## Objective
Fixes#19884.
## Solution
- Add an internal entity command `insert_with`, which takes a function
returning a component and checks if the component would actually be
inserted before invoking the function.
- Add the same check to `insert_from_world`, since it's a similar
situation.
- Update the `or_insert_with`, `or_try_insert_with`, and `or_default`
methods on `EntityEntryCommands` to use the new command.
Since the function/closure returning the component now needs to be sent
into the command (rather than being invoked before the command is
created), the function now has `Send + 'static` bounds. Pretty typical
for command stuff, but I don't know how/if it'll affect existing users.
---------
Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
# Objective
Allow combinator and pipe systems to delay validation of the second
system, while still allowing the second system to be skipped.
Fixes#18796
Allow fallible systems to be used as one-shot systems, reporting errors
to the error handler when used through commands.
Fixes#19722
Allow fallible systems to be used as run conditions, including when used
with combinators. Alternative to #19580.
Always validate parameters when calling the safe
`run_without_applying_deferred`, `run`, and `run_readonly` methods on a
`System`.
## Solution
Have `System::run_unsafe` return a `Result`.
We want pipe systems to run the first system before validating the
second, since the first system may affect whether the second system has
valid parameters. But if the second system skips then we have no output
value to return! So, pipe systems must return a `Result` that indicates
whether the second system ran.
But if we just make pipe systems have `Out = Result<B::Out>`, then
chaining `a.pipe(b).pipe(c)` becomes difficult. `c` would need to accept
the `Result` from `a.pipe(b)`, which means it would likely need to
return `Result` itself, giving `Result<Result<Out>>`!
Instead, we make *all* systems return a `Result`! We move the handling
of fallible systems from `IntoScheduleConfigs` and `IntoObserverSystem`
to `SystemParamFunction` and `ExclusiveSystemParamFunction`, so that an
infallible system can be wrapped before being passed to a combinator.
As a side effect, this enables fallible systems to be used as run
conditions and one-shot systems.
Now that the safe `run_without_applying_deferred`, `run`, and
`run_readonly` methods return a `Result`, we can have them perform
parameter validation themselves instead of requiring each caller to
remember to call them. `run_unsafe` will continue to not validate
parameters, since it is used in the multi-threaded executor when we want
to validate and run in separate tasks.
Note that this makes type inference a little more brittle. A function
that returns `Result<T>` can be considered either a fallible system
returning `T` or an infallible system returning `Result<T>` (and this is
important to continue supporting `pipe`-based error handling)! So there
are some cases where the output type of a system can no longer be
inferred. It will work fine when directly adding to a schedule, since
then the output type is fixed to `()` (or `bool` for run conditions).
And it will work fine when `pipe`ing to a system with a typed input
parameter.
I used a dedicated `RunSystemError` for the error type instead of plain
`BevyError` so that skipping a system does not box an error or capture a
backtrace.
# Objective
1. Reduce overhead from error handling for ECS commands that
intentionally ignore errors, such as `try_despawn`. These commands
currently allocate error objects and pass them to a no-op handler
(`ignore`), which can impact performance when many operations fail.
2. Fix a hang when removing `ChildOf` components during entity
despawning. Excessive logging of these failures can cause significant
hangs (I'm noticing around 100ms).
- Fixes https://github.com/bevyengine/bevy/issues/19777
- Fixes https://github.com/bevyengine/bevy/issues/19753
<img width="1387" alt="image"
src="https://github.com/user-attachments/assets/5c67ab77-97bb-46e5-b287-2c502bef9358"
/>
## Solution
* Added a `ignore_error` method to the `HandleError` trait to use
instead of `handle_error_with(ignore)`. It swallows errors and does not
create error objects.
* Replaced `remove::<ChildOf>` with `try_remove::<ChildOf>` to suppress
expected (?) errors and reduce log noise.
## Testing
- I ran these changes on a local project.
# Objective
Further tests after #19326 showed that configuring `EntityCloner` with
required components is bug prone and the current design has several
weaknesses in it's API:
- Mixing `EntityClonerBuilder::allow` and `EntityClonerBuilder::deny`
requires extra care how to support that which has an impact on
surrounding code that has to keep edge cases in mind. This is especially
true for attempts to fix the following issues. There is no use-case
known (to me) why someone would mix those.
- A builder with `EntityClonerBuilder::allow_all` configuration tries to
support required components like `EntityClonerBuilder::deny_all` does,
but the meaning of that is conflicting with how you'd expect things to
work:
- If all components should be cloned except component `A`, do you also
want to exclude required components of `A` too? Or are these also valid
without `A` at the target entity?
- If `EntityClonerBuilder::allow_all` should ignore required components
and not add them to be filtered away, which purpose has
`EntityClonerBuilder::without_required_components` for this cloner?
- Other bugs found with the linked PR are:
- Denying `A` also denies required components of `A` even when `A` does
not exist at the source entity
- Allowing `A` also allows required components of `A` even when `A` does
not exist at the source entity
- Adding `allow_if_new` filters to the cloner faces the same issues and
require a common solution to dealing with source-archetype sensitive
cloning
Alternative to #19632 and #19635.
# Solution
`EntityClonerBuilder` is made generic and split into
`EntityClonerBuilder<OptOut>` and `EntityClonerBuilder<OptIn>`
For an overview of the changes, see the migration guide. It is generally
a good idea to start a review of that.
## Algorithm
The generic of `EntityClonerBuilder` contains the filter data that is
needed to build and clone the entity components.
As the filter needs to be borrowed mutably for the duration of the
clone, the borrow checker forced me to separate the filter value and all
other fields in `EntityCloner`. The latter are now in the
`EntityClonerConfig` struct. This caused many changed LOC, sorry.
To make reviewing easier:
1. Check the migration guide
2. Many methods of `EntityCloner` now just call identitcal
`EntityClonerConfig` methods with a mutable borrow of the filter
3. Check `EntityClonerConfig::clone_entity_internal` which changed a bit
regarding the filter usage that is now trait powered (`CloneByFilter`)
to support `OptOut`, `OptIn` and `EntityClonerFilter` (an enum combining
the first two)
4. Check `OptOut` type that no longer tracks required components but has
a `insert_mode` field
5. Check `OptIn` type that has the most logic changes
# Testing
I added a bunch of tests that cover the new logic parts and the fixed
issues.
Benchmarks are in a comment a bit below which shows ~4% to 9%
regressions, but it varied wildly for me. For example at one run the
reflection-based clonings were on-par with main while the other are not,
and redoing that swapped the situation for both.
It would be really cool if I could get some hints how to get better
benchmark results or if you could run them on your machine too.
Just be aware this is not a Performance PR but a Bugfix PR, even if I
smuggled in some more functionalities. So doing changes to
`EntityClonerBuilder` is kind of required here which might make us bite
the bullet.
---------
Co-authored-by: eugineerd <70062110+eugineerd@users.noreply.github.com>
# 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.
# Objective
There is a lot of `world.entities().len()`, especially in tests. In
tests, usually, the assumption is made that empty worlds do not contain
any entities. This is about to change (#19711), and as such all of these
tests are failing for that PR.
## Solution
`num_entities` is a convenience method that returns the number of
entities inside a world. It can later be adapted to exclude 'unexpected'
entities, associated with internal data structures such as Resources,
Queries, Systems. In general I argue for a separation of concepts where
`World` ignores internal entities in methods such as `iter_entities()`
and `clear_entities()`, that discussion is, however, separate from this
PR.
## Testing
I replaced most occurrences of `world.entities().len()` with
`world.num_entities()` and the tests passed.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
I've noticed that some methods with `MaybeLocation::caller` don't have
`#[track_caller]` which resulted in wrong locations reported when
`track_location` is enabled.
## Solution
add `#[track_caller]` to them.
Without this dependency, the bevy_ecs tests fail with missing as_string
methods.
# Objective
- Fixes#19734
## Solution
- add bevy_utils with feature = "Debug" to dev-dependencies
## Testing
- Ran `cargo test -p bevy_ecs`
- Ran `taplo fmt --check`
---
# Objective
Unblock #18162.
#15396 added the `'s` lifetime to `QueryData::Item` to make it possible
for query items to borrow from the state. The state isn't passed
directly to `QueryData::fetch()`, so it also added the `'s` lifetime to
`WorldQuery::Fetch` so that we can pass the borrows through there.
Unfortunately, having `WorldQuery::Fetch` borrow from the state makes it
impossible to have owned state, because we store the state and the
`Fetch` in the same `struct` during iteration.
## Solution
Undo the change to add the `'s` lifetime to `WorldQuery::Fetch`.
Instead, add a `&'s Self::State` parameter to `QueryData::fetch()` and
`QueryFilter::filter_fetch()` so that borrows from the state can be
passed directly to query items.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Emerson Coskey <emerson@coskey.dev>
# 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
```
# Objective
Fixes#18726
Alternative to and closes#18797
## Solution
Create a method `Observer::system_name` to expose the name of the
`Observer`'s system
## Showcase
```rust
// Returns `my_crate::my_observer`
let observer = Observer::new(my_observer);
println!(observer.system_name());
// Returns `my_crate::method::{{closure}}`
let observer = Observer::new(|_trigger: Trigger<...>|);
println!(observer.system_name());
// Returns `custom_name`
let observer = Observer::new(IntoSystem::into_system(my_observer).with_name("custom_name"));
println!(observer.system_name());
```
## TODO
- [ ] Achieve cart's approval
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Closes#19677.
I don't think that the output type needs to be `Send`. I've done some
test at it seems to work fine without it, which in IMO makes sense, but
please correct me if that is not the case.
# Objective
Improve the performance of `FilteredEntity(Ref|Mut)` and
`Entity(Ref|Mut)Except`.
`FilteredEntityRef` needs an `Access<ComponentId>` to determine what
components it can access. There is one stored in the query state, but
query items cannot borrow from the state, so it has to `clone()` the
access for each row. Cloning the access involves memory allocations and
can be expensive.
## Solution
Let query items borrow from their query state.
Add an `'s` lifetime to `WorldQuery::Item` and `WorldQuery::Fetch`,
similar to the one in `SystemParam`, and provide `&'s Self::State` to
the fetch so that it can borrow from the state.
Unfortunately, there are a few cases where we currently return query
items from temporary query states: the sorted iteration methods create a
temporary state to query the sort keys, and the
`EntityRef::components<Q>()` methods create a temporary state for their
query.
To allow these to continue to work with most `QueryData`
implementations, introduce a new subtrait `ReleaseStateQueryData` that
converts a `QueryItem<'w, 's>` to `QueryItem<'w, 'static>`, and is
implemented for everything except `FilteredEntity(Ref|Mut)` and
`Entity(Ref|Mut)Except`.
`#[derive(QueryData)]` will generate `ReleaseStateQueryData`
implementations that apply when all of the subqueries implement
`ReleaseStateQueryData`.
This PR does not actually change the implementation of
`FilteredEntity(Ref|Mut)` or `Entity(Ref|Mut)Except`! That will be done
as a follow-up PR so that the changes are easier to review. I have
pushed the changes as chescock/bevy#5.
## Testing
I ran performance traces of many_foxes, both against main and against
chescock/bevy#5, both including #15282. These changes do appear to make
generalized animation a bit faster:
(Red is main, yellow is chescock/bevy#5)

## Migration Guide
The `WorldQuery::Item` and `WorldQuery::Fetch` associated types and the
`QueryItem` and `ROQueryItem` type aliases now have an additional
lifetime parameter corresponding to the `'s` lifetime in `Query`. Manual
implementations of `WorldQuery` will need to update the method
signatures to include the new lifetimes. Other uses of the types will
need to be updated to include a lifetime parameter, although it can
usually be passed as `'_`. In particular, `ROQueryItem` is used when
implementing `RenderCommand`.
Before:
```rust
fn render<'w>(
item: &P,
view: ROQueryItem<'w, Self::ViewQuery>,
entity: Option<ROQueryItem<'w, Self::ItemQuery>>,
param: SystemParamItem<'w, '_, Self::Param>,
pass: &mut TrackedRenderPass<'w>,
) -> RenderCommandResult;
```
After:
```rust
fn render<'w>(
item: &P,
view: ROQueryItem<'w, '_, Self::ViewQuery>,
entity: Option<ROQueryItem<'w, '_, Self::ItemQuery>>,
param: SystemParamItem<'w, '_, Self::Param>,
pass: &mut TrackedRenderPass<'w>,
) -> RenderCommandResult;
```
---
Methods on `QueryState` that take `&mut self` may now result in
conflicting borrows if the query items capture the lifetime of the
mutable reference. This affects `get()`, `iter()`, and others. To fix
the errors, first call `QueryState::update_archetypes()`, and then
replace a call `state.foo(world, param)` with
`state.query_manual(world).foo_inner(param)`. Alternately, you may be
able to restructure the code to call `state.query(world)` once and then
make multiple calls using the `Query`.
Before:
```rust
let mut state: QueryState<_, _> = ...;
let d1 = state.get(world, e1);
let d2 = state.get(world, e2); // Error: cannot borrow `state` as mutable more than once at a time
println!("{d1:?}");
println!("{d2:?}");
```
After:
```rust
let mut state: QueryState<_, _> = ...;
state.update_archetypes(world);
let d1 = state.get_manual(world, e1);
let d2 = state.get_manual(world, e2);
// OR
state.update_archetypes(world);
let d1 = state.query(world).get_inner(e1);
let d2 = state.query(world).get_inner(e2);
// OR
let query = state.query(world);
let d1 = query.get_inner(e1);
let d1 = query.get_inner(e2);
println!("{d1:?}");
println!("{d2:?}");
```
# Objective
Closes#19564.
The current `Event` trait looks like this:
```rust
pub trait Event: Send + Sync + 'static {
type Traversal: Traversal<Self>;
const AUTO_PROPAGATE: bool = false;
fn register_component_id(world: &mut World) -> ComponentId { ... }
fn component_id(world: &World) -> Option<ComponentId> { ... }
}
```
The `Event` trait is used by both buffered events
(`EventReader`/`EventWriter`) and observer events. If they are observer
events, they can optionally be targeted at specific `Entity`s or
`ComponentId`s, and can even be propagated to other entities.
However, there has long been a desire to split the trait semantically
for a variety of reasons, see #14843, #14272, and #16031 for discussion.
Some reasons include:
- It's very uncommon to use a single event type as both a buffered event
and targeted observer event. They are used differently and tend to have
distinct semantics.
- A common footgun is using buffered events with observers or event
readers with observer events, as there is no type-level error that
prevents this kind of misuse.
- #19440 made `Trigger::target` return an `Option<Entity>`. This
*seriously* hurts ergonomics for the general case of entity observers,
as you need to `.unwrap()` each time. If we could statically determine
whether the event is expected to have an entity target, this would be
unnecessary.
There's really two main ways that we can categorize events: push vs.
pull (i.e. "observer event" vs. "buffered event") and global vs.
targeted:
| | Push | Pull |
| ------------ | --------------- | --------------------------- |
| **Global** | Global observer | `EventReader`/`EventWriter` |
| **Targeted** | Entity observer | - |
There are many ways to approach this, each with their tradeoffs.
Ultimately, we kind of want to split events both ways:
- A type-level distinction between observer events and buffered events,
to prevent people from using the wrong kind of event in APIs
- A statically designated entity target for observer events to avoid
accidentally using untargeted events for targeted APIs
This PR achieves these goals by splitting event traits into `Event`,
`EntityEvent`, and `BufferedEvent`, with `Event` being the shared trait
implemented by all events.
## `Event`, `EntityEvent`, and `BufferedEvent`
`Event` is now a very simple trait shared by all events.
```rust
pub trait Event: Send + Sync + 'static {
// Required for observer APIs
fn register_component_id(world: &mut World) -> ComponentId { ... }
fn component_id(world: &World) -> Option<ComponentId> { ... }
}
```
You can call `trigger` for *any* event, and use a global observer for
listening to the event.
```rust
#[derive(Event)]
struct Speak {
message: String,
}
// ...
app.add_observer(|trigger: On<Speak>| {
println!("{}", trigger.message);
});
// ...
commands.trigger(Speak {
message: "Y'all like these reworked events?".to_string(),
});
```
To allow an event to be targeted at entities and even propagated
further, you can additionally implement the `EntityEvent` trait:
```rust
pub trait EntityEvent: Event {
type Traversal: Traversal<Self>;
const AUTO_PROPAGATE: bool = false;
}
```
This lets you call `trigger_targets`, and to use targeted observer APIs
like `EntityCommands::observe`:
```rust
#[derive(Event, EntityEvent)]
#[entity_event(traversal = &'static ChildOf, auto_propagate)]
struct Damage {
amount: f32,
}
// ...
let enemy = commands.spawn((Enemy, Health(100.0))).id();
// Spawn some armor as a child of the enemy entity.
// When the armor takes damage, it will bubble the event up to the enemy.
let armor_piece = commands
.spawn((ArmorPiece, Health(25.0), ChildOf(enemy)))
.observe(|trigger: On<Damage>, mut query: Query<&mut Health>| {
// Note: `On::target` only exists because this is an `EntityEvent`.
let mut health = query.get(trigger.target()).unwrap();
health.0 -= trigger.amount();
});
commands.trigger_targets(Damage { amount: 10.0 }, armor_piece);
```
> [!NOTE]
> You *can* still also trigger an `EntityEvent` without targets using
`trigger`. We probably *could* make this an either-or thing, but I'm not
sure that's actually desirable.
To allow an event to be used with the buffered API, you can implement
`BufferedEvent`:
```rust
pub trait BufferedEvent: Event {}
```
The event can then be used with `EventReader`/`EventWriter`:
```rust
#[derive(Event, BufferedEvent)]
struct Message(String);
fn write_hello(mut writer: EventWriter<Message>) {
writer.write(Message("I hope these examples are alright".to_string()));
}
fn read_messages(mut reader: EventReader<Message>) {
// Process all buffered events of type `Message`.
for Message(message) in reader.read() {
println!("{message}");
}
}
```
In summary:
- Need a basic event you can trigger and observe? Derive `Event`!
- Need the event to be targeted at an entity? Derive `EntityEvent`!
- Need the event to be buffered and support the
`EventReader`/`EventWriter` API? Derive `BufferedEvent`!
## Alternatives
I'll now cover some of the alternative approaches I have considered and
briefly explored. I made this section collapsible since it ended up
being quite long :P
<details>
<summary>Expand this to see alternatives</summary>
### 1. Unified `Event` Trait
One option is not to have *three* separate traits (`Event`,
`EntityEvent`, `BufferedEvent`), and to instead just use associated
constants on `Event` to determine whether an event supports targeting
and buffering or not:
```rust
pub trait Event: Send + Sync + 'static {
type Traversal: Traversal<Self>;
const AUTO_PROPAGATE: bool = false;
const TARGETED: bool = false;
const BUFFERED: bool = false;
fn register_component_id(world: &mut World) -> ComponentId { ... }
fn component_id(world: &World) -> Option<ComponentId> { ... }
}
```
Methods can then use bounds like `where E: Event<TARGETED = true>` or
`where E: Event<BUFFERED = true>` to limit APIs to specific kinds of
events.
This would keep everything under one `Event` trait, but I don't think
it's necessarily a good idea. It makes APIs harder to read, and docs
can't easily refer to specific types of events. You can also create
weird invariants: what if you specify `TARGETED = false`, but have
`Traversal` and/or `AUTO_PROPAGATE` enabled?
### 2. `Event` and `Trigger`
Another option is to only split the traits between buffered events and
observer events, since that is the main thing people have been asking
for, and they have the largest API difference.
If we did this, I think we would need to make the terms *clearly*
separate. We can't really use `Event` and `BufferedEvent` as the names,
since it would be strange that `BufferedEvent` doesn't implement
`Event`. Something like `ObserverEvent` and `BufferedEvent` could work,
but it'd be more verbose.
For this approach, I would instead keep `Event` for the current
`EventReader`/`EventWriter` API, and call the observer event a
`Trigger`, since the "trigger" terminology is already used in the
observer context within Bevy (both as a noun and a verb). This is also
what a long [bikeshed on
Discord](https://discord.com/channels/691052431525675048/749335865876021248/1298057661878898791)
seemed to land on at the end of last year.
```rust
// For `EventReader`/`EventWriter`
pub trait Event: Send + Sync + 'static {}
// For observers
pub trait Trigger: Send + Sync + 'static {
type Traversal: Traversal<Self>;
const AUTO_PROPAGATE: bool = false;
const TARGETED: bool = false;
fn register_component_id(world: &mut World) -> ComponentId { ... }
fn component_id(world: &World) -> Option<ComponentId> { ... }
}
```
The problem is that "event" is just a really good term for something
that "happens". Observers are rapidly becoming the more prominent API,
so it'd be weird to give them the `Trigger` name and leave the good
`Event` name for the less common API.
So, even though a split like this seems neat on the surface, I think it
ultimately wouldn't really work. We want to keep the `Event` name for
observer events, and there is no good alternative for the buffered
variant. (`Message` was suggested, but saying stuff like "sends a
collision message" is weird.)
### 3. `GlobalEvent` + `TargetedEvent`
What if instead of focusing on the buffered vs. observed split, we
*only* make a distinction between global and targeted events?
```rust
// A shared event trait to allow global observers to work
pub trait Event: Send + Sync + 'static {
fn register_component_id(world: &mut World) -> ComponentId { ... }
fn component_id(world: &World) -> Option<ComponentId> { ... }
}
// For buffered events and non-targeted observer events
pub trait GlobalEvent: Event {}
// For targeted observer events
pub trait TargetedEvent: Event {
type Traversal: Traversal<Self>;
const AUTO_PROPAGATE: bool = false;
}
```
This is actually the first approach I implemented, and it has the neat
characteristic that you can only use non-targeted APIs like `trigger`
with a `GlobalEvent` and targeted APIs like `trigger_targets` with a
`TargetedEvent`. You have full control over whether the entity should or
should not have a target, as they are fully distinct at the type-level.
However, there's a few problems:
- There is no type-level indication of whether a `GlobalEvent` supports
buffered events or just non-targeted observer events
- An `Event` on its own does literally nothing, it's just a shared trait
required to make global observers accept both non-targeted and targeted
events
- If an event is both a `GlobalEvent` and `TargetedEvent`, global
observers again have ambiguity on whether an event has a target or not,
undermining some of the benefits
- The names are not ideal
### 4. `Event` and `EntityEvent`
We can fix some of the problems of Alternative 3 by accepting that
targeted events can also be used in non-targeted contexts, and simply
having the `Event` and `EntityEvent` traits:
```rust
// For buffered events and non-targeted observer events
pub trait Event: Send + Sync + 'static {
fn register_component_id(world: &mut World) -> ComponentId { ... }
fn component_id(world: &World) -> Option<ComponentId> { ... }
}
// For targeted observer events
pub trait EntityEvent: Event {
type Traversal: Traversal<Self>;
const AUTO_PROPAGATE: bool = false;
}
```
This is essentially identical to this PR, just without a dedicated
`BufferedEvent`. The remaining major "problem" is that there is still
zero type-level indication of whether an `Event` event *actually*
supports the buffered API. This leads us to the solution proposed in
this PR, using `Event`, `EntityEvent`, and `BufferedEvent`.
</details>
## Conclusion
The `Event` + `EntityEvent` + `BufferedEvent` split proposed in this PR
aims to solve all the common problems with Bevy's current event model
while keeping the "weirdness" factor minimal. It splits in terms of both
the push vs. pull *and* global vs. targeted aspects, while maintaining a
shared concept for an "event".
### Why I Like This
- The term "event" remains as a single concept for all the different
kinds of events in Bevy.
- Despite all event types being "events", they use fundamentally
different APIs. Instead of assuming that you can use an event type with
any pattern (when only one is typically supported), you explicitly opt
in to each one with dedicated traits.
- Using separate traits for each type of event helps with documentation
and clearer function signatures.
- I can safely make assumptions on expected usage.
- If I see that an event is an `EntityEvent`, I can assume that I can
use `observe` on it and get targeted events.
- If I see that an event is a `BufferedEvent`, I can assume that I can
use `EventReader` to read events.
- If I see both `EntityEvent` and `BufferedEvent`, I can assume that
both APIs are supported.
In summary: This allows for a unified concept for events, while limiting
the different ways to use them with opt-in traits. No more guess-work
involved when using APIs.
### Problems?
- Because `BufferedEvent` implements `Event` (for more consistent
semantics etc.), you can still use all buffered events for non-targeted
observers. I think this is fine/good. The important part is that if you
see that an event implements `BufferedEvent`, you know that the
`EventReader`/`EventWriter` API should be supported. Whether it *also*
supports other APIs is secondary.
- I currently only support `trigger_targets` for an `EntityEvent`.
However, you can technically target components too, without targeting
any entities. I consider that such a niche and advanced use case that
it's not a huge problem to only support it for `EntityEvent`s, but we
could also split `trigger_targets` into `trigger_entities` and
`trigger_components` if we wanted to (or implement components as
entities :P).
- You can still trigger an `EntityEvent` *without* targets. I consider
this correct, since `Event` implements the non-targeted behavior, and
it'd be weird if implementing another trait *removed* behavior. However,
it does mean that global observers for entity events can technically
return `Entity::PLACEHOLDER` again (since I got rid of the
`Option<Entity>` added in #19440 for ergonomics). I think that's enough
of an edge case that it's not a huge problem, but it is worth keeping in
mind.
- ~~Deriving both `EntityEvent` and `BufferedEvent` for the same type
currently duplicates the `Event` implementation, so you instead need to
manually implement one of them.~~ Changed to always requiring `Event` to
be derived.
## Related Work
There are plans to implement multi-event support for observers,
especially for UI contexts. [Cart's
example](https://github.com/bevyengine/bevy/issues/14649#issuecomment-2960402508)
API looked like this:
```rust
// Truncated for brevity
trigger: Trigger<(
OnAdd<Pressed>,
OnRemove<Pressed>,
OnAdd<InteractionDisabled>,
OnRemove<InteractionDisabled>,
OnInsert<Hovered>,
)>,
```
I believe this shouldn't be in conflict with this PR. If anything, this
PR might *help* achieve the multi-event pattern for entity observers
with fewer footguns: by statically enforcing that all of these events
are `EntityEvent`s in the context of `EntityCommands::observe`, we can
avoid misuse or weird cases where *some* events inside the trigger are
targeted while others are not.
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>
# Objective
Reduce memory usage by storing fewer copies of
`FilteredAccessSet<ComponentId>`.
Currently, the `System` trait exposes the `component_access_set` for the
system, which is used by the multi-threaded executor to determine which
systems can run concurrently. But because it is available on the trait,
it needs to be stored for *every* system, even ones that are not run by
the executor! In particular, it is never needed for observers, or for
the inner systems in a `PipeSystem` or `CombinatorSystem`.
## Solution
Instead of exposing the access from a method on `System`, return it from
`System::initialize`. Since it is still needed during scheduling, store
the access alongside the boxed system in the schedule.
That's not quite enough for systems built using `SystemParamBuilder`s,
though. Those calculate the access in `SystemParamBuilder::build`, which
happens earlier than `System::initialize`. To handle those, we separate
`SystemParam::init_state` into `init_state`, which creates the state
value, and `init_access`, which calculates the access. This lets
`System::initialize` call `init_access` on a state that was provided by
the builder.
An additional benefit of that separation is that it removes the need to
duplicate access checks between `SystemParamBuilder::build` and
`SystemParam::init_state`.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Add example to `Single` docs, highlighting that you can use methods
and properties directly.
- Fixes#19461
## Solution
- Added example to inline docs of `Single`
## Testing
- `cargo test --doc`
- `cargo doc --open`
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# 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.
# 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>
# Objective
- Cleanup related to #19495.
## Solution
- Delete `System::component_access()`. It is redundant with
`System::component_access_set().combined_access()`.
## Testing
- None. There are no callers of this function.
# Objective
Make the restrictions of `transmute_lens` and related functions clearer.
Related issue: https://github.com/bevyengine/bevy/issues/12156
Related PR: https://github.com/bevyengine/bevy/pull/12157
## Solution
* Make it clearer that the set of returned entities is a subset of those
from the original query
* Move description of read/write/required access to a table
* Reference the new table in `transmute_lens` docs from the other
`transmute_lens*` functions
## Testing
cargo doc --open locally to check this render correctly
---------
Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
# Objective
- A preparation for the 'system as entities'
- The current system has a series of states such as `is_send`,
`is_exclusive`, `has_defered`, As `system as entites` landed, it may
have more states. Using Bitflags to unify all states is a more concise
and performant approach
## Solution
- Using Bitflags to unify system state.
# Objective
Help users discover how to use `Option<T>` and `When<T>` to handle
failing parameters.
## Solution
Have the error message for a failed parameter mention that `Option<T>`
and `When<T>` can be used to handle the failure.
## Showcase
```
Encountered an error in system `system_name`: Parameter `Res<ResourceType>` failed validation: Resource does not exist
If this is an expected state, wrap the parameter in `Option<T>` and handle `None` when it happens, or wrap the parameter in `When<T>` to skip the system when it happens.
```
# Objective
- Enable hot patching systems with subsecond
- Fixes#19296
## Solution
- First commit is the naive thin layer
- Second commit only check the jump table when the code is hot patched
instead of on every system execution
- Depends on https://github.com/DioxusLabs/dioxus/pull/4153 for a nicer
API, but could be done without
- Everything in second commit is feature gated, it has no impact when
the feature is not enabled
## Testing
- Check dependencies without the feature enabled: nothing dioxus in tree
- Run the new example: text and color can be changed
---------
Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
# Objective
`Populated`, a loose wrapper around `Query`, does not implement
`IntoIterator`, requiring either a deref or `into_inner()` call to
access the `Query` and iterate over that.
## Solution
This pr implements `IntoIterator` for `Populated`, `&Populated`, and
`&mut Populated`, each of which forwards the call to the inner `Query`.
This allows the `Populated` to be used directly for any API that takes
an `impl IntoIterator`.
## Testing
`cargo test` was run on the `bevy_ecs` crate
```
test result: ok. 390 passed; 0 failed; 2 ignored; 0 measured; 0 filtered out; finished in 46.38s
```
# Objective
Remove `ArchetypeComponentId` and `archetype_component_access`.
Following #16885, they are no longer used by the engine, so we can stop
spending time calculating them or space storing them.
## Solution
Remove `ArchetypeComponentId` and everything that touches it.
The `System::update_archetype_component_access` method no longer needs
to update `archetype_component_access`. We do still need to update query
caches, but we no longer need to do so *before* running the system. We'd
have to touch every caller anyway if we gave the method a better name,
so just remove `System::update_archetype_component_access` and
`SystemParam::new_archetype` entirely, and update the query cache in
`Query::get_param`.
The `Single` and `Populated` params also need their query caches updated
in `SystemParam::validate_param`, so change `validate_param` to take
`&mut Self::State` instead of `&Self::State`.
# Objective
- move SyncCell and SyncUnsafeCell to bevy_platform
## Solution
- move SyncCell and SyncUnsafeCell to bevy_platform
## Testing
- cargo clippy works
# Objective
Fix some grammatical errors: it's -> its
Not the most useful commit in the world, but I saw a couple of these and
decided to fix the lot.
## Solution
-
## Testing
-
Hiya!
# Objective
- Remove upcasting methods that are no longer necessary since Rust 1.86.
- Cleanup the interned label code.
## Notes
- I didn't try to remove the upcasting methods from `bevy_reflect`, as
there appears to be some complexity related to remote type reflection.
- There are likely some other upcasting methods floating around.
## Testing
I ran the `breakout` example to check that the hashing/eq
implementations of the labels are still correct.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
similar to https://github.com/bevyengine/bevy/pull/12030
# Objective
`bevy_mod_debugdump` uses the `SystemTypeSet::system_type` to look up
constrains like `(system_1, system_2.after(system_1))`. For that it
needs to find the type id in `schedule.graph().systems()`
Now with systems being wrapped in an `InfallibleSystemWrapper` this
association was no longer possible.
## Solution
By forwarding the type id in `InfallibleSystemWrapper`,
`bevy_mod_debugdump` can resolve the dependencies as before, and the
wrapper is an unnoticable implementation detail.
## Testing
- `cargo test -p bevy_ecs`
I'm not sure what exactly could break otherwise.
# Objective
Remove errant "a" from docs.
(I'm assuming that this sort of trivial fix is easy enough to merge that
it's worth doing, but let me know if you'd prefer me to not bother.)
# Objective
Fixes#19120
## Solution
Use the find and replace token feature in VSCode to replace all the
`Condition`s with `SystemCondition`s. Then look through all the
documentation with find and replace to replace all the `Condition`s
there.
## Testing
- Did you test these changes? If so, how?
Yes, used cargo clippy, cargo build and cargo test.
- Are there any parts that need more testing?
Nope
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
By compiling and running bevy
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
Shouldn't be, but Fedora Linux with KDE Wayland
# Objective
[see original
comment](https://github.com/bevyengine/bevy/pull/18801#issuecomment-2796981745)
> Alternately, could we store it on the World instead of a global? I
think we have a World nearby whenever we call default_error_handler().
That would avoid the need for atomics or locks, since we could do
ordinary reads and writes to the World.
Global error handlers don't actually need to be global – per world is
enough. This allows using different handlers for different worlds and
also removes the restrictions on changing the handler only once.
## Solution
Each `World` can now store its own error handler in a resource.
For convenience, you can also set the default error handler for an
`App`, which applies it to the worlds of all `SubApp`s. The old behavior
of only being able to set the error handler once is kept for apps.
We also don't need the `configurable_error_handler` feature anymore now.
## Testing
New/adjusted tests for failing schedule systems & observers.
---
## Showcase
```rust
App::new()
.set_error_handler(info)
…
```
# Objective
In my own project I was encountering the issue to find out which
entities were spawned after applying commands. I began maintaining a
vector of all entities with generational information before and after
applying the command and diffing it. This was awfully complicated though
and has no constant complexity but grows with the number of entities.
## Solution
Looking at `EntyMeta` it seemed obvious to me that struct can track the
tick just as it does with `MaybeLocation`, updated from the same call.
After that it became almost a given to also introduce query data
`SpawnDetails` which offers methods to get the spawn tick and location,
and query filter `Spawned` that filters entities out that were not
spawned since the last run.
## Testing
I expanded a few tests and added new ones, though maybe I forgot a group
of tests that should be extended too. I basically searched `bevy_ecs`
for mentions of `Changed` and `Added` to see where the tests and docs
are.
Benchmarks of spawn/despawn can be found
[here](https://github.com/bevyengine/bevy/pull/19047#issuecomment-2852181374).
---
## Showcase
From the added docs, systems with equal complexity since the filter is
not archetypal:
```rs
fn system1(q: Query<Entity, Spawned>) {
for entity in &q { /* entity spawned */ }
}
fn system2(query: Query<(Entity, SpawnDetails)>) {
for (entity, spawned) in &query {
if spawned.is_spawned() { /* entity spawned */ }
}
}
```
`SpawnedDetails` has a few more methods:
```rs
fn print_spawn_details(query: Query<(Entity, SpawnDetails)>) {
for (entity, spawn_details) in &query {
if spawn_details.is_spawned() {
print!("new ");
}
println!(
"entity {:?} spawned at {:?} by {:?}",
entity,
spawn_details.spawned_at(),
spawn_details.spawned_by()
);
}
}
```
## Changes
No public api was changed, I only added to it. That is why I added no
migration guide.
- query data `SpawnDetails`
- query filter `Spawned`
- method `Entities::entity_get_spawned_or_despawned_at`
- method `EntityRef::spawned_at`
- method `EntityMut::spawned_at`
- method `EntityWorldMut::spawned_at`
- method `UnsafeEntityCell::spawned_at`
- method `FilteredEntityRef::spawned_at`
- method `FilteredEntityMut::spawned_at`
- method `EntityRefExcept::spawned_at`
- method `EntityMutExcept::spawned_at`
---------
Co-authored-by: Eagster <79881080+ElliottjPierce@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
There are two problems this aims to solve.
First, `Entity::index` is currently a `u32`. That means there are
`u32::MAX + 1` possible entities. Not only is that awkward, but it also
make `Entity` allocation more difficult. I discovered this while working
on remote entity reservation, but even on main, `Entities` doesn't
handle the `u32::MAX + 1` entity very well. It can not be batch reserved
because that iterator uses exclusive ranges, which has a maximum upper
bound of `u32::MAX - 1`. In other words, having `u32::MAX` as a valid
index can be thought of as a bug right now. We either need to make that
invalid (this PR), which makes Entity allocation cleaner and makes
remote reservation easier (because the length only needs to be u32
instead of u64, which, in atomics is a big deal), or we need to take
another pass at `Entities` to make it handle the `u32::MAX` index
properly.
Second, `TableRow`, `ArchetypeRow` and `EntityIndex` (a type alias for
u32) all have `u32` as the underlying type. That means using these as
the index type in a `SparseSet` uses 64 bits for the sparse list because
it stores `Option<IndexType>`. By using `NonMaxU32` here, we cut the
memory of that list in half. To my knowledge, `EntityIndex` is the only
thing that would really benefit from this niche. `TableRow` and
`ArchetypeRow` I think are not stored in an `Option` in bulk. But if
they ever are, this would help. Additionally this ensures
`TableRow::INVALID` and `ArchetypeRow::INVALID` never conflict with an
actual row, which in a nice bonus.
As a related note, if we do components as entities where `ComponentId`
becomes `Entity`, the the `SparseSet<ComponentId>` will see a similar
memory improvement too.
## Solution
Create a new type `EntityRow` that wraps `NonMaxU32`, similar to
`TableRow` and `ArchetypeRow`.
Change `Entity::index` to this type.
## Downsides
`NonMax` is implemented as a `NonZero` with a binary inversion. That
means accessing and storing the value takes one more instruction. I
don't think that's a big deal, but it's worth mentioning.
As a consequence, `to_bits` uses `transmute` to skip the inversion which
keeps it a nop. But that also means that ordering has now flipped. In
other words, higher indices are considered less than lower indices. I
don't think that's a problem, but it's also worth mentioning.
## Alternatives
We could keep the index as a u32 type and just document that `u32::MAX`
is invalid, modifying `Entities` to ensure it never gets handed out.
(But that's not enforced by the type system.) We could still take
advantage of the niche here in `ComponentSparseSet`. We'd just need some
unsafe manual conversions, which is probably fine, but opens up the
possibility for correctness problems later.
We could change `Entities` to fully support the `u32::MAX` index. (But
that makes `Entities` more complex and potentially slightly slower.)
## Testing
- CI
- A few tests were changed because they depend on different ordering and
`to_bits` values.
## Future Work
- It might be worth removing the niche on `Entity::generation` since
there is now a different niche.
- We could move `Entity::generation` into it's own type too for clarity.
- We should change `ComponentSparseSet` to take advantage of the new
niche. (This PR doesn't change that yet.)
- Consider removing or updating `Identifier`. This is only used for
`Entity`, so it might be worth combining since `Entity` is now more
unique.
---------
Co-authored-by: atlv <email@atlasdostal.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
# Objective
Provide a generic `impl SystemParam for Option<P>` that uses system
parameter validation. This immediately gives useful impls for params
like `EventReader` and `GizmosState` that are defined in terms of `Res`.
It also allows third-party system parameters to be usable with `Option`,
which was previously impossible due to orphan rules.
Note that this is a behavior change for `Option<Single>`. It currently
fails validation if there are multiple matching entities, but with this
change it will pass validation and produce `None`.
Also provide an impl for `Result<P, SystemParamValidationError>`. This
allows systems to inspect the error if necessary, either for bubbling it
up or for checking the `skipped` flag.
Fixes#12634Fixes#14949
Related to #18516
## Solution
Add generic `SystemParam` impls for `Option` and `Result`, and remove
the impls for specific types.
Update documentation and `fallible_params` example with the new
semantics for `Option<Single>`.
# 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!
# Objective
In #18301, `NonSendMarker` was defined in such a way that it actually
implements `Send`. This isn't strictly a soundness issue, as its goal is
to be used as a `SystemParam`, and it _does_ appropriately mark system
access as `!Send`. It just seems odd that `NonSendMarker: Send`.
## Solution
- Made `NonSendMarker` wrap `PhantomData<*mut ()>`, which forces it to
be `!Send`.
## Testing
- CI
---
## Notes
This does mean constructing a `NonSendMarker` _value_ will require using
the `SystemParam` trait, but I think that's acceptable as the marker as
a value should be rarely required if at all.
# Objective
Originally [provided as a solution to a user's problem in
Discord](https://discord.com/channels/691052431525675048/1247654592838111302/1344431131277394042),
library authors might find the need to present user-registered systems
with system-specific data. Typically `Local<T>` is used for this type of
thing, but its not generally feasible or possible to configure/set the
underlying `T` data for locals. Alternatively, we can use `SystemInput`
to pass the data.
## Solution
- Added `IntoSystem::with_input`: Allows system-specific data to be
passed in explicitly.
- Added `IntoSystem::with_input_from`: Allows system-specific data to be
created at initialization time via `FromWorld`.
## Testing
Added two new tests, testing each of `with_input` and `with_input_from`.
# Objective
Let `FilteredEntityRef` and `FilteredEntityMut` receive access when
nested inside tuples or `#[derive(QueryData)]` types. Make sure to
exclude any access that would conflict with other subqueries!
Fixes#14349
## Solution
Replace `WorldQuery::set_access(state, access)` with a new method,
`QueryData::provide_extra_access(state, access, available_access)`, that
passes both the total available access and the currently used access.
This is called after `WorldQuery::update_component_access()`, so any
access used by ordinary subqueries will be known. `FilteredEntityRef`
and `FilteredEntityMut` can use the combination to determine how much
access they can safely take, while tuples can safely pass those
parameters directly to their subqueries.
This requires a new `Access::remove_conflicting_access()` method that
can be used to remove any access that would conflict with existing
access. Implementing this method was easier by first factoring some
common set manipulation code out of `Access::extend`. I can extract that
refactoring to a separate PR if desired.
Have `FilteredEntity(Ref|Mut)` store `Access` instead of
`FilteredAccess` because they do not need to keep track of the filter.
This was necessary in an early draft but no longer is. I left it in
because it's small and I'm touching that code anyway, but I can extract
it to a separate PR if desired.
# Objective
Based on and closes#18054, this PR builds on #18035 and #18147 to
remove:
- `Commands::insert_or_spawn_batch`
- `Entities::alloc_at_without_replacement`
- `Entities::alloc_at`
- `entity::AllocAtWithoutReplacement`
- `World::insert_or_spawn_batch`
- `World::insert_or_spawn_batch_with_caller`
## Testing
Just removing unused, deprecated code, so no new tests. Note that as of
writing, #18035 is still under testing and review.
## Future Work
Per
[this](https://github.com/bevyengine/bevy/issues/18054#issuecomment-2689088899)
comment on #18054, there may be additional performance improvements
possible to the entity allocator now that `alloc_at` no longer is
supported. At a glance, I don't see anything obvious to improve, but it
may be worth further investigation in the future.
---------
Co-authored-by: JaySpruce <jsprucebruce@gmail.com>