3aed85a88b
135 Commits
Author | SHA1 | Message | Date | |
---|---|---|---|---|
![]() |
da83232fa8
|
Let Component::map_entities defer to MapEntities (#19414)
# Objective The objective of this PR is to enable Components to use their `MapEntities` implementation for `Component::map_entities`. With the improvements to the entity mapping system, there is definitely a huge reduction in boilerplate. However, especially since `(Entity)HashMap<..>` doesn't implement `MapEntities` (I presume because the lack of specialization in rust makes `HashMap<Entity|X, Entity|X>` complicated), when somebody has types that contain these hashmaps they can't use this approach. More so, we can't even depend on the previous implementation, since `Component::map_entities` is used instead of `MapEntities::map_entities`. Outside of implementing `Component `and `Component::map_entities` on these types directly, the only path forward is to create a custom type to wrap the hashmaps and implement map entities on that, or split these components into a wrapper type that implement `Component`, and an inner type that implements `MapEntities`. ## Current Solution The solution was to allow adding `#[component(map_entities)]` on the component. By default this will defer to the `MapEntities` implementation. ```rust #[derive(Component)] #[component(map_entities)] struct Inventory { items: HashMap<Entity, usize> } impl MapEntities for Inventory { fn map_entities<M: EntityMapper>(&mut self, entity_mapper: &mut M) { self.items = self.items .drain() .map(|(id, count)|(entity_mapper.get_mapped(id), count)) .collect(); } } ``` You can use `#[component(map_entities = <function path>)]` instead to substitute other code in for components. This function can also include generics, but sso far I haven't been able to find a case where they are needed. ```rust #[derive(Component)] #[component(map_entities = map_the_map)] // Also works #[component(map_entities = map_the_map::<T,_>)] struct Inventory<T> { items: HashMap<Entity, T> } fn map_the_map<T, M: EntityMapper>(inv: &mut Inventory<T>, entity_mapper: &mut M) { inv.items = inv.items .drain() .map(|(id, count)|(entity_mapper.get_mapped(id), count)) .collect(); } ``` The idea is that with the previous changes to MapEntities, MapEntities is implemented more for entity collections than for Components. If you have a component that makes sense as both, `#[component(map_entities)]` would work great, while otherwise a component can use `#[component(map_entities = <function>)]` to change the behavior of `Component::map_entities` without opening up the component type to be included in other components. ## (Original Solution if you want to follow the PR) The solution was to allow adding `#[component(entities)]` on the component itself to defer to the `MapEntities` implementation ```rust #[derive(Component)] #[component(entities)] struct Inventory { items: HashMap<Entity, usize> } impl MapEntities for Inventory { fn map_entities<M: EntityMapper>(&mut self, entity_mapper: &mut M) { self.items = self.items .drain() .map(|(id, count)|(entity_mapper.get_mapped(id), count)) .collect(); } } ``` ## Testing I tested this by patching my local changes into my own bevy project. I had a system that loads a scene file and executes some logic with a Component that contains a `HashMap<Entity, UVec2>`, and it panics when Entity is not found from another query. Since the 0.16 update this system has reliably panicked upon attempting to the load the scene. After patching my code in, I added `#[component(entities)]` to this component, and I was able to successfully load the scene. Additionally, I wrote a doc test. ## Call-outs ### Relationships This overrules the default mapping of relationship fields. Anything else seemed more problematic, as you'd have inconsistent behavior between `MapEntities` and `Component`. |
||
![]() |
7645ce91ed
|
Add newlines before impl blocks (#19746)
# Objective Fix https://github.com/bevyengine/bevy/issues/19617 # Solution Add newlines before all impl blocks. I suspect that at least some of these will be objectionable! If there's a desired Bevy style for this then I'll update the PR. If not then we can just close it - it's the work of a single find and replace. |
||
![]() |
4e694aea53
|
ECS: put strings only used for debug behind a feature (#19558)
# Objective - Many strings in bevy_ecs are created but only used for debug: system name, component name, ... - Those strings make a significant part of the final binary and are no use in a released game ## Solution - Use [`strings`](https://linux.die.net/man/1/strings) to find ... strings in a binary - Try to find where they come from - Many are made from `type_name::<T>()` and only used in error / debug messages - Add a new structure `DebugName` that holds no value if `debug` feature is disabled - Replace `core::any::type_name::<T>()` by `DebugName::type_name::<T>()` ## Testing Measurements were taken without the new feature being enabled by default, to help with commands ### File Size I tried building the `breakout` example with `cargo run --release --example breakout` |`debug` enabled|`debug` disabled| |-|-| |81621776 B|77735728B| |77.84MB|74.13MB| ### Compilation time `hyperfine --min-runs 15 --prepare "cargo clean && sleep 5" 'RUSTC_WRAPPER="" cargo build --release --example breakout' 'RUSTC_WRAPPER="" cargo build --release --example breakout --features debug'` ``` breakout' 'RUSTC_WRAPPER="" cargo build --release --example breakout --features debug' Benchmark 1: RUSTC_WRAPPER="" cargo build --release --example breakout Time (mean ± σ): 84.856 s ± 3.565 s [User: 1093.817 s, System: 32.547 s] Range (min … max): 78.038 s … 89.214 s 15 runs Benchmark 2: RUSTC_WRAPPER="" cargo build --release --example breakout --features debug Time (mean ± σ): 92.303 s ± 2.466 s [User: 1193.443 s, System: 33.803 s] Range (min … max): 90.619 s … 99.684 s 15 runs Summary RUSTC_WRAPPER="" cargo build --release --example breakout ran 1.09 ± 0.05 times faster than RUSTC_WRAPPER="" cargo build --release --example breakout --features debug ``` |
||
![]() |
a292ac539e
|
System::check_change_tick and similar methods take CheckChangeTicks (#19600)
Follow-up of #19274. Make the `check_change_tick` methods, of which some are now public, take `CheckChangeTicks` to make it obvious where this tick comes from, see other PR. This also affects the `System` trait, hence the many changed files. --------- Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com> |
||
![]() |
e5dc177b4b
|
Rename Trigger to On (#19596)
# Objective Currently, the observer API looks like this: ```rust app.add_observer(|trigger: Trigger<Explode>| { info!("Entity {} exploded!", trigger.target()); }); ``` Future plans for observers also include "multi-event observers" with a trigger that looks like this (see [Cart's example](https://github.com/bevyengine/bevy/issues/14649#issuecomment-2960402508)): ```rust trigger: Trigger<( OnAdd<Pressed>, OnRemove<Pressed>, OnAdd<InteractionDisabled>, OnRemove<InteractionDisabled>, OnInsert<Hovered>, )>, ``` In scenarios like this, there is a lot of repetition of `On`. These are expected to be very high-traffic APIs especially in UI contexts, so ergonomics and readability are critical. By renaming `Trigger` to `On`, we can make these APIs read more cleanly and get rid of the repetition: ```rust app.add_observer(|trigger: On<Explode>| { info!("Entity {} exploded!", trigger.target()); }); ``` ```rust trigger: On<( Add<Pressed>, Remove<Pressed>, Add<InteractionDisabled>, Remove<InteractionDisabled>, Insert<Hovered>, )>, ``` Names like `On<Add<Pressed>>` emphasize the actual event listener nature more than `Trigger<OnAdd<Pressed>>`, and look cleaner. This *also* frees up the `Trigger` name if we want to use it for the observer event type, splitting them out from buffered events (bikeshedding this is out of scope for this PR though). For prior art: [`bevy_eventlistener`](https://github.com/aevyrie/bevy_eventlistener) used [`On`](https://docs.rs/bevy_eventlistener/latest/bevy_eventlistener/event_listener/struct.On.html) for its event listener type. Though in our case, the observer is the event listener, and `On` is just a type containing information about the triggered event. ## Solution Steal from `bevy_event_listener` by @aevyrie and use `On`. - Rename `Trigger` to `On` - Rename `OnAdd` to `Add` - Rename `OnInsert` to `Insert` - Rename `OnReplace` to `Replace` - Rename `OnRemove` to `Remove` - Rename `OnDespawn` to `Despawn` ## Discussion ### Naming Conflicts?? Using a name like `Add` might initially feel like a very bad idea, since it risks conflict with `core::ops::Add`. However, I don't expect this to be a big problem in practice. - You rarely need to actually implement the `Add` trait, especially in modules that would use the Bevy ECS. - In the rare cases where you *do* get a conflict, it is very easy to fix by just disambiguating, for example using `ops::Add`. - The `Add` event is a struct while the `Add` trait is a trait (duh), so the compiler error should be very obvious. For the record, renaming `OnAdd` to `Add`, I got exactly *zero* errors or conflicts within Bevy itself. But this is of course not entirely representative of actual projects *using* Bevy. You might then wonder, why not use `Added`? This would conflict with the `Added` query filter, so it wouldn't work. Additionally, the current naming convention for observer events does not use past tense. ### Documentation This does make documentation slightly more awkward when referring to `On` or its methods. Previous docs often referred to `Trigger::target` or "sends a `Trigger`" (which is... a bit strange anyway), which would now be `On::target` and "sends an observer `Event`". You can see the diff in this PR to see some of the effects. I think it should be fine though, we may just need to reword more documentation to read better. |
||
![]() |
6ddd0f16a8
|
Component lifecycle reorganization and documentation (#19543)
# Objective I set out with one simple goal: clearly document the differences between each of the component lifecycle events via module docs. Unfortunately, no such module existed: the various lifecycle code was scattered to the wind. Without a unified module, it's very hard to discover the related types, and there's nowhere good to put my shiny new documentation. ## Solution 1. Unify the assorted types into a single `bevy_ecs::component_lifecycle` module. 2. Write docs. 3. Write a migration guide. ## Testing Thanks CI! ## Follow-up 1. The lifecycle event names are pretty confusing, especially `OnReplace`. We should consider renaming those. No bikeshedding in my PR though! 2. Observers need real module docs too :( 3. Any additional functional changes should be done elsewhere; this is a simple docs and re-org PR. --------- Co-authored-by: theotherphil <phil.j.ellison@gmail.com> |
||
![]() |
f5f092f2f3
|
Fix new typos (#19562)
# Objective Fix new typos found on new version of `typos` (#19551) ## Solution Fix typos |
||
![]() |
1294b71e35
|
Introduce CheckChangeTicks event that is triggered by World::check_change_ticks (#19274)
# Objective In the past I had custom data structures containing `Tick`s. I learned that these need to be regularly checked to clamp them. But there was no way to hook into that logic so I abandoned storing ticks since then. Another motivation to open this up some more is to be more able to do a correct implementation of `System::check_ticks`. ## Solution Add `CheckChangeTicks` and trigger it in `World::check_change_ticks`. Make `Tick::check_tick` public. This event makes it possible to store ticks in components or resources and have them checked. I also made `Schedules::check_change_ticks` public so users can store schedules in custom resources/components for whatever reasons. ## Testing The logic boils down to a single `World::trigger` call and I don't think this needs more tests. ## Alternatives Making this obsolete like with #15683. --- ## Showcase From the added docs: ```rs use bevy_ecs::prelude::*; use bevy_ecs::component::CheckChangeTicks; #[derive(Resource)] struct CustomSchedule(Schedule); let mut world = World::new(); world.add_observer(|tick: Trigger<CheckChangeTicks>, mut schedule: ResMut<CustomSchedule>| { schedule.0.check_change_ticks(tick.get()); }); ``` --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
||
![]() |
8ad7118443
|
Only get valid component ids (#19510)
# Objective - #19504 showed a 11x regression in getting component values for unregistered components. This pr should fix that and improve others a little too. - This is some cleanup work from #18173 . ## Solution - Whenever we expect a component value to exist, we only care about fully registered components, not queued to be registered components since, for the value to exist, it must be registered. - So we can use the faster `get_valid_*` instead of `get_*` in a lot of places. - Also found a bug where `valid_*` did not forward to `get_valid_*` properly. That's fixed. ## Testing CI |
||
![]() |
d4985af7cb
|
refactor(utils): move SyncCell and SyncUnsafeCell to bevy_platform (#19305)
# Objective - move SyncCell and SyncUnsafeCell to bevy_platform ## Solution - move SyncCell and SyncUnsafeCell to bevy_platform ## Testing - cargo clippy works |
||
![]() |
63e78fe489
|
Deprecated Begone! 0.16 Cleanup (#19108)
# Objective A fair few items were deprecated in 0.16. Let's delete them now that we're in the 0.17 development cycle! ## Solution - Deleted items marked deprecated in 0.16. ## Testing - CI --- ## Notes I'm making the assumption that _everything_ deprecated in 0.16 should be removed in 0.17. That may be a false assumption in certain cases. Please check the items to be removed to see if there are any exceptions we should keep around for another cycle! |
||
![]() |
b8724c21ce
|
implement MapEntities for higher-order types (#19071)
# Objective With the current `MapEntities` `impl`s, it is not possible to derive things like this: ```rust #[derive(Component)] pub struct Inventory { #[entities] slots: Vec<Option<Entity>>, } ``` This is because `MapEntities` is only implemented for `Vec<Entity>` & `Option<Entity>`, and not arbitrary combinations of those. It would be nice to also support those types. ## Solution I replaced the `impl`s of the following types - `Option<Entity>`: replaced with `Option<T>` - `Vec<Entity>`: replaced with `Vec<T>` - `HashSet<Entity, S>`: replaced with `HashSet<T, S>` - `T` also had to be `Eq + core:#️⃣:Hash` here. **Not sure if this is too restrictive?** - `IndexSet<Entity, S>`: replaced with `IndexSet <T, S>` - `T` also had to be `Eq + core:#️⃣:Hash` here. **Not sure if this is too restrictive?** - `BTreeSet<Entity>`: replaced with `BTreeSet<T>` - `VecDeque<Entity>`: replaced with `VecDeque<T>` - `SmallVec<A: smallvec::Array<Item = Entity>>`: replaced with `SmallVec<A: smallvec::Array<Item = T>>` (in all of the above, `T` is a generic type that implements `MapEntities` (`Entity` being one of them).) ## Testing I did not test any of this, but extended the `Component::map_entities` doctest with an example usage of the newly supported types. --- ## Showcase With these changes, this is now possible: ```rust #[derive(Component)] pub struct Inventory { #[entities] slots: Vec<Option<Entity>>, } ``` |
||
![]() |
60cdefd128
|
Derive clone_behavior for Components (#18811)
Allow Derive(Component) to specify a clone_behavior ```rust #[derive(Component)] #[component(clone_behavior = Ignore)] MyComponent; ``` |
||
![]() |
b516e78317
|
Bump crate-ci/typos from 1.31.1 to 1.32.0 (#19072)
Adopted #19066. Bumps [crate-ci/typos](https://github.com/crate-ci/typos) from 1.31.1 to 1.32.0. --------- Signed-off-by: dependabot[bot] <support@github.com> Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com> |
||
![]() |
e9a0ef49f9
|
Rename bevy_platform_support to bevy_platform (#18813)
# Objective The goal of `bevy_platform_support` is to provide a set of platform agnostic APIs, alongside platform-specific functionality. This is a high traffic crate (providing things like HashMap and Instant). Especially in light of https://github.com/bevyengine/bevy/discussions/18799, it deserves a friendlier / shorter name. Given that it hasn't had a full release yet, getting this change in before Bevy 0.16 makes sense. ## Solution - Rename `bevy_platform_support` to `bevy_platform`. |
||
![]() |
5db67f35e4
|
Get names of queued components (#18451)
# Objective #18173 allows components to be queued without being fully registered. But much of bevy's debug logging contained `components.get_name(id).unwrap()`. However, this panics when the id is queued. This PR fixes this, allowing names to be retrieved for debugging purposes, etc, even while they're still queued. ## Solution We change `ComponentInfo::descriptor` to be `Arc<ComponentDescriptor>` instead of not arc'd. This lets us pass the descriptor around (as a name or otherwise) as needed. The alternative would require some form of `MappedRwLockReadGuard`, which is unstable, and would be terribly blocking. Putting it in an arc also signifies that it doesn't change, which is a nice signal to users. This does mean there's an extra pointer dereference, but I don't think that's an issue here, as almost all paths that use this are for debugging purposes or one-time set ups. ## Testing Existing tests. ## Migration Guide `Components::get_name` now returns `Option<Cow<'_, str>` instead of `Option<&str>`. This is because it now returns results for queued components. If that behavior is not desired, or you know the component is not queued, you can use `components.get_info().map(ComponentInfo::name)` instead. Similarly, `ScheduleGraph::conflicts_to_string` now returns `impl Iterator<Item = (String, String, Vec<Cow<str>>)>` instead of `impl Iterator<Item = (String, String, Vec<&str>)>`. Because `Cow<str>` derefs to `&str`, most use cases can remain unchanged. --------- Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com> |
||
![]() |
1ba9da0812
|
Required Components: pass through all tokens in {} and () syntax (#18578)
# Objective #18555 added improved require syntax, but inline structs didn't support `..Default::default()` syntax (for technical reasons we can't parse the struct directly, so there is manual logic that missed this case). ## Solution When a `{}` or `()` section is encountered for a required component, rather than trying to parse the fields directly, just pass _all_ of the tokens through. This ensures no tokens are dropped, protects us against any future syntax changes, and optimizes our parsing logic (as we're dropping the field parsing logic entirely). |
||
![]() |
538afe2330
|
Improved Require Syntax (#18555)
# Objective Requires are currently more verbose than they need to be. People would like to define inline component values. Additionally, the current `#[require(Foo(custom_constructor))]` and `#[require(Foo(|| Foo(10))]` syntax doesn't really make sense within the context of the Rust type system. #18309 was an attempt to improve ergonomics for some cases, but it came at the cost of even more weirdness / unintuitive behavior. Our approach as a whole needs a rethink. ## Solution Rework the `#[require()]` syntax to make more sense. This is a breaking change, but I think it will make the system easier to learn, while also improving ergonomics substantially: ```rust #[derive(Component)] #[require( A, // this will use A::default() B(1), // inline tuple-struct value C { value: 1 }, // inline named-struct value D::Variant, // inline enum variant E::SOME_CONST, // inline associated const F::new(1), // inline constructor G = returns_g(), // an expression that returns G H = SomethingElse::new(), // expression returns SomethingElse, where SomethingElse: Into<H> )] struct Foo; ``` ## Migration Guide Custom-constructor requires should use the new expression-style syntax: ```rust // before #[derive(Component)] #[require(A(returns_a))] struct Foo; // after #[derive(Component)] #[require(A = returns_a())] struct Foo; ``` Inline-closure-constructor requires should use the inline value syntax where possible: ```rust // before #[derive(Component)] #[require(A(|| A(10))] struct Foo; // after #[derive(Component)] #[require(A(10)] struct Foo; ``` In cases where that is not possible, use the expression-style syntax: ```rust // before #[derive(Component)] #[require(A(|| A(10))] struct Foo; // after #[derive(Component)] #[require(A = A(10)] struct Foo; ``` --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: François Mockers <mockersf@gmail.com> |
||
![]() |
a033f1b206
|
Replace VisitEntities with MapEntities (#18432)
# Objective There are currently too many disparate ways to handle entity mapping, especially after #17687. We now have MapEntities, VisitEntities, VisitEntitiesMut, Component::visit_entities, Component::visit_entities_mut. Our only known use case at the moment for these is entity mapping. This means we have significant consolidation potential. Additionally, VisitEntitiesMut cannot be implemented for map-style collections like HashSets, as you cant "just" mutate a `&mut Entity`. Our current approach to Component mapping requires VisitEntitiesMut, meaning this category of entity collection isn't mappable. `MapEntities` is more generally applicable. Additionally, the _existence_ of the blanket From impl on VisitEntitiesMut blocks us from implementing MapEntities for HashSets (or any types we don't own), because the owner could always add a conflicting impl in the future. ## Solution Use `MapEntities` everywhere and remove all "visit entities" usages. * Add `Component::map_entities` * Remove `Component::visit_entities`, `Component::visit_entities_mut`, `VisitEntities`, and `VisitEntitiesMut` * Support deriving `Component::map_entities` in `#[derive(Coomponent)]` * Add `#[derive(MapEntities)]`, and share logic with the `Component::map_entities` derive. * Add `ComponentCloneCtx::queue_deferred`, which is command-like logic that runs immediately after normal clones. Reframe `FromWorld` fallback logic in the "reflect clone" impl to use it. This cuts out a lot of unnecessary work and I think justifies the existence of a pseudo-command interface (given how niche, yet performance sensitive this is). Note that we no longer auto-impl entity mapping for ` IntoIterator<Item = &'a Entity>` types, as this would block our ability to implement cases like `HashMap`. This means the onus is on us (or type authors) to add explicit support for types that should be mappable. Also note that the Component-related changes do not require a migration guide as there hasn't been a release with them yet. ## Migration Guide If you were previously implementing `VisitEntities` or `VisitEntitiesMut` (likely via a derive), instead use `MapEntities`. Those were almost certainly used in the context of Bevy Scenes or reflection via `ReflectMapEntities`. If you have a case that uses `VisitEntities` or `VisitEntitiesMut` directly, where `MapEntities` is not a viable replacement, please let us know! ```rust // before #[derive(VisitEntities, VisitEntitiesMut)] struct Inventory { items: Vec<Entity>, #[visit_entities(ignore)] label: String, } // after #[derive(MapEntities)] struct Inventory { #[entities] items: Vec<Entity>, label: String, } ``` |
||
![]() |
55fd10502c
|
Required components accept const values (#16720) (#18309)
# Objective Const values should be more ergonomic to insert, since this is too verbose ``` rust #[derive(Component)] #[require( LockedAxes(||LockedAxes::ROTATION_LOCKED), )] pub struct CharacterController; ``` instead, users can now abbreviate that nonsense like this ``` rust #[derive(Component)] #[require( LockedAxes = ROTATION_LOCKED), )] pub struct CharacterController; ``` it also works for enum labels. I chose to omit the type, since were trying to reduce typing here. The alternative would have been this: ```rust #[require( LockedAxes = LockedAxes::ROTATION_LOCKED), )] ``` This of course has its disadvantages, since the const has to be associated, but the old closure method is still possible, so I dont think its a problem. - Fixes #16720 ## Testing I added one new test in the docs, which also explain the new change. I also saw that the docs for the required components on line 165 was missing an assertion, so I added it back in --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
||
![]() |
6d6054116a
|
Support skipping Relationship on_replace hooks (#18378)
# Objective Fixes #18357 ## Solution Generalize `RelationshipInsertHookMode` to `RelationshipHookMode`, wire it up to on_replace execution, and use it in the `Relationship::on_replace` hook. |
||
![]() |
9b32e09551
|
bevy_reflect: Add clone registrations project-wide (#18307)
# Objective Now that #13432 has been merged, it's important we update our reflected types to properly opt into this feature. If we do not, then this could cause issues for users downstream who want to make use of reflection-based cloning. ## Solution This PR is broken into 4 commits: 1. Add `#[reflect(Clone)]` on all types marked `#[reflect(opaque)]` that are also `Clone`. This is mandatory as these types would otherwise cause the cloning operation to fail for any type that contains it at any depth. 2. Update the reflection example to suggest adding `#[reflect(Clone)]` on opaque types. 3. Add `#[reflect(clone)]` attributes on all fields marked `#[reflect(ignore)]` that are also `Clone`. This prevents the ignored field from causing the cloning operation to fail. Note that some of the types that contain these fields are also `Clone`, and thus can be marked `#[reflect(Clone)]`. This makes the `#[reflect(clone)]` attribute redundant. However, I think it's safer to keep it marked in the case that the `Clone` impl/derive is ever removed. I'm open to removing them, though, if people disagree. 4. Finally, I added `#[reflect(Clone)]` on all types that are also `Clone`. While not strictly necessary, it enables us to reduce the generated output since we can just call `Clone::clone` directly instead of calling `PartialReflect::reflect_clone` on each variant/field. It also means we benefit from any optimizations or customizations made in the `Clone` impl, including directly dereferencing `Copy` values and increasing reference counters. Along with that change I also took the liberty of adding any missing registrations that I saw could be applied to the type as well, such as `Default`, `PartialEq`, and `Hash`. There were hundreds of these to edit, though, so it's possible I missed quite a few. That last commit is **_massive_**. There were nearly 700 types to update. So it's recommended to review the first three before moving onto that last one. Additionally, I can break the last commit off into its own PR or into smaller PRs, but I figured this would be the easiest way of doing it (and in a timely manner since I unfortunately don't have as much time as I used to for code contributions). ## Testing You can test locally with a `cargo check`: ``` cargo check --workspace --all-features ``` |
||
![]() |
c2854a2a05
|
bevy_reflect: Deprecate PartialReflect::clone_value (#18284)
# Objective #13432 added proper reflection-based cloning. This is a better method than cloning via `clone_value` for reasons detailed in the description of that PR. However, it may not be immediately apparent to users why one should be used over the other, and what the gotchas of `clone_value` are. ## Solution This PR marks `PartialReflect::clone_value` as deprecated, with the deprecation notice pointing users to `PartialReflect::reflect_clone`. However, it also suggests using a new method introduced in this PR: `PartialReflect::to_dynamic`. `PartialReflect::to_dynamic` is essentially a renaming of `PartialReflect::clone_value`. By naming it `to_dynamic`, we make it very obvious that what's returned is a dynamic type. The one caveat to this is that opaque types still use `reflect_clone` as they have no corresponding dynamic type. Along with changing the name, the method is now optional, and comes with a default implementation that calls out to the respective reflection subtrait method. This was done because there was really no reason to require manual implementors provide a method that almost always calls out to a known set of methods. Lastly, to make this default implementation work, this PR also did a similar thing with the `clone_dynamic ` methods on the reflection subtraits. For example, `Struct::clone_dynamic` has been marked deprecated and is superseded by `Struct::to_dynamic_struct`. This was necessary to avoid the "multiple names in scope" issue. ### Open Questions This PR maintains the original signature of `clone_value` on `to_dynamic`. That is, it takes `&self` and returns `Box<dyn PartialReflect>`. However, in order for this to work, it introduces a panic if the value is opaque and doesn't override the default `reflect_clone` implementation. One thing we could do to avoid the panic would be to make the conversion fallible, either returning `Option<Box<dyn PartialReflect>>` or `Result<Box<dyn PartialReflect>, ReflectCloneError>`. This makes using the method a little more involved (i.e. users have to either unwrap or handle the rare possibility of an error), but it would set us up for a world where opaque types don't strictly need to be `Clone`. Right now this bound is sort of implied by the fact that `clone_value` is a required trait method, and the default behavior of the macro is to use `Clone` for opaque types. Alternatively, we could keep the signature but make the method required. This maintains that implied bound where manual implementors must provide some way of cloning the value (or YOLO it and just panic), but also makes the API simpler to use. Finally, we could just leave it with the panic. It's unlikely this would occur in practice since our macro still requires `Clone` for opaque types, and thus this would only ever be an issue if someone were to manually implement `PartialReflect` without a valid `to_dynamic` or `reflect_clone` method. ## Testing You can test locally using the following command: ``` cargo test --package bevy_reflect --all-features ``` --- ## Migration Guide `PartialReflect::clone_value` is being deprecated. Instead, use `PartialReflect::to_dynamic` if wanting to create a new dynamic instance of the reflected value. Alternatively, use `PartialReflect::reflect_clone` to attempt to create a true clone of the underlying value. Similarly, the following methods have been deprecated and should be replaced with these alternatives: - `Array::clone_dynamic` → `Array::to_dynamic_array` - `Enum::clone_dynamic` → `Enum::to_dynamic_enum` - `List::clone_dynamic` → `List::to_dynamic_list` - `Map::clone_dynamic` → `Map::to_dynamic_map` - `Set::clone_dynamic` → `Set::to_dynamic_set` - `Struct::clone_dynamic` → `Struct::to_dynamic_struct` - `Tuple::clone_dynamic` → `Tuple::to_dynamic_tuple` - `TupleStruct::clone_dynamic` → `TupleStruct::to_dynamic_tuple_struct` |
||
![]() |
21f003f13f
|
Improve component registration performance (#18180)
# Objective Make component registration faster. This is a tinny, almost petty PR, but it led to roughly 10% faster registration, according to my benchmarks in #17871. Up to y'all if we do this or not. It is completely unnecessary, but its such low hanging fruit that I wanted to put it out there. ## Solution Instead of cloning a `HashSet`, collect it into a `SmallVec`. Since this is empty for many components, this saves a lot of allocation and hashing work. Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
||
![]() |
246ce590e5
|
Queued component registration (#18173)
# Objective This is an alternative to #17871 and #17701 for tracking issue #18155. This thanks to @maniwani for help with this design. The goal is to enable component ids to be reserved from multiple threads concurrently and with only `&World`. This contributes to assets as entities, read-only query and system parameter initialization, etc. ## What's wrong with #17871 ? In #17871, I used my proposed staging utilities to allow *fully* registering components from any thread concurrently with only `&Components`. However, if we want to pursue components as entities (which is desirable for a great many reasons. See [here](https://discord.com/channels/691052431525675048/692572690833473578/1346499196655505534) on discord), this staging isn't going to work. After all, if registering a component requires spawning an entity, and spawning an entity requires `&mut World`, it is impossible to register a component fully with only `&World`. ## Solution But what if we don't have to register it all the way? What if it's enough to just know the `ComponentId` it will have once it is registered and to queue it to be registered at a later time? Spoiler alert: That is all we need for these features. Here's the basic design: Queue a registration: 1. Check if it has already been registered. 2. Check if it has already been queued. 3. Reserve a `ComponentId`. 4. Queue the registration at that id. Direct (normal) registration: 1. Check if this registration has been queued. 2. If it has, use the queued registration instead. 3. Otherwise, proceed like normal. Appllying the queue: 1. Pop queued items off one by one. 2. Register them directly. One other change: The whole point of this design over #17871 is to facilitate coupling component registration with the World. To ensure that this would fully work with that, I went ahead and moved the `ComponentId` generator onto the world itself. That stemmed a couple of minor organizational changes (see migration guide). As we do components as entities, we will replace this generator with `Entities`, which lives on `World` too. Doing this move early let me verify the design and will reduce migration headaches in the future. If components as entities is as close as I think it is, I don't think splitting this up into different PRs is worth it. If it is not as close as it is, it might make sense to still do #17871 in the meantime (see the risks section). I'll leave it up to y'all what we end up doing though. ## Risks and Testing The biggest downside of this compared to #17871 is that now we have to deal with correct but invalid `ComponentId`s. They are invalid because the component still isn't registered, but they are correct because, once registered, the component will have exactly that id. However, the only time this becomes a problem is if some code violates safety rules by queuing a registration and using the returned id as if it was valid. As this is a new feature though, nothing in Bevy does this, so no new tests were added for it. When we do use it, I left detailed docs to help mitigate issues here, and we can test those usages. Ex: we will want some tests on using queries initialized from queued registrations. ## Migration Guide Component registration can now be queued with only `&World`. To facilitate this, a few APIs needed to be moved around. The following functions have moved from `Components` to `ComponentsRegistrator`: - `register_component` - `register_component_with_descriptor` - `register_resource_with_descriptor` - `register_non_send` - `register_resource` - `register_required_components_manual` Accordingly, functions in `Bundle` and `Component` now take `ComponentsRegistrator` instead of `Components`. You can obtain `ComponentsRegistrator` from the new `World::components_registrator`. You can obtain `ComponentsQueuedRegistrator` from the new `World::components_queue`, and use it to stage component registration if desired. # Open Question Can we verify that it is enough to queue registration with `&World`? I don't think it would be too difficult to package this up into a `Arc<MyComponentsManager>` type thing if we need to, but keeping this on `&World` certainly simplifies things. If we do need the `Arc`, we'll need to look into partitioning `Entities` for components as entities, so we can keep most of the allocation fast on `World` and only keep a smaller partition in the `Arc`. I'd love an SME on assets as entities to shed some light on this. --------- Co-authored-by: andriyDev <andriydzikh@gmail.com> |
||
![]() |
79e7f8ae0c
|
Use register_dynamic for merging (#18028)
# Objective I found a bug while working on #17871. When required components are registered, ones that are more specific (smaller inheritance depth) are preferred to others. So, if a ComponentA is already required, but it is registered as required again, it will be updated if and only if the new requirement has a smaller inheritance depth (is more specific). However, this logic was not reflected in merging `RequriedComponents`s together. Hence, for complicated requirement trees, the wrong initializer could be used. ## Solution Re-write merging to work by extending the collection via `require_dynamic` instead of blindly combining the inner storage. ## Testing I created this test to ensure this bug doesn't creep back in. This test fails on main, but passes on this branch. ```rs #[test] fn required_components_inheritance_depth_bias() { #[derive(Component, PartialEq, Eq, Clone, Copy, Debug)] struct MyRequired(bool); #[derive(Component, Default)] #[require(MyRequired(|| MyRequired(false)))] struct MiddleMan; #[derive(Component, Default)] #[require(MiddleMan)] struct ConflictingRequire; #[derive(Component, Default)] #[require(MyRequired(|| MyRequired(true)))] struct MyComponent; let mut world = World::new(); let order_a = world .spawn((ConflictingRequire, MyComponent)) .get::<MyRequired>() .cloned(); let order_b = world .spawn((MyComponent, ConflictingRequire)) .get::<MyRequired>() .cloned(); assert_eq!(order_a, Some(MyRequired(true))); assert_eq!(order_b, Some(MyRequired(true))); } ``` Note that when the inheritance depth is 0 (Like if there were no middle man above), the order of the components in the bundle still matters. ## Migration Guide `RequiredComponents::register_dynamic` has been changed to `RequiredComponents::register_dynamic_with`. Old: ```rust required_components.register_dynamic( component_id, component_constructor.clone(), requirement_inheritance_depth, ); ``` New: ```rust required_components.register_dynamic_with( component_id, requirement_inheritance_depth, || component_constructor.clone(), ); ``` This can prevent unnecessary cloning. --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com> Co-authored-by: Joona Aalto <jondolf.dev@gmail.com> |
||
![]() |
ab38b61001
|
Update Component docs to point to Relationship trait (#18179)
also updates Relationship docs terminology # Objective - Contributes to #18111 ## Solution Updates Component docs with a new section linking to Relationship. Also updates some Relationship terminology as I understand it. ## Testing - Did you test these changes? If so, how? - opened Docs, verified link - Are there any parts that need more testing? - I don't think so - How can other people (reviewers) test your changes? Is there anything specific they need to know? - run `cargo doc --open` and check out Component and Relationship docs, verify their correctness - If relevant, what platforms did you test these changes on, and are there any important ones you can't test? - I think this is n/a but I ran the doc command on Ubuntu 24.04.2 LTS --- ## Showcase  ## Migration Guide n/a |
||
![]() |
a85a3a2a15
|
allow Call and Closure expressions in hook macro attributes (#18017)
# Objective This PR adds: - function call hook attributes `#[component(on_add = func(42))]` - main feature of this commit - closure hook attributes `#[component(on_add = |w, ctx| { /* ... */ })]` - maybe too verbose - but was easy to add - was suggested on discord This allows to reuse common functionality without replicating a lot of boilerplate. A small example is a hook which just adds different default sprites. The sprite loading code would be the same for every component. Unfortunately we can't use the required components feature, since we need at least an `AssetServer` or other `Resource`s or `Component`s to load the sprite. ```rs fn load_sprite(path: &str) -> impl Fn(DeferredWorld, HookContext) { |mut world, ctx| { // ... use world to load sprite } } #[derive(Component)] #[component(on_add = load_sprite("knight.png"))] struct Knight; #[derive(Component)] #[component(on_add = load_sprite("monster.png"))] struct Monster; ``` --- The commit also reorders the logic of the derive macro a bit. It's probably a bit less lazy now, but the functionality shouldn't be performance critical and is executed at compile time anyways. ## Solution - Introduce `HookKind` enum in the component proc macro module - extend parsing to allow more cases of expressions ## Testing I have some code laying around. I'm not sure where to put it yet though. Also is there a way to check compilation failures? Anyways, here it is: ```rs use bevy::prelude::*; #[derive(Component)] #[component( on_add = fooing_and_baring, on_insert = fooing_and_baring, on_replace = fooing_and_baring, on_despawn = fooing_and_baring, on_remove = fooing_and_baring )] pub struct FooPath; fn fooing_and_baring( world: bevy::ecs::world::DeferredWorld, ctx: bevy::ecs::component::HookContext, ) { } #[derive(Component)] #[component( on_add = baring_and_bazzing("foo"), on_insert = baring_and_bazzing("foo"), on_replace = baring_and_bazzing("foo"), on_despawn = baring_and_bazzing("foo"), on_remove = baring_and_bazzing("foo") )] pub struct FooCall; fn baring_and_bazzing( path: &str, ) -> impl Fn(bevy::ecs::world::DeferredWorld, bevy::ecs::component::HookContext) { |world, ctx| {} } #[derive(Component)] #[component( on_add = |w,ctx| {}, on_insert = |w,ctx| {}, on_replace = |w,ctx| {}, on_despawn = |w,ctx| {}, on_remove = |w,ctx| {} )] pub struct FooClosure; #[derive(Component, Debug)] #[relationship(relationship_target = FooTargets)] #[component( on_add = baring_and_bazzing("foo"), // on_insert = baring_and_bazzing("foo"), // on_replace = baring_and_bazzing("foo"), on_despawn = baring_and_bazzing("foo"), on_remove = baring_and_bazzing("foo") )] pub struct FooTargetOf(Entity); #[derive(Component, Debug)] #[relationship_target(relationship = FooTargetOf)] #[component( on_add = |w,ctx| {}, on_insert = |w,ctx| {}, // on_replace = |w,ctx| {}, // on_despawn = |w,ctx| {}, on_remove = |w,ctx| {} )] pub struct FooTargets(Vec<Entity>); // MSG: mismatched types expected fn pointer `for<'w> fn(bevy::bevy_ecs::world::DeferredWorld<'w>, bevy::bevy_ecs::component::HookContext)` found struct `Bar` // // pub struct Bar; // #[derive(Component)] // #[component( // on_add = Bar, // )] // pub struct FooWrongPath; // MSG: this function takes 1 argument but 2 arguements were supplied // // #[derive(Component)] // #[component( // on_add = wrong_bazzing("foo"), // )] // pub struct FooWrongCall; // // fn wrong_bazzing(path: &str) -> impl Fn(bevy::ecs::world::DeferredWorld) { // |world| {} // } // MSG: expected 1 argument, found 2 // // #[derive(Component)] // #[component( // on_add = |w| {}, // )] // pub struct FooWrongCall; ``` --- ## Showcase I'll try to continue to work on this to have a small section in the release notes. |
||
![]() |
06cb5c5fd9
|
Fix Component require() IDE integration (#18165)
# Objective Component `require()` IDE integration is fully broken, as of #16575. ## Solution This reverts us back to the previous "put the docs on Component trait" impl. This _does_ reduce the accessibility of the required components in rust docs, but the complete erasure of "required component IDE experience" is not worth the price of slightly increased prominence of requires in docs. Additionally, Rust Analyzer has recently started including derive attributes in suggestions, so we aren't losing that benefit of the proc_macro attribute impl. |
||
![]() |
a530c07bc5
|
Preserve spawned RelationshipTarget order and other improvements (#17858)
Fixes #17720 ## Objective Spawning RelationshipTargets from scenes currently fails to preserve RelationshipTarget ordering (ex: `Children` has an arbitrary order). This is because it uses the normal hook flow to set up the collection, which means we are pushing onto the collection in _spawn order_ (which is currently in archetype order, which will often produce mismatched orderings). We need to preserve the ordering in the original RelationshipTarget collection. Ideally without expensive checking / fixups. ## Solution One solution would be to spawn in hierarchy-order. However this gets complicated as there can be multiple hierarchies, and it also means we can't spawn in more cache-friendly orders (ex: the current per-archetype spawning, or future even-smarter per-table spawning). Additionally, same-world cloning has _slightly_ more nuanced needs (ex: recursively clone linked relationships, while maintaining _original_ relationships outside of the tree via normal hooks). The preferred approach is to directly spawn the remapped RelationshipTarget collection, as this trivially preserves the ordering. Unfortunately we can't _just_ do that, as when we spawn the children with their Relationships (ex: `ChildOf`), that will insert a duplicate. We could "fixup" the collection retroactively by just removing the back half of duplicates, but this requires another pass / more lookups / allocating twice as much space. Additionally, it becomes complicated because observers could insert additional children, making it harder (aka more expensive) to determine which children are dupes and which are not. The path I chose is to support "opting out" of the relationship target hook in the contexts that need that, as this allows us to just cheaply clone the mapped collection. The relationship hook can look for this configuration when it runs and skip its logic when that happens. A "simple" / small-amount-of-code way to do this would be to add a "skip relationship spawn" flag to World. Sadly, any hook / observer that runs _as the result of an insert_ would also read this flag. We really need a way to scope this setting to a _specific_ insert. Therefore I opted to add a new `RelationshipInsertHookMode` enum and an `entity.insert_with_relationship_insert_hook_mode` variant. Obviously this is verbose and ugly. And nobody wants _more_ insert variants. But sadly this was the best I could come up with from a performance and capability perspective. If you have alternatives let me know! There are three variants: 1. `RelationshipInsertHookMode::Run`: always run relationship insert hooks (this is the default) 2. `RelationshipInsertHookMode::Skip`: do not run any relationship insert hooks for this insert (this is used by spawner code) 3. `RelationshipInsertHookMode::RunIfNotLinked`: only run hooks for _unlinked_ relationships (this is used in same-world recursive entity cloning to preserve relationships outside of the deep-cloned tree) Note that I have intentionally only added "insert with relationship hook mode" variants to the cases we absolutely need (everything else uses the default `Run` mode), just to keep the code size in check. I do not think we should add more without real _very necessary_ use cases. I also made some other minor tweaks: 1. I split out `SourceComponent` from `ComponentCloneCtx`. Reading the source component no longer needlessly blocks mutable access to `ComponentCloneCtx`. 2. Thanks to (1), I've removed the `RefCell` wrapper over the cloned component queue. 3. (1) also allowed me to write to the EntityMapper while queuing up clones, meaning we can reserve entities during the component clone and write them to the mapper _before_ inserting the component, meaning cloned collections can be mapped on insert. 4. I've removed the closure from `write_target_component_ptr` to simplify the API / make it compatible with the split `SourceComponent` approach. 5. I've renamed `EntityCloner::recursive` to `EntityCloner::linked_cloning` to connect that feature more directly with `RelationshipTarget::LINKED_SPAWN` 6. I've removed `EntityCloneBehavior::RelationshipTarget`. This was always intended to be temporary, and this new behavior removes the need for it. --------- Co-authored-by: Viktor Gustavsson <villor94@gmail.com> |
||
![]() |
f2b37c733e
|
Deduplicate register_inherited_required_components (#16519)
# Objective - Fixes #16416 ## Solution - Add a intermediate temporary mutable `RequiredComponents` to get avoid of the borrowing issues. ## Testing - I have run `cargo test --package bevy_ecs -- --exact --show-output` and past all the tests. |
||
![]() |
76e9bf9c99
|
Automatically enable portable-atomic when required (#17570)
# Objective - Contributes to #15460 - Reduce quantity and complexity of feature gates across Bevy ## Solution - Used `target_has_atomic` configuration variable to automatically detect impartial atomic support and automatically switch to `portable-atomic` over the standard library on an as-required basis. ## Testing - CI ## Notes To explain the technique employed here, consider getting `Arc` either from `alloc::sync` _or_ `portable-atomic-util`. First, we can inspect the `alloc` crate to see that you only have access to `Arc` _if_ `target_has_atomic = "ptr"`. We add a target dependency for this particular configuration _inverted_: ```toml [target.'cfg(not(target_has_atomic = "ptr"))'.dependencies] portable-atomic-util = { version = "0.2.4", default-features = false } ``` This ensures we only have the dependency when it is needed, and it is entirely excluded from the dependency graph when it is not. Next, we adjust our configuration flags to instead of checking for `feature = "portable-atomic"` to instead check for `target_has_atomic = "ptr"`: ```rust // `alloc` feature flag hidden for brevity #[cfg(not(target_has_atomic = "ptr"))] use portable_atomic_util as arc; #[cfg(target_has_atomic = "ptr")] use alloc::sync as arc; pub use arc::{Arc, Weak}; ``` The benefits of this technique are three-fold: 1. For platforms without full atomic support, the functionality is enabled automatically. 2. For platforms with atomic support, the dependency is never included, even if a feature was enabled using `--all-features` (for example) 3. The `portable-atomic` feature no longer needs to virally spread to all user-facing crates, it's instead something handled within `bevy_platform_support` (with some extras where other dependencies also need their features enabled). |
||
![]() |
eee7fd5b3e
|
Encapsulate cfg(feature = "track_location") in a type. (#17602)
# Objective Eliminate the need to write `cfg(feature = "track_location")` every time one uses an API that may use location tracking. It's verbose, and a little intimidating. And it requires code outside of `bevy_ecs` that wants to use location tracking needs to either unconditionally enable the feature, or include conditional compilation of its own. It would be good for users to be able to log locations when they are available without needing to add feature flags to their own crates. Reduce the number of cases where code compiles with the `track_location` feature enabled, but not with it disabled, or vice versa. It can be hard to remember to test it both ways! Remove the need to store a `None` in `HookContext` when the `track_location` feature is disabled. ## Solution Create an `MaybeLocation<T>` type that contains a `T` if the `track_location` feature is enabled, and is a ZST if it is not. The overall API is similar to `Option`, but whether the value is `Some` or `None` is set at compile time and is the same for all values. Default `T` to `&'static Location<'static>`, since that is the most common case. Remove all `cfg(feature = "track_location")` blocks outside of the implementation of that type, and instead call methods on it. When `track_location` is disabled, `MaybeLocation` is a ZST and all methods are `#[inline]` and empty, so they should be entirely removed by the compiler. But the code will still be visible to the compiler and checked, so if it compiles with the feature disabled then it should also compile with it enabled, and vice versa. ## Open Questions Where should these types live? I put them in `change_detection` because that's where the existing `MaybeLocation` types were, but we now use these outside of change detection. While I believe that the compiler should be able to remove all of these calls, I have not actually tested anything. If we want to take this approach, what testing is required to ensure it doesn't impact performance? ## Migration Guide Methods like `Ref::changed_by()` that return a `&'static Location<'static>` will now be available even when the `track_location` feature is disabled, but they will return a new `MaybeLocation` type. `MaybeLocation` wraps a `&'static Location<'static>` when the feature is enabled, and is a ZST when the feature is disabled. Existing code that needs a `&Location` can call `into_option().unwrap()` to recover it. Many trait impls are forwarded, so if you only need `Display` then no changes will be necessary. If that code was conditionally compiled, you may instead want to use the methods on `MaybeLocation` to remove the need for conditional compilation. Code that constructs a `Ref`, `Mut`, `Res`, or `ResMut` will now need to provide location information unconditionally. If you are creating them from existing Bevy types, you can obtain a `MaybeLocation` from methods like `Table::get_changed_by_slice_for()` or `ComponentSparseSet::get_with_ticks`. Otherwise, you will need to store a `MaybeLocation` next to your data and use methods like `as_ref()` or `as_mut()` to obtain wrapped references. |
||
![]() |
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> |
||
![]() |
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> |
||
![]() |
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> |
||
![]() |
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. |
||
![]() |
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> |
||
![]() |
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. |
||
![]() |
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, ) { ... } ``` |
||
![]() |
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> |
||
![]() |
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`. |
||
![]() |
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> |
||
![]() |
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> |
||
![]() |
294e0db719
|
Rename track_change_detection flag to track_location (#17075)
# Objective - As stated in the related issue, this PR is to better align the feature flag name with what it actually does and the plans for the future. - Fixes #16852 ## Solution - Simple find / replace ## Testing - Local run of `cargo run -p ci` ## Migration Guide The `track_change_detection` feature flag has been renamed to `track_location` to better reflect its extended capabilities. |
||
![]() |
20049d4c34
|
Faster entity cloning (#16717)
# Objective #16132 introduced entity cloning functionality, and while it works and is useful, it can be made faster. This is the promised follow-up to improve performance. ## Solution **PREFACE**: This is my first time writing `unsafe` in rust and I have only vague idea about what I'm doing. I would encourage reviewers to scrutinize `unsafe` parts in particular. The solution is to clone component data to an intermediate buffer and use `EntityWorldMut::insert_by_ids` to insert components without additional archetype moves. To facilitate this, `EntityCloner::clone_entity` now reads all components of the source entity and provides clone handlers with the ability to read component data straight from component storage using `read_source_component` and write to an intermediate buffer using `write_target_component`. `ComponentId` is used to check that requested type corresponds to the type available on source entity. Reflect-based handler is a little trickier to pull of: we only have `&dyn Reflect` and no direct access to the underlying data. `ReflectFromPtr` can be used to get `&dyn Reflect` from concrete component data, but to write it we need to create a clone of the underlying data using `Reflect`. For this reason only components that have `ReflectDefault` or `ReflectFromReflect` or `ReflectFromWorld` can be cloned, all other components will be skipped. The good news is that this is actually only a temporary limitation: once #13432 lands we will be able to clone component without requiring one of these `type data`s. This PR also introduces `entity_cloning` benchmark to better compare changes between the PR and main, you can see the results in the **showcase** section. ## Testing - All previous tests passing - Added test for fast reflect clone path (temporary, will be removed after reflection-based cloning lands) - Ran miri ## Showcase Here's a table demonstrating the improvement: | **benchmark** | **main, avg** | **PR, avg** | **change, avg** | | ----------------------- | ------------- | ----------- | --------------- | | many components reflect | 18.505 µs | 2.1351 µs | -89.095% | | hierarchy wide reflect* | 22.778 ms | 4.1875 ms | -81.616% | | hierarchy tall reflect* | 107.24 µs | 26.322 µs | -77.141% | | hierarchy many reflect | 78.533 ms | 9.7415 ms | -87.596% | | many components clone | 1.3633 µs | 758.17 ns | -45.937% | | hierarchy wide clone* | 2.7716 ms | 3.3411 ms | +20.546% | | hierarchy tall clone* | 17.646 µs | 20.190 µs | +17.379% | | hierarchy many clone | 5.8779 ms | 4.2650 ms | -27.439% | *: these benchmarks have entities with only 1 component ## Considerations Once #10154 is resolved a large part of the functionality in this PR will probably become obsolete. It might still be a little bit faster than using command batching, but the complexity might not be worth it. ## Migration Guide - `&EntityCloner` in component clone handlers is changed to `&mut ComponentCloneCtx` to better separate data. - Changed `EntityCloneHandler` from enum to struct and added convenience functions to add default clone and reflect handler more easily. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com> |
||
![]() |
1f2d0e6308
|
Add no_std support to bevy_ecs (#16758)
# Objective - Contributes to #15460 ## Solution - Added the following features: - `std` (default) - `async_executor` (default) - `edge_executor` - `critical-section` - `portable-atomic` - Gated `tracing` in `bevy_utils` to allow compilation on certain platforms - Switched from `tracing` to `log` for simple message logging within `bevy_ecs`. Note that `tracing` supports capturing from `log` so this should be an uncontroversial change. - Fixed imports and added feature gates as required - Made `bevy_tasks` optional within `bevy_ecs`. Turns out it's only needed for parallel operations which are already gated behind `multi_threaded` anyway. ## Testing - Added to `compile-check-no-std` CI command - `cargo check -p bevy_ecs --no-default-features --features edge_executor,critical-section,portable-atomic --target thumbv6m-none-eabi` - `cargo check -p bevy_ecs --no-default-features --features edge_executor,critical-section` - `cargo check -p bevy_ecs --no-default-features` ## Draft Release Notes Bevy's core ECS now supports `no_std` platforms. In prior versions of Bevy, it was not possible to work with embedded or niche platforms due to our reliance on the standard library, `std`. This has blocked a number of novel use-cases for Bevy, such as an embedded database for IoT devices, or for creating games on retro consoles. With this release, `bevy_ecs` no longer requires `std`. To use Bevy on a `no_std` platform, you must disable default features and enable the new `edge_executor` and `critical-section` features. You may also need to enable `portable-atomic` and `critical-section` if your platform does not natively support all atomic types and operations used by Bevy. ```toml [dependencies] bevy_ecs = { version = "0.16", default-features = false, features = [ # Required for platforms with incomplete atomics (e.g., Raspberry Pi Pico) "portable-atomic", "critical-section", # Optional "bevy_reflect", "serialize", "bevy_debug_stepping", "edge_executor" ] } ``` Currently, this has been tested on bare-metal x86 and the Raspberry Pi Pico. If you have trouble using `bevy_ecs` on a particular platform, please reach out either through a GitHub issue or in the `no_std` working group on the Bevy Discord server. Keep an eye out for future `no_std` updates as we continue to improve the parity between `std` and `no_std`. We look forward to seeing what kinds of applications are now possible with Bevy! ## Notes - Creating PR in draft to ensure CI is passing before requesting reviews. - This implementation has no support for multithreading in `no_std`, especially due to `NonSend` being unsound if allowed in multithreading. The reason is we cannot check the `ThreadId` in `no_std`, so we have no mechanism to at-runtime determine if access is sound. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Vic <59878206+Victoronz@users.noreply.github.com> |
||
![]() |
5f1e114209
|
Descriptive error message for circular required components recursion (#16648)
# Objective Fixes #16645 ## Solution Keep track of components in callstack when registering required components. ## Testing Added a test checking that the error fires. --- ## Showcase ```rust #[derive(Component, Default)] #[require(B)] struct A; #[derive(Component, Default)] #[require(A)] struct B; World::new().spawn(A); ``` ``` thread 'main' panicked at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/component.rs:415:13: Recursive required components detected: A → B → A ``` --------- Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com> |
||
![]() |
a6adced9ed
|
Deny derive_more error feature and replace it with thiserror (#16684)
# Objective - Remove `derive_more`'s error derivation and replace it with `thiserror` ## Solution - Added `derive_more`'s `error` feature to `deny.toml` to prevent it sneaking back in. - Reverted to `thiserror` error derivation ## Notes Merge conflicts were too numerous to revert the individual changes, so this reversion was done manually. Please scrutinise carefully during review. |
||
![]() |
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> |