6a596cb1e5
45 Commits
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4e694aea53
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ECS: put strings only used for debug behind a feature (#19558)
# Objective - Many strings in bevy_ecs are created but only used for debug: system name, component name, ... - Those strings make a significant part of the final binary and are no use in a released game ## Solution - Use [`strings`](https://linux.die.net/man/1/strings) to find ... strings in a binary - Try to find where they come from - Many are made from `type_name::<T>()` and only used in error / debug messages - Add a new structure `DebugName` that holds no value if `debug` feature is disabled - Replace `core::any::type_name::<T>()` by `DebugName::type_name::<T>()` ## Testing Measurements were taken without the new feature being enabled by default, to help with commands ### File Size I tried building the `breakout` example with `cargo run --release --example breakout` |`debug` enabled|`debug` disabled| |-|-| |81621776 B|77735728B| |77.84MB|74.13MB| ### Compilation time `hyperfine --min-runs 15 --prepare "cargo clean && sleep 5" 'RUSTC_WRAPPER="" cargo build --release --example breakout' 'RUSTC_WRAPPER="" cargo build --release --example breakout --features debug'` ``` breakout' 'RUSTC_WRAPPER="" cargo build --release --example breakout --features debug' Benchmark 1: RUSTC_WRAPPER="" cargo build --release --example breakout Time (mean ± σ): 84.856 s ± 3.565 s [User: 1093.817 s, System: 32.547 s] Range (min … max): 78.038 s … 89.214 s 15 runs Benchmark 2: RUSTC_WRAPPER="" cargo build --release --example breakout --features debug Time (mean ± σ): 92.303 s ± 2.466 s [User: 1193.443 s, System: 33.803 s] Range (min … max): 90.619 s … 99.684 s 15 runs Summary RUSTC_WRAPPER="" cargo build --release --example breakout ran 1.09 ± 0.05 times faster than RUSTC_WRAPPER="" cargo build --release --example breakout --features debug ``` |
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6f08bb84d2
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Exposes Observer's system's name (#19611)
# Objective Fixes #18726 Alternative to and closes #18797 ## Solution Create a method `Observer::system_name` to expose the name of the `Observer`'s system ## Showcase ```rust // Returns `my_crate::my_observer` let observer = Observer::new(my_observer); println!(observer.system_name()); // Returns `my_crate::method::{{closure}}` let observer = Observer::new(|_trigger: Trigger<...>|); println!(observer.system_name()); // Returns `custom_name` let observer = Observer::new(IntoSystem::into_system(my_observer).with_name("custom_name")); println!(observer.system_name()); ``` ## TODO - [ ] Achieve cart's approval --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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38c3423693
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Event Split: Event, EntityEvent, and BufferedEvent (#19647)
# Objective Closes #19564. The current `Event` trait looks like this: ```rust pub trait Event: Send + Sync + 'static { type Traversal: Traversal<Self>; const AUTO_PROPAGATE: bool = false; fn register_component_id(world: &mut World) -> ComponentId { ... } fn component_id(world: &World) -> Option<ComponentId> { ... } } ``` The `Event` trait is used by both buffered events (`EventReader`/`EventWriter`) and observer events. If they are observer events, they can optionally be targeted at specific `Entity`s or `ComponentId`s, and can even be propagated to other entities. However, there has long been a desire to split the trait semantically for a variety of reasons, see #14843, #14272, and #16031 for discussion. Some reasons include: - It's very uncommon to use a single event type as both a buffered event and targeted observer event. They are used differently and tend to have distinct semantics. - A common footgun is using buffered events with observers or event readers with observer events, as there is no type-level error that prevents this kind of misuse. - #19440 made `Trigger::target` return an `Option<Entity>`. This *seriously* hurts ergonomics for the general case of entity observers, as you need to `.unwrap()` each time. If we could statically determine whether the event is expected to have an entity target, this would be unnecessary. There's really two main ways that we can categorize events: push vs. pull (i.e. "observer event" vs. "buffered event") and global vs. targeted: | | Push | Pull | | ------------ | --------------- | --------------------------- | | **Global** | Global observer | `EventReader`/`EventWriter` | | **Targeted** | Entity observer | - | There are many ways to approach this, each with their tradeoffs. Ultimately, we kind of want to split events both ways: - A type-level distinction between observer events and buffered events, to prevent people from using the wrong kind of event in APIs - A statically designated entity target for observer events to avoid accidentally using untargeted events for targeted APIs This PR achieves these goals by splitting event traits into `Event`, `EntityEvent`, and `BufferedEvent`, with `Event` being the shared trait implemented by all events. ## `Event`, `EntityEvent`, and `BufferedEvent` `Event` is now a very simple trait shared by all events. ```rust pub trait Event: Send + Sync + 'static { // Required for observer APIs fn register_component_id(world: &mut World) -> ComponentId { ... } fn component_id(world: &World) -> Option<ComponentId> { ... } } ``` You can call `trigger` for *any* event, and use a global observer for listening to the event. ```rust #[derive(Event)] struct Speak { message: String, } // ... app.add_observer(|trigger: On<Speak>| { println!("{}", trigger.message); }); // ... commands.trigger(Speak { message: "Y'all like these reworked events?".to_string(), }); ``` To allow an event to be targeted at entities and even propagated further, you can additionally implement the `EntityEvent` trait: ```rust pub trait EntityEvent: Event { type Traversal: Traversal<Self>; const AUTO_PROPAGATE: bool = false; } ``` This lets you call `trigger_targets`, and to use targeted observer APIs like `EntityCommands::observe`: ```rust #[derive(Event, EntityEvent)] #[entity_event(traversal = &'static ChildOf, auto_propagate)] struct Damage { amount: f32, } // ... let enemy = commands.spawn((Enemy, Health(100.0))).id(); // Spawn some armor as a child of the enemy entity. // When the armor takes damage, it will bubble the event up to the enemy. let armor_piece = commands .spawn((ArmorPiece, Health(25.0), ChildOf(enemy))) .observe(|trigger: On<Damage>, mut query: Query<&mut Health>| { // Note: `On::target` only exists because this is an `EntityEvent`. let mut health = query.get(trigger.target()).unwrap(); health.0 -= trigger.amount(); }); commands.trigger_targets(Damage { amount: 10.0 }, armor_piece); ``` > [!NOTE] > You *can* still also trigger an `EntityEvent` without targets using `trigger`. We probably *could* make this an either-or thing, but I'm not sure that's actually desirable. To allow an event to be used with the buffered API, you can implement `BufferedEvent`: ```rust pub trait BufferedEvent: Event {} ``` The event can then be used with `EventReader`/`EventWriter`: ```rust #[derive(Event, BufferedEvent)] struct Message(String); fn write_hello(mut writer: EventWriter<Message>) { writer.write(Message("I hope these examples are alright".to_string())); } fn read_messages(mut reader: EventReader<Message>) { // Process all buffered events of type `Message`. for Message(message) in reader.read() { println!("{message}"); } } ``` In summary: - Need a basic event you can trigger and observe? Derive `Event`! - Need the event to be targeted at an entity? Derive `EntityEvent`! - Need the event to be buffered and support the `EventReader`/`EventWriter` API? Derive `BufferedEvent`! ## Alternatives I'll now cover some of the alternative approaches I have considered and briefly explored. I made this section collapsible since it ended up being quite long :P <details> <summary>Expand this to see alternatives</summary> ### 1. Unified `Event` Trait One option is not to have *three* separate traits (`Event`, `EntityEvent`, `BufferedEvent`), and to instead just use associated constants on `Event` to determine whether an event supports targeting and buffering or not: ```rust pub trait Event: Send + Sync + 'static { type Traversal: Traversal<Self>; const AUTO_PROPAGATE: bool = false; const TARGETED: bool = false; const BUFFERED: bool = false; fn register_component_id(world: &mut World) -> ComponentId { ... } fn component_id(world: &World) -> Option<ComponentId> { ... } } ``` Methods can then use bounds like `where E: Event<TARGETED = true>` or `where E: Event<BUFFERED = true>` to limit APIs to specific kinds of events. This would keep everything under one `Event` trait, but I don't think it's necessarily a good idea. It makes APIs harder to read, and docs can't easily refer to specific types of events. You can also create weird invariants: what if you specify `TARGETED = false`, but have `Traversal` and/or `AUTO_PROPAGATE` enabled? ### 2. `Event` and `Trigger` Another option is to only split the traits between buffered events and observer events, since that is the main thing people have been asking for, and they have the largest API difference. If we did this, I think we would need to make the terms *clearly* separate. We can't really use `Event` and `BufferedEvent` as the names, since it would be strange that `BufferedEvent` doesn't implement `Event`. Something like `ObserverEvent` and `BufferedEvent` could work, but it'd be more verbose. For this approach, I would instead keep `Event` for the current `EventReader`/`EventWriter` API, and call the observer event a `Trigger`, since the "trigger" terminology is already used in the observer context within Bevy (both as a noun and a verb). This is also what a long [bikeshed on Discord](https://discord.com/channels/691052431525675048/749335865876021248/1298057661878898791) seemed to land on at the end of last year. ```rust // For `EventReader`/`EventWriter` pub trait Event: Send + Sync + 'static {} // For observers pub trait Trigger: Send + Sync + 'static { type Traversal: Traversal<Self>; const AUTO_PROPAGATE: bool = false; const TARGETED: bool = false; fn register_component_id(world: &mut World) -> ComponentId { ... } fn component_id(world: &World) -> Option<ComponentId> { ... } } ``` The problem is that "event" is just a really good term for something that "happens". Observers are rapidly becoming the more prominent API, so it'd be weird to give them the `Trigger` name and leave the good `Event` name for the less common API. So, even though a split like this seems neat on the surface, I think it ultimately wouldn't really work. We want to keep the `Event` name for observer events, and there is no good alternative for the buffered variant. (`Message` was suggested, but saying stuff like "sends a collision message" is weird.) ### 3. `GlobalEvent` + `TargetedEvent` What if instead of focusing on the buffered vs. observed split, we *only* make a distinction between global and targeted events? ```rust // A shared event trait to allow global observers to work pub trait Event: Send + Sync + 'static { fn register_component_id(world: &mut World) -> ComponentId { ... } fn component_id(world: &World) -> Option<ComponentId> { ... } } // For buffered events and non-targeted observer events pub trait GlobalEvent: Event {} // For targeted observer events pub trait TargetedEvent: Event { type Traversal: Traversal<Self>; const AUTO_PROPAGATE: bool = false; } ``` This is actually the first approach I implemented, and it has the neat characteristic that you can only use non-targeted APIs like `trigger` with a `GlobalEvent` and targeted APIs like `trigger_targets` with a `TargetedEvent`. You have full control over whether the entity should or should not have a target, as they are fully distinct at the type-level. However, there's a few problems: - There is no type-level indication of whether a `GlobalEvent` supports buffered events or just non-targeted observer events - An `Event` on its own does literally nothing, it's just a shared trait required to make global observers accept both non-targeted and targeted events - If an event is both a `GlobalEvent` and `TargetedEvent`, global observers again have ambiguity on whether an event has a target or not, undermining some of the benefits - The names are not ideal ### 4. `Event` and `EntityEvent` We can fix some of the problems of Alternative 3 by accepting that targeted events can also be used in non-targeted contexts, and simply having the `Event` and `EntityEvent` traits: ```rust // For buffered events and non-targeted observer events pub trait Event: Send + Sync + 'static { fn register_component_id(world: &mut World) -> ComponentId { ... } fn component_id(world: &World) -> Option<ComponentId> { ... } } // For targeted observer events pub trait EntityEvent: Event { type Traversal: Traversal<Self>; const AUTO_PROPAGATE: bool = false; } ``` This is essentially identical to this PR, just without a dedicated `BufferedEvent`. The remaining major "problem" is that there is still zero type-level indication of whether an `Event` event *actually* supports the buffered API. This leads us to the solution proposed in this PR, using `Event`, `EntityEvent`, and `BufferedEvent`. </details> ## Conclusion The `Event` + `EntityEvent` + `BufferedEvent` split proposed in this PR aims to solve all the common problems with Bevy's current event model while keeping the "weirdness" factor minimal. It splits in terms of both the push vs. pull *and* global vs. targeted aspects, while maintaining a shared concept for an "event". ### Why I Like This - The term "event" remains as a single concept for all the different kinds of events in Bevy. - Despite all event types being "events", they use fundamentally different APIs. Instead of assuming that you can use an event type with any pattern (when only one is typically supported), you explicitly opt in to each one with dedicated traits. - Using separate traits for each type of event helps with documentation and clearer function signatures. - I can safely make assumptions on expected usage. - If I see that an event is an `EntityEvent`, I can assume that I can use `observe` on it and get targeted events. - If I see that an event is a `BufferedEvent`, I can assume that I can use `EventReader` to read events. - If I see both `EntityEvent` and `BufferedEvent`, I can assume that both APIs are supported. In summary: This allows for a unified concept for events, while limiting the different ways to use them with opt-in traits. No more guess-work involved when using APIs. ### Problems? - Because `BufferedEvent` implements `Event` (for more consistent semantics etc.), you can still use all buffered events for non-targeted observers. I think this is fine/good. The important part is that if you see that an event implements `BufferedEvent`, you know that the `EventReader`/`EventWriter` API should be supported. Whether it *also* supports other APIs is secondary. - I currently only support `trigger_targets` for an `EntityEvent`. However, you can technically target components too, without targeting any entities. I consider that such a niche and advanced use case that it's not a huge problem to only support it for `EntityEvent`s, but we could also split `trigger_targets` into `trigger_entities` and `trigger_components` if we wanted to (or implement components as entities :P). - You can still trigger an `EntityEvent` *without* targets. I consider this correct, since `Event` implements the non-targeted behavior, and it'd be weird if implementing another trait *removed* behavior. However, it does mean that global observers for entity events can technically return `Entity::PLACEHOLDER` again (since I got rid of the `Option<Entity>` added in #19440 for ergonomics). I think that's enough of an edge case that it's not a huge problem, but it is worth keeping in mind. - ~~Deriving both `EntityEvent` and `BufferedEvent` for the same type currently duplicates the `Event` implementation, so you instead need to manually implement one of them.~~ Changed to always requiring `Event` to be derived. ## Related Work There are plans to implement multi-event support for observers, especially for UI contexts. [Cart's example](https://github.com/bevyengine/bevy/issues/14649#issuecomment-2960402508) API looked like this: ```rust // Truncated for brevity trigger: Trigger<( OnAdd<Pressed>, OnRemove<Pressed>, OnAdd<InteractionDisabled>, OnRemove<InteractionDisabled>, OnInsert<Hovered>, )>, ``` I believe this shouldn't be in conflict with this PR. If anything, this PR might *help* achieve the multi-event pattern for entity observers with fewer footguns: by statically enforcing that all of these events are `EntityEvent`s in the context of `EntityCommands::observe`, we can avoid misuse or weird cases where *some* events inside the trigger are targeted while others are not. |
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e5dc177b4b
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Rename Trigger to On (#19596)
# Objective
Currently, the observer API looks like this:
```rust
app.add_observer(|trigger: Trigger<Explode>| {
info!("Entity {} exploded!", trigger.target());
});
```
Future plans for observers also include "multi-event observers" with a
trigger that looks like this (see [Cart's
example](https://github.com/bevyengine/bevy/issues/14649#issuecomment-2960402508)):
```rust
trigger: Trigger<(
OnAdd<Pressed>,
OnRemove<Pressed>,
OnAdd<InteractionDisabled>,
OnRemove<InteractionDisabled>,
OnInsert<Hovered>,
)>,
```
In scenarios like this, there is a lot of repetition of `On`. These are
expected to be very high-traffic APIs especially in UI contexts, so
ergonomics and readability are critical.
By renaming `Trigger` to `On`, we can make these APIs read more cleanly
and get rid of the repetition:
```rust
app.add_observer(|trigger: On<Explode>| {
info!("Entity {} exploded!", trigger.target());
});
```
```rust
trigger: On<(
Add<Pressed>,
Remove<Pressed>,
Add<InteractionDisabled>,
Remove<InteractionDisabled>,
Insert<Hovered>,
)>,
```
Names like `On<Add<Pressed>>` emphasize the actual event listener nature
more than `Trigger<OnAdd<Pressed>>`, and look cleaner. This *also* frees
up the `Trigger` name if we want to use it for the observer event type,
splitting them out from buffered events (bikeshedding this is out of
scope for this PR though).
For prior art:
[`bevy_eventlistener`](https://github.com/aevyrie/bevy_eventlistener)
used
[`On`](https://docs.rs/bevy_eventlistener/latest/bevy_eventlistener/event_listener/struct.On.html)
for its event listener type. Though in our case, the observer is the
event listener, and `On` is just a type containing information about the
triggered event.
## Solution
Steal from `bevy_event_listener` by @aevyrie and use `On`.
- Rename `Trigger` to `On`
- Rename `OnAdd` to `Add`
- Rename `OnInsert` to `Insert`
- Rename `OnReplace` to `Replace`
- Rename `OnRemove` to `Remove`
- Rename `OnDespawn` to `Despawn`
## Discussion
### Naming Conflicts??
Using a name like `Add` might initially feel like a very bad idea, since
it risks conflict with `core::ops::Add`. However, I don't expect this to
be a big problem in practice.
- You rarely need to actually implement the `Add` trait, especially in
modules that would use the Bevy ECS.
- In the rare cases where you *do* get a conflict, it is very easy to
fix by just disambiguating, for example using `ops::Add`.
- The `Add` event is a struct while the `Add` trait is a trait (duh), so
the compiler error should be very obvious.
For the record, renaming `OnAdd` to `Add`, I got exactly *zero* errors
or conflicts within Bevy itself. But this is of course not entirely
representative of actual projects *using* Bevy.
You might then wonder, why not use `Added`? This would conflict with the
`Added` query filter, so it wouldn't work. Additionally, the current
naming convention for observer events does not use past tense.
### Documentation
This does make documentation slightly more awkward when referring to
`On` or its methods. Previous docs often referred to `Trigger::target`
or "sends a `Trigger`" (which is... a bit strange anyway), which would
now be `On::target` and "sends an observer `Event`".
You can see the diff in this PR to see some of the effects. I think it
should be fine though, we may just need to reword more documentation to
read better.
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6ddd0f16a8
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Component lifecycle reorganization and documentation (#19543)
# Objective I set out with one simple goal: clearly document the differences between each of the component lifecycle events via module docs. Unfortunately, no such module existed: the various lifecycle code was scattered to the wind. Without a unified module, it's very hard to discover the related types, and there's nowhere good to put my shiny new documentation. ## Solution 1. Unify the assorted types into a single `bevy_ecs::component_lifecycle` module. 2. Write docs. 3. Write a migration guide. ## Testing Thanks CI! ## Follow-up 1. The lifecycle event names are pretty confusing, especially `OnReplace`. We should consider renaming those. No bikeshedding in my PR though! 2. Observers need real module docs too :( 3. Any additional functional changes should be done elsewhere; this is a simple docs and re-org PR. --------- Co-authored-by: theotherphil <phil.j.ellison@gmail.com> |
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064e5e48b4
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Remove entity placeholder from observers (#19440)
# Objective `Entity::PLACEHOLDER` acts as a magic number that will *probably* never really exist, but it certainly could. And, `Entity` has a niche, so the only reason to use `PLACEHOLDER` is as an alternative to `MaybeUninit` that trades safety risks for logic risks. As a result, bevy has generally advised against using `PLACEHOLDER`, but we still use if for a lot internally. This pr starts removing internal uses of it, starting from observers. ## Solution Change all trigger target related types from `Entity` to `Option<Entity>` Small migration guide to come. ## Testing CI ## Future Work This turned a lot of code from ```rust trigger.target() ``` to ```rust trigger.target().unwrap() ``` The extra panic is no worse than before; it's just earlier than panicking after passing the placeholder to something else. But this is kinda annoying. I would like to add a `TriggerMode` or something to `Event` that would restrict what kinds of targets can be used for that event. Many events like `Removed` etc, are always triggered with a target. We can make those have a way to assume Some, etc. But I wanted to save that for a future pr. |
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7a7bff8c17
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Hot patching systems with subsecond (#19309)
# Objective - Enable hot patching systems with subsecond - Fixes #19296 ## Solution - First commit is the naive thin layer - Second commit only check the jump table when the code is hot patched instead of on every system execution - Depends on https://github.com/DioxusLabs/dioxus/pull/4153 for a nicer API, but could be done without - Everything in second commit is feature gated, it has no impact when the feature is not enabled ## Testing - Check dependencies without the feature enabled: nothing dioxus in tree - Run the new example: text and color can be changed --------- Co-authored-by: Jan Hohenheim <jan@hohenheim.ch> Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com> |
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571b3ba475
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Remove ArchetypeComponentId and archetype_component_access (#19143)
# Objective Remove `ArchetypeComponentId` and `archetype_component_access`. Following #16885, they are no longer used by the engine, so we can stop spending time calculating them or space storing them. ## Solution Remove `ArchetypeComponentId` and everything that touches it. The `System::update_archetype_component_access` method no longer needs to update `archetype_component_access`. We do still need to update query caches, but we no longer need to do so *before* running the system. We'd have to touch every caller anyway if we gave the method a better name, so just remove `System::update_archetype_component_access` and `SystemParam::new_archetype` entirely, and update the query cache in `Query::get_param`. The `Single` and `Populated` params also need their query caches updated in `SystemParam::validate_param`, so change `validate_param` to take `&mut Self::State` instead of `&Self::State`. |
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e7e9973c80
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Per world error handler (#18810)
# Objective [see original comment](https://github.com/bevyengine/bevy/pull/18801#issuecomment-2796981745) > Alternately, could we store it on the World instead of a global? I think we have a World nearby whenever we call default_error_handler(). That would avoid the need for atomics or locks, since we could do ordinary reads and writes to the World. Global error handlers don't actually need to be global – per world is enough. This allows using different handlers for different worlds and also removes the restrictions on changing the handler only once. ## Solution Each `World` can now store its own error handler in a resource. For convenience, you can also set the default error handler for an `App`, which applies it to the worlds of all `SubApp`s. The old behavior of only being able to set the error handler once is kept for apps. We also don't need the `configurable_error_handler` feature anymore now. ## Testing New/adjusted tests for failing schedule systems & observers. --- ## Showcase ```rust App::new() .set_error_handler(info) … ``` |
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5ed8e0639a
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Merge ObserverState and Observer into single component (#18728)
# Objective - bevy removed `Observe` type parameters in #15151 ,it enables merging `Observer` and `ObserverState ` into a single component. with this consolidation ,we can improve efficiency while reducing boilerplate. ## Solution - remove `ObserverState `and merge it into `Observer` ## Testing 40%~60% performance win due to removal of redundant look up.  This also improves ergonomics when using dynamic observer ```rust // previously world.spawn(ObserverState { // SAFETY: we registered `event_a` above and it matches the type of EventA descriptor: unsafe { ObserverDescriptor::default().with_events(vec![event_a]) }, runner: |mut world, _trigger, _ptr, _propagate| { world.resource_mut::<Order>().observed("event_a"); }, ..Default::default() }); // now let observe = unsafe { Observer::with_dynamic_runner(|mut world, _trigger, _ptr, _propagate| { world.resource_mut::<Order>().observed("event_a"); }) .with_event(event_a) }; world.spawn(observe); ``` |
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5f936aefc8
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Prevent exclusive systems from being used as observers (#19033)
# Objective Prevent using exclusive systems as observers. Allowing them is unsound, because observers are only expected to have `DeferredWorld` access, and the observer infrastructure will keep pointers that are invalidated by the creation of `&mut World`. See https://github.com/bevyengine/bevy/actions/runs/14778342801/job/41491517847?pr=19011 for a MIRI failure in a recent PR caused by an exclusive system being used as an observer in a test. ## Solution Have `Observer::new` panic if `System::is_exclusive()` is true. Document that method, and methods that call it, as panicking. (It should be possible to express this in the type system so that the calls won't even compile, but I did not want to attempt that.) ## Testing Added a unit test that calls `World::add_observer` with an exclusive system. |
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5d1fe16bfd
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Fix run_system for adapter systems wrapping exclusive systems (#18406)
# Objective Fix panic in `run_system` when running an exclusive system wrapped in a `PipeSystem` or `AdapterSystem`. #18076 introduced a `System::run_without_applying_deferred` method. It normally calls `System::run_unsafe`, but `ExclusiveFunctionSystem::run_unsafe` panics, so it was overridden for that type. Unfortunately, `PipeSystem::run_without_applying_deferred` still calls `PipeSystem::run_unsafe`, which can then call `ExclusiveFunctionSystem::run_unsafe` and panic. ## Solution Make `ExclusiveFunctionSystem::run_unsafe` work instead of panicking. Clarify the safety requirements that make this sound. The alternative is to override `run_without_applying_deferred` in `PipeSystem`, `CombinatorSystem`, `AdapterSystem`, `InfallibleSystemWrapper`, and `InfallibleObserverWrapper`. That seems like a lot of extra code just to preserve a confusing special case! Remove some implementations of `System::run` that are no longer necessary with this change. This slightly changes the behavior of `PipeSystem` and `CombinatorSystem`: Currently `run` will call `apply_deferred` on the first system before running the second, but after this change it will only call it after *both* systems have run. The new behavior is consistent with `run_unsafe` and `run_without_applying_deferred`, and restores the behavior prior to #11823. The panic was originally necessary because [`run_unsafe` took `&World`](https://github.com/bevyengine/bevy/pull/6083/files#diff-708dfc60ec5eef432b20a6f471357a7ea9bfb254dc2f918d5ed4a66deb0e85baR90). Now that it takes `UnsafeWorldCell`, it is possible to make it work. See also Cart's concerns at https://github.com/bevyengine/bevy/pull/4166#discussion_r979140356, although those also predate `UnsafeWorldCell`. And see #6698 for a previous bug caused by this panic. |
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837991a5b5
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Replace ValidationOutcome with Result (#18541)
# Objective Make it easier to short-circuit system parameter validation. Simplify the API surface by combining `ValidationOutcome` with `SystemParamValidationError`. ## Solution Replace `ValidationOutcome` with `Result<(), SystemParamValidationError>`. Move the docs from `ValidationOutcome` to `SystemParamValidationError`. Add a `skipped` field to `SystemParamValidationError` to distinguish the `Skipped` and `Invalid` variants. Use the `?` operator to short-circuit validation in tuples of system params. |
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6a981aaa6f
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Define system param validation on a per-system parameter basis (#18504)
# Objective
When introduced, `Single` was intended to simply be silently skipped,
allowing for graceful and efficient handling of systems during invalid
game states (such as when the player is dead).
However, this also caused missing resources to *also* be silently
skipped, leading to confusing and very hard to debug failures. In
0.15.1, this behavior was reverted to a panic, making missing resources
easier to debug, but largely making `Single` (and `Populated`)
worthless, as they would panic during expected game states.
Ultimately, the consensus is that this behavior should differ on a
per-system-param basis. However, there was no sensible way to *do* that
before this PR.
## Solution
Swap `SystemParam::validate_param` from a `bool` to:
```rust
/// The outcome of system / system param validation,
/// used by system executors to determine what to do with a system.
pub enum ValidationOutcome {
/// All system parameters were validated successfully and the system can be run.
Valid,
/// At least one system parameter failed validation, and an error must be handled.
/// By default, this will result in1 a panic. See [crate::error] for more information.
///
/// This is the default behavior, and is suitable for system params that should *always* be valid,
/// either because sensible fallback behavior exists (like [`Query`] or because
/// failures in validation should be considered a bug in the user's logic that must be immediately addressed (like [`Res`]).
Invalid,
/// At least one system parameter failed validation, but the system should be skipped due to [`ValidationBehavior::Skip`].
/// This is suitable for system params that are intended to only operate in certain application states, such as [`Single`].
Skipped,
}
```
Then, inside of each `SystemParam` implementation, return either Valid,
Invalid or Skipped.
Currently, only `Single`, `Option<Single>` and `Populated` use the
`Skipped` behavior. Other params (like resources) retain their current
failing
## Testing
Messed around with the fallible_params example. Added a pair of tests:
one for panicking when resources are missing, and another for properly
skipping `Single` and `Populated` system params.
## To do
- [x] get https://github.com/bevyengine/bevy/pull/18454 merged
- [x] fix the todo!() in the macro-powered tuple implementation (please
help 🥺)
- [x] test
- [x] write a migration guide
- [x] update the example comments
## Migration Guide
Various system and system parameter validation methods
(`SystemParam::validate_param`, `System::validate_param` and
`System::validate_param_unsafe`) now return and accept a
`ValidationOutcome` enum, rather than a `bool`. The previous `true`
values map to `ValidationOutcome::Valid`, while `false` maps to
`ValidationOutcome::Invalid`.
However, if you wrote a custom schedule executor, you should now respect
the new `ValidationOutcome::Skipped` parameter, skipping any systems
whose validation was skipped. By contrast, `ValidationOutcome::Invalid`
systems should also be skipped, but you should call the
`default_error_handler` on them first, which by default will result in a
panic.
If you are implementing a custom `SystemParam`, you should consider
whether failing system param validation is an error or an expected
state, and choose between `Invalid` and `Skipped` accordingly. In Bevy
itself, `Single` and `Populated` now once again skip the system when
their conditions are not met. This is the 0.15.0 behavior, but stands in
contrast to the 0.15.1 behavior, where they would panic.
---------
Co-authored-by: MiniaczQ <xnetroidpl@gmail.com>
Co-authored-by: Dmytro Banin <banind@cs.washington.edu>
Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
|
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ce7d4e41d6
|
Make system param validation rely on the unified ECS error handling via the GLOBAL_ERROR_HANDLER (#18454)
# Objective There are two related problems here: 1. Users should be able to change the fallback behavior of *all* ECS-based errors in their application by setting the `GLOBAL_ERROR_HANDLER`. See #18351 for earlier work in this vein. 2. The existing solution (#15500) for customizing this behavior is high on boilerplate, not global and adds a great deal of complexity. The consensus is that the default behavior when a parameter fails validation should be set based on the kind of system parameter in question: `Single` / `Populated` should silently skip the system, but `Res` should panic. Setting this behavior at the system level is a bandaid that makes getting to that ideal behavior more painful, and can mask real failures (if a resource is missing but you've ignored a system to make the Single stop panicking you're going to have a bad day). ## Solution I've removed the existing `ParamWarnPolicy`-based configuration, and wired up the `GLOBAL_ERROR_HANDLER`/`default_error_handler` to the various schedule executors to properly plumb through errors . Additionally, I've done a small cleanup pass on the corresponding example. ## Testing I've run the `fallible_params` example, with both the default and a custom global error handler. The former panics (as expected), and the latter spams the error console with warnings 🥲 ## Questions for reviewers 1. Currently, failed system param validation will result in endless console spam. Do you want me to implement a solution for warn_once-style debouncing somehow? 2. Currently, the error reporting for failed system param validation is very limited: all we get is that a system param failed validation and the name of the system. Do you want me to implement improved error reporting by bubbling up errors in this PR? 3. There is broad consensus that the default behavior for failed system param validation should be set on a per-system param basis. Would you like me to implement that in this PR? My gut instinct is that we absolutely want to solve 2 and 3, but it will be much easier to do that work (and review it) if we split the PRs apart. ## Migration Guide `ParamWarnPolicy` and the `WithParamWarnPolicy` have been removed completely. Failures during system param validation are now handled via the `GLOBAL_ERROR_HANDLER`: please see the `bevy_ecs::error` module docs for more information. --------- Co-authored-by: MiniaczQ <xnetroidpl@gmail.com> |
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5d0505a85e
|
Unify and simplify command and system error handling (#18351)
# Objective - ECS error handling is a lovely flagship feature for Bevy 0.16, all in the name of reducing panics and encouraging better error handling (#14275). - Currently though, command and system error handling are completely disjoint and use different mechanisms. - Additionally, there's a number of distinct ways to set the default/fallback/global error handler that have limited value. As far as I can tell, this will be cfg flagged to toggle between dev and production builds in 99.9% of cases, with no real value in more granular settings or helpers. - Fixes #17272 ## Solution - Standardize error handling on the OnceLock global error mechanisms ironed out in https://github.com/bevyengine/bevy/pull/17215 - As discussed there, there are serious performance concerns there, especially for commands - I also think this is a better fit for the use cases, as it's truly global - Move from `SystemErrorContext` to a more general purpose `ErrorContext`, which can handle observers and commands more clearly - Cut the superfluous setter methods on `App` and `SubApp` - Rename the limited (and unhelpful) `fallible_systems` example to `error_handling`, and add an example of command error handling ## Testing Ran the `error_handling` example. ## Notes for reviewers - Do you see a clear way to allow commands to retain &mut World access in the per-command custom error handlers? IMO that's a key feature here (allowing the ad-hoc creation of custom commands), but I'm not sure how to get there without exploding complexity. - I've removed the feature gate on the default_error_handler: contrary to @cart's opinion in #17215 I think that virtually all apps will want to use this. Can you think of a category of app that a) is extremely performance sensitive b) is fine with shipping to production with the panic error handler? If so, I can try to gather performance numbers and/or reintroduce the feature flag. UPDATE: see benches at the end of this message. - ~~`OnceLock` is in `std`: @bushrat011899 what should we do here?~~ - Do you have ideas for more automated tests for this collection of features? ## Benchmarks I checked the impact of the feature flag introduced: benchmarks might show regressions. This bears more investigation. I'm still skeptical that there are users who are well-served by a fast always panicking approach, but I'm going to re-add the feature flag here to avoid stalling this out.  --------- Co-authored-by: Zachary Harrold <zac@harrold.com.au> |
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246ce590e5
|
Queued component registration (#18173)
# Objective This is an alternative to #17871 and #17701 for tracking issue #18155. This thanks to @maniwani for help with this design. The goal is to enable component ids to be reserved from multiple threads concurrently and with only `&World`. This contributes to assets as entities, read-only query and system parameter initialization, etc. ## What's wrong with #17871 ? In #17871, I used my proposed staging utilities to allow *fully* registering components from any thread concurrently with only `&Components`. However, if we want to pursue components as entities (which is desirable for a great many reasons. See [here](https://discord.com/channels/691052431525675048/692572690833473578/1346499196655505534) on discord), this staging isn't going to work. After all, if registering a component requires spawning an entity, and spawning an entity requires `&mut World`, it is impossible to register a component fully with only `&World`. ## Solution But what if we don't have to register it all the way? What if it's enough to just know the `ComponentId` it will have once it is registered and to queue it to be registered at a later time? Spoiler alert: That is all we need for these features. Here's the basic design: Queue a registration: 1. Check if it has already been registered. 2. Check if it has already been queued. 3. Reserve a `ComponentId`. 4. Queue the registration at that id. Direct (normal) registration: 1. Check if this registration has been queued. 2. If it has, use the queued registration instead. 3. Otherwise, proceed like normal. Appllying the queue: 1. Pop queued items off one by one. 2. Register them directly. One other change: The whole point of this design over #17871 is to facilitate coupling component registration with the World. To ensure that this would fully work with that, I went ahead and moved the `ComponentId` generator onto the world itself. That stemmed a couple of minor organizational changes (see migration guide). As we do components as entities, we will replace this generator with `Entities`, which lives on `World` too. Doing this move early let me verify the design and will reduce migration headaches in the future. If components as entities is as close as I think it is, I don't think splitting this up into different PRs is worth it. If it is not as close as it is, it might make sense to still do #17871 in the meantime (see the risks section). I'll leave it up to y'all what we end up doing though. ## Risks and Testing The biggest downside of this compared to #17871 is that now we have to deal with correct but invalid `ComponentId`s. They are invalid because the component still isn't registered, but they are correct because, once registered, the component will have exactly that id. However, the only time this becomes a problem is if some code violates safety rules by queuing a registration and using the returned id as if it was valid. As this is a new feature though, nothing in Bevy does this, so no new tests were added for it. When we do use it, I left detailed docs to help mitigate issues here, and we can test those usages. Ex: we will want some tests on using queries initialized from queued registrations. ## Migration Guide Component registration can now be queued with only `&World`. To facilitate this, a few APIs needed to be moved around. The following functions have moved from `Components` to `ComponentsRegistrator`: - `register_component` - `register_component_with_descriptor` - `register_resource_with_descriptor` - `register_non_send` - `register_resource` - `register_required_components_manual` Accordingly, functions in `Bundle` and `Component` now take `ComponentsRegistrator` instead of `Components`. You can obtain `ComponentsRegistrator` from the new `World::components_registrator`. You can obtain `ComponentsQueuedRegistrator` from the new `World::components_queue`, and use it to stage component registration if desired. # Open Question Can we verify that it is enough to queue registration with `&World`? I don't think it would be too difficult to package this up into a `Arc<MyComponentsManager>` type thing if we need to, but keeping this on `&World` certainly simplifies things. If we do need the `Arc`, we'll need to look into partitioning `Entities` for components as entities, so we can keep most of the allocation fast on `World` and only keep a smaller partition in the `Arc`. I'd love an SME on assets as entities to shed some light on this. --------- Co-authored-by: andriyDev <andriydzikh@gmail.com> |
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cca5813472
|
BevyError: Bevy's new catch-all error type (#18144)
## Objective Fixes #18092 Bevy's current error type is a simple type alias for `Box<dyn Error + Send + Sync + 'static>`. This largely works as a catch-all error, but it is missing a critical feature: the ability to capture a backtrace at the point that the error occurs. The best way to do this is `anyhow`-style error handling: a new error type that takes advantage of the fact that the `?` `From` conversion happens "inline" to capture the backtrace at the point of the error. ## Solution This PR adds a new `BevyError` type (replacing our old `std::error::Error` type alias), which uses the "from conversion backtrace capture" approach: ```rust fn oh_no() -> Result<(), BevyError> { // this fails with Rust's built in ParseIntError, which // is converted into the catch-all BevyError type let number: usize = "hi".parse()?; println!("parsed {number}"); Ok(()) } ``` This also updates our exported `Result` type alias to default to `BevyError`, meaning you can write this instead: ```rust fn oh_no() -> Result { let number: usize = "hi".parse()?; println!("parsed {number}"); Ok(()) } ``` When a BevyError is encountered in a system, it will use Bevy's default system error handler (which panics by default). BevyError does custom "backtrace filtering" by default, meaning we can cut out the _massive_ amount of "rust internals", "async executor internals", and "bevy system scheduler internals" that show up in backtraces. It also trims out the first generally-unnecssary `From` conversion backtrace lines that make it harder to locate the real error location. The result is a blissfully simple backtrace by default:  The full backtrace can be shown by setting the `BEVY_BACKTRACE=full` environment variable. Non-BevyError panics still use the default Rust backtrace behavior. One issue that prevented the truly noise-free backtrace during panics that you see above is that Rust's default panic handler will print the unfiltered (and largely unhelpful real-panic-point) backtrace by default, in _addition_ to our filtered BevyError backtrace (with the helpful backtrace origin) that we capture and print. To resolve this, I have extended Bevy's existing PanicHandlerPlugin to wrap the default panic handler. If we panic from the result of a BevyError, we will skip the default "print full backtrace" panic handler. This behavior can be enabled and disabled using the new `error_panic_hook` cargo feature in `bevy_app` (which is enabled by default). One downside to _not_ using `Box<dyn Error>` directly is that we can no longer take advantage of the built-in `Into` impl for strings to errors. To resolve this, I have added the following: ```rust // Before Err("some error")? // After Err(BevyError::message("some error"))? ``` We can discuss adding shorthand methods or macros for this (similar to anyhow's `anyhow!("some error")` macro), but I'd prefer to discuss that later. I have also added the following extension method: ```rust // Before some_option.ok_or("some error")?; // After some_option.ok_or_message("some error")?; ``` I've also moved all of our existing error infrastructure from `bevy_ecs::result` to `bevy_ecs::error`, as I think that is the better home for it ## Why not anyhow (or eyre)? The biggest reason is that `anyhow` needs to be a "generically useful error type", whereas Bevy is a much narrower scope. By using our own error, we can be significantly more opinionated. For example, anyhow doesn't do the extensive (and invasive) backtrace filtering that BevyError does because it can't operate on Bevy-specific context, and needs to be generically useful. Bevy also has a lot of operational context (ex: system info) that could be useful to attach to errors. If we have control over the error type, we can add whatever context we want to in a structured way. This could be increasingly useful as we add more visual / interactive error handling tools and editor integrations. Additionally, the core approach used is simple and requires almost no code. anyhow clocks in at ~2500 lines of code, but the impl here uses 160. We are able to boil this down to exactly what we need, and by doing so we improve our compile times and the understandability of our code. |
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7d8504f30e
|
feat(ecs): implement fallible observer systems (#17731)
This commit builds on top of the work done in #16589 and #17051, by adding support for fallible observer systems. As with the previous work, the actual results of the observer system are suppressed for now, but the intention is to provide a way to handle errors in a global way. Until then, you can use a `PipeSystem` to manually handle results. --------- Signed-off-by: Jean Mertz <git@jeanmertz.com> |
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1b2cf7d6cd
|
Isolate component registration (#17671)
# Objective Progresses #17569. The end goal here is to synchronize component registration. See the other PR for details for the motivation behind that. For this PR specifically, the objective is to decouple `Components` from `Storages`. What components are registered etc should have nothing to do with what Storages looks like. Storages should only care about what entity archetypes have been spawned. ## Solution Previously, this was used to create sparse sets for relevant components when those components were registered. Now, we do that when the component is inserted/spawned. This PR proposes doing that in `BundleInfo::new`, but there may be a better place. ## Testing In theory, this shouldn't have changed any functionality, so no new tests were created. I'm not aware of any examples that make heavy use of sparse set components either. ## Migration Guide - Remove storages from functions where it is no longer needed. - Note that SparseSets are no longer present for all registered sparse set components, only those that have been spawned. --------- Co-authored-by: SpecificProtagonist <vincentjunge@posteo.net> Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com> |
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d0c0bad7b4
|
Split Component::register_component_hooks into individual methods (#17685)
# Objective - Fixes #17411 ## Solution - Deprecated `Component::register_component_hooks` - Added individual methods for each hook which return `None` if the hook is unused. ## Testing - CI --- ## Migration Guide `Component::register_component_hooks` is now deprecated and will be removed in a future release. When implementing `Component` manually, also implement the respective hook methods on `Component`. ```rust // Before impl Component for Foo { // snip fn register_component_hooks(hooks: &mut ComponentHooks) { hooks.on_add(foo_on_add); } } // After impl Component for Foo { // snip fn on_add() -> Option<ComponentHook> { Some(foo_on_add) } } ``` ## Notes I've chosen to deprecate `Component::register_component_hooks` rather than outright remove it to ease the migration guide. While it is in a state of deprecation, it must be used by `Components::register_component_internal` to ensure users who haven't migrated to the new hook definition scheme aren't left behind. For users of the new scheme, a default implementation of `Component::register_component_hooks` is provided which forwards the new individual hook implementations. Personally, I think this is a cleaner API to work with, and would allow the documentation for hooks to exist on the respective `Component` methods (e.g., documentation for `OnAdd` can exist on `Component::on_add`). Ideally, `Component::on_add` would be the hook itself rather than a getter for the hook, but it is the only way to early-out for a no-op hook, which is important for performance. ## Migration Guide `Component::register_component_hooks` has been deprecated. If you are manually implementing the `Component` trait and registering hooks there, use the individual methods such as `on_add` instead for increased clarity. |
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75e8e8c0f6
|
Expose ObserverDescriptor fields (#17623)
# Objective Expose accessor functions to the `ObserverDescriptor`, so that users can use the `Observer` component to inspect what the observer is watching. This would be useful for me, I don't think there's any reason to hide these. |
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41e79ae826
|
Refactored ComponentHook Parameters into HookContext (#17503)
# Objective
- Make the function signature for `ComponentHook` less verbose
## Solution
- Refactored `Entity`, `ComponentId`, and `Option<&Location>` into a new
`HookContext` struct.
## Testing
- CI
---
## Migration Guide
Update the function signatures for your component hooks to only take 2
arguments, `world` and `context`. Note that because `HookContext` is
plain data with all members public, you can use de-structuring to
simplify migration.
```rust
// Before
fn my_hook(
mut world: DeferredWorld,
entity: Entity,
component_id: ComponentId,
) { ... }
// After
fn my_hook(
mut world: DeferredWorld,
HookContext { entity, component_id, caller }: HookContext,
) { ... }
```
Likewise, if you were discarding certain parameters, you can use `..` in
the de-structuring:
```rust
// Before
fn my_hook(
mut world: DeferredWorld,
entity: Entity,
_: ComponentId,
) { ... }
// After
fn my_hook(
mut world: DeferredWorld,
HookContext { entity, .. }: HookContext,
) { ... }
```
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f32a6fb205
|
Track callsite for observers & hooks (#15607)
# Objective Fixes #14708 Also fixes some commands not updating tracked location. ## Solution `ObserverTrigger` has a new `caller` field with the `track_change_detection` feature; hooks take an additional caller parameter (which is `Some(…)` or `None` depending on the feature). ## Testing See the new tests in `src/observer/mod.rs` --- ## Showcase Observers now know from where they were triggered (if `track_change_detection` is enabled): ```rust world.observe(move |trigger: Trigger<OnAdd, Foo>| { println!("Added Foo from {}", trigger.caller()); }); ``` ## Migration - hooks now take an additional `Option<&'static Location>` argument --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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237c6b207e
|
Remove Event: Component trait bound using a wrapper type which impls Component (#17380)
# Objective As raised in https://github.com/bevyengine/bevy/pull/17317, the `Event: Component` trait bound is confusing to users. In general, a type `E` (like `AppExit`) which implements `Event` should not: - be stored as a component on an entity - be a valid option for `Query<&AppExit>` - require the storage type and other component metadata to be specified Events are not components (even if they one day use some of the same internal mechanisms), and this trait bound is confusing to users. We're also automatically generating `Component` impls with our derive macro, which should be avoided when possible to improve explicitness and avoid conflicts with user impls. Closes #17317, closes #17333 ## Solution - We only care that each unique event type gets a unique `ComponentId` - dynamic events need their own tools for getting identifiers anyways - This avoids complicating the internals of `ComponentId` generation. - Clearly document why this cludge-y solution exists. In the medium term, I think that either a) properly generalizing `ComponentId` (and moving it into `bevy_reflect?) or b) using a new-typed `Entity` as the key for events is more correct. This change is stupid simple though, and removes the offending trait bound in a way that doesn't introduce complex tech debt and does not risk changes to the internals. This change does not: - restrict our ability to implement dynamic buffered events (the main improvement over #17317) - there's still a fair bit of work to do, but this is a step in the right direction - limit our ability to store event metadata on entities in the future - make it harder for users to work with types that are both events and components (just add the derive / trait bound) ## Migration Guide The `Event` trait no longer requires the `Component` trait. If you were relying on this behavior, change your trait bounds from `Event` to `Event + Component`. If you also want your `Event` type to implement `Component`, add a derive. --------- Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com> |
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64efd08e13
|
Prefer Display over Debug (#16112)
# Objective Fixes #16104 ## Solution I removed all instances of `:?` and put them back one by one where it caused an error. I removed some bevy_utils helper functions that were only used in 2 places and don't add value. See: #11478 ## Testing CI should catch the mistakes ## Migration Guide `bevy::utils::{dbg,info,warn,error}` were removed. Use `bevy::utils::tracing::{debug,info,warn,error}` instead. --------- Co-authored-by: SpecificProtagonist <vincentjunge@posteo.net> |
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1f2d0e6308
|
Add no_std support to bevy_ecs (#16758)
# Objective - Contributes to #15460 ## Solution - Added the following features: - `std` (default) - `async_executor` (default) - `edge_executor` - `critical-section` - `portable-atomic` - Gated `tracing` in `bevy_utils` to allow compilation on certain platforms - Switched from `tracing` to `log` for simple message logging within `bevy_ecs`. Note that `tracing` supports capturing from `log` so this should be an uncontroversial change. - Fixed imports and added feature gates as required - Made `bevy_tasks` optional within `bevy_ecs`. Turns out it's only needed for parallel operations which are already gated behind `multi_threaded` anyway. ## Testing - Added to `compile-check-no-std` CI command - `cargo check -p bevy_ecs --no-default-features --features edge_executor,critical-section,portable-atomic --target thumbv6m-none-eabi` - `cargo check -p bevy_ecs --no-default-features --features edge_executor,critical-section` - `cargo check -p bevy_ecs --no-default-features` ## Draft Release Notes Bevy's core ECS now supports `no_std` platforms. In prior versions of Bevy, it was not possible to work with embedded or niche platforms due to our reliance on the standard library, `std`. This has blocked a number of novel use-cases for Bevy, such as an embedded database for IoT devices, or for creating games on retro consoles. With this release, `bevy_ecs` no longer requires `std`. To use Bevy on a `no_std` platform, you must disable default features and enable the new `edge_executor` and `critical-section` features. You may also need to enable `portable-atomic` and `critical-section` if your platform does not natively support all atomic types and operations used by Bevy. ```toml [dependencies] bevy_ecs = { version = "0.16", default-features = false, features = [ # Required for platforms with incomplete atomics (e.g., Raspberry Pi Pico) "portable-atomic", "critical-section", # Optional "bevy_reflect", "serialize", "bevy_debug_stepping", "edge_executor" ] } ``` Currently, this has been tested on bare-metal x86 and the Raspberry Pi Pico. If you have trouble using `bevy_ecs` on a particular platform, please reach out either through a GitHub issue or in the `no_std` working group on the Bevy Discord server. Keep an eye out for future `no_std` updates as we continue to improve the parity between `std` and `no_std`. We look forward to seeing what kinds of applications are now possible with Bevy! ## Notes - Creating PR in draft to ensure CI is passing before requesting reviews. - This implementation has no support for multithreading in `no_std`, especially due to `NonSend` being unsound if allowed in multithreading. The reason is we cannot check the `ThreadId` in `no_std`, so we have no mechanism to at-runtime determine if access is sound. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Vic <59878206+Victoronz@users.noreply.github.com> |
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61b98ec80f
|
Rename trigger.entity() to trigger.target() (#16716)
# Objective - A `Trigger` has multiple associated `Entity`s - the entity observing the event, and the entity that was targeted by the event. - The field `entity: Entity` encodes no semantic information about what the entity is used for, you can already tell that it's an `Entity` by the type signature! ## Solution - Rename `trigger.entity()` to `trigger.target()` --- ## Changelog - `Trigger`s are associated with multiple entities. `Trigger::entity()` has been renamed to `Trigger::target()` to reflect the semantics of the entity being returned. ## Migration Guide - Rename `Trigger::entity()` to `Trigger::target()`. - Rename `ObserverTrigger::entity` to `ObserverTrigger::target` |
||
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a35811d088
|
Add Immutable Component Support (#16372)
# Objective - Fixes #16208 ## Solution - Added an associated type to `Component`, `Mutability`, which flags whether a component is mutable, or immutable. If `Mutability= Mutable`, the component is mutable. If `Mutability= Immutable`, the component is immutable. - Updated `derive_component` to default to mutable unless an `#[component(immutable)]` attribute is added. - Updated `ReflectComponent` to check if a component is mutable and, if not, panic when attempting to mutate. ## Testing - CI - `immutable_components` example. --- ## Showcase Users can now mark a component as `#[component(immutable)]` to prevent safe mutation of a component while it is attached to an entity: ```rust #[derive(Component)] #[component(immutable)] struct Foo { // ... } ``` This prevents creating an exclusive reference to the component while it is attached to an entity. This is particularly powerful when combined with component hooks, as you can now fully track a component's value, ensuring whatever invariants you desire are upheld. Before this would be done my making a component private, and manually creating a `QueryData` implementation which only permitted read access. <details> <summary>Using immutable components as an index</summary> ```rust /// This is an example of a component like [`Name`](bevy::prelude::Name), but immutable. #[derive(Clone, Copy, PartialEq, Eq, PartialOrd, Ord, Hash, Component)] #[component( immutable, on_insert = on_insert_name, on_replace = on_replace_name, )] pub struct Name(pub &'static str); /// This index allows for O(1) lookups of an [`Entity`] by its [`Name`]. #[derive(Resource, Default)] struct NameIndex { name_to_entity: HashMap<Name, Entity>, } impl NameIndex { fn get_entity(&self, name: &'static str) -> Option<Entity> { self.name_to_entity.get(&Name(name)).copied() } } fn on_insert_name(mut world: DeferredWorld<'_>, entity: Entity, _component: ComponentId) { let Some(&name) = world.entity(entity).get::<Name>() else { unreachable!() }; let Some(mut index) = world.get_resource_mut::<NameIndex>() else { return; }; index.name_to_entity.insert(name, entity); } fn on_replace_name(mut world: DeferredWorld<'_>, entity: Entity, _component: ComponentId) { let Some(&name) = world.entity(entity).get::<Name>() else { unreachable!() }; let Some(mut index) = world.get_resource_mut::<NameIndex>() else { return; }; index.name_to_entity.remove(&name); } // Setup our name index world.init_resource::<NameIndex>(); // Spawn some entities! let alyssa = world.spawn(Name("Alyssa")).id(); let javier = world.spawn(Name("Javier")).id(); // Check our index let index = world.resource::<NameIndex>(); assert_eq!(index.get_entity("Alyssa"), Some(alyssa)); assert_eq!(index.get_entity("Javier"), Some(javier)); // Changing the name of an entity is also fully capture by our index world.entity_mut(javier).insert(Name("Steven")); // Javier changed their name to Steven let steven = javier; // Check our index let index = world.resource::<NameIndex>(); assert_eq!(index.get_entity("Javier"), None); assert_eq!(index.get_entity("Steven"), Some(steven)); ``` </details> Additionally, users can use `Component<Mutability = ...>` in trait bounds to enforce that a component _is_ mutable or _is_ immutable. When using `Component` as a trait bound without specifying `Mutability`, any component is applicable. However, methods which only work on mutable or immutable components are unavailable, since the compiler must be pessimistic about the type. ## Migration Guide - When implementing `Component` manually, you must now provide a type for `Mutability`. The type `Mutable` provides equivalent behaviour to earlier versions of `Component`: ```rust impl Component for Foo { type Mutability = Mutable; // ... } ``` - When working with generic components, you may need to specify that your generic parameter implements `Component<Mutability = Mutable>` rather than `Component` if you require mutable access to said component. - The entity entry API has had to have some changes made to minimise friction when working with immutable components. Methods which previously returned a `Mut<T>` will now typically return an `OccupiedEntry<T>` instead, requiring you to add an `into_mut()` to get the `Mut<T>` item again. ## Draft Release Notes Components can now be made immutable while stored within the ECS. Components are the fundamental unit of data within an ECS, and Bevy provides a number of ways to work with them that align with Rust's rules around ownership and borrowing. One part of this is hooks, which allow for defining custom behavior at key points in a component's lifecycle, such as addition and removal. However, there is currently no way to respond to _mutation_ of a component using hooks. The reasons for this are quite technical, but to summarize, their addition poses a significant challenge to Bevy's core promises around performance. Without mutation hooks, it's relatively trivial to modify a component in such a way that breaks invariants it intends to uphold. For example, you can use `core::mem::swap` to swap the components of two entities, bypassing the insertion and removal hooks. This means the only way to react to this modification is via change detection in a system, which then begs the question of what happens _between_ that alteration and the next run of that system? Alternatively, you could make your component private to prevent mutation, but now you need to provide commands and a custom `QueryData` implementation to allow users to interact with your component at all. Immutable components solve this problem by preventing the creation of an exclusive reference to the component entirely. Without an exclusive reference, the only way to modify an immutable component is via removal or replacement, which is fully captured by component hooks. To make a component immutable, simply add `#[component(immutable)]`: ```rust #[derive(Component)] #[component(immutable)] struct Foo { // ... } ``` When implementing `Component` manually, there is an associated type `Mutability` which controls this behavior: ```rust impl Component for Foo { type Mutability = Mutable; // ... } ``` Note that this means when working with generic components, you may need to specify that a component is mutable to gain access to certain methods: ```rust // Before fn bar<C: Component>() { // ... } // After fn bar<C: Component<Mutability = Mutable>>() { // ... } ``` With this new tool, creating index components, or caching data on an entity should be more user friendly, allowing libraries to provide APIs relying on components and hooks to uphold their invariants. ## Notes - ~~I've done my best to implement this feature, but I'm not happy with how reflection has turned out. If any reflection SMEs know a way to improve this situation I'd greatly appreciate it.~~ There is an outstanding issue around the fallibility of mutable methods on `ReflectComponent`, but the DX is largely unchanged from `main` now. - I've attempted to prevent all safe mutable access to a component that does not implement `Component<Mutability = Mutable>`, but there may still be some methods I have missed. Please indicate so and I will address them, as they are bugs. - Unsafe is an escape hatch I am _not_ attempting to prevent. Whatever you do with unsafe is between you and your compiler. - I am marking this PR as ready, but I suspect it will undergo fairly major revisions based on SME feedback. - I've marked this PR as _Uncontroversial_ based on the feature, not the implementation. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com> Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com> Co-authored-by: Nuutti Kotivuori <naked@iki.fi> |
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30d84519a2
|
Use en-us locale for typos (#16037)
# Objective Bevy seems to want to standardize on "American English" spellings. Not sure if this is laid out anywhere in writing, but see also #15947. While perusing the docs for `typos`, I noticed that it has a `locale` config option and tried it out. ## Solution Switch to `en-us` locale in the `typos` config and run `typos -w` ## Migration Guide The following methods or fields have been renamed from `*dependants*` to `*dependents*`. - `ProcessorAssetInfo::dependants` - `ProcessorAssetInfos::add_dependant` - `ProcessorAssetInfos::non_existent_dependants` - `AssetInfo::dependants_waiting_on_load` - `AssetInfo::dependants_waiting_on_recursive_dep_load` - `AssetInfos::loader_dependants` - `AssetInfos::remove_dependants_and_labels` |
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219b5930f1
|
Rename App/World::observe to add_observer, EntityWorldMut::observe_entity to observe. (#15754)
# Objective - Closes #15752 Calling the functions `App::observe` and `World::observe` doesn't make sense because you're not "observing" the `App` or `World`, you're adding an observer that listens for an event that occurs *within* the `World`. We should rename them to better fit this. ## Solution Renames: - `App::observe` -> `App::add_observer` - `World::observe` -> `World::add_observer` - `Commands::observe` -> `Commands::add_observer` - `EntityWorldMut::observe_entity` -> `EntityWorldMut::observe` (Note this isn't a breaking change as the original rename was introduced earlier this cycle.) ## Testing Reusing current tests. |
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336c23c1aa
|
Rename observe to observe_entity on EntityWorldMut (#15616)
# Objective The current observers have some unfortunate footguns where you can end up confused about what is actually being observed. For apps you can chain observe like `app.observe(..).observe(..)` which works like you would expect, but if you try the same with world the first `observe()` will return the `EntityWorldMut` for the created observer, and the second `observe()` will only observe on the observer entity. It took several hours for multiple people on discord to figure this out, which is not a great experience. ## Solution Rename `observe` on entities to `observe_entity`. It's slightly more verbose when you know you have an entity, but it feels right to me that observers for specific things have more specific naming, and it prevents this issue completely. Another possible solution would be to unify `observe` on `App` and `World` to have the same kind of return type, but I'm not sure exactly what that would look like. ## Testing Simple name change, so only concern is docs really. --- ## Migration Guide The `observe()` method on entities has been renamed to `observe_entity()` to prevent confusion about what is being observed in some cases. |
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5289e18e0b
|
System param validation for observers, system registry and run once (#15526)
# Objective Fixes #15394 ## Solution Observers now validate params. System registry has a new error variant for when system running fails due to invalid parameters. Run once now returns a `Result<Out, RunOnceError>` instead of `Out`. This is more inline with system registry, which also returns a result. I'll address warning messages in #15500. ## Testing Added one test for each case. --- ## Migration Guide - `RunSystemOnce::run_system_once` and `RunSystemOnce::run_system_once_with` now return a `Result<Out>` instead of just `Out` --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Zachary Harrold <zac@harrold.com.au> |
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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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b45d83ebda
|
Rename Add to Queue for methods with deferred semantics (#15234)
# Objective - Fixes #15106 ## Solution - Trivial refactor to rename the method. The duplicate method `push` was removed as well. This will simpify the API and make the semantics more clear. `Add` implies that the action happens immediately, whereas in reality, the command is queued to be run eventually. - `ChildBuilder::add_command` has similarly been renamed to `queue_command`. ## Testing Unit tests should suffice for this simple refactor. --- ## Migration Guide - `Commands::add` and `Commands::push` have been replaced with `Commnads::queue`. - `ChildBuilder::add_command` has been renamed to `ChildBuilder::queue_command`. |
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be35cba801
|
Removed Type Parameters from Observer (#15151)
# Objective - Remove any ambiguity around how multiple `Observer` components work on a single `Entity` by completely removing the concept. - Fixes #15122 ## Solution - Removed type parameters from `Observer`, relying on a function pointer to provide type information into the relevant aspects of running an observer. ## Testing - Ran CI locally. - Checked `observers.rs` example continued to function as expected. ## Notes This communicates to users of observers that only a single `Observer` can be inserted onto an entity at a time within the established type system. This has been achieved by erasing the type information from the stored `ObserverSystem` and retrieving it again using a function pointer. This has the downside of increasing the size of the `Observer` component and increases the complexity of the observer runner. However, this complexity was already present, and is in my opinion a worthwhile tradeoff for the clearer user experience. The other notable benefit is users no longer need to use the `ObserverState` component to filter for `Observer` entities, and can instead use `Observer` directly. Technically this is a breaking change, since the type signature for `Observer` has changed. However, it was so cumbersome to use that I don't believe there are any instances in the wild of users directly naming `Observer` types, instead relying on `ObserverState`, and the methods provided by `App` and `World`. As can be seen in the diff, this change had very little knock-on effects across Bevy. ## Migration Guide If you filtered for observers using `Observer<A, B>`, instead filter for an `Observer`. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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c3111bebb8
|
document using ObserverState as filter for Observer Entitys (#14669)
# Objective ~~Enables writing queries like `Query<Entity, With<ObserverMarker>>` to filter `Entity`s that are, or are not (with `Without`), `Observer`s.~~ ~~`Observer` version of [similar PR](https://github.com/bevyengine/bevy/pull/14584) for `SystemId`s.~~ just adding a line to the docs :) ## Solution ~~Simple unit struct `ObserverMarker` added in `Observer`'s `.on_add` component hook.~~ ## Testing No tests, but happy to write some with direction. |
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68ec6f4f50
|
Make QueryState::transmute&co validate the world of the &Components used (#14631)
# Objective - Fix #14629 ## Solution - Make `QueryState::transmute`, `QueryState::transmute_filtered`, `QueryState::join` and `QueryState::join_filtered` take a `impl Into<UnsafeWorldCell>` instead of a `&Components` and validate their `WorldId` ## Migration Guide - `QueryState::transmute`, `QueryState::transmute_filtered`, `QueryState::join` and `QueryState::join_filtered` now take a `impl Into<UnsafeWorldCell>` instead of a `&Components` --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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ed2b8e0f35
|
Minimal Bubbling Observers (#13991)
# Objective
Add basic bubbling to observers, modeled off `bevy_eventlistener`.
## Solution
- Introduce a new `Traversal` trait for components which point to other
entities.
- Provide a default `TraverseNone: Traversal` component which cannot be
constructed.
- Implement `Traversal` for `Parent`.
- The `Event` trait now has an associated `Traversal` which defaults to
`TraverseNone`.
- Added a field `bubbling: &mut bool` to `Trigger` which can be used to
instruct the runner to bubble the event to the entity specified by the
event's traversal type.
- Added an associated constant `SHOULD_BUBBLE` to `Event` which
configures the default bubbling state.
- Added logic to wire this all up correctly.
Introducing the new associated information directly on `Event` (instead
of a new `BubblingEvent` trait) lets us dispatch both bubbling and
non-bubbling events through the same api.
## Testing
I have added several unit tests to cover the common bugs I identified
during development. Running the unit tests should be enough to validate
correctness. The changes effect unsafe portions of the code, but should
not change any of the safety assertions.
## Changelog
Observers can now bubble up the entity hierarchy! To create a bubbling
event, change your `Derive(Event)` to something like the following:
```rust
#[derive(Component)]
struct MyEvent;
impl Event for MyEvent {
type Traverse = Parent; // This event will propagate up from child to parent.
const AUTO_PROPAGATE: bool = true; // This event will propagate by default.
}
```
You can dispatch a bubbling event using the normal
`world.trigger_targets(MyEvent, entity)`.
Halting an event mid-bubble can be done using
`trigger.propagate(false)`. Events with `AUTO_PROPAGATE = false` will
not propagate by default, but you can enable it using
`trigger.propagate(true)`.
If there are multiple observers attached to a target, they will all be
triggered by bubbling. They all share a bubbling state, which can be
accessed mutably using `trigger.propagation_mut()` (`trigger.propagate`
is just sugar for this).
You can choose to implement `Traversal` for your own types, if you want
to bubble along a different structure than provided by `bevy_hierarchy`.
Implementers must be careful never to produce loops, because this will
cause bevy to hang.
## Migration Guide
+ Manual implementations of `Event` should add associated type `Traverse
= TraverseNone` and associated constant `AUTO_PROPAGATE = false`;
+ `Trigger::new` has new field `propagation: &mut Propagation` which
provides the bubbling state.
+ `ObserverRunner` now takes the same `&mut Propagation` as a final
parameter.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Torstein Grindvik <52322338+torsteingrindvik@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
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d7080369a7
|
Fix intra-doc links and make CI test them (#14076)
# Objective - Bevy currently has lot of invalid intra-doc links, let's fix them! - Also make CI test them, to avoid future regressions. - Helps with #1983 (but doesn't fix it, as there could still be explicit links to docs.rs that are broken) ## Solution - Make `cargo r -p ci -- doc-check` check fail on warnings (could also be changed to just some specific lints) - Manually fix all the warnings (note that in some cases it was unclear to me what the fix should have been, I'll try to highlight them in a self-review) |
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0daa6c510b
|
Make Observer::with_event (and other variants) unsafe (#13954)
# Objective `with_event` will result in unsafe casting of event data of the given type to the type expected by the Observer system. This is inherently unsafe. ## Solution Flag `Observer::with_event` and `ObserverDescriptor::with_events` as unsafe. This will not affect normal workflows as `with_event` is intended for very specific (largely internal) use cases. This _should_ be backported to 0.14 before release. --- ## Changelog - `Observer::with_event` is now unsafe. - Rename `ObserverDescriptor::with_triggers` to `ObserverDescriptor::with_events` and make it unsafe. |
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eb3c81374a
|
Generalised ECS reactivity with Observers (#10839)
# Objective
- Provide an expressive way to register dynamic behavior in response to
ECS changes that is consistent with existing bevy types and traits as to
provide a smooth user experience.
- Provide a mechanism for immediate changes in response to events during
command application in order to facilitate improved query caching on the
path to relations.
## Solution
- A new fundamental ECS construct, the `Observer`; inspired by flec's
observers but adapted to better fit bevy's access patterns and rust's
type system.
---
## Examples
There are 3 main ways to register observers. The first is a "component
observer" that looks like this:
```rust
world.observe(|trigger: Trigger<OnAdd, Transform>, query: Query<&Transform>| {
let transform = query.get(trigger.entity()).unwrap();
});
```
The above code will spawn a new entity representing the observer that
will run it's callback whenever the `Transform` component is added to an
entity. This is a system-like function that supports dependency
injection for all the standard bevy types: `Query`, `Res`, `Commands`
etc. It also has a `Trigger` parameter that provides information about
the trigger such as the target entity, and the event being triggered.
Importantly these systems run during command application which is key
for their future use to keep ECS internals up to date. There are similar
events for `OnInsert` and `OnRemove`, and this will be expanded with
things such as `ArchetypeCreated`, `TableEmpty` etc. in follow up PRs.
Another way to register an observer is an "entity observer" that looks
like this:
```rust
world.entity_mut(entity).observe(|trigger: Trigger<Resize>| {
// ...
});
```
Entity observers run whenever an event of their type is triggered
targeting that specific entity. This type of observer will de-spawn
itself if the entity (or entities) it is observing is ever de-spawned so
as to not leave dangling observers.
Entity observers can also be spawned from deferred contexts such as
other observers, systems, or hooks using commands:
```rust
commands.entity(entity).observe(|trigger: Trigger<Resize>| {
// ...
});
```
Observers are not limited to in built event types, they can be used with
any type that implements `Event` (which has been extended to implement
Component). This means events can also carry data:
```rust
#[derive(Event)]
struct Resize { x: u32, y: u32 }
commands.entity(entity).observe(|trigger: Trigger<Resize>, query: Query<&mut Size>| {
let event = trigger.event();
// ...
});
// Will trigger the observer when commands are applied.
commands.trigger_targets(Resize { x: 10, y: 10 }, entity);
```
You can also trigger events that target more than one entity at a time:
```rust
commands.trigger_targets(Resize { x: 10, y: 10 }, [e1, e2]);
```
Additionally, Observers don't _need_ entity targets:
```rust
app.observe(|trigger: Trigger<Quit>| {
})
commands.trigger(Quit);
```
In these cases, `trigger.entity()` will be a placeholder.
Observers are actually just normal entities with an `ObserverState` and
`Observer` component! The `observe()` functions above are just shorthand
for:
```rust
world.spawn(Observer::new(|trigger: Trigger<Resize>| {});
```
This will spawn the `Observer` system and use an `on_add` hook to add
the `ObserverState` component.
Dynamic components and trigger types are also fully supported allowing
for runtime defined trigger types.
## Possible Follow-ups
1. Deprecate `RemovedComponents`, observers should fulfill all use cases
while being more flexible and performant.
2. Queries as entities: Swap queries to entities and begin using
observers listening to archetype creation triggers to keep their caches
in sync, this allows unification of `ObserverState` and `QueryState` as
well as unlocking several API improvements for `Query` and the
management of `QueryState`.
3. Trigger bubbling: For some UI use cases in particular users are
likely to want some form of bubbling for entity observers, this is
trivial to implement naively but ideally this includes an acceleration
structure to cache hierarchy traversals.
4. All kinds of other in-built trigger types.
5. Optimization; in order to not bloat the complexity of the PR I have
kept the implementation straightforward, there are several areas where
performance can be improved. The focus for this PR is to get the
behavior implemented and not incur a performance cost for users who
don't use observers.
I am leaving each of these to follow up PR's in order to keep each of
them reviewable as this already includes significant changes.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: MiniaczQ <xnetroidpl@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
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