Commit Graph

108 Commits

Author SHA1 Message Date
RobWalt
a85a3a2a15
allow Call and Closure expressions in hook macro attributes (#18017)
# Objective

This PR adds:

- function call hook attributes `#[component(on_add = func(42))]`
  - main feature of this commit
- closure hook attributes `#[component(on_add = |w, ctx| { /* ... */
})]`
  - maybe too verbose
  - but was easy to add
  - was suggested on discord

This allows to reuse common functionality without replicating a lot of
boilerplate. A small example is a hook which just adds different default
sprites. The sprite loading code would be the same for every component.
Unfortunately we can't use the required components feature, since we
need at least an `AssetServer` or other `Resource`s or `Component`s to
load the sprite.

```rs
fn load_sprite(path: &str) -> impl Fn(DeferredWorld, HookContext) {
  |mut world, ctx| {
    // ... use world to load sprite
  }
}

#[derive(Component)]
#[component(on_add = load_sprite("knight.png"))]
struct Knight;

#[derive(Component)]
#[component(on_add = load_sprite("monster.png"))]
struct Monster;
```

---

The commit also reorders the logic of the derive macro a bit. It's
probably a bit less lazy now, but the functionality shouldn't be
performance critical and is executed at compile time anyways.

## Solution

- Introduce `HookKind` enum in the component proc macro module
- extend parsing to allow more cases of expressions

## Testing

I have some code laying around. I'm not sure where to put it yet though.
Also is there a way to check compilation failures? Anyways, here it is:

```rs
use bevy::prelude::*;

#[derive(Component)]
#[component(
    on_add = fooing_and_baring,
    on_insert = fooing_and_baring,
    on_replace = fooing_and_baring,
    on_despawn = fooing_and_baring,
    on_remove = fooing_and_baring
)]
pub struct FooPath;

fn fooing_and_baring(
    world: bevy::ecs::world::DeferredWorld,
    ctx: bevy::ecs::component::HookContext,
) {
}

#[derive(Component)]
#[component(
    on_add = baring_and_bazzing("foo"),
    on_insert = baring_and_bazzing("foo"),
    on_replace = baring_and_bazzing("foo"),
    on_despawn = baring_and_bazzing("foo"),
    on_remove = baring_and_bazzing("foo")
)]
pub struct FooCall;

fn baring_and_bazzing(
    path: &str,
) -> impl Fn(bevy::ecs::world::DeferredWorld, bevy::ecs::component::HookContext) {
    |world, ctx| {}
}

#[derive(Component)]
#[component(
    on_add = |w,ctx| {},
    on_insert = |w,ctx| {},
    on_replace = |w,ctx| {},
    on_despawn = |w,ctx| {},
    on_remove = |w,ctx| {}
)]
pub struct FooClosure;

#[derive(Component, Debug)]
#[relationship(relationship_target = FooTargets)]
#[component(
    on_add = baring_and_bazzing("foo"),
    // on_insert = baring_and_bazzing("foo"),
    // on_replace = baring_and_bazzing("foo"),
    on_despawn = baring_and_bazzing("foo"),
    on_remove = baring_and_bazzing("foo")
)]
pub struct FooTargetOf(Entity);

#[derive(Component, Debug)]
#[relationship_target(relationship = FooTargetOf)]
#[component(
    on_add = |w,ctx| {},
    on_insert = |w,ctx| {},
    // on_replace = |w,ctx| {},
    // on_despawn = |w,ctx| {},
    on_remove = |w,ctx| {}
)]
pub struct FooTargets(Vec<Entity>);

// MSG:  mismatched types  expected fn pointer `for<'w> fn(bevy::bevy_ecs::world::DeferredWorld<'w>, bevy::bevy_ecs::component::HookContext)`    found struct `Bar`
//
// pub struct Bar;
// #[derive(Component)]
// #[component(
//     on_add = Bar,
// )]
// pub struct FooWrongPath;

// MSG: this function takes 1 argument but 2 arguements were supplied
//
// #[derive(Component)]
// #[component(
//     on_add = wrong_bazzing("foo"),
// )]
// pub struct FooWrongCall;
//
// fn wrong_bazzing(path: &str) -> impl Fn(bevy::ecs::world::DeferredWorld) {
//     |world| {}
// }

// MSG: expected 1 argument, found 2
//
// #[derive(Component)]
// #[component(
//     on_add = |w| {},
// )]
// pub struct FooWrongCall;
```

---

## Showcase

I'll try to continue to work on this to have a small section in the
release notes.
2025-03-06 16:39:11 +00:00
Carter Anderson
06cb5c5fd9
Fix Component require() IDE integration (#18165)
# Objective

Component `require()` IDE integration is fully broken, as of #16575.

## Solution

This reverts us back to the previous "put the docs on Component trait"
impl. This _does_ reduce the accessibility of the required components in
rust docs, but the complete erasure of "required component IDE
experience" is not worth the price of slightly increased prominence of
requires in docs.

Additionally, Rust Analyzer has recently started including derive
attributes in suggestions, so we aren't losing that benefit of the
proc_macro attribute impl.
2025-03-06 02:44:47 +00:00
Carter Anderson
a530c07bc5
Preserve spawned RelationshipTarget order and other improvements (#17858)
Fixes #17720

## Objective

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

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

## Solution

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

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

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

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

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

There are three variants:

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

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

I also made some other minor tweaks:

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

---------

Co-authored-by: Viktor Gustavsson <villor94@gmail.com>
2025-03-05 22:18:57 +00:00
Sou1gh0st
f2b37c733e
Deduplicate register_inherited_required_components (#16519)
# Objective
- Fixes #16416 

## Solution
- Add a intermediate temporary mutable `RequiredComponents` to get avoid
of the borrowing issues.

## Testing

- I have run `cargo test --package bevy_ecs -- --exact --show-output`
and past all the tests.
2025-02-25 23:59:58 +00:00
Zachary Harrold
76e9bf9c99
Automatically enable portable-atomic when required (#17570)
# Objective

- Contributes to #15460
- Reduce quantity and complexity of feature gates across Bevy

## Solution

- Used `target_has_atomic` configuration variable to automatically
detect impartial atomic support and automatically switch to
`portable-atomic` over the standard library on an as-required basis.

## Testing

- CI

## Notes

To explain the technique employed here, consider getting `Arc` either
from `alloc::sync` _or_ `portable-atomic-util`. First, we can inspect
the `alloc` crate to see that you only have access to `Arc` _if_
`target_has_atomic = "ptr"`. We add a target dependency for this
particular configuration _inverted_:

```toml
[target.'cfg(not(target_has_atomic = "ptr"))'.dependencies]
portable-atomic-util = { version = "0.2.4", default-features = false }
```

This ensures we only have the dependency when it is needed, and it is
entirely excluded from the dependency graph when it is not. Next, we
adjust our configuration flags to instead of checking for `feature =
"portable-atomic"` to instead check for `target_has_atomic = "ptr"`:

```rust
// `alloc` feature flag hidden for brevity

#[cfg(not(target_has_atomic = "ptr"))]
use portable_atomic_util as arc;

#[cfg(target_has_atomic = "ptr")]
use alloc::sync as arc;

pub use arc::{Arc, Weak};
```

The benefits of this technique are three-fold:

1. For platforms without full atomic support, the functionality is
enabled automatically.
2. For platforms with atomic support, the dependency is never included,
even if a feature was enabled using `--all-features` (for example)
3. The `portable-atomic` feature no longer needs to virally spread to
all user-facing crates, it's instead something handled within
`bevy_platform_support` (with some extras where other dependencies also
need their features enabled).
2025-02-24 20:52:46 +00:00
Chris Russell
eee7fd5b3e
Encapsulate cfg(feature = "track_location") in a type. (#17602)
# Objective

Eliminate the need to write `cfg(feature = "track_location")` every time
one uses an API that may use location tracking. It's verbose, and a
little intimidating. And it requires code outside of `bevy_ecs` that
wants to use location tracking needs to either unconditionally enable
the feature, or include conditional compilation of its own. It would be
good for users to be able to log locations when they are available
without needing to add feature flags to their own crates.

Reduce the number of cases where code compiles with the `track_location`
feature enabled, but not with it disabled, or vice versa. It can be hard
to remember to test it both ways!

Remove the need to store a `None` in `HookContext` when the
`track_location` feature is disabled.

## Solution

Create an `MaybeLocation<T>` type that contains a `T` if the
`track_location` feature is enabled, and is a ZST if it is not. The
overall API is similar to `Option`, but whether the value is `Some` or
`None` is set at compile time and is the same for all values.

Default `T` to `&'static Location<'static>`, since that is the most
common case.

Remove all `cfg(feature = "track_location")` blocks outside of the
implementation of that type, and instead call methods on it.

When `track_location` is disabled, `MaybeLocation` is a ZST and all
methods are `#[inline]` and empty, so they should be entirely removed by
the compiler. But the code will still be visible to the compiler and
checked, so if it compiles with the feature disabled then it should also
compile with it enabled, and vice versa.

## Open Questions

Where should these types live? I put them in `change_detection` because
that's where the existing `MaybeLocation` types were, but we now use
these outside of change detection.

While I believe that the compiler should be able to remove all of these
calls, I have not actually tested anything. If we want to take this
approach, what testing is required to ensure it doesn't impact
performance?

## Migration Guide

Methods like `Ref::changed_by()` that return a `&'static
Location<'static>` will now be available even when the `track_location`
feature is disabled, but they will return a new `MaybeLocation` type.
`MaybeLocation` wraps a `&'static Location<'static>` when the feature is
enabled, and is a ZST when the feature is disabled.

Existing code that needs a `&Location` can call `into_option().unwrap()`
to recover it. Many trait impls are forwarded, so if you only need
`Display` then no changes will be necessary.

If that code was conditionally compiled, you may instead want to use the
methods on `MaybeLocation` to remove the need for conditional
compilation.

Code that constructs a `Ref`, `Mut`, `Res`, or `ResMut` will now need to
provide location information unconditionally. If you are creating them
from existing Bevy types, you can obtain a `MaybeLocation` from methods
like `Table::get_changed_by_slice_for()` or
`ComponentSparseSet::get_with_ticks`. Otherwise, you will need to store
a `MaybeLocation` next to your data and use methods like `as_ref()` or
`as_mut()` to obtain wrapped references.
2025-02-10 21:21:20 +00:00
raldone01
1b7db895b7
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>
2025-02-09 19:45:45 +00:00
Carter Anderson
3c8fae2390
Improved Entity Mapping and Cloning (#17687)
Fixes #17535

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

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

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

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

## Solution

### Improved Entity Mapping

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

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

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

Compare that to what was required before!

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

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

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

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

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

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

### The Bug Fix

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

### Improved Cloning

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

## Next Steps

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

---------

Co-authored-by: eugineerd <70062110+eugineerd@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-02-06 22:13:41 +00:00
ElliottjPierce
1b2cf7d6cd
Isolate component registration (#17671)
# Objective

Progresses #17569. The end goal here is to synchronize component
registration. See the other PR for details for the motivation behind
that.

For this PR specifically, the objective is to decouple `Components` from
`Storages`. What components are registered etc should have nothing to do
with what Storages looks like. Storages should only care about what
entity archetypes have been spawned.

## Solution

Previously, this was used to create sparse sets for relevant components
when those components were registered. Now, we do that when the
component is inserted/spawned.

This PR proposes doing that in `BundleInfo::new`, but there may be a
better place.

## Testing

In theory, this shouldn't have changed any functionality, so no new
tests were created. I'm not aware of any examples that make heavy use of
sparse set components either.

## Migration Guide

- Remove storages from functions where it is no longer needed.
- Note that SparseSets are no longer present for all registered sparse
set components, only those that have been spawned.

---------

Co-authored-by: SpecificProtagonist <vincentjunge@posteo.net>
Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
2025-02-05 19:59:30 +00:00
Zachary Harrold
d0c0bad7b4
Split Component::register_component_hooks into individual methods (#17685)
# Objective

- Fixes #17411

## Solution

- Deprecated `Component::register_component_hooks`
- Added individual methods for each hook which return `None` if the hook
is unused.

## Testing

- CI

---

## Migration Guide

`Component::register_component_hooks` is now deprecated and will be
removed in a future release. When implementing `Component` manually,
also implement the respective hook methods on `Component`.

```rust
// Before
impl Component for Foo {
    // snip
    fn register_component_hooks(hooks: &mut ComponentHooks) {
            hooks.on_add(foo_on_add);
    }
}

// After
impl Component for Foo {
    // snip
    fn on_add() -> Option<ComponentHook> {
            Some(foo_on_add)
    }
}
```

## Notes

I've chosen to deprecate `Component::register_component_hooks` rather
than outright remove it to ease the migration guide. While it is in a
state of deprecation, it must be used by
`Components::register_component_internal` to ensure users who haven't
migrated to the new hook definition scheme aren't left behind. For users
of the new scheme, a default implementation of
`Component::register_component_hooks` is provided which forwards the new
individual hook implementations.

Personally, I think this is a cleaner API to work with, and would allow
the documentation for hooks to exist on the respective `Component`
methods (e.g., documentation for `OnAdd` can exist on
`Component::on_add`). Ideally, `Component::on_add` would be the hook
itself rather than a getter for the hook, but it is the only way to
early-out for a no-op hook, which is important for performance.

## Migration Guide

`Component::register_component_hooks` has been deprecated. If you are
manually implementing the `Component` trait and registering hooks there,
use the individual methods such as `on_add` instead for increased
clarity.
2025-02-05 19:33:05 +00:00
ElliottjPierce
361397fcac
Add a test for direct recursion in required components. (#17626)
I realized there wasn't a test for this yet and figured it would be
trivial to add. Why not? Unless there was a test for this, and I just
missed it?

I appreciate the unique error message it gives and wanted to make sure
it doesn't get broken at some point. Or worse, endlessly recurse.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-02-02 06:47:10 +00:00
Zachary Harrold
9bc0ae33c3
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.
2025-01-23 16:46:08 +00:00
Zachary Harrold
41e79ae826
Refactored ComponentHook Parameters into HookContext (#17503)
# Objective

- Make the function signature for `ComponentHook` less verbose

## Solution

- Refactored `Entity`, `ComponentId`, and `Option<&Location>` into a new
`HookContext` struct.

## Testing

- CI

---

## Migration Guide

Update the function signatures for your component hooks to only take 2
arguments, `world` and `context`. Note that because `HookContext` is
plain data with all members public, you can use de-structuring to
simplify migration.

```rust
// Before
fn my_hook(
    mut world: DeferredWorld,
    entity: Entity,
    component_id: ComponentId,
) { ... }

// After
fn my_hook(
    mut world: DeferredWorld,
    HookContext { entity, component_id, caller }: HookContext,
) { ... }
``` 

Likewise, if you were discarding certain parameters, you can use `..` in
the de-structuring:

```rust
// Before
fn my_hook(
    mut world: DeferredWorld,
    entity: Entity,
    _: ComponentId,
) { ... }

// After
fn my_hook(
    mut world: DeferredWorld,
    HookContext { entity, .. }: HookContext,
) { ... }
```
2025-01-23 02:45:24 +00:00
SpecificProtagonist
f32a6fb205
Track callsite for observers & hooks (#15607)
# Objective

Fixes #14708

Also fixes some commands not updating tracked location.


## Solution

`ObserverTrigger` has a new `caller` field with the
`track_change_detection` feature;
hooks take an additional caller parameter (which is `Some(…)` or `None`
depending on the feature).

## Testing

See the new tests in `src/observer/mod.rs`

---

## Showcase

Observers now know from where they were triggered (if
`track_change_detection` is enabled):
```rust
world.observe(move |trigger: Trigger<OnAdd, Foo>| {
    println!("Added Foo from {}", trigger.caller());
});
```

## Migration

- hooks now take an additional `Option<&'static Location>` argument

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-01-22 20:02:39 +00:00
Alice Cecile
44ad3bf62b
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`.
2025-01-21 19:47:08 +00:00
Zachary Harrold
a64446b77e
Create bevy_platform_support Crate (#17250)
# Objective

- Contributes to #16877

## Solution

- Initial creation of `bevy_platform_support` crate.
- Moved `bevy_utils::Instant` into new `bevy_platform_support` crate.
- Moved `portable-atomic`, `portable-atomic-util`, and
`critical-section` into new `bevy_platform_support` crate.

## Testing

- CI

---

## Showcase

Instead of needing code like this to import an `Arc`:

```rust
#[cfg(feature = "portable-atomic")]
use portable_atomic_util::Arc;

#[cfg(not(feature = "portable-atomic"))]
use alloc::sync::Arc;
```

We can now use:

```rust
use bevy_platform_support::sync::Arc;
```

This applies to many other types, but the goal is overall the same:
allowing crates to use `std`-like types without the boilerplate of
conditional compilation and platform-dependencies.

## Migration Guide

- Replace imports of `bevy_utils::Instant` with
`bevy_platform_support::time::Instant`
- Replace imports of `bevy::utils::Instant` with
`bevy::platform_support::time::Instant`

## Notes

- `bevy_platform_support` hasn't been reserved on `crates.io`
- ~~`bevy_platform_support` is not re-exported from `bevy` at this time.
It may be worthwhile exporting this crate, but I am unsure of a
reasonable name to export it under (`platform_support` may be a bit
wordy for user-facing).~~
- I've included an implementation of `Instant` which is suitable for
`no_std` platforms that are not Wasm for the sake of eliminating feature
gates around its use. It may be a controversial inclusion, so I'm happy
to remove it if required.
- There are many other items (`spin`, `bevy_utils::Sync(Unsafe)Cell`,
etc.) which should be added to this crate. I have kept the initial scope
small to demonstrate utility without making this too unwieldy.

---------

Co-authored-by: TimJentzsch <TimJentzsch@users.noreply.github.com>
Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2025-01-20 20:45:30 +00:00
Carter Anderson
21f1e3045c
Relationships (non-fragmenting, one-to-many) (#17398)
This adds support for one-to-many non-fragmenting relationships (with
planned paths for fragmenting and non-fragmenting many-to-many
relationships). "Non-fragmenting" means that entities with the same
relationship type, but different relationship targets, are not forced
into separate tables (which would cause "table fragmentation").

Functionally, this fills a similar niche as the current Parent/Children
system. The biggest differences are:

1. Relationships have simpler internals and significantly improved
performance and UX. Commands and specialized APIs are no longer
necessary to keep everything in sync. Just spawn entities with the
relationship components you want and everything "just works".
2. Relationships are generalized. Bevy can provide additional built in
relationships, and users can define their own.

**REQUEST TO REVIEWERS**: _please don't leave top level comments and
instead comment on specific lines of code. That way we can take
advantage of threaded discussions. Also dont leave comments simply
pointing out CI failures as I can read those just fine._

## Built on top of what we have

Relationships are implemented on top of the Bevy ECS features we already
have: components, immutability, and hooks. This makes them immediately
compatible with all of our existing (and future) APIs for querying,
spawning, removing, scenes, reflection, etc. The fewer specialized APIs
we need to build, maintain, and teach, the better.

## Why focus on one-to-many non-fragmenting first?

1. This allows us to improve Parent/Children relationships immediately,
in a way that is reasonably uncontroversial. Switching our hierarchy to
fragmenting relationships would have significant performance
implications. ~~Flecs is heavily considering a switch to non-fragmenting
relations after careful considerations of the performance tradeoffs.~~
_(Correction from @SanderMertens: Flecs is implementing non-fragmenting
storage specialized for asset hierarchies, where asset hierarchies are
many instances of small trees that have a well defined structure)_
2. Adding generalized one-to-many relationships is currently a priority
for the [Next Generation Scene / UI
effort](https://github.com/bevyengine/bevy/discussions/14437).
Specifically, we're interested in building reactions and observers on
top.

## The changes

This PR does the following:

1. Adds a generic one-to-many Relationship system
3. Ports the existing Parent/Children system to Relationships, which now
lives in `bevy_ecs::hierarchy`. The old `bevy_hierarchy` crate has been
removed.
4. Adds on_despawn component hooks
5. Relationships can opt-in to "despawn descendants" behavior, meaning
that the entire relationship hierarchy is despawned when
`entity.despawn()` is called. The built in Parent/Children hierarchies
enable this behavior, and `entity.despawn_recursive()` has been removed.
6. `world.spawn` now applies commands after spawning. This ensures that
relationship bookkeeping happens immediately and removes the need to
manually flush. This is in line with the equivalent behaviors recently
added to the other APIs (ex: insert).
7. Removes the ValidParentCheckPlugin (system-driven / poll based) in
favor of a `validate_parent_has_component` hook.

## Using Relationships

The `Relationship` trait looks like this:

```rust
pub trait Relationship: Component + Sized {
    type RelationshipSources: RelationshipSources<Relationship = Self>;
    fn get(&self) -> Entity;
    fn from(entity: Entity) -> Self;
}
```

A relationship is a component that:

1. Is a simple wrapper over a "target" Entity.
2. Has a corresponding `RelationshipSources` component, which is a
simple wrapper over a collection of entities. Every "target entity"
targeted by a "source entity" with a `Relationship` has a
`RelationshipSources` component, which contains every "source entity"
that targets it.

For example, the `Parent` component (as it currently exists in Bevy) is
the `Relationship` component and the entity containing the Parent is the
"source entity". The entity _inside_ the `Parent(Entity)` component is
the "target entity". And that target entity has a `Children` component
(which implements `RelationshipSources`).

In practice, the Parent/Children relationship looks like this:

```rust
#[derive(Relationship)]
#[relationship(relationship_sources = Children)]
pub struct Parent(pub Entity);

#[derive(RelationshipSources)]
#[relationship_sources(relationship = Parent)]
pub struct Children(Vec<Entity>);
```

The Relationship and RelationshipSources derives automatically implement
Component with the relevant configuration (namely, the hooks necessary
to keep everything in sync).

The most direct way to add relationships is to spawn entities with
relationship components:

```rust
let a = world.spawn_empty().id();
let b = world.spawn(Parent(a)).id();

assert_eq!(world.entity(a).get::<Children>().unwrap(), &[b]);
```

There are also convenience APIs for spawning more than one entity with
the same relationship:

```rust
world.spawn_empty().with_related::<Children>(|s| {
    s.spawn_empty();
    s.spawn_empty();
})
```

The existing `with_children` API is now a simpler wrapper over
`with_related`. This makes this change largely non-breaking for existing
spawn patterns.

```rust
world.spawn_empty().with_children(|s| {
    s.spawn_empty();
    s.spawn_empty();
})
```

There are also other relationship APIs, such as `add_related` and
`despawn_related`.

## Automatic recursive despawn via the new on_despawn hook

`RelationshipSources` can opt-in to "despawn descendants" behavior,
which will despawn all related entities in the relationship hierarchy:

```rust
#[derive(RelationshipSources)]
#[relationship_sources(relationship = Parent, despawn_descendants)]
pub struct Children(Vec<Entity>);
```

This means that `entity.despawn_recursive()` is no longer required.
Instead, just use `entity.despawn()` and the relevant related entities
will also be despawned.

To despawn an entity _without_ despawning its parent/child descendants,
you should remove the `Children` component first, which will also remove
the related `Parent` components:

```rust
entity
    .remove::<Children>()
    .despawn()
```

This builds on the on_despawn hook introduced in this PR, which is fired
when an entity is despawned (before other hooks).

## Relationships are the source of truth

`Relationship` is the _single_ source of truth component.
`RelationshipSources` is merely a reflection of what all the
`Relationship` components say. By embracing this, we are able to
significantly improve the performance of the system as a whole. We can
rely on component lifecycles to protect us against duplicates, rather
than needing to scan at runtime to ensure entities don't already exist
(which results in quadratic runtime). A single source of truth gives us
constant-time inserts. This does mean that we cannot directly spawn
populated `Children` components (or directly add or remove entities from
those components). I personally think this is a worthwhile tradeoff,
both because it makes the performance much better _and_ because it means
theres exactly one way to do things (which is a philosophy we try to
employ for Bevy APIs).

As an aside: treating both sides of the relationship as "equivalent
source of truth relations" does enable building simple and flexible
many-to-many relationships. But this introduces an _inherent_ need to
scan (or hash) to protect against duplicates.
[`evergreen_relations`](https://github.com/EvergreenNest/evergreen_relations)
has a very nice implementation of the "symmetrical many-to-many"
approach. Unfortunately I think the performance issues inherent to that
approach make it a poor choice for Bevy's default relationship system.

## Followup Work

* Discuss renaming `Parent` to `ChildOf`. I refrained from doing that in
this PR to keep the diff reasonable, but I'm personally biased toward
this change (and using that naming pattern generally for relationships).
* [Improved spawning
ergonomics](https://github.com/bevyengine/bevy/discussions/16920)
* Consider adding relationship observers/triggers for "relationship
targets" whenever a source is added or removed. This would replace the
current "hierarchy events" system, which is unused upstream but may have
existing users downstream. I think triggers are the better fit for this
than a buffered event queue, and would prefer not to add that back.
* Fragmenting relations: My current idea hinges on the introduction of
"value components" (aka: components whose type _and_ value determines
their ComponentId, via something like Hashing / PartialEq). By labeling
a Relationship component such as `ChildOf(Entity)` as a "value
component", `ChildOf(e1)` and `ChildOf(e2)` would be considered
"different components". This makes the transition between fragmenting
and non-fragmenting a single flag, and everything else continues to work
as expected.
* Many-to-many support
* Non-fragmenting: We can expand Relationship to be a list of entities
instead of a single entity. I have largely already written the code for
this.
* Fragmenting: With the "value component" impl mentioned above, we get
many-to-many support "for free", as it would allow inserting multiple
copies of a Relationship component with different target entities.

Fixes #3742 (If this PR is merged, I think we should open more targeted
followup issues for the work above, with a fresh tracking issue free of
the large amount of less-directed historical context)
Fixes #17301
Fixes #12235 
Fixes #15299
Fixes #15308 

## Migration Guide

* Replace `ChildBuilder` with `ChildSpawnerCommands`.
* Replace calls to `.set_parent(parent_id)` with
`.insert(Parent(parent_id))`.
* Replace calls to `.replace_children()` with `.remove::<Children>()`
followed by `.add_children()`. Note that you'll need to manually despawn
any children that are not carried over.
* Replace calls to `.despawn_recursive()` with `.despawn()`.
* Replace calls to `.despawn_descendants()` with
`.despawn_related::<Children>()`.
* If you have any calls to `.despawn()` which depend on the children
being preserved, you'll need to remove the `Children` component first.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-01-18 22:20:30 +00:00
Sean Kim
294e0db719
Rename track_change_detection flag to track_location (#17075)
# Objective

- As stated in the related issue, this PR is to better align the feature
flag name with what it actually does and the plans for the future.
- Fixes #16852 

## Solution

- Simple find / replace

## Testing

- Local run of `cargo run -p ci`

## Migration Guide

The `track_change_detection` feature flag has been renamed to
`track_location` to better reflect its extended capabilities.
2025-01-01 18:43:47 +00:00
eugineerd
20049d4c34
Faster entity cloning (#16717)
# Objective

#16132 introduced entity cloning functionality, and while it works and
is useful, it can be made faster. This is the promised follow-up to
improve performance.

## Solution

**PREFACE**: This is my first time writing `unsafe` in rust and I have
only vague idea about what I'm doing. I would encourage reviewers to
scrutinize `unsafe` parts in particular.

The solution is to clone component data to an intermediate buffer and
use `EntityWorldMut::insert_by_ids` to insert components without
additional archetype moves.

To facilitate this, `EntityCloner::clone_entity` now reads all
components of the source entity and provides clone handlers with the
ability to read component data straight from component storage using
`read_source_component` and write to an intermediate buffer using
`write_target_component`. `ComponentId` is used to check that requested
type corresponds to the type available on source entity.

Reflect-based handler is a little trickier to pull of: we only have
`&dyn Reflect` and no direct access to the underlying data.
`ReflectFromPtr` can be used to get `&dyn Reflect` from concrete
component data, but to write it we need to create a clone of the
underlying data using `Reflect`. For this reason only components that
have `ReflectDefault` or `ReflectFromReflect` or `ReflectFromWorld` can
be cloned, all other components will be skipped. The good news is that
this is actually only a temporary limitation: once #13432 lands we will
be able to clone component without requiring one of these `type data`s.

This PR also introduces `entity_cloning` benchmark to better compare
changes between the PR and main, you can see the results in the
**showcase** section.

## Testing

- All previous tests passing
- Added test for fast reflect clone path (temporary, will be removed
after reflection-based cloning lands)
- Ran miri

## Showcase
Here's a table demonstrating the improvement:

| **benchmark** | **main, avg** | **PR, avg** | **change, avg** |
| ----------------------- | ------------- | ----------- |
--------------- |
| many components reflect | 18.505 µs | 2.1351 µs | -89.095% |
| hierarchy wide reflect* | 22.778 ms | 4.1875 ms | -81.616% |
| hierarchy tall reflect* | 107.24 µs | 26.322 µs | -77.141% |
| hierarchy many reflect | 78.533 ms | 9.7415 ms | -87.596% |
| many components clone | 1.3633 µs | 758.17 ns | -45.937% |
| hierarchy wide clone* | 2.7716 ms | 3.3411 ms | +20.546% |
| hierarchy tall clone* | 17.646 µs | 20.190 µs | +17.379% |
| hierarchy many clone | 5.8779 ms | 4.2650 ms | -27.439% |

*: these benchmarks have entities with only 1 component

## Considerations
Once #10154 is resolved a large part of the functionality in this PR
will probably become obsolete. It might still be a little bit faster
than using command batching, but the complexity might not be worth it.

## Migration Guide
- `&EntityCloner` in component clone handlers is changed to `&mut
ComponentCloneCtx` to better separate data.
- Changed `EntityCloneHandler` from enum to struct and added convenience
functions to add default clone and reflect handler more easily.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
2024-12-18 20:03:39 +00:00
Zachary Harrold
1f2d0e6308
Add no_std support to bevy_ecs (#16758)
# Objective

- Contributes to #15460

## Solution

- Added the following features:
  - `std` (default)
  - `async_executor` (default)
  - `edge_executor`
  - `critical-section`
  - `portable-atomic`
- Gated `tracing` in `bevy_utils` to allow compilation on certain
platforms
- Switched from `tracing` to `log` for simple message logging within
`bevy_ecs`. Note that `tracing` supports capturing from `log` so this
should be an uncontroversial change.
- Fixed imports and added feature gates as required 
- Made `bevy_tasks` optional within `bevy_ecs`. Turns out it's only
needed for parallel operations which are already gated behind
`multi_threaded` anyway.

## Testing

- Added to `compile-check-no-std` CI command
- `cargo check -p bevy_ecs --no-default-features --features
edge_executor,critical-section,portable-atomic --target
thumbv6m-none-eabi`
- `cargo check -p bevy_ecs --no-default-features --features
edge_executor,critical-section`
- `cargo check -p bevy_ecs --no-default-features`

## Draft Release Notes

Bevy's core ECS now supports `no_std` platforms.

In prior versions of Bevy, it was not possible to work with embedded or
niche platforms due to our reliance on the standard library, `std`. This
has blocked a number of novel use-cases for Bevy, such as an embedded
database for IoT devices, or for creating games on retro consoles.

With this release, `bevy_ecs` no longer requires `std`. To use Bevy on a
`no_std` platform, you must disable default features and enable the new
`edge_executor` and `critical-section` features. You may also need to
enable `portable-atomic` and `critical-section` if your platform does
not natively support all atomic types and operations used by Bevy.

```toml
[dependencies]
bevy_ecs = { version = "0.16", default-features = false, features = [
  # Required for platforms with incomplete atomics (e.g., Raspberry Pi Pico)
  "portable-atomic",
  "critical-section",

  # Optional
  "bevy_reflect",
  "serialize",
  "bevy_debug_stepping",
  "edge_executor"
] }
```

Currently, this has been tested on bare-metal x86 and the Raspberry Pi
Pico. If you have trouble using `bevy_ecs` on a particular platform,
please reach out either through a GitHub issue or in the `no_std`
working group on the Bevy Discord server.

Keep an eye out for future `no_std` updates as we continue to improve
the parity between `std` and `no_std`. We look forward to seeing what
kinds of applications are now possible with Bevy!

## Notes

- Creating PR in draft to ensure CI is passing before requesting
reviews.
- This implementation has no support for multithreading in `no_std`,
especially due to `NonSend` being unsound if allowed in multithreading.
The reason is we cannot check the `ThreadId` in `no_std`, so we have no
mechanism to at-runtime determine if access is sound.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Vic <59878206+Victoronz@users.noreply.github.com>
2024-12-17 21:40:36 +00:00
SpecificProtagonist
5f1e114209
Descriptive error message for circular required components recursion (#16648)
# Objective

Fixes #16645

## Solution

Keep track of components in callstack when registering required
components.

## Testing

Added a test checking that the error fires.

---

## Showcase

```rust
#[derive(Component, Default)]
#[require(B)]
struct A;

#[derive(Component, Default)]
#[require(A)]
struct B;
World::new().spawn(A);
```

```
thread 'main' panicked at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/component.rs:415:13:
Recursive required components detected: A → B → A
```

---------

Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
2024-12-11 01:26:35 +00:00
Zachary Harrold
a6adced9ed
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.
2024-12-06 17:03:55 +00:00
Zachary Harrold
a35811d088
Add Immutable Component Support (#16372)
# Objective

- Fixes #16208

## Solution

- Added an associated type to `Component`, `Mutability`, which flags
whether a component is mutable, or immutable. If `Mutability= Mutable`,
the component is mutable. If `Mutability= Immutable`, the component is
immutable.
- Updated `derive_component` to default to mutable unless an
`#[component(immutable)]` attribute is added.
- Updated `ReflectComponent` to check if a component is mutable and, if
not, panic when attempting to mutate.

## Testing

- CI
- `immutable_components` example.

---

## Showcase

Users can now mark a component as `#[component(immutable)]` to prevent
safe mutation of a component while it is attached to an entity:

```rust
#[derive(Component)]
#[component(immutable)]
struct Foo {
    // ...
}
```

This prevents creating an exclusive reference to the component while it
is attached to an entity. This is particularly powerful when combined
with component hooks, as you can now fully track a component's value,
ensuring whatever invariants you desire are upheld. Before this would be
done my making a component private, and manually creating a `QueryData`
implementation which only permitted read access.

<details>
  <summary>Using immutable components as an index</summary>
  
```rust
/// This is an example of a component like [`Name`](bevy::prelude::Name), but immutable.
#[derive(Clone, Copy, PartialEq, Eq, PartialOrd, Ord, Hash, Component)]
#[component(
    immutable,
    on_insert = on_insert_name,
    on_replace = on_replace_name,
)]
pub struct Name(pub &'static str);

/// This index allows for O(1) lookups of an [`Entity`] by its [`Name`].
#[derive(Resource, Default)]
struct NameIndex {
    name_to_entity: HashMap<Name, Entity>,
}

impl NameIndex {
    fn get_entity(&self, name: &'static str) -> Option<Entity> {
        self.name_to_entity.get(&Name(name)).copied()
    }
}

fn on_insert_name(mut world: DeferredWorld<'_>, entity: Entity, _component: ComponentId) {
    let Some(&name) = world.entity(entity).get::<Name>() else {
        unreachable!()
    };
    let Some(mut index) = world.get_resource_mut::<NameIndex>() else {
        return;
    };

    index.name_to_entity.insert(name, entity);
}

fn on_replace_name(mut world: DeferredWorld<'_>, entity: Entity, _component: ComponentId) {
    let Some(&name) = world.entity(entity).get::<Name>() else {
        unreachable!()
    };
    let Some(mut index) = world.get_resource_mut::<NameIndex>() else {
        return;
    };

    index.name_to_entity.remove(&name);
}

// Setup our name index
world.init_resource::<NameIndex>();

// Spawn some entities!
let alyssa = world.spawn(Name("Alyssa")).id();
let javier = world.spawn(Name("Javier")).id();

// Check our index
let index = world.resource::<NameIndex>();

assert_eq!(index.get_entity("Alyssa"), Some(alyssa));
assert_eq!(index.get_entity("Javier"), Some(javier));

// Changing the name of an entity is also fully capture by our index
world.entity_mut(javier).insert(Name("Steven"));

// Javier changed their name to Steven
let steven = javier;

// Check our index
let index = world.resource::<NameIndex>();

assert_eq!(index.get_entity("Javier"), None);
assert_eq!(index.get_entity("Steven"), Some(steven));
```
  
</details>

Additionally, users can use `Component<Mutability = ...>` in trait
bounds to enforce that a component _is_ mutable or _is_ immutable. When
using `Component` as a trait bound without specifying `Mutability`, any
component is applicable. However, methods which only work on mutable or
immutable components are unavailable, since the compiler must be
pessimistic about the type.

## Migration Guide

- When implementing `Component` manually, you must now provide a type
for `Mutability`. The type `Mutable` provides equivalent behaviour to
earlier versions of `Component`:
```rust
impl Component for Foo {
    type Mutability = Mutable;
    // ...
}
```
- When working with generic components, you may need to specify that
your generic parameter implements `Component<Mutability = Mutable>`
rather than `Component` if you require mutable access to said component.
- The entity entry API has had to have some changes made to minimise
friction when working with immutable components. Methods which
previously returned a `Mut<T>` will now typically return an
`OccupiedEntry<T>` instead, requiring you to add an `into_mut()` to get
the `Mut<T>` item again.

## Draft Release Notes

Components can now be made immutable while stored within the ECS.

Components are the fundamental unit of data within an ECS, and Bevy
provides a number of ways to work with them that align with Rust's rules
around ownership and borrowing. One part of this is hooks, which allow
for defining custom behavior at key points in a component's lifecycle,
such as addition and removal. However, there is currently no way to
respond to _mutation_ of a component using hooks. The reasons for this
are quite technical, but to summarize, their addition poses a
significant challenge to Bevy's core promises around performance.
Without mutation hooks, it's relatively trivial to modify a component in
such a way that breaks invariants it intends to uphold. For example, you
can use `core::mem::swap` to swap the components of two entities,
bypassing the insertion and removal hooks.

This means the only way to react to this modification is via change
detection in a system, which then begs the question of what happens
_between_ that alteration and the next run of that system?
Alternatively, you could make your component private to prevent
mutation, but now you need to provide commands and a custom `QueryData`
implementation to allow users to interact with your component at all.

Immutable components solve this problem by preventing the creation of an
exclusive reference to the component entirely. Without an exclusive
reference, the only way to modify an immutable component is via removal
or replacement, which is fully captured by component hooks. To make a
component immutable, simply add `#[component(immutable)]`:

```rust
#[derive(Component)]
#[component(immutable)]
struct Foo {
    // ...
}
```

When implementing `Component` manually, there is an associated type
`Mutability` which controls this behavior:

```rust
impl Component for Foo {
    type Mutability = Mutable;
    // ...
}
```

Note that this means when working with generic components, you may need
to specify that a component is mutable to gain access to certain
methods:

```rust
// Before
fn bar<C: Component>() {
    // ...
}

// After
fn bar<C: Component<Mutability = Mutable>>() {
    // ...
}
```

With this new tool, creating index components, or caching data on an
entity should be more user friendly, allowing libraries to provide APIs
relying on components and hooks to uphold their invariants.

## Notes

- ~~I've done my best to implement this feature, but I'm not happy with
how reflection has turned out. If any reflection SMEs know a way to
improve this situation I'd greatly appreciate it.~~ There is an
outstanding issue around the fallibility of mutable methods on
`ReflectComponent`, but the DX is largely unchanged from `main` now.
- I've attempted to prevent all safe mutable access to a component that
does not implement `Component<Mutability = Mutable>`, but there may
still be some methods I have missed. Please indicate so and I will
address them, as they are bugs.
- Unsafe is an escape hatch I am _not_ attempting to prevent. Whatever
you do with unsafe is between you and your compiler.
- I am marking this PR as ready, but I suspect it will undergo fairly
major revisions based on SME feedback.
- I've marked this PR as _Uncontroversial_ based on the feature, not the
implementation.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
Co-authored-by: Nuutti Kotivuori <naked@iki.fi>
2024-12-05 14:27:48 +00:00
SpecificProtagonist
d92fc1e456
Move required components doc to type doc (#16575)
# Objective

Make documentation of a component's required components more visible by
moving it to the type's docs

## Solution

Change `#[require]` from a derive macro helper to an attribute macro.

Disadvantages:
- this silences any unused code warnings on the component, as it is used
by the macro!
- need to import `require` if not using the ecs prelude (I have not
included this in the migration guilde as Rust tooling already suggests
the fix)

---

## Showcase
![Documentation of
Camera](https://github.com/user-attachments/assets/3329511b-747a-4c8d-a43e-57f7c9c71a3c)

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
2024-12-03 19:45:20 +00:00
eugineerd
2e267bba5a
Entity cloning (#16132)
## Objective

Fixes #1515 

This PR implements a flexible entity cloning system. The primary use
case for it is to clone dynamically-generated entities.

Example:
```rs
#[derive(Component, Clone)]
pub struct Projectile;

#[derive(Component, Clone)]
pub struct Damage {
    value: f32,
}

fn player_input(
    mut commands: Commands,
    projectiles: Query<Entity, With<Projectile>>,
    input: Res<ButtonInput<KeyCode>>,
) {
    // Fire a projectile
    if input.just_pressed(KeyCode::KeyF) {
        commands.spawn((Projectile, Damage { value: 10.0 }));
    }

    // Triplicate all active projectiles
    if input.just_pressed(KeyCode::KeyT) {
        for projectile in projectiles.iter() {
            // To triplicate a projectile we need to create 2 more clones
            for _ in 0..2{
                commands.clone_entity(projectile)
            }
        }
    }
}
```

## Solution

### Commands
Add a `clone_entity` command to create a clone of an entity with all
components that can be cloned. Components that can't be cloned will be
ignored.
```rs
commands.clone_entity(entity)
```
If there is a need to configure the cloning process (like set to clone
recursively), there is a second command:
```rs
commands.clone_entity_with(entity, |builder| {
    builder.recursive(true)
});
```
Both of these commands return `EntityCommands` of the cloned entity, so
the copy can be modified afterwards.

### Builder
All these commands use `EntityCloneBuilder` internally. If there is a
need to clone an entity using `World` instead, it is also possible:
```rs
let entity = world.spawn(Component).id();
let entity_clone = world.spawn_empty().id();
EntityCloneBuilder::new(&mut world).clone_entity(entity, entity_clone);
```

Builder has methods to `allow` or `deny` certain components during
cloning if required and can be extended by implementing traits on it.
This PR includes two `EntityCloneBuilder` extensions:
`CloneEntityWithObserversExt` to configure adding cloned entity to
observers of the original entity, and `CloneEntityRecursiveExt` to
configure cloning an entity recursively.

### Clone implementations
By default, all components that implement either `Clone` or `Reflect`
will be cloned (with `Clone`-based implementation preferred in case
component implements both).

This can be overriden on a per-component basis:
```rs
impl Component for SomeComponent {
    const STORAGE_TYPE: StorageType = StorageType::Table;

    fn get_component_clone_handler() -> ComponentCloneHandler {
        // Don't clone this component
        ComponentCloneHandler::Ignore
    }
}
```

### `ComponentCloneHandlers`
Clone implementation specified in `get_component_clone_handler` will get
registered in `ComponentCloneHandlers` (stored in
`bevy_ecs::component::Components`) at component registration time.

The clone handler implementation provided by a component can be
overriden after registration like so:
```rs
let component_id = world.components().component_id::<Component>().unwrap()
world.get_component_clone_handlers_mut()
     .set_component_handler(component_id, ComponentCloneHandler::Custom(component_clone_custom))
```
The default clone handler for all components that do not explicitly
define one (or don't derive `Component`) is
`component_clone_via_reflect` if `bevy_reflect` feature is enabled, and
`component_clone_ignore` (noop) otherwise.
Default handler can be overriden using
`ComponentCloneHandlers::set_default_handler`

### Handlers
Component clone handlers can be used to modify component cloning
behavior. The general signature for a handler that can be used in
`ComponentCloneHandler::Custom` is as follows:
```rs
pub fn component_clone_custom(
    world: &mut DeferredWorld,
    entity_cloner: &EntityCloner,
) {
    // implementation
}
```
The `EntityCloner` implementation (used internally by
`EntityCloneBuilder`) assumes that after calling this custom handler,
the `target` entity has the desired version of the component from the
`source` entity.

### Builder handler overrides
Besides component-defined and world-overriden handlers,
`EntityCloneBuilder` also has a way to override handlers locally. It is
mainly used to allow configuration methods like `recursive` and
`add_observers`.
```rs
// From observer clone handler implementation
impl CloneEntityWithObserversExt for EntityCloneBuilder<'_> {
    fn add_observers(&mut self, add_observers: bool) -> &mut Self {
        if add_observers {
            self.override_component_clone_handler::<ObservedBy>(ComponentCloneHandler::Custom(
                component_clone_observed_by,
            ))
        } else {
            self.remove_component_clone_handler_override::<ObservedBy>()
        }
    }
}
```

## Testing
Includes some basic functionality tests and doctests.

Performance-wise this feature is the same as calling `clone` followed by
`insert` for every entity component. There is also some inherent
overhead due to every component clone handler having to access component
data through `World`, but this can be reduced without breaking current
public API in a later PR.
2024-12-03 17:38:10 +00:00
Alice Cecile
75c92fb47b
Clarify inheritance behavior of required components (#16546)
Co-authored by: @BenjaminBrienen

# Objective

Fixes #16494. Closes #16539, which this replaces. Suggestions alone
weren't enough, so now we have a new PR!

---------

Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
2024-11-28 21:09:26 +00:00
andriyDev
6741e01dfa
Fix adding a subtree of required components to an existing tree replacing shallower required component constructors (#16441)
# Objective

- Fixes #16406 even more. The previous implementation did not take into
account the depth of the requiree when setting the depth relative to the
required_by component.

## Solution

- Add the depth of the requiree!

## Testing

- Added a test.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-11-22 00:52:17 +00:00
andriyDev
4a6b686832
Fix runtime required components not registering correctly (#16436)
# Objective

- Fixes #16406 
- Fixes an issue where registering a "deeper" required component, then a
"shallower" required component, would result in the wrong required
constructor being used for the root component.

## Solution

- Make `register_required_components` add any "parent" of a component as
`required_by` to the new "child".
- Assign the depth of the `requiree` plus 1 as the depth of a new
runtime required component.

## Testing

- Added two new tests.
2024-11-19 16:31:00 +00:00
Joona Aalto
ded5ce27ae
Fix bubbling of runtime requirements for #[require(...)] attribute (#16410)
# Objective

Fixes #16406.

Currently, the `#[require(...)]` attribute internally registers
component requirements using `register_required_components_manual`. This
is done recursively in a way where every requirement in the "inheritance
tree" is added into a flat `RequiredComponents` hash map with component
constructors and inheritance depths stored.

However, this does not consider runtime requirements: if a plugins has
already registered `C` as required by `B`, and a component `A` requires
`B` through the macro attribute, spawning an entity with `A` won't add
`C`. The `required_by` hash set for `C` doesn't have `A`, and the
`RequiredComponents` of `A` don't have `C`.

Intuitively, I would've thought that the macro attribute's requirements
were always added *before* runtime requirements, and in that case I
believe this shouldn't have been an issue. But the macro requirements
are based on `Component::register_required_components`, which in a lot
of cases (I think) is only called *after* the first time a bundle with
the component is inserted. So if a runtime requirement is defined
*before* this (as is often the case, during `Plugin::build`), the macro
may not take it into account.

## Solution

Register requirements inherited from the `required` component in
`register_required_components_manual_unchecked`.

## Testing

I added a test, essentially the same as in #16406, and it now passes. I
also ran some of the tests in #16409, and they seem to work as expected.
All the existing tests for required components pass.
2024-11-17 13:51:39 +00:00
Hennadii Chernyshchyk
e53aaddf96
Make ComponentTicks field public (#16269)
# Objective

After #12929 we no longer have methods to get component or ticks for
previously obtained table column.
It's possible to use a lower level API by indexing the slice, but then
it won't be possible to construct `ComponentTicks`.

## Solution

Make `ComponentTicks` fields public. They don't hold any invariants and
you can't get a mutable reference to the struct in Bevy.

I also removed the getters since they are no longer needed.

## Testing

- I tested the compilation

---

## Migration Guide

- Instead of using `ComponentTicks::last_changed_tick` and
`ComponentTicks::added_tick` methods, access fields directly.
2024-11-06 22:21:04 +00:00
Derick M
8d24efe60c
Remove unused debug identifiers for ComponentHooks methods (#16228)
# Objective

- Cleans up unused debug identifiers for `ComponentHooks` methods:
`on_add`, `on_insert`, `on_replace`, and `on_remove`
 
## Solution

- Simplify the expect messages by removing the unused `{:?}`

## Testing

- Currently untested


[Context](https://discord.com/channels/691052431525675048/749335865876021248/1302988180592525362)
2024-11-04 15:41:07 +00:00
Rob Parrett
da5d2fccf5
Fix some duplicate words in docs/comments (#15980)
# Objective

Stumbled upon one of these, and set off in search of more, armed with my
trusty `\b(\w+)\s+\1\b`.

## Solution

Remove ~one~ one of them.
2024-10-20 01:03:27 +00:00
Zachary Harrold
0a61f04d9b
Remove thiserror from bevy_ecs (#15774)
# Objective

- Contributes to #15460

## Solution

- Removed `thiserror` from `bevy_ecs`
2024-10-09 14:20:58 +00:00
fluffiac
f0704cffa4
Allow a closure to be used as a required component default (#15269)
# Objective

Allow required component default values to be provided in-line.

```rust
#[derive(Component)]
#[require(
    FocusPolicy(block_focus_policy)
)]
struct SomeComponent;

fn block_focus_policy() -> FocusPolicy {
    FocusPolicy::Block
}
```

May now be expressed as:

```rust
#[derive(Component)]
#[require(
    FocusPolicy(|| FocusPolicy::Block)
)]
struct SomeComponent;
```

## Solution

Modified the #[require] proc macro to accept a closure. 

## Testing

Tested using my branch as a dependency, and switching between the inline
closure syntax and function syntax for a bunch of different components.
2024-10-04 00:34:39 +00:00
Joona Aalto
f3e8ae03cd
Runtime required components (#15458)
# Objective

Fixes #15367.

Currently, required components can only be defined through the `require`
macro attribute. While this should be used in most cases, there are also
several instances where you may want to define requirements at runtime,
commonly in plugins.

Example use cases:

- Require components only if the relevant optional plugins are enabled.
For example, a `SleepTimer` component (for physics) is only relevant if
the `SleepPlugin` is enabled.
- Third party crates can define their own requirements for first party
types. For example, "each `Handle<Mesh>` should require my custom
rendering data components". This also gets around the orphan rule.
- Generic plugins that add marker components based on the existence of
other components, like a generic `ColliderPlugin<C: AnyCollider>` that
wants to add a `ColliderMarker` component for all types of colliders.
- This is currently relevant for the retained render world in #15320.
The `ExtractComponentPlugin<C>` should add `SyncToRenderWorld` to all
components that should be extracted. This is currently done with
observers, which is more expensive than required components, and causes
archetype moves.
- Replace some built-in components with custom versions. For example, if
`GlobalTransform` required `Transform` through `TransformPlugin`, but we
wanted to use a `CustomTransform` type, we could replace
`TransformPlugin` with our own plugin. (This specific example isn't
good, but there are likely better use cases where this may be useful)

See #15367 for more in-depth reasoning.

## Solution

Add `register_required_components::<T, R>` and
`register_required_components_with::<T, R>` methods for `Default` and
custom constructors respectively. These methods exist on `App` and
`World`.

```rust
struct BirdPlugin;

impl Plugin for BirdPlugin {
    fn plugin(app: &mut App) {
        // Make `Bird` require `Wings` with a `Default` constructor.
        app.register_required_components::<Bird, Wings>();

        // Make `Wings` require `FlapSpeed` with a custom constructor.
        // Fun fact: Some hummingbirds can flutter their wings 80 times per second!
        app.register_required_components_with::<Wings, FlapSpeed>(|| FlapSpeed::from_duration(1.0 / 80.0));
    }
}
```

The custom constructor is a function pointer to match the `require` API,
though it could take a raw value too.

Requirement inheritance works similarly as with the `require` attribute.
If `Bird` required `FlapSpeed` directly, it would take precedence over
indirectly requiring it through `Wings`. The same logic applies to all
levels of the inheritance tree.

Note that registering the same component requirement more than once will
panic, similarly to trying to add multiple component hooks of the same
type to the same component. This avoids constructor conflicts and
confusing ordering issues.

### Implementation

Runtime requirements have two additional challenges in comparison to the
`require` attribute.

1. The `require` attribute uses recursion and macros with clever
ordering to populate hash maps of required components for each component
type. The expected semantics are that "more specific" requirements
override ones deeper in the inheritance tree. However, at runtime, there
is no representation of how "specific" each requirement is.
2. If you first register the requirement `X -> Y`, and later register `Y
-> Z`, then `X` should also indirectly require `Z`. However, `Y` itself
doesn't know that it is required by `X`, so it's not aware that it
should update the list of required components for `X`.

My solutions to these problems are:

1. Store the depth in the inheritance tree for each entry of a given
component's `RequiredComponents`. This is used to determine how
"specific" each requirement is. For `require`-based registration, these
depths are computed as part of the recursion.
2. Store and maintain a `required_by` list in each component's
`ComponentInfo`, next to `required_components`. For `require`-based
registration, these are also added after each registration, as part of
the recursion.

When calling `register_required_components`, it works as follows:

1. Get the required components of `Foo`, and check that `Bar` isn't
already a *direct* requirement.
3. Register `Bar` as a required component for `Foo`, and add `Foo` to
the `required_by` list for `Bar`.
4. Find and register all indirect requirements inherited from `Bar`,
adding `Foo` to the `required_by` list for each component.
5. Iterate through components that require `Foo`, registering the new
inherited requires for them as indirect requirements.

The runtime registration is likely slightly more expensive than the
`require` version, but it is a one-time cost, and quite negligible in
practice, unless projects have hundreds or thousands of runtime
requirements. I have not benchmarked this however.

This does also add a small amount of extra cost to the `require`
attribute for updating `required_by` lists, but I expect it to be very
minor.

## Testing

I added some tests that are copies of the `require` versions, as well as
some tests that are more specific to the runtime implementation. I might
add a few more tests though.

## Discussion

- Is `register_required_components` a good name? Originally I went for
`register_component_requirement` to be consistent with
`register_component_hooks`, but the general feature is often referred to
as "required components", which is why I changed it to
`register_required_components`.
- Should we *not* panic for duplicate requirements? If so, should they
just be ignored, or should the latest registration overwrite earlier
ones?
- If we do want to panic for duplicate, conflicting registrations,
should we at least not panic if the registrations are *exactly* the
same, i.e. same component and same constructor? The current
implementation panics for all duplicate direct registrations regardless
of the constructor.

## Next Steps

- Allow `register_required_components` to take a `Bundle` instead of a
single required component.
    - I could also try to do it in this PR if that would be preferable.
- Not directly related, but archetype invariants?
2024-09-30 19:20:16 +00:00
Antony
0d2eb3df88
Add register_resource_with_descriptor (#15501)
# Objective

- Fixes #15448.

## Solution

- Add `World::register_resource_with_descriptor` and
`Components::register_resource_with_descriptor`.

## Testing

- Added a test `dynamic_resource`.
2024-09-30 18:12:11 +00:00
Zachary Harrold
d70595b667
Add core and alloc over std Lints (#15281)
# Objective

- Fixes #6370
- Closes #6581

## Solution

- Added the following lints to the workspace:
  - `std_instead_of_core`
  - `std_instead_of_alloc`
  - `alloc_instead_of_core`
- Used `cargo +nightly fmt` with [item level use
formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Item%5C%3A)
to split all `use` statements into single items.
- Used `cargo clippy --workspace --all-targets --all-features --fix
--allow-dirty` to _attempt_ to resolve the new linting issues, and
intervened where the lint was unable to resolve the issue automatically
(usually due to needing an `extern crate alloc;` statement in a crate
root).
- Manually removed certain uses of `std` where negative feature gating
prevented `--all-features` from finding the offending uses.
- Used `cargo +nightly fmt` with [crate level use
formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Crate%5C%3A)
to re-merge all `use` statements matching Bevy's previous styling.
- Manually fixed cases where the `fmt` tool could not re-merge `use`
statements due to conditional compilation attributes.

## Testing

- Ran CI locally

## Migration Guide

The MSRV is now 1.81. Please update to this version or higher.

## Notes

- This is a _massive_ change to try and push through, which is why I've
outlined the semi-automatic steps I used to create this PR, in case this
fails and someone else tries again in the future.
- Making this change has no impact on user code, but does mean Bevy
contributors will be warned to use `core` and `alloc` instead of `std`
where possible.
- This lint is a critical first step towards investigating `no_std`
options for Bevy.

---------

Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-09-27 00:59:59 +00:00
hshrimp
35d10866b8
Rename init_component & friends (#15454)
# Objective

- Fixes #15451 

## Migration Guide

- `World::init_component` has been renamed to `register_component`.
- `World::init_component_with_descriptor` has been renamed to
`register_component_with_descriptor`.
- `World::init_bundle` has been renamed to `register_bundle`.
- `Components::init_component` has been renamed to `register_component`.
- `Components::init_component_with_descriptor` has been renamed to
`register_component_with_descriptor`.
- `Components::init_resource` has been renamed to `register_resource`.
- `Components::init_non_send` had been renamed to `register_non_send`.
2024-09-26 22:47:28 +00:00
Clar Fon
efda7f3f9c
Simpler lint fixes: makes ci lints work but disables a lint for now (#15376)
Takes the first two commits from #15375 and adds suggestions from this
comment:
https://github.com/bevyengine/bevy/pull/15375#issuecomment-2366968300

See #15375 for more reasoning/motivation.

## Rebasing (rerunning)

```rust
git switch simpler-lint-fixes
git reset --hard main
cargo fmt --all -- --unstable-features --config normalize_comments=true,imports_granularity=Crate
cargo fmt --all
git add --update
git commit --message "rustfmt"
cargo clippy --workspace --all-targets --all-features --fix
cargo fmt --all -- --unstable-features --config normalize_comments=true,imports_granularity=Crate
cargo fmt --all
git add --update
git commit --message "clippy"
git cherry-pick e6c0b94f6795222310fb812fa5c4512661fc7887
```
2024-09-24 11:42:59 +00:00
TheBigCheese
b1273d48cb
Enable clippy::check-private-items so that missing_safety_doc will apply to private functions as well (#15161)
Enabled `check-private-items` in `clippy.toml` and then fixed the
resulting errors. Most of these were simply misformatted and of the
remaining:
- ~Added `#[allow(clippy::missing_safety_doc)]` to~ Removed unsafe from
a pair of functions in `bevy_utils/futures` which are only unsafe so
that they can be passed to a function which requires `unsafe fn`
- Removed `unsafe` from `UnsafeWorldCell::observers` as from what I can
tell it is always safe like `components`, `bundles` etc. (this should be
checked)
- Added safety docs to:
- `Bundles::get_storage_unchecked`: Based on the function that writes to
`dynamic_component_storages`
- `Bundles::get_storages_unchecked`: Based on the function that writes
to `dynamic_bundle_storages`
   - `QueryIterationCursor::init_empty`: Duplicated from `init`
- `QueryIterationCursor::peek_last`: Thanks Giooschi (also added
internal unsafe blocks)
   - `tests::drop_ptr`: Moved safety comment out to the doc string
 
This lint would also apply to `missing_errors_doc`, `missing_panics_doc`
and `unnecessary_safety_doc` if we chose to enable any of those at some
point, although there is an open
[issue](https://github.com/rust-lang/rust-clippy/issues/13074) to
separate these options.
2024-09-18 15:28:41 +00:00
Robert Walter
327e1ddba4
Micro typo in bevy_ecs (#15167)
I'm currently reading through the code and docs and found this.
2024-09-12 08:43:33 +00:00
Carter Anderson
9cdb915809
Required Components (#14791)
## Introduction

This is the first step in my [Next Generation Scene / UI
Proposal](https://github.com/bevyengine/bevy/discussions/14437).

Fixes https://github.com/bevyengine/bevy/issues/7272 #14800.

Bevy's current Bundles as the "unit of construction" hamstring the UI
user experience and have been a pain point in the Bevy ecosystem
generally when composing scenes:

* They are an additional _object defining_ concept, which must be
learned separately from components. Notably, Bundles _are not present at
runtime_, which is confusing and limiting.
* They can completely erase the _defining component_ during Bundle init.
For example, `ButtonBundle { style: Style::default(), ..default() }`
_makes no mention_ of the `Button` component symbol, which is what makes
the Entity a "button"!
* They are not capable of representing "dependency inheritance" without
completely non-viable / ergonomically crushing nested bundles. This
limitation is especially painful in UI scenarios, but it applies to
everything across the board.
* They introduce a bunch of additional nesting when defining scenes,
making them ugly to look at
* They introduce component name "stutter": `SomeBundle { component_name:
ComponentName::new() }`
* They require copious sprinklings of `..default()` when spawning them
in Rust code, due to the additional layer of nesting

**Required Components** solve this by allowing you to define which
components a given component needs, and how to construct those
components when they aren't explicitly provided.

This is what a `ButtonBundle` looks like with Bundles (the current
approach):

```rust
#[derive(Component, Default)]
struct Button;

#[derive(Bundle, Default)]
struct ButtonBundle {
    pub button: Button,
    pub node: Node,
    pub style: Style,
    pub interaction: Interaction,
    pub focus_policy: FocusPolicy,
    pub border_color: BorderColor,
    pub border_radius: BorderRadius,
    pub image: UiImage,
    pub transform: Transform,
    pub global_transform: GlobalTransform,
    pub visibility: Visibility,
    pub inherited_visibility: InheritedVisibility,
    pub view_visibility: ViewVisibility,
    pub z_index: ZIndex,
}

commands.spawn(ButtonBundle {
    style: Style {
        width: Val::Px(100.0),
        height: Val::Px(50.0),
        ..default()
    },
    focus_policy: FocusPolicy::Block,
    ..default()
})
```

And this is what it looks like with Required Components:

```rust
#[derive(Component)]
#[require(Node, UiImage)]
struct Button;

commands.spawn((
    Button,
    Style { 
        width: Val::Px(100.0),
        height: Val::Px(50.0),
        ..default()
    },
    FocusPolicy::Block,
));
```

With Required Components, we mention only the most relevant components.
Every component required by `Node` (ex: `Style`, `FocusPolicy`, etc) is
automatically brought in!

### Efficiency

1. At insertion/spawn time, Required Components (including recursive
required components) are initialized and inserted _as if they were
manually inserted alongside the given components_. This means that this
is maximally efficient: there are no archetype or table moves.
2. Required components are only initialized and inserted if they were
not manually provided by the developer. For the code example in the
previous section, because `Style` and `FocusPolicy` are inserted
manually, they _will not_ be initialized and inserted as part of the
required components system. Efficient!
3. The "missing required components _and_ constructors needed for an
insertion" are cached in the "archetype graph edge", meaning they aren't
computed per-insertion. When a component is inserted, the "missing
required components" list is iterated (and that graph edge (AddBundle)
is actually already looked up for us during insertion, because we need
that for "normal" insert logic too).

### IDE Integration

The `#[require(SomeComponent)]` macro has been written in such a way
that Rust Analyzer can provide type-inspection-on-hover and `F12` /
go-to-definition for required components.

### Custom Constructors

The `require` syntax expects a `Default` constructor by default, but it
can be overridden with a custom constructor:

```rust
#[derive(Component)]
#[require(
    Node,
    Style(button_style),
    UiImage
)]
struct Button;

fn button_style() -> Style {
    Style {
        width: Val::Px(100.0),
        ..default()
    }
}
```

### Multiple Inheritance

You may have noticed by now that this behaves a bit like "multiple
inheritance". One of the problems that this presents is that it is
possible to have duplicate requires for a given type at different levels
of the inheritance tree:

```rust
#[derive(Component)
struct X(usize);

#[derive(Component)]
#[require(X(x1))
struct Y;

fn x1() -> X {
    X(1)
}

#[derive(Component)]
#[require(
    Y,
    X(x2),
)]
struct Z;

fn x2() -> X {
    X(2)
}

// What version of X is inserted for Z?
commands.spawn(Z);
```

This is allowed (and encouraged), although this doesn't appear to occur
much in practice. First: only one version of `X` is initialized and
inserted for `Z`. In the case above, I think we can all probably agree
that it makes the most sense to use the `x2` constructor for `X`,
because `Y`'s `x1` constructor exists "beneath" `Z` in the inheritance
hierarchy; `Z`'s constructor is "more specific".

The algorithm is simple and predictable:

1. Use all of the constructors (including default constructors) directly
defined in the spawned component's require list
2. In the order the requires are defined in `#[require()]`, recursively
visit the require list of each of the components in the list (this is a
depth Depth First Search). When a constructor is found, it will only be
used if one has not already been found.

From a user perspective, just think about this as the following:

1. Specifying a required component constructor for `Foo` directly on a
spawned component `Bar` will result in that constructor being used (and
overriding existing constructors lower in the inheritance tree). This is
the classic "inheritance override" behavior people expect.
2. For cases where "multiple inheritance" results in constructor
clashes, Components should be listed in "importance order". List a
component earlier in the requirement list to initialize its inheritance
tree earlier.

Required Components _does_ generally result in a model where component
values are decoupled from each other at construction time. Notably, some
existing Bundle patterns use bundle constructors to initialize multiple
components with shared state. I think (in general) moving away from this
is necessary:

1. It allows Required Components (and the Scene system more generally)
to operate according to simple rules
2. The "do arbitrary init value sharing in Bundle constructors" approach
_already_ causes data consistency problems, and those problems would be
exacerbated in the context of a Scene/UI system. For cases where shared
state is truly necessary, I think we are better served by observers /
hooks.
3. If a situation _truly_ needs shared state constructors (which should
be rare / generally discouraged), Bundles are still there if they are
needed.

## Next Steps

* **Require Construct-ed Components**: I have already implemented this
(as defined in the [Next Generation Scene / UI
Proposal](https://github.com/bevyengine/bevy/discussions/14437). However
I've removed `Construct` support from this PR, as that has not landed
yet. Adding this back in requires relatively minimal changes to the
current impl, and can be done as part of a future Construct pr.
* **Port Built-in Bundles to Required Components**: This isn't something
we should do right away. It will require rethinking our public
interfaces, which IMO should be done holistically after the rest of Next
Generation Scene / UI lands. I think we should merge this PR first and
let people experiment _inside their own code with their own Components_
while we wait for the rest of the new scene system to land.
* **_Consider_ Automatic Required Component Removal**: We should
evaluate _if_ automatic Required Component removal should be done. Ex:
if all components that explicitly require a component are removed,
automatically remove that component. This issue has been explicitly
deferred in this PR, as I consider the insertion behavior to be
desirable on its own (and viable on its own). I am also doubtful that we
can find a design that has behavior we actually want. Aka: can we
_really_ distinguish between a component that is "only there because it
was automatically inserted" and "a component that was necessary / should
be kept". See my [discussion response
here](https://github.com/bevyengine/bevy/discussions/14437#discussioncomment-10268668)
for more details.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
Co-authored-by: Pascal Hertleif <killercup@gmail.com>
2024-08-27 20:22:23 +00:00
Pixelstorm
0f7c548a4a
Component Lifecycle Hook & Observer Trigger for replaced values (#14212)
# Objective

Fixes #14202

## Solution

Add `on_replaced` component hook and `OnReplaced` observer trigger

## Testing

- Did you test these changes? If so, how?
  - Updated & added unit tests

---

## Changelog

- Added new `on_replaced` component hook and `OnReplaced` observer
trigger for performing cleanup on component values when they are
overwritten with `.insert()`
2024-07-15 15:24:15 +00:00
Jenya705
330911f1bf
Component Hook functions as attributes for Component derive macro (#14005)
# Objective

Fixes https://github.com/bevyengine/bevy/issues/13972

## Solution

Added 3 new attributes to the `Component` macro.

## Testing

Added `component_hook_order_spawn_despawn_with_macro_hooks`, that makes
the same as `component_hook_order_spawn_despawn` but uses a struct, that
defines it's hooks with the `Component` macro.

---

---------

Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2024-07-08 00:46:00 +00:00
Lura
856b39d821
Apply Clippy lints regarding lazy evaluation and closures (#14015)
# Objective

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

## Solution

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

## Testing

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

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-07-01 15:54:40 +00:00
Ben Frankel
e34ecf2f86
Fix typo in ComponentId docs: of -> or (#13932)
# Objective

Fix a typo. Single-character PR :)
2024-06-19 18:51:47 +00:00
Mike
07a85676b3
Revert "constrain WorldQuery::init_state argument to ComponentInitial… (#13804)
…izer (#13442)"

This reverts commit 5cfb063d4a.

- This PR broke bevy-trait-query, which needs to be able to write a
resource in init_state. See #13798 for more details.
- Note this doesn't fix everything as transmutes for bevy-trait-query
will still be broken,. But the current usage in that crate is UB, so we
need to find another solution.
2024-06-11 22:54:42 +00:00
Alice Cecile
ec7b3490f6
Add on_unimplemented Diagnostics to Most Public Traits (#13347) (#13662)
# Objective

- #13414 did not have the intended effect.
- #13404 is still blocked

## Solution

- Re-adds #13347.

Co-authored-by: Zachary Harrold <zac@harrold.com.au>
Co-authored-by: Jamie Ridding <Themayu@users.noreply.github.com>
Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
2024-06-04 00:31:34 +00:00
Periwink
223a54629c
Add Hash for Tick (#13525)
# Objective

- There are some situations (networking) where storing `Tick` as a key
in a hashmap is useful
2024-06-03 13:19:00 +00:00
Vic
5cfb063d4a
constrain WorldQuery::init_state argument to ComponentInitializer (#13442)
# Objective

In #13343, `WorldQuery::get_state` was constrained from `&World` as the
argument to `&Components`, but `WorldQuery::init_state` hasn't yet been
changed from `&mut World` to match.

Fixes #13358

## Solution

Create a wrapper around `&mut Components` and `&mut Storages` that can
be obtained from `&mut World` with a `component_initializer` method.
This new `ComponentInitializer` re-exposes the API on `&mut Components`
minus the `&mut Storages` parameter where it was present. For the
`&Components` API, it simply derefs to its `components` field.

## Changelog

### Added
The `World::component_initializer` method.
The `ComponentInitializer` struct that re-exposes `Components` API.
### Changed
`WorldQuery::init_state` now takes `&mut ComponentInitializer` instead
of `&mut World`.

## Migration Guide
Instead of passing `&mut World` to `WorldQuery::init_state` directly,
pass in a mutable reference to the struct returned from
`World::component_initializer`.
2024-05-30 14:47:22 +00:00