c3f72ba4ad
121 Commits
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a033f1b206
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Replace VisitEntities with MapEntities (#18432)
# Objective There are currently too many disparate ways to handle entity mapping, especially after #17687. We now have MapEntities, VisitEntities, VisitEntitiesMut, Component::visit_entities, Component::visit_entities_mut. Our only known use case at the moment for these is entity mapping. This means we have significant consolidation potential. Additionally, VisitEntitiesMut cannot be implemented for map-style collections like HashSets, as you cant "just" mutate a `&mut Entity`. Our current approach to Component mapping requires VisitEntitiesMut, meaning this category of entity collection isn't mappable. `MapEntities` is more generally applicable. Additionally, the _existence_ of the blanket From impl on VisitEntitiesMut blocks us from implementing MapEntities for HashSets (or any types we don't own), because the owner could always add a conflicting impl in the future. ## Solution Use `MapEntities` everywhere and remove all "visit entities" usages. * Add `Component::map_entities` * Remove `Component::visit_entities`, `Component::visit_entities_mut`, `VisitEntities`, and `VisitEntitiesMut` * Support deriving `Component::map_entities` in `#[derive(Coomponent)]` * Add `#[derive(MapEntities)]`, and share logic with the `Component::map_entities` derive. * Add `ComponentCloneCtx::queue_deferred`, which is command-like logic that runs immediately after normal clones. Reframe `FromWorld` fallback logic in the "reflect clone" impl to use it. This cuts out a lot of unnecessary work and I think justifies the existence of a pseudo-command interface (given how niche, yet performance sensitive this is). Note that we no longer auto-impl entity mapping for ` IntoIterator<Item = &'a Entity>` types, as this would block our ability to implement cases like `HashMap`. This means the onus is on us (or type authors) to add explicit support for types that should be mappable. Also note that the Component-related changes do not require a migration guide as there hasn't been a release with them yet. ## Migration Guide If you were previously implementing `VisitEntities` or `VisitEntitiesMut` (likely via a derive), instead use `MapEntities`. Those were almost certainly used in the context of Bevy Scenes or reflection via `ReflectMapEntities`. If you have a case that uses `VisitEntities` or `VisitEntitiesMut` directly, where `MapEntities` is not a viable replacement, please let us know! ```rust // before #[derive(VisitEntities, VisitEntitiesMut)] struct Inventory { items: Vec<Entity>, #[visit_entities(ignore)] label: String, } // after #[derive(MapEntities)] struct Inventory { #[entities] items: Vec<Entity>, label: String, } ``` |
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246ce590e5
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Queued component registration (#18173)
# Objective This is an alternative to #17871 and #17701 for tracking issue #18155. This thanks to @maniwani for help with this design. The goal is to enable component ids to be reserved from multiple threads concurrently and with only `&World`. This contributes to assets as entities, read-only query and system parameter initialization, etc. ## What's wrong with #17871 ? In #17871, I used my proposed staging utilities to allow *fully* registering components from any thread concurrently with only `&Components`. However, if we want to pursue components as entities (which is desirable for a great many reasons. See [here](https://discord.com/channels/691052431525675048/692572690833473578/1346499196655505534) on discord), this staging isn't going to work. After all, if registering a component requires spawning an entity, and spawning an entity requires `&mut World`, it is impossible to register a component fully with only `&World`. ## Solution But what if we don't have to register it all the way? What if it's enough to just know the `ComponentId` it will have once it is registered and to queue it to be registered at a later time? Spoiler alert: That is all we need for these features. Here's the basic design: Queue a registration: 1. Check if it has already been registered. 2. Check if it has already been queued. 3. Reserve a `ComponentId`. 4. Queue the registration at that id. Direct (normal) registration: 1. Check if this registration has been queued. 2. If it has, use the queued registration instead. 3. Otherwise, proceed like normal. Appllying the queue: 1. Pop queued items off one by one. 2. Register them directly. One other change: The whole point of this design over #17871 is to facilitate coupling component registration with the World. To ensure that this would fully work with that, I went ahead and moved the `ComponentId` generator onto the world itself. That stemmed a couple of minor organizational changes (see migration guide). As we do components as entities, we will replace this generator with `Entities`, which lives on `World` too. Doing this move early let me verify the design and will reduce migration headaches in the future. If components as entities is as close as I think it is, I don't think splitting this up into different PRs is worth it. If it is not as close as it is, it might make sense to still do #17871 in the meantime (see the risks section). I'll leave it up to y'all what we end up doing though. ## Risks and Testing The biggest downside of this compared to #17871 is that now we have to deal with correct but invalid `ComponentId`s. They are invalid because the component still isn't registered, but they are correct because, once registered, the component will have exactly that id. However, the only time this becomes a problem is if some code violates safety rules by queuing a registration and using the returned id as if it was valid. As this is a new feature though, nothing in Bevy does this, so no new tests were added for it. When we do use it, I left detailed docs to help mitigate issues here, and we can test those usages. Ex: we will want some tests on using queries initialized from queued registrations. ## Migration Guide Component registration can now be queued with only `&World`. To facilitate this, a few APIs needed to be moved around. The following functions have moved from `Components` to `ComponentsRegistrator`: - `register_component` - `register_component_with_descriptor` - `register_resource_with_descriptor` - `register_non_send` - `register_resource` - `register_required_components_manual` Accordingly, functions in `Bundle` and `Component` now take `ComponentsRegistrator` instead of `Components`. You can obtain `ComponentsRegistrator` from the new `World::components_registrator`. You can obtain `ComponentsQueuedRegistrator` from the new `World::components_queue`, and use it to stage component registration if desired. # Open Question Can we verify that it is enough to queue registration with `&World`? I don't think it would be too difficult to package this up into a `Arc<MyComponentsManager>` type thing if we need to, but keeping this on `&World` certainly simplifies things. If we do need the `Arc`, we'll need to look into partitioning `Entities` for components as entities, so we can keep most of the allocation fast on `World` and only keep a smaller partition in the `Arc`. I'd love an SME on assets as entities to shed some light on this. --------- Co-authored-by: andriyDev <andriydzikh@gmail.com> |
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664000f848
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Improve derive(Event) and simplify macro code (#18083)
# Objective simplify some code and improve Event macro Closes https://github.com/bevyengine/bevy/issues/14336, # Showcase you can now write derive Events like so ```rust #[derive(event)] #[event(auto_propagate, traversal = MyType)] struct MyEvent; ``` |
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06cb5c5fd9
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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. |
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575f66504b
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Silence deprecation warning in Bundle derive macro (#17369) (#17790)
# Objective - Fixes #17369 ## Solution - Add `#[allow(deprecated)]` to the generated code. |
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ea578415e1
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Improved Spawn APIs and Bundle Effects (#17521)
## Objective A major critique of Bevy at the moment is how boilerplatey it is to compose (and read) entity hierarchies: ```rust commands .spawn(Foo) .with_children(|p| { p.spawn(Bar).with_children(|p| { p.spawn(Baz); }); p.spawn(Bar).with_children(|p| { p.spawn(Baz); }); }); ``` There is also currently no good way to statically define and return an entity hierarchy from a function. Instead, people often do this "internally" with a Commands function that returns nothing, making it impossible to spawn the hierarchy in other cases (direct World spawns, ChildSpawner, etc). Additionally, because this style of API results in creating the hierarchy bits _after_ the initial spawn of a bundle, it causes ECS archetype changes (and often expensive table moves). Because children are initialized after the fact, we also can't count them to pre-allocate space. This means each time a child inserts itself, it has a high chance of overflowing the currently allocated capacity in the `RelationshipTarget` collection, causing literal worst-case reallocations. We can do better! ## Solution The Bundle trait has been extended to support an optional `BundleEffect`. This is applied directly to World immediately _after_ the Bundle has fully inserted. Note that this is [intentionally](https://github.com/bevyengine/bevy/discussions/16920) _not done via a deferred Command_, which would require repeatedly copying each remaining subtree of the hierarchy to a new command as we walk down the tree (_not_ good performance). This allows us to implement the new `SpawnRelated` trait for all `RelationshipTarget` impls, which looks like this in practice: ```rust world.spawn(( Foo, Children::spawn(( Spawn(( Bar, Children::spawn(Spawn(Baz)), )), Spawn(( Bar, Children::spawn(Spawn(Baz)), )), )) )) ``` `Children::spawn` returns `SpawnRelatedBundle<Children, L: SpawnableList>`, which is a `Bundle` that inserts `Children` (preallocated to the size of the `SpawnableList::size_hint()`). `Spawn<B: Bundle>(pub B)` implements `SpawnableList` with a size of 1. `SpawnableList` is also implemented for tuples of `SpawnableList` (same general pattern as the Bundle impl). There are currently three built-in `SpawnableList` implementations: ```rust world.spawn(( Foo, Children::spawn(( Spawn(Name::new("Child1")), SpawnIter(["Child2", "Child3"].into_iter().map(Name::new), SpawnWith(|parent: &mut ChildSpawner| { parent.spawn(Name::new("Child4")); parent.spawn(Name::new("Child5")); }) )), )) ``` We get the benefits of "structured init", but we have nice flexibility where it is required! Some readers' first instinct might be to try to remove the need for the `Spawn` wrapper. This is impossible in the Rust type system, as a tuple of "child Bundles to be spawned" and a "tuple of Components to be added via a single Bundle" is ambiguous in the Rust type system. There are two ways to resolve that ambiguity: 1. By adding support for variadics to the Rust type system (removing the need for nested bundles). This is out of scope for this PR :) 2. Using wrapper types to resolve the ambiguity (this is what I did in this PR). For the single-entity spawn cases, `Children::spawn_one` does also exist, which removes the need for the wrapper: ```rust world.spawn(( Foo, Children::spawn_one(Bar), )) ``` ## This works for all Relationships This API isn't just for `Children` / `ChildOf` relationships. It works for any relationship type, and they can be mixed and matched! ```rust world.spawn(( Foo, Observers::spawn(( Spawn(Observer::new(|trigger: Trigger<FuseLit>| {})), Spawn(Observer::new(|trigger: Trigger<Exploded>| {})), )), OwnerOf::spawn(Spawn(Bar)) Children::spawn(Spawn(Baz)) )) ``` ## Macros While `Spawn` is necessary to satisfy the type system, we _can_ remove the need to express it via macros. The example above can be expressed more succinctly using the new `children![X]` macro, which internally produces `Children::spawn(Spawn(X))`: ```rust world.spawn(( Foo, children![ ( Bar, children![Baz], ), ( Bar, children![Baz], ), ] )) ``` There is also a `related!` macro, which is a generic version of the `children!` macro that supports any relationship type: ```rust world.spawn(( Foo, related!(Children[ ( Bar, related!(Children[Baz]), ), ( Bar, related!(Children[Baz]), ), ]) )) ``` ## Returning Hierarchies from Functions Thanks to these changes, the following pattern is now possible: ```rust fn button(text: &str, color: Color) -> impl Bundle { ( Node { width: Val::Px(300.), height: Val::Px(100.), ..default() }, BackgroundColor(color), children![ Text::new(text), ] ) } fn ui() -> impl Bundle { ( Node { width: Val::Percent(100.0), height: Val::Percent(100.0), ..default(), }, children![ button("hello", BLUE), button("world", RED), ] ) } // spawn from a system fn system(mut commands: Commands) { commands.spawn(ui()); } // spawn directly on World world.spawn(ui()); ``` ## Additional Changes and Notes * `Bundle::from_components` has been split out into `BundleFromComponents::from_components`, enabling us to implement `Bundle` for types that cannot be "taken" from the ECS (such as the new `SpawnRelatedBundle`). * The `NoBundleEffect` trait (which implements `BundleEffect`) is implemented for empty tuples (and tuples of empty tuples), which allows us to constrain APIs to only accept bundles that do not have effects. This is critical because the current batch spawn APIs cannot efficiently apply BundleEffects in their current form (as doing so in-place could invalidate the cached raw pointers). We could consider allocating a buffer of the effects to be applied later, but that does have performance implications that could offset the balance and value of the batched APIs (and would likely require some refactors to the underlying code). I've decided to be conservative here. We can consider relaxing that requirement on those APIs later, but that should be done in a followup imo. * I've ported a few examples to illustrate real-world usage. I think in a followup we should port all examples to the `children!` form whenever possible (and for cases that require things like SpawnIter, use the raw APIs). * Some may ask "why not use the `Relationship` to spawn (ex: `ChildOf::spawn(Foo)`) instead of the `RelationshipTarget` (ex: `Children::spawn(Spawn(Foo))`)?". That _would_ allow us to remove the `Spawn` wrapper. I've explicitly chosen to disallow this pattern. `Bundle::Effect` has the ability to create _significant_ weirdness. Things in `Bundle` position look like components. For example `world.spawn((Foo, ChildOf::spawn(Bar)))` _looks and reads_ like Foo is a child of Bar. `ChildOf` is in Foo's "component position" but it is not a component on Foo. This is a huge problem. Now that `Bundle::Effect` exists, we should be _very_ principled about keeping the "weird and unintuitive behavior" to a minimum. Things that read like components _should be the components they appear to be". ## Remaining Work * The macros are currently trivially implemented using macro_rules and are currently limited to the max tuple length. They will require a proc_macro implementation to work around the tuple length limit. ## Next Steps * Port the remaining examples to use `children!` where possible and raw `Spawn` / `SpawnIter` / `SpawnWith` where the flexibility of the raw API is required. ## Migration Guide Existing spawn patterns will continue to work as expected. Manual Bundle implementations now require a `BundleEffect` associated type. Exisiting bundles would have no bundle effect, so use `()`. Additionally `Bundle::from_components` has been moved to the new `BundleFromComponents` trait. ```rust // Before unsafe impl Bundle for X { unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> Self { } /* remaining bundle impl here */ } // After unsafe impl Bundle for X { type Effect = (); /* remaining bundle impl here */ } unsafe impl BundleFromComponents for X { unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> Self { } } ``` --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com> Co-authored-by: Emerson Coskey <emerson@coskey.dev> |
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3c8fae2390
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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> |
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1b2cf7d6cd
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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> |
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eb04f8a476
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Simplify derive_from_world (#17534)
# Objective simplify existing implementation --------- Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com> |
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da57dfb62f
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DeriveWorld for enums (#17496)
# Objective Fixes #17457 ## Solution #[derive(FromWorld)] now works with enums by specifying which variant should be used. ## Showcase ```rust #[Derive(FromWorld)] enum Game { #[from_world] Playing, Stopped } ``` --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com> |
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a99674ab86
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FromWorld derive macro (#17352)
simple derive macro for `FromWorld`. Going to be needed for composable pipeline specializers but probably a nice thing to have regardless ## Testing simple manual testing, nothing seemed to blow up. I'm no proc macro pro though, so there's a chance I've mishandled spans somewhere or something. |
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21f1e3045c
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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> |
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3ef99cf82c
|
Replace impl_param_set proc macro with a macro_rules macro (#16847)
# Objective Simplify the code by using `macro_rules` instead of a proc macro where possible. ## Solution Replace `impl_param_set` proc macro with a `macro_rules` macro. |
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f2719f5470
|
Rust 1.83, allow -> expect (missing_docs) (#16561)
# Objective We were waiting for 1.83 to address most of these, due to a bug with `missing_docs` and `expect`. Relates to, but does not entirely complete, #15059. ## Solution - Upgrade to 1.83 - Switch `allow(missing_docs)` to `expect(missing_docs)` - Remove a few now-unused `allow`s along the way, or convert to `expect` |
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760d0a3100
|
Use one BevyManifest instance in proc macros (#16766)
# Objective - Minor consistency improvement in proc macro code. - Remove `get_path_direct` since it was only used once anyways and doesn't add much. ## Solution - Possibly a minor performance improvement since the `Cargo.toml` wont be parsed as often. ## Testing - I don't think it breaks anything. - This is my first time working on bevy itself. Is there a script to do a quick verify of my pr? ## Other PR Similar to #7536 but has no extra dependencies. Co-authored-by: François Mockers <mockersf@gmail.com> |
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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  --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com> |
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8fb55dbf59
|
Implement SystemParam::queue() method for blanket implementation of ParamSet (#15599)
# Objective The `queue()` method is an optional trait method which is necessary for deferred operations (such as command queues) to work properly in the context of an observer. This method was omitted from the proc_macro blanket implementation of `ParamSet` for tuples; as a result, SystemParams with deferred application (such as Commands) would not work in observers if they were part of a ParamSet. This appears to have been a simple omission, as `queue()` was already implemented for the separate blanket implementation of `ParamSet` for `Vec<T>`. In both cases, it is a simple pass-through to the component SystemParams. ## Solution Add the `queue()` method implementation to the `impl_param_set` proco macro. ## Testing Added a unit test which clearly demonstrates the issue. It fails before the fix, and passes afterwards. --- |
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f97eba2082
|
Add VisitEntities for generic and reflectable Entity iteration (#15425)
# Objective - Provide a generic and _reflectable_ way to iterate over contained entities ## Solution Adds two new traits: * `VisitEntities`: Reflectable iteration, accepts a closure rather than producing an iterator. Implemented by default for `IntoIterator` implementing types. A proc macro is also provided. * A `Mut` variant of the above. Its derive macro uses the same field attribute to avoid repetition. ## Testing Added a test for `VisitEntities` that also transitively tests its derive macro as well as the default `MapEntities` impl. |
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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> |
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e312da8c52
|
Reduce runtime panics through SystemParam validation (#15276)
# Objective The goal of this PR is to introduce `SystemParam` validation in order to reduce runtime panics. Fixes #15265 ## Solution `SystemParam` now has a new method `validate_param(...) -> bool`, which takes immutable variants of `get_param` arguments. The returned value indicates whether the parameter can be acquired from the world. If parameters cannot be acquired for a system, it won't be executed, similarly to run conditions. This reduces panics when using params like `Res`, `ResMut`, etc. as well as allows for new, ergonomic params like #15264 or #15302. Param validation happens at the level of executors. All validation happens directly before executing a system, in case of normal systems they are skipped, in case of conditions they return false. Warning about system skipping is primitive and subject to change in subsequent PRs. ## Testing Two executor tests check that all executors: - skip systems which have invalid parameters: - piped systems get skipped together, - dependent systems still run correctly, - skip systems with invalid run conditions: - system conditions have invalid parameters, - system set conditions have invalid parameters. |
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fd329c0426
|
Allow to expect (adopted) (#15301)
# Objective > Rust 1.81 released the #[expect(...)] attribute, which works like #[allow(...)] but throws a warning if the lint isn't raised. This is preferred to #[allow(...)] because it tells us when it can be removed. - Adopts the parts of #15118 that are complete, and updates the branch so it can be merged. - There were a few conflicts, let me know if I misjudged any of 'em. Alice's [recommendation](https://github.com/bevyengine/bevy/issues/15059#issuecomment-2349263900) seems well-taken, let's do this crate by crate now that @BD103 has done the lion's share of this! (Relates to, but doesn't yet completely finish #15059.) Crates this _doesn't_ cover: - bevy_input - bevy_gilrs - bevy_window - bevy_winit - bevy_state - bevy_render - bevy_picking - bevy_core_pipeline - bevy_sprite - bevy_text - bevy_pbr - bevy_ui - bevy_gltf - bevy_gizmos - bevy_dev_tools - bevy_internal - bevy_dylib --------- Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com> Co-authored-by: Ben Frankel <ben.frankel7@gmail.com> Co-authored-by: Antony <antony.m.3012@gmail.com> |
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4be8e497ca
|
SystemParamBuilder - Allow deriving a SystemParamBuilder struct when deriving SystemParam. (#14818)
# Objective Allow `SystemParamBuilder` implementations for custom system parameters created using `#[derive(SystemParam)]`. ## Solution Extend the derive macro to accept a `#[system_param(builder)]` attribute. When present, emit a builder type with a field corresponding to each field of the param. ## Example ```rust #[derive(SystemParam)] #[system_param(builder)] struct CustomParam<'w, 's> { query: Query<'w, 's, ()>, local: Local<'s, usize>, } let system = (CustomParamBuilder { local: LocalBuilder(100), query: QueryParamBuilder::new(|builder| { builder.with::<A>(); }), },) .build_state(&mut world) .build_system(|param: CustomParam| *param.local + param.query.iter().count()); ``` |
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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> |
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938d810766
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Apply unused_qualifications lint (#14828)
# Objective Fixes #14782 ## Solution Enable the lint and fix all upcoming hints (`--fix`). Also tried to figure out the false-positive (see review comment). Maybe split this PR up into multiple parts where only the last one enables the lint, so some can already be merged resulting in less many files touched / less potential for merge conflicts? Currently, there are some cases where it might be easier to read the code with the qualifier, so perhaps remove the import of it and adapt its cases? In the current stage it's just a plain adoption of the suggestions in order to have a base to discuss. ## Testing `cargo clippy` and `cargo run -p ci` are happy. |
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eb3c81374a
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Generalised ECS reactivity with Observers (#10839)
# Objective - Provide an expressive way to register dynamic behavior in response to ECS changes that is consistent with existing bevy types and traits as to provide a smooth user experience. - Provide a mechanism for immediate changes in response to events during command application in order to facilitate improved query caching on the path to relations. ## Solution - A new fundamental ECS construct, the `Observer`; inspired by flec's observers but adapted to better fit bevy's access patterns and rust's type system. --- ## Examples There are 3 main ways to register observers. The first is a "component observer" that looks like this: ```rust world.observe(|trigger: Trigger<OnAdd, Transform>, query: Query<&Transform>| { let transform = query.get(trigger.entity()).unwrap(); }); ``` The above code will spawn a new entity representing the observer that will run it's callback whenever the `Transform` component is added to an entity. This is a system-like function that supports dependency injection for all the standard bevy types: `Query`, `Res`, `Commands` etc. It also has a `Trigger` parameter that provides information about the trigger such as the target entity, and the event being triggered. Importantly these systems run during command application which is key for their future use to keep ECS internals up to date. There are similar events for `OnInsert` and `OnRemove`, and this will be expanded with things such as `ArchetypeCreated`, `TableEmpty` etc. in follow up PRs. Another way to register an observer is an "entity observer" that looks like this: ```rust world.entity_mut(entity).observe(|trigger: Trigger<Resize>| { // ... }); ``` Entity observers run whenever an event of their type is triggered targeting that specific entity. This type of observer will de-spawn itself if the entity (or entities) it is observing is ever de-spawned so as to not leave dangling observers. Entity observers can also be spawned from deferred contexts such as other observers, systems, or hooks using commands: ```rust commands.entity(entity).observe(|trigger: Trigger<Resize>| { // ... }); ``` Observers are not limited to in built event types, they can be used with any type that implements `Event` (which has been extended to implement Component). This means events can also carry data: ```rust #[derive(Event)] struct Resize { x: u32, y: u32 } commands.entity(entity).observe(|trigger: Trigger<Resize>, query: Query<&mut Size>| { let event = trigger.event(); // ... }); // Will trigger the observer when commands are applied. commands.trigger_targets(Resize { x: 10, y: 10 }, entity); ``` You can also trigger events that target more than one entity at a time: ```rust commands.trigger_targets(Resize { x: 10, y: 10 }, [e1, e2]); ``` Additionally, Observers don't _need_ entity targets: ```rust app.observe(|trigger: Trigger<Quit>| { }) commands.trigger(Quit); ``` In these cases, `trigger.entity()` will be a placeholder. Observers are actually just normal entities with an `ObserverState` and `Observer` component! The `observe()` functions above are just shorthand for: ```rust world.spawn(Observer::new(|trigger: Trigger<Resize>| {}); ``` This will spawn the `Observer` system and use an `on_add` hook to add the `ObserverState` component. Dynamic components and trigger types are also fully supported allowing for runtime defined trigger types. ## Possible Follow-ups 1. Deprecate `RemovedComponents`, observers should fulfill all use cases while being more flexible and performant. 2. Queries as entities: Swap queries to entities and begin using observers listening to archetype creation triggers to keep their caches in sync, this allows unification of `ObserverState` and `QueryState` as well as unlocking several API improvements for `Query` and the management of `QueryState`. 3. Trigger bubbling: For some UI use cases in particular users are likely to want some form of bubbling for entity observers, this is trivial to implement naively but ideally this includes an acceleration structure to cache hierarchy traversals. 4. All kinds of other in-built trigger types. 5. Optimization; in order to not bloat the complexity of the PR I have kept the implementation straightforward, there are several areas where performance can be improved. The focus for this PR is to get the behavior implemented and not incur a performance cost for users who don't use observers. I am leaving each of these to follow up PR's in order to keep each of them reviewable as this already includes significant changes. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: MiniaczQ <xnetroidpl@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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b8832dc862
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Computed State & Sub States (#11426)
## Summary/Description This PR extends states to allow support for a wider variety of state types and patterns, by providing 3 distinct types of state: - Standard [`States`] can only be changed by manually setting the [`NextState<S>`] resource. These states are the baseline on which the other state types are built, and can be used on their own for many simple patterns. See the [state example](https://github.com/bevyengine/bevy/blob/latest/examples/ecs/state.rs) for a simple use case - these are the states that existed so far in Bevy. - [`SubStates`] are children of other states - they can be changed manually using [`NextState<S>`], but are removed from the [`World`] if the source states aren't in the right state. See the [sub_states example](https://github.com/lee-orr/bevy/blob/derived_state/examples/ecs/sub_states.rs) for a simple use case based on the derive macro, or read the trait docs for more complex scenarios. - [`ComputedStates`] are fully derived from other states - they provide a [`compute`](ComputedStates::compute) method that takes in the source states and returns their derived value. They are particularly useful for situations where a simplified view of the source states is necessary - such as having an `InAMenu` computed state derived from a source state that defines multiple distinct menus. See the [computed state example](https://github.com/lee-orr/bevy/blob/derived_state/examples/ecs/computed_states.rscomputed_states.rs) to see a sampling of uses for these states. # Objective This PR is another attempt at allowing Bevy to better handle complex state objects in a manner that doesn't rely on strict equality. While my previous attempts (https://github.com/bevyengine/bevy/pull/10088 and https://github.com/bevyengine/bevy/pull/9957) relied on complex matching capacities at the point of adding a system to application, this one instead relies on deterministically deriving simple states from more complex ones. As a result, it does not require any special macros, nor does it change any other interactions with the state system once you define and add your derived state. It also maintains a degree of distinction between `State` and just normal application state - your derivations have to end up being discreet pre-determined values, meaning there is less of a risk/temptation to place a significant amount of logic and data within a given state. ### Addition - Sub States closes #9942 After some conversation with Maintainers & SMEs, a significant concern was that people might attempt to use this feature as if it were sub-states, and find themselves unable to use it appropriately. Since `ComputedState` is mainly a state matching feature, while `SubStates` are more of a state mutation related feature - but one that is easy to add with the help of the machinery introduced by `ComputedState`, it was added here as well. The relevant discussion is here: https://discord.com/channels/691052431525675048/1200556329803186316 ## Solution closes #11358 The solution is to create a new type of state - one implementing `ComputedStates` - which is deterministically tied to one or more other states. Implementors write a function to transform the source states into the computed state, and it gets triggered whenever one of the source states changes. In addition, we added the `FreelyMutableState` trait , which is implemented as part of the derive macro for `States`. This allows us to limit use of `NextState<S>` to states that are actually mutable, preventing mis-use of `ComputedStates`. --- ## Changelog - Added `ComputedStates` trait - Added `FreelyMutableState` trait - Converted `NextState` resource to an Enum, with `Unchanged` and `Pending` - Added `App::add_computed_state::<S: ComputedStates>()`, to allow for easily adding derived states to an App. - Moved the `StateTransition` schedule label from `bevy_app` to `bevy_ecs` - but maintained the export in `bevy_app` for continuity. - Modified the process for updating states. Instead of just having an `apply_state_transition` system that can be added anywhere, we now have a multi-stage process that has to run within the `StateTransition` label. First, all the state changes are calculated - manual transitions rely on `apply_state_transition`, while computed transitions run their computation process before both call `internal_apply_state_transition` to apply the transition, send out the transition event, trigger dependent states, and record which exit/transition/enter schedules need to occur. Once all the states have been updated, the transition schedules are called - first the exit schedules, then transition schedules and finally enter schedules. - Added `SubStates` trait - Adjusted `apply_state_transition` to be a no-op if the `State<S>` resource doesn't exist ## Migration Guide If the user accessed the NextState resource's value directly or created them from scratch they will need to adjust to use the new enum variants: - if they created a `NextState(Some(S))` - they should now use `NextState::Pending(S)` - if they created a `NextState(None)` -they should now use `NextState::Unchanged` - if they matched on the `NextState` value, they would need to make the adjustments above If the user manually utilized `apply_state_transition`, they should instead use systems that trigger the `StateTransition` schedule. --- ## Future Work There is still some future potential work in the area, but I wanted to keep these potential features and changes separate to keep the scope here contained, and keep the core of it easy to understand and use. However, I do want to note some of these things, both as inspiration to others and an illustration of what this PR could unlock. - `NextState::Remove` - Now that the `State` related mechanisms all utilize options (#11417), it's fairly easy to add support for explicit state removal. And while `ComputedStates` can add and remove themselves, right now `FreelyMutableState`s can't be removed from within the state system. While it existed originally in this PR, it is a different question with a separate scope and usability concerns - so having it as it's own future PR seems like the best approach. This feature currently lives in a separate branch in my fork, and the differences between it and this PR can be seen here: https://github.com/lee-orr/bevy/pull/5 - `NextState::ReEnter` - this would allow you to trigger exit & entry systems for the current state type. We can potentially also add a `NextState::ReEnterRecirsive` to also re-trigger any states that depend on the current one. - More mechanisms for `State` updates - This PR would finally make states that aren't a set of exclusive Enums useful, and with that comes the question of setting state more effectively. Right now, to update a state you either need to fully create the new state, or include the `Res<Option<State<S>>>` resource in your system, clone the state, mutate it, and then use `NextState.set(my_mutated_state)` to make it the pending next state. There are a few other potential methods that could be implemented in future PRs: - Inverse Compute States - these would essentially be compute states that have an additional (manually defined) function that can be used to nudge the source states so that they result in the computed states having a given value. For example, you could use set the `IsPaused` state, and it would attempt to pause or unpause the game by modifying the `AppState` as needed. - Closure-based state modification - this would involve adding a `NextState.modify(f: impl Fn(Option<S> -> Option<S>)` method, and then you can pass in closures or function pointers to adjust the state as needed. - Message-based state modification - this would involve either creating states that can respond to specific messages, similar to Elm or Redux. These could either use the `NextState` mechanism or the Event mechanism. - ~`SubStates` - which are essentially a hybrid of computed and manual states. In the simplest (and most likely) version, they would work by having a computed element that determines whether the state should exist, and if it should has the capacity to add a new version in, but then any changes to it's content would be freely mutated.~ this feature is now part of this PR. See above. - Lastly, since states are getting more complex there might be value in moving them out of `bevy_ecs` and into their own crate, or at least out of the `schedule` module into a `states` module. #11087 As mentioned, all these future work elements are TBD and are explicitly not part of this PR - I just wanted to provide them as potential explorations for the future. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Marcel Champagne <voiceofmarcel@gmail.com> Co-authored-by: MiniaczQ <xnetroidpl@gmail.com> |
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54456b7ea6
|
Make SystemParam::new_archetype and QueryState::new_archetype unsafe functions (#13044)
# Objective Fix #2128. Both `Query::new_archetype` and `SystemParam::new_archetype` do not check if the `Archetype` comes from the same World the state is initialized from. This could result in unsoundness via invalid accesses if called incorrectly. ## Solution Make them `unsafe` functions and lift the invariant to the caller. This also caught one instance of us not validating the World in `SystemState::update_archetypes_unsafe_world_cell`'s implementation. --- ## Changelog Changed: `QueryState::new_archetype` is now an unsafe function. Changed: `SystemParam::new_archetype` is now an unsafe function. ## Migration Guide `QueryState::new_archetype` and `SystemParam::new_archetype` are now an unsafe functions that must be sure that the provided `Archetype` is from the same `World` that the state was initialized from. Callers may need to add additional assertions or propagate the safety invariant upwards through the callstack to ensure safety. |
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72c51cdab9
|
Make feature(doc_auto_cfg) work (#12642)
# Objective - In #12366 `![cfg_attr(docsrs, feature(doc_auto_cfg))] `was added. But to apply it it needs `--cfg=docsrs` in rustdoc-args. ## Solution - Apply `--cfg=docsrs` to all crates and CI. I also added `[package.metadata.docs.rs]` to all crates to avoid adding code behind a feature and forget adding the metadata. Before:  After:  |
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ff77adc045
|
Typo in [ScheduleLabel ] derive macro (#11764)
[`ScheduleLabel`] derive macro uses "ScheduleName" as the trait name by mistake. This only affects the error message when a user tries to use the derive macro on a union type. No other code is affected. |
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694c06f3d0
|
Inverse missing_docs logic (#11676)
# Objective Currently the `missing_docs` lint is allowed-by-default and enabled at crate level when their documentations is complete (see #3492). This PR proposes to inverse this logic by making `missing_docs` warn-by-default and mark crates with imcomplete docs allowed. ## Solution Makes `missing_docs` warn at workspace level and allowed at crate level when the docs is imcomplete. |
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bf0be9cc2c
|
Remove little warn on bevy_ecs (#11149)
# Objective - There is an warning about non snake case on system_param.rs generated by a macro ## Solution - Allow non snake case on the function at fault |
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5af2f022d8
|
Rename WorldQueryData & WorldQueryFilter to QueryData & QueryFilter (#10779)
# Rename `WorldQueryData` & `WorldQueryFilter` to `QueryData` & `QueryFilter` Fixes #10776 ## Solution Traits `WorldQueryData` & `WorldQueryFilter` were renamed to `QueryData` and `QueryFilter`, respectively. Related Trait types were also renamed. --- ## Changelog - Trait `WorldQueryData` has been renamed to `QueryData`. Derive macro's `QueryData` attribute `world_query_data` has been renamed to `query_data`. - Trait `WorldQueryFilter` has been renamed to `QueryFilter`. Derive macro's `QueryFilter` attribute `world_query_filter` has been renamed to `query_filter`. - Trait's `ExtractComponent` type `Query` has been renamed to `Data`. - Trait's `GetBatchData` types `Query` & `QueryFilter` has been renamed to `Data` & `Filter`, respectively. - Trait's `ExtractInstance` type `Query` has been renamed to `Data`. - Trait's `ViewNode` type `ViewQuery` has been renamed to `ViewData`. - Trait's `RenderCommand` types `ViewWorldQuery` & `ItemWorldQuery` has been renamed to `ViewData` & `ItemData`, respectively. ## Migration Guide Note: if merged before 0.13 is released, this should instead modify the migration guide of #10776 with the updated names. - Rename `WorldQueryData` & `WorldQueryFilter` trait usages to `QueryData` & `QueryFilter` and their respective derive macro attributes `world_query_data` & `world_query_filter` to `query_data` & `query_filter`. - Rename the following trait type usages: - Trait's `ExtractComponent` type `Query` to `Data`. - Trait's `GetBatchData` type `Query` to `Data`. - Trait's `ExtractInstance` type `Query` to `Data`. - Trait's `ViewNode` type `ViewQuery` to `ViewData`' - Trait's `RenderCommand` types `ViewWolrdQuery` & `ItemWorldQuery` to `ViewData` & `ItemData`, respectively. ```rust // Before #[derive(WorldQueryData)] #[world_query_data(derive(Debug))] struct EmptyQuery { empty: (), } // After #[derive(QueryData)] #[query_data(derive(Debug))] struct EmptyQuery { empty: (), } // Before #[derive(WorldQueryFilter)] struct CustomQueryFilter<T: Component, P: Component> { _c: With<ComponentC>, _d: With<ComponentD>, _or: Or<(Added<ComponentC>, Changed<ComponentD>, Without<ComponentZ>)>, _generic_tuple: (With<T>, With<P>), } // After #[derive(QueryFilter)] struct CustomQueryFilter<T: Component, P: Component> { _c: With<ComponentC>, _d: With<ComponentD>, _or: Or<(Added<ComponentC>, Changed<ComponentD>, Without<ComponentZ>)>, _generic_tuple: (With<T>, With<P>), } // Before impl ExtractComponent for ContrastAdaptiveSharpeningSettings { type Query = &'static Self; type Filter = With<Camera>; type Out = (DenoiseCAS, CASUniform); fn extract_component(item: QueryItem<Self::Query>) -> Option<Self::Out> { //... } } // After impl ExtractComponent for ContrastAdaptiveSharpeningSettings { type Data = &'static Self; type Filter = With<Camera>; type Out = (DenoiseCAS, CASUniform); fn extract_component(item: QueryItem<Self::Data>) -> Option<Self::Out> { //... } } // Before impl GetBatchData for MeshPipeline { type Param = SRes<RenderMeshInstances>; type Query = Entity; type QueryFilter = With<Mesh3d>; type CompareData = (MaterialBindGroupId, AssetId<Mesh>); type BufferData = MeshUniform; fn get_batch_data( mesh_instances: &SystemParamItem<Self::Param>, entity: &QueryItem<Self::Query>, ) -> (Self::BufferData, Option<Self::CompareData>) { // .... } } // After impl GetBatchData for MeshPipeline { type Param = SRes<RenderMeshInstances>; type Data = Entity; type Filter = With<Mesh3d>; type CompareData = (MaterialBindGroupId, AssetId<Mesh>); type BufferData = MeshUniform; fn get_batch_data( mesh_instances: &SystemParamItem<Self::Param>, entity: &QueryItem<Self::Data>, ) -> (Self::BufferData, Option<Self::CompareData>) { // .... } } // Before impl<A> ExtractInstance for AssetId<A> where A: Asset, { type Query = Read<Handle<A>>; type Filter = (); fn extract(item: QueryItem<'_, Self::Query>) -> Option<Self> { Some(item.id()) } } // After impl<A> ExtractInstance for AssetId<A> where A: Asset, { type Data = Read<Handle<A>>; type Filter = (); fn extract(item: QueryItem<'_, Self::Data>) -> Option<Self> { Some(item.id()) } } // Before impl ViewNode for PostProcessNode { type ViewQuery = ( &'static ViewTarget, &'static PostProcessSettings, ); fn run( &self, _graph: &mut RenderGraphContext, render_context: &mut RenderContext, (view_target, _post_process_settings): QueryItem<Self::ViewQuery>, world: &World, ) -> Result<(), NodeRunError> { // ... } } // After impl ViewNode for PostProcessNode { type ViewData = ( &'static ViewTarget, &'static PostProcessSettings, ); fn run( &self, _graph: &mut RenderGraphContext, render_context: &mut RenderContext, (view_target, _post_process_settings): QueryItem<Self::ViewData>, world: &World, ) -> Result<(), NodeRunError> { // ... } } // Before impl<P: CachedRenderPipelinePhaseItem> RenderCommand<P> for SetItemPipeline { type Param = SRes<PipelineCache>; type ViewWorldQuery = (); type ItemWorldQuery = (); #[inline] fn render<'w>( item: &P, _view: (), _entity: (), pipeline_cache: SystemParamItem<'w, '_, Self::Param>, pass: &mut TrackedRenderPass<'w>, ) -> RenderCommandResult { // ... } } // After impl<P: CachedRenderPipelinePhaseItem> RenderCommand<P> for SetItemPipeline { type Param = SRes<PipelineCache>; type ViewData = (); type ItemData = (); #[inline] fn render<'w>( item: &P, _view: (), _entity: (), pipeline_cache: SystemParamItem<'w, '_, Self::Param>, pass: &mut TrackedRenderPass<'w>, ) -> RenderCommandResult { // ... } } ``` |
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f0a8994f55
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Split WorldQuery into WorldQueryData and WorldQueryFilter (#9918)
# Objective - Fixes #7680 - This is an updated for https://github.com/bevyengine/bevy/pull/8899 which had the same objective but fell a long way behind the latest changes ## Solution The traits `WorldQueryData : WorldQuery` and `WorldQueryFilter : WorldQuery` have been added and some of the types and functions from `WorldQuery` has been moved into them. `ReadOnlyWorldQuery` has been replaced with `ReadOnlyWorldQueryData`. `WorldQueryFilter` is safe (as long as `WorldQuery` is implemented safely). `WorldQueryData` is unsafe - safely implementing it requires that `Self::ReadOnly` is a readonly version of `Self` (this used to be a safety requirement of `WorldQuery`) The type parameters `Q` and `F` of `Query` must now implement `WorldQueryData` and `WorldQueryFilter` respectively. This makes it impossible to accidentally use a filter in the data position or vice versa which was something that could lead to bugs. ~~Compile failure tests have been added to check this.~~ It was previously sometimes useful to use `Option<With<T>>` in the data position. Use `Has<T>` instead in these cases. The `WorldQuery` derive macro has been split into separate derive macros for `WorldQueryData` and `WorldQueryFilter`. Previously it was possible to derive both `WorldQuery` for a struct that had a mixture of data and filter items. This would not work correctly in some cases but could be a useful pattern in others. *This is no longer possible.* --- ## Notes - The changes outside of `bevy_ecs` are all changing type parameters to the new types, updating the macro use, or replacing `Option<With<T>>` with `Has<T>`. - All `WorldQueryData` types always returned `true` for `IS_ARCHETYPAL` so I moved it to `WorldQueryFilter` and replaced all calls to it with `true`. That should be the only logic change outside of the macro generation code. - `Changed<T>` and `Added<T>` were being generated by a macro that I have expanded. Happy to revert that if desired. - The two derive macros share some functions for implementing `WorldQuery` but the tidiest way I could find to implement them was to give them a ton of arguments and ask clippy to ignore that. ## Changelog ### Changed - Split `WorldQuery` into `WorldQueryData` and `WorldQueryFilter` which now have separate derive macros. It is not possible to derive both for the same type. - `Query` now requires that the first type argument implements `WorldQueryData` and the second implements `WorldQueryFilter` ## Migration Guide - Update derives ```rust // old #[derive(WorldQuery)] #[world_query(mutable, derive(Debug))] struct CustomQuery { entity: Entity, a: &'static mut ComponentA } #[derive(WorldQuery)] struct QueryFilter { _c: With<ComponentC> } // new #[derive(WorldQueryData)] #[world_query_data(mutable, derive(Debug))] struct CustomQuery { entity: Entity, a: &'static mut ComponentA, } #[derive(WorldQueryFilter)] struct QueryFilter { _c: With<ComponentC> } ``` - Replace `Option<With<T>>` with `Has<T>` ```rust /// old fn my_system(query: Query<(Entity, Option<With<ComponentA>>)>) { for (entity, has_a_option) in query.iter(){ let has_a:bool = has_a_option.is_some(); //todo!() } } /// new fn my_system(query: Query<(Entity, Has<ComponentA>)>) { for (entity, has_a) in query.iter(){ //todo!() } } ``` - Fix queries which had filters in the data position or vice versa. ```rust // old fn my_system(query: Query<(Entity, With<ComponentA>)>) { for (entity, _) in query.iter(){ //todo!() } } // new fn my_system(query: Query<Entity, With<ComponentA>>) { for entity in query.iter(){ //todo!() } } // old fn my_system(query: Query<AnyOf<(&ComponentA, With<ComponentB>)>>) { for (entity, _) in query.iter(){ //todo!() } } // new fn my_system(query: Query<Option<&ComponentA>, Or<(With<ComponentA>, With<ComponentB>)>>) { for entity in query.iter(){ //todo!() } } ``` --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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eeb0c2f2e4
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Allow #[derive(Bundle)] on tuple structs (take 3) (#10561)
- rework of old @Veykril's work in [2499](https://github.com/bevyengine/bevy/pull/2499) - Fixes [3537](https://github.com/bevyengine/bevy/issues/3537) |
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a830530be4
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Replace all labels with interned labels (#7762)
# Objective First of all, this PR took heavy inspiration from #7760 and #5715. It intends to also fix #5569, but with a slightly different approach. This also fixes #9335 by reexporting `DynEq`. ## Solution The advantage of this API is that we can intern a value without allocating for zero-sized-types and for enum variants that have no fields. This PR does this automatically in the `SystemSet` and `ScheduleLabel` derive macros for unit structs and fieldless enum variants. So this should cover many internal and external use cases of `SystemSet` and `ScheduleLabel`. In these optimal use cases, no memory will be allocated. - The interning returns a `Interned<dyn SystemSet>`, which is just a wrapper around a `&'static dyn SystemSet`. - `Hash` and `Eq` are implemented in terms of the pointer value of the reference, similar to my first approach of anonymous system sets in #7676. - Therefore, `Interned<T>` does not implement `Borrow<T>`, only `Deref`. - The debug output of `Interned<T>` is the same as the interned value. Edit: - `AppLabel` is now also interned and the old `derive_label`/`define_label` macros were replaced with the new interning implementation. - Anonymous set ids are reused for different `Schedule`s, reducing the amount of leaked memory. ### Pros - `InternedSystemSet` and `InternedScheduleLabel` behave very similar to the current `BoxedSystemSet` and `BoxedScheduleLabel`, but can be copied without an allocation. - Many use cases don't allocate at all. - Very fast lookups and comparisons when using `InternedSystemSet` and `InternedScheduleLabel`. - The `intern` module might be usable in other areas. - `Interned{ScheduleLabel, SystemSet, AppLabel}` does implement `{ScheduleLabel, SystemSet, AppLabel}`, increasing ergonomics. ### Cons - Implementors of `SystemSet` and `ScheduleLabel` still need to implement `Hash` and `Eq` (and `Clone`) for it to work. ## Changelog ### Added - Added `intern` module to `bevy_utils`. - Added reexports of `DynEq` to `bevy_ecs` and `bevy_app`. ### Changed - Replaced `BoxedSystemSet` and `BoxedScheduleLabel` with `InternedSystemSet` and `InternedScheduleLabel`. - Replaced `impl AsRef<dyn ScheduleLabel>` with `impl ScheduleLabel`. - Replaced `AppLabelId` with `InternedAppLabel`. - Changed `AppLabel` to use `Debug` for error messages. - Changed `AppLabel` to use interning. - Changed `define_label`/`derive_label` to use interning. - Replaced `define_boxed_label`/`derive_boxed_label` with `define_label`/`derive_label`. - Changed anonymous set ids to be only unique inside a schedule, not globally. - Made interned label types implement their label trait. ### Removed - Removed `define_boxed_label` and `derive_boxed_label`. ## Migration guide - Replace `BoxedScheduleLabel` and `Box<dyn ScheduleLabel>` with `InternedScheduleLabel` or `Interned<dyn ScheduleLabel>`. - Replace `BoxedSystemSet` and `Box<dyn SystemSet>` with `InternedSystemSet` or `Interned<dyn SystemSet>`. - Replace `AppLabelId` with `InternedAppLabel` or `Interned<dyn AppLabel>`. - Types manually implementing `ScheduleLabel`, `AppLabel` or `SystemSet` need to implement: - `dyn_hash` directly instead of implementing `DynHash` - `as_dyn_eq` - Pass labels to `World::try_schedule_scope`, `World::schedule_scope`, `World::try_run_schedule`. `World::run_schedule`, `Schedules::remove`, `Schedules::remove_entry`, `Schedules::contains`, `Schedules::get` and `Schedules::get_mut` by value instead of by reference. --------- Co-authored-by: Joseph <21144246+JoJoJet@users.noreply.github.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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0716922165
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ParamSet s containing non-send parameters should also be non-send (#10211)
# Objective Fix #10207 ## Solution Mark a `ParamSet`'s `SystemMeta` as non-send if any of its component parameters are non-send. |
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d5d355ae1f
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Fix the clippy::explicit_iter_loop lint (#9834)
# Objective Replace instances of ```rust for x in collection.iter{_mut}() { ``` with ```rust for x in &{mut} collection { ``` This also changes CI to no longer suppress this lint. Note that since this lint only shows up when using clippy in pedantic mode, it was probably unnecessary to suppress this lint in the first place. |
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a788e31ad5
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Fix CI for Rust 1.72 (#9562)
# Objective [Rust 1.72.0](https://blog.rust-lang.org/2023/08/24/Rust-1.72.0.html) is now stable. # Notes - `let-else` formatting has arrived! - I chose to allow `explicit_iter_loop` due to https://github.com/rust-lang/rust-clippy/issues/11074. We didn't hit any of the false positives that prevent compilation, but fixing this did produce a lot of the "symbol soup" mentioned, e.g. `for image in &mut *image_events {`. Happy to undo this if there's consensus the other way. --------- Co-authored-by: François <mockersf@gmail.com> |
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89cbc78d3d
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Require #[derive(Event)] on all Events (#7086)
# Objective Be consistent with `Resource`s and `Components` and have `Event` types be more self-documenting. Although not susceptible to accidentally using a function instead of a value due to `Event`s only being initialized by their type, much of the same reasoning for removing the blanket impl on `Resource` also applies here. * Not immediately obvious if a type is intended to be an event * Prevent invisible conflicts if the same third-party or primitive types are used as events * Allows for further extensions (e.g. opt-in warning for missed events) ## Solution Remove the blanket impl for the `Event` trait. Add a derive macro for it. --- ## Changelog - `Event` is no longer implemented for all applicable types. Add the `#[derive(Event)]` macro for events. ## Migration Guide * Add the `#[derive(Event)]` macro for events. Third-party types used as events should be wrapped in a newtype. |
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0736195a1e
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update syn, encase, glam and hexasphere (#8573)
# Objective - Fixes #8282 - Update `syn` to 2.0, `encase` to 0.6, `glam` to 0.24 and `hexasphere` to 9.0 Blocked ~~on https://github.com/teoxoy/encase/pull/42~~ and ~~on https://github.com/OptimisticPeach/hexasphere/pull/17~~ --------- Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com> Co-authored-by: JoJoJet <21144246+JoJoJet@users.noreply.github.com> |
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3442a13d2c
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Use UnsafeWorldCell to increase code quality for SystemParam (#8174)
# Objective The type `&World` is currently in an awkward place, since it has two meanings: 1. Read-only access to the entire world. 2. Interior mutable access to the world; immutable and/or mutable access to certain portions of world data. This makes `&World` difficult to reason about, and surprising to see in function signatures if one does not know about the interior mutable property. The type `UnsafeWorldCell` was added in #6404, which is meant to alleviate this confusion by adding a dedicated type for interior mutable world access. However, much of the engine still treats `&World` as an interior mutable-ish type. One of those places is `SystemParam`. ## Solution Modify `SystemParam::get_param` to accept `UnsafeWorldCell` instead of `&World`. Simplify the safety invariants, since the `UnsafeWorldCell` type encapsulates the concept of constrained world access. --- ## Changelog `SystemParam::get_param` now accepts an `UnsafeWorldCell` instead of `&World`. This type provides a high-level API for unsafe interior mutable world access. ## Migration Guide For manual implementers of `SystemParam`: the function `get_item` now takes `UnsafeWorldCell` instead of `&World`. To access world data, use: * `.get_entity()`, which returns an `UnsafeEntityCell` which can be used to access component data. * `get_resource()` and its variants, to access resource data. |
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a954f3e150
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Remove #[system_param(ignore)] and #[world_query(ignore)] (#8265)
# Objective Follow-up to #8030. Now that `SystemParam` and `WorldQuery` are implemented for `PhantomData`, the `ignore` attributes are now unnecessary. --- ## Changelog - Removed the attributes `#[system_param(ignore)]` and `#[world_query(ignore)]`. ## Migration Guide The attributes `#[system_param(ignore)]` and `#[world_query]` ignore have been removed. If you were using either of these with `PhantomData` fields, you can simply remove the attribute: ```rust #[derive(SystemParam)] struct MyParam<'w, 's, Marker> { ... // Before: #[system_param(ignore) _marker: PhantomData<Marker>, // After: _marker: PhantomData<Marker>, } #[derive(WorldQuery)] struct MyQuery<Marker> { ... // Before: #[world_query(ignore) _marker: PhantomData<Marker>, // After: _marker: PhantomData<Marker>, } ``` If you were using this for another type that implements `Default`, consider wrapping that type in `Local<>` (this only works for `SystemParam`): ```rust #[derive(SystemParam)] struct MyParam<'w, 's> { // Before: #[system_param(ignore)] value: MyDefaultType, // This will be initialized using `Default` each time `MyParam` is created. // After: value: Local<MyDefaultType>, // This will be initialized using `Default` the first time `MyParam` is created. } ``` If you are implementing either trait and need to preserve the exact behavior of the old `ignore` attributes, consider manually implementing `SystemParam` or `WorldQuery` for a wrapper struct that uses the `Default` trait: ```rust // Before: #[derive(WorldQuery) struct MyQuery { #[world_query(ignore)] str: String, } // After: #[derive(WorldQuery) struct MyQuery { str: DefaultQuery<String>, } pub struct DefaultQuery<T: Default>(pub T); unsafe impl<T: Default> WorldQuery for DefaultQuery<T> { type Item<'w> = Self; ... unsafe fn fetch<'w>(...) -> Self::Item<'w> { Self(T::default()) } } ``` |
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d9113cca6f
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Make #[system_param(ignore)] and #[world_query(ignore)] unnecessary (#8030)
# Objective When using `PhantomData` fields with the `#[derive(SystemParam)]` or `#[derive(WorldQuery)]` macros, the user is required to add the `#[system_param(ignore)]` attribute so that the macro knows to treat that field specially. This is undesirable, since it makes the macro more fragile and less consistent. ## Solution Implement `SystemParam` and `WorldQuery` for `PhantomData`. This makes the `ignore` attributes unnecessary. Some internal changes make the derive macro compatible with types that have invariant lifetimes, which fixes #8192. From what I can tell, this fix requires `PhantomData` to implement `SystemParam` in order to ensure that all of a type's generic parameters are always constrained. --- ## Changelog + Implemented `SystemParam` and `WorldQuery` for `PhantomData<T>`. + Fixed a miscompilation caused when invariant lifetimes were used with the `SystemParam` macro. |
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27f2265e11
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Fix name conflicts caused by the SystemParam and WorldQuery macros (#8012)
# Objective Fix #1727 Fix #8010 Meta types generated by the `SystemParam` and `WorldQuery` derive macros can conflict with user-defined types if they happen to have the same name. ## Solution In order to check if an identifier would conflict with user-defined types, we can just search the original `TokenStream` passed to the macro to see if it contains the identifier (since the meta types are defined in an anonymous scope, it's only possible for them to conflict with the struct definition itself). When generating an identifier for meta types, we can simply check if it would conflict, and then add additional characters to the name until it no longer conflicts with anything. The `WorldQuery` "Item" and read-only structs are a part of a module's public API, and thus it is intended for them to conflict with user-defined types. |
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caa662272c
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bevy_ecs: add untyped methods for inserting components and bundles (#7204)
This MR is a rebased and alternative proposal to https://github.com/bevyengine/bevy/pull/5602 # Objective - https://github.com/bevyengine/bevy/pull/4447 implemented untyped (using component ids instead of generics and TypeId) APIs for inserting/accessing resources and accessing components, but left inserting components for another PR (this one) ## Solution - add `EntityMut::insert_by_id` - split `Bundle` into `DynamicBundle` with `get_components` and `Bundle: DynamicBundle`. This allows the `BundleInserter` machinery to be reused for bundles that can only be written, not read, and have no statically available `ComponentIds` - Compared to the original MR this approach exposes unsafe endpoints and requires the user to manage instantiated `BundleIds`. This is quite easy for the end user to do and does not incur the performance penalty of checking whether component input is correctly provided for the `BundleId`. - This MR does ensure that constructing `BundleId` itself is safe --- ## Changelog - add methods for inserting bundles and components to: `world.entity_mut(entity).insert_by_id` |
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aefe1f0739
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Schedule-First: the new and improved add_systems (#8079)
Co-authored-by: Mike <mike.hsu@gmail.com> |
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2e7b915ba4
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Increase type safety and clarity for change detection (#7905) | ||
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8853bef6df |
implement TypeUuid for primitives and fix multiple-parameter generics having the same TypeUuid (#6633)
# Objective - Fixes #5432 - Fixes #6680 ## Solution - move code responsible for generating the `impl TypeUuid` from `type_uuid_derive` into a new function, `gen_impl_type_uuid`. - this allows the new proc macro, `impl_type_uuid`, to call the code for generation. - added struct `TypeUuidDef` and implemented `syn::Parse` to allow parsing of the input for the new macro. - finally, used the new macro `impl_type_uuid` to implement `TypeUuid` for the standard library (in `crates/bevy_reflect/src/type_uuid_impl.rs`). - fixes #6680 by doing a wrapping add of the param's index to its `TYPE_UUID` Co-authored-by: dis-da-moe <84386186+dis-da-moe@users.noreply.github.com> |
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6314f50e7b |
States derive macro (#7535)
# Objective Implementing `States` manually is repetitive, so let's not. One thing I'm unsure of is whether the macro import statement is in the right place. |
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aa4170d9a4 |
Rename schedule v3 to schedule (#7519)
# Objective - Follow up of https://github.com/bevyengine/bevy/pull/7267 ## Solution - Rename schedule_v3 to schedule - Suppress "module inception" lint |