel + 'static)>`
note: required by a bound in `bevy_ecs::schedule::Schedule::new`
   --> /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/schedule/schedule.rs:297:28
    |
297 |     pub fn new(label: impl ScheduleLabel) -> Self {
    |                            ^^^^^^^^^^^^^ required by this bound in `Schedule::new`
```

## Solution

`diagnostics::on_unimplemented` and `diagnostics::do_not_recommend`

## Showcase

New error message:
```
error[E0277]: the trait bound `Label: ScheduleLabel` is not satisfied
   --> src/main.rs:15:35
    |
15  |     let mut sched = Schedule::new(Label);
    |                     ------------- ^^^^^ the trait `ScheduleLabel` is not implemented for `Label`
    |                     |
    |                     required by a bound introduced by this call
    |
    = note: consider annotating `Label` with `#[derive(ScheduleLabel)]`
note: required by a bound in `bevy_ecs::schedule::Schedule::new`
   --> /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/schedule/schedule.rs:297:28
    |
297 |     pub fn new(label: impl ScheduleLabel) -> Self {
    |                            ^^^^^^^^^^^^^ required by this bound in `Schedule::new`
```
2025-01-20 21:51:26 +00:00
Younes
ebbd961739
docs: enhance documentation in query.rs to clarify borrowing rules (#17370)
docs: enhance documentation in `query.rs` to clarify borrowing rules.

Please, let me know if you don't agree with the wording.. There is
always room for improvement.

Tested locally and it looks like this:


![image](https://github.com/user-attachments/assets/1283fcac-c5f7-426f-844f-fc2a12ce2b42)

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-01-20 21:31:20 +00:00
Vic
59657ed1e2
remove unsound DerefMut impls from EntityHashMap/EntityHashSet (#17450)
# Objective

Noticed while doing #17449, I had left these `DerefMut` impls in.
Obtaining mutable references to those inner iterator types allows for
`mem::swap`, which can be used to swap an incorrectly behaving instance
into the wrappers.

## Solution

Remove them!
2025-01-20 21:28:28 +00:00
Alice Cecile
5a9bc28502
Support non-Vec data structures in relations (#17447)
# 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.
2025-01-20 21:26:08 +00:00
Emerson Coskey
a99674ab86
FromWorld derive macro (#17352)
simple derive macro for `FromWorld`. Going to be needed for composable
pipeline specializers but probably a nice thing to have regardless

## Testing

simple manual testing, nothing seemed to blow up. I'm no proc macro pro
though, so there's a chance I've mishandled spans somewhere or
something.
2025-01-20 20:51:30 +00:00
Zachary Harrold
a64446b77e
Create bevy_platform_support Crate (#17250)
# Objective

- Contributes to #16877

## Solution

- Initial creation of `bevy_platform_support` crate.
- Moved `bevy_utils::Instant` into new `bevy_platform_support` crate.
- Moved `portable-atomic`, `portable-atomic-util`, and
`critical-section` into new `bevy_platform_support` crate.

## Testing

- CI

---

## Showcase

Instead of needing code like this to import an `Arc`:

```rust
#[cfg(feature = "portable-atomic")]
use portable_atomic_util::Arc;

#[cfg(not(feature = "portable-atomic"))]
use alloc::sync::Arc;
```

We can now use:

```rust
use bevy_platform_support::sync::Arc;
```

This applies to many other types, but the goal is overall the same:
allowing crates to use `std`-like types without the boilerplate of
conditional compilation and platform-dependencies.

## Migration Guide

- Replace imports of `bevy_utils::Instant` with
`bevy_platform_support::time::Instant`
- Replace imports of `bevy::utils::Instant` with
`bevy::platform_support::time::Instant`

## Notes

- `bevy_platform_support` hasn't been reserved on `crates.io`
- ~~`bevy_platform_support` is not re-exported from `bevy` at this time.
It may be worthwhile exporting this crate, but I am unsure of a
reasonable name to export it under (`platform_support` may be a bit
wordy for user-facing).~~
- I've included an implementation of `Instant` which is suitable for
`no_std` platforms that are not Wasm for the sake of eliminating feature
gates around its use. It may be a controversial inclusion, so I'm happy
to remove it if required.
- There are many other items (`spin`, `bevy_utils::Sync(Unsafe)Cell`,
etc.) which should be added to this crate. I have kept the initial scope
small to demonstrate utility without making this too unwieldy.

---------

Co-authored-by: TimJentzsch <TimJentzsch@users.noreply.github.com>
Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2025-01-20 20:45:30 +00:00
Carter Anderson
21f1e3045c
Relationships (non-fragmenting, one-to-many) (#17398)
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 #17301
Fixes #12235 
Fixes #15299
Fixes #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>
2025-01-18 22:20:30 +00:00
Christian Hughes
14a955c5eb
Add usage notes for the IntoX family of ECS traits (#17379)
# Objective

Occasionally bevy users will want to store systems or observer systems
in a component or resource, but they first try to store `IntoSystem`
instead of `System`, which leads to some headaches having to deal with
the `M` marker type parameter. We should recommend they use the `X`
trait instead of the `IntoX` trait in that case, as well for returning
from a function.

## Solution

Add usage notes to the `IntoX` traits about using `X` instead.
2025-01-17 01:18:22 +00:00