a08760b19b
102 Commits
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5f86668bbb
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Renamed EventWriter::send methods to write . (#17977)
Fixes #17856. ## Migration Guide - `EventWriter::send` has been renamed to `EventWriter::write`. - `EventWriter::send_batch` has been renamed to `EventWriter::write_batch`. - `EventWriter::send_default` has been renamed to `EventWriter::write_default`. --------- Co-authored-by: François Mockers <mockersf@gmail.com> |
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0f1c75796b
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Fill out some missing docs for bevy_assets (#17829)
# Objective `bevy_assets` has long been unapproachable for contributors and users. More and better documentation would help that. We're gradually moving towards globally denying missing docs (#3492)! However, writing all of the hundreds of missing doc strings in a single go will be miserable to review. ## Solution Remove the allow for missing docs temporarily, and then pick some easy missing doc warnings largely at random to tackle. Stop when the change set is starting to feel intimidating. |
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96a4028862
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Improve clarity of existing bevy_assets documentation (#17830)
# Objective While surveying the state of documentation for bevy_assets, I noticed a few minor issues. ## Solution Revise the docs to focus on clear explanations of core ideas and cross-linking related objects. |
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1b7db895b7
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Harden proc macro path resolution and add integration tests. (#17330)
This pr uses the `extern crate self as` trick to make proc macros behave the same way inside and outside bevy. # Objective - Removes noise introduced by `crate as` in the whole bevy repo. - Fixes #17004. - Hardens proc macro path resolution. ## TODO - [x] `BevyManifest` needs cleanup. - [x] Cleanup remaining `crate as`. - [x] Add proper integration tests to the ci. ## Notes - `cargo-manifest-proc-macros` is written by me and based/inspired by the old `BevyManifest` implementation and [`bkchr/proc-macro-crate`](https://github.com/bkchr/proc-macro-crate). - What do you think about the new integration test machinery I added to the `ci`? More and better integration tests can be added at a later stage. The goal of these integration tests is to simulate an actual separate crate that uses bevy. Ideally they would lightly touch all bevy crates. ## Testing - Needs RA test - Needs testing from other users - Others need to run at least `cargo run -p ci integration-test` and verify that they work. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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9bc0ae33c3
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Move hashbrown and foldhash out of bevy_utils (#17460)
# Objective - Contributes to #16877 ## Solution - Moved `hashbrown`, `foldhash`, and related types out of `bevy_utils` and into `bevy_platform_support` - Refactored the above to match the layout of these types in `std`. - Updated crates as required. ## Testing - CI --- ## Migration Guide - The following items were moved out of `bevy_utils` and into `bevy_platform_support::hash`: - `FixedState` - `DefaultHasher` - `RandomState` - `FixedHasher` - `Hashed` - `PassHash` - `PassHasher` - `NoOpHash` - The following items were moved out of `bevy_utils` and into `bevy_platform_support::collections`: - `HashMap` - `HashSet` - `bevy_utils::hashbrown` has been removed. Instead, import from `bevy_platform_support::collections` _or_ take a dependency on `hashbrown` directly. - `bevy_utils::Entry` has been removed. Instead, import from `bevy_platform_support::collections::hash_map` or `bevy_platform_support::collections::hash_set` as appropriate. - All of the above equally apply to `bevy::utils` and `bevy::platform_support`. ## Notes - I left `PreHashMap`, `PreHashMapExt`, and `TypeIdMap` in `bevy_utils` as they might be candidates for micro-crating. They can always be moved into `bevy_platform_support` at a later date if desired. |
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44ad3bf62b
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Move Resource trait to its own file (#17469)
# Objective `bevy_ecs`'s `system` module is something of a grab bag, and *very* large. This is particularly true for the `system_param` module, which is more than 2k lines long! While it could be defensible to put `Res` and `ResMut` there (lol no they're in change_detection.rs, obviously), it doesn't make any sense to put the `Resource` trait there. This is confusing to navigate (and painful to work on and review). ## Solution - Create a root level `bevy_ecs/resource.rs` module to mirror `bevy_ecs/component.rs` - move the `Resource` trait to that module - move the `Resource` derive macro to that module as well (Rust really likes when you pun on the names of the derive macro and trait and put them in the same path) - fix all of the imports ## Notes to reviewers - We could probably move more stuff into here, but I wanted to keep this PR as small as possible given the absurd level of import changes. - This PR is ground work for my upcoming attempts to store resource data on components (resources-as-entities). Splitting this code out will make the work and review a bit easier, and is the sort of overdue refactor that's good to do as part of more meaningful work. ## Testing cargo build works! ## Migration Guide `bevy_ecs::system::Resource` has been moved to `bevy_ecs::resource::Resource`. |
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8f32c799ee
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Switch bevy_asset to core::prelude (#17442)
Makes use of `std` explicit, simplifying a possible `no_std` port. # Objective - Contributes to #15460 - Simplify future `no_std` work on `bevy_asset` ## Solution - Add `#![no_std]` to switch to `core::prelude` instead of `std::prelude` ## Testing - CI --- ## Notes This is entirely a change around the names of imports and has no impact on functionality. This just reduces the quantity of changes involved in the (likely more controversial) `no_std`-ification of `bevy_asset`. |
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df14443db9
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Add AssetChanged query filter (#16810)
# Objective Implement a new `AssetChanged` query filter that allows users to query for entities whose related assets may have changed. - Closes https://github.com/bevyengine/bevy/issues/5069 - Unblocks #16420. Currently, `cold-specialization`, a key rendering optimization for unlocking ancillary benefits of the retained render world, is blocked on being unable detect all scenarios in which an entity's mesh/material changes using events and observers. An `AssetChanged` filter will drastically simplify our implementation and be more robust to future changes. Originally implemented by @nicopap in #5080. ## Solution - Adds a new `AssetChanged` query filter that initializes a `AssetChanges<A>` resource that tracks changed assets and ticks in `asset_events`. - ~Reverts #13343 and changes the api of `get_state` to accept `impl Into<UnsafeWorldCell<'w>>` to allow accessing the `AssetChanges<A>` resource.~ - Adds a `AsAssetId` trait used for newtype handle wrappers (e.g. `Mesh3d`) that allows associating a component with the underlying `Asset` it represents. ## Testing - Tests are added for `AssetChanged`. - TBD on performance. We are going to add this `Mesh3d` and `MeshMaterial3d` (etc) in the renderer. Long term wins in render performance this unblocks should swamp tracking overhead for any realistic workload. ## Migration Guide - The `asset_events` system is no longer public. Users should order their systems relative to the `AssetEvents` system set. --------- Co-authored-by: Nicola Papale <nico@nicopap.ch> Co-authored-by: Patrick Walton <pcwalton@mimiga.net> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com> |
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a6adced9ed
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Deny derive_more error feature and replace it with thiserror (#16684)
# Objective - Remove `derive_more`'s error derivation and replace it with `thiserror` ## Solution - Added `derive_more`'s `error` feature to `deny.toml` to prevent it sneaking back in. - Reverted to `thiserror` error derivation ## Notes Merge conflicts were too numerous to revert the individual changes, so this reversion was done manually. Please scrutinise carefully during review. |
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35edb256ab
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Remove thiserror from bevy_asset (#15778)
# Objective - Contributes to #15460 ## Solution - Removed `thiserror` from `bevy_asset` |
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d70595b667
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Add core and alloc over std Lints (#15281)
# Objective - Fixes #6370 - Closes #6581 ## Solution - Added the following lints to the workspace: - `std_instead_of_core` - `std_instead_of_alloc` - `alloc_instead_of_core` - Used `cargo +nightly fmt` with [item level use formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Item%5C%3A) to split all `use` statements into single items. - Used `cargo clippy --workspace --all-targets --all-features --fix --allow-dirty` to _attempt_ to resolve the new linting issues, and intervened where the lint was unable to resolve the issue automatically (usually due to needing an `extern crate alloc;` statement in a crate root). - Manually removed certain uses of `std` where negative feature gating prevented `--all-features` from finding the offending uses. - Used `cargo +nightly fmt` with [crate level use formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Crate%5C%3A) to re-merge all `use` statements matching Bevy's previous styling. - Manually fixed cases where the `fmt` tool could not re-merge `use` statements due to conditional compilation attributes. ## Testing - Ran CI locally ## Migration Guide The MSRV is now 1.81. Please update to this version or higher. ## Notes - This is a _massive_ change to try and push through, which is why I've outlined the semi-automatic steps I used to create this PR, in case this fails and someone else tries again in the future. - Making this change has no impact on user code, but does mean Bevy contributors will be warned to use `core` and `alloc` instead of `std` where possible. - This lint is a critical first step towards investigating `no_std` options for Bevy. --------- Co-authored-by: François Mockers <francois.mockers@vleue.com> |
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efda7f3f9c
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Simpler lint fixes: makes ci lints work but disables a lint for now (#15376)
Takes the first two commits from #15375 and adds suggestions from this comment: https://github.com/bevyengine/bevy/pull/15375#issuecomment-2366968300 See #15375 for more reasoning/motivation. ## Rebasing (rerunning) ```rust git switch simpler-lint-fixes git reset --hard main cargo fmt --all -- --unstable-features --config normalize_comments=true,imports_granularity=Crate cargo fmt --all git add --update git commit --message "rustfmt" cargo clippy --workspace --all-targets --all-features --fix cargo fmt --all -- --unstable-features --config normalize_comments=true,imports_granularity=Crate cargo fmt --all git add --update git commit --message "clippy" git cherry-pick e6c0b94f6795222310fb812fa5c4512661fc7887 ``` |
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399219a2c7
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Fix rust beta lints (#14537)
# Objective - Fixes #14517. ## Solution - Replace two instances of `map()` with `inspect()`. - `#[allow(dead_code)]` on `Bundle` derive macro tests. ## Testing You need to install the beta toolchain, since these lints are not stable yet. ```bash cargo +beta clippy --workspace cargo +beta test --workspace ``` |
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9a123cd3a7
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Avoid a panic when loading labelled assets (#13506)
# Objective - Fixes #10820. ## Solution - Check that the asset ID to be inserted is still being managed. - Since this route is only used by `AssetServer`-tracked handles, if the `infos` map no longer contains the asset ID, all handles must have been dropped. In this case, since nobody can be watching for the result, we're safe to bail out. This avoids the panic when inserting the asset, because when the handles are dropped, its slot in `Assets<A>` is poisoned. - Someone may be waiting for a labelled asset rather than the main asset, these are handled with separate calls to `process_asset_load`, so shouldn't cause any issues. - Removed the workaround keeping asset info alive after the handle has died, since we should no longer be trying to operate on any assets once their handles have been dropped. ## Testing - I added a `break` in `handle_internal_asset_events` (`crates/bevy_asset/src/server/mod.rs` on line 1152). I don't believe this should affect correctness, only efficiency, since it is effectively only allowing one asset event to be handled per frame. This causes examples like `animated_fox` to produce the issue fairly frequently. - I wrote a small program which called `AssetServer::reload` and could trigger it too. --- ## Changelog - Fixed an issue which could cause a panic when loading an asset which was no longer referenced. --- ## Remaining Work ~This needs more testing. I don't yet have a complete project that reliably crashes without changes to bevy.~ We have at least one vote of confidence so far from @Testare who had a project broken by this bug. @cart, (sorry for the ping), I believe you added the code which delays `remove_dropped`. Was there any other reason `track_assets` needed to keep the dropped assets alive? |
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7b8d502083
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Fix beta lints (#12980)
# Objective - Fixes #12976 ## Solution This one is a doozy. - Run `cargo +beta clippy --workspace --all-targets --all-features` and fix all issues - This includes: - Moving inner attributes to be outer attributes, when the item in question has both inner and outer attributes - Use `ptr::from_ref` in more scenarios - Extend the valid idents list used by `clippy:doc_markdown` with more names - Use `Clone::clone_from` when possible - Remove redundant `ron` import - Add backticks to **so many** identifiers and items - I'm sorry whoever has to review this --- ## Changelog - Added links to more identifiers in documentation. |
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36cfb2170f
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send Unused event when asset is actually unused (#12459)
# Objective fix #12344 ## Solution use existing machinery in track_assets to determine if the asset is unused before firing Asset::Unused event ~~most extract functions use `AssetEvent::Removed` to schedule deletion of render world resources. `RenderAssetPlugin` was using `AssetEvent::Unused` instead. `Unused` fires when the last strong handle is dropped, even if a new one is created. `Removed` only fires when a new one is not created. as far as i can see, `Unused` is the same as `Removed` except for this "feature", and that it also fires early if all handles for a loading asset are dropped (`Removed` fires after the loading completes). note that in that case, processing based on `Loaded` won't have been done anyway. i think we should get rid of `Unused` completely, it is not currently used anywhere (except here, previously) and i think using it is probably always a mistake. i also am not sure why we keep loading assets that have been dropped while loading, we should probably drop the loader task as well and remove immediately.~~ |
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512b7463a3
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Disentangle bevy_utils/bevy_core's reexported dependencies (#12313)
# Objective Make bevy_utils less of a compilation bottleneck. Tackle #11478. ## Solution * Move all of the directly reexported dependencies and move them to where they're actually used. * Remove the UUID utilities that have gone unused since `TypePath` took over for `TypeUuid`. * There was also a extraneous bytemuck dependency on `bevy_core` that has not been used for a long time (since `encase` became the primary way to prepare GPU buffers). * Remove the `all_tuples` macro reexport from bevy_ecs since it's accessible from `bevy_utils`. --- ## Changelog Removed: Many of the reexports from bevy_utils (petgraph, uuid, nonmax, smallvec, and thiserror). Removed: bevy_core's reexports of bytemuck. ## Migration Guide bevy_utils' reexports of petgraph, uuid, nonmax, smallvec, and thiserror have been removed. bevy_core' reexports of bytemuck's types has been removed. Add them as dependencies in your own crate instead. |
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3bdeac6a42
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Add to_bits and from_bits functions to AssetIndex (#12127)
# Objective The `AssetIndex` cannot be carried across boundaries that do not allow explicit rust types. For context, I ran into this issue while trying to implent an improvement for bevy_egui which leverages the not-so-new custom loader API. Passing through a handle directly isn't possible, but instead it requires stringified URI s. I had to work around the lack of this API s existance using reflection, which is rather dirty. ## Solution - Add `to_bits` and `from_bits` functions to `AssetIndex` to allow moving this type through such boundaries. --------- Co-authored-by: Rob Parrett <robparrett@gmail.com> |
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78b5e49202
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Add a way to get a strong handle from an AssetId (#12088)
# Objective - Sometimes, it is useful to get a `Handle<T>` from an `AssetId<T>`. For example, when iterating `Assets` to find a specific asset. So much so that it's possible to do so with `AssetServer::get_id_handle` - However, `AssetServer::get_id_handle` doesn't work with assets directly added to `Assets` using `Assets::add`. - Fixes #12087 ## Solution - Add `Assets::get_strong_handle` to convert an `AssetId` into an `Handle` - Document `AssetServer::get_id_handle` to explain its limitation and point to `get_strong_handle`. - Add a test for `get_strong_handle` - Add a `duplicate_handles` field to `Assets` to avoid dropping assets with a live handle generated by `get_strong_handle` (more reference counting yay…) - Fix typos in `Assets` docs --- ## Changelog - Add `Assets::get_strong_handle` to convert an `AssetId` into an `Handle` |
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eee71bfa93
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Put asset_events behind a run condition (#11800)
# Objective Scheduling low cost systems has significant overhead due to task pool contention and the extra machinery to schedule and run them. Following the example of #7728, `asset_events` is good example of this kind of system, where there is no work to be done when there are no queued asset events. ## Solution Put a run condition on it that checks if there are any queued events. ## Performance Tested against `many_foxes`, we can see a slight improvement in the total time spent in `UpdateAssets`. Also noted much less volatility due to not being at the whim of the OS thread scheduler.  --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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2ebf5a303e
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Remove TypeUuid (#11497)
# Objective TypeUuid is deprecated, remove it. ## Migration Guide Convert any uses of `#[derive(TypeUuid)]` with `#[derive(TypePath]` for more complex uses see the relevant [documentation](https://docs.rs/bevy/latest/bevy/prelude/trait.TypePath.html) for more information. --------- Co-authored-by: ebola <dev@axiomatic> |
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da485c29b3
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Add reserve_handle to Assets . (#10939)
# Objective Fixes #10938. ## Solution Adds `reserve_handle` to `Assets`. --- ## Changelog - Added `reserve_handle` to `Assets`. |
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a795de30b4
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Use impl Into<A> for Assets::add (#10878)
# Motivation When spawning entities into a scene, it is very common to create assets like meshes and materials and to add them via asset handles. A common setup might look like this: ```rust fn setup( mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>, mut materials: ResMut<Assets<StandardMaterial>>, ) { commands.spawn(PbrBundle { mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })), material: materials.add(StandardMaterial::from(Color::RED)), ..default() }); } ``` Let's take a closer look at the part that adds the assets using `add`. ```rust mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })), material: materials.add(StandardMaterial::from(Color::RED)), ``` Here, "mesh" and "material" are both repeated three times. It's very explicit, but I find it to be a bit verbose. In addition to being more code to read and write, the extra characters can sometimes also lead to the code being formatted to span multiple lines even though the core task, adding e.g. a primitive mesh, is extremely simple. A way to address this is by using `.into()`: ```rust mesh: meshes.add(shape::Cube { size: 1.0 }.into()), material: materials.add(Color::RED.into()), ``` This is fine, but from the names and the type of `meshes`, we already know what the type should be. It's very clear that `Cube` should be turned into a `Mesh` because of the context it's used in. `.into()` is just seven characters, but it's so common that it quickly adds up and gets annoying. It would be nice if you could skip all of the conversion and let Bevy handle it for you: ```rust mesh: meshes.add(shape::Cube { size: 1.0 }), material: materials.add(Color::RED), ``` # Objective Make adding assets more ergonomic by making `Assets::add` take an `impl Into<A>` instead of `A`. ## Solution `Assets::add` now takes an `impl Into<A>` instead of `A`, so e.g. this works: ```rust commands.spawn(PbrBundle { mesh: meshes.add(shape::Cube { size: 1.0 }), material: materials.add(Color::RED), ..default() }); ``` I also changed all examples to use this API, which increases consistency as well because `Mesh::from` and `into` were being used arbitrarily even in the same file. This also gets rid of some lines of code because formatting is nicer. --- ## Changelog - `Assets::add` now takes an `impl Into<A>` instead of `A` - Examples don't use `T::from(K)` or `K.into()` when adding assets ## Migration Guide Some `into` calls that worked previously might now be broken because of the new trait bounds. You need to either remove `into` or perform the conversion explicitly with `from`: ```rust // Doesn't compile let mesh_handle = meshes.add(shape::Cube { size: 1.0 }.into()), // These compile let mesh_handle = meshes.add(shape::Cube { size: 1.0 }), let mesh_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 })), ``` ## Concerns I believe the primary concerns might be: 1. Is this too implicit? 2. Does this increase codegen bloat? Previously, the two APIs were using `into` or `from`, and now it's "nothing" or `from`. You could argue that `into` is slightly more explicit than "nothing" in cases like the earlier examples where a `Color` gets converted to e.g. a `StandardMaterial`, but I personally don't think `into` adds much value even in this case, and you could still see the actual type from the asset type. As for codegen bloat, I doubt it adds that much, but I'm not very familiar with the details of codegen. I personally value the user-facing code reduction and ergonomics improvements that these changes would provide, but it might be worth checking the other effects in more detail. Another slight concern is migration pain; apps might have a ton of `into` calls that would need to be removed, and it did take me a while to do so for Bevy itself (maybe around 20-40 minutes). However, I think the fact that there *are* so many `into` calls just highlights that the API could be made nicer, and I'd gladly migrate my own projects for it. |
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44424391fe
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Unload render assets from RAM (#10520)
# Objective - No point in keeping Meshes/Images in RAM once they're going to be sent to the GPU, and kept in VRAM. This saves a _significant_ amount of memory (several GBs) on scenes like bistro. - References - https://github.com/bevyengine/bevy/pull/1782 - https://github.com/bevyengine/bevy/pull/8624 ## Solution - Augment RenderAsset with the capability to unload the underlying asset after extracting to the render world. - Mesh/Image now have a cpu_persistent_access field. If this field is RenderAssetPersistencePolicy::Unload, the asset will be unloaded from Assets<T>. - A new AssetEvent is sent upon dropping the last strong handle for the asset, which signals to the RenderAsset to remove the GPU version of the asset. --- ## Changelog - Added `AssetEvent::NoLongerUsed` and `AssetEvent::is_no_longer_used()`. This event is sent when the last strong handle of an asset is dropped. - Rewrote the API for `RenderAsset` to allow for unloading the asset data from the CPU. - Added `RenderAssetPersistencePolicy`. - Added `Mesh::cpu_persistent_access` for memory savings when the asset is not needed except for on the GPU. - Added `Image::cpu_persistent_access` for memory savings when the asset is not needed except for on the GPU. - Added `ImageLoaderSettings::cpu_persistent_access`. - Added `ExrTextureLoaderSettings`. - Added `HdrTextureLoaderSettings`. ## Migration Guide - Asset loaders (GLTF, etc) now load meshes and textures without `cpu_persistent_access`. These assets will be removed from `Assets<Mesh>` and `Assets<Image>` once `RenderAssets<Mesh>` and `RenderAssets<Image>` contain the GPU versions of these assets, in order to reduce memory usage. If you require access to the asset data from the CPU in future frames after the GLTF asset has been loaded, modify all dependent `Mesh` and `Image` assets and set `cpu_persistent_access` to `RenderAssetPersistencePolicy::Keep`. - `Mesh` now requires a new `cpu_persistent_access` field. Set it to `RenderAssetPersistencePolicy::Keep` to mimic the previous behavior. - `Image` now requires a new `cpu_persistent_access` field. Set it to `RenderAssetPersistencePolicy::Keep` to mimic the previous behavior. - `MorphTargetImage::new()` now requires a new `cpu_persistent_access` parameter. Set it to `RenderAssetPersistencePolicy::Keep` to mimic the previous behavior. - `DynamicTextureAtlasBuilder::add_texture()` now requires that the `TextureAtlas` you pass has an `Image` with `cpu_persistent_access: RenderAssetPersistencePolicy::Keep`. Ensure you construct the image properly for the texture atlas. - The `RenderAsset` trait has significantly changed, and requires adapting your existing implementations. - The trait now requires `Clone`. - The `ExtractedAsset` associated type has been removed (the type itself is now extracted). - The signature of `prepare_asset()` is slightly different - A new `persistence_policy()` method is now required (return RenderAssetPersistencePolicy::Unload to match the previous behavior). - Match on the new `NoLongerUsed` variant for exhaustive matches of `AssetEvent`. |
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696af48416
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Remove unnecessary parentheses (#10990)
# Objective - Increase readability. ## Solution - Remove unnecessary parentheses. |
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0a588dbfd9
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Allow removing and reloading assets with live handles (#10785)
# Objective Fixes #10444 Currently manually removing an asset prevents it from being reloaded while there are still active handles. Doing so will result in a panic, because the storage entry has been marked as "empty / None" but the ID is still assumed to be active by the asset server. Patterns like `images.remove() -> asset_server.reload()` and `images.remove() -> images.insert()` would fail if the handle was still alive. ## Solution Most of the groundwork for this was already laid in Bevy Asset V2. This is largely just a matter of splitting out `remove` into two separate operations: * `remove_dropped`: remove the stored asset, invalidate the internal Assets entry (preventing future insertions with the old id), and recycle the id * `remove_still_alive`: remove the stored asset, but leave the entry otherwise untouched (and dont recycle the id). `remove_still_alive` and `insert` can be called any number of times (in any order) for an id until `remove_dropped` has been called, which will invalidate the id. From a user-facing perspective, there are no API changes and this is non breaking. The public `Assets::remove` will internally call `remove_still_alive`. `remove_dropped` can only be called by the internal "handle management" system. --- ## Changelog - Fix a bug preventing `Assets::remove` from blocking future inserts for a specific `AssetIndex`. |
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77309ba5d8
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Non-blocking load_untyped using a wrapper asset (#10198)
# Objective - Assets v2 does not currently offer a public API to load untyped assets ## Solution - Wrap the untyped handle in a `LoadedUntypedAsset` asset to offer a non-blocking load for untyped assets. The user does not need to know the actual asset type. - Handles to `LoadedUntypedAsset` have the same path as the wrapped asset, but their handles are shared using a label. The user side of `load_untyped` looks like this: ```rust use bevy::prelude::*; use bevy_internal::asset::LoadedUntypedAsset; fn main() { App::new() .add_plugins(DefaultPlugins) .add_systems(Startup, setup) .add_systems(Update, check) .run(); } #[derive(Resource)] struct UntypedAsset { handle: Handle<LoadedUntypedAsset>, } fn setup( mut commands: Commands, asset_server: Res<AssetServer>, ) { let handle = asset_server.load_untyped("branding/banner.png"); commands.insert_resource(UntypedAsset { handle }); commands.spawn(Camera2dBundle::default()); } fn check( mut commands: Commands, res: Option<Res<UntypedAsset>>, assets: Res<Assets<LoadedUntypedAsset>>, ) { if let Some(untyped_asset) = res { if let Some(asset) = assets.get(&untyped_asset.handle) { commands.spawn(SpriteBundle { texture: asset.handle.clone().typed(), ..default() }); commands.remove_resource::<UntypedAsset>(); } } } ``` --- ## Changelog - `load_untyped` on the asset server now returns a handle to a `LoadedUntypedAsset` instead of an untyped handle to the asset at the given path. The untyped handle for the given path can be retrieved from the `LoadedUntypedAsset` once it is done loading. ## Migration Guide Whenever possible use the typed API in order to directly get a handle to your asset. If you do not know the type or need to use `load_untyped` for a different reason, Bevy 0.12 introduces an additional layer of indirection. The asset server will return a handle to a `LoadedUntypedAsset`, which will load in the background. Once it is loaded, the untyped handle to the asset file can be retrieved from the `LoadedUntypedAsset`s field `handle`. --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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5eb292dc10
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Bevy Asset V2 (#8624)
# Bevy Asset V2 Proposal ## Why Does Bevy Need A New Asset System? Asset pipelines are a central part of the gamedev process. Bevy's current asset system is missing a number of features that make it non-viable for many classes of gamedev. After plenty of discussions and [a long community feedback period](https://github.com/bevyengine/bevy/discussions/3972), we've identified a number missing features: * **Asset Preprocessing**: it should be possible to "preprocess" / "compile" / "crunch" assets at "development time" rather than when the game starts up. This enables offloading expensive work from deployed apps, faster asset loading, less runtime memory usage, etc. * **Per-Asset Loader Settings**: Individual assets cannot define their own loaders that override the defaults. Additionally, they cannot provide per-asset settings to their loaders. This is a huge limitation, as many asset types don't provide all information necessary for Bevy _inside_ the asset. For example, a raw PNG image says nothing about how it should be sampled (ex: linear vs nearest). * **Asset `.meta` files**: assets should have configuration files stored adjacent to the asset in question, which allows the user to configure asset-type-specific settings. These settings should be accessible during the pre-processing phase. Modifying a `.meta` file should trigger a re-processing / re-load of the asset. It should be possible to configure asset loaders from the meta file. * **Processed Asset Hot Reloading**: Changes to processed assets (or their dependencies) should result in re-processing them and re-loading the results in live Bevy Apps. * **Asset Dependency Tracking**: The current bevy_asset has no good way to wait for asset dependencies to load. It punts this as an exercise for consumers of the loader apis, which is unreasonable and error prone. There should be easy, ergonomic ways to wait for assets to load and block some logic on an asset's entire dependency tree loading. * **Runtime Asset Loading**: it should be (optionally) possible to load arbitrary assets dynamically at runtime. This necessitates being able to deploy and run the asset server alongside Bevy Apps on _all platforms_. For example, we should be able to invoke the shader compiler at runtime, stream scenes from sources like the internet, etc. To keep deployed binaries (and startup times) small, the runtime asset server configuration should be configurable with different settings compared to the "pre processor asset server". * **Multiple Backends**: It should be possible to load assets from arbitrary sources (filesystems, the internet, remote asset serves, etc). * **Asset Packing**: It should be possible to deploy assets in compressed "packs", which makes it easier and more efficient to distribute assets with Bevy Apps. * **Asset Handoff**: It should be possible to hold a "live" asset handle, which correlates to runtime data, without actually holding the asset in memory. Ex: it must be possible to hold a reference to a GPU mesh generated from a "mesh asset" without keeping the mesh data in CPU memory * **Per-Platform Processed Assets**: Different platforms and app distributions have different capabilities and requirements. Some platforms need lower asset resolutions or different asset formats to operate within the hardware constraints of the platform. It should be possible to define per-platform asset processing profiles. And it should be possible to deploy only the assets required for a given platform. These features have architectural implications that are significant enough to require a full rewrite. The current Bevy Asset implementation got us this far, but it can take us no farther. This PR defines a brand new asset system that implements most of these features, while laying the foundations for the remaining features to be built. ## Bevy Asset V2 Here is a quick overview of the features introduced in this PR. * **Asset Preprocessing**: Preprocess assets at development time into more efficient (and configurable) representations * **Dependency Aware**: Dependencies required to process an asset are tracked. If an asset's processed dependency changes, it will be reprocessed * **Hot Reprocessing/Reloading**: detect changes to asset source files, reprocess them if they have changed, and then hot-reload them in Bevy Apps. * **Only Process Changes**: Assets are only re-processed when their source file (or meta file) has changed. This uses hashing and timestamps to avoid processing assets that haven't changed. * **Transactional and Reliable**: Uses write-ahead logging (a technique commonly used by databases) to recover from crashes / forced-exits. Whenever possible it avoids full-reprocessing / only uncompleted transactions will be reprocessed. When the processor is running in parallel with a Bevy App, processor asset writes block Bevy App asset reads. Reading metadata + asset bytes is guaranteed to be transactional / correctly paired. * **Portable / Run anywhere / Database-free**: The processor does not rely on an in-memory database (although it uses some database techniques for reliability). This is important because pretty much all in-memory databases have unsupported platforms or build complications. * **Configure Processor Defaults Per File Type**: You can say "use this processor for all files of this type". * **Custom Processors**: The `Processor` trait is flexible and unopinionated. It can be implemented by downstream plugins. * **LoadAndSave Processors**: Most asset processing scenarios can be expressed as "run AssetLoader A, save the results using AssetSaver X, and then load the result using AssetLoader B". For example, load this png image using `PngImageLoader`, which produces an `Image` asset and then save it using `CompressedImageSaver` (which also produces an `Image` asset, but in a compressed format), which takes an `Image` asset as input. This means if you have an `AssetLoader` for an asset, you are already half way there! It also means that you can share AssetSavers across multiple loaders. Because `CompressedImageSaver` accepts Bevy's generic Image asset as input, it means you can also use it with some future `JpegImageLoader`. * **Loader and Saver Settings**: Asset Loaders and Savers can now define their own settings types, which are passed in as input when an asset is loaded / saved. Each asset can define its own settings. * **Asset `.meta` files**: configure asset loaders, their settings, enable/disable processing, and configure processor settings * **Runtime Asset Dependency Tracking** Runtime asset dependencies (ex: if an asset contains a `Handle<Image>`) are tracked by the asset server. An event is emitted when an asset and all of its dependencies have been loaded * **Unprocessed Asset Loading**: Assets do not require preprocessing. They can be loaded directly. A processed asset is just a "normal" asset with some extra metadata. Asset Loaders don't need to know or care about whether or not an asset was processed. * **Async Asset IO**: Asset readers/writers use async non-blocking interfaces. Note that because Rust doesn't yet support async traits, there is a bit of manual Boxing / Future boilerplate. This will hopefully be removed in the near future when Rust gets async traits. * **Pluggable Asset Readers and Writers**: Arbitrary asset source readers/writers are supported, both by the processor and the asset server. * **Better Asset Handles** * **Single Arc Tree**: Asset Handles now use a single arc tree that represents the lifetime of the asset. This makes their implementation simpler, more efficient, and allows us to cheaply attach metadata to handles. Ex: the AssetPath of a handle is now directly accessible on the handle itself! * **Const Typed Handles**: typed handles can be constructed in a const context. No more weird "const untyped converted to typed at runtime" patterns! * **Handles and Ids are Smaller / Faster To Hash / Compare**: Typed `Handle<T>` is now much smaller in memory and `AssetId<T>` is even smaller. * **Weak Handle Usage Reduction**: In general Handles are now considered to be "strong". Bevy features that previously used "weak `Handle<T>`" have been ported to `AssetId<T>`, which makes it statically clear that the features do not hold strong handles (while retaining strong type information). Currently Handle::Weak still exists, but it is very possible that we can remove that entirely. * **Efficient / Dense Asset Ids**: Assets now have efficient dense runtime asset ids, which means we can avoid expensive hash lookups. Assets are stored in Vecs instead of HashMaps. There are now typed and untyped ids, which means we no longer need to store dynamic type information in the ID for typed handles. "AssetPathId" (which was a nightmare from a performance and correctness standpoint) has been entirely removed in favor of dense ids (which are retrieved for a path on load) * **Direct Asset Loading, with Dependency Tracking**: Assets that are defined at runtime can still have their dependencies tracked by the Asset Server (ex: if you create a material at runtime, you can still wait for its textures to load). This is accomplished via the (currently optional) "asset dependency visitor" trait. This system can also be used to define a set of assets to load, then wait for those assets to load. * **Async folder loading**: Folder loading also uses this system and immediately returns a handle to the LoadedFolder asset, which means folder loading no longer blocks on directory traversals. * **Improved Loader Interface**: Loaders now have a specific "top level asset type", which makes returning the top-level asset simpler and statically typed. * **Basic Image Settings and Processing**: Image assets can now be processed into the gpu-friendly Basic Universal format. The ImageLoader now has a setting to define what format the image should be loaded as. Note that this is just a minimal MVP ... plenty of additional work to do here. To demo this, enable the `basis-universal` feature and turn on asset processing. * **Simpler Audio Play / AudioSink API**: Asset handle providers are cloneable, which means the Audio resource can mint its own handles. This means you can now do `let sink_handle = audio.play(music)` instead of `let sink_handle = audio_sinks.get_handle(audio.play(music))`. Note that this might still be replaced by https://github.com/bevyengine/bevy/pull/8424. **Removed Handle Casting From Engine Features**: Ex: FontAtlases no longer use casting between handle types ## Using The New Asset System ### Normal Unprocessed Asset Loading By default the `AssetPlugin` does not use processing. It behaves pretty much the same way as the old system. If you are defining a custom asset, first derive `Asset`: ```rust #[derive(Asset)] struct Thing { value: String, } ``` Initialize the asset: ```rust app.init_asset:<Thing>() ``` Implement a new `AssetLoader` for it: ```rust #[derive(Default)] struct ThingLoader; #[derive(Serialize, Deserialize, Default)] pub struct ThingSettings { some_setting: bool, } impl AssetLoader for ThingLoader { type Asset = Thing; type Settings = ThingSettings; fn load<'a>( &'a self, reader: &'a mut Reader, settings: &'a ThingSettings, load_context: &'a mut LoadContext, ) -> BoxedFuture<'a, Result<Thing, anyhow::Error>> { Box::pin(async move { let mut bytes = Vec::new(); reader.read_to_end(&mut bytes).await?; // convert bytes to value somehow Ok(Thing { value }) }) } fn extensions(&self) -> &[&str] { &["thing"] } } ``` Note that this interface will get much cleaner once Rust gets support for async traits. `Reader` is an async futures_io::AsyncRead. You can stream bytes as they come in or read them all into a `Vec<u8>`, depending on the context. You can use `let handle = load_context.load(path)` to kick off a dependency load, retrieve a handle, and register the dependency for the asset. Then just register the loader in your Bevy app: ```rust app.init_asset_loader::<ThingLoader>() ``` Now just add your `Thing` asset files into the `assets` folder and load them like this: ```rust fn system(asset_server: Res<AssetServer>) { let handle = Handle<Thing> = asset_server.load("cool.thing"); } ``` You can check load states directly via the asset server: ```rust if asset_server.load_state(&handle) == LoadState::Loaded { } ``` You can also listen for events: ```rust fn system(mut events: EventReader<AssetEvent<Thing>>, handle: Res<SomeThingHandle>) { for event in events.iter() { if event.is_loaded_with_dependencies(&handle) { } } } ``` Note the new `AssetEvent::LoadedWithDependencies`, which only fires when the asset is loaded _and_ all dependencies (and their dependencies) have loaded. Unlike the old asset system, for a given asset path all `Handle<T>` values point to the same underlying Arc. This means Handles can cheaply hold more asset information, such as the AssetPath: ```rust // prints the AssetPath of the handle info!("{:?}", handle.path()) ``` ### Processed Assets Asset processing can be enabled via the `AssetPlugin`. When developing Bevy Apps with processed assets, do this: ```rust app.add_plugins(DefaultPlugins.set(AssetPlugin::processed_dev())) ``` This runs the `AssetProcessor` in the background with hot-reloading. It reads assets from the `assets` folder, processes them, and writes them to the `.imported_assets` folder. Asset loads in the Bevy App will wait for a processed version of the asset to become available. If an asset in the `assets` folder changes, it will be reprocessed and hot-reloaded in the Bevy App. When deploying processed Bevy apps, do this: ```rust app.add_plugins(DefaultPlugins.set(AssetPlugin::processed())) ``` This does not run the `AssetProcessor` in the background. It behaves like `AssetPlugin::unprocessed()`, but reads assets from `.imported_assets`. When the `AssetProcessor` is running, it will populate sibling `.meta` files for assets in the `assets` folder. Meta files for assets that do not have a processor configured look like this: ```rust ( meta_format_version: "1.0", asset: Load( loader: "bevy_render::texture::image_loader::ImageLoader", settings: ( format: FromExtension, ), ), ) ``` This is metadata for an image asset. For example, if you have `assets/my_sprite.png`, this could be the metadata stored at `assets/my_sprite.png.meta`. Meta files are totally optional. If no metadata exists, the default settings will be used. In short, this file says "load this asset with the ImageLoader and use the file extension to determine the image type". This type of meta file is supported in all AssetPlugin modes. If in `Unprocessed` mode, the asset (with the meta settings) will be loaded directly. If in `ProcessedDev` mode, the asset file will be copied directly to the `.imported_assets` folder. The meta will also be copied directly to the `.imported_assets` folder, but with one addition: ```rust ( meta_format_version: "1.0", processed_info: Some(( hash: 12415480888597742505, full_hash: 14344495437905856884, process_dependencies: [], )), asset: Load( loader: "bevy_render::texture::image_loader::ImageLoader", settings: ( format: FromExtension, ), ), ) ``` `processed_info` contains `hash` (a direct hash of the asset and meta bytes), `full_hash` (a hash of `hash` and the hashes of all `process_dependencies`), and `process_dependencies` (the `path` and `full_hash` of every process_dependency). A "process dependency" is an asset dependency that is _directly_ used when processing the asset. Images do not have process dependencies, so this is empty. When the processor is enabled, you can use the `Process` metadata config: ```rust ( meta_format_version: "1.0", asset: Process( processor: "bevy_asset::processor::process::LoadAndSave<bevy_render::texture::image_loader::ImageLoader, bevy_render::texture::compressed_image_saver::CompressedImageSaver>", settings: ( loader_settings: ( format: FromExtension, ), saver_settings: ( generate_mipmaps: true, ), ), ), ) ``` This configures the asset to use the `LoadAndSave` processor, which runs an AssetLoader and feeds the result into an AssetSaver (which saves the given Asset and defines a loader to load it with). (for terseness LoadAndSave will likely get a shorter/friendlier type name when [Stable Type Paths](#7184) lands). `LoadAndSave` is likely to be the most common processor type, but arbitrary processors are supported. `CompressedImageSaver` saves an `Image` in the Basis Universal format and configures the ImageLoader to load it as basis universal. The `AssetProcessor` will read this meta, run it through the LoadAndSave processor, and write the basis-universal version of the image to `.imported_assets`. The final metadata will look like this: ```rust ( meta_format_version: "1.0", processed_info: Some(( hash: 905599590923828066, full_hash: 9948823010183819117, process_dependencies: [], )), asset: Load( loader: "bevy_render::texture::image_loader::ImageLoader", settings: ( format: Format(Basis), ), ), ) ``` To try basis-universal processing out in Bevy examples, (for example `sprite.rs`), change `add_plugins(DefaultPlugins)` to `add_plugins(DefaultPlugins.set(AssetPlugin::processed_dev()))` and run with the `basis-universal` feature enabled: `cargo run --features=basis-universal --example sprite`. To create a custom processor, there are two main paths: 1. Use the `LoadAndSave` processor with an existing `AssetLoader`. Implement the `AssetSaver` trait, register the processor using `asset_processor.register_processor::<LoadAndSave<ImageLoader, CompressedImageSaver>>(image_saver.into())`. 2. Implement the `Process` trait directly and register it using: `asset_processor.register_processor(thing_processor)`. You can configure default processors for file extensions like this: ```rust asset_processor.set_default_processor::<ThingProcessor>("thing") ``` There is one more metadata type to be aware of: ```rust ( meta_format_version: "1.0", asset: Ignore, ) ``` This will ignore the asset during processing / prevent it from being written to `.imported_assets`. The AssetProcessor stores a transaction log at `.imported_assets/log` and uses it to gracefully recover from unexpected stops. This means you can force-quit the processor (and Bevy Apps running the processor in parallel) at arbitrary times! `.imported_assets` is "local state". It should _not_ be checked into source control. It should also be considered "read only". In practice, you _can_ modify processed assets and processed metadata if you really need to test something. But those modifications will not be represented in the hashes of the assets, so the processed state will be "out of sync" with the source assets. The processor _will not_ fix this for you. Either revert the change after you have tested it, or delete the processed files so they can be re-populated. ## Open Questions There are a number of open questions to be discussed. We should decide if they need to be addressed in this PR and if so, how we will address them: ### Implied Dependencies vs Dependency Enumeration There are currently two ways to populate asset dependencies: * **Implied via AssetLoaders**: if an AssetLoader loads an asset (and retrieves a handle), a dependency is added to the list. * **Explicit via the optional Asset::visit_dependencies**: if `server.load_asset(my_asset)` is called, it will call `my_asset.visit_dependencies`, which will grab dependencies that have been manually defined for the asset via the Asset trait impl (which can be derived). This means that defining explicit dependencies is optional for "loaded assets". And the list of dependencies is always accurate because loaders can only produce Handles if they register dependencies. If an asset was loaded with an AssetLoader, it only uses the implied dependencies. If an asset was created at runtime and added with `asset_server.load_asset(MyAsset)`, it will use `Asset::visit_dependencies`. However this can create a behavior mismatch between loaded assets and equivalent "created at runtime" assets if `Assets::visit_dependencies` doesn't exactly match the dependencies produced by the AssetLoader. This behavior mismatch can be resolved by completely removing "implied loader dependencies" and requiring `Asset::visit_dependencies` to supply dependency data. But this creates two problems: * It makes defining loaded assets harder and more error prone: Devs must remember to manually annotate asset dependencies with `#[dependency]` when deriving `Asset`. For more complicated assets (such as scenes), the derive likely wouldn't be sufficient and a manual `visit_dependencies` impl would be required. * Removes the ability to immediately kick off dependency loads: When AssetLoaders retrieve a Handle, they also immediately kick off an asset load for the handle, which means it can start loading in parallel _before_ the asset finishes loading. For large assets, this could be significant. (although this could be mitigated for processed assets if we store dependencies in the processed meta file and load them ahead of time) ### Eager ProcessorDev Asset Loading I made a controversial call in the interest of fast startup times ("time to first pixel") for the "processor dev mode configuration". When initializing the AssetProcessor, current processed versions of unchanged assets are yielded immediately, even if their dependencies haven't been checked yet for reprocessing. This means that non-current-state-of-filesystem-but-previously-valid assets might be returned to the App first, then hot-reloaded if/when their dependencies change and the asset is reprocessed. Is this behavior desirable? There is largely one alternative: do not yield an asset from the processor to the app until all of its dependencies have been checked for changes. In some common cases (load dependency has not changed since last run) this will increase startup time. The main question is "by how much" and is that slower startup time worth it in the interest of only yielding assets that are true to the current state of the filesystem. Should this be configurable? I'm starting to think we should only yield an asset after its (historical) dependencies have been checked for changes + processed as necessary, but I'm curious what you all think. ### Paths Are Currently The Only Canonical ID / Do We Want Asset UUIDs? In this implementation AssetPaths are the only canonical asset identifier (just like the previous Bevy Asset system and Godot). Moving assets will result in re-scans (and currently reprocessing, although reprocessing can easily be avoided with some changes). Asset renames/moves will break code and assets that rely on specific paths, unless those paths are fixed up. Do we want / need "stable asset uuids"? Introducing them is very possible: 1. Generate a UUID and include it in .meta files 2. Support UUID in AssetPath 3. Generate "asset indices" which are loaded on startup and map UUIDs to paths. 4 (maybe). Consider only supporting UUIDs for processed assets so we can generate quick-to-load indices instead of scanning meta files. The main "pro" is that assets referencing UUIDs don't need to be migrated when a path changes. The main "con" is that UUIDs cannot be "lazily resolved" like paths. They need a full view of all assets to answer the question "does this UUID exist". Which means UUIDs require the AssetProcessor to fully finish startup scans before saying an asset doesnt exist. And they essentially require asset pre-processing to use in apps, because scanning all asset metadata files at runtime to resolve a UUID is not viable for medium-to-large apps. It really requires a pre-generated UUID index, which must be loaded before querying for assets. I personally think this should be investigated in a separate PR. Paths aren't going anywhere ... _everyone_ uses filesystems (and filesystem-like apis) to manage their asset source files. I consider them permanent canonical asset information. Additionally, they behave well for both processed and unprocessed asset modes. Given that Bevy is supporting both, this feels like the right canonical ID to start with. UUIDS (and maybe even other indexed-identifier types) can be added later as necessary. ### Folder / File Naming Conventions All asset processing config currently lives in the `.imported_assets` folder. The processor transaction log is in `.imported_assets/log`. Processed assets are added to `.imported_assets/Default`, which will make migrating to processed asset profiles (ex: a `.imported_assets/Mobile` profile) a non-breaking change. It also allows us to create top-level files like `.imported_assets/log` without it being interpreted as an asset. Meta files currently have a `.meta` suffix. Do we like these names and conventions? ### Should the `AssetPlugin::processed_dev` configuration enable `watch_for_changes` automatically? Currently it does (which I think makes sense), but it does make it the only configuration that enables watch_for_changes by default. ### Discuss on_loaded High Level Interface: This PR includes a very rough "proof of concept" `on_loaded` system adapter that uses the `LoadedWithDependencies` event in combination with `asset_server.load_asset` dependency tracking to support this pattern ```rust fn main() { App::new() .init_asset::<MyAssets>() .add_systems(Update, on_loaded(create_array_texture)) .run(); } #[derive(Asset, Clone)] struct MyAssets { #[dependency] picture_of_my_cat: Handle<Image>, #[dependency] picture_of_my_other_cat: Handle<Image>, } impl FromWorld for ArrayTexture { fn from_world(world: &mut World) -> Self { picture_of_my_cat: server.load("meow.png"), picture_of_my_other_cat: server.load("meeeeeeeow.png"), } } fn spawn_cat(In(my_assets): In<MyAssets>, mut commands: Commands) { commands.spawn(SpriteBundle { texture: my_assets.picture_of_my_cat.clone(), ..default() }); commands.spawn(SpriteBundle { texture: my_assets.picture_of_my_other_cat.clone(), ..default() }); } ``` The implementation is _very_ rough. And it is currently unsafe because `bevy_ecs` doesn't expose some internals to do this safely from inside `bevy_asset`. There are plenty of unanswered questions like: * "do we add a Loadable" derive? (effectively automate the FromWorld implementation above) * Should `MyAssets` even be an Asset? (largely implemented this way because it elegantly builds on `server.load_asset(MyAsset { .. })` dependency tracking). We should think hard about what our ideal API looks like (and if this is a pattern we want to support). Not necessarily something we need to solve in this PR. The current `on_loaded` impl should probably be removed from this PR before merging. ## Clarifying Questions ### What about Assets as Entities? This Bevy Asset V2 proposal implementation initially stored Assets as ECS Entities. Instead of `AssetId<T>` + the `Assets<T>` resource it used `Entity` as the asset id and Asset values were just ECS components. There are plenty of compelling reasons to do this: 1. Easier to inline assets in Bevy Scenes (as they are "just" normal entities + components) 2. More flexible queries: use the power of the ECS to filter assets (ex: `Query<Mesh, With<Tree>>`). 3. Extensible. Users can add arbitrary component data to assets. 4. Things like "component visualization tools" work out of the box to visualize asset data. However Assets as Entities has a ton of caveats right now: * We need to be able to allocate entity ids without a direct World reference (aka rework id allocator in Entities ... i worked around this in my prototypes by just pre allocating big chunks of entities) * We want asset change events in addition to ECS change tracking ... how do we populate them when mutations can come from anywhere? Do we use Changed queries? This would require iterating over the change data for all assets every frame. Is this acceptable or should we implement a new "event based" component change detection option? * Reconciling manually created assets with asset-system managed assets has some nuance (ex: are they "loaded" / do they also have that component metadata?) * "how do we handle "static" / default entity handles" (ties in to the Entity Indices discussion: https://github.com/bevyengine/bevy/discussions/8319). This is necessary for things like "built in" assets and default handles in things like SpriteBundle. * Storing asset information as a component makes it easy to "invalidate" asset state by removing the component (or forcing modifications). Ideally we have ways to lock this down (some combination of Rust type privacy and ECS validation) In practice, how we store and identify assets is a reasonably superficial change (porting off of Assets as Entities and implementing dedicated storage + ids took less than a day). So once we sort out the remaining challenges the flip should be straightforward. Additionally, I do still have "Assets as Entities" in my commit history, so we can reuse that work. I personally think "assets as entities" is a good endgame, but it also doesn't provide _significant_ value at the moment and it certainly isn't ready yet with the current state of things. ### Why not Distill? [Distill](https://github.com/amethyst/distill) is a high quality fully featured asset system built in Rust. It is very natural to ask "why not just use Distill?". It is also worth calling out that for awhile, [we planned on adopting Distill / I signed off on it](https://github.com/bevyengine/bevy/issues/708). However I think Bevy has a number of constraints that make Distill adoption suboptimal: * **Architectural Simplicity:** * Distill's processor requires an in-memory database (lmdb) and RPC networked API (using Cap'n Proto). Each of these introduces API complexity that increases maintenance burden and "code grokability". Ignoring tests, documentation, and examples, Distill has 24,237 lines of Rust code (including generated code for RPC + database interactions). If you ignore generated code, it has 11,499 lines. * Bevy builds the AssetProcessor and AssetServer using pluggable AssetReader/AssetWriter Rust traits with simple io interfaces. They do not necessitate databases or RPC interfaces (although Readers/Writers could use them if that is desired). Bevy Asset V2 (at the time of writing this PR) is 5,384 lines of Rust code (ignoring tests, documentation, and examples). Grain of salt: Distill does have more features currently (ex: Asset Packing, GUIDS, remote-out-of-process asset processor). I do plan to implement these features in Bevy Asset V2 and I personally highly doubt they will meaningfully close the 6115 lines-of-code gap. * This complexity gap (which while illustrated by lines of code, is much bigger than just that) is noteworthy to me. Bevy should be hackable and there are pillars of Distill that are very hard to understand and extend. This is a matter of opinion (and Bevy Asset V2 also has complicated areas), but I think Bevy Asset V2 is much more approachable for the average developer. * Necessary disclaimer: counting lines of code is an extremely rough complexity metric. Read the code and form your own opinions. * **Optional Asset Processing:** Not all Bevy Apps (or Bevy App developers) need / want asset preprocessing. Processing increases the complexity of the development environment by introducing things like meta files, imported asset storage, running processors in the background, waiting for processing to finish, etc. Distill _requires_ preprocessing to work. With Bevy Asset V2 processing is fully opt-in. The AssetServer isn't directly aware of asset processors at all. AssetLoaders only care about converting bytes to runtime Assets ... they don't know or care if the bytes were pre-processed or not. Processing is "elegantly" (forgive my self-congratulatory phrasing) layered on top and builds on the existing Asset system primitives. * **Direct Filesystem Access to Processed Asset State:** Distill stores processed assets in a database. This makes debugging / inspecting the processed outputs harder (either requires special tooling to query the database or they need to be "deployed" to be inspected). Bevy Asset V2, on the other hand, stores processed assets in the filesystem (by default ... this is configurable). This makes interacting with the processed state more natural. Note that both Godot and Unity's new asset system store processed assets in the filesystem. * **Portability**: Because Distill's processor uses lmdb and RPC networking, it cannot be run on certain platforms (ex: lmdb is a non-rust dependency that cannot run on the web, some platforms don't support running network servers). Bevy should be able to process assets everywhere (ex: run the Bevy Editor on the web, compile + process shaders on mobile, etc). Distill does partially mitigate this problem by supporting "streaming" assets via the RPC protocol, but this is not a full solve from my perspective. And Bevy Asset V2 can (in theory) also stream assets (without requiring RPC, although this isn't implemented yet) Note that I _do_ still think Distill would be a solid asset system for Bevy. But I think the approach in this PR is a better solve for Bevy's specific "asset system requirements". ### Doesn't async-fs just shim requests to "sync" `std::fs`? What is the point? "True async file io" has limited / spotty platform support. async-fs (and the rust async ecosystem generally ... ex Tokio) currently use async wrappers over std::fs that offload blocking requests to separate threads. This may feel unsatisfying, but it _does_ still provide value because it prevents our task pools from blocking on file system operations (which would prevent progress when there are many tasks to do, but all threads in a pool are currently blocking on file system ops). Additionally, using async APIs for our AssetReaders and AssetWriters also provides value because we can later add support for "true async file io" for platforms that support it. _And_ we can implement other "true async io" asset backends (such as networked asset io). ## Draft TODO - [x] Fill in missing filesystem event APIs: file removed event (which is expressed as dangling RenameFrom events in some cases), file/folder renamed event - [x] Assets without loaders are not moved to the processed folder. This breaks things like referenced `.bin` files for GLTFs. This should be configurable per-non-asset-type. - [x] Initial implementation of Reflect and FromReflect for Handle. The "deserialization" parity bar is low here as this only worked with static UUIDs in the old impl ... this is a non-trivial problem. Either we add a Handle::AssetPath variant that gets "upgraded" to a strong handle on scene load or we use a separate AssetRef type for Bevy scenes (which is converted to a runtime Handle on load). This deserves its own discussion in a different pr. - [x] Populate read_asset_bytes hash when run by the processor (a bit of a special case .. when run by the processor the processed meta will contain the hash so we don't need to compute it on the spot, but we don't want/need to read the meta when run by the main AssetServer) - [x] Delay hot reloading: currently filesystem events are handled immediately, which creates timing issues in some cases. For example hot reloading images can sometimes break because the image isn't finished writing. We should add a delay, likely similar to the [implementation in this PR](https://github.com/bevyengine/bevy/pull/8503). - [x] Port old platform-specific AssetIo implementations to the new AssetReader interface (currently missing Android and web) - [x] Resolve on_loaded unsafety (either by removing the API entirely or removing the unsafe) - [x] Runtime loader setting overrides - [x] Remove remaining unwraps that should be error-handled. There are number of TODOs here - [x] Pretty AssetPath Display impl - [x] Document more APIs - [x] Resolve spurious "reloading because it has changed" events (to repro run load_gltf with `processed_dev()`) - [x] load_dependency hot reloading currently only works for processed assets. If processing is disabled, load_dependency changes are not hot reloaded. - [x] Replace AssetInfo dependency load/fail counters with `loading_dependencies: HashSet<UntypedAssetId>` to prevent reloads from (potentially) breaking counters. Storing this will also enable "dependency reloaded" events (see [Next Steps](#next-steps)) - [x] Re-add filesystem watcher cargo feature gate (currently it is not optional) - [ ] Migration Guide - [ ] Changelog ## Followup TODO - [ ] Replace "eager unchanged processed asset loading" behavior with "don't returned unchanged processed asset until dependencies have been checked". - [ ] Add true `Ignore` AssetAction that does not copy the asset to the imported_assets folder. - [ ] Finish "live asset unloading" (ex: free up CPU asset memory after uploading an image to the GPU), rethink RenderAssets, and port renderer features. The `Assets` collection uses `Option<T>` for asset storage to support its removal. (1) the Option might not actually be necessary ... might be able to just remove from the collection entirely (2) need to finalize removal apis - [ ] Try replacing the "channel based" asset id recycling with something a bit more efficient (ex: we might be able to use raw atomic ints with some cleverness) - [ ] Consider adding UUIDs to processed assets (scoped just to helping identify moved assets ... not exposed to load queries ... see [Next Steps](#next-steps)) - [ ] Store "last modified" source asset and meta timestamps in processed meta files to enable skipping expensive hashing when the file wasn't changed - [ ] Fix "slow loop" handle drop fix - [ ] Migrate to TypeName - [x] Handle "loader preregistration". See #9429 ## Next Steps * **Configurable per-type defaults for AssetMeta**: It should be possible to add configuration like "all png image meta should default to using nearest sampling" (currently this hard-coded per-loader/processor Settings::default() impls). Also see the "Folder Meta" bullet point. * **Avoid Reprocessing on Asset Renames / Moves**: See the "canonical asset ids" discussion in [Open Questions](#open-questions) and the relevant bullet point in [Draft TODO](#draft-todo). Even without canonical ids, folder renames could avoid reprocessing in some cases. * **Multiple Asset Sources**: Expand AssetPath to support "asset source names" and support multiple AssetReaders in the asset server (ex: `webserver://some_path/image.png` backed by an Http webserver AssetReader). The "default" asset reader would use normal `some_path/image.png` paths. Ideally this works in combination with multiple AssetWatchers for hot-reloading * **Stable Type Names**: this pr removes the TypeUuid requirement from assets in favor of `std::any::type_name`. This makes defining assets easier (no need to generate a new uuid / use weird proc macro syntax). It also makes reading meta files easier (because things have "friendly names"). We also use type names for components in scene files. If they are good enough for components, they are good enough for assets. And consistency across Bevy pillars is desirable. However, `std::any::type_name` is not guaranteed to be stable (although in practice it is). We've developed a [stable type path](https://github.com/bevyengine/bevy/pull/7184) to resolve this, which should be adopted when it is ready. * **Command Line Interface**: It should be possible to run the asset processor in a separate process from the command line. This will also require building a network-server-backed AssetReader to communicate between the app and the processor. We've been planning to build a "bevy cli" for awhile. This seems like a good excuse to build it. * **Asset Packing**: This is largely an additive feature, so it made sense to me to punt this until we've laid the foundations in this PR. * **Per-Platform Processed Assets**: It should be possible to generate assets for multiple platforms by supporting multiple "processor profiles" per asset (ex: compress with format X on PC and Y on iOS). I think there should probably be arbitrary "profiles" (which can be separate from actual platforms), which are then assigned to a given platform when generating the final asset distribution for that platform. Ex: maybe devs want a "Mobile" profile that is shared between iOS and Android. Or a "LowEnd" profile shared between web and mobile. * **Versioning and Migrations**: Assets, Loaders, Savers, and Processors need to have versions to determine if their schema is valid. If an asset / loader version is incompatible with the current version expected at runtime, the processor should be able to migrate them. I think we should try using Bevy Reflect for this, as it would allow us to load the old version as a dynamic Reflect type without actually having the old Rust type. It would also allow us to define "patches" to migrate between versions (Bevy Reflect devs are currently working on patching). The `.meta` file already has its own format version. Migrating that to new versions should also be possible. * **Real Copy-on-write AssetPaths**: Rust's actual Cow (clone-on-write type) currently used by AssetPath can still result in String clones that aren't actually necessary (cloning an Owned Cow clones the contents). Bevy's asset system requires cloning AssetPaths in a number of places, which result in actual clones of the internal Strings. This is not efficient. AssetPath internals should be reworked to exhibit truer cow-like-behavior that reduces String clones to the absolute minimum. * **Consider processor-less processing**: In theory the AssetServer could run processors "inline" even if the background AssetProcessor is disabled. If we decide this is actually desirable, we could add this. But I don't think its a priority in the short or medium term. * **Pre-emptive dependency loading**: We could encode dependencies in processed meta files, which could then be used by the Asset Server to kick of dependency loads as early as possible (prior to starting the actual asset load). Is this desirable? How much time would this save in practice? * **Optimize Processor With UntypedAssetIds**: The processor exclusively uses AssetPath to identify assets currently. It might be possible to swap these out for UntypedAssetIds in some places, which are smaller / cheaper to hash and compare. * **One to Many Asset Processing**: An asset source file that produces many assets currently must be processed into a single "processed" asset source. If labeled assets can be written separately they can each have their own configured savers _and_ they could be loaded more granularly. Definitely worth exploring! * **Automatically Track "Runtime-only" Asset Dependencies**: Right now, tracking "created at runtime" asset dependencies requires adding them via `asset_server.load_asset(StandardMaterial::default())`. I think with some cleverness we could also do this for `materials.add(StandardMaterial::default())`, making tracking work "everywhere". There are challenges here relating to change detection / ensuring the server is made aware of dependency changes. This could be expensive in some cases. * **"Dependency Changed" events**: Some assets have runtime artifacts that need to be re-generated when one of their dependencies change (ex: regenerate a material's bind group when a Texture needs to change). We are generating the dependency graph so we can definitely produce these events. Buuuuut generating these events will have a cost / they could be high frequency for some assets, so we might want this to be opt-in for specific cases. * **Investigate Storing More Information In Handles**: Handles can now store arbitrary information, which makes it cheaper and easier to access. How much should we move into them? Canonical asset load states (via atomics)? (`handle.is_loaded()` would be very cool). Should we store the entire asset and remove the `Assets<T>` collection? (`Arc<RwLock<Option<Image>>>`?) * **Support processing and loading files without extensions**: This is a pretty arbitrary restriction and could be supported with very minimal changes. * **Folder Meta**: It would be nice if we could define per folder processor configuration defaults (likely in a `.meta` or `.folder_meta` file). Things like "default to linear filtering for all Images in this folder". * **Replace async_broadcast with event-listener?** This might be approximately drop-in for some uses and it feels more light weight * **Support Running the AssetProcessor on the Web**: Most of the hard work is done here, but there are some easy straggling TODOs (make the transaction log an interface instead of a direct file writer so we can write a web storage backend, implement an AssetReader/AssetWriter that reads/writes to something like LocalStorage). * **Consider identifying and preventing circular dependencies**: This is especially important for "processor dependencies", as processing will silently never finish in these cases. * **Built-in/Inlined Asset Hot Reloading**: This PR regresses "built-in/inlined" asset hot reloading (previously provided by the DebugAssetServer). I'm intentionally punting this because I think it can be cleanly implemented with "multiple asset sources" by registering a "debug asset source" (ex: `debug://bevy_pbr/src/render/pbr.wgsl` asset paths) in combination with an AssetWatcher for that asset source and support for "manually loading pats with asset bytes instead of AssetReaders". The old DebugAssetServer was quite nasty and I'd love to avoid that hackery going forward. * **Investigate ways to remove double-parsing meta files**: Parsing meta files currently involves parsing once with "minimal" versions of the meta file to extract the type name of the loader/processor config, then parsing again to parse the "full" meta. This is suboptimal. We should be able to define custom deserializers that (1) assume the loader/processor type name comes first (2) dynamically looks up the loader/processor registrations to deserialize settings in-line (similar to components in the bevy scene format). Another alternative: deserialize as dynamic Reflect objects and then convert. * **More runtime loading configuration**: Support using the Handle type as a hint to select an asset loader (instead of relying on AssetPath extensions) * **More high level Processor trait implementations**: For example, it might be worth adding support for arbitrary chains of "asset transforms" that modify an in-memory asset representation between loading and saving. (ex: load a Mesh, run a `subdivide_mesh` transform, followed by a `flip_normals` transform, then save the mesh to an efficient compressed format). * **Bevy Scene Handle Deserialization**: (see the relevant [Draft TODO item](#draft-todo) for context) * **Explore High Level Load Interfaces**: See [this discussion](#discuss-on_loaded-high-level-interface) for one prototype. * **Asset Streaming**: It would be great if we could stream Assets (ex: stream a long video file piece by piece) * **ID Exchanging**: In this PR Asset Handles/AssetIds are bigger than they need to be because they have a Uuid enum variant. If we implement an "id exchanging" system that trades Uuids for "efficient runtime ids", we can cut down on the size of AssetIds, making them more efficient. This has some open design questions, such as how to spawn entities with "default" handle values (as these wouldn't have access to the exchange api in the current system). * **Asset Path Fixup Tooling**: Assets that inline asset paths inside them will break when an asset moves. The asset system provides the functionality to detect when paths break. We should build a framework that enables formats to define "path migrations". This is especially important for scene files. For editor-generated files, we should also consider using UUIDs (see other bullet point) to avoid the need to migrate in these cases. --------- Co-authored-by: BeastLe9enD <beastle9end@outlook.de> Co-authored-by: Mike <mike.hsu@gmail.com> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com> |
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3527288342
|
Fixing some doc comments (#9646)
# Objective I've been collecting some mistakes in the documentation and fixed them --------- Co-authored-by: Emi <emanuel.boehm@gmail.com> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com> |
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b30ff2ab76
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allow asset loader pre-registration (#9429)
# Objective - When loading gltf files during app creation (for example using a FromWorld impl and adding that as a resource), no loader was found. - As the gltf loader can load compressed formats, it needs to know what the GPU supports so it's not available at app creation time. ## Solution alternative to #9426 - add functionality to preregister the loader. loading assets with matching extensions will block until a real loader is registered. - preregister "gltf" and "glb". - prereigster image formats. the way this is set up, if a set of extensions are all registered with a single preregistration call, then later a loader is added that matches some of the extensions, assets using the remaining extensions will then fail. i think that should work well for image formats that we don't know are supported until later. |
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30d897a8bf
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fix clippy::default_constructed_unit_structs and trybuild errors (#9144)
# Objective With Rust `1.71.0` ([released a few minutes ago](https://github.com/rust-lang/rust/releases/tag/1.71.0)), clippy introduced a new lint ([`default_constructed_unit_structs`](https://rust-lang.github.io/rust-clippy/master/index.html#/default_constructed_unit_structs)) wich prevent calling `default()` on unit structs (e.g. `PhantomData::default()`). ## Solution Apply the lint suggestion. --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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10f5c92068
|
improve shader import model (#5703)
# Objective operate on naga IR directly to improve handling of shader modules. - give codespan reporting into imported modules - allow glsl to be used from wgsl and vice-versa the ultimate objective is to make it possible to - provide user hooks for core shader functions (to modify light behaviour within the standard pbr pipeline, for example) - make automatic binding slot allocation possible but ... since this is already big, adds some value and (i think) is at feature parity with the existing code, i wanted to push this now. ## Solution i made a crate called naga_oil (https://github.com/robtfm/naga_oil - unpublished for now, could be part of bevy) which manages modules by - building each module independantly to naga IR - creating "header" files for each supported language, which are used to build dependent modules/shaders - make final shaders by combining the shader IR with the IR for imported modules then integrated this into bevy, replacing some of the existing shader processing stuff. also reworked examples to reflect this. ## Migration Guide shaders that don't use `#import` directives should work without changes. the most notable user-facing difference is that imported functions/variables/etc need to be qualified at point of use, and there's no "leakage" of visible stuff into your shader scope from the imports of your imports, so if you used things imported by your imports, you now need to import them directly and qualify them. the current strategy of including/'spreading' `mesh_vertex_output` directly into a struct doesn't work any more, so these need to be modified as per the examples (e.g. color_material.wgsl, or many others). mesh data is assumed to be in bindgroup 2 by default, if mesh data is bound into bindgroup 1 instead then the shader def `MESH_BINDGROUP_1` needs to be added to the pipeline shader_defs. |
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f18f28874a
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Allow tuples and single plugins in add_plugins , deprecate add_plugin (#8097)
# Objective - Better consistency with `add_systems`. - Deprecating `add_plugin` in favor of a more powerful `add_plugins`. - Allow passing `Plugin` to `add_plugins`. - Allow passing tuples to `add_plugins`. ## Solution - `App::add_plugins` now takes an `impl Plugins` parameter. - `App::add_plugin` is deprecated. - `Plugins` is a new sealed trait that is only implemented for `Plugin`, `PluginGroup` and tuples over `Plugins`. - All examples, benchmarks and tests are changed to use `add_plugins`, using tuples where appropriate. --- ## Changelog ### Changed - `App::add_plugins` now accepts all types that implement `Plugins`, which is implemented for: - Types that implement `Plugin`. - Types that implement `PluginGroup`. - Tuples (up to 16 elements) over types that implement `Plugins`. - Deprecated `App::add_plugin` in favor of `App::add_plugins`. ## Migration Guide - Replace `app.add_plugin(plugin)` calls with `app.add_plugins(plugin)`. --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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0294bb191d
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Move AppTypeRegistry to bevy_ecs (#8901)
# Objective - Use `AppTypeRegistry` on API defined in `bevy_ecs` (https://github.com/bevyengine/bevy/pull/8895#discussion_r1234748418) A lot of the API on `Reflect` depends on a registry. When it comes to the ECS. We should use `AppTypeRegistry` in the general case. This is however impossible in `bevy_ecs`, since `AppTypeRegistry` is defined in `bevy_app`. ## Solution - Move `AppTypeRegistry` resource definition from `bevy_app` to `bevy_ecs` - Still add the resource in the `App` plugin, since bevy_ecs itself doesn't know of plugins Note that `bevy_ecs` is a dependency of `bevy_app`, so nothing revolutionary happens. ## Alternative - Define the API as a trait in `bevy_app` over `bevy_ecs`. (though this prevents us from using bevy_ecs internals) - Do not rely on `AppTypeRegistry` for the API in question, requring users to extract themselves the resource and pass it to the API methods. --- ## Changelog - Moved `AppTypeRegistry` resource definition from `bevy_app` to `bevy_ecs` ## Migration Guide - If you were **not** using a `prelude::*` to import `AppTypeRegistry`, you should update your imports: ```diff - use bevy::app::AppTypeRegistry; + use bevy::ecs::reflect::AppTypeRegistry ``` |
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89cbc78d3d
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Require #[derive(Event)] on all Events (#7086)
# Objective Be consistent with `Resource`s and `Components` and have `Event` types be more self-documenting. Although not susceptible to accidentally using a function instead of a value due to `Event`s only being initialized by their type, much of the same reasoning for removing the blanket impl on `Resource` also applies here. * Not immediately obvious if a type is intended to be an event * Prevent invisible conflicts if the same third-party or primitive types are used as events * Allows for further extensions (e.g. opt-in warning for missed events) ## Solution Remove the blanket impl for the `Event` trait. Add a derive macro for it. --- ## Changelog - `Event` is no longer implemented for all applicable types. Add the `#[derive(Event)]` macro for events. ## Migration Guide * Add the `#[derive(Event)]` macro for events. Third-party types used as events should be wrapped in a newtype. |
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1efc762924
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reflect: stable type path v2 (#7184)
# Objective
- Introduce a stable alternative to
[`std::any::type_name`](https://doc.rust-lang.org/std/any/fn.type_name.html).
- Rewrite of #5805 with heavy inspiration in design.
- On the path to #5830.
- Part of solving #3327.
## Solution
- Add a `TypePath` trait for static stable type path/name information.
- Add a `TypePath` derive macro.
- Add a `impl_type_path` macro for implementing internal and foreign
types in `bevy_reflect`.
---
## Changelog
- Added `TypePath` trait.
- Added `DynamicTypePath` trait and `get_type_path` method to `Reflect`.
- Added a `TypePath` derive macro.
- Added a `bevy_reflect::impl_type_path` for implementing `TypePath` on
internal and foreign types in `bevy_reflect`.
- Changed `bevy_reflect::utility::(Non)GenericTypeInfoCell` to
`(Non)GenericTypedCell<T>` which allows us to be generic over both
`TypeInfo` and `TypePath`.
- `TypePath` is now a supertrait of `Asset`, `Material` and
`Material2d`.
- `impl_reflect_struct` needs a `#[type_path = "..."]` attribute to be
specified.
- `impl_reflect_value` needs to either specify path starting with a
double colon (`::core::option::Option`) or an `in my_crate::foo`
declaration.
- Added `bevy_reflect_derive::ReflectTypePath`.
- Most uses of `Ident` in `bevy_reflect_derive` changed to use
`ReflectTypePath`.
## Migration Guide
- Implementors of `Asset`, `Material` and `Material2d` now also need to
derive `TypePath`.
- Manual implementors of `Reflect` will need to implement the new
`get_type_path` method.
## Open Questions
- [x] ~This PR currently does not migrate any usages of
`std::any::type_name` to use `bevy_reflect::TypePath` to ease the review
process. Should it?~ Migration will be left to a follow-up PR.
- [ ] This PR adds a lot of `#[derive(TypePath)]` and `T: TypePath` to
satisfy new bounds, mostly when deriving `TypeUuid`. Should we make
`TypePath` a supertrait of `TypeUuid`? [Should we remove `TypeUuid` in
favour of
`TypePath`?](
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ebac7e8268
|
update ahash and hashbrown (#8623)
# Objective - Update `ahash` and `hashbrown` - Alternative to #5700 and #7420 ## Solution - Update the dependencies This is a breaking change because we were creating two fixed hashers with [`AHasher::new_with_keys`](https://docs.rs/ahash/0.7.6/ahash/struct.AHasher.html#method.new_with_keys), which was a method that existed only for testing purpose and has been removed from public. I replaced it with [`RandomState::with_seeds`](https://docs.rs/ahash/0.8.3/ahash/random_state/struct.RandomState.html#method.with_seeds) which is the proper way to get a fixed hasher (see [this table](https://docs.rs/ahash/0.8.3/ahash/random_state/struct.RandomState.html)). This means that hashes won't be the same across versions --- ## Migration Guide - If you were using hashes to an asset or using one of the fixed hasher exposed by Bevy with a previous version, you will have to update the hashes |
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abf12f3b3b
|
Fixed several missing links in docs. (#8117)
Links in the api docs are nice. I noticed that there were several places where structs / functions and other things were referenced in the docs, but weren't linked. I added the links where possible / logical. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: François <mockersf@gmail.com> |
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aefe1f0739
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Schedule-First: the new and improved add_systems (#8079)
Co-authored-by: Mike <mike.hsu@gmail.com> |
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fd1af7c8b8
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Replace multiple calls to add_system with add_systems (#8001)
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5a152d7d75 | Fix crash with debug_asset_server due to base set changes (#7538) | ||
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dcc03724a5 |
Base Sets (#7466)
# Objective NOTE: This depends on #7267 and should not be merged until #7267 is merged. If you are reviewing this before that is merged, I highly recommend viewing the Base Sets commit instead of trying to find my changes amongst those from #7267. "Default sets" as described by the [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) have some [unfortunate consequences](https://github.com/bevyengine/bevy/discussions/7365). ## Solution This adds "base sets" as a variant of `SystemSet`: A set is a "base set" if `SystemSet::is_base` returns `true`. Typically this will be opted-in to using the `SystemSet` derive: ```rust #[derive(SystemSet, Clone, Hash, Debug, PartialEq, Eq)] #[system_set(base)] enum MyBaseSet { A, B, } ``` **Base sets are exclusive**: a system can belong to at most one "base set". Adding a system to more than one will result in an error. When possible we fail immediately during system-config-time with a nice file + line number. For the more nested graph-ey cases, this will fail at the final schedule build. **Base sets cannot belong to other sets**: this is where the word "base" comes from Systems and Sets can only be added to base sets using `in_base_set`. Calling `in_set` with a base set will fail. As will calling `in_base_set` with a normal set. ```rust app.add_system(foo.in_base_set(MyBaseSet::A)) // X must be a normal set ... base sets cannot be added to base sets .configure_set(X.in_base_set(MyBaseSet::A)) ``` Base sets can still be configured like normal sets: ```rust app.add_system(MyBaseSet::B.after(MyBaseSet::Ap)) ``` The primary use case for base sets is enabling a "default base set": ```rust schedule.set_default_base_set(CoreSet::Update) // this will belong to CoreSet::Update by default .add_system(foo) // this will override the default base set with PostUpdate .add_system(bar.in_base_set(CoreSet::PostUpdate)) ``` This allows us to build apis that work by default in the standard Bevy style. This is a rough analog to the "default stage" model, but it use the new "stageless sets" model instead, with all of the ordering flexibility (including exclusive systems) that it provides. --- ## Changelog - Added "base sets" and ported CoreSet to use them. ## Migration Guide TODO |
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206c7ce219 |
Migrate engine to Schedule v3 (#7267)
Huge thanks to @maniwani, @devil-ira, @hymm, @cart, @superdump and @jakobhellermann for the help with this PR. # Objective - Followup #6587. - Minimal integration for the Stageless Scheduling RFC: https://github.com/bevyengine/rfcs/pull/45 ## Solution - [x] Remove old scheduling module - [x] Migrate new methods to no longer use extension methods - [x] Fix compiler errors - [x] Fix benchmarks - [x] Fix examples - [x] Fix docs - [x] Fix tests ## Changelog ### Added - a large number of methods on `App` to work with schedules ergonomically - the `CoreSchedule` enum - `App::add_extract_system` via the `RenderingAppExtension` trait extension method - the private `prepare_view_uniforms` system now has a public system set for scheduling purposes, called `ViewSet::PrepareUniforms` ### Removed - stages, and all code that mentions stages - states have been dramatically simplified, and no longer use a stack - `RunCriteriaLabel` - `AsSystemLabel` trait - `on_hierarchy_reports_enabled` run criteria (now just uses an ad hoc resource checking run condition) - systems in `RenderSet/Stage::Extract` no longer warn when they do not read data from the main world - `RunCriteriaLabel` - `transform_propagate_system_set`: this was a nonstandard pattern that didn't actually provide enough control. The systems are already `pub`: the docs have been updated to ensure that the third-party usage is clear. ### Changed - `System::default_labels` is now `System::default_system_sets`. - `App::add_default_labels` is now `App::add_default_sets` - `CoreStage` and `StartupStage` enums are now `CoreSet` and `StartupSet` - `App::add_system_set` was renamed to `App::add_systems` - The `StartupSchedule` label is now defined as part of the `CoreSchedules` enum - `.label(SystemLabel)` is now referred to as `.in_set(SystemSet)` - `SystemLabel` trait was replaced by `SystemSet` - `SystemTypeIdLabel<T>` was replaced by `SystemSetType<T>` - The `ReportHierarchyIssue` resource now has a public constructor (`new`), and implements `PartialEq` - Fixed time steps now use a schedule (`CoreSchedule::FixedTimeStep`) rather than a run criteria. - Adding rendering extraction systems now panics rather than silently failing if no subapp with the `RenderApp` label is found. - the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. - `SceneSpawnerSystem` now runs under `CoreSet::Update`, rather than `CoreStage::PreUpdate.at_end()`. - `bevy_pbr::add_clusters` is no longer an exclusive system - the top level `bevy_ecs::schedule` module was replaced with `bevy_ecs::scheduling` - `tick_global_task_pools_on_main_thread` is no longer run as an exclusive system. Instead, it has been replaced by `tick_global_task_pools`, which uses a `NonSend` resource to force running on the main thread. ## Migration Guide - Calls to `.label(MyLabel)` should be replaced with `.in_set(MySet)` - Stages have been removed. Replace these with system sets, and then add command flushes using the `apply_system_buffers` exclusive system where needed. - The `CoreStage`, `StartupStage, `RenderStage` and `AssetStage` enums have been replaced with `CoreSet`, `StartupSet, `RenderSet` and `AssetSet`. The same scheduling guarantees have been preserved. - Systems are no longer added to `CoreSet::Update` by default. Add systems manually if this behavior is needed, although you should consider adding your game logic systems to `CoreSchedule::FixedTimestep` instead for more reliable framerate-independent behavior. - Similarly, startup systems are no longer part of `StartupSet::Startup` by default. In most cases, this won't matter to you. - For example, `add_system_to_stage(CoreStage::PostUpdate, my_system)` should be replaced with - `add_system(my_system.in_set(CoreSet::PostUpdate)` - When testing systems or otherwise running them in a headless fashion, simply construct and run a schedule using `Schedule::new()` and `World::run_schedule` rather than constructing stages - Run criteria have been renamed to run conditions. These can now be combined with each other and with states. - Looping run criteria and state stacks have been removed. Use an exclusive system that runs a schedule if you need this level of control over system control flow. - For app-level control flow over which schedules get run when (such as for rollback networking), create your own schedule and insert it under the `CoreSchedule::Outer` label. - Fixed timesteps are now evaluated in a schedule, rather than controlled via run criteria. The `run_fixed_timestep` system runs this schedule between `CoreSet::First` and `CoreSet::PreUpdate` by default. - Command flush points introduced by `AssetStage` have been removed. If you were relying on these, add them back manually. - Adding extract systems is now typically done directly on the main app. Make sure the `RenderingAppExtension` trait is in scope, then call `app.add_extract_system(my_system)`. - the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. You may need to order your movement systems to occur before this system in order to avoid system order ambiguities in culling behavior. - the `RenderLabel` `AppLabel` was renamed to `RenderApp` for clarity - `App::add_state` now takes 0 arguments: the starting state is set based on the `Default` impl. - Instead of creating `SystemSet` containers for systems that run in stages, simply use `.on_enter::<State::Variant>()` or its `on_exit` or `on_update` siblings. - `SystemLabel` derives should be replaced with `SystemSet`. You will also need to add the `Debug`, `PartialEq`, `Eq`, and `Hash` traits to satisfy the new trait bounds. - `with_run_criteria` has been renamed to `run_if`. Run criteria have been renamed to run conditions for clarity, and should now simply return a bool. - States have been dramatically simplified: there is no longer a "state stack". To queue a transition to the next state, call `NextState::set` ## TODO - [x] remove dead methods on App and World - [x] add `App::add_system_to_schedule` and `App::add_systems_to_schedule` - [x] avoid adding the default system set at inappropriate times - [x] remove any accidental cycles in the default plugins schedule - [x] migrate benchmarks - [x] expose explicit labels for the built-in command flush points - [x] migrate engine code - [x] remove all mentions of stages from the docs - [x] verify docs for States - [x] fix uses of exclusive systems that use .end / .at_start / .before_commands - [x] migrate RenderStage and AssetStage - [x] migrate examples - [x] ensure that transform propagation is exported in a sufficiently public way (the systems are already pub) - [x] ensure that on_enter schedules are run at least once before the main app - [x] re-enable opt-in to execution order ambiguities - [x] revert change to `update_bounds` to ensure it runs in `PostUpdate` - [x] test all examples - [x] unbreak directional lights - [x] unbreak shadows (see 3d_scene, 3d_shape, lighting, transparaency_3d examples) - [x] game menu example shows loading screen and menu simultaneously - [x] display settings menu is a blank screen - [x] `without_winit` example panics - [x] ensure all tests pass - [x] SubApp doc test fails - [x] runs_spawn_local tasks fails - [x] [Fix panic_when_hierachy_cycle test hanging](https://github.com/alice-i-cecile/bevy/pull/120) ## Points of Difficulty and Controversy **Reviewers, please give feedback on these and look closely** 1. Default sets, from the RFC, have been removed. These added a tremendous amount of implicit complexity and result in hard to debug scheduling errors. They're going to be tackled in the form of "base sets" by @cart in a followup. 2. The outer schedule controls which schedule is run when `App::update` is called. 3. I implemented `Label for `Box<dyn Label>` for our label types. This enables us to store schedule labels in concrete form, and then later run them. I ran into the same set of problems when working with one-shot systems. We've previously investigated this pattern in depth, and it does not appear to lead to extra indirection with nested boxes. 4. `SubApp::update` simply runs the default schedule once. This sucks, but this whole API is incomplete and this was the minimal changeset. 5. `time_system` and `tick_global_task_pools_on_main_thread` no longer use exclusive systems to attempt to force scheduling order 6. Implemetnation strategy for fixed timesteps 7. `AssetStage` was migrated to `AssetSet` without reintroducing command flush points. These did not appear to be used, and it's nice to remove these bottlenecks. 8. Migration of `bevy_render/lib.rs` and pipelined rendering. The logic here is unusually tricky, as we have complex scheduling requirements. ## Future Work (ideally before 0.10) - Rename schedule_v3 module to schedule or scheduling - Add a derive macro to states, and likely a `EnumIter` trait of some form - Figure out what exactly to do with the "systems added should basically work by default" problem - Improve ergonomics for working with fixed timesteps and states - Polish FixedTime API to match Time - Rebase and merge #7415 - Resolve all internal ambiguities (blocked on better tools, especially #7442) - Add "base sets" to replace the removed default sets. |
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4ff50f6b50 |
fix load_internal_binary_asset with debug_asset_server (#7246)
# Objective - Enabling the `debug_asset_server` feature doesn't compile when using it with `load_internal_binary_asset!()`. The issue is because it assumes the loader takes an `&'static str` as a parameter, but binary assets loader expect `&'static [u8]`. ## Solution - Add a generic type for the loader and use a different type in `load_internal_asset` and `load_internal_binary_asset` |
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329b71fa62 |
Break CorePlugin into TaskPoolPlugin , TypeRegistrationPlugin , FrameCountPlugin . (#7083)
# Objective - Fixes #7081. ## Solution - Moved functionality from kitchen sink plugin `CorePlugin` to separate plugins, `TaskPoolPlugin`, `TypeRegistrationPlugin`, `FrameCountPlugin`. `TaskPoolOptions` resource should now be used with `TaskPoolPlugin`. ## Changelog Minimal changes made (code kept in `bevy_core/lib.rs`). ## Migration Guide - `CorePlugin` broken into separate plugins. If not using `DefaultPlugins` or `MinimalPlugins` `PluginGroup`s, the replacement for `CorePlugin` is now to add `TaskPoolPlugin`, `TypeRegistrationPlugin`, and `FrameCountPlugin` to the app. ## Notes - Consistent with Bevy goal "modularity over deep integration" but the functionality of `TypeRegistrationPlugin` and `FrameCountPlugin` is weak (the code has to go somewhere, though!). - No additional tests written. |
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0aa17d0aca |
Macro for Loading Internal Binary Assets (#6478)
# Objective The `load_internal_asset` macro is helpful when creating rendering plugins, but it doesn't support load binary assets (like those compiled as spir-v). ## Solution Add a `load_internal_binary_asset` macro that use `include_bytes!`. |
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f867319336 |
add ReflectAsset and ReflectHandle (#5923)
# Objective  ^ enable this Concretely, I need to - list all handle ids for an asset type - fetch the asset as `dyn Reflect`, given a `HandleUntyped` - when encountering a `Handle<T>`, find out what asset type that handle refers to (`T`'s type id) and turn the handle into a `HandleUntyped` ## Solution - add `ReflectAsset` type containing function pointers for working with assets ```rust pub struct ReflectAsset { type_uuid: Uuid, assets_resource_type_id: TypeId, // TypeId of the `Assets<T>` resource get: fn(&World, HandleUntyped) -> Option<&dyn Reflect>, get_mut: fn(&mut World, HandleUntyped) -> Option<&mut dyn Reflect>, get_unchecked_mut: unsafe fn(&World, HandleUntyped) -> Option<&mut dyn Reflect>, add: fn(&mut World, &dyn Reflect) -> HandleUntyped, set: fn(&mut World, HandleUntyped, &dyn Reflect) -> HandleUntyped, len: fn(&World) -> usize, ids: for<'w> fn(&'w World) -> Box<dyn Iterator<Item = HandleId> + 'w>, remove: fn(&mut World, HandleUntyped) -> Option<Box<dyn Reflect>>, } ``` - add `ReflectHandle` type relating the handle back to the asset type and providing a way to create a `HandleUntyped` ```rust pub struct ReflectHandle { type_uuid: Uuid, asset_type_id: TypeId, downcast_handle_untyped: fn(&dyn Any) -> Option<HandleUntyped>, } ``` - add the corresponding `FromType` impls - add a function `app.register_asset_reflect` which is supposed to be called after `.add_asset` and registers `ReflectAsset` and `ReflectHandle` in the type registry --- ## Changelog - add `ReflectAsset` and `ReflectHandle` types, which allow code to use reflection to manipulate arbitrary assets without knowing their types at compile time |
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5622d56be1 |
Use plugin setup for resource only used at setup time (#6360)
# Objective - Build on #6336 for more plugin configurations ## Solution - `LogSettings`, `ImageSettings` and `DefaultTaskPoolOptions` are now plugins settings rather than resources --- ## Changelog - `LogSettings` plugin settings have been move to `LogPlugin`, `ImageSettings` to `ImagePlugin` and `DefaultTaskPoolOptions` to `CorePlugin` ## Migration Guide The `LogSettings` settings have been moved from a resource to `LogPlugin` configuration: ```rust // Old (Bevy 0.8) app .insert_resource(LogSettings { level: Level::DEBUG, filter: "wgpu=error,bevy_render=info,bevy_ecs=trace".to_string(), }) .add_plugins(DefaultPlugins) // New (Bevy 0.9) app.add_plugins(DefaultPlugins.set(LogPlugin { level: Level::DEBUG, filter: "wgpu=error,bevy_render=info,bevy_ecs=trace".to_string(), })) ``` The `ImageSettings` settings have been moved from a resource to `ImagePlugin` configuration: ```rust // Old (Bevy 0.8) app .insert_resource(ImageSettings::default_nearest()) .add_plugins(DefaultPlugins) // New (Bevy 0.9) app.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest())) ``` The `DefaultTaskPoolOptions` settings have been moved from a resource to `CorePlugin::task_pool_options`: ```rust // Old (Bevy 0.8) app .insert_resource(DefaultTaskPoolOptions::with_num_threads(4)) .add_plugins(DefaultPlugins) // New (Bevy 0.9) app.add_plugins(DefaultPlugins.set(CorePlugin { task_pool_options: TaskPoolOptions::with_num_threads(4), })) ``` |
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1bb751cb8d |
Plugins own their settings. Rework PluginGroup trait. (#6336)
# Objective Fixes #5884 #2879 Alternative to #2988 #5885 #2886 "Immutable" Plugin settings are currently represented as normal ECS resources, which are read as part of plugin init. This presents a number of problems: 1. If a user inserts the plugin settings resource after the plugin is initialized, it will be silently ignored (and use the defaults instead) 2. Users can modify the plugin settings resource after the plugin has been initialized. This creates a false sense of control over settings that can no longer be changed. (1) and (2) are especially problematic and confusing for the `WindowDescriptor` resource, but this is a general problem. ## Solution Immutable Plugin settings now live on each Plugin struct (ex: `WindowPlugin`). PluginGroups have been reworked to support overriding plugin values. This also removes the need for the `add_plugins_with` api, as the `add_plugins` api can use the builder pattern directly. Settings that can be used at runtime continue to be represented as ECS resources. Plugins are now configured like this: ```rust app.add_plugin(AssetPlugin { watch_for_changes: true, ..default() }) ``` PluginGroups are now configured like this: ```rust app.add_plugins(DefaultPlugins .set(AssetPlugin { watch_for_changes: true, ..default() }) ) ``` This is an alternative to #2988, which is similar. But I personally prefer this solution for a couple of reasons: * ~~#2988 doesn't solve (1)~~ #2988 does solve (1) and will panic in that case. I was wrong! * This PR directly ties plugin settings to Plugin types in a 1:1 relationship, rather than a loose "setup resource" <-> plugin coupling (where the setup resource is consumed by the first plugin that uses it). * I'm not a huge fan of overloading the ECS resource concept and implementation for something that has very different use cases and constraints. ## Changelog - PluginGroups can now be configured directly using the builder pattern. Individual plugin values can be overridden by using `plugin_group.set(SomePlugin {})`, which enables overriding default plugin values. - `WindowDescriptor` plugin settings have been moved to `WindowPlugin` and `AssetServerSettings` have been moved to `AssetPlugin` - `app.add_plugins_with` has been replaced by using `add_plugins` with the builder pattern. ## Migration Guide The `WindowDescriptor` settings have been moved from a resource to `WindowPlugin::window`: ```rust // Old (Bevy 0.8) app .insert_resource(WindowDescriptor { width: 400.0, ..default() }) .add_plugins(DefaultPlugins) // New (Bevy 0.9) app.add_plugins(DefaultPlugins.set(WindowPlugin { window: WindowDescriptor { width: 400.0, ..default() }, ..default() })) ``` The `AssetServerSettings` resource has been removed in favor of direct `AssetPlugin` configuration: ```rust // Old (Bevy 0.8) app .insert_resource(AssetServerSettings { watch_for_changes: true, ..default() }) .add_plugins(DefaultPlugins) // New (Bevy 0.9) app.add_plugins(DefaultPlugins.set(AssetPlugin { watch_for_changes: true, ..default() })) ``` `add_plugins_with` has been replaced by `add_plugins` in combination with the builder pattern: ```rust // Old (Bevy 0.8) app.add_plugins_with(DefaultPlugins, |group| group.disable::<AssetPlugin>()); // New (Bevy 0.9) app.add_plugins(DefaultPlugins.build().disable::<AssetPlugin>()); ``` |
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f00212fd48 |
make Handle::<T> field id private, and replace with a getter (#6176)
# Objective - Field `id` of `Handle<T>` is public: https://docs.rs/bevy/latest/bevy/asset/struct.Handle.html#structfield.id - Changing the value of this field doesn't make sense as it could mean changing the previous handle without dropping it, breaking asset cleanup detection for the old handle and the new one ## Solution - Make the field private, and add a public getter Opened after discussion in #6171. Pinging @zicklag --- ## Migration Guide - If you were accessing the value `handle.id`, you can now do so with `handle.id()` |