Commit Graph

427 Commits

Author SHA1 Message Date
Alice Cecile
6ddd0f16a8
Component lifecycle reorganization and documentation (#19543)
# Objective

I set out with one simple goal: clearly document the differences between
each of the component lifecycle events via module docs.

Unfortunately, no such module existed: the various lifecycle code was
scattered to the wind.
Without a unified module, it's very hard to discover the related types,
and there's nowhere good to put my shiny new documentation.

## Solution

1. Unify the assorted types into a single
`bevy_ecs::component_lifecycle` module.
2. Write docs.
3. Write a migration guide.

## Testing

Thanks CI!

## Follow-up

1. The lifecycle event names are pretty confusing, especially
`OnReplace`. We should consider renaming those. No bikeshedding in my PR
though!
2. Observers need real module docs too :(
3. Any additional functional changes should be done elsewhere; this is a
simple docs and re-org PR.

---------

Co-authored-by: theotherphil <phil.j.ellison@gmail.com>
2025-06-10 00:59:16 +00:00
andriyDev
0381a798e2
Delete System::component_access(). (#19496)
# Objective

- Cleanup related to #19495.

## Solution

- Delete `System::component_access()`. It is redundant with
`System::component_access_set().combined_access()`.

## Testing

- None. There are no callers of this function.
2025-06-09 22:54:52 +00:00
urben1680
1294b71e35
Introduce CheckChangeTicks event that is triggered by World::check_change_ticks (#19274)
# Objective

In the past I had custom data structures containing `Tick`s. I learned
that these need to be regularly checked to clamp them. But there was no
way to hook into that logic so I abandoned storing ticks since then.

Another motivation to open this up some more is to be more able to do a
correct implementation of `System::check_ticks`.

## Solution

Add `CheckChangeTicks` and trigger it in `World::check_change_ticks`.
Make `Tick::check_tick` public.

This event makes it possible to store ticks in components or resources
and have them checked.

I also made `Schedules::check_change_ticks` public so users can store
schedules in custom resources/components for whatever reasons.

## Testing

The logic boils down to a single `World::trigger` call and I don't think
this needs more tests.

## Alternatives

Making this obsolete like with #15683.

---

## Showcase

From the added docs:

```rs
use bevy_ecs::prelude::*;
use bevy_ecs::component::CheckChangeTicks;

#[derive(Resource)]
struct CustomSchedule(Schedule);

let mut world = World::new();
world.add_observer(|tick: Trigger<CheckChangeTicks>, mut schedule: ResMut<CustomSchedule>| {
    schedule.0.check_change_ticks(tick.get());
});
```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-06-09 20:44:49 +00:00
Eagster
064e5e48b4
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.
2025-06-09 19:37:56 +00:00
re0312
5df9c53977
Fix regression on the get/get_mut/get_not_found (#19505)
# Objective

- Partial fix #19504
- As more features were added to Bevy ECS, certain core hot-path
function calls exceeded LLVM's automatic inlining threshold, leading to
significant performance regressions in some cases.



## Solution

- inline more functions.


## Performance
This brought nearly 3x improvement in Windows bench (using Sander's
testing code)

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-06-06 21:04:27 +00:00
Eagster
8ad7118443
Only get valid component ids (#19510)
# Objective

- #19504 showed a 11x regression in getting component values for
unregistered components. This pr should fix that and improve others a
little too.
- This is some cleanup work from #18173 .

## Solution

- Whenever we expect a component value to exist, we only care about
fully registered components, not queued to be registered components
since, for the value to exist, it must be registered.
- So we can use the faster `get_valid_*` instead of `get_*` in a lot of
places.
- Also found a bug where `valid_*` did not forward to `get_valid_*`
properly. That's fixed.

## Testing

CI
2025-06-06 20:59:57 +00:00
Carter Anderson
7e9d6d852b
bevyengine.org -> bevy.org (#19503)
We have acquired [bevy.org](https://bevy.org) and the migration has
finished! Meaning we can now update all of the references in this repo.
2025-06-05 23:09:28 +00:00
Eagster
61bd3af7c7
Remove invalid entity locations (#19433)
# Objective

This is the first step of #19430 and is a follow up for #19132.

Now that `ArchetypeRow` has a niche, we can use `Option` instead of
needing `INVALID` everywhere.

This was especially concerning since `INVALID` *really was valid!*

Using options here made the code clearer and more data-driven. 

## Solution

Replace all uses of `INVALID` entity locations (and archetype/table
rows) with `None`.

## Testing

CI

---------

Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-05-31 16:34:33 +00:00
SpecificProtagonist
a266e7e642
More uninlined_format_args fixes (#19396)
# Objective

There are several uninlined format args (seems to be in more formatting
macros and in more crates) that are not detected on stable, but are on
nightly.

## Solution

Fix them.
2025-05-28 02:35:18 +00:00
SpecificProtagonist
13e89a1678
Fix EntityMeta.spawned_or_despawned unsoundness (#19350)
# Objective

#19047 added an `MaybeUninit` field to `EntityMeta`, but did not
guarantee that it will be initialized before access:

```rust
let mut world = World::new();
let id = world.entities().reserve_entity();
world.flush();
world.entity(id);
```

<details>
<summary>Miri Error</summary>

```
error: Undefined Behavior: using uninitialized data, but this operation requires initialized memory
    --> /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/entity/mod.rs:1121:26
     |
1121 |                 unsafe { meta.spawned_or_despawned.assume_init() }
     |                          ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ using uninitialized data, but this operation requires initialized memory
     |
     = help: this indicates a bug in the program: it performed an invalid operation, and caused Undefined Behavior
     = help: see https://doc.rust-lang.org/nightly/reference/behavior-considered-undefined.html for further information
     = note: BACKTRACE:
     = note: inside closure at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/entity/mod.rs:1121:26: 1121:65
     = note: inside `std::option::Option::<&bevy_ecs::entity::EntityMeta>::map::<bevy_ecs::entity::SpawnedOrDespawned, {closure@bevy_ecs::entity::Entities::entity_get_spawned_or_despawned::{closure#1}}>` at /home/vj/.rustup/toolchains/nightly-x86_64-unknown-linux-gnu/lib/rustlib/src/rust/library/core/src/option.rs:1144:29: 1144:33
     = note: inside `bevy_ecs::entity::Entities::entity_get_spawned_or_despawned` at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/entity/mod.rs:1112:9: 1122:15
     = note: inside closure at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/entity/mod.rs:1094:13: 1094:57
     = note: inside `bevy_ecs::change_detection::MaybeLocation::<std::option::Option<&std::panic::Location<'_>>>::new_with_flattened::<{closure@bevy_ecs::entity::Entities::entity_get_spawned_or_despawned_by::{closure#0}}>` at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/change_detection.rs:1371:20: 1371:24
     = note: inside `bevy_ecs::entity::Entities::entity_get_spawned_or_despawned_by` at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/entity/mod.rs:1093:9: 1096:11
     = note: inside `bevy_ecs::entity::Entities::entity_does_not_exist_error_details` at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/entity/mod.rs:1163:23: 1163:70
     = note: inside `bevy_ecs::entity::EntityDoesNotExistError::new` at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/entity/mod.rs:1182:22: 1182:74
     = note: inside `bevy_ecs::world::unsafe_world_cell::UnsafeWorldCell::<'_>::get_entity` at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/world/unsafe_world_cell.rs:368:20: 368:73
     = note: inside `<bevy_ecs::entity::Entity as bevy_ecs::world::WorldEntityFetch>::fetch_ref` at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/world/entity_fetch.rs:207:21: 207:42
     = note: inside `bevy_ecs::world::World::get_entity::<bevy_ecs::entity::Entity>` at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/world/mod.rs:911:18: 911:42
note: inside `main`
    --> src/main.rs:12:15
     |
12   |     world.entity(id);
     |
```

</details>

## Solution

- remove the existing `MaybeUninit` in `EntityMeta.spawned_or_despawned`
- initialize during flush. This is not needed for soundness, but not
doing this means we can't return a sensible location/tick for flushed
entities.

## Testing

Test via the snippet above (also added equivalent test).

---------

Co-authored-by: urben1680 <55257931+urben1680@users.noreply.github.com>
2025-05-27 22:45:07 +00:00
Chris Russell
571b3ba475
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`.
2025-05-27 19:04:32 +00:00
theotherphil
f8cb8f237d
Fix a few typos in bevy_ecs docs (#19280)
# Objective

Fix a few minor typos that I noticed when reading the docs.
2025-05-26 20:02:13 +00:00
Eagster
b6b54912fa
Nonmax all rows (#19132)
# Objective

Since #18704 is done, we can track the length of unique entity row
collections with only a `u32` and identify an index within that
collection with only a `NonMaxU32`. This leaves an opportunity for
performance improvements.

## Solution

- Use `EntityRow` in sparse sets.
- Change table, entity, and query lengths to be `u32` instead of
`usize`.
- Keep `batching` module `usize` based since that is reused for events,
which may exceed `u32::MAX`.
- Change according `Range<usize>` to `Range<u32>`. This is more
efficient and helps justify safety.
- Change `ArchetypeRow` and `TableRow` to wrap `NonMaxU32` instead of
`u32`.

Justifying `NonMaxU32::new_unchecked` everywhere is predicated on this
safety comment in `Entities::set`: "`location` must be valid for the
entity at `index` or immediately made valid afterwards before handing
control to unknown code." This ensures no entity is in two table rows
for example. That fact is used to argue uniqueness of the entity rows in
each table, archetype, sparse set, query, etc. So if there's no
duplicates, and a maximum total entities of `u32::MAX` none of the
corresponding row ids / indexes can exceed `NonMaxU32`.

## Testing

CI

---------

Co-authored-by: Christian Hughes <9044780+ItsDoot@users.noreply.github.com>
2025-05-26 17:39:55 +00:00
Kevin Reid
870ad21238
Add documentation and examples of [ScheduleLabel] usage. (#19329)
## Objective

Add documentation useful to users of `bevy_ecs` not also using `App`.

Fixes #19270.

## Solution

* Add explanation of labels to `Schedule` documentation.
* Add example of `derive(ScheduleLabel)` to `trait ScheduleLabel`.
* Add a third example to `Schedule` which demonstrates using a schedule
via label instead of owning it directly.
* Add further explanation and links to `World::add_schedule()`, and
`World::run_schedule()`.

## Testing

Reviewed generated documentation.

Please review this documentation carefully for correctness, as I have
little experience with `bevy_ecs` and I am adding this information
because it would have helped my own past confusion, but I may still be
wrong about how things should be done.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: theotherphil <phil.j.ellison@gmail.com>
2025-05-22 15:55:35 +00:00
SpecificProtagonist
e7e9973c80
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)
    …
```
2025-05-19 01:35:07 +00:00
urben1680
732b2e0c79
Track spawn Tick of entities, offer methods, query data SpawnDetails and query filter Spawned (#19047)
# Objective

In my own project I was encountering the issue to find out which
entities were spawned after applying commands. I began maintaining a
vector of all entities with generational information before and after
applying the command and diffing it. This was awfully complicated though
and has no constant complexity but grows with the number of entities.

## Solution

Looking at `EntyMeta` it seemed obvious to me that struct can track the
tick just as it does with `MaybeLocation`, updated from the same call.
After that it became almost a given to also introduce query data
`SpawnDetails` which offers methods to get the spawn tick and location,
and query filter `Spawned` that filters entities out that were not
spawned since the last run.

## Testing

I expanded a few tests and added new ones, though maybe I forgot a group
of tests that should be extended too. I basically searched `bevy_ecs`
for mentions of `Changed` and `Added` to see where the tests and docs
are.

Benchmarks of spawn/despawn can be found
[here](https://github.com/bevyengine/bevy/pull/19047#issuecomment-2852181374).

---

## Showcase

From the added docs, systems with equal complexity since the filter is
not archetypal:
```rs
fn system1(q: Query<Entity, Spawned>) {
    for entity in &q { /* entity spawned */ }
}

fn system2(query: Query<(Entity, SpawnDetails)>) {
    for (entity, spawned) in &query {
        if spawned.is_spawned() { /* entity spawned */ }
    }
}
```

`SpawnedDetails` has a few more methods:

```rs
fn print_spawn_details(query: Query<(Entity, SpawnDetails)>) {
    for (entity, spawn_details) in &query {
        if spawn_details.is_spawned() {
            print!("new ");
        }
        println!(
            "entity {:?} spawned at {:?} by {:?}",
            entity,
            spawn_details.spawned_at(),
            spawn_details.spawned_by()
        );        
    }
}
```

## Changes

No public api was changed, I only added to it. That is why I added no
migration guide.

- query data `SpawnDetails`
- query filter `Spawned`
- method `Entities::entity_get_spawned_or_despawned_at`
- method `EntityRef::spawned_at`
- method `EntityMut::spawned_at`
- method `EntityWorldMut::spawned_at`
- method `UnsafeEntityCell::spawned_at`
- method `FilteredEntityRef::spawned_at`
- method `FilteredEntityMut::spawned_at`
- method `EntityRefExcept::spawned_at`
- method `EntityMutExcept::spawned_at`

---------

Co-authored-by: Eagster <79881080+ElliottjPierce@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-05-08 14:57:33 +00:00
Periwink
60ea43d01d
Add system ticks to EntityRef/Mut WorldQuery (#19115)
# Objective

- Fixes a subset of https://github.com/bevyengine/bevy/issues/13735 by
making `EntityRef`, `EntityMut` + similar WorldQueries use the system's
change ticks when being created from within a system.
In particular, this means that `entity_ref.get_ref::<T>()` will use the
correct change ticks (the ones from the system), which matches the
behaviour of querying for `Ref<T>` directly in the system parameters.

## Solution

- Implements the solution described by
https://github.com/bevyengine/bevy/issues/13735#issuecomment-2652482918
which is to add change ticks to the `UnsafeEntityCell`

## Testing

- Added a unit test that is close to what users would encounter: before
this PR the `Added`/`Changed` filters on `Ref`s created from `EntityRef`
are incorrect.
2025-05-07 18:19:35 +00:00
Zachary Harrold
63e78fe489
Deprecated Begone! 0.16 Cleanup (#19108)
# Objective

A fair few items were deprecated in 0.16. Let's delete them now that
we're in the 0.17 development cycle!

## Solution

- Deleted items marked deprecated in 0.16.

## Testing

- CI

---

## Notes

I'm making the assumption that _everything_ deprecated in 0.16 should be
removed in 0.17. That may be a false assumption in certain cases. Please
check the items to be removed to see if there are any exceptions we
should keep around for another cycle!
2025-05-07 18:17:41 +00:00
Jonathan Chan Kwan Yin
cdcb773e9b
Add EntityWorldMut::reborrow_scope() (#18730)
# Objective

Allow `EntityCommand` implementors to delegate to other entity commands
easily:

```rs
impl EntityCommand for Foo {
    fn apply(self, mut entity: EntityWorldMut) {
        entity.reborrow_scope(|e| StepOne.apply(e));
        entity.reborrow_scope(|e| StepTwo.apply(e));
    }
}
```
2025-05-06 00:19:56 +00:00
Eagster
f6543502b4
Add BundleRemover (#18521)
# Objective

It has long been a todo item in the ecs to create a `BundleRemover`
alongside the inserter, spawner, etc.

This is an uncontroversial first step of #18514.

## Solution

Move existing code from complex helper functions to one generalized
`BundleRemover`.

## Testing

Existing tests.
2025-05-05 23:55:04 +00:00
Chris Russell
bea0a0a9bc
Let FilteredEntity(Ref|Mut) receive access when nested. (#18236)
# Objective

Let `FilteredEntityRef` and `FilteredEntityMut` receive access when
nested inside tuples or `#[derive(QueryData)]` types. Make sure to
exclude any access that would conflict with other subqueries!

Fixes #14349

## Solution

Replace `WorldQuery::set_access(state, access)` with a new method,
`QueryData::provide_extra_access(state, access, available_access)`, that
passes both the total available access and the currently used access.
This is called after `WorldQuery::update_component_access()`, so any
access used by ordinary subqueries will be known. `FilteredEntityRef`
and `FilteredEntityMut` can use the combination to determine how much
access they can safely take, while tuples can safely pass those
parameters directly to their subqueries.

This requires a new `Access::remove_conflicting_access()` method that
can be used to remove any access that would conflict with existing
access. Implementing this method was easier by first factoring some
common set manipulation code out of `Access::extend`. I can extract that
refactoring to a separate PR if desired.

Have `FilteredEntity(Ref|Mut)` store `Access` instead of
`FilteredAccess` because they do not need to keep track of the filter.
This was necessary in an early draft but no longer is. I left it in
because it's small and I'm touching that code anyway, but I can extract
it to a separate PR if desired.
2025-05-05 23:23:46 +00:00
Eagster
bfc76c589e
Remove insert_or_spawn function family (#18148)
# Objective

Based on and closes #18054, this PR builds on #18035 and #18147 to
remove:

- `Commands::insert_or_spawn_batch`
- `Entities::alloc_at_without_replacement`
- `Entities::alloc_at`
- `entity::AllocAtWithoutReplacement`
- `World::insert_or_spawn_batch`
- `World::insert_or_spawn_batch_with_caller`

## Testing

Just removing unused, deprecated code, so no new tests. Note that as of
writing, #18035 is still under testing and review.

## Future Work

Per
[this](https://github.com/bevyengine/bevy/issues/18054#issuecomment-2689088899)
comment on #18054, there may be additional performance improvements
possible to the entity allocator now that `alloc_at` no longer is
supported. At a glance, I don't see anything obvious to improve, but it
may be worth further investigation in the future.

---------

Co-authored-by: JaySpruce <jsprucebruce@gmail.com>
2025-05-05 23:14:32 +00:00
Chris Russell
5f936aefc8
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.
2025-05-05 17:46:25 +00:00
Carter Anderson
e9a0ef49f9
Rename bevy_platform_support to bevy_platform (#18813)
# Objective

The goal of `bevy_platform_support` is to provide a set of platform
agnostic APIs, alongside platform-specific functionality. This is a high
traffic crate (providing things like HashMap and Instant). Especially in
light of https://github.com/bevyengine/bevy/discussions/18799, it
deserves a friendlier / shorter name.

Given that it hasn't had a full release yet, getting this change in
before Bevy 0.16 makes sense.

## Solution

- Rename `bevy_platform_support` to `bevy_platform`.
2025-04-11 23:13:28 +00:00
BD103
4f2fa81cef
Add #[deprecated(since = "0.16.0", ...)] to items missing it (#18702)
# Objective

- The `#[deprecated]` attributes supports a `since` field, which
documents in which version an item was deprecated. This field is visible
in `rustdoc`.
- We inconsistently use `since` throughout the project.

For an example of what `since` renders as, take a look at
`ChildOf::get()`:

```rust
/// The parent entity of this child entity.
#[deprecated(since = "0.16.0", note = "Use child_of.parent() instead")]
#[inline]
pub fn get(&self) -> Entity {
    self.0
}
```


![image](https://github.com/user-attachments/assets/2ea5d8c9-2eab-430a-9a1c-421f315ff123)


## Solution

- Add `since = "0.16.0"` to all `#[deprecated]` attributes that do not
already use it.
- Add an example of deprecating a struct with the `since` field in the
migration guide document.

I would appreciate if this could be included in 0.16's release, as its a
low-risk documentation improvement that is valuable for the release, but
I'd understand if this was cut.

## Testing

You can use `cargo doc` to inspect the rendered form of
`#[deprecated(since = "0.16.0", ...)]`.
2025-04-03 17:06:01 +00:00
Eagster
5db67f35e4
Get names of queued components (#18451)
# Objective

#18173 allows components to be queued without being fully registered.
But much of bevy's debug logging contained
`components.get_name(id).unwrap()`. However, this panics when the id is
queued. This PR fixes this, allowing names to be retrieved for debugging
purposes, etc, even while they're still queued.

## Solution

We change `ComponentInfo::descriptor` to be `Arc<ComponentDescriptor>`
instead of not arc'd. This lets us pass the descriptor around (as a name
or otherwise) as needed. The alternative would require some form of
`MappedRwLockReadGuard`, which is unstable, and would be terribly
blocking. Putting it in an arc also signifies that it doesn't change,
which is a nice signal to users. This does mean there's an extra pointer
dereference, but I don't think that's an issue here, as almost all paths
that use this are for debugging purposes or one-time set ups.

## Testing

Existing tests.

## Migration Guide

`Components::get_name` now returns `Option<Cow<'_, str>` instead of
`Option<&str>`. This is because it now returns results for queued
components. If that behavior is not desired, or you know the component
is not queued, you can use
`components.get_info().map(ComponentInfo::name)` instead.

Similarly, `ScheduleGraph::conflicts_to_string` now returns `impl
Iterator<Item = (String, String, Vec<Cow<str>>)>` instead of `impl
Iterator<Item = (String, String, Vec<&str>)>`. Because `Cow<str>` derefs
to `&str`, most use cases can remain unchanged.

---------

Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
2025-03-31 23:22:33 +00:00
Vic
35cfef7cf2
Rename EntityBorrow/TrustedEntityBorrow to ContainsEntity/EntityEquivalent (#18470)
# Objective

Fixes #9367.

Yet another follow-up to #16547.

These traits were initially based on `Borrow<Entity>` because that trait
was what they were replacing, and it felt close enough in meaning.
However, they ultimately don't quite match: `borrow` always returns
references, whereas `EntityBorrow` always returns a plain `Entity`.
Additionally, `EntityBorrow` can imply that we are borrowing an `Entity`
from the ECS, which is not what it does.

Due to its safety contract, `TrustedEntityBorrow` is important an
important and widely used trait for `EntitySet` functionality.
In contrast, the safe `EntityBorrow` does not see much use, because even
outside of `EntitySet`-related functionality, it is a better idea to
accept `TrustedEntityBorrow` over `EntityBorrow`.

Furthermore, as #9367 points out, abstracting over returning `Entity`
from pointers/structs that contain it can skip some ergonomic friction.

On top of that, there are aspects of #18319 and #18408 that are relevant
to naming:
We've run into the issue that relying on a type default can switch
generic order. This is livable in some contexts, but unacceptable in
others.

To remedy that, we'd need to switch to a type alias approach: 
The "defaulted" `Entity` case becomes a
`UniqueEntity*`/`Entity*Map`/`Entity*Set` alias, and the base type
receives a more general name. `TrustedEntityBorrow` does not mesh
clearly with sensible base type names.

## Solution
Replace any `EntityBorrow` bounds with `TrustedEntityBorrow`.
+
Rename them as such:
`EntityBorrow` -> `ContainsEntity`
`TrustedEntityBorrow` -> `EntityEquivalent`

For `EntityBorrow` we produce a change in meaning; We designate it for
types that aren't necessarily strict wrappers around `Entity` or some
pointer to `Entity`, but rather any of the myriad of types that contain
a single associated `Entity`.
This pattern can already be seen in the common `entity`/`id` methods
across the engine.
We do not mean for `ContainsEntity` to be a trait that abstracts input
API (like how `AsRef<T>` is often used, f.e.), because eliding
`entity()` would be too implicit in the general case.

We prefix "Contains" to match the intuition of a struct with an `Entity`
field, like some contain a `length` or `capacity`.
It gives the impression of structure, which avoids the implication of a
relationship to the `ECS`.
`HasEntity` f.e. could be interpreted as "a currently live entity", 

As an input trait for APIs like #9367 envisioned, `TrustedEntityBorrow`
is a better fit, because it *does* restrict itself to strict wrappers
and pointers. Which is why we replace any
`EntityBorrow`/`ContainsEntity` bounds with
`TrustedEntityBorrow`/`EntityEquivalent`.

Here, the name `EntityEquivalent` is a lot closer to its actual meaning,
which is "A type that is both equivalent to an `Entity`, and forms the
same total order when compared".
Prior art for this is the
[`Equivalent`](https://docs.rs/hashbrown/latest/hashbrown/trait.Equivalent.html)
trait in `hashbrown`, which utilizes both `Borrow` and `Eq` for its one
blanket impl!

Given that we lose the `Borrow` moniker, and `Equivalent` can carry
various meanings, we expand on the safety comment of `EntityEquivalent`
somewhat. That should help prevent the confusion we saw in
[#18408](https://github.com/bevyengine/bevy/pull/18408#issuecomment-2742094176).

The new name meshes a lot better with the type aliasing approach in
#18408, by aligning with the base name `EntityEquivalentHashMap`.
For a consistent scheme among all set types, we can use this scheme for
the `UniqueEntity*` wrapper types as well!
This allows us to undo the switched generic order that was introduced to
`UniqueEntityArray` by its `Entity` default.

Even without the type aliases, I think these renames are worth doing!

## Migration Guide

Any use of `EntityBorrow` becomes `ContainsEntity`.
Any use of `TrustedEntityBorrow` becomes `EntityEquivalent`.
2025-03-30 06:04:26 +00:00
Vic
f57c7a43c4
reexport entity set collections in entity module (#18413)
# Objective

Unlike for their helper typers, the import paths for
`unique_array::UniqueEntityArray`, `unique_slice::UniqueEntitySlice`,
`unique_vec::UniqueEntityVec`, `hash_set::EntityHashSet`,
`hash_map::EntityHashMap`, `index_set::EntityIndexSet`,
`index_map::EntityIndexMap` are quite redundant.

When looking at the structure of `hashbrown`, we can also see that while
both `HashSet` and `HashMap` have their own modules, the main types
themselves are re-exported to the crate level.

## Solution

Re-export the types in their shared `entity` parent module, and simplify
the imports where they're used.
2025-03-30 03:51:14 +00:00
Carter Anderson
538afe2330
Improved Require Syntax (#18555)
# Objective

Requires are currently more verbose than they need to be. People would
like to define inline component values. Additionally, the current
`#[require(Foo(custom_constructor))]` and `#[require(Foo(|| Foo(10))]`
syntax doesn't really make sense within the context of the Rust type
system. #18309 was an attempt to improve ergonomics for some cases, but
it came at the cost of even more weirdness / unintuitive behavior. Our
approach as a whole needs a rethink.

## Solution

Rework the `#[require()]` syntax to make more sense. This is a breaking
change, but I think it will make the system easier to learn, while also
improving ergonomics substantially:

```rust
#[derive(Component)]
#[require(
    A, // this will use A::default()
    B(1), // inline tuple-struct value
    C { value: 1 }, // inline named-struct value
    D::Variant, // inline enum variant
    E::SOME_CONST, // inline associated const
    F::new(1), // inline constructor
    G = returns_g(), // an expression that returns G
    H = SomethingElse::new(), // expression returns SomethingElse, where SomethingElse: Into<H> 
)]
struct Foo;
```

## Migration Guide

Custom-constructor requires should use the new expression-style syntax:

```rust
// before
#[derive(Component)]
#[require(A(returns_a))]
struct Foo;

// after
#[derive(Component)]
#[require(A = returns_a())]
struct Foo;
```

Inline-closure-constructor requires should use the inline value syntax
where possible:

```rust
// before
#[derive(Component)]
#[require(A(|| A(10))]
struct Foo;

// after
#[derive(Component)]
#[require(A(10)]
struct Foo;
```

In cases where that is not possible, use the expression-style syntax:

```rust
// before
#[derive(Component)]
#[require(A(|| A(10))]
struct Foo;

// after
#[derive(Component)]
#[require(A = A(10)]
struct Foo;
```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François Mockers <mockersf@gmail.com>
2025-03-26 17:48:27 +00:00
Zachary Harrold
921ff6701f
Add methods to work with dynamic immutable components (#18532)
# Objective

- Fixes #16861

## Solution

- Added: 
  - `UnsafeEntityCell::get_mut_assume_mutable_by_id`
  - `EntityMut::get_mut_assume_mutable_by_id`
  - `EntityMut::get_mut_assume_mutable_by_id_unchecked`
  - `EntityWorldMut::into_mut_assume_mutable_by_id`
  - `EntityWorldMut::into_mut_assume_mutable`
  - `EntityWorldMut::get_mut_assume_mutable_by_id`
  - `EntityWorldMut::into_mut_assume_mutable_by_id`
  - `EntityWorldMut::modify_component_by_id`
  - `World::modify_component_by_id`
  - `DeferredWorld::modify_component_by_id`
- Added `fetch_mut_assume_mutable` to `DynamicComponentFetch` trait
(this is a breaking change)

## Testing

- CI

---

## Migration Guide

If you had previously implemented `DynamicComponentFetch` you must now
include a definition for `fetch_mut_assume_mutable`. In general this
will be identical to `fetch_mut` using the relevant alternatives for
actually getting a component.

---

## Notes

All of the added methods are minor variations on existing functions and
should therefore be of low risk for inclusion during the RC process.
2025-03-25 20:52:07 +00:00
Eagster
834260845a
Ensure spawning related entities in an OnAdd observer downstream of a World::spawn in a Command does not cause a crash (#18545)
# Objective

fixes #18452.

## Solution

Spawning used to flush commands only, but those commands can reserve
entities. Now, spawning flushes everything, including reserved entities.
I checked, and this was the only place where `flush_commands` is used
instead of `flush` by mistake.

## Testing

I simplified the MRE from #18452 into its own test, which fails on main,
but passes on this branch.
2025-03-25 19:19:53 +00:00
Carter Weinberg
821f6fa0dd
Small Docs PR for Deferred Worlds (#18384)
# Objective

I was looking over a PR yesterday, and got confused by the docs on
deferred world. I thought I would add a little more detail to the struct
in order to clarify it a little.

## Solution

Document some more about deferred worlds.
2025-03-18 20:30:49 +00:00
Carter Anderson
6d6054116a
Support skipping Relationship on_replace hooks (#18378)
# Objective

Fixes #18357

## Solution

Generalize `RelationshipInsertHookMode` to `RelationshipHookMode`, wire
it up to on_replace execution, and use it in the
`Relationship::on_replace` hook.
2025-03-18 01:24:07 +00:00
andristarr
2b21b6cc13
FilteredResource returns a Result instead of a simple Option (#18265)
# Objective
FilteredResource::get should return a Result instead of Option

Fixes #17480 

---

## Migration Guide

Users will need to handle the different return type on
FilteredResource::get, FilteredResource::get_id,
FilteredResource::get_mut as it is now a Result not an Option.
2025-03-17 18:54:13 +00:00
Christian Hughes
fecf2d2591
Provide a safe abstraction for split access to entities and commands (#18215)
# Objective

Currently experimenting with manually implementing
`Relationship`/`RelationshipTarget` to support associated edge data,
which means I need to replace the default hook implementations provided
by those traits. However, copying them over for editing revealed that
`UnsafeWorldCell::get_raw_command_queue` is `pub(crate)`, and I would
like to not have to clone the source collection, like the default impl.
So instead, I've taken to providing a safe abstraction for being able to
access entities and queue commands simultaneously.

## Solution

Added `World::entities_and_commands` and
`DeferredWorld::entities_and_commands`, which can be used like so:

```rust
let eid: Entity = /* ... */;
let (mut fetcher, mut commands) = world.entities_and_commands();
let emut = fetcher.get_mut(eid).unwrap();
commands.entity(eid).despawn();
```

## Testing

- Added a new test for each of the added functions.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-03-17 18:05:50 +00:00
urben1680
ca6630a24a
Introduce public World::register_dynamic_bundle method (#18198)
Registering dynamic bundles was not possible for the user yet.

It is alone not very useful though as there are no methods to clone,
move or remove components via a `BundleId`. This could be a follow-up
work if this PR is approved and such a third (besides `T: Bundle` and
`ComponentId`(s)) API for structural operation is desired. I certainly
would use a hypothetical `EntityClonerBuilder::allow_by_bundle_id`.

I personally still would like this register method because I have a
`Bundles`-like custom data structure and I would like to not reinvent
the wheel. Then instead of having boxed `ComponentId` slices in my
collection I could look up explicit and required components there.

For reference scroll up to the typed version right above the new one.
2025-03-16 18:58:16 +00:00
Cyrill Schenkel
8570af1d96
Add print_stdout and print_stderr lints (#17446) (#18233)
# Objective

- Prevent usage of `println!`, `eprintln!` and the like because they
require `std`
- Fixes #17446

## Solution

- Enable the `print_stdout` and `print_stderr` clippy lints
- Replace all `println!` and `eprintln!` occurrences with `log::*` where
applicable or alternatively ignore the warnings

## Testing

- Run `cargo clippy --workspace` to ensure that there are no warnings
relating to printing to `stdout` or `stderr`
2025-03-11 19:35:48 +00:00
Eagster
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>
2025-03-10 21:46:27 +00:00
Eagster
ed7b366b24
Deprecate insert_or_spawn function family (#18147)
# Objective

Based on #18054, this PR builds on #18035 to deprecate:

- `Commands::insert_or_spawn_batch`
- `Entities::alloc_at_without_replacement`
- `Entities::alloc_at`
- `World::insert_or_spawn_batch`
- `World::insert_or_spawn_batch_with_caller`

## Testing

Just deprecation, so no new tests. Note that as of writing #18035 is
still under testing and review.

## Open Questions

- [x] Should `entity::AllocAtWithoutReplacement` be deprecated? It is
internal and only used in `Entities::alloc_at_without_replacement`.
**EDIT:** Now deprecated.

## Migration Guide

The following functions have been deprecated:

- `Commands::insert_or_spawn_batch`
- `World::insert_or_spawn_batch`
- `World::insert_or_spawn_batch_with_caller`

These functions, when used incorrectly, can cause major performance
problems and are generally viewed as anti-patterns and foot guns. These
are planned to be removed altogether in 0.17.

Instead of these functions consider doing one of the following:

Option A) Instead of despawing entities and re-spawning them at a
particular id, insert the new `Disabled` component without despawning
the entity, and use `try_insert_batch` or `insert_batch` and remove
`Disabled` instead of re-spawning it.

Option B) Instead of giving special meaning to an entity id, simply use
`spawn_batch` and ensure entity references are valid when despawning.

---------

Co-authored-by: JaySpruce <jsprucebruce@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-03-06 17:04:16 +00:00
Carter Anderson
a530c07bc5
Preserve spawned RelationshipTarget order and other improvements (#17858)
Fixes #17720

## Objective

Spawning RelationshipTargets from scenes currently fails to preserve
RelationshipTarget ordering (ex: `Children` has an arbitrary order).
This is because it uses the normal hook flow to set up the collection,
which means we are pushing onto the collection in _spawn order_ (which
is currently in archetype order, which will often produce mismatched
orderings).

We need to preserve the ordering in the original RelationshipTarget
collection. Ideally without expensive checking / fixups.

## Solution

One solution would be to spawn in hierarchy-order. However this gets
complicated as there can be multiple hierarchies, and it also means we
can't spawn in more cache-friendly orders (ex: the current per-archetype
spawning, or future even-smarter per-table spawning). Additionally,
same-world cloning has _slightly_ more nuanced needs (ex: recursively
clone linked relationships, while maintaining _original_ relationships
outside of the tree via normal hooks).

The preferred approach is to directly spawn the remapped
RelationshipTarget collection, as this trivially preserves the ordering.
Unfortunately we can't _just_ do that, as when we spawn the children
with their Relationships (ex: `ChildOf`), that will insert a duplicate.

We could "fixup" the collection retroactively by just removing the back
half of duplicates, but this requires another pass / more lookups /
allocating twice as much space. Additionally, it becomes complicated
because observers could insert additional children, making it harder
(aka more expensive) to determine which children are dupes and which are
not.

The path I chose is to support "opting out" of the relationship target
hook in the contexts that need that, as this allows us to just cheaply
clone the mapped collection. The relationship hook can look for this
configuration when it runs and skip its logic when that happens. A
"simple" / small-amount-of-code way to do this would be to add a "skip
relationship spawn" flag to World. Sadly, any hook / observer that runs
_as the result of an insert_ would also read this flag. We really need a
way to scope this setting to a _specific_ insert.

Therefore I opted to add a new `RelationshipInsertHookMode` enum and an
`entity.insert_with_relationship_insert_hook_mode` variant. Obviously
this is verbose and ugly. And nobody wants _more_ insert variants. But
sadly this was the best I could come up with from a performance and
capability perspective. If you have alternatives let me know!

There are three variants:

1. `RelationshipInsertHookMode::Run`: always run relationship insert
hooks (this is the default)
2. `RelationshipInsertHookMode::Skip`: do not run any relationship
insert hooks for this insert (this is used by spawner code)
3. `RelationshipInsertHookMode::RunIfNotLinked`: only run hooks for
_unlinked_ relationships (this is used in same-world recursive entity
cloning to preserve relationships outside of the deep-cloned tree)

Note that I have intentionally only added "insert with relationship hook
mode" variants to the cases we absolutely need (everything else uses the
default `Run` mode), just to keep the code size in check. I do not think
we should add more without real _very necessary_ use cases.

I also made some other minor tweaks:

1. I split out `SourceComponent` from `ComponentCloneCtx`. Reading the
source component no longer needlessly blocks mutable access to
`ComponentCloneCtx`.
2. Thanks to (1), I've removed the `RefCell` wrapper over the cloned
component queue.
3. (1) also allowed me to write to the EntityMapper while queuing up
clones, meaning we can reserve entities during the component clone and
write them to the mapper _before_ inserting the component, meaning
cloned collections can be mapped on insert.
4. I've removed the closure from `write_target_component_ptr` to
simplify the API / make it compatible with the split `SourceComponent`
approach.
5. I've renamed `EntityCloner::recursive` to
`EntityCloner::linked_cloning` to connect that feature more directly
with `RelationshipTarget::LINKED_SPAWN`
6. I've removed `EntityCloneBehavior::RelationshipTarget`. This was
always intended to be temporary, and this new behavior removes the need
for it.

---------

Co-authored-by: Viktor Gustavsson <villor94@gmail.com>
2025-03-05 22:18:57 +00:00
GlFolker
c819beb02c
Emphasize no structural changes in SystemParam::get_param (#17996)
# Objective

Many systems like `Schedule` rely on the fact that every structural ECS
changes are deferred until an exclusive system flushes the `World`
itself. This gives us the benefits of being able to run systems in
parallel without worrying about dangling references caused by memory
(re)allocations, which will in turn lead to **Undefined Behavior**.
However, this isn't explicitly documented in `SystemParam`; currently it
only vaguely hints that in `init_state`, based on the fact that
structural ECS changes require mutable access to the _whole_ `World`.

## Solution

Document this behavior explicitly in `SystemParam`'s type-level
documentations.
2025-03-04 18:09:39 +00:00
Alice Cecile
2ad5908e58
Make Query::single (and friends) return a Result (#18082)
# Objective

As discussed in #14275, Bevy is currently too prone to panic, and makes
the easy / beginner-friendly way to do a large number of operations just
to panic on failure.

This is seriously frustrating in library code, but also slows down
development, as many of the `Query::single` panics can actually safely
be an early return (these panics are often due to a small ordering issue
or a change in game state.

More critically, in most "finished" products, panics are unacceptable:
any unexpected failures should be handled elsewhere. That's where the
new

With the advent of good system error handling, we can now remove this.

Note: I was instrumental in a) introducing this idea in the first place
and b) pushing to make the panicking variant the default. The
introduction of both `let else` statements in Rust and the fancy system
error handling work in 0.16 have changed my mind on the right balance
here.

## Solution

1. Make `Query::single` and `Query::single_mut` (and other random
related methods) return a `Result`.
2. Handle all of Bevy's internal usage of these APIs.
3. Deprecate `Query::get_single` and friends, since we've moved their
functionality to the nice names.
4. Add detailed advice on how to best handle these errors.

Generally I like the diff here, although `get_single().unwrap()` in
tests is a bit of a downgrade.

## Testing

I've done a global search for `.single` to track down any missed
deprecated usages.

As to whether or not all the migrations were successful, that's what CI
is for :)

## Future work

~~Rename `Query::get_single` and friends to `Query::single`!~~

~~I've opted not to do this in this PR, and smear it across two releases
in order to ease the migration. Successive deprecations are much easier
to manage than the semantics and types shifting under your feet.~~

Cart has convinced me to change my mind on this; see
https://github.com/bevyengine/bevy/pull/18082#discussion_r1974536085.

## Migration guide

`Query::single`, `Query::single_mut` and their `QueryState` equivalents
now return a `Result`. Generally, you'll want to:

1. Use Bevy 0.16's system error handling to return a `Result` using the
`?` operator.
2. Use a `let else Ok(data)` block to early return if it's an expected
failure.
3. Use `unwrap()` or `Ok` destructuring inside of tests.

The old `Query::get_single` (etc) methods which did this have been
deprecated.
2025-03-02 19:51:56 +00:00
JaySpruce
67146bdef7
Add missing unsafe to entity_command::insert_by_id and make it more configurable (#18052)
## Objective

`insert_by_id` is unsafe, but I forgot to add that to the
manually-queueable version in `entity_command`.

It also can only insert using `InsertMode::Replace`, when it could
easily be configurable by threading an `InsertMode` parameter to the
final `BundleInserter::insert` call.

## Solution

- Add `unsafe` and safety comment.
- Add `InsertMode` parameter to `entity_command::insert_by_id`,
`EntityWorldMut::insert_by_id_with_caller`, and
`EntityWorldMut::insert_dynamic_bundle`.
- Add `InsertMode` parameter to `entity_command::insert` and remove
`entity_command::insert_if_new`, for consistency with the other
manually-queued insertion commands.
2025-02-27 06:20:32 +00:00
Tristan Maindron
0f153ffb44
Prevent last_trigger_id from overflowing (#17978)
# Objective

This prevents overflowing the `last_trigger_id` property that leads to a
panic in debug mode.

```bash
panicked at C:\XXX\.cargo\registry\src\index.crates.io-6f17d22bba15001f\bevy_ecs-0.15.2\src\world\unsafe_world_cell.rs:630:18:
attempt to add with overflow
Encountered a panic when applying buffers for system `bevy_sprite::calculate_bounds_2d`!
Encountered a panic in system `bevy_ecs::schedule::executor::apply_deferred`!
```

## Solution

As this value is only used for detecting a change, we can wrap when it
reaches max value.

## Testing

This can be verified by running `cargo run --example observers`
2025-02-25 23:12:51 +00:00
Zachary Harrold
20813aed64
Handle TriggerTargets that are combinations for components/entities (#18024)
# Objective

* Fixes https://github.com/bevyengine/bevy/issues/14074
* Applies CI fixes for #16326

It is currently not possible to issues a trigger that targets a specific
list of components AND a specific list of entities

## Solution

We can now use `((A, B), (entity_1, entity_2))` as a trigger target, as
well as the reverse

## Testing

Added a unit test.

The triggering rules for observers are quite confusing:

Triggers once per entity target

For each entity target, an observer system triggers if any of its
components matches the trigger target components (but it triggers at
most once, since we use an internal counter to make sure that an
observer can run at most once per entity target)

(copied from #14563)
(copied from #16326)

## Notes

All credit to @BenjaminBrienen and @cBournhonesque! Just applying a
small fix to this PR so it can be merged.

---------

Co-authored-by: Benjamin Brienen <Benjamin.Brienen@outlook.com>
Co-authored-by: Christian Hughes <xdotdash@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-02-24 23:57:34 +00:00
VitalyR
6bae04ab36
Add usage notes for register_component (#18011)
# Objective

- Add usage notes for `register_component`, fixes #16447


## Testing

CI
2025-02-24 21:47:25 +00:00
andriyDev
bb09751cf0
Fix observer/hook OnReplace and OnRemove triggering when removing a bundle even when the component is not present on the entity (#17942)
# Objective

- Fixes #17897.

## Solution

- When removing components, we filter the list of components in the
removed bundle based on whether they are actually in the archetype.

## Testing

- Added a test.
2025-02-24 21:25:31 +00:00
Zachary Harrold
5241e09671
Upgrade to Rust Edition 2024 (#17967)
# Objective

- Fixes #17960

## Solution

- Followed the [edition upgrade
guide](https://doc.rust-lang.org/edition-guide/editions/transitioning-an-existing-project-to-a-new-edition.html)

## Testing

- CI

---

## Summary of Changes

### Documentation Indentation

When using lists in documentation, proper indentation is now linted for.
This means subsequent lines within the same list item must start at the
same indentation level as the item.

```rust
/* Valid */
/// - Item 1
///   Run-on sentence.
/// - Item 2
struct Foo;

/* Invalid */
/// - Item 1
///     Run-on sentence.
/// - Item 2
struct Foo;
```

### Implicit `!` to `()` Conversion

`!` (the never return type, returned by `panic!`, etc.) no longer
implicitly converts to `()`. This is particularly painful for systems
with `todo!` or `panic!` statements, as they will no longer be functions
returning `()` (or `Result<()>`), making them invalid systems for
functions like `add_systems`. The ideal fix would be to accept functions
returning `!` (or rather, _not_ returning), but this is blocked on the
[stabilisation of the `!` type
itself](https://doc.rust-lang.org/std/primitive.never.html), which is
not done.

The "simple" fix would be to add an explicit `-> ()` to system
signatures (e.g., `|| { todo!() }` becomes `|| -> () { todo!() }`).
However, this is _also_ banned, as there is an existing lint which (IMO,
incorrectly) marks this as an unnecessary annotation.

So, the "fix" (read: workaround) is to put these kinds of `|| -> ! { ...
}` closuers into variables and give the variable an explicit type (e.g.,
`fn()`).

```rust
// Valid
let system: fn() = || todo!("Not implemented yet!");
app.add_systems(..., system);

// Invalid
app.add_systems(..., || todo!("Not implemented yet!"));
```

### Temporary Variable Lifetimes

The order in which temporary variables are dropped has changed. The
simple fix here is _usually_ to just assign temporaries to a named
variable before use.

### `gen` is a keyword

We can no longer use the name `gen` as it is reserved for a future
generator syntax. This involved replacing uses of the name `gen` with
`r#gen` (the raw-identifier syntax).

### Formatting has changed

Use statements have had the order of imports changed, causing a
substantial +/-3,000 diff when applied. For now, I have opted-out of
this change by amending `rustfmt.toml`

```toml
style_edition = "2021"
```

This preserves the original formatting for now, reducing the size of
this PR. It would be a simple followup to update this to 2024 and run
`cargo fmt`.

### New `use<>` Opt-Out Syntax

Lifetimes are now implicitly included in RPIT types. There was a handful
of instances where it needed to be added to satisfy the borrow checker,
but there may be more cases where it _should_ be added to avoid
breakages in user code.

### `MyUnitStruct { .. }` is an invalid pattern

Previously, you could match against unit structs (and unit enum
variants) with a `{ .. }` destructuring. This is no longer valid.

### Pretty much every use of `ref` and `mut` are gone

Pattern binding has changed to the point where these terms are largely
unused now. They still serve a purpose, but it is far more niche now.

### `iter::repeat(...).take(...)` is bad

New lint recommends using the more explicit `iter::repeat_n(..., ...)`
instead.

## Migration Guide

The lifetimes of functions using return-position impl-trait (RPIT) are
likely _more_ conservative than they had been previously. If you
encounter lifetime issues with such a function, please create an issue
to investigate the addition of `+ use<...>`.

## Notes

- Check the individual commits for a clearer breakdown for what
_actually_ changed.

---------

Co-authored-by: François Mockers <francois.mockers@vleue.com>
2025-02-24 03:54:47 +00:00
JaySpruce
ee44560523
Add EntityDoesNotExistError, replace cases of Entity as an error, do some easy Resultification (#17855)
## Objective
There's no general error for when an entity doesn't exist, and some
methods are going to need one when they get Resultified. The closest
thing is `EntityFetchError`, but that error has a slightly more specific
purpose.

## Solution
- Added `EntityDoesNotExistError`.
  - Contains `Entity` and `EntityDoesNotExistDetails`.
- Changed `EntityFetchError` and `QueryEntityError`:
- Changed `NoSuchEntity` variant to wrap `EntityDoesNotExistError` and
renamed the variant to `EntityDoesNotExist`.
- Renamed `EntityFetchError` to `EntityMutableFetchError` to make its
purpose clearer.
- Renamed `TryDespawnError` to `EntityDespawnError` to make it more
general.
- Changed `World::inspect_entity` to return `Result<[ok],
EntityDoesNotExistError>` instead of panicking.
- Changed `World::get_entity` and `WorldEntityFetch::fetch_ref` to
return `Result<[ok], EntityDoesNotExistError>` instead of `Result<[ok],
Entity>`.
- Changed `UnsafeWorldCell::get_entity` to return
`Result<UnsafeEntityCell, EntityDoesNotExistError>` instead of
`Option<UnsafeEntityCell>`.

## Migration Guide
- `World::inspect_entity` now returns `Result<impl Iterator<Item =
&ComponentInfo>, EntityDoesNotExistError>` instead of `impl
Iterator<Item = &ComponentInfo>`.
- `World::get_entity` now returns `EntityDoesNotExistError` as an error
instead of `Entity`. You can still access the entity's ID through the
error's `entity` field.
- `UnsafeWorldCell::get_entity` now returns `Result<UnsafeEntityCell,
EntityDoesNotExistError>` instead of `Option<UnsafeEntityCell>`.
2025-02-16 21:59:46 +00:00
Andreas Monitzer
267a0d003c
Add ComponentId-taking functions to Entity{Ref,Mut}Except to mirror FilteredEntity{Ref,Mut} (#17800)
# Objective

Related to #17784. The ticket is actually about just getting rid of
`Entity{Ref,Mut}Except` in favor of `FilteredEntity{Ref,Mut}`, but I got
told the unification of Entity types is a bigger endeavor that has been
going on for a while now (as the "Pointing Fingers" working group) and I
should just add the functions I actually need in the meantime.

## Solution

This PR adds all of the functions necessary to access components by
TypeId or ComponentId instead of static types.

## Testing

> Did you test these changes? If so, how?

Haven't tested it yet, but the changes are mostly copy/paste from other
implementations in the same file, since there is a lot of duplicated
functionality there.

## Not a Migration Guide

There shouldn't be any breaking changes, it's just a few new functions
on existing types.

I had to shuffle around the lifetimes in `From<&EntityMutExcept<'a, B>>
for EntityRefExcept<'a, B>` (originally it was `From<&'a
EntityMutExcept<'_, B>> for EntityRefExcept<'_, B>`) to make the borrow
checker happy, but I don't think that this should have an impact on user
code (correct me if I'm wrong).
2025-02-12 18:34:35 +00:00