Commit Graph

1858 Commits

Author SHA1 Message Date
Eagster
ab0856bbf6
Update crates/bevy_ecs/src/entity/mod.rs 2025-07-09 10:44:06 -04:00
Elliott Pierce
4c0d752547 More suggestions from review
Co-Authored-By: urben1680 <55257931+urben1680@users.noreply.github.com>
2025-07-09 08:11:55 -04:00
Eagster
20386ff70e
Apply suggestions from code review
Co-authored-by: urben1680 <55257931+urben1680@users.noreply.github.com>
2025-07-09 08:04:37 -04:00
Eagster
5085d4f5a9
Merge branch 'main' into Remove-entity-reserving/pending/flushing-system 2025-07-08 16:49:41 -04:00
Chris Russell
0ee937784e
Simplify self-edge checking in schedule building (#20015)
# Objective

Make the schedule graph code more understandable, and replace some
panics with `Result`s.

I found the `check_edges` and `check_hierarchy` functions [a little
confusing](https://github.com/bevyengine/bevy/pull/19352#discussion_r2181486099),
as they combined two concerns: Initializing graph nodes for system sets,
and checking for self-edges on system sets. It was hard to understand
the self-edge checks because it wasn't clear what `NodeId` was being
checked against! So, let's separate those concerns, and move them to
more appropriate locations.

Fix a bug where `schedule.configure_sets((SameSet, SameSet).chain());`
would panic with an unhelpful message: `assertion failed: index_a <
index_b`.

## Solution

Remove the `check_edges` and `check_hierarchy` functions, separating the
initialization behavior and the checking behavior and moving them where
they are easier to understand.

For initializing graph nodes, do this on-demand using the `entry` API by
replacing later `self.system_set_ids[&set]` calls with a
`self.system_sets.get_or_add_set(set)` method. This should avoid the
need for an extra pass over the graph and an extra lookup.

Unfortunately, implementing that method directly on `ScheduleGraph`
leads to borrowing errors as it borrows the entire `struct`. So, split
out the collections managing system sets into a separate `struct`.

For checking self-edges, move this check later so that it can be
reported by returning a `Result` from `Schedule::initialize` instead of
having to panic in `configure_set_inner`. The issue was that `iter_sccs`
does not report self-edges as cycles, since the resulting components
only have one node, but that later code assumes all edges point forward.
So, check for self-edges directly, immediately before calling
`iter_sccs`.

This also ensures we catch *every* way that self-edges can be added. The
previous code missed an edge case where `chain()`ing a set to itself
would create a self-edge and would trigger a `debug_assert`.
2025-07-08 18:09:45 +00:00
AlephCubed
3aed85a88b
Rename send_event and similar methods to write_event (#20017)
Fixes: #18963
Follows up on: #17977
Adopts: #18966

In 0.16, `EventWriter::send` was renamed to `EventWriter::write`, but
many methods were missed (sorry about that). This completes that
refactor by renaming all `send` methods and internals.

| Old | New |

|-------------------------------------|--------------------------------------|
| `World::send_event` | `World::write_event` |
| `World::send_event_default` | `World::write_event_default` |
| `World::send_event_batch` | `World::write_event_batch` |
| `DeferredWorld::send_event` | `DeferredWorld::write_event` |
| `DeferredWorld::send_event_default` |
`DeferredWorld::write_event_default` |
| `DeferredWorld::send_event_batch` | `DeferredWorld::write_event_batch`
|
| `Commands::send_event` | `Commmands::write_event` |
| `Events::send` | `Events::write` |
| `Events::send_default` | `Events::write_default` |
| `Events::send_batch` | `Events::write_batch` |
| `RemovedComponentEvents::send` | `RemovedComponentEvents::write` |
| `command::send_event` | `commmand::write_event` |
| `SendBatchIds` | `WriteBatchIds` |

---------

Co-authored-by: shwwwa <shwwwa.dev@gmail.com>
2025-07-07 22:05:16 +00:00
Rob Parrett
2342e993ec
Bump typos to 1.34.0 (#20013)
# Objective

Closes #20006

## Solution

Bump `typos` and also fix the new typos detected

## Testing

CI
2025-07-07 20:15:06 +00:00
Zeenobit
12da4e482a
Add parent ID to the B0004 log message (#19980)
# Objective

Minor CL to add parent entity ID to the B0004 error message to improve
debugging.
2025-07-07 20:04:59 +00:00
JaySpruce
eb6afd26a1
Avoid early function invocation in EntityEntryCommands (#19978)
## Objective

Fixes #19884.

## Solution

- Add an internal entity command `insert_with`, which takes a function
returning a component and checks if the component would actually be
inserted before invoking the function.
- Add the same check to `insert_from_world`, since it's a similar
situation.
- Update the `or_insert_with`, `or_try_insert_with`, and `or_default`
methods on `EntityEntryCommands` to use the new command.

Since the function/closure returning the component now needs to be sent
into the command (rather than being invoked before the command is
created), the function now has `Send + 'static` bounds. Pretty typical
for command stuff, but I don't know how/if it'll affect existing users.

---------

Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
2025-07-07 20:02:55 +00:00
eugineerd
3b6d01972b
Unify filtering by id in EntityClonerBuilder (#19977)
# Objective
#19649 introduced new `*_if_new` and `*_by_bundle_id_*` variations to
`EntityClonerBuilder` filtering functionality, which resulted in
increase in method permutations - there are now 8 allow variants to
support various id types and 2 different insert modes.

## Solution
This PR introduces a new trait `FilterableIds` to unify all id types and
their `IntoIterator` implementations, which is somewhat similar to
`WorldEntityFetch`. It supports `TypeId`, `ComponentId` and `BundleId`,
allowing us to reduce the number of `allow` methods to 4: `allow`,
`allow_if_new`, `allow_by_ids`, `allow_by_ids_if_new`. The function
signature is a bit less readable now, but the docs mention types that
can be passed in.

## Testing
All existing tests pass, performance is unchanged.

---------

Co-authored-by: urben1680 <55257931+urben1680@users.noreply.github.com>
2025-07-07 20:00:37 +00:00
Giacomo Stevanato
8e89511e47
Remove Bundle::register_required_components (#19967)
# Objective

- `Bundle::register_required_components` is not used anywhere, let's
remove it
2025-07-06 18:15:28 +00:00
Elliott Pierce
1b6f32768c Tried to clarify doc comment some more 2025-07-05 14:56:39 -04:00
Elliott Pierce
fb897d272c hopefully fix CI
I'm not sure why CI needs this. Test passes locally with and without it. Hmm
2025-07-05 14:51:45 -04:00
Elliott Pierce
0b3da3464c fixed merge conflicts hopefully 2025-07-05 10:24:40 -04:00
Eagster
9de86df4f9
Merge branch 'main' into Remove-entity-reserving/pending/flushing-system 2025-07-05 10:09:38 -04:00
Daniel Skates
560429ebd9
Observer trigger refactor (#19935)
# Objective

- The usage of ComponentId is quite confusing: events are not
components. By newtyping this, we can prevent stupid mistakes, avoid
leaking internal details and make the code clearer for users and engine
devs reading it.
- Adopts https://github.com/bevyengine/bevy/pull/19755

---------

Co-authored-by: oscar-benderstone <oscarbenderstone@gmail.com>
Co-authored-by: Oscar Bender-Stone <88625129+oscar-benderstone@users.noreply.github.com>
2025-07-04 16:27:21 +00:00
atlv
1380a3b7f2
add must_use to register_component_hooks (#19945)
# Objective

- I accidentally left a `register_component_hooks` without actually
adding a hook and didnt notice

## Solution

- mark it must_use so it doesnt happen to other people (maybe this is
just skill issue on me though)
2025-07-04 16:24:46 +00:00
Chris Russell
6e918f56d8
Have System::run_unsafe return Result. (#19145)
# Objective

Allow combinator and pipe systems to delay validation of the second
system, while still allowing the second system to be skipped.

Fixes #18796

Allow fallible systems to be used as one-shot systems, reporting errors
to the error handler when used through commands.

Fixes #19722

Allow fallible systems to be used as run conditions, including when used
with combinators. Alternative to #19580.

Always validate parameters when calling the safe
`run_without_applying_deferred`, `run`, and `run_readonly` methods on a
`System`.

## Solution

Have `System::run_unsafe` return a `Result`.  

We want pipe systems to run the first system before validating the
second, since the first system may affect whether the second system has
valid parameters. But if the second system skips then we have no output
value to return! So, pipe systems must return a `Result` that indicates
whether the second system ran.

But if we just make pipe systems have `Out = Result<B::Out>`, then
chaining `a.pipe(b).pipe(c)` becomes difficult. `c` would need to accept
the `Result` from `a.pipe(b)`, which means it would likely need to
return `Result` itself, giving `Result<Result<Out>>`!

Instead, we make *all* systems return a `Result`! We move the handling
of fallible systems from `IntoScheduleConfigs` and `IntoObserverSystem`
to `SystemParamFunction` and `ExclusiveSystemParamFunction`, so that an
infallible system can be wrapped before being passed to a combinator.

As a side effect, this enables fallible systems to be used as run
conditions and one-shot systems.

Now that the safe `run_without_applying_deferred`, `run`, and
`run_readonly` methods return a `Result`, we can have them perform
parameter validation themselves instead of requiring each caller to
remember to call them. `run_unsafe` will continue to not validate
parameters, since it is used in the multi-threaded executor when we want
to validate and run in separate tasks.

Note that this makes type inference a little more brittle. A function
that returns `Result<T>` can be considered either a fallible system
returning `T` or an infallible system returning `Result<T>` (and this is
important to continue supporting `pipe`-based error handling)! So there
are some cases where the output type of a system can no longer be
inferred. It will work fine when directly adding to a schedule, since
then the output type is fixed to `()` (or `bool` for run conditions).
And it will work fine when `pipe`ing to a system with a typed input
parameter.

I used a dedicated `RunSystemError` for the error type instead of plain
`BevyError` so that skipping a system does not box an error or capture a
backtrace.
2025-07-03 21:48:09 +00:00
Wuketuke
4564a5ba0d
improved the entity_index_map unit test (#19936)
...which previously used a HashSet, whos iter has no ordering guarantee

fixes #19687
i also discovered that the asserted order in the unit test is reversed,
so i fixed that. I dont know if that reversed order is intentional

Edit: i referenced the wrong issue oops
2025-07-03 20:36:09 +00:00
Christian Hughes
ebf87f56ef
Use SlotMaps to store systems and system sets in Schedules (#19352)
# Objective

- First step towards #279

## Solution

Makes the necessary internal data structure changes in order to allow
system removal to be added in a future PR: `Vec`s storing systems and
system sets in `ScheduleGraph` have been replaced with `SlotMap`s.

See the included migration guide for the required changes.

## Testing

Internal changes only and no new features *should* mean no new tests are
requried.
2025-07-03 18:50:54 +00:00
Eagster
271c189d3c
Apply suggestions from code review
Co-authored-by: Christian Hughes <9044780+ItsDoot@users.noreply.github.com>
2025-07-02 17:13:53 -04:00
Alix Bott
ee1807395e
Implement MapEntities for arrays, HashMap, BTreeMap, IndexMap (#19908)
# Objective

- `MapEntities` is not implemented for arrays, `HashMap`, `BTreeMap`,
and `IndexMap`.

## Solution

- Implement `MapEntities` for arrays, `HashMap`, `BTreeMap`, `IndexMap`

## Testing

- I didn't add a test for this as the implementations seems pretty
trivial
2025-07-02 14:50:55 +00:00
Guillaume Wafo-Tapa
6eb6afeb2d
Spawn batch with relationship (#19519)
# Objective

Fixes #19356
Issue: Spawning a batch of entities in relationship with the same target
adds the relationship between the target and only the last entity of the
batch. `spawn_batch` flushes only after having spawned all entities.
This means each spawned entity will have run the `on_insert` hook of its
`Relationship` component. Here is the relevant part of that hook:
```Rust
            if let Some(mut relationship_target) =
                target_entity_mut.get_mut::<Self::RelationshipTarget>()
            {
                relationship_target.collection_mut_risky().add(entity);
            } else {
                let mut target = <Self::RelationshipTarget as RelationshipTarget>::with_capacity(1);
                target.collection_mut_risky().add(entity);
                world.commands().entity(target_entity).insert(target);
            }
```
Given the above snippet and since there's no flush between spawns, each
entity finds the target without a `RelationshipTarget` component and
defers the insertion of that component with the entity's id as the sole
member of its collection. When the commands are finally flushed, each
insertion after the first replaces the one before and in the process
triggers the `on_replace` hook of `RelationshipTarget` which removes the
`Relationship` component from the corresponding entity. That's how we
end up in the invalid state.

## Solution

I see two possible solutions
1. Flush after every spawn
2. Defer the whole code snippet above

I don't know enough about bevy as a whole but 2. seems much more
efficient to me. This is what I'm proposing here. I have a doubt though
because I've started to look at #19348 that 1. would fix as well.

## Testing

I added a test for the issue. I've put it in `relationship/mod.rs` but I
could see it in `world/spawn_batch.rs` or `lib.rs` because the test is
as much about `spawn_batch` as it is about relationships.
2025-06-30 22:13:38 +00:00
François Mockers
1fe559730c
bevy_ecs: remove use of needless_return (#19859)
# Objective

- bevy_ecs has a expected lint that is both needed and unneeded

## Solution

- Change the logic so that it's always not needed

## Testing

`cargo clippy -p bevy_ecs --no-default-features --no-deps -- -D
warnings`
2025-06-29 17:12:33 +00:00
Brian Reavis
795e273a9a
Don't create errors for ignored failed commands (#19718)
# Objective

1. Reduce overhead from error handling for ECS commands that
intentionally ignore errors, such as `try_despawn`. These commands
currently allocate error objects and pass them to a no-op handler
(`ignore`), which can impact performance when many operations fail.

2. Fix a hang when removing `ChildOf` components during entity
despawning. Excessive logging of these failures can cause significant
hangs (I'm noticing around 100ms).
    - Fixes https://github.com/bevyengine/bevy/issues/19777
    - Fixes https://github.com/bevyengine/bevy/issues/19753

<img width="1387" alt="image"
src="https://github.com/user-attachments/assets/5c67ab77-97bb-46e5-b287-2c502bef9358"
/>


## Solution

* Added a `ignore_error` method to the `HandleError` trait to use
instead of `handle_error_with(ignore)`. It swallows errors and does not
create error objects.
* Replaced `remove::<ChildOf>` with `try_remove::<ChildOf>` to suppress
expected (?) errors and reduce log noise.

## Testing

- I ran these changes on a local project.
2025-06-29 16:34:20 +00:00
charlotte 🌸
92e65d5eb1
Upgrade to Rust 1.88 (#19825) 2025-06-26 19:38:19 +00:00
urben1680
546711b807
Split EntityClonerBuilder in OptOut and OptIn variants (#19649)
# Objective

Further tests after #19326 showed that configuring `EntityCloner` with
required components is bug prone and the current design has several
weaknesses in it's API:

- Mixing `EntityClonerBuilder::allow` and `EntityClonerBuilder::deny`
requires extra care how to support that which has an impact on
surrounding code that has to keep edge cases in mind. This is especially
true for attempts to fix the following issues. There is no use-case
known (to me) why someone would mix those.
- A builder with `EntityClonerBuilder::allow_all` configuration tries to
support required components like `EntityClonerBuilder::deny_all` does,
but the meaning of that is conflicting with how you'd expect things to
work:
- If all components should be cloned except component `A`, do you also
want to exclude required components of `A` too? Or are these also valid
without `A` at the target entity?
- If `EntityClonerBuilder::allow_all` should ignore required components
and not add them to be filtered away, which purpose has
`EntityClonerBuilder::without_required_components` for this cloner?
- Other bugs found with the linked PR are:
- Denying `A` also denies required components of `A` even when `A` does
not exist at the source entity
- Allowing `A` also allows required components of `A` even when `A` does
not exist at the source entity
- Adding `allow_if_new` filters to the cloner faces the same issues and
require a common solution to dealing with source-archetype sensitive
cloning

Alternative to #19632 and #19635.

# Solution

`EntityClonerBuilder` is made generic and split into
`EntityClonerBuilder<OptOut>` and `EntityClonerBuilder<OptIn>`

For an overview of the changes, see the migration guide. It is generally
a good idea to start a review of that.

## Algorithm

The generic of `EntityClonerBuilder` contains the filter data that is
needed to build and clone the entity components.

As the filter needs to be borrowed mutably for the duration of the
clone, the borrow checker forced me to separate the filter value and all
other fields in `EntityCloner`. The latter are now in the
`EntityClonerConfig` struct. This caused many changed LOC, sorry.

To make reviewing easier:

1. Check the migration guide
2. Many methods of `EntityCloner` now just call identitcal
`EntityClonerConfig` methods with a mutable borrow of the filter
3. Check `EntityClonerConfig::clone_entity_internal` which changed a bit
regarding the filter usage that is now trait powered (`CloneByFilter`)
to support `OptOut`, `OptIn` and `EntityClonerFilter` (an enum combining
the first two)
4. Check `OptOut` type that no longer tracks required components but has
a `insert_mode` field
5. Check `OptIn` type that has the most logic changes

# Testing

I added a bunch of tests that cover the new logic parts and the fixed
issues.

Benchmarks are in a comment a bit below which shows ~4% to 9%
regressions, but it varied wildly for me. For example at one run the
reflection-based clonings were on-par with main while the other are not,
and redoing that swapped the situation for both.

It would be really cool if I could get some hints how to get better
benchmark results or if you could run them on your machine too.

Just be aware this is not a Performance PR but a Bugfix PR, even if I
smuggled in some more functionalities. So doing changes to
`EntityClonerBuilder` is kind of required here which might make us bite
the bullet.

---------

Co-authored-by: eugineerd <70062110+eugineerd@users.noreply.github.com>
2025-06-24 00:12:08 +00:00
Rob Parrett
d3ad66f033
Fix some typos (#19788)
# Objective

- Notice a word duplication typo
- Small quest to fix similar or nearby typos with my faithful companion
`\b(\w+)\s+\1\b`

## Solution

Fix em
2025-06-23 22:32:46 +00:00
Testare
da83232fa8
Let Component::map_entities defer to MapEntities (#19414)
# Objective

The objective of this PR is to enable Components to use their
`MapEntities` implementation for `Component::map_entities`.

With the improvements to the entity mapping system, there is definitely
a huge reduction in boilerplate. However, especially since
`(Entity)HashMap<..>` doesn't implement `MapEntities` (I presume because
the lack of specialization in rust makes `HashMap<Entity|X, Entity|X>`
complicated), when somebody has types that contain these hashmaps they
can't use this approach.

More so, we can't even depend on the previous implementation, since
`Component::map_entities` is used instead of
`MapEntities::map_entities`. Outside of implementing `Component `and
`Component::map_entities` on these types directly, the only path forward
is to create a custom type to wrap the hashmaps and implement map
entities on that, or split these components into a wrapper type that
implement `Component`, and an inner type that implements `MapEntities`.

## Current Solution
The solution was to allow adding `#[component(map_entities)]` on the
component. By default this will defer to the `MapEntities`
implementation.

```rust
#[derive(Component)]
#[component(map_entities)]
struct Inventory {
    items: HashMap<Entity, usize>
}

impl MapEntities for Inventory {
    fn map_entities<M: EntityMapper>(&mut self, entity_mapper: &mut M) {
        self.items = self.items
           .drain()
           .map(|(id, count)|(entity_mapper.get_mapped(id), count))
           .collect();
    }
}

```

You can use `#[component(map_entities = <function path>)]` instead to
substitute other code in for components. This function can also include
generics, but sso far I haven't been able to find a case where they are
needed.

```rust
#[derive(Component)]
#[component(map_entities = map_the_map)]
// Also works #[component(map_entities = map_the_map::<T,_>)]
struct Inventory<T> {
    items: HashMap<Entity, T>
}

fn map_the_map<T, M: EntityMapper>(inv: &mut Inventory<T>, entity_mapper: &mut M) {
    inv.items = inv.items
       .drain()
       .map(|(id, count)|(entity_mapper.get_mapped(id), count))
       .collect();
}

```

The idea is that with the previous changes to MapEntities, MapEntities
is implemented more for entity collections than for Components. If you
have a component that makes sense as both, `#[component(map_entities)]`
would work great, while otherwise a component can use
`#[component(map_entities = <function>)]` to change the behavior of
`Component::map_entities` without opening up the component type to be
included in other components.


## (Original Solution if you want to follow the PR)

The solution was to allow adding `#[component(entities)]` on the
component itself to defer to the `MapEntities` implementation

```rust
#[derive(Component)]
#[component(entities)]
struct Inventory {
    items: HashMap<Entity, usize>
}

impl MapEntities for Inventory {
    fn map_entities<M: EntityMapper>(&mut self, entity_mapper: &mut M) {
        self.items = self.items
           .drain()
           .map(|(id, count)|(entity_mapper.get_mapped(id), count))
           .collect();
    }
}

```

## Testing

I tested this by patching my local changes into my own bevy project. I
had a system that loads a scene file and executes some logic with a
Component that contains a `HashMap<Entity, UVec2>`, and it panics when
Entity is not found from another query. Since the 0.16 update this
system has reliably panicked upon attempting to the load the scene.

After patching my code in, I added `#[component(entities)]` to this
component, and I was able to successfully load the scene.

Additionally, I wrote a doc test.

## Call-outs
### Relationships
This overrules the default mapping of relationship fields. Anything else
seemed more problematic, as you'd have inconsistent behavior between
`MapEntities` and `Component`.
2025-06-23 21:05:04 +00:00
Elliott Pierce
e1b538641a remove all uses of "conceptual entity" 2025-06-23 14:33:27 -04:00
Elliott Pierce
54228138b2 improved docs per discord discussion 2025-06-23 13:05:37 -04:00
Elliott Pierce
e78deeccce better docs 2025-06-23 12:08:27 -04:00
Elliott Pierce
10f11babc8 make the new entity_count more precise 2025-06-23 11:06:33 -04:00
Eagster
b543a4ac54
Merge branch 'main' into Remove-entity-reserving/pending/flushing-system 2025-06-23 11:04:45 -04:00
Eagster
6bbfee8cd3
Apply suggestions from code review
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-06-23 11:02:07 -04:00
mgi388
efd17f133d
Rename num_entities to entity_count (#19781)
As discussed in
https://github.com/bevyengine/bevy/pull/19780#issuecomment-2994554024.
2025-06-23 05:08:02 +00:00
Alice Cecile
61a5a37584
Improve module structure of observers code (#19779)
# Objective

While working on #17607, I found myself confused and frustrated by the
tangled web woven by the various modules inside of our observers code.

Rather than tackle that as part of a big rewrite PR, I've decided to do
the mature (if frustrating) thing where you split out your trivial but
noisy refactoring first.

There are a large number of moving parts, especially in terms of
storage, and these are strewn willy-nilly across the module with no
apparent ordering. To make matters worse, this was almost all just
dumped into a multi-thousand LOC mod.rs at the root.

## Solution

I've reshuffled the modules, attempting to:
- reduce the size of the mod.rs file
- organize structs so that smaller structs are found after the larger
structs that contain them
- group related functionality together
- document why modules exist, and their broad organization

No functional changes have been made here, although I've had to increase
the visibility of a few fields from private to pub(crate) or pub(super)
to keep things compiling.

During these changes, I've opted for the lazy private module, public
re-export strategy, to avoid causing any breakages, both within and
outside of `bevy` itself. I think we can do better, but I want to leave
that for a proper cleanup pass at the end. There's no sense maintaining
migration guides and forcing multiple breaking changes throughout the
cycle.

## Testing

No functional changes; relying on existing test suite and the Rust
compiler.
2025-06-22 23:25:25 +00:00
theotherphil
7645ce91ed
Add newlines before impl blocks (#19746)
# Objective

Fix https://github.com/bevyengine/bevy/issues/19617 

# Solution

Add newlines before all impl blocks.

I suspect that at least some of these will be objectionable! If there's
a desired Bevy style for this then I'll update the PR. If not then we
can just close it - it's the work of a single find and replace.
2025-06-22 23:07:02 +00:00
Trashtalk217
6dbe3600ed
Add num_entities() to World (#19780)
# Objective

There is a lot of `world.entities().len()`, especially in tests. In
tests, usually, the assumption is made that empty worlds do not contain
any entities. This is about to change (#19711), and as such all of these
tests are failing for that PR.

## Solution

`num_entities` is a convenience method that returns the number of
entities inside a world. It can later be adapted to exclude 'unexpected'
entities, associated with internal data structures such as Resources,
Queries, Systems. In general I argue for a separation of concepts where
`World` ignores internal entities in methods such as `iter_entities()`
and `clear_entities()`, that discussion is, however, separate from this
PR.

## Testing

I replaced most occurrences of `world.entities().len()` with
`world.num_entities()` and the tests passed.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-06-22 22:48:35 +00:00
urben1680
c6ae964709
EntityWorldMut methods do not automatically overwrite Relationship components (#19601)
# Objective

Some methods and commands carelessly overwrite `Relationship`
components. This may overwrite additional data stored at them which is
undesired.

Part of #19589

## Solution

A new private method will be used instead of insert:
`modify_or_insert_relation_with_relationship_hook_mode`.

This method behaves different to `insert` if `Relationship` is a larger
type than `Entity` and already contains this component. It will then use
the `modify_component` API and a new `Relationship::set_risky` method to
set the related entity, keeping all other data untouched.

For the `replace_related`(`_with_difference`) methods this also required
a `InsertHookMode` parameter for efficient modifications of multiple
children. The changes here are limited to the non-public methods.

I would appreciate feedback if this is all good.

# Testing

Added tests of all methods that previously could reset `Relationship`
data.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-06-22 00:22:05 +00:00
eugineerd
2d897380a0
add missing #[track_caller] (#19769)
# Objective

I've noticed that some methods with `MaybeLocation::caller` don't have
`#[track_caller]` which resulted in wrong locations reported when
`track_location` is enabled.

## Solution

add `#[track_caller]` to them.
2025-06-21 18:05:58 +00:00
Lailatova
5d5a95fa6e
Fix issue 19734: add dependency on bevy_utils for the bevy_ecs test. (#19738)
Without this dependency, the bevy_ecs tests fail with missing as_string
methods.

# Objective

 - Fixes #19734

## Solution

- add bevy_utils with feature = "Debug" to dev-dependencies 

## Testing

- Ran `cargo test -p bevy_ecs`
- Ran `taplo fmt --check`

---
2025-06-21 15:05:04 +00:00
Elliott Pierce
4f956bd331 fix ci 2025-06-20 22:51:16 -04:00
Elliott Pierce
185a6decda better construct/destruct vs spawn/despawn docs 2025-06-20 22:28:18 -04:00
Elliott Pierce
80479d0040 better command docs 2025-06-20 22:04:34 -04:00
Eagster
d0ed58780b
Better command docs phrasing
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-06-20 21:56:29 -04:00
Elliott Pierce
d86d241f68 More improved entity comments 2025-06-20 21:51:27 -04:00
Elliott Pierce
9d86e69ce2 Full module docs 2025-06-20 16:27:36 -04:00
Giacomo Stevanato
35166d9029
Refactor bundle derive (#19749)
# Objective

- Splitted off from  #19491
- Make adding generated code to the `Bundle` derive macro easier
- Fix a bug when multiple fields are `#[bundle(ignore)]`

## Solution

- Instead of accumulating the code for each method in a different `Vec`,
accumulate only the names of non-ignored fields and their types, then
use `quote` to generate the code for each of them in the method body.
- To fix the bug, change the code populating the `BundleFieldKind` to
push only one of them per-field (previously each `#[bundle(ignore)]`
resulted in pushing twice, once for the correct
`BundleFieldKind::Ignore` and then again unconditionally for
`BundleFieldKind::Component`)

## Testing

- Added a regression test for the bug that was fixed
2025-06-20 16:36:08 +00:00
Elliott Pierce
5ca8e381db fix new system param 2025-06-19 11:30:50 -04:00