44ad3bf62b
222 Commits
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44ad3bf62b
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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`. |
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ba5e71f53d
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Parent -> ChildOf (#17427)
Fixes #17412 ## Objective `Parent` uses the "has a X" naming convention. There is increasing sentiment that we should use the "is a X" naming convention for relationships (following #17398). This leaves `Children` as-is because there is prevailing sentiment that `Children` is clearer than `ParentOf` in many cases (especially when treating it like a collection). This renames `Parent` to `ChildOf`. This is just the implementation PR. To discuss the path forward, do so in #17412. ## Migration Guide - The `Parent` component has been renamed to `ChildOf`. |
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de5486725d
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Add DefaultQueryFilters (#13120)
# Objective Some usecases in the ecosystems are blocked by the inability to stop bevy internals and third party plugins from touching their entities. However the specifics of a general purpose entity disabling system are controversial and further complicated by hierarchies. We can partially unblock these usecases with an opt-in approach: default query filters. ## Solution - Introduce DefaultQueryFilters, these filters are automatically applied to queries that don't otherwise mention the filtered component. - End users and third party plugins can register default filters and are responsible for handling entities they have hidden this way. - Extra features can be left for after user feedback - The default value could later include official ways to hide entities --- ## Changelog - Add DefaultQueryFilters |
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21f1e3045c
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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> |
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26bb0b40d2
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Move #![warn(clippy::allow_attributes, clippy::allow_attributes_without_reason)] to the workspace Cargo.toml (#17374)
# Objective Fixes https://github.com/bevyengine/bevy/issues/17111 ## Solution Move `#![warn(clippy::allow_attributes, clippy::allow_attributes_without_reason)]` to the workspace `Cargo.toml` ## Testing Lots of CI testing, and local testing too. --------- Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com> |
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17c46f4add
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bevy_ecs: Apply #![warn(clippy::allow_attributes, clippy::allow_attributes_without_reason)] (#17335)
# Objective - https://github.com/bevyengine/bevy/issues/17111 ## Solution Set the `clippy::allow_attributes` and `clippy::allow_attributes_without_reason` lints to `warn`, and bring `bevy_ecs` in line with the new restrictions. ## Testing This PR is a WIP; testing will happen after it's finished. |
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ee4414159b
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Add Result handling to Commands and EntityCommands (#17043)
## Objective Fixes #2004 Fixes #3845 Fixes #7118 Fixes #10166 ## Solution - The crux of this PR is the new `Command::with_error_handling` method. This wraps the relevant command in another command that, when applied, will apply the original command and handle any resulting errors. - To enable this, `Command::apply` and `EntityCommand::apply` now return `Result`. - `Command::with_error_handling` takes as a parameter an error handler of the form `fn(&mut World, CommandError)`, which it passes the error to. - `CommandError` is an enum that can be either `NoSuchEntity(Entity)` or `CommandFailed(Box<dyn Error>)`. ### Closures - Closure commands can now optionally return `Result`, which will be passed to `with_error_handling`. ### Commands - Fallible commands can be queued with `Commands::queue_fallible` and `Commands::queue_fallible_with`, which call `with_error_handling` before queuing them (using `Commands::queue` will queue them without error handling). - `Commands::queue_fallible_with` takes an `error_handler` parameter, which will be used by `with_error_handling` instead of a command's default. - The `command` submodule provides unqueued forms of built-in fallible commands so that you can use them with `queue_fallible_with`. - There is also an `error_handler` submodule that provides simple error handlers for convenience. ### Entity Commands - `EntityCommand` now automatically checks if the entity exists before executing the command, and returns `NoSuchEntity` if it doesn't. - Since all entity commands might need to return an error, they are always queued with error handling. - `EntityCommands::queue_with` takes an `error_handler` parameter, which will be used by `with_error_handling` instead of a command's default. - The `entity_command` submodule provides unqueued forms of built-in entity commands so that you can use them with `queue_with`. ### Defaults - In the future, commands should all fail according to the global error handling setting. That doesn't exist yet though. - For this PR, commands all fail the way they do on `main`. - Both now and in the future, the defaults can be overridden by `Commands::override_error_handler` (or equivalent methods on `EntityCommands` and `EntityEntryCommands`). - `override_error_handler` takes an error handler (`fn(&mut World, CommandError)`) and passes it to every subsequent command queued with `Commands::queue_fallible` or `EntityCommands::queue`. - The `_with` variants of the queue methods will still provide an error handler directly to the command. - An override can be reset with `reset_error_handler`. ## Future Work - After a universal error handling mode is added, we can change all commands to fail that way by default. - Once we have all commands failing the same way (which would require either the full removal of `try` variants or just making them useless while they're deprecated), `queue_fallible_with_default` could be removed, since its only purpose is to enable commands having different defaults. |
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0403948aa2
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Remove Implicit std Prelude from no_std Crates (#17086)
# Background In `no_std` compatible crates, there is often an `std` feature which will allow access to the standard library. Currently, with the `std` feature _enabled_, the [`std::prelude`](https://doc.rust-lang.org/std/prelude/index.html) is implicitly imported in all modules. With the feature _disabled_, instead the [`core::prelude`](https://doc.rust-lang.org/core/prelude/index.html) is implicitly imported. This creates a subtle and pervasive issue where `alloc` items _may_ be implicitly included (if `std` is enabled), or must be explicitly included (if `std` is not enabled). # Objective - Make the implicit imports for `no_std` crates consistent regardless of what features are/not enabled. ## Solution - Replace the `cfg_attr` "double negative" `no_std` attribute with conditional compilation to _include_ `std` as an external crate. ```rust // Before #![cfg_attr(not(feature = "std"), no_std)] // After #![no_std] #[cfg(feature = "std")] extern crate std; ``` - Fix imports that are currently broken but are only now visible with the above fix. ## Testing - CI ## Notes I had previously used the "double negative" version of `no_std` based on general consensus that it was "cleaner" within the Rust embedded community. However, this implicit prelude issue likely was considered when forming this consensus. I believe the reason why is the items most affected by this issue are provided by the `alloc` crate, which is rarely used within embedded but extensively used within Bevy. |
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5b899dcc3a
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impl EntityBorrow for more types (#16917)
# Objective Some types like `RenderEntity` and `MainEntity` are just wrappers around `Entity`, so they should be able to implement `EntityBorrow`/`TrustedEntityBorrow`. This allows using them with `EntitySet` functionality. The `EntityRef` family are more than direct wrappers around `Entity`, but can still benefit from being unique in a collection. ## Solution Implement `EntityBorrow` and `TrustedEntityBorrow` for simple `Entity` newtypes and `EntityRef` types. These impls are an explicit decision to have the `EntityRef` types compare like just `Entity`. `EntityWorldMut` is omitted from this impl, because it explicitly contains a `&mut World` as well, and we do not ever use more than one at a time. Add `EntityBorrow` to the `bevy_ecs` prelude. ## Migration Guide `NormalizedWindowRef::entity` has been replaced with an `EntityBorrow::entity` impl. |
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d4b07a5114
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Move Name out of bevy_core (#16894)
# Objective - Contributes to #16892 ## Solution - Moved `Name` and `NameOrEntity` into `bevy_ecs::name`, and added them to the prelude. ## Testing - CI ## Migration Guide If you were importing `Name` or `NameOrEntity` from `bevy_core`, instead import from `bevy_ecs::name`. --------- Co-authored-by: Christian Hughes <9044780+ItsDoot@users.noreply.github.com> |
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1f2d0e6308
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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> |
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cc0f6a8db4
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Remove deprecated ECS items (#16853)
# Objective - Cleanup deprecated code ## Solution - Removed `#[deprecated]` items which were marked as such in 0.15 or prior versions. ## Migration Guide - The following deprecated items were removed: `Events::get_reader`, `Events::get_reader_current`, `ManualEventReader`, `Condition::and_then`, `Condition::or_else`, `World::,many_entities`, `World::many_entities_mut`, `World::get_many_entities`, `World::get_many_entities_dynamic`, `World::get_many_entities_mut`, `World::get_many_entities_dynamic_mut`, `World::get_many_entities_from_set_mut` |
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f2719f5470
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Rust 1.83, allow -> expect (missing_docs) (#16561)
# Objective We were waiting for 1.83 to address most of these, due to a bug with `missing_docs` and `expect`. Relates to, but does not entirely complete, #15059. ## Solution - Upgrade to 1.83 - Switch `allow(missing_docs)` to `expect(missing_docs)` - Remove a few now-unused `allow`s along the way, or convert to `expect` |
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5f1e114209
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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> |
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711246aa34
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Update hashbrown to 0.15 (#15801)
Updating dependencies; adopted version of #15696. (Supercedes #15696.) Long answer: hashbrown is no longer using ahash by default, meaning that we can't use the default-hasher methods with ahasher. So, we have to use the longer-winded versions instead. This takes the opportunity to also switch our default hasher as well, but without actually enabling the default-hasher feature for hashbrown, meaning that we'll be able to change our hasher more easily at the cost of all of these method calls being obnoxious forever. One large change from 0.15 is that `insert_unique_unchecked` is now `unsafe`, and for cases where unsafe code was denied at the crate level, I replaced it with `insert`. ## Migration Guide `bevy_utils` has updated its version of `hashbrown` to 0.15 and now defaults to `foldhash` instead of `ahash`. This means that if you've hard-coded your hasher to `bevy_utils::AHasher` or separately used the `ahash` crate in your code, you may need to switch to `foldhash` to ensure that everything works like it does in Bevy. |
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4aed2ca74c
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Add World::try_resource_scope (#16707)
# Objective Fixes #16706 ## Solution - Added new method: `try_resource_scope` which returns `None` if the requested resource doesn't exist. - Changed the `resource_scope` test to use `try_resource_scope` as well to test for the `None` case. --- ## Showcase ```rust world.try_resource_scope::<MyResource, _>(|world, mut my_resource| { // do something with the resource if it exists }); ``` |
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a6adced9ed
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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. |
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0070514f54
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Fallible systems (#16589)
# Objective Error handling in bevy is hard. See for reference https://github.com/bevyengine/bevy/issues/11562, https://github.com/bevyengine/bevy/issues/10874 and https://github.com/bevyengine/bevy/issues/12660. The goal of this PR is to make it better, by allowing users to optionally return `Result` from systems as outlined by Cart in <https://github.com/bevyengine/bevy/issues/14275#issuecomment-2223708314>. ## Solution This PR introduces a new `ScheuleSystem` type to represent systems that can be added to schedules. Instances of this type contain either an infallible `BoxedSystem<(), ()>` or a fallible `BoxedSystem<(), Result>`. `ScheuleSystem` implements `System<In = (), Out = Result>` and replaces all uses of `BoxedSystem` in schedules. The async executor now receives a result after executing a system, which for infallible systems is always `Ok(())`. Currently it ignores this result, but more useful error handling could also be implemented. Aliases for `Error` and `Result` have been added to the `bevy_ecs` prelude, as well as const `OK` which new users may find more friendly than `Ok(())`. ## Testing - Currently there are not actual semantics changes that really require new tests, but I added a basic one just to make sure we don't break stuff in the future. - The behavior of existing systems is totally unchanged, including logging. - All of the existing systems tests pass, and I have not noticed anything strange while playing with the examples ## Showcase The following minimal example prints "hello world" once, then completes. ```rust use bevy::prelude::*; fn main() { App::new().add_systems(Update, hello_world_system).run(); } fn hello_world_system() -> Result { println!("hello world"); Err("string")?; println!("goodbye world"); OK } ``` ## Migration Guide This change should be pretty much non-breaking, except for users who have implemented their own custom executors. Those users should use `ScheduleSystem` in place of `BoxedSystem<(), ()>` and import the `System` trait where needed. They can choose to do whatever they wish with the result. ## Current Work + [x] Fix tests & doc comments + [x] Write more tests + [x] Add examples + [X] Draft release notes ## Draft Release Notes As of this release, systems can now return results. First a bit of background: Bevy has hisotrically expected systems to return the empty type `()`. While this makes sense in the context of the ecs, it's at odds with how error handling is typically done in rust: returning `Result::Error` to indicate failure, and using the short-circuiting `?` operator to propagate that error up the call stack to where it can be properly handled. Users of functional languages will tell you this is called "monadic error handling". Not being able to return `Results` from systems left bevy users with a quandry. They could add custom error handling logic to every system, or manually pipe every system into an error handler, or perhaps sidestep the issue with some combination of fallible assignents, logging, macros, and early returns. Often, users would just litter their systems with unwraps and possible panics. While any one of these approaches might be fine for a particular user, each of them has their own drawbacks, and none makes good use of the language. Serious issues could also arrise when two different crates used by the same project made different choices about error handling. Now, by returning results, systems can defer error handling to the application itself. It looks like this: ```rust // Previous, handling internally app.add_systems(my_system) fn my_system(window: Query<&Window>) { let Ok(window) = query.get_single() else { return; }; // ... do something to the window here } // Previous, handling externally app.add_systems(my_system.pipe(my_error_handler)) fn my_system(window: Query<&Window>) -> Result<(), impl Error> { let window = query.get_single()?; // ... do something to the window here Ok(()) } // Previous, panicking app.add_systems(my_system) fn my_system(window: Query<&Window>) { let window = query.single(); // ... do something to the window here } // Now app.add_systems(my_system) fn my_system(window: Query<&Window>) -> Result { let window = query.get_single()?; // ... do something to the window here Ok(()) } ``` There are currently some limitations. Systems must either return `()` or `Result<(), Box<dyn Error + Send + Sync + 'static>>`, with no in-between. Results are also ignored by default, and though implementing a custom handler is possible, it involves writing your own custom ecs executor (which is *not* recomended). Systems should return errors when they cannot perform their normal behavior. In turn, errors returned to the executor while running the schedule will (eventually) be treated as unexpected. Users and library authors should prefer to return errors for anything that disrupts the normal expected behavior of a system, and should only handle expected cases internally. We have big plans for improving error handling further: + Allowing users to change the error handling logic of the default executors. + Adding source tracking and optional backtraces to errors. + Possibly adding tracing-levels (Error/Warn/Info/Debug/Trace) to errors. + Generally making the default error logging more helpful and inteligent. + Adding monadic system combininators for fallible systems. + Possibly removing all panicking variants from our api. --------- Co-authored-by: Zachary Harrold <zac@harrold.com.au> |
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f87b9fe20c
|
Turn apply_deferred into a ZST System (#16642)
# Objective - Required by #16622 due to differing implementations of `System` by `FunctionSystem` and `ExclusiveFunctionSystem`. - Optimize the memory usage of instances of `apply_deferred` in system schedules. ## Solution By changing `apply_deferred` from being an ordinary system that ends up as an `ExclusiveFunctionSystem`, and instead into a ZST struct that implements `System` manually, we save ~320 bytes per instance of `apply_deferred` in any schedule. ## Testing - All current tests pass. --- ## Migration Guide - If you were previously calling the special `apply_deferred` system via `apply_deferred(world)`, don't. |
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d92fc1e456
|
Move required components doc to type doc (#16575)
# Objective Make documentation of a component's required components more visible by moving it to the type's docs ## Solution Change `#[require]` from a derive macro helper to an attribute macro. Disadvantages: - this silences any unused code warnings on the component, as it is used by the macro! - need to import `require` if not using the ecs prelude (I have not included this in the migration guilde as Rust tooling already suggests the fix) --- ## Showcase  --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com> |
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2e267bba5a
|
Entity cloning (#16132)
## Objective Fixes #1515 This PR implements a flexible entity cloning system. The primary use case for it is to clone dynamically-generated entities. Example: ```rs #[derive(Component, Clone)] pub struct Projectile; #[derive(Component, Clone)] pub struct Damage { value: f32, } fn player_input( mut commands: Commands, projectiles: Query<Entity, With<Projectile>>, input: Res<ButtonInput<KeyCode>>, ) { // Fire a projectile if input.just_pressed(KeyCode::KeyF) { commands.spawn((Projectile, Damage { value: 10.0 })); } // Triplicate all active projectiles if input.just_pressed(KeyCode::KeyT) { for projectile in projectiles.iter() { // To triplicate a projectile we need to create 2 more clones for _ in 0..2{ commands.clone_entity(projectile) } } } } ``` ## Solution ### Commands Add a `clone_entity` command to create a clone of an entity with all components that can be cloned. Components that can't be cloned will be ignored. ```rs commands.clone_entity(entity) ``` If there is a need to configure the cloning process (like set to clone recursively), there is a second command: ```rs commands.clone_entity_with(entity, |builder| { builder.recursive(true) }); ``` Both of these commands return `EntityCommands` of the cloned entity, so the copy can be modified afterwards. ### Builder All these commands use `EntityCloneBuilder` internally. If there is a need to clone an entity using `World` instead, it is also possible: ```rs let entity = world.spawn(Component).id(); let entity_clone = world.spawn_empty().id(); EntityCloneBuilder::new(&mut world).clone_entity(entity, entity_clone); ``` Builder has methods to `allow` or `deny` certain components during cloning if required and can be extended by implementing traits on it. This PR includes two `EntityCloneBuilder` extensions: `CloneEntityWithObserversExt` to configure adding cloned entity to observers of the original entity, and `CloneEntityRecursiveExt` to configure cloning an entity recursively. ### Clone implementations By default, all components that implement either `Clone` or `Reflect` will be cloned (with `Clone`-based implementation preferred in case component implements both). This can be overriden on a per-component basis: ```rs impl Component for SomeComponent { const STORAGE_TYPE: StorageType = StorageType::Table; fn get_component_clone_handler() -> ComponentCloneHandler { // Don't clone this component ComponentCloneHandler::Ignore } } ``` ### `ComponentCloneHandlers` Clone implementation specified in `get_component_clone_handler` will get registered in `ComponentCloneHandlers` (stored in `bevy_ecs::component::Components`) at component registration time. The clone handler implementation provided by a component can be overriden after registration like so: ```rs let component_id = world.components().component_id::<Component>().unwrap() world.get_component_clone_handlers_mut() .set_component_handler(component_id, ComponentCloneHandler::Custom(component_clone_custom)) ``` The default clone handler for all components that do not explicitly define one (or don't derive `Component`) is `component_clone_via_reflect` if `bevy_reflect` feature is enabled, and `component_clone_ignore` (noop) otherwise. Default handler can be overriden using `ComponentCloneHandlers::set_default_handler` ### Handlers Component clone handlers can be used to modify component cloning behavior. The general signature for a handler that can be used in `ComponentCloneHandler::Custom` is as follows: ```rs pub fn component_clone_custom( world: &mut DeferredWorld, entity_cloner: &EntityCloner, ) { // implementation } ``` The `EntityCloner` implementation (used internally by `EntityCloneBuilder`) assumes that after calling this custom handler, the `target` entity has the desired version of the component from the `source` entity. ### Builder handler overrides Besides component-defined and world-overriden handlers, `EntityCloneBuilder` also has a way to override handlers locally. It is mainly used to allow configuration methods like `recursive` and `add_observers`. ```rs // From observer clone handler implementation impl CloneEntityWithObserversExt for EntityCloneBuilder<'_> { fn add_observers(&mut self, add_observers: bool) -> &mut Self { if add_observers { self.override_component_clone_handler::<ObservedBy>(ComponentCloneHandler::Custom( component_clone_observed_by, )) } else { self.remove_component_clone_handler_override::<ObservedBy>() } } } ``` ## Testing Includes some basic functionality tests and doctests. Performance-wise this feature is the same as calling `clone` followed by `insert` for every entity component. There is also some inherent overhead due to every component clone handler having to access component data through `World`, but this can be reduced without breaking current public API in a later PR. |
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6741e01dfa
|
Fix adding a subtree of required components to an existing tree replacing shallower required component constructors (#16441)
# Objective - Fixes #16406 even more. The previous implementation did not take into account the depth of the requiree when setting the depth relative to the required_by component. ## Solution - Add the depth of the requiree! ## Testing - Added a test. --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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4a6b686832
|
Fix runtime required components not registering correctly (#16436)
# Objective - Fixes #16406 - Fixes an issue where registering a "deeper" required component, then a "shallower" required component, would result in the wrong required constructor being used for the root component. ## Solution - Make `register_required_components` add any "parent" of a component as `required_by` to the new "child". - Assign the depth of the `requiree` plus 1 as the depth of a new runtime required component. ## Testing - Added two new tests. |
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ded5ce27ae
|
Fix bubbling of runtime requirements for #[require(...)] attribute (#16410)
# Objective Fixes #16406. Currently, the `#[require(...)]` attribute internally registers component requirements using `register_required_components_manual`. This is done recursively in a way where every requirement in the "inheritance tree" is added into a flat `RequiredComponents` hash map with component constructors and inheritance depths stored. However, this does not consider runtime requirements: if a plugins has already registered `C` as required by `B`, and a component `A` requires `B` through the macro attribute, spawning an entity with `A` won't add `C`. The `required_by` hash set for `C` doesn't have `A`, and the `RequiredComponents` of `A` don't have `C`. Intuitively, I would've thought that the macro attribute's requirements were always added *before* runtime requirements, and in that case I believe this shouldn't have been an issue. But the macro requirements are based on `Component::register_required_components`, which in a lot of cases (I think) is only called *after* the first time a bundle with the component is inserted. So if a runtime requirement is defined *before* this (as is often the case, during `Plugin::build`), the macro may not take it into account. ## Solution Register requirements inherited from the `required` component in `register_required_components_manual_unchecked`. ## Testing I added a test, essentially the same as in #16406, and it now passes. I also ran some of the tests in #16409, and they seem to work as expected. All the existing tests for required components pass. |
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3d6b24880e
|
Add insert_batch and variations (#15702)
# Objective `insert_or_spawn_batch` exists, but a version for just inserting doesn't - Closes #2693 - Closes #8384 - Adopts/supersedes #8600 ## Solution Add `insert_batch`, along with the most common `insert` variations: - `World::insert_batch` - `World::insert_batch_if_new` - `World::try_insert_batch` - `World::try_insert_batch_if_new` - `Commands::insert_batch` - `Commands::insert_batch_if_new` - `Commands::try_insert_batch` - `Commands::try_insert_batch_if_new` ## Testing Added tests, and added a benchmark for `insert_batch`. Performance is slightly better than `insert_or_spawn_batch` when only inserting:  <details> <summary>old benchmark</summary> This was before reworking it to remove the `UnsafeWorldCell`:  </details> --- ## Showcase Usage is the same as `insert_or_spawn_batch`: ``` use bevy_ecs::{entity::Entity, world::World, component::Component}; #[derive(Component)] struct A(&'static str); #[derive(Component, PartialEq, Debug)] struct B(f32); let mut world = World::new(); let entity_a = world.spawn_empty().id(); let entity_b = world.spawn_empty().id(); world.insert_batch([ (entity_a, (A("a"), B(0.0))), (entity_b, (A("b"), B(1.0))), ]); assert_eq!(world.get::<B>(entity_a), Some(&B(0.0))); ``` |
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d1bd46d45e
|
Deprecate get_or_spawn (#15652)
# Objective After merging retained rendering world #15320, we now have a good way of creating a link between worlds (*HIYAA intensifies*). This means that `get_or_spawn` is no longer necessary for that function. Entity should be opaque as the warning above `get_or_spawn` says. This is also part of #15459. I'm deprecating `get_or_spawn_batch` in a different PR in order to keep the PR small in size. ## Solution Deprecate `get_or_spawn` and replace it with `get_entity` in most contexts. If it's possible to query `&RenderEntity`, then the entity is synced and `render_entity.id()` is initialized in the render world. ## Migration Guide If you are given an `Entity` and you want to do something with it, use `Commands.entity(...)` or `World.entity(...)`. If instead you want to spawn something use `Commands.spawn(...)` or `World.spawn(...)`. If you are not sure if an entity exists, you can always use `get_entity` and match on the `Option<...>` that is returned. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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584d14808a
|
Allow World::entity family of functions to take multiple entities and get multiple references back (#15614)
# Objective Following the pattern established in #15593, we can reduce the API surface of `World` by providing a single function to grab both a singular entity reference, or multiple entity references. ## Solution The following functions can now also take multiple entity IDs and will return multiple entity references back: - `World::entity` - `World::get_entity` - `World::entity_mut` - `World::get_entity_mut` - `DeferredWorld::entity_mut` - `DeferredWorld::get_entity_mut` If you pass in X, you receive Y: - give a single `Entity`, receive a single `EntityRef`/`EntityWorldMut` (matches current behavior) - give a `[Entity; N]`/`&[Entity; N]` (array), receive an equally-sized `[EntityRef; N]`/`[EntityMut; N]` - give a `&[Entity]` (slice), receive a `Vec<EntityRef>`/`Vec<EntityMut>` - give a `&EntityHashSet`, receive a `EntityHashMap<EntityRef>`/`EntityHashMap<EntityMut>` Note that `EntityWorldMut` is only returned in the single-entity case, because having multiple at the same time would lead to UB. Also, `DeferredWorld` receives an `EntityMut` in the single-entity case because it does not allow structural access. ## Testing - Added doc-tests on `World::entity`, `World::entity_mut`, and `DeferredWorld::entity_mut` - Added tests for aliased mutability and entity existence --- ## Showcase <details> <summary>Click to view showcase</summary> The APIs for fetching `EntityRef`s and `EntityMut`s from the `World` have been unified. ```rust // This code will be referred to by subsequent code blocks. let world = World::new(); let e1 = world.spawn_empty().id(); let e2 = world.spawn_empty().id(); let e3 = world.spawn_empty().id(); ``` Querying for a single entity remains mostly the same: ```rust // 0.14 let eref: EntityRef = world.entity(e1); let emut: EntityWorldMut = world.entity_mut(e1); let eref: Option<EntityRef> = world.get_entity(e1); let emut: Option<EntityWorldMut> = world.get_entity_mut(e1); // 0.15 let eref: EntityRef = world.entity(e1); let emut: EntityWorldMut = world.entity_mut(e1); let eref: Result<EntityRef, Entity> = world.get_entity(e1); let emut: Result<EntityWorldMut, Entity> = world.get_entity_mut(e1); ``` Querying for multiple entities with an array has changed: ```rust // 0.14 let erefs: [EntityRef; 2] = world.many_entities([e1, e2]); let emuts: [EntityMut; 2] = world.many_entities_mut([e1, e2]); let erefs: Result<[EntityRef; 2], Entity> = world.get_many_entities([e1, e2]); let emuts: Result<[EntityMut; 2], QueryEntityError> = world.get_many_entities_mut([e1, e2]); // 0.15 let erefs: [EntityRef; 2] = world.entity([e1, e2]); let emuts: [EntityMut; 2] = world.entity_mut([e1, e2]); let erefs: Result<[EntityRef; 2], Entity> = world.get_entity([e1, e2]); let emuts: Result<[EntityMut; 2], EntityFetchError> = world.get_entity_mut([e1, e2]); ``` Querying for multiple entities with a slice has changed: ```rust let ids = vec![e1, e2, e3]); // 0.14 let erefs: Result<Vec<EntityRef>, Entity> = world.get_many_entities_dynamic(&ids[..]); let emuts: Result<Vec<EntityMut>, QueryEntityError> = world.get_many_entities_dynamic_mut(&ids[..]); // 0.15 let erefs: Result<Vec<EntityRef>, Entity> = world.get_entity(&ids[..]); let emuts: Result<Vec<EntityMut>, EntityFetchError> = world.get_entity_mut(&ids[..]); let erefs: Vec<EntityRef> = world.entity(&ids[..]); // Newly possible! let emuts: Vec<EntityMut> = world.entity_mut(&ids[..]); // Newly possible! ``` Querying for multiple entities with an `EntityHashSet` has changed: ```rust let set = EntityHashSet::from_iter([e1, e2, e3]); // 0.14 let emuts: Result<Vec<EntityMut>, QueryEntityError> = world.get_many_entities_from_set_mut(&set); // 0.15 let emuts: Result<EntityHashMap<EntityMut>, EntityFetchError> = world.get_entity_mut(&set); let erefs: Result<EntityHashMap<EntityRef>, EntityFetchError> = world.get_entity(&set); // Newly possible! let emuts: EntityHashMap<EntityMut> = world.entity_mut(&set); // Newly possible! let erefs: EntityHashMap<EntityRef> = world.entity(&set); // Newly possible! ``` </details> ## Migration Guide - `World::get_entity` now returns `Result<_, Entity>` instead of `Option<_>`. - Use `world.get_entity(..).ok()` to return to the previous behavior. - `World::get_entity_mut` and `DeferredWorld::get_entity_mut` now return `Result<_, EntityFetchError>` instead of `Option<_>`. - Use `world.get_entity_mut(..).ok()` to return to the previous behavior. - Type inference for `World::entity`, `World::entity_mut`, `World::get_entity`, `World::get_entity_mut`, `DeferredWorld::entity_mut`, and `DeferredWorld::get_entity_mut` has changed, and might now require the input argument's type to be explicitly written when inside closures. - The following functions have been deprecated, and should be replaced as such: - `World::many_entities` -> `World::entity::<[Entity; N]>` - `World::many_entities_mut` -> `World::entity_mut::<[Entity; N]>` - `World::get_many_entities` -> `World::get_entity::<[Entity; N]>` - `World::get_many_entities_dynamic` -> `World::get_entity::<&[Entity]>` - `World::get_many_entities_mut` -> `World::get_entity_mut::<[Entity; N]>` - The equivalent return type has changed from `Result<_, QueryEntityError>` to `Result<_, EntityFetchError>` - `World::get_many_entities_dynamic_mut` -> `World::get_entity_mut::<&[Entity]>1 - The equivalent return type has changed from `Result<_, QueryEntityError>` to `Result<_, EntityFetchError>` - `World::get_many_entities_from_set_mut` -> `World::get_entity_mut::<&EntityHashSet>` - The equivalent return type has changed from `Result<Vec<EntityMut>, QueryEntityError>` to `Result<EntityHashMap<EntityMut>, EntityFetchError>`. If necessary, you can still convert the `EntityHashMap` into a `Vec`. |
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8bf5d99d86
|
Add method to remove component and all required components for removed component (#15026)
## Objective The new Required Components feature (#14791) in Bevy allows spawning a fixed set of components with a single method with cool require macro. However, there's currently no corresponding method to remove all those components together. This makes it challenging to keep insertion and removal code in sync, especially for simple using cases. ```rust #[derive(Component)] #[require(Y)] struct X; #[derive(Component, Default)] struct Y; world.entity_mut(e).insert(X); // Spawns both X and Y world.entity_mut(e).remove::<X>(); world.entity_mut(e).remove::<Y>(); // We need to manually remove dependencies without any sync with the `require` macro ``` ## Solution Simplifies component management by providing operations for removal required components. This PR introduces simple 'footgun' methods to removes all components of this bundle and its required components. Two new methods are introduced: For Commands: ```rust commands.entity(e).remove_with_requires::<B>(); ``` For World: ```rust world.entity_mut(e).remove_with_requires::<B>(); ``` For performance I created new field in Bundels struct. This new field "contributed_bundle_ids" contains cached ids for dynamic bundles constructed from bundle_info.cintributed_components() ## Testing The PR includes three test cases: 1. Removing a single component with requirements using World. 2. Removing a bundle with requirements using World. 3. Removing a single component with requirements using Commands. 4. Removing a single component with **runtime** requirements using Commands These tests ensure the feature works as expected across different scenarios. ## Showcase Example: ```rust use bevy_ecs::prelude::*; #[derive(Component)] #[require(Y)] struct X; #[derive(Component, Default)] #[require(Z)] struct Y; #[derive(Component, Default)] struct Z; #[derive(Component)] struct W; let mut world = World::new(); // Spawn an entity with X, Y, Z, and W components let entity = world.spawn((X, W)).id(); assert!(world.entity(entity).contains::<X>()); assert!(world.entity(entity).contains::<Y>()); assert!(world.entity(entity).contains::<Z>()); assert!(world.entity(entity).contains::<W>()); // Remove X and required components Y, Z world.entity_mut(entity).remove_with_requires::<X>(); assert!(!world.entity(entity).contains::<X>()); assert!(!world.entity(entity).contains::<Y>()); assert!(!world.entity(entity).contains::<Z>()); assert!(world.entity(entity).contains::<W>()); ``` ## Motivation for PR #15580 ## Performance I made simple benchmark ```rust let mut world = World::default(); let entity = world.spawn_empty().id(); let steps = 100_000_000; let start = std::time::Instant::now(); for _ in 0..steps { world.entity_mut(entity).insert(X); world.entity_mut(entity).remove::<(X, Y, Z, W)>(); } let end = std::time::Instant::now(); println!("normal remove: {:?} ", (end - start).as_secs_f32()); println!("one remove: {:?} micros", (end - start).as_secs_f64() / steps as f64 * 1_000_000.0); let start = std::time::Instant::now(); for _ in 0..steps { world.entity_mut(entity).insert(X); world.entity_mut(entity).remove_with_requires::<X>(); } let end = std::time::Instant::now(); println!("remove_with_requires: {:?} ", (end - start).as_secs_f32()); println!("one remove_with_requires: {:?} micros", (end - start).as_secs_f64() / steps as f64 * 1_000_000.0); ``` Output: CPU: Amd Ryzen 7 2700x ```bash normal remove: 17.36135 one remove: 0.17361348299999999 micros remove_with_requires: 17.534006 one remove_with_requires: 0.17534005400000002 micros ``` NOTE: I didn't find any tests or mechanism in the repository to update BundleInfo after creating new runtime requirements with an existing BundleInfo. So this PR also does not contain such logic. ## Future work (outside this PR) Create cache system for fast removing components in "safe" mode, where "safe" mode is remove only required components that will be no longer required after removing root component. --------- Co-authored-by: a.yamaev <a.yamaev@smartengines.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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46180a75f8
|
System param for dynamic resources (#15189)
# Objective Support accessing dynamic resources in a dynamic system, including accessing them by component id. This is similar to how dynamic components can be queried using `Query<FilteredEntityMut>`. ## Solution Create `FilteredResources` and `FilteredResourcesMut` types that act similar to `FilteredEntityRef` and `FilteredEntityMut` and that can be used as system parameters. ## Example ```rust // Use `FilteredResourcesParamBuilder` to declare access to resources. let system = (FilteredResourcesParamBuilder::new(|builder| { builder.add_read::<B>().add_read::<C>(); }),) .build_state(&mut world) .build_system(resource_system); world.init_resource::<A>(); world.init_resource::<C>(); fn resource_system(res: FilteredResources) { // The resource exists, but we have no access, so we can't read it. assert!(res.get::<A>().is_none()); // The resource doesn't exist, so we can't read it. assert!(res.get::<B>().is_none()); // The resource exists and we have access, so we can read it. let c = res.get::<C>().unwrap(); // The type parameter can be left out if it can be determined from use. let c: Res<C> = res.get().unwrap(); } ``` ## Future Work As a follow-up PR, `ReflectResource` can be modified to take `impl Into<FilteredResources>`, similar to how `ReflectComponent` takes `impl Into<FilteredEntityRef>`. That will allow dynamic resources to be accessed using reflection. |
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acea4e7e6f
|
Better warnings about invalid parameters (#15500)
# Objective System param validation warnings should be configurable and default to "warn once" (per system). Fixes: #15391 ## Solution `SystemMeta` is given a new `ParamWarnPolicy` field. The policy decides whether warnings will be emitted by each system param when it fails validation. The policy is updated by the system after param validation fails. Example warning: ``` 2024-09-30T18:10:04.740749Z WARN bevy_ecs::system::function_system: System fallible_params::do_nothing_fail_validation will not run because it requested inaccessible system parameter Single<(), (With<Player>, With<Enemy>)> ``` Currently, only the first invalid parameter is displayed. Warnings can be disabled on function systems using `.param_never_warn()`. (there is also `.with_param_warn_policy(policy)`) ## Testing Ran `fallible_params` example. --------- Co-authored-by: SpecificProtagonist <vincentjunge@posteo.net> |
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f3e8ae03cd
|
Runtime required components (#15458)
# Objective Fixes #15367. Currently, required components can only be defined through the `require` macro attribute. While this should be used in most cases, there are also several instances where you may want to define requirements at runtime, commonly in plugins. Example use cases: - Require components only if the relevant optional plugins are enabled. For example, a `SleepTimer` component (for physics) is only relevant if the `SleepPlugin` is enabled. - Third party crates can define their own requirements for first party types. For example, "each `Handle<Mesh>` should require my custom rendering data components". This also gets around the orphan rule. - Generic plugins that add marker components based on the existence of other components, like a generic `ColliderPlugin<C: AnyCollider>` that wants to add a `ColliderMarker` component for all types of colliders. - This is currently relevant for the retained render world in #15320. The `ExtractComponentPlugin<C>` should add `SyncToRenderWorld` to all components that should be extracted. This is currently done with observers, which is more expensive than required components, and causes archetype moves. - Replace some built-in components with custom versions. For example, if `GlobalTransform` required `Transform` through `TransformPlugin`, but we wanted to use a `CustomTransform` type, we could replace `TransformPlugin` with our own plugin. (This specific example isn't good, but there are likely better use cases where this may be useful) See #15367 for more in-depth reasoning. ## Solution Add `register_required_components::<T, R>` and `register_required_components_with::<T, R>` methods for `Default` and custom constructors respectively. These methods exist on `App` and `World`. ```rust struct BirdPlugin; impl Plugin for BirdPlugin { fn plugin(app: &mut App) { // Make `Bird` require `Wings` with a `Default` constructor. app.register_required_components::<Bird, Wings>(); // Make `Wings` require `FlapSpeed` with a custom constructor. // Fun fact: Some hummingbirds can flutter their wings 80 times per second! app.register_required_components_with::<Wings, FlapSpeed>(|| FlapSpeed::from_duration(1.0 / 80.0)); } } ``` The custom constructor is a function pointer to match the `require` API, though it could take a raw value too. Requirement inheritance works similarly as with the `require` attribute. If `Bird` required `FlapSpeed` directly, it would take precedence over indirectly requiring it through `Wings`. The same logic applies to all levels of the inheritance tree. Note that registering the same component requirement more than once will panic, similarly to trying to add multiple component hooks of the same type to the same component. This avoids constructor conflicts and confusing ordering issues. ### Implementation Runtime requirements have two additional challenges in comparison to the `require` attribute. 1. The `require` attribute uses recursion and macros with clever ordering to populate hash maps of required components for each component type. The expected semantics are that "more specific" requirements override ones deeper in the inheritance tree. However, at runtime, there is no representation of how "specific" each requirement is. 2. If you first register the requirement `X -> Y`, and later register `Y -> Z`, then `X` should also indirectly require `Z`. However, `Y` itself doesn't know that it is required by `X`, so it's not aware that it should update the list of required components for `X`. My solutions to these problems are: 1. Store the depth in the inheritance tree for each entry of a given component's `RequiredComponents`. This is used to determine how "specific" each requirement is. For `require`-based registration, these depths are computed as part of the recursion. 2. Store and maintain a `required_by` list in each component's `ComponentInfo`, next to `required_components`. For `require`-based registration, these are also added after each registration, as part of the recursion. When calling `register_required_components`, it works as follows: 1. Get the required components of `Foo`, and check that `Bar` isn't already a *direct* requirement. 3. Register `Bar` as a required component for `Foo`, and add `Foo` to the `required_by` list for `Bar`. 4. Find and register all indirect requirements inherited from `Bar`, adding `Foo` to the `required_by` list for each component. 5. Iterate through components that require `Foo`, registering the new inherited requires for them as indirect requirements. The runtime registration is likely slightly more expensive than the `require` version, but it is a one-time cost, and quite negligible in practice, unless projects have hundreds or thousands of runtime requirements. I have not benchmarked this however. This does also add a small amount of extra cost to the `require` attribute for updating `required_by` lists, but I expect it to be very minor. ## Testing I added some tests that are copies of the `require` versions, as well as some tests that are more specific to the runtime implementation. I might add a few more tests though. ## Discussion - Is `register_required_components` a good name? Originally I went for `register_component_requirement` to be consistent with `register_component_hooks`, but the general feature is often referred to as "required components", which is why I changed it to `register_required_components`. - Should we *not* panic for duplicate requirements? If so, should they just be ignored, or should the latest registration overwrite earlier ones? - If we do want to panic for duplicate, conflicting registrations, should we at least not panic if the registrations are *exactly* the same, i.e. same component and same constructor? The current implementation panics for all duplicate direct registrations regardless of the constructor. ## Next Steps - Allow `register_required_components` to take a `Bundle` instead of a single required component. - I could also try to do it in this PR if that would be preferable. - Not directly related, but archetype invariants? |
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fc93e13c36
|
Populated (query) system param (#15488)
# Objective Add a `Populated` system parameter that acts like `Query`, but prevents system from running if there are no matching entities. Fixes: #15302 ## Solution Implement the system param which newtypes the `Query`. The only change is new validation, which fails if query is empty. The new system param is used in `fallible_params` example. ## Testing Ran `fallible_params` example. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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f97eba2082
|
Add VisitEntities for generic and reflectable Entity iteration (#15425)
# Objective - Provide a generic and _reflectable_ way to iterate over contained entities ## Solution Adds two new traits: * `VisitEntities`: Reflectable iteration, accepts a closure rather than producing an iterator. Implemented by default for `IntoIterator` implementing types. A proc macro is also provided. * A `Mut` variant of the above. Its derive macro uses the same field attribute to avoid repetition. ## Testing Added a test for `VisitEntities` that also transitively tests its derive macro as well as the default `MapEntities` impl. |
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8316d89699
|
rename QuerySingle to Single (#15507)
# Objective - Fixes #15504 |
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![]() |
c1486654d7
|
QuerySingle family of system params (#15476)
# Objective Add the following system params: - `QuerySingle<D, F>` - Valid if only one matching entity exists, - `Option<QuerySingle<D, F>>` - Valid if zero or one matching entity exists. As @chescock pointed out, we don't need `Mut` variants. Fixes: #15264 ## Solution Implement the type and both variants of system params. Also implement `ReadOnlySystemParam` for readonly queries. Added a new ECS example `fallible_params` which showcases `SingleQuery` usage. In the future we might want to add `NonEmptyQuery`, `NonEmptyEventReader` and `Res` to it (or maybe just stop at mentioning it). ## Testing Tested with the example. There is a lot of warning spam so we might want to implement #15391. |
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d70595b667
|
Add core and alloc over std Lints (#15281)
# Objective - Fixes #6370 - Closes #6581 ## Solution - Added the following lints to the workspace: - `std_instead_of_core` - `std_instead_of_alloc` - `alloc_instead_of_core` - Used `cargo +nightly fmt` with [item level use formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Item%5C%3A) to split all `use` statements into single items. - Used `cargo clippy --workspace --all-targets --all-features --fix --allow-dirty` to _attempt_ to resolve the new linting issues, and intervened where the lint was unable to resolve the issue automatically (usually due to needing an `extern crate alloc;` statement in a crate root). - Manually removed certain uses of `std` where negative feature gating prevented `--all-features` from finding the offending uses. - Used `cargo +nightly fmt` with [crate level use formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Crate%5C%3A) to re-merge all `use` statements matching Bevy's previous styling. - Manually fixed cases where the `fmt` tool could not re-merge `use` statements due to conditional compilation attributes. ## Testing - Ran CI locally ## Migration Guide The MSRV is now 1.81. Please update to this version or higher. ## Notes - This is a _massive_ change to try and push through, which is why I've outlined the semi-automatic steps I used to create this PR, in case this fails and someone else tries again in the future. - Making this change has no impact on user code, but does mean Bevy contributors will be warned to use `core` and `alloc` instead of `std` where possible. - This lint is a critical first step towards investigating `no_std` options for Bevy. --------- Co-authored-by: François Mockers <francois.mockers@vleue.com> |
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35d10866b8
|
Rename init_component & friends (#15454)
# Objective - Fixes #15451 ## Migration Guide - `World::init_component` has been renamed to `register_component`. - `World::init_component_with_descriptor` has been renamed to `register_component_with_descriptor`. - `World::init_bundle` has been renamed to `register_bundle`. - `Components::init_component` has been renamed to `register_component`. - `Components::init_component_with_descriptor` has been renamed to `register_component_with_descriptor`. - `Components::init_resource` has been renamed to `register_resource`. - `Components::init_non_send` had been renamed to `register_non_send`. |
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efda7f3f9c
|
Simpler lint fixes: makes ci lints work but disables a lint for now (#15376)
Takes the first two commits from #15375 and adds suggestions from this comment: https://github.com/bevyengine/bevy/pull/15375#issuecomment-2366968300 See #15375 for more reasoning/motivation. ## Rebasing (rerunning) ```rust git switch simpler-lint-fixes git reset --hard main cargo fmt --all -- --unstable-features --config normalize_comments=true,imports_granularity=Crate cargo fmt --all git add --update git commit --message "rustfmt" cargo clippy --workspace --all-targets --all-features --fix cargo fmt --all -- --unstable-features --config normalize_comments=true,imports_granularity=Crate cargo fmt --all git add --update git commit --message "clippy" git cherry-pick e6c0b94f6795222310fb812fa5c4512661fc7887 ``` |
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c7ec456e50
|
Support systems that take references as input (#15184)
# Objective - Fixes #14924 - Closes #9584 ## Solution - We introduce a new trait, `SystemInput`, that serves as a type function from the `'static` form of the input, to its lifetime'd version, similarly to `SystemParam` or `WorldQuery`. - System functions now take the lifetime'd wrapped version, `SystemInput::Param<'_>`, which prevents the issue presented in #14924 (i.e. `InRef<T>`). - Functions for running systems now take the lifetime'd unwrapped version, `SystemInput::Inner<'_>` (i.e. `&T`). - Due to the above change, system piping had to be re-implemented as a standalone type, rather than `CombinatorSystem` as it was previously. - Removes the `Trigger<'static, E, B>` transmute in observer runner code. ## Testing - All current tests pass. - Added additional tests and doc-tests. --- ## Showcase ```rust let mut world = World::new(); let mut value = 2; // Currently possible: fn square(In(input): In<usize>) -> usize { input * input } value = world.run_system_once_with(value, square); // Now possible: fn square_mut(InMut(input): InMut<usize>) { *input *= *input; } world.run_system_once_with(&mut value, square_mut); // Or: fn square_ref(InRef(input): InRef<usize>) -> usize { *input * *input } value = world.run_system_once_with(&value, square_ref); ``` ## Migration Guide - All current explicit usages of the following types must be changed in the way specified: - `SystemId<I, O>` to `SystemId<In<I>, O>` - `System<In = T>` to `System<In = In<T>>` - `IntoSystem<I, O, M>` to `IntoSystem<In<I>, O, M>` - `Condition<M, T>` to `Condition<M, In<T>>` - `In<Trigger<E, B>>` is no longer a valid input parameter type. Use `Trigger<E, B>` directly, instead. --------- Co-authored-by: Giacomo Stevanato <giaco.stevanato@gmail.com> |
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9bda913e36
|
Remove redundent information and optimize dynamic allocations in Table (#12929)
# Objective - fix #12853 - Make `Table::allocate` faster ## Solution The PR consists of multiple steps: 1) For the component data: create a new data-structure that's similar to `BlobVec` but doesn't store `len` & `capacity` inside of it: "BlobArray" (name suggestions welcome) 2) For the `Tick` data: create a new data-structure that's similar to `ThinSlicePtr` but supports dynamic reallocation: "ThinArrayPtr" (name suggestions welcome) 3) Create a new data-structure that's very similar to `Column` that doesn't store `len` & `capacity` inside of it: "ThinColumn" 4) Adjust the `Table` implementation to use `ThinColumn` instead of `Column` The result is that only one set of `len` & `capacity` is stored in `Table`, in `Table::entities` ### Notes Regarding Performance Apart from shaving off some excess memory in `Table`, the changes have also brought noteworthy performance improvements: The previous implementation relied on `Vec::reserve` & `BlobVec::reserve`, but that redundantly repeated the same if statement (`capacity` == `len`). Now that check could be made at the `Table` level because the capacity and length of all the columns are synchronized; saving N branches per allocation. The result is a respectable performance improvement per every `Table::reserve` (and subsequently `Table::allocate`) call. I'm hesitant to give exact numbers because I don't have a lot of experience in profiling and benchmarking, but these are the results I got so far: *`add_remove_big/table` benchmark after the implementation:*  *`add_remove_big/table` benchmark in main branch (measured in comparison to the implementation):*  *`add_remove_very_big/table` benchmark after the implementation:*  *`add_remove_very_big/table` benchmark in main branch (measured in comparison to the implementation):*  cc @james7132 to verify --- ## Changelog - New data-structure that's similar to `BlobVec` but doesn't store `len` & `capacity` inside of it: `BlobArray` - New data-structure that's similar to `ThinSlicePtr` but supports dynamic allocation:`ThinArrayPtr` - New data-structure that's very similar to `Column` that doesn't store `len` & `capacity` inside of it: `ThinColumn` - Adjust the `Table` implementation to use `ThinColumn` instead of `Column` - New benchmark: `add_remove_very_big` to benchmark the performance of spawning a lot of entities with a lot of components (15) each ## Migration Guide `Table` now uses `ThinColumn` instead of `Column`. That means that methods that previously returned `Column`, will now return `ThinColumn` instead. `ThinColumn` has a much more limited and low-level API, but you can still achieve the same things in `ThinColumn` as you did in `Column`. For example, instead of calling `Column::get_added_tick`, you'd call `ThinColumn::get_added_ticks_slice` and index it to get the specific added tick. --------- Co-authored-by: James Liu <contact@jamessliu.com> |
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6ec6a55645
|
Unify crate-level preludes (#15080)
# Objective
- Crate-level prelude modules, such as `bevy_ecs::prelude`, are plagued
with inconsistency! Let's fix it!
## Solution
Format all preludes based on the following rules:
1. All preludes should have brief documentation in the format of:
> The _name_ prelude.
>
> This includes the most common types in this crate, re-exported for
your convenience.
2. All documentation should be outer, not inner. (`///` instead of
`//!`.)
3. No prelude modules should be annotated with `#[doc(hidden)]`. (Items
within them may, though I'm not sure why this was done.)
## Testing
- I manually searched for the term `mod prelude` and updated all
occurrences by hand. 🫠
---------
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
|
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bc13161416
|
Migrated NonZero* to NonZero<*> (#14978)
# Objective - Fixes #14974 ## Solution - Replace all* instances of `NonZero*` with `NonZero<*>` ## Testing - CI passed locally. --- ## Notes Within the `bevy_reflect` implementations for `std` types, `impl_reflect_value!()` will continue to use the type aliases instead, as it inappropriately parses the concrete type parameter as a generic argument. If the `ZeroablePrimitive` trait was stable, or the macro could be modified to accept a finite list of types, then we could fully migrate. |
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9cdb915809
|
Required Components (#14791)
## Introduction This is the first step in my [Next Generation Scene / UI Proposal](https://github.com/bevyengine/bevy/discussions/14437). Fixes https://github.com/bevyengine/bevy/issues/7272 #14800. Bevy's current Bundles as the "unit of construction" hamstring the UI user experience and have been a pain point in the Bevy ecosystem generally when composing scenes: * They are an additional _object defining_ concept, which must be learned separately from components. Notably, Bundles _are not present at runtime_, which is confusing and limiting. * They can completely erase the _defining component_ during Bundle init. For example, `ButtonBundle { style: Style::default(), ..default() }` _makes no mention_ of the `Button` component symbol, which is what makes the Entity a "button"! * They are not capable of representing "dependency inheritance" without completely non-viable / ergonomically crushing nested bundles. This limitation is especially painful in UI scenarios, but it applies to everything across the board. * They introduce a bunch of additional nesting when defining scenes, making them ugly to look at * They introduce component name "stutter": `SomeBundle { component_name: ComponentName::new() }` * They require copious sprinklings of `..default()` when spawning them in Rust code, due to the additional layer of nesting **Required Components** solve this by allowing you to define which components a given component needs, and how to construct those components when they aren't explicitly provided. This is what a `ButtonBundle` looks like with Bundles (the current approach): ```rust #[derive(Component, Default)] struct Button; #[derive(Bundle, Default)] struct ButtonBundle { pub button: Button, pub node: Node, pub style: Style, pub interaction: Interaction, pub focus_policy: FocusPolicy, pub border_color: BorderColor, pub border_radius: BorderRadius, pub image: UiImage, pub transform: Transform, pub global_transform: GlobalTransform, pub visibility: Visibility, pub inherited_visibility: InheritedVisibility, pub view_visibility: ViewVisibility, pub z_index: ZIndex, } commands.spawn(ButtonBundle { style: Style { width: Val::Px(100.0), height: Val::Px(50.0), ..default() }, focus_policy: FocusPolicy::Block, ..default() }) ``` And this is what it looks like with Required Components: ```rust #[derive(Component)] #[require(Node, UiImage)] struct Button; commands.spawn(( Button, Style { width: Val::Px(100.0), height: Val::Px(50.0), ..default() }, FocusPolicy::Block, )); ``` With Required Components, we mention only the most relevant components. Every component required by `Node` (ex: `Style`, `FocusPolicy`, etc) is automatically brought in! ### Efficiency 1. At insertion/spawn time, Required Components (including recursive required components) are initialized and inserted _as if they were manually inserted alongside the given components_. This means that this is maximally efficient: there are no archetype or table moves. 2. Required components are only initialized and inserted if they were not manually provided by the developer. For the code example in the previous section, because `Style` and `FocusPolicy` are inserted manually, they _will not_ be initialized and inserted as part of the required components system. Efficient! 3. The "missing required components _and_ constructors needed for an insertion" are cached in the "archetype graph edge", meaning they aren't computed per-insertion. When a component is inserted, the "missing required components" list is iterated (and that graph edge (AddBundle) is actually already looked up for us during insertion, because we need that for "normal" insert logic too). ### IDE Integration The `#[require(SomeComponent)]` macro has been written in such a way that Rust Analyzer can provide type-inspection-on-hover and `F12` / go-to-definition for required components. ### Custom Constructors The `require` syntax expects a `Default` constructor by default, but it can be overridden with a custom constructor: ```rust #[derive(Component)] #[require( Node, Style(button_style), UiImage )] struct Button; fn button_style() -> Style { Style { width: Val::Px(100.0), ..default() } } ``` ### Multiple Inheritance You may have noticed by now that this behaves a bit like "multiple inheritance". One of the problems that this presents is that it is possible to have duplicate requires for a given type at different levels of the inheritance tree: ```rust #[derive(Component) struct X(usize); #[derive(Component)] #[require(X(x1)) struct Y; fn x1() -> X { X(1) } #[derive(Component)] #[require( Y, X(x2), )] struct Z; fn x2() -> X { X(2) } // What version of X is inserted for Z? commands.spawn(Z); ``` This is allowed (and encouraged), although this doesn't appear to occur much in practice. First: only one version of `X` is initialized and inserted for `Z`. In the case above, I think we can all probably agree that it makes the most sense to use the `x2` constructor for `X`, because `Y`'s `x1` constructor exists "beneath" `Z` in the inheritance hierarchy; `Z`'s constructor is "more specific". The algorithm is simple and predictable: 1. Use all of the constructors (including default constructors) directly defined in the spawned component's require list 2. In the order the requires are defined in `#[require()]`, recursively visit the require list of each of the components in the list (this is a depth Depth First Search). When a constructor is found, it will only be used if one has not already been found. From a user perspective, just think about this as the following: 1. Specifying a required component constructor for `Foo` directly on a spawned component `Bar` will result in that constructor being used (and overriding existing constructors lower in the inheritance tree). This is the classic "inheritance override" behavior people expect. 2. For cases where "multiple inheritance" results in constructor clashes, Components should be listed in "importance order". List a component earlier in the requirement list to initialize its inheritance tree earlier. Required Components _does_ generally result in a model where component values are decoupled from each other at construction time. Notably, some existing Bundle patterns use bundle constructors to initialize multiple components with shared state. I think (in general) moving away from this is necessary: 1. It allows Required Components (and the Scene system more generally) to operate according to simple rules 2. The "do arbitrary init value sharing in Bundle constructors" approach _already_ causes data consistency problems, and those problems would be exacerbated in the context of a Scene/UI system. For cases where shared state is truly necessary, I think we are better served by observers / hooks. 3. If a situation _truly_ needs shared state constructors (which should be rare / generally discouraged), Bundles are still there if they are needed. ## Next Steps * **Require Construct-ed Components**: I have already implemented this (as defined in the [Next Generation Scene / UI Proposal](https://github.com/bevyengine/bevy/discussions/14437). However I've removed `Construct` support from this PR, as that has not landed yet. Adding this back in requires relatively minimal changes to the current impl, and can be done as part of a future Construct pr. * **Port Built-in Bundles to Required Components**: This isn't something we should do right away. It will require rethinking our public interfaces, which IMO should be done holistically after the rest of Next Generation Scene / UI lands. I think we should merge this PR first and let people experiment _inside their own code with their own Components_ while we wait for the rest of the new scene system to land. * **_Consider_ Automatic Required Component Removal**: We should evaluate _if_ automatic Required Component removal should be done. Ex: if all components that explicitly require a component are removed, automatically remove that component. This issue has been explicitly deferred in this PR, as I consider the insertion behavior to be desirable on its own (and viable on its own). I am also doubtful that we can find a design that has behavior we actually want. Aka: can we _really_ distinguish between a component that is "only there because it was automatically inserted" and "a component that was necessary / should be kept". See my [discussion response here](https://github.com/bevyengine/bevy/discussions/14437#discussioncomment-10268668) for more details. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com> Co-authored-by: Pascal Hertleif <killercup@gmail.com> |
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6da2305e49
|
Add Command and co. to prelude (#14751)
# Objective Make it easier to write and work with custom `Command`s and `EntityCommand`s. See https://discord.com/channels/691052431525675048/692572690833473578/1273030340235100214 for (brief) context. ## Solution Re-export `Command`, `EntityCommand`, and `EntityCommands` in the `bevy_ecs::prelude`, where `Commands` is already re-exported. |
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aab1f8e435
|
Use #[doc(fake_variadic)] to improve docs readability (#14703)
# Objective - Fixes #14697 ## Solution This PR modifies the existing `all_tuples!` macro to optionally accept a `#[doc(fake_variadic)]` attribute in its input. If the attribute is present, each invocation of the impl macro gets the correct attributes (i.e. the first impl receives `#[doc(fake_variadic)]` while the other impls are hidden using `#[doc(hidden)]`. Impls for the empty tuple (unit type) are left untouched (that's what the [standard library](https://doc.rust-lang.org/std/cmp/trait.PartialEq.html#impl-PartialEq-for-()) and [serde](https://docs.rs/serde/latest/serde/trait.Serialize.html#impl-Serialize-for-()) do). To work around https://github.com/rust-lang/cargo/issues/8811 and to get impls on re-exports to correctly show up as variadic, `--cfg docsrs_dep` is passed when building the docs for the toplevel `bevy` crate. `#[doc(fake_variadic)]` only works on tuples and fn pointers, so impls for structs like `AnyOf<(T1, T2, ..., Tn)>` are unchanged. ## Testing I built the docs locally using `RUSTDOCFLAGS='--cfg docsrs' RUSTFLAGS='--cfg docsrs_dep' cargo +nightly doc --no-deps --workspace` and checked the documentation page of a trait both in its original crate and the re-exported version in `bevy`. The description should correctly mention for how many tuple items the trait is implemented. I added `rustc-args` for docs.rs to the `bevy` crate, I hope there aren't any other notable crates that re-export `#[doc(fake_variadic)]` traits. --- ## Showcase `bevy_ecs::query::QueryData`: <img width="1015" alt="Screenshot 2024-08-12 at 16 41 28" src="https://github.com/user-attachments/assets/d40136ed-6731-475f-91a0-9df255cd24e3"> `bevy::ecs::query::QueryData` (re-export): <img width="1005" alt="Screenshot 2024-08-12 at 16 42 57" src="https://github.com/user-attachments/assets/71d44cf0-0ab0-48b0-9a51-5ce332594e12"> ## Original Description <details> Resolves #14697 Submitting as a draft for now, very WIP. Unfortunately, the docs don't show the variadics nicely when looking at reexported items. For example: `bevy_ecs::bundle::Bundle` correctly shows the variadic impl:  while `bevy::ecs::bundle::Bundle` (the reexport) shows all the impls (not good):  Built using `RUSTDOCFLAGS='--cfg docsrs' cargo +nightly doc --workspace --no-deps` (`--no-deps` because of wgpu-core). Maybe I missed something or this is a limitation in the *totally not private* `#[doc(fake_variadic)]` thingy. In any case I desperately need some sleep now :)) </details> |
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d4ec80d5d2
|
Support more kinds of system params in buildable systems. (#14050)
# Objective Support more kinds of system params in buildable systems, such as a `ParamSet` or `Vec` containing buildable params or tuples of buildable params. ## Solution Replace the `BuildableSystemParam` trait with `SystemParamBuilder` to make it easier to compose builders. Provide implementations for existing buildable params, plus tuples, `ParamSet`, and `Vec`. ## Examples ```rust // ParamSet of tuple: let system = (ParamSetBuilder(( QueryParamBuilder::new(|builder| { builder.with::<B>(); }), QueryParamBuilder::new(|builder| { builder.with::<C>(); }), )),) .build_state(&mut world) .build_system(|mut params: ParamSet<(Query<&mut A>, Query<&mut A>)>| { params.p0().iter().count() + params.p1().iter().count() }); // ParamSet of Vec: let system = (ParamSetBuilder(vec![ QueryParamBuilder::new_box(|builder| { builder.with::<B>(); }), QueryParamBuilder::new_box(|builder| { builder.with::<C>(); }), ]),) .build_state(&mut world) .build_system(|mut params: ParamSet<Vec<Query<&mut A>>>| { let mut count = 0; params.for_each(|mut query| count += query.iter_mut().count()); count }); ``` ## Migration Guide The API for `SystemBuilder` has changed. Instead of constructing a builder with a world and then adding params, you first create a tuple of param builders and then supply the world. ```rust // Before let system = SystemBuilder::<()>::new(&mut world) .local::<u64>() .builder::<Local<u64>>(|x| *x = 10) .builder::<Query<&A>>(|builder| { builder.with::<B>(); }) .build(system); // After let system = ( ParamBuilder, LocalBuilder(10), QueryParamBuilder::new(|builder| { builder.with::<B>(); }), ) .build_state(&mut world) .build_system(system); ``` ## Possible Future Work Here are a few possible follow-up changes. I coded them up to prove that this API can support them, but they aren't necessary for this PR. * chescock/bevy#1 * chescock/bevy#2 * chescock/bevy#3 |
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e85c072372
|
Fix soudness issue with Conflicts involving read_all and write_all (#14579)
# Objective - Fixes https://github.com/bevyengine/bevy/issues/14575 - There is a soundness issue because we use `conflicts()` to check for system ambiguities + soundness issues. However since the current conflicts is a `Vec<T>`, we cannot express conflicts where there is no specific `ComponentId` at fault. For example `q1: Query<EntityMut>, q2: Query<EntityMut>` There was a TODO to handle the `write_all` case but it was never resolved ## Solution - Introduce an `AccessConflict` enum that is either a list of specific ids that are conflicting or `All` if all component ids are conflicting ## Testing - Introduced a new unit test to check for the `EntityMut` case ## Migration guide The `get_conflicts` method of `Access` now returns an `AccessConflict` enum instead of simply a `Vec` of `ComponentId`s that are causing the access conflict. This can be useful in cases where there are no particular `ComponentId`s conflicting, but instead **all** of them are; for example `fn system(q1: Query<EntityMut>, q2: Query<EntityRef>)` |
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3a664b052d
|
Separate component and resource access (#14561)
# Objective - Fixes https://github.com/bevyengine/bevy/issues/13139 - Fixes https://github.com/bevyengine/bevy/issues/7255 - Separates component from resource access so that we can correctly handles edge cases like the issue above - Inspired from https://github.com/bevyengine/bevy/pull/14472 ## Solution - Update access to have `component` fields and `resource` fields ## Testing - Added some unit tests |
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df61117850
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bevy_reflect: Function registry (#14098)
# Objective #13152 added support for reflecting functions. Now, we need a way to register those functions such that they may be accessed anywhere within the ECS. ## Solution Added a `FunctionRegistry` type similar to `TypeRegistry`. This allows a function to be registered and retrieved by name. ```rust fn foo() -> i32 { 123 } let mut registry = FunctionRegistry::default(); registry.register("my_function", foo); let function = registry.get_mut("my_function").unwrap(); let value = function.call(ArgList::new()).unwrap().unwrap_owned(); assert_eq!(value.downcast_ref::<i32>(), Some(&123)); ``` Additionally, I added an `AppFunctionRegistry` resource which wraps a `FunctionRegistryArc`. Functions can be registered into this resource using `App::register_function` or by getting a mutable reference to the resource itself. ### Limitations #### `Send + Sync` In order to get this registry to work across threads, it needs to be `Send + Sync`. This means that `DynamicFunction` needs to be `Send + Sync`, which means that its internal function also needs to be `Send + Sync`. In most cases, this won't be an issue because standard Rust functions (the type most likely to be registered) are always `Send + Sync`. Additionally, closures tend to be `Send + Sync` as well, granted they don't capture any `!Send` or `!Sync` variables. This PR adds this `Send + Sync` requirement, but as mentioned above, it hopefully shouldn't be too big of an issue. #### Closures Unfortunately, closures can't be registered yet. This will likely be explored and added in a followup PR. ### Future Work Besides addressing the limitations listed above, another thing we could look into is improving the lookup of registered functions. One aspect is in the performance of hashing strings. The other is in the developer experience of having to call `std::any::type_name_of_val` to get the name of their function (assuming they didn't give it a custom name). ## Testing You can run the tests locally with: ``` cargo test --package bevy_reflect ``` --- ## Changelog - Added `FunctionRegistry` - Added `AppFunctionRegistry` (a `Resource` available from `bevy_ecs`) - Added `FunctionRegistryArc` - Added `FunctionRegistrationError` - Added `reflect_functions` feature to `bevy_ecs` and `bevy_app` - `FunctionInfo` is no longer `Default` - `DynamicFunction` now requires its wrapped function be `Send + Sync` ## Internal Migration Guide > [!important] > Function reflection was introduced as part of the 0.15 dev cycle. This migration guide was written for developers relying on `main` during this cycle, and is not a breaking change coming from 0.14. `DynamicFunction` (both those created manually and those created with `IntoFunction`), now require `Send + Sync`. All standard Rust functions should meet that requirement. Closures, on the other hand, may not if they capture any `!Send` or `!Sync` variables from its environment. |
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ec4cf024f8
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Add a ComponentIndex and update QueryState creation/update to use it (#13460)
# Objective To implement relations we will need to add a `ComponentIndex`, which is a map from a Component to the list of archetypes that contain this component. One of the reasons is that with fragmenting relations the number of archetypes will explode, so it will become inefficient to create and update the query caches by iterating through the list of all archetypes. In this PR, we introduce the `ComponentIndex`, and we update the `QueryState` to make use of it: - if a query has at least 1 required component (i.e. something other than `()`, `Entity` or `Option<>`, etc.): for each of the required components we find the list of archetypes that contain it (using the ComponentIndex). Then, we select the smallest list among these. This gives a small subset of archetypes to iterate through compared with iterating through all new archetypes - if it doesn't, then we keep using the current approach of iterating through all new archetypes # Implementation - This breaks query iteration order, in the sense that we are not guaranteed anymore to return results in the order in which the archetypes were created. I think this should be fine because this wasn't an explicit bevy guarantee so users should not be relying on this. I updated a bunch of unit tests that were failing because of this. - I had an issue with the borrow checker because iterating the list of potential archetypes requires access to `&state.component_access`, which was conflicting with the calls to ``` if state.new_archetype_internal(archetype) { state.update_archetype_component_access(archetype, access); } ``` which need a mutable access to the state. The solution I chose was to introduce a `QueryStateView` which is a temporary view into the `QueryState` which enables a "split-borrows" kind of approach. It is described in detail in this blog post: https://smallcultfollowing.com/babysteps/blog/2018/11/01/after-nll-interprocedural-conflicts/ # Test The unit tests pass. Benchmark results: ``` ❯ critcmp main pr group main pr ----- ---- -- iter_fragmented/base 1.00 342.2±25.45ns ? ?/sec 1.02 347.5±16.24ns ? ?/sec iter_fragmented/foreach 1.04 165.4±11.29ns ? ?/sec 1.00 159.5±4.27ns ? ?/sec iter_fragmented/foreach_wide 1.03 3.3±0.04µs ? ?/sec 1.00 3.2±0.06µs ? ?/sec iter_fragmented/wide 1.03 3.1±0.06µs ? ?/sec 1.00 3.0±0.08µs ? ?/sec iter_fragmented_sparse/base 1.00 6.5±0.14ns ? ?/sec 1.02 6.6±0.08ns ? ?/sec iter_fragmented_sparse/foreach 1.00 6.3±0.08ns ? ?/sec 1.04 6.6±0.08ns ? ?/sec iter_fragmented_sparse/foreach_wide 1.00 43.8±0.15ns ? ?/sec 1.02 44.6±0.53ns ? ?/sec iter_fragmented_sparse/wide 1.00 29.8±0.44ns ? ?/sec 1.00 29.8±0.26ns ? ?/sec iter_simple/base 1.00 8.2±0.10µs ? ?/sec 1.00 8.2±0.09µs ? ?/sec iter_simple/foreach 1.00 3.8±0.02µs ? ?/sec 1.02 3.9±0.03µs ? ?/sec iter_simple/foreach_sparse_set 1.00 19.0±0.26µs ? ?/sec 1.01 19.3±0.16µs ? ?/sec iter_simple/foreach_wide 1.00 17.8±0.24µs ? ?/sec 1.00 17.9±0.31µs ? ?/sec iter_simple/foreach_wide_sparse_set 1.06 95.6±6.23µs ? ?/sec 1.00 90.6±0.59µs ? ?/sec iter_simple/sparse_set 1.00 19.3±1.63µs ? ?/sec 1.01 19.5±0.29µs ? ?/sec iter_simple/system 1.00 8.1±0.10µs ? ?/sec 1.00 8.1±0.09µs ? ?/sec iter_simple/wide 1.05 37.7±2.53µs ? ?/sec 1.00 35.8±0.57µs ? ?/sec iter_simple/wide_sparse_set 1.00 95.7±1.62µs ? ?/sec 1.00 95.9±0.76µs ? ?/sec par_iter_simple/with_0_fragment 1.04 35.0±2.51µs ? ?/sec 1.00 33.7±0.49µs ? ?/sec par_iter_simple/with_1000_fragment 1.00 50.4±2.52µs ? ?/sec 1.01 51.0±3.84µs ? ?/sec par_iter_simple/with_100_fragment 1.02 40.3±2.23µs ? ?/sec 1.00 39.5±1.32µs ? ?/sec par_iter_simple/with_10_fragment 1.14 38.8±7.79µs ? ?/sec 1.00 34.0±0.78µs ? ?/sec ``` |