Commit Graph

37 Commits

Author SHA1 Message Date
Aevyrie
61b98ec80f
Rename trigger.entity() to trigger.target() (#16716)
# Objective

- A `Trigger` has multiple associated `Entity`s - the entity observing
the event, and the entity that was targeted by the event.
- The field `entity: Entity` encodes no semantic information about what
the entity is used for, you can already tell that it's an `Entity` by
the type signature!

## Solution

- Rename `trigger.entity()` to `trigger.target()`

---

## Changelog

- `Trigger`s are associated with multiple entities. `Trigger::entity()`
has been renamed to `Trigger::target()` to reflect the semantics of the
entity being returned.

## Migration Guide

- Rename `Trigger::entity()` to `Trigger::target()`.
- Rename `ObserverTrigger::entity` to `ObserverTrigger::target`
2024-12-08 21:55:09 +00:00
Miles Silberling-Cook
09b0b5df91
Window picking (#16103)
# Objective

On the web, it's common to attach observers to windows. As @viridia has
discovered, this can be quite a nice paradigm in bevy as well when
applied to observers. The changes here are intended to make this
possible.
+ Adds a new default picking back-end as part to the core picking plugin
(which can be disabled) that causes pointers on windows to treat the
window entity as the final hit, behind everything else. This means
clicking empty space now dispatches normal picking events to the window,
and is especially nice for drag-and-drop functionality.
+ Adds a new traversal type, specific to picking events, that causes
them to bubble up to the window entity after they reach the root of the
hierarchy.

## Solution

The window picking back-end is extremely simple, but the bubbling
changes are much more complex, since they require doing a different
traversal depending on the picking event.

To achieve this, `Traversal` has been made generic over an associated
sized data type `D`. Observer bounds have been changed such that
`Event::Traversal<D>` is required for `Trigger<D>`. A blanket
implementation has been added for `()` and `Parent` that preserves the
existing functionality. A new `PointerTraversal` traversal has been
implemented, with a blanket implementation for `Traversal<Pointer<E>>`.

It is still possible to use `Parent` as the traversal for any event,
because of the blanket implementation. It is now possible for users to
add other custom traversals, which read event data during traversal.

## Testing

I tested these changes locally on some picking UI prototypes I have been
playing with. I also tested them on the picking examples.

---------

Co-authored-by: Martín Maita <47983254+mnmaita@users.noreply.github.com>
2024-12-05 21:14:39 +00:00
Zachary Harrold
a35811d088
Add Immutable Component Support (#16372)
# Objective

- Fixes #16208

## Solution

- Added an associated type to `Component`, `Mutability`, which flags
whether a component is mutable, or immutable. If `Mutability= Mutable`,
the component is mutable. If `Mutability= Immutable`, the component is
immutable.
- Updated `derive_component` to default to mutable unless an
`#[component(immutable)]` attribute is added.
- Updated `ReflectComponent` to check if a component is mutable and, if
not, panic when attempting to mutate.

## Testing

- CI
- `immutable_components` example.

---

## Showcase

Users can now mark a component as `#[component(immutable)]` to prevent
safe mutation of a component while it is attached to an entity:

```rust
#[derive(Component)]
#[component(immutable)]
struct Foo {
    // ...
}
```

This prevents creating an exclusive reference to the component while it
is attached to an entity. This is particularly powerful when combined
with component hooks, as you can now fully track a component's value,
ensuring whatever invariants you desire are upheld. Before this would be
done my making a component private, and manually creating a `QueryData`
implementation which only permitted read access.

<details>
  <summary>Using immutable components as an index</summary>
  
```rust
/// This is an example of a component like [`Name`](bevy::prelude::Name), but immutable.
#[derive(Clone, Copy, PartialEq, Eq, PartialOrd, Ord, Hash, Component)]
#[component(
    immutable,
    on_insert = on_insert_name,
    on_replace = on_replace_name,
)]
pub struct Name(pub &'static str);

/// This index allows for O(1) lookups of an [`Entity`] by its [`Name`].
#[derive(Resource, Default)]
struct NameIndex {
    name_to_entity: HashMap<Name, Entity>,
}

impl NameIndex {
    fn get_entity(&self, name: &'static str) -> Option<Entity> {
        self.name_to_entity.get(&Name(name)).copied()
    }
}

fn on_insert_name(mut world: DeferredWorld<'_>, entity: Entity, _component: ComponentId) {
    let Some(&name) = world.entity(entity).get::<Name>() else {
        unreachable!()
    };
    let Some(mut index) = world.get_resource_mut::<NameIndex>() else {
        return;
    };

    index.name_to_entity.insert(name, entity);
}

fn on_replace_name(mut world: DeferredWorld<'_>, entity: Entity, _component: ComponentId) {
    let Some(&name) = world.entity(entity).get::<Name>() else {
        unreachable!()
    };
    let Some(mut index) = world.get_resource_mut::<NameIndex>() else {
        return;
    };

    index.name_to_entity.remove(&name);
}

// Setup our name index
world.init_resource::<NameIndex>();

// Spawn some entities!
let alyssa = world.spawn(Name("Alyssa")).id();
let javier = world.spawn(Name("Javier")).id();

// Check our index
let index = world.resource::<NameIndex>();

assert_eq!(index.get_entity("Alyssa"), Some(alyssa));
assert_eq!(index.get_entity("Javier"), Some(javier));

// Changing the name of an entity is also fully capture by our index
world.entity_mut(javier).insert(Name("Steven"));

// Javier changed their name to Steven
let steven = javier;

// Check our index
let index = world.resource::<NameIndex>();

assert_eq!(index.get_entity("Javier"), None);
assert_eq!(index.get_entity("Steven"), Some(steven));
```
  
</details>

Additionally, users can use `Component<Mutability = ...>` in trait
bounds to enforce that a component _is_ mutable or _is_ immutable. When
using `Component` as a trait bound without specifying `Mutability`, any
component is applicable. However, methods which only work on mutable or
immutable components are unavailable, since the compiler must be
pessimistic about the type.

## Migration Guide

- When implementing `Component` manually, you must now provide a type
for `Mutability`. The type `Mutable` provides equivalent behaviour to
earlier versions of `Component`:
```rust
impl Component for Foo {
    type Mutability = Mutable;
    // ...
}
```
- When working with generic components, you may need to specify that
your generic parameter implements `Component<Mutability = Mutable>`
rather than `Component` if you require mutable access to said component.
- The entity entry API has had to have some changes made to minimise
friction when working with immutable components. Methods which
previously returned a `Mut<T>` will now typically return an
`OccupiedEntry<T>` instead, requiring you to add an `into_mut()` to get
the `Mut<T>` item again.

## Draft Release Notes

Components can now be made immutable while stored within the ECS.

Components are the fundamental unit of data within an ECS, and Bevy
provides a number of ways to work with them that align with Rust's rules
around ownership and borrowing. One part of this is hooks, which allow
for defining custom behavior at key points in a component's lifecycle,
such as addition and removal. However, there is currently no way to
respond to _mutation_ of a component using hooks. The reasons for this
are quite technical, but to summarize, their addition poses a
significant challenge to Bevy's core promises around performance.
Without mutation hooks, it's relatively trivial to modify a component in
such a way that breaks invariants it intends to uphold. For example, you
can use `core::mem::swap` to swap the components of two entities,
bypassing the insertion and removal hooks.

This means the only way to react to this modification is via change
detection in a system, which then begs the question of what happens
_between_ that alteration and the next run of that system?
Alternatively, you could make your component private to prevent
mutation, but now you need to provide commands and a custom `QueryData`
implementation to allow users to interact with your component at all.

Immutable components solve this problem by preventing the creation of an
exclusive reference to the component entirely. Without an exclusive
reference, the only way to modify an immutable component is via removal
or replacement, which is fully captured by component hooks. To make a
component immutable, simply add `#[component(immutable)]`:

```rust
#[derive(Component)]
#[component(immutable)]
struct Foo {
    // ...
}
```

When implementing `Component` manually, there is an associated type
`Mutability` which controls this behavior:

```rust
impl Component for Foo {
    type Mutability = Mutable;
    // ...
}
```

Note that this means when working with generic components, you may need
to specify that a component is mutable to gain access to certain
methods:

```rust
// Before
fn bar<C: Component>() {
    // ...
}

// After
fn bar<C: Component<Mutability = Mutable>>() {
    // ...
}
```

With this new tool, creating index components, or caching data on an
entity should be more user friendly, allowing libraries to provide APIs
relying on components and hooks to uphold their invariants.

## Notes

- ~~I've done my best to implement this feature, but I'm not happy with
how reflection has turned out. If any reflection SMEs know a way to
improve this situation I'd greatly appreciate it.~~ There is an
outstanding issue around the fallibility of mutable methods on
`ReflectComponent`, but the DX is largely unchanged from `main` now.
- I've attempted to prevent all safe mutable access to a component that
does not implement `Component<Mutability = Mutable>`, but there may
still be some methods I have missed. Please indicate so and I will
address them, as they are bugs.
- Unsafe is an escape hatch I am _not_ attempting to prevent. Whatever
you do with unsafe is between you and your compiler.
- I am marking this PR as ready, but I suspect it will undergo fairly
major revisions based on SME feedback.
- I've marked this PR as _Uncontroversial_ based on the feature, not the
implementation.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
Co-authored-by: Nuutti Kotivuori <naked@iki.fi>
2024-12-05 14:27:48 +00:00
eugineerd
2e267bba5a
Entity cloning (#16132)
## Objective

Fixes #1515 

This PR implements a flexible entity cloning system. The primary use
case for it is to clone dynamically-generated entities.

Example:
```rs
#[derive(Component, Clone)]
pub struct Projectile;

#[derive(Component, Clone)]
pub struct Damage {
    value: f32,
}

fn player_input(
    mut commands: Commands,
    projectiles: Query<Entity, With<Projectile>>,
    input: Res<ButtonInput<KeyCode>>,
) {
    // Fire a projectile
    if input.just_pressed(KeyCode::KeyF) {
        commands.spawn((Projectile, Damage { value: 10.0 }));
    }

    // Triplicate all active projectiles
    if input.just_pressed(KeyCode::KeyT) {
        for projectile in projectiles.iter() {
            // To triplicate a projectile we need to create 2 more clones
            for _ in 0..2{
                commands.clone_entity(projectile)
            }
        }
    }
}
```

## Solution

### Commands
Add a `clone_entity` command to create a clone of an entity with all
components that can be cloned. Components that can't be cloned will be
ignored.
```rs
commands.clone_entity(entity)
```
If there is a need to configure the cloning process (like set to clone
recursively), there is a second command:
```rs
commands.clone_entity_with(entity, |builder| {
    builder.recursive(true)
});
```
Both of these commands return `EntityCommands` of the cloned entity, so
the copy can be modified afterwards.

### Builder
All these commands use `EntityCloneBuilder` internally. If there is a
need to clone an entity using `World` instead, it is also possible:
```rs
let entity = world.spawn(Component).id();
let entity_clone = world.spawn_empty().id();
EntityCloneBuilder::new(&mut world).clone_entity(entity, entity_clone);
```

Builder has methods to `allow` or `deny` certain components during
cloning if required and can be extended by implementing traits on it.
This PR includes two `EntityCloneBuilder` extensions:
`CloneEntityWithObserversExt` to configure adding cloned entity to
observers of the original entity, and `CloneEntityRecursiveExt` to
configure cloning an entity recursively.

### Clone implementations
By default, all components that implement either `Clone` or `Reflect`
will be cloned (with `Clone`-based implementation preferred in case
component implements both).

This can be overriden on a per-component basis:
```rs
impl Component for SomeComponent {
    const STORAGE_TYPE: StorageType = StorageType::Table;

    fn get_component_clone_handler() -> ComponentCloneHandler {
        // Don't clone this component
        ComponentCloneHandler::Ignore
    }
}
```

### `ComponentCloneHandlers`
Clone implementation specified in `get_component_clone_handler` will get
registered in `ComponentCloneHandlers` (stored in
`bevy_ecs::component::Components`) at component registration time.

The clone handler implementation provided by a component can be
overriden after registration like so:
```rs
let component_id = world.components().component_id::<Component>().unwrap()
world.get_component_clone_handlers_mut()
     .set_component_handler(component_id, ComponentCloneHandler::Custom(component_clone_custom))
```
The default clone handler for all components that do not explicitly
define one (or don't derive `Component`) is
`component_clone_via_reflect` if `bevy_reflect` feature is enabled, and
`component_clone_ignore` (noop) otherwise.
Default handler can be overriden using
`ComponentCloneHandlers::set_default_handler`

### Handlers
Component clone handlers can be used to modify component cloning
behavior. The general signature for a handler that can be used in
`ComponentCloneHandler::Custom` is as follows:
```rs
pub fn component_clone_custom(
    world: &mut DeferredWorld,
    entity_cloner: &EntityCloner,
) {
    // implementation
}
```
The `EntityCloner` implementation (used internally by
`EntityCloneBuilder`) assumes that after calling this custom handler,
the `target` entity has the desired version of the component from the
`source` entity.

### Builder handler overrides
Besides component-defined and world-overriden handlers,
`EntityCloneBuilder` also has a way to override handlers locally. It is
mainly used to allow configuration methods like `recursive` and
`add_observers`.
```rs
// From observer clone handler implementation
impl CloneEntityWithObserversExt for EntityCloneBuilder<'_> {
    fn add_observers(&mut self, add_observers: bool) -> &mut Self {
        if add_observers {
            self.override_component_clone_handler::<ObservedBy>(ComponentCloneHandler::Custom(
                component_clone_observed_by,
            ))
        } else {
            self.remove_component_clone_handler_override::<ObservedBy>()
        }
    }
}
```

## Testing
Includes some basic functionality tests and doctests.

Performance-wise this feature is the same as calling `clone` followed by
`insert` for every entity component. There is also some inherent
overhead due to every component clone handler having to access component
data through `World`, but this can be reduced without breaking current
public API in a later PR.
2024-12-03 17:38:10 +00:00
Rob Parrett
30d84519a2
Use en-us locale for typos (#16037)
# Objective

Bevy seems to want to standardize on "American English" spellings. Not
sure if this is laid out anywhere in writing, but see also #15947.

While perusing the docs for `typos`, I noticed that it has a `locale`
config option and tried it out.

## Solution

Switch to `en-us` locale in the `typos` config and run `typos -w`

## Migration Guide

The following methods or fields have been renamed from `*dependants*` to
`*dependents*`.

- `ProcessorAssetInfo::dependants`
- `ProcessorAssetInfos::add_dependant`
- `ProcessorAssetInfos::non_existent_dependants`
- `AssetInfo::dependants_waiting_on_load`
- `AssetInfo::dependants_waiting_on_recursive_dep_load`
- `AssetInfos::loader_dependants`
- `AssetInfos::remove_dependants_and_labels`
2024-10-20 18:55:17 +00:00
Christian Hughes
345f935b1a
Add Trigger::components, which lists the component targets that were triggered (#15811)
# Objective

- Closes #14774 

## Solution

Added:

```rust
impl<'w, E, B: Bundle> Trigger<'w, E, B> {
    pub fn components(&self) -> &[ComponentId];
}
```

I went with storing it in the trigger as a `SmallVec<[Component; 1]>`
because a singular target component will be the most common case, and it
remains the same size as `Vec<ComponentId>`.

## Testing

Added a test.
2024-10-15 02:17:03 +00:00
Christian Hughes
219b5930f1
Rename App/World::observe to add_observer, EntityWorldMut::observe_entity to observe. (#15754)
# Objective

- Closes #15752

Calling the functions `App::observe` and `World::observe` doesn't make
sense because you're not "observing" the `App` or `World`, you're adding
an observer that listens for an event that occurs *within* the `World`.
We should rename them to better fit this.

## Solution

Renames:
- `App::observe` -> `App::add_observer`
- `World::observe` -> `World::add_observer`
- `Commands::observe` -> `Commands::add_observer`
- `EntityWorldMut::observe_entity` -> `EntityWorldMut::observe`

(Note this isn't a breaking change as the original rename was introduced
earlier this cycle.)

## Testing

Reusing current tests.
2024-10-09 15:39:29 +00:00
Christian Hughes
584d14808a
Allow World::entity family of functions to take multiple entities and get multiple references back (#15614)
# Objective

Following the pattern established in #15593, we can reduce the API
surface of `World` by providing a single function to grab both a
singular entity reference, or multiple entity references.

## Solution

The following functions can now also take multiple entity IDs and will
return multiple entity references back:
- `World::entity`
- `World::get_entity`
- `World::entity_mut`
- `World::get_entity_mut`
- `DeferredWorld::entity_mut`
- `DeferredWorld::get_entity_mut`

If you pass in X, you receive Y:
- give a single `Entity`, receive a single `EntityRef`/`EntityWorldMut`
(matches current behavior)
- give a `[Entity; N]`/`&[Entity; N]` (array), receive an equally-sized
`[EntityRef; N]`/`[EntityMut; N]`
- give a `&[Entity]` (slice), receive a
`Vec<EntityRef>`/`Vec<EntityMut>`
- give a `&EntityHashSet`, receive a
`EntityHashMap<EntityRef>`/`EntityHashMap<EntityMut>`

Note that `EntityWorldMut` is only returned in the single-entity case,
because having multiple at the same time would lead to UB. Also,
`DeferredWorld` receives an `EntityMut` in the single-entity case
because it does not allow structural access.

## Testing

- Added doc-tests on `World::entity`, `World::entity_mut`, and
`DeferredWorld::entity_mut`
- Added tests for aliased mutability and entity existence

---

## Showcase

<details>
  <summary>Click to view showcase</summary>

The APIs for fetching `EntityRef`s and `EntityMut`s from the `World`
have been unified.

```rust
// This code will be referred to by subsequent code blocks.
let world = World::new();
let e1 = world.spawn_empty().id();
let e2 = world.spawn_empty().id();
let e3 = world.spawn_empty().id();
```

Querying for a single entity remains mostly the same:

```rust
// 0.14
let eref: EntityRef = world.entity(e1);
let emut: EntityWorldMut = world.entity_mut(e1);
let eref: Option<EntityRef> = world.get_entity(e1);
let emut: Option<EntityWorldMut> = world.get_entity_mut(e1);

// 0.15
let eref: EntityRef = world.entity(e1);
let emut: EntityWorldMut = world.entity_mut(e1);
let eref: Result<EntityRef, Entity> = world.get_entity(e1);
let emut: Result<EntityWorldMut, Entity> = world.get_entity_mut(e1);
```

Querying for multiple entities with an array has changed:

```rust
// 0.14
let erefs: [EntityRef; 2] = world.many_entities([e1, e2]);
let emuts: [EntityMut; 2] = world.many_entities_mut([e1, e2]);
let erefs: Result<[EntityRef; 2], Entity> = world.get_many_entities([e1, e2]);
let emuts: Result<[EntityMut; 2], QueryEntityError> = world.get_many_entities_mut([e1, e2]);

// 0.15
let erefs: [EntityRef; 2] = world.entity([e1, e2]);
let emuts: [EntityMut; 2] = world.entity_mut([e1, e2]);
let erefs: Result<[EntityRef; 2], Entity> = world.get_entity([e1, e2]);
let emuts: Result<[EntityMut; 2], EntityFetchError> = world.get_entity_mut([e1, e2]);
```

Querying for multiple entities with a slice has changed:

```rust
let ids = vec![e1, e2, e3]);

// 0.14
let erefs: Result<Vec<EntityRef>, Entity> = world.get_many_entities_dynamic(&ids[..]);
let emuts: Result<Vec<EntityMut>, QueryEntityError> = world.get_many_entities_dynamic_mut(&ids[..]);

// 0.15
let erefs: Result<Vec<EntityRef>, Entity> = world.get_entity(&ids[..]);
let emuts: Result<Vec<EntityMut>, EntityFetchError> = world.get_entity_mut(&ids[..]);
let erefs: Vec<EntityRef> = world.entity(&ids[..]); // Newly possible!
let emuts: Vec<EntityMut> = world.entity_mut(&ids[..]); // Newly possible!
```

Querying for multiple entities with an `EntityHashSet` has changed:

```rust
let set = EntityHashSet::from_iter([e1, e2, e3]);

// 0.14
let emuts: Result<Vec<EntityMut>, QueryEntityError> = world.get_many_entities_from_set_mut(&set);

// 0.15
let emuts: Result<EntityHashMap<EntityMut>, EntityFetchError> = world.get_entity_mut(&set);
let erefs: Result<EntityHashMap<EntityRef>, EntityFetchError> = world.get_entity(&set); // Newly possible!
let emuts: EntityHashMap<EntityMut> = world.entity_mut(&set); // Newly possible!
let erefs: EntityHashMap<EntityRef> = world.entity(&set); // Newly possible!
```

</details>

## Migration Guide

- `World::get_entity` now returns `Result<_, Entity>` instead of
`Option<_>`.
- Use `world.get_entity(..).ok()` to return to the previous behavior.
- `World::get_entity_mut` and `DeferredWorld::get_entity_mut` now return
`Result<_, EntityFetchError>` instead of `Option<_>`.
- Use `world.get_entity_mut(..).ok()` to return to the previous
behavior.
- Type inference for `World::entity`, `World::entity_mut`,
`World::get_entity`, `World::get_entity_mut`,
`DeferredWorld::entity_mut`, and `DeferredWorld::get_entity_mut` has
changed, and might now require the input argument's type to be
explicitly written when inside closures.
- The following functions have been deprecated, and should be replaced
as such:
    - `World::many_entities` -> `World::entity::<[Entity; N]>`
    - `World::many_entities_mut` -> `World::entity_mut::<[Entity; N]>`
    - `World::get_many_entities` -> `World::get_entity::<[Entity; N]>`
- `World::get_many_entities_dynamic` -> `World::get_entity::<&[Entity]>`
- `World::get_many_entities_mut` -> `World::get_entity_mut::<[Entity;
N]>`
- The equivalent return type has changed from `Result<_,
QueryEntityError>` to `Result<_, EntityFetchError>`
- `World::get_many_entities_dynamic_mut` ->
`World::get_entity_mut::<&[Entity]>1
- The equivalent return type has changed from `Result<_,
QueryEntityError>` to `Result<_, EntityFetchError>`
- `World::get_many_entities_from_set_mut` ->
`World::get_entity_mut::<&EntityHashSet>`
- The equivalent return type has changed from `Result<Vec<EntityMut>,
QueryEntityError>` to `Result<EntityHashMap<EntityMut>,
EntityFetchError>`. If necessary, you can still convert the
`EntityHashMap` into a `Vec`.
2024-10-07 15:21:40 +00:00
Kristoffer Søholm
336c23c1aa
Rename observe to observe_entity on EntityWorldMut (#15616)
# Objective

The current observers have some unfortunate footguns where you can end
up confused about what is actually being observed. For apps you can
chain observe like `app.observe(..).observe(..)` which works like you
would expect, but if you try the same with world the first `observe()`
will return the `EntityWorldMut` for the created observer, and the
second `observe()` will only observe on the observer entity. It took
several hours for multiple people on discord to figure this out, which
is not a great experience.

## Solution

Rename `observe` on entities to `observe_entity`. It's slightly more
verbose when you know you have an entity, but it feels right to me that
observers for specific things have more specific naming, and it prevents
this issue completely.

Another possible solution would be to unify `observe` on `App` and
`World` to have the same kind of return type, but I'm not sure exactly
what that would look like.

## Testing

Simple name change, so only concern is docs really.

---


## Migration Guide

The `observe()` method on entities has been renamed to
`observe_entity()` to prevent confusion about what is being observed in
some cases.
2024-10-03 17:05:26 +00:00
Matt Tracy
8fb55dbf59
Implement SystemParam::queue() method for blanket implementation of ParamSet (#15599)
# Objective

The `queue()` method is an optional trait method which is necessary for
deferred operations (such as command queues) to work properly in the
context of an observer.

This method was omitted from the proc_macro blanket implementation of
`ParamSet` for tuples; as a result, SystemParams with deferred
application (such as Commands) would not work in observers if they were
part of a ParamSet.

This appears to have been a simple omission, as `queue()` was already
implemented for the separate blanket implementation of `ParamSet` for
`Vec<T>`. In both cases, it is a simple pass-through to the component
SystemParams.

## Solution

Add the `queue()` method implementation to the `impl_param_set` proco
macro.

## Testing

Added a unit test which clearly demonstrates the issue. It fails before
the fix, and passes afterwards.

---
2024-10-02 19:46:50 +00:00
MiniaczQ
5289e18e0b
System param validation for observers, system registry and run once (#15526)
# Objective

Fixes #15394

## Solution

Observers now validate params.

System registry has a new error variant for when system running fails
due to invalid parameters.

Run once now returns a `Result<Out, RunOnceError>` instead of `Out`.
This is more inline with system registry, which also returns a result.

I'll address warning messages in #15500.

## Testing

Added one test for each case.

---

## Migration Guide

- `RunSystemOnce::run_system_once` and
`RunSystemOnce::run_system_once_with` now return a `Result<Out>` instead
of just `Out`

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-09-30 01:00:39 +00:00
Zachary Harrold
d70595b667
Add core and alloc over std Lints (#15281)
# Objective

- Fixes #6370
- Closes #6581

## Solution

- Added the following lints to the workspace:
  - `std_instead_of_core`
  - `std_instead_of_alloc`
  - `alloc_instead_of_core`
- Used `cargo +nightly fmt` with [item level use
formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Item%5C%3A)
to split all `use` statements into single items.
- Used `cargo clippy --workspace --all-targets --all-features --fix
--allow-dirty` to _attempt_ to resolve the new linting issues, and
intervened where the lint was unable to resolve the issue automatically
(usually due to needing an `extern crate alloc;` statement in a crate
root).
- Manually removed certain uses of `std` where negative feature gating
prevented `--all-features` from finding the offending uses.
- Used `cargo +nightly fmt` with [crate level use
formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Crate%5C%3A)
to re-merge all `use` statements matching Bevy's previous styling.
- Manually fixed cases where the `fmt` tool could not re-merge `use`
statements due to conditional compilation attributes.

## Testing

- Ran CI locally

## Migration Guide

The MSRV is now 1.81. Please update to this version or higher.

## Notes

- This is a _massive_ change to try and push through, which is why I've
outlined the semi-automatic steps I used to create this PR, in case this
fails and someone else tries again in the future.
- Making this change has no impact on user code, but does mean Bevy
contributors will be warned to use `core` and `alloc` instead of `std`
where possible.
- This lint is a critical first step towards investigating `no_std`
options for Bevy.

---------

Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-09-27 00:59:59 +00:00
hshrimp
35d10866b8
Rename init_component & friends (#15454)
# Objective

- Fixes #15451 

## Migration Guide

- `World::init_component` has been renamed to `register_component`.
- `World::init_component_with_descriptor` has been renamed to
`register_component_with_descriptor`.
- `World::init_bundle` has been renamed to `register_bundle`.
- `Components::init_component` has been renamed to `register_component`.
- `Components::init_component_with_descriptor` has been renamed to
`register_component_with_descriptor`.
- `Components::init_resource` has been renamed to `register_resource`.
- `Components::init_non_send` had been renamed to `register_non_send`.
2024-09-26 22:47:28 +00:00
Clar Fon
efda7f3f9c
Simpler lint fixes: makes ci lints work but disables a lint for now (#15376)
Takes the first two commits from #15375 and adds suggestions from this
comment:
https://github.com/bevyengine/bevy/pull/15375#issuecomment-2366968300

See #15375 for more reasoning/motivation.

## Rebasing (rerunning)

```rust
git switch simpler-lint-fixes
git reset --hard main
cargo fmt --all -- --unstable-features --config normalize_comments=true,imports_granularity=Crate
cargo fmt --all
git add --update
git commit --message "rustfmt"
cargo clippy --workspace --all-targets --all-features --fix
cargo fmt --all -- --unstable-features --config normalize_comments=true,imports_granularity=Crate
cargo fmt --all
git add --update
git commit --message "clippy"
git cherry-pick e6c0b94f6795222310fb812fa5c4512661fc7887
```
2024-09-24 11:42:59 +00:00
Josh Robson Chase
3d0f2409d5
bevy_ecs: flush entities after running observers and hooks in despawn (#15398)
# Objective

Fixes #14467

Observers and component lifecycle hooks are allowed to perform
operations that subsequently require `Entities` to be flushed, such as
reserving a new entity. If this occurs during an `on_remove` hook or an
`OnRemove` event trigger during an `EntityWorldMut::despawn`, a panic
will occur.

## Solution

Call `world.flush_entities()` after running `on_remove` hooks/observers
during `despawn`

## Testing

Added a new test that fails before the fix and succeeds afterward.
2024-09-24 01:08:10 +00:00
Benjamin Brienen
27bea6abf7
Bubbling observers traversal should use query data (#15385)
# Objective

Fixes #14331

## Solution

- Make `Traversal` a subtrait of `ReadOnlyQueryData`
- Update implementations and usages

## Testing

- Updated unit tests

## Migration Guide

Update implementations of `Traversal`.

---------

Co-authored-by: Christian Hughes <9044780+ItsDoot@users.noreply.github.com>
2024-09-23 18:08:36 +00:00
Christian Hughes
c7ec456e50
Support systems that take references as input (#15184)
# Objective

- Fixes #14924
- Closes #9584

## Solution

- We introduce a new trait, `SystemInput`, that serves as a type
function from the `'static` form of the input, to its lifetime'd
version, similarly to `SystemParam` or `WorldQuery`.
- System functions now take the lifetime'd wrapped version,
`SystemInput::Param<'_>`, which prevents the issue presented in #14924
(i.e. `InRef<T>`).
- Functions for running systems now take the lifetime'd unwrapped
version, `SystemInput::Inner<'_>` (i.e. `&T`).
- Due to the above change, system piping had to be re-implemented as a
standalone type, rather than `CombinatorSystem` as it was previously.
- Removes the `Trigger<'static, E, B>` transmute in observer runner
code.

## Testing

- All current tests pass.
- Added additional tests and doc-tests.

---

## Showcase

```rust
let mut world = World::new();

let mut value = 2;

// Currently possible:
fn square(In(input): In<usize>) -> usize {
    input * input
}
value = world.run_system_once_with(value, square);

// Now possible:
fn square_mut(InMut(input): InMut<usize>) {
    *input *= *input;
}
world.run_system_once_with(&mut value, square_mut);

// Or:
fn square_ref(InRef(input): InRef<usize>) -> usize {
    *input * *input
}
value = world.run_system_once_with(&value, square_ref);
```

## Migration Guide

- All current explicit usages of the following types must be changed in
the way specified:
    - `SystemId<I, O>` to `SystemId<In<I>, O>`
    - `System<In = T>` to `System<In = In<T>>`
    - `IntoSystem<I, O, M>` to `IntoSystem<In<I>, O, M>`
    - `Condition<M, T>` to `Condition<M, In<T>>`
- `In<Trigger<E, B>>` is no longer a valid input parameter type. Use
`Trigger<E, B>` directly, instead.

---------

Co-authored-by: Giacomo Stevanato <giaco.stevanato@gmail.com>
2024-09-23 17:37:29 +00:00
Christian Hughes
4682f33e0c
Add World::trigger_ref and World::trigger_targets_ref (#14894)
# Objective

Closes #14888.

## Solution

Add non-consuming trigger functions:

```rust
impl World {
    pub fn trigger_ref(&mut self, event: &mut impl Event);
    pub fn trigger_targets_ref(&mut self, event: &mut impl Event, targets: impl TriggerTargets);
}
```

## Testing

- Added two new tests, `observer_trigger_ref` and
`observer_trigger_targets_ref`.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-09-23 16:31:44 +00:00
Benjamin Brienen
b45d83ebda
Rename Add to Queue for methods with deferred semantics (#15234)
# Objective

- Fixes #15106

## Solution

- Trivial refactor to rename the method. The duplicate method `push` was
removed as well. This will simpify the API and make the semantics more
clear. `Add` implies that the action happens immediately, whereas in
reality, the command is queued to be run eventually.
- `ChildBuilder::add_command` has similarly been renamed to
`queue_command`.

## Testing

Unit tests should suffice for this simple refactor.

---

## Migration Guide

- `Commands::add` and `Commands::push` have been replaced with
`Commnads::queue`.
- `ChildBuilder::add_command` has been renamed to
`ChildBuilder::queue_command`.
2024-09-17 00:17:49 +00:00
Wybe Westra
70808af776
Added ordering information to observer tests (#14332) (#15178)
Fixes #14332 by recording the order in which the events occur.
2024-09-14 14:08:49 +00:00
SpecificProtagonist
f570f52aa2
Optimize observer unregistration (#15150)
# Objective

Fixes #14980

## Solution

Only iterate over archetypes containing the component.

## Alternatives

Additionally, for each archetype, cache how many observers are watching
one of its components & use this to speed up the check for each affected
archetype ([implemented
here](55c89aa033)).
Benchmarking showed this to lead only to a minor speedup.

## Testing

There's both already a test checking that observers don't run after
being despawned as well as a regression test for the bug that
necessitates the check this PR optimizes.
2024-09-13 15:47:24 +00:00
Zachary Harrold
be35cba801
Removed Type Parameters from Observer (#15151)
# Objective

- Remove any ambiguity around how multiple `Observer` components work on
a single `Entity` by completely removing the concept.
- Fixes #15122

## Solution

- Removed type parameters from `Observer`, relying on a function pointer
to provide type information into the relevant aspects of running an
observer.

## Testing

- Ran CI locally.
- Checked `observers.rs` example continued to function as expected.

## Notes

This communicates to users of observers that only a single `Observer`
can be inserted onto an entity at a time within the established type
system. This has been achieved by erasing the type information from the
stored `ObserverSystem` and retrieving it again using a function
pointer. This has the downside of increasing the size of the `Observer`
component and increases the complexity of the observer runner. However,
this complexity was already present, and is in my opinion a worthwhile
tradeoff for the clearer user experience.

The other notable benefit is users no longer need to use the
`ObserverState` component to filter for `Observer` entities, and can
instead use `Observer` directly.

Technically this is a breaking change, since the type signature for
`Observer` has changed. However, it was so cumbersome to use that I
don't believe there are any instances in the wild of users directly
naming `Observer` types, instead relying on `ObserverState`, and the
methods provided by `App` and `World`. As can be seen in the diff, this
change had very little knock-on effects across Bevy.

## Migration Guide

If you filtered for observers using `Observer<A, B>`, instead filter for
an `Observer`.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-09-11 01:14:28 +00:00
Zachary Harrold
85e41ddace
Add observer to Trigger (#15066)
# Objective

- Fixes  #15061

## Solution

- Added `observer` to `Trigger`, which returns the entity observing the
triggered event.

## Testing

- CI passed locally.
2024-09-09 16:23:14 +00:00
Christian Hughes
e939d6c33f
Remove remnant EntityHash and related types from bevy_utils (#15039)
# Objective

`EntityHash` and related types were moved from `bevy_utils` to
`bevy_ecs` in #11498, but seemed to have been accidentally reintroduced
a week later in #11707.

## Solution

Remove the old leftover code.

---

## Migration Guide

- Uses of `bevy::utils::{EntityHash, EntityHasher, EntityHashMap,
EntityHashSet}` now have to be imported from `bevy::ecs::entity`.
2024-09-09 15:24:17 +00:00
Alix Bott
f2cf02408f
Fix observer unregistering unsetting archetype flags (#14963)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/14961

## Solution

- Check that the archetypes don't contain any other observed components
before unsetting their flags

## Testing

- I added a regression test: `observer_despawn_archetype_flags`
2024-08-30 00:43:56 +00:00
Sorseg
f9d7a2ca02
Implement std::fmt::Debug for ecs::observer::Trigger (#14857)
# Objective
I tried writing something like this in my project
```rust
.observe(|e: Trigger<OnAdd, Skeleton>| {
    panic!("Skeletoned! {e:?}");
});
```
and it didn't compile.
Having `Debug` trait defined on `Trigger` event will ease debugging the
observers a little bit.

## Solution

Add a bespoke `Debug` implementation when both the bundle and the event
have `Debug` implemented for them.

## Testing

I've added `println!("{trigger:#?}");` to the [observers
example](938d810766/examples/ecs/observers.rs (L124))
and it compiled!

Caveats with this PR are: 
- removing this implementation if for any reason we will need it, will
be a breaking change
- the implementation is manually generated, which adds potential toil
when changing the `Trigger` structure

## Showcase

Log output:
```rust
on_add_mine: Trigger {
    event: OnAdd,
    propagate: false,
    trigger: ObserverTrigger {
        observer: 2v1#4294967298,
        event_type: ComponentId(
            0,
        ),
        entity: 454v1#4294967750,
    },
    _marker: PhantomData<observers::Mine>,
}
```

Thank you for maintaining this engine! 🧡
2024-08-25 16:55:54 +00:00
databasedav
c3111bebb8
document using ObserverState as filter for Observer Entitys (#14669)
# Objective

~~Enables writing queries like `Query<Entity, With<ObserverMarker>>` to
filter `Entity`s that are, or are not (with `Without`), `Observer`s.~~

~~`Observer` version of [similar
PR](https://github.com/bevyengine/bevy/pull/14584) for `SystemId`s.~~

just adding a line to the docs :)

## Solution

~~Simple unit struct `ObserverMarker` added in `Observer`'s `.on_add`
component hook.~~

## Testing

No tests, but happy to write some with direction.
2024-08-12 16:07:03 +00:00
Giacomo Stevanato
68ec6f4f50
Make QueryState::transmute&co validate the world of the &Components used (#14631)
# Objective

- Fix #14629

## Solution

- Make `QueryState::transmute`, `QueryState::transmute_filtered`,
`QueryState::join` and `QueryState::join_filtered` take a `impl
Into<UnsafeWorldCell>` instead of a `&Components` and validate their
`WorldId`

## Migration Guide

- `QueryState::transmute`, `QueryState::transmute_filtered`,
`QueryState::join` and `QueryState::join_filtered` now take a `impl
Into<UnsafeWorldCell>` instead of a `&Components`

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-08-05 22:39:31 +00:00
thatchedroof
4f5b8ca08c
Fix typo in World::observe (#14492)
# Objective

- Fix a typo in the documentation for `World::observe`

## Solution

- Change `Spawn` to `Spawns` and `it's` to `its`
2024-07-27 13:55:44 +00:00
re0312
e5bf59d712
Recalibrated observe benchmark (#14381)
# Objective

- The event propagation benchmark is largely derived from
bevy_eventlistener. However, it doesn't accurately reflect performance
of bevy side, as our event bubble propagation is based on observer.


## Solution

- added several new benchmarks that focuse on observer itself rather
than event bubble
2024-07-18 18:25:33 +00:00
SpecificProtagonist
d276525350
Allow non-static trigger targets (#14327)
# Objective

`TriggerTargets` can not be borrowed for use in `World::trigger_targets`

## Solution

Drop `'static` bound on `TriggerEvent`, keep it for `Command` impl.

## Testing

n/a
2024-07-15 16:10:57 +00:00
Pixelstorm
0f7c548a4a
Component Lifecycle Hook & Observer Trigger for replaced values (#14212)
# Objective

Fixes #14202

## Solution

Add `on_replaced` component hook and `OnReplaced` observer trigger

## Testing

- Did you test these changes? If so, how?
  - Updated & added unit tests

---

## Changelog

- Added new `on_replaced` component hook and `OnReplaced` observer
trigger for performing cleanup on component values when they are
overwritten with `.insert()`
2024-07-15 15:24:15 +00:00
Miles Silberling-Cook
ed2b8e0f35
Minimal Bubbling Observers (#13991)
# Objective

Add basic bubbling to observers, modeled off `bevy_eventlistener`.

## Solution

- Introduce a new `Traversal` trait for components which point to other
entities.
- Provide a default `TraverseNone: Traversal` component which cannot be
constructed.
- Implement `Traversal` for `Parent`.
- The `Event` trait now has an associated `Traversal` which defaults to
`TraverseNone`.
- Added a field `bubbling: &mut bool` to `Trigger` which can be used to
instruct the runner to bubble the event to the entity specified by the
event's traversal type.
- Added an associated constant `SHOULD_BUBBLE` to `Event` which
configures the default bubbling state.
- Added logic to wire this all up correctly.

Introducing the new associated information directly on `Event` (instead
of a new `BubblingEvent` trait) lets us dispatch both bubbling and
non-bubbling events through the same api.

## Testing

I have added several unit tests to cover the common bugs I identified
during development. Running the unit tests should be enough to validate
correctness. The changes effect unsafe portions of the code, but should
not change any of the safety assertions.

## Changelog

Observers can now bubble up the entity hierarchy! To create a bubbling
event, change your `Derive(Event)` to something like the following:

```rust
#[derive(Component)]
struct MyEvent;

impl Event for MyEvent {
    type Traverse = Parent; // This event will propagate up from child to parent.
    const AUTO_PROPAGATE: bool = true; // This event will propagate by default.
}
```

You can dispatch a bubbling event using the normal
`world.trigger_targets(MyEvent, entity)`.

Halting an event mid-bubble can be done using
`trigger.propagate(false)`. Events with `AUTO_PROPAGATE = false` will
not propagate by default, but you can enable it using
`trigger.propagate(true)`.

If there are multiple observers attached to a target, they will all be
triggered by bubbling. They all share a bubbling state, which can be
accessed mutably using `trigger.propagation_mut()` (`trigger.propagate`
is just sugar for this).

You can choose to implement `Traversal` for your own types, if you want
to bubble along a different structure than provided by `bevy_hierarchy`.
Implementers must be careful never to produce loops, because this will
cause bevy to hang.

## Migration Guide
+ Manual implementations of `Event` should add associated type `Traverse
= TraverseNone` and associated constant `AUTO_PROPAGATE = false`;
+ `Trigger::new` has new field `propagation: &mut Propagation` which
provides the bubbling state.
+ `ObserverRunner` now takes the same `&mut Propagation` as a final
parameter.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Torstein Grindvik <52322338+torsteingrindvik@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-07-15 13:39:41 +00:00
Giacomo Stevanato
d7080369a7
Fix intra-doc links and make CI test them (#14076)
# Objective

- Bevy currently has lot of invalid intra-doc links, let's fix them!
- Also make CI test them, to avoid future regressions.
- Helps with #1983 (but doesn't fix it, as there could still be explicit
links to docs.rs that are broken)

## Solution

- Make `cargo r -p ci -- doc-check` check fail on warnings (could also
be changed to just some specific lints)
- Manually fix all the warnings (note that in some cases it was unclear
to me what the fix should have been, I'll try to highlight them in a
self-review)
2024-07-11 13:08:31 +00:00
Carter Anderson
0daa6c510b
Make Observer::with_event (and other variants) unsafe (#13954)
# Objective

`with_event` will result in unsafe casting of event data of the given
type to the type expected by the Observer system. This is inherently
unsafe.

## Solution

Flag `Observer::with_event` and `ObserverDescriptor::with_events` as
unsafe. This will not affect normal workflows as `with_event` is
intended for very specific (largely internal) use cases.

This _should_ be backported to 0.14 before release.

---

## Changelog

- `Observer::with_event` is now unsafe.
- Rename `ObserverDescriptor::with_triggers` to
`ObserverDescriptor::with_events` and make it unsafe.
2024-06-21 18:31:01 +00:00
James O'Brien
335dcf96a2
Update observer archetype flags for sparse components (#13886)
# Objective

- Fixes #13885 

## Solution

- Update the flags correctly on archetype creation

## Testing

- Added `observer_order_insert_remove_sparse` to catch regressions.
2024-06-17 15:15:30 +00:00
James O'Brien
eb3c81374a
Generalised ECS reactivity with Observers (#10839)
# Objective

- Provide an expressive way to register dynamic behavior in response to
ECS changes that is consistent with existing bevy types and traits as to
provide a smooth user experience.
- Provide a mechanism for immediate changes in response to events during
command application in order to facilitate improved query caching on the
path to relations.

## Solution

- A new fundamental ECS construct, the `Observer`; inspired by flec's
observers but adapted to better fit bevy's access patterns and rust's
type system.

---

## Examples
There are 3 main ways to register observers. The first is a "component
observer" that looks like this:
```rust
world.observe(|trigger: Trigger<OnAdd, Transform>, query: Query<&Transform>| {
    let transform = query.get(trigger.entity()).unwrap();
});
```
The above code will spawn a new entity representing the observer that
will run it's callback whenever the `Transform` component is added to an
entity. This is a system-like function that supports dependency
injection for all the standard bevy types: `Query`, `Res`, `Commands`
etc. It also has a `Trigger` parameter that provides information about
the trigger such as the target entity, and the event being triggered.
Importantly these systems run during command application which is key
for their future use to keep ECS internals up to date. There are similar
events for `OnInsert` and `OnRemove`, and this will be expanded with
things such as `ArchetypeCreated`, `TableEmpty` etc. in follow up PRs.

Another way to register an observer is an "entity observer" that looks
like this:
```rust
world.entity_mut(entity).observe(|trigger: Trigger<Resize>| {
    // ...
});
```
Entity observers run whenever an event of their type is triggered
targeting that specific entity. This type of observer will de-spawn
itself if the entity (or entities) it is observing is ever de-spawned so
as to not leave dangling observers.

Entity observers can also be spawned from deferred contexts such as
other observers, systems, or hooks using commands:
```rust
commands.entity(entity).observe(|trigger: Trigger<Resize>| {
    // ...
});
```

Observers are not limited to in built event types, they can be used with
any type that implements `Event` (which has been extended to implement
Component). This means events can also carry data:

```rust
#[derive(Event)]
struct Resize { x: u32, y: u32 }

commands.entity(entity).observe(|trigger: Trigger<Resize>, query: Query<&mut Size>| {
    let event = trigger.event();
    // ...
});

// Will trigger the observer when commands are applied.
commands.trigger_targets(Resize { x: 10, y: 10 }, entity);
```

You can also trigger events that target more than one entity at a time:

```rust
commands.trigger_targets(Resize { x: 10, y: 10 }, [e1, e2]);
```

Additionally, Observers don't _need_ entity targets:

```rust
app.observe(|trigger: Trigger<Quit>| {
})

commands.trigger(Quit);
```

In these cases, `trigger.entity()` will be a placeholder.

Observers are actually just normal entities with an `ObserverState` and
`Observer` component! The `observe()` functions above are just shorthand
for:

```rust
world.spawn(Observer::new(|trigger: Trigger<Resize>| {});
```

This will spawn the `Observer` system and use an `on_add` hook to add
the `ObserverState` component.

Dynamic components and trigger types are also fully supported allowing
for runtime defined trigger types.

## Possible Follow-ups
1. Deprecate `RemovedComponents`, observers should fulfill all use cases
while being more flexible and performant.
2. Queries as entities: Swap queries to entities and begin using
observers listening to archetype creation triggers to keep their caches
in sync, this allows unification of `ObserverState` and `QueryState` as
well as unlocking several API improvements for `Query` and the
management of `QueryState`.
3. Trigger bubbling: For some UI use cases in particular users are
likely to want some form of bubbling for entity observers, this is
trivial to implement naively but ideally this includes an acceleration
structure to cache hierarchy traversals.
4. All kinds of other in-built trigger types.
5. Optimization; in order to not bloat the complexity of the PR I have
kept the implementation straightforward, there are several areas where
performance can be improved. The focus for this PR is to get the
behavior implemented and not incur a performance cost for users who
don't use observers.

I am leaving each of these to follow up PR's in order to keep each of
them reviewable as this already includes significant changes.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: MiniaczQ <xnetroidpl@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-06-15 01:33:26 +00:00