Commit Graph

21 Commits

Author SHA1 Message Date
Zachary Harrold
ff1143ec87
Remove deprecated component_reads_and_writes (#16348)
# Objective

- Fixes #16339

## Solution

- Replaced `component_reads_and_writes` and `component_writes` with
`try_iter_component_access`.

## Testing

- Ran `dynamic` example to confirm behaviour is unchanged.
- CI

---

## Migration Guide

The following methods (some removed in previous PRs) are now replaced by
`Access::try_iter_component_access`:

* `Access::component_reads_and_writes`
* `Access::component_reads`
* `Access::component_writes`

As `try_iter_component_access` returns a `Result`, you'll now need to
handle the failing case (e.g., `unwrap()`). There is currently a single
failure mode, `UnboundedAccess`, which occurs when the `Access` is for
all `Components` _except_ certain exclusions. Since this list is
infinite, there is no meaningful way for `Access` to provide an
iterator. Instead, get a list of components (e.g., from the `Components`
structure) and iterate over that instead, filtering using
`Access::has_component_read`, `Access::has_component_write`, etc.

Additionally, you'll need to `filter_map` the accesses based on which
method you're attempting to replace:

* `Access::component_reads_and_writes` -> `Exclusive(_) | Shared(_)`
* `Access::component_reads` -> `Shared(_)`
* `Access::component_writes` -> `Exclusive(_)`

To ease migration, please consider the below extension trait which you
can include in your project:

```rust
pub trait AccessCompatibilityExt {
    /// Returns the indices of the components this has access to.
    fn component_reads_and_writes(&self) -> impl Iterator<Item = T> + '_;

    /// Returns the indices of the components this has non-exclusive access to.
    fn component_reads(&self) -> impl Iterator<Item = T> + '_;

    /// Returns the indices of the components this has exclusive access to.
    fn component_writes(&self) -> impl Iterator<Item = T> + '_;
}

impl<T: SparseSetIndex> AccessCompatibilityExt for Access<T> {
    fn component_reads_and_writes(&self) -> impl Iterator<Item = T> + '_ {
        self
            .try_iter_component_access()
            .expect("Access is unbounded. Please refactor the usage of this method to directly use try_iter_component_access")
            .filter_map(|component_access| {
                let index = component_access.index().sparse_set_index();

                match component_access {
                    ComponentAccessKind::Archetypal(_) => None,
                    ComponentAccessKind::Shared(_) => Some(index),
                    ComponentAccessKind::Exclusive(_) => Some(index),
                }
            })
    }

    fn component_reads(&self) -> impl Iterator<Item = T> + '_ {
        self
            .try_iter_component_access()
            .expect("Access is unbounded. Please refactor the usage of this method to directly use try_iter_component_access")
            .filter_map(|component_access| {
                let index = component_access.index().sparse_set_index();

                match component_access {
                    ComponentAccessKind::Archetypal(_) => None,
                    ComponentAccessKind::Shared(_) => Some(index),
                    ComponentAccessKind::Exclusive(_) => None,
                }
            })
    }

    fn component_writes(&self) -> impl Iterator<Item = T> + '_ {
        self
            .try_iter_component_access()
            .expect("Access is unbounded. Please refactor the usage of this method to directly use try_iter_component_access")
            .filter_map(|component_access| {
                let index = component_access.index().sparse_set_index();

                match component_access {
                    ComponentAccessKind::Archetypal(_) => None,
                    ComponentAccessKind::Shared(_) => None,
                    ComponentAccessKind::Exclusive(_) => Some(index),
                }
            })
    }
}
```

Please take note of the use of `expect(...)` in these methods. You
should consider using these as a starting point for a more appropriate
migration based on your specific needs.

## Notes

- This new method is fallible based on whether the `Access` is bounded
or unbounded (unbounded occurring with inverted component sets). If
bounded, will return an iterator of every item and its access level. I
believe this makes sense without exposing implementation details around
`Access`.
- The access level is defined by an `enum` `ComponentAccessKind<T>`,
either `Archetypical`, `Shared`, or `Exclusive`. As a convenience, this
`enum` has a method `index` to get the inner `T` value without a match
statement. It does add more code, but the API is clearer.
- Within `QueryBuilder` this new method simplifies several pieces of
logic without changing behaviour.
- Within `QueryState` the logic is simplified and the amount of
iteration is reduced, potentially improving performance.
- Within the `dynamic` example it has identical behaviour, with the
inversion footgun explicitly highlighted by an `unwrap`.

---------

Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
Co-authored-by: Mike <2180432+hymm@users.noreply.github.com>
2025-03-04 08:22:29 +00:00
Carter Anderson
3c8fae2390
Improved Entity Mapping and Cloning (#17687)
Fixes #17535

Bevy's approach to handling "entity mapping" during spawning and cloning
needs some work. The addition of
[Relations](https://github.com/bevyengine/bevy/pull/17398) both
[introduced a new "duplicate entities" bug when spawning scenes in the
scene system](#17535) and made the weaknesses of the current mapping
system exceedingly clear:

1. Entity mapping requires _a ton_ of boilerplate (implement or derive
VisitEntities and VisitEntitesMut, then register / reflect MapEntities).
Knowing the incantation is challenging and if you forget to do it in
part or in whole, spawning subtly breaks.
2. Entity mapping a spawned component in scenes incurs unnecessary
overhead: look up ReflectMapEntities, create a _brand new temporary
instance_ of the component using FromReflect, map the entities in that
instance, and then apply that on top of the actual component using
reflection. We can do much better.

Additionally, while our new [Entity cloning
system](https://github.com/bevyengine/bevy/pull/16132) is already pretty
great, it has some areas we can make better:

* It doesn't expose semantic info about the clone (ex: ignore or "clone
empty"), meaning we can't key off of that in places where it would be
useful, such as scene spawning. Rather than duplicating this info across
contexts, I think it makes more sense to add that info to the clone
system, especially given that we'd like to use cloning code in some of
our spawning scenarios.
* EntityCloner is currently built in a way that prioritizes a single
entity clone
* EntityCloner's recursive cloning is built to be done "inside out" in a
parallel context (queue commands that each have a clone of
EntityCloner). By making EntityCloner the orchestrator of the clone we
can remove internal arcs, improve the clarity of the code, make
EntityCloner mutable again, and simplify the builder code.
* EntityCloner does not currently take into account entity mapping. This
is necessary to do true "bullet proof" cloning, would allow us to unify
the per-component scene spawning and cloning UX, and ultimately would
allow us to use EntityCloner in place of raw reflection for scenes like
`Scene(World)` (which would give us a nice performance boost: fewer
archetype moves, less reflection overhead).

## Solution

### Improved Entity Mapping

First, components now have first-class "entity visiting and mapping"
behavior:

```rust
#[derive(Component, Reflect)]
#[reflect(Component)]
struct Inventory {
    size: usize,
    #[entities]
    items: Vec<Entity>,
}
```

Any field with the `#[entities]` annotation will be viewable and
mappable when cloning and spawning scenes.

Compare that to what was required before!

```rust
#[derive(Component, Reflect, VisitEntities, VisitEntitiesMut)]
#[reflect(Component, MapEntities)]
struct Inventory {
    #[visit_entities(ignore)]
    size: usize,
    items: Vec<Entity>,
}
```

Additionally, for relationships `#[entities]` is implied, meaning this
"just works" in scenes and cloning:

```rust
#[derive(Component, Reflect)]
#[relationship(relationship_target = Children)]
#[reflect(Component)]
struct ChildOf(pub Entity);
```

Note that Component _does not_ implement `VisitEntities` directly.
Instead, it has `Component::visit_entities` and
`Component::visit_entities_mut` methods. This is for a few reasons:

1. We cannot implement `VisitEntities for C: Component` because that
would conflict with our impl of VisitEntities for anything that
implements `IntoIterator<Item=Entity>`. Preserving that impl is more
important from a UX perspective.
2. We should not implement `Component: VisitEntities` VisitEntities in
the Component derive, as that would increase the burden of manual
Component trait implementors.
3. Making VisitEntitiesMut directly callable for components would make
it easy to invalidate invariants defined by a component author. By
putting it in the `Component` impl, we can make it harder to call
naturally / unavailable to autocomplete using `fn
visit_entities_mut(this: &mut Self, ...)`.

`ReflectComponent::apply_or_insert` is now
`ReflectComponent::apply_or_insert_mapped`. By moving mapping inside
this impl, we remove the need to go through the reflection system to do
entity mapping, meaning we no longer need to create a clone of the
target component, map the entities in that component, and patch those
values on top. This will make spawning mapped entities _much_ faster
(The default `Component::visit_entities_mut` impl is an inlined empty
function, so it will incur no overhead for unmapped entities).

### The Bug Fix

To solve #17535, spawning code now skips entities with the new
`ComponentCloneBehavior::Ignore` and
`ComponentCloneBehavior::RelationshipTarget` variants (note
RelationshipTarget is a temporary "workaround" variant that allows
scenes to skip these components. This is a temporary workaround that can
be removed as these cases should _really_ be using EntityCloner logic,
which should be done in a followup PR. When that is done,
`ComponentCloneBehavior::RelationshipTarget` can be merged into the
normal `ComponentCloneBehavior::Custom`).

### Improved Cloning

* `Option<ComponentCloneHandler>` has been replaced by
`ComponentCloneBehavior`, which encodes additional intent and context
(ex: `Default`, `Ignore`, `Custom`, `RelationshipTarget` (this last one
is temporary)).
* Global per-world entity cloning configuration has been removed. This
felt overly complicated, increased our API surface, and felt too
generic. Each clone context can have different requirements (ex: what a
user wants in a specific system, what a scene spawner wants, etc). I'd
prefer to see how far context-specific EntityCloners get us first.
* EntityCloner's internals have been reworked to remove Arcs and make it
mutable.
* EntityCloner is now directly stored on EntityClonerBuilder,
simplifying the code somewhat
* EntityCloner's "bundle scratch" pattern has been moved into the new
BundleScratch type, improving its usability and making it usable in
other contexts (such as future cross-world cloning code). Currently this
is still private, but with some higher level safe APIs it could be used
externally for making dynamic bundles
* EntityCloner's recursive cloning behavior has been "externalized". It
is now responsible for orchestrating recursive clones, meaning it no
longer needs to be sharable/clone-able across threads / read-only.
* EntityCloner now does entity mapping during clones, like scenes do.
This gives behavior parity and also makes it more generically useful.
* `RelatonshipTarget::RECURSIVE_SPAWN` is now
`RelationshipTarget::LINKED_SPAWN`, and this field is used when cloning
relationship targets to determine if cloning should happen recursively.
The new `LINKED_SPAWN` term was picked to make it more generically
applicable across spawning and cloning scenarios.

## Next Steps

* I think we should adapt EntityCloner to support cross world cloning. I
think this PR helps set the stage for that by making the internals
slightly more generalized. We could have a CrossWorldEntityCloner that
reuses a lot of this infrastructure.
* Once we support cross world cloning, we should use EntityCloner to
spawn `Scene(World)` scenes. This would yield significant performance
benefits (no archetype moves, less reflection overhead).

---------

Co-authored-by: eugineerd <70062110+eugineerd@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-02-06 22:13:41 +00:00
MichiRecRoom
26bb0b40d2
Move #![warn(clippy::allow_attributes, clippy::allow_attributes_without_reason)] to the workspace Cargo.toml (#17374)
# Objective
Fixes https://github.com/bevyengine/bevy/issues/17111

## Solution
Move `#![warn(clippy::allow_attributes,
clippy::allow_attributes_without_reason)]` to the workspace `Cargo.toml`

## Testing
Lots of CI testing, and local testing too.

---------

Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
2025-01-15 01:14:58 +00:00
Benjamin Brienen
7112d5594e
Remove all deprecated code (#16338)
# Objective

Release cycle things

## Solution

Delete items deprecated in 0.15 and migrate bevy itself.

## Testing

CI
2025-01-05 20:33:39 +00:00
Benjamin Brienen
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>
2024-12-27 00:40:06 +00:00
Clar Fon
711246aa34
Update hashbrown to 0.15 (#15801)
Updating dependencies; adopted version of #15696. (Supercedes #15696.)

Long answer: hashbrown is no longer using ahash by default, meaning that
we can't use the default-hasher methods with ahasher. So, we have to use
the longer-winded versions instead. This takes the opportunity to also
switch our default hasher as well, but without actually enabling the
default-hasher feature for hashbrown, meaning that we'll be able to
change our hasher more easily at the cost of all of these method calls
being obnoxious forever.

One large change from 0.15 is that `insert_unique_unchecked` is now
`unsafe`, and for cases where unsafe code was denied at the crate level,
I replaced it with `insert`.

## Migration Guide

`bevy_utils` has updated its version of `hashbrown` to 0.15 and now
defaults to `foldhash` instead of `ahash`. This means that if you've
hard-coded your hasher to `bevy_utils::AHasher` or separately used the
`ahash` crate in your code, you may need to switch to `foldhash` to
ensure that everything works like it does in Bevy.
2024-12-10 19:45:50 +00:00
Zachary Harrold
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>
2024-12-05 14:27:48 +00:00
hshrimp
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`.
2024-09-26 22:47:28 +00:00
Clar Fon
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
```
2024-09-24 11:42:59 +00:00
Benjamin Brienen
1b8c1c1242
simplify std::mem references (#15315)
# Objective
- Fixes #15314

## Solution

- Remove unnecessary usings and simplify references to those functions.

## Testing

CI
2024-09-19 21:28:16 +00:00
Patrick Walton
3c41586154
Add EntityRefExcept and EntityMutExcept world queries, in preparation for generalized animation. (#15207)
This commit adds two new `WorldQuery` types: `EntityRefExcept` and
`EntityMutExcept`. These types work just like `EntityRef` and
`EntityMut`, but they prevent access to a statically-specified list of
components. For example, `EntityMutExcept<(AnimationPlayer,
Handle<AnimationGraph>)>` provides mutable access to all components
except for `AnimationPlayer` and `Handle<AnimationGraph>`. These types
are useful when you need to be able to process arbitrary queries while
iterating over the results of another `EntityMut` query.

The motivating use case is *generalized animation*, which is an upcoming
feature that allows animation of any component property, not just
rotation, translation, scaling, or morph weights. To implement this, we
must change the current `AnyOf<(&mut Transform, &mut MorphWeights)>` to
instead be `EntityMutExcept<(AnimationPlayer, Handle<AnimationGraph>)>`.
It's possible to use `FilteredEntityMut` in conjunction with a
dynamically-generated system instead, but `FilteredEntityMut` isn't
optimized for the use case of a large number of allowed components
coupled with a small set of disallowed components. No amount of
optimization of `FilteredEntityMut` produced acceptable performance on
the `many_foxes` benchmark. `Query<EntityMut, Without<AnimationPlayer>>`
will not suffice either, as it's legal and idiomatic for an
`AnimationTarget` and an `AnimationPlayer` to coexist on the same
entity.

An alternate proposal was to implement a somewhat-more-general
`Except<Q, CL>` feature, where Q is a `WorldQuery` and CL is a
`ComponentList`. I wasn't able to implement that proposal in a
reasonable way, because of the fact that methods like
`EntityMut::get_mut` and `EntityRef::get` are inherent methods instead
of methods on `WorldQuery`, and therefore there was no way to delegate
methods like `get` and `get_mut` to the inner query in a generic way.
Refactoring those methods into a trait would probably be possible.
However, I didn't see a use case for a hypothetical `Except` with
arbitrary queries: `Query<Except<(&Transform, &Visibility),
Visibility>>` would just be a complicated equivalent to
`Query<&Transform>`, for instance. So, out of a desire for simplicity, I
omitted a generic `Except` mechanism.

I've tested the performance of generalized animation on `many_foxes` and
found that, with this patch, `animate_targets` has a 7.4% slowdown over
`main`. With `FilteredEntityMut` optimized to use `Arc<Access>`, the
slowdown is 75.6%, due to contention on the reference count. Without
`Arc<Access>`, the slowdown is even worse, over 2x.

## Testing

New tests have been added that check that `EntityRefExcept` and
`EntityMutExcept` allow and disallow access to components properly and
that the query engine can correctly reject conflicting queries involving
those types.

A Tracy profile of `many_foxes` with 10,000 foxes showing generalized
animation using `FilteredEntityMut` (red) vs. main (yellow) is as
follows:

![Screenshot 2024-09-12
225914](https://github.com/user-attachments/assets/2993d74c-a513-4ba4-85bd-225672e7170a)

A Tracy profile of `many_foxes` with 10,000 foxes showing generalized
animation using this `EntityMutExcept` (yellow) vs. main (red) is as
follows:

![Screenshot 2024-09-14
205831](https://github.com/user-attachments/assets/4241015e-0c5d-44ef-835b-43f78a24e604)
2024-09-17 14:53:39 +00:00
Christian Hughes
79f6fcd1eb
EntityRef/Mut get_components (immutable variants only) (#15089)
# Objective

Smaller scoped version of #13375 without the `_mut` variants which
currently have unsoundness issues.

## Solution

Same as #13375, but without the `_mut` variants.

## Testing

- The same test from #13375 is reused.

---

## Migration Guide

- Renamed `FilteredEntityRef::components` to
`FilteredEntityRef::accessed_components` and
`FilteredEntityMut::components` to
`FilteredEntityMut::accessed_components`.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Co-authored-by: Periwink <charlesbour@gmail.com>
2024-09-09 16:29:44 +00:00
Hamir Mahal
ec728c31c1
style: simplify string formatting for readability (#15033)
# Objective

The goal of this change is to improve code readability and
maintainability.
2024-09-03 23:35:49 +00:00
EdJoPaTo
938d810766
Apply unused_qualifications lint (#14828)
# Objective

Fixes #14782

## Solution

Enable the lint and fix all upcoming hints (`--fix`). Also tried to
figure out the false-positive (see review comment). Maybe split this PR
up into multiple parts where only the last one enables the lint, so some
can already be merged resulting in less many files touched / less
potential for merge conflicts?

Currently, there are some cases where it might be easier to read the
code with the qualifier, so perhaps remove the import of it and adapt
its cases? In the current stage it's just a plain adoption of the
suggestions in order to have a base to discuss.

## Testing

`cargo clippy` and `cargo run -p ci` are happy.
2024-08-21 12:29:33 +00:00
Periwink
3a664b052d
Separate component and resource access (#14561)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/13139
- Fixes https://github.com/bevyengine/bevy/issues/7255
- Separates component from resource access so that we can correctly
handles edge cases like the issue above
- Inspired from https://github.com/bevyengine/bevy/pull/14472

## Solution

- Update access to have `component` fields and `resource` fields

## Testing

- Added some unit tests
2024-08-06 01:19:39 +00:00
Lura
856b39d821
Apply Clippy lints regarding lazy evaluation and closures (#14015)
# Objective

- Lazily evaluate
[default](https://rust-lang.github.io/rust-clippy/master/index.html#/unwrap_or_default)~~/[or](https://rust-lang.github.io/rust-clippy/master/index.html#/or_fun_call)~~
values where it makes sense
  - ~~`unwrap_or(foo())` -> `unwrap_or_else(|| foo())`~~
  - `unwrap_or(Default::default())` -> `unwrap_or_default()`
  - etc.
- Avoid creating [redundant
closures](https://rust-lang.github.io/rust-clippy/master/index.html#/redundant_closure),
even for [method
calls](https://rust-lang.github.io/rust-clippy/master/index.html#/redundant_closure_for_method_calls)
  - `map(|something| something.into())` -> `map(Into:into)`

## Solution

- Apply Clippy lints:
-
~~[or_fun_call](https://rust-lang.github.io/rust-clippy/master/index.html#/or_fun_call)~~
-
[unwrap_or_default](https://rust-lang.github.io/rust-clippy/master/index.html#/unwrap_or_default)
-
[redundant_closure_for_method_calls](https://rust-lang.github.io/rust-clippy/master/index.html#/redundant_closure_for_method_calls)
([redundant
closures](https://rust-lang.github.io/rust-clippy/master/index.html#/redundant_closure)
is already enabled)

## Testing

- Tested on Windows 11 (`stable-x86_64-pc-windows-gnu`, 1.79.0)
- Bevy compiles without errors or warnings and examples seem to work as
intended
  - `cargo clippy` 
  - `cargo run -p ci -- compile` 

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-07-01 15:54:40 +00:00
BD103
84363f2fab
Remove redundant imports (#12817)
# Objective

- There are several redundant imports in the tests and examples that are
not caught by CI because additional flags need to be passed.

## Solution

- Run `cargo check --workspace --tests` and `cargo check --workspace
--examples`, then fix all warnings.
- Add `test-check` to CI, which will be run in the check-compiles job.
This should catch future warnings for tests. Examples are already
checked, but I'm not yet sure why they weren't caught.

## Discussion

- Should the `--tests` and `--examples` flags be added to CI, so this is
caught in the future?
- If so, #12818 will need to be merged first. It was also a warning
raised by checking the examples, but I chose to split off into a
separate PR.

---------

Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-04-01 19:59:08 +00:00
James Liu
56bcbb0975
Forbid unsafe in most crates in the engine (#12684)
# Objective
Resolves #3824. `unsafe` code should be the exception, not the norm in
Rust. It's obviously needed for various use cases as it's interfacing
with platforms and essentially running the borrow checker at runtime in
the ECS, but the touted benefits of Bevy is that we are able to heavily
leverage Rust's safety, and we should be holding ourselves accountable
to that by minimizing our unsafe footprint.

## Solution
Deny `unsafe_code` workspace wide. Add explicit exceptions for the
following crates, and forbid it in almost all of the others.

* bevy_ecs - Obvious given how much unsafe is needed to achieve
performant results
* bevy_ptr - Works with raw pointers, even more low level than bevy_ecs.
 * bevy_render - due to needing to integrate with wgpu
 * bevy_window - due to needing to integrate with raw_window_handle
* bevy_utils - Several unsafe utilities used by bevy_ecs. Ideally moved
into bevy_ecs instead of made publicly usable.
 * bevy_reflect - Required for the unsafe type casting it's doing.
 * bevy_transform - for the parallel transform propagation
 * bevy_gizmos  - For the SystemParam impls it has.
* bevy_assets - To support reflection. Might not be required, not 100%
sure yet.
* bevy_mikktspace - due to being a conversion from a C library. Pending
safe rewrite.
* bevy_dynamic_plugin - Inherently unsafe due to the dynamic loading
nature.

Several uses of unsafe were rewritten, as they did not need to be using
them:

* bevy_text - a case of `Option::unchecked` could be rewritten as a
normal for loop and match instead of an iterator.
* bevy_color - the Pod/Zeroable implementations were replaceable with
bytemuck's derive macros.
2024-03-27 03:30:08 +00:00
Ame
9d67edc3a6
fix some typos (#12038)
# Objective

Split - containing only the fixed typos

-
https://github.com/bevyengine/bevy/pull/12036#pullrequestreview-1894738751


# Migration Guide
In `crates/bevy_mikktspace/src/generated.rs` 

```rs
// before
pub struct SGroup {
    pub iVertexRepresentitive: i32,
    ..
}

// after
pub struct SGroup {
    pub iVertexRepresentative: i32,
    ..
}
```

In `crates/bevy_core_pipeline/src/core_2d/mod.rs`

```rs
// before
Node2D::ConstrastAdaptiveSharpening

// after
Node2D::ContrastAdaptiveSharpening
```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: James Liu <contact@jamessliu.com>
Co-authored-by: François <mockersf@gmail.com>
2024-02-22 18:55:22 +00:00
James O'Brien
f8191bebfb
Fix memory leak in dynamic ECS example (#11461)
# Objective

- Fix a memory leak in the dynamic ECS example mentioned in #11459

## Solution

- Rather than allocate the memory manually instead store a collection of
`Vec` that will be dropped after it is used.

---

I must have misinterpreted `OwningPtr`s semantics when initially writing
this example. I believe we should be able to provide better APIs here
for inserting dynamic components that don't require the user to wrangle
so much unsafety. We have no other examples using `insert_by_ids` and
our only tests show it being used for 1 or 2 values with nested calls to
`OwningPtr::make` despite the function taking an iterator. Rust's type
system is quite restrictive here but we could at least let
`OwningPtr::new` take non u8 `NonNull`.

I also agree with #11459 that we should generally be trying to simplify
and clarify this example.
2024-01-22 15:41:32 +00:00
James O'Brien
ea42d14344
Dynamic queries and builder API (#9774)
# Objective
Expand the existing `Query` API to support more dynamic use cases i.e.
scripting.

## Prior Art
 - #6390 
 - #8308 
- #10037

## Solution
- Create a `QueryBuilder` with runtime methods to define the set of
component accesses for a built query.
- Create new `WorldQueryData` implementations `FilteredEntityMut` and
`FilteredEntityRef` as variants of `EntityMut` and `EntityRef` that
provide run time checked access to the components included in a given
query.
- Add new methods to `Query` to create "query lens" with a subset of the
access of the initial query.

### Query Builder
The `QueryBuilder` API allows you to define a query at runtime. At it's
most basic use it will simply create a query with the corresponding type
signature:
```rust
let query = QueryBuilder::<Entity, With<A>>::new(&mut world).build();
// is equivalent to
let query = QueryState::<Entity, With<A>>::new(&mut world);
```
Before calling `.build()` you also have the opportunity to add
additional accesses and filters. Here is a simple example where we add
additional filter terms:
```rust
let entity_a = world.spawn((A(0), B(0))).id();
let entity_b = world.spawn((A(0), C(0))).id();

let mut query_a = QueryBuilder::<Entity>::new(&mut world)
    .with::<A>()
    .without::<C>()
    .build();
            
assert_eq!(entity_a, query_a.single(&world));
```
This alone is useful in that allows you to decide which archetypes your
query will match at runtime. However it is also very limited, consider a
case like the following:
```rust
let query_a = QueryBuilder::<&A>::new(&mut world)
// Add an additional access
    .data::<&B>()
    .build();
```
This will grant the query an additional read access to component B
however we have no way of accessing the data while iterating as the type
signature still only includes &A. For an even more concrete example of
this consider dynamic components:
```rust
let query_a = QueryBuilder::<Entity>::new(&mut world)
// Adding a filter is easy since it doesn't need be read later
    .with_id(component_id_a)
// How do I access the data of this component?
    .ref_id(component_id_b)
    .build();
```
With this in mind the `QueryBuilder` API seems somewhat incomplete by
itself, we need some way method of accessing the components dynamically.
So here's one:
### Query Transmutation
If the problem is not having the component in the type signature why not
just add it? This PR also adds transmute methods to `QueryBuilder` and
`QueryState`. Here's a simple example:
```rust
world.spawn(A(0));
world.spawn((A(1), B(0)));
let mut query = QueryBuilder::<()>::new(&mut world)
    .with::<B>()
    .transmute::<&A>()
    .build();

query.iter(&world).for_each(|a| assert_eq!(a.0, 1));
```
The `QueryState` and `QueryBuilder` transmute methods look quite similar
but are different in one respect. Transmuting a builder will always
succeed as it will just add the additional accesses needed for the new
terms if they weren't already included. Transmuting a `QueryState` will
panic in the case that the new type signature would give it access it
didn't already have, for example:
```rust
let query = QueryState::<&A, Option<&B>>::new(&mut world);
/// This is fine, the access for Option<&A> is less restrictive than &A
query.transmute::<Option<&A>>(&world);
/// Oh no, this would allow access to &B on entities that might not have it, so it panics
query.transmute::<&B>(&world);
/// This is right out
query.transmute::<&C>(&world);
```
This is quite an appealing API to also have available on `Query` however
it does pose one additional wrinkle: In order to to change the iterator
we need to create a new `QueryState` to back it. `Query` doesn't own
it's own state though, it just borrows it, so we need a place to borrow
it from. This is why `QueryLens` exists, it is a place to store the new
state so it can be borrowed when you call `.query()` leaving you with an
API like this:
```rust
fn function_that_takes_a_query(query: &Query<&A>) {
    // ...
}

fn system(query: Query<(&A, &B)>) {
    let lens = query.transmute_lens::<&A>();
    let q = lens.query();
    function_that_takes_a_query(&q);
}
```
Now you may be thinking: Hey, wait a second, you introduced the problem
with dynamic components and then described a solution that only works
for static components! Ok, you got me, I guess we need a bit more:
### Filtered Entity References
Currently the only way you can access dynamic components on entities
through a query is with either `EntityMut` or `EntityRef`, however these
can access all components and so conflict with all other accesses. This
PR introduces `FilteredEntityMut` and `FilteredEntityRef` as
alternatives that have additional runtime checking to prevent accessing
components that you shouldn't. This way you can build a query with a
`QueryBuilder` and actually access the components you asked for:
```rust
let mut query = QueryBuilder::<FilteredEntityRef>::new(&mut world)
    .ref_id(component_id_a)
    .with(component_id_b)
    .build();

let entity_ref = query.single(&world);

// Returns Some(Ptr) as we have that component and are allowed to read it
let a = entity_ref.get_by_id(component_id_a);
// Will return None even though the entity does have the component, as we are not allowed to read it
let b = entity_ref.get_by_id(component_id_b);
```
For the most part these new structs have the exact same methods as their
non-filtered equivalents.

Putting all of this together we can do some truly dynamic ECS queries,
check out the `dynamic` example to see it in action:
```
Commands:
    comp, c   Create new components
    spawn, s  Spawn entities
    query, q  Query for entities
Enter a command with no parameters for usage.

> c A, B, C, Data 4  
Component A created with id: 0
Component B created with id: 1
Component C created with id: 2
Component Data created with id: 3

> s A, B, Data 1
Entity spawned with id: 0v0

> s A, C, Data 0
Entity spawned with id: 1v0

> q &Data
0v0: Data: [1, 0, 0, 0]
1v0: Data: [0, 0, 0, 0]

> q B, &mut Data                                                                                     
0v0: Data: [2, 1, 1, 1]

> q B || C, &Data 
0v0: Data: [2, 1, 1, 1]
1v0: Data: [0, 0, 0, 0]
```
## Changelog
 - Add new `transmute_lens` methods to `Query`.
- Add new types `QueryBuilder`, `FilteredEntityMut`, `FilteredEntityRef`
and `QueryLens`
- `update_archetype_component_access` has been removed, archetype
component accesses are now determined by the accesses set in
`update_component_access`
- Added method `set_access` to `WorldQuery`, this is called before
`update_component_access` for queries that have a restricted set of
accesses, such as those built by `QueryBuilder` or `QueryLens`. This is
primarily used by the `FilteredEntity*` variants and has an empty trait
implementation.
- Added method `get_state` to `WorldQuery` as a fallible version of
`init_state` when you don't have `&mut World` access.

## Future Work
Improve performance of `FilteredEntityMut` and `FilteredEntityRef`,
currently they have to determine the accesses a query has in a given
archetype during iteration which is far from ideal, especially since we
already did the work when matching the archetype in the first place. To
avoid making more internal API changes I have left it out of this PR.

---------

Co-authored-by: Mike Hsu <mike.hsu@gmail.com>
2024-01-16 19:16:49 +00:00