d8fa57bd7b
402 Commits
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5db67f35e4
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Get names of queued components (#18451)
# Objective #18173 allows components to be queued without being fully registered. But much of bevy's debug logging contained `components.get_name(id).unwrap()`. However, this panics when the id is queued. This PR fixes this, allowing names to be retrieved for debugging purposes, etc, even while they're still queued. ## Solution We change `ComponentInfo::descriptor` to be `Arc<ComponentDescriptor>` instead of not arc'd. This lets us pass the descriptor around (as a name or otherwise) as needed. The alternative would require some form of `MappedRwLockReadGuard`, which is unstable, and would be terribly blocking. Putting it in an arc also signifies that it doesn't change, which is a nice signal to users. This does mean there's an extra pointer dereference, but I don't think that's an issue here, as almost all paths that use this are for debugging purposes or one-time set ups. ## Testing Existing tests. ## Migration Guide `Components::get_name` now returns `Option<Cow<'_, str>` instead of `Option<&str>`. This is because it now returns results for queued components. If that behavior is not desired, or you know the component is not queued, you can use `components.get_info().map(ComponentInfo::name)` instead. Similarly, `ScheduleGraph::conflicts_to_string` now returns `impl Iterator<Item = (String, String, Vec<Cow<str>>)>` instead of `impl Iterator<Item = (String, String, Vec<&str>)>`. Because `Cow<str>` derefs to `&str`, most use cases can remain unchanged. --------- Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com> |
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35cfef7cf2
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Rename EntityBorrow/TrustedEntityBorrow to ContainsEntity/EntityEquivalent (#18470)
# Objective Fixes #9367. Yet another follow-up to #16547. These traits were initially based on `Borrow<Entity>` because that trait was what they were replacing, and it felt close enough in meaning. However, they ultimately don't quite match: `borrow` always returns references, whereas `EntityBorrow` always returns a plain `Entity`. Additionally, `EntityBorrow` can imply that we are borrowing an `Entity` from the ECS, which is not what it does. Due to its safety contract, `TrustedEntityBorrow` is important an important and widely used trait for `EntitySet` functionality. In contrast, the safe `EntityBorrow` does not see much use, because even outside of `EntitySet`-related functionality, it is a better idea to accept `TrustedEntityBorrow` over `EntityBorrow`. Furthermore, as #9367 points out, abstracting over returning `Entity` from pointers/structs that contain it can skip some ergonomic friction. On top of that, there are aspects of #18319 and #18408 that are relevant to naming: We've run into the issue that relying on a type default can switch generic order. This is livable in some contexts, but unacceptable in others. To remedy that, we'd need to switch to a type alias approach: The "defaulted" `Entity` case becomes a `UniqueEntity*`/`Entity*Map`/`Entity*Set` alias, and the base type receives a more general name. `TrustedEntityBorrow` does not mesh clearly with sensible base type names. ## Solution Replace any `EntityBorrow` bounds with `TrustedEntityBorrow`. + Rename them as such: `EntityBorrow` -> `ContainsEntity` `TrustedEntityBorrow` -> `EntityEquivalent` For `EntityBorrow` we produce a change in meaning; We designate it for types that aren't necessarily strict wrappers around `Entity` or some pointer to `Entity`, but rather any of the myriad of types that contain a single associated `Entity`. This pattern can already be seen in the common `entity`/`id` methods across the engine. We do not mean for `ContainsEntity` to be a trait that abstracts input API (like how `AsRef<T>` is often used, f.e.), because eliding `entity()` would be too implicit in the general case. We prefix "Contains" to match the intuition of a struct with an `Entity` field, like some contain a `length` or `capacity`. It gives the impression of structure, which avoids the implication of a relationship to the `ECS`. `HasEntity` f.e. could be interpreted as "a currently live entity", As an input trait for APIs like #9367 envisioned, `TrustedEntityBorrow` is a better fit, because it *does* restrict itself to strict wrappers and pointers. Which is why we replace any `EntityBorrow`/`ContainsEntity` bounds with `TrustedEntityBorrow`/`EntityEquivalent`. Here, the name `EntityEquivalent` is a lot closer to its actual meaning, which is "A type that is both equivalent to an `Entity`, and forms the same total order when compared". Prior art for this is the [`Equivalent`](https://docs.rs/hashbrown/latest/hashbrown/trait.Equivalent.html) trait in `hashbrown`, which utilizes both `Borrow` and `Eq` for its one blanket impl! Given that we lose the `Borrow` moniker, and `Equivalent` can carry various meanings, we expand on the safety comment of `EntityEquivalent` somewhat. That should help prevent the confusion we saw in [#18408](https://github.com/bevyengine/bevy/pull/18408#issuecomment-2742094176). The new name meshes a lot better with the type aliasing approach in #18408, by aligning with the base name `EntityEquivalentHashMap`. For a consistent scheme among all set types, we can use this scheme for the `UniqueEntity*` wrapper types as well! This allows us to undo the switched generic order that was introduced to `UniqueEntityArray` by its `Entity` default. Even without the type aliases, I think these renames are worth doing! ## Migration Guide Any use of `EntityBorrow` becomes `ContainsEntity`. Any use of `TrustedEntityBorrow` becomes `EntityEquivalent`. |
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f57c7a43c4
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reexport entity set collections in entity module (#18413)
# Objective Unlike for their helper typers, the import paths for `unique_array::UniqueEntityArray`, `unique_slice::UniqueEntitySlice`, `unique_vec::UniqueEntityVec`, `hash_set::EntityHashSet`, `hash_map::EntityHashMap`, `index_set::EntityIndexSet`, `index_map::EntityIndexMap` are quite redundant. When looking at the structure of `hashbrown`, we can also see that while both `HashSet` and `HashMap` have their own modules, the main types themselves are re-exported to the crate level. ## Solution Re-export the types in their shared `entity` parent module, and simplify the imports where they're used. |
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538afe2330
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Improved Require Syntax (#18555)
# Objective Requires are currently more verbose than they need to be. People would like to define inline component values. Additionally, the current `#[require(Foo(custom_constructor))]` and `#[require(Foo(|| Foo(10))]` syntax doesn't really make sense within the context of the Rust type system. #18309 was an attempt to improve ergonomics for some cases, but it came at the cost of even more weirdness / unintuitive behavior. Our approach as a whole needs a rethink. ## Solution Rework the `#[require()]` syntax to make more sense. This is a breaking change, but I think it will make the system easier to learn, while also improving ergonomics substantially: ```rust #[derive(Component)] #[require( A, // this will use A::default() B(1), // inline tuple-struct value C { value: 1 }, // inline named-struct value D::Variant, // inline enum variant E::SOME_CONST, // inline associated const F::new(1), // inline constructor G = returns_g(), // an expression that returns G H = SomethingElse::new(), // expression returns SomethingElse, where SomethingElse: Into<H> )] struct Foo; ``` ## Migration Guide Custom-constructor requires should use the new expression-style syntax: ```rust // before #[derive(Component)] #[require(A(returns_a))] struct Foo; // after #[derive(Component)] #[require(A = returns_a())] struct Foo; ``` Inline-closure-constructor requires should use the inline value syntax where possible: ```rust // before #[derive(Component)] #[require(A(|| A(10))] struct Foo; // after #[derive(Component)] #[require(A(10)] struct Foo; ``` In cases where that is not possible, use the expression-style syntax: ```rust // before #[derive(Component)] #[require(A(|| A(10))] struct Foo; // after #[derive(Component)] #[require(A = A(10)] struct Foo; ``` --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: François Mockers <mockersf@gmail.com> |
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921ff6701f
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Add methods to work with dynamic immutable components (#18532)
# Objective - Fixes #16861 ## Solution - Added: - `UnsafeEntityCell::get_mut_assume_mutable_by_id` - `EntityMut::get_mut_assume_mutable_by_id` - `EntityMut::get_mut_assume_mutable_by_id_unchecked` - `EntityWorldMut::into_mut_assume_mutable_by_id` - `EntityWorldMut::into_mut_assume_mutable` - `EntityWorldMut::get_mut_assume_mutable_by_id` - `EntityWorldMut::into_mut_assume_mutable_by_id` - `EntityWorldMut::modify_component_by_id` - `World::modify_component_by_id` - `DeferredWorld::modify_component_by_id` - Added `fetch_mut_assume_mutable` to `DynamicComponentFetch` trait (this is a breaking change) ## Testing - CI --- ## Migration Guide If you had previously implemented `DynamicComponentFetch` you must now include a definition for `fetch_mut_assume_mutable`. In general this will be identical to `fetch_mut` using the relevant alternatives for actually getting a component. --- ## Notes All of the added methods are minor variations on existing functions and should therefore be of low risk for inclusion during the RC process. |
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834260845a
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Ensure spawning related entities in an OnAdd observer downstream of a World::spawn in a Command does not cause a crash (#18545)
# Objective fixes #18452. ## Solution Spawning used to flush commands only, but those commands can reserve entities. Now, spawning flushes everything, including reserved entities. I checked, and this was the only place where `flush_commands` is used instead of `flush` by mistake. ## Testing I simplified the MRE from #18452 into its own test, which fails on main, but passes on this branch. |
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821f6fa0dd
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Small Docs PR for Deferred Worlds (#18384)
# Objective I was looking over a PR yesterday, and got confused by the docs on deferred world. I thought I would add a little more detail to the struct in order to clarify it a little. ## Solution Document some more about deferred worlds. |
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6d6054116a
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Support skipping Relationship on_replace hooks (#18378)
# Objective Fixes #18357 ## Solution Generalize `RelationshipInsertHookMode` to `RelationshipHookMode`, wire it up to on_replace execution, and use it in the `Relationship::on_replace` hook. |
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2b21b6cc13
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FilteredResource returns a Result instead of a simple Option (#18265)
# Objective FilteredResource::get should return a Result instead of Option Fixes #17480 --- ## Migration Guide Users will need to handle the different return type on FilteredResource::get, FilteredResource::get_id, FilteredResource::get_mut as it is now a Result not an Option. |
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fecf2d2591
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Provide a safe abstraction for split access to entities and commands (#18215)
# Objective Currently experimenting with manually implementing `Relationship`/`RelationshipTarget` to support associated edge data, which means I need to replace the default hook implementations provided by those traits. However, copying them over for editing revealed that `UnsafeWorldCell::get_raw_command_queue` is `pub(crate)`, and I would like to not have to clone the source collection, like the default impl. So instead, I've taken to providing a safe abstraction for being able to access entities and queue commands simultaneously. ## Solution Added `World::entities_and_commands` and `DeferredWorld::entities_and_commands`, which can be used like so: ```rust let eid: Entity = /* ... */; let (mut fetcher, mut commands) = world.entities_and_commands(); let emut = fetcher.get_mut(eid).unwrap(); commands.entity(eid).despawn(); ``` ## Testing - Added a new test for each of the added functions. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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ca6630a24a
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Introduce public World::register_dynamic_bundle method (#18198)
Registering dynamic bundles was not possible for the user yet. It is alone not very useful though as there are no methods to clone, move or remove components via a `BundleId`. This could be a follow-up work if this PR is approved and such a third (besides `T: Bundle` and `ComponentId`(s)) API for structural operation is desired. I certainly would use a hypothetical `EntityClonerBuilder::allow_by_bundle_id`. I personally still would like this register method because I have a `Bundles`-like custom data structure and I would like to not reinvent the wheel. Then instead of having boxed `ComponentId` slices in my collection I could look up explicit and required components there. For reference scroll up to the typed version right above the new one. |
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8570af1d96
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Add print_stdout and print_stderr lints (#17446) (#18233)
# Objective - Prevent usage of `println!`, `eprintln!` and the like because they require `std` - Fixes #17446 ## Solution - Enable the `print_stdout` and `print_stderr` clippy lints - Replace all `println!` and `eprintln!` occurrences with `log::*` where applicable or alternatively ignore the warnings ## Testing - Run `cargo clippy --workspace` to ensure that there are no warnings relating to printing to `stdout` or `stderr` |
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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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ed7b366b24
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Deprecate insert_or_spawn function family (#18147)
# Objective Based on #18054, this PR builds on #18035 to deprecate: - `Commands::insert_or_spawn_batch` - `Entities::alloc_at_without_replacement` - `Entities::alloc_at` - `World::insert_or_spawn_batch` - `World::insert_or_spawn_batch_with_caller` ## Testing Just deprecation, so no new tests. Note that as of writing #18035 is still under testing and review. ## Open Questions - [x] Should `entity::AllocAtWithoutReplacement` be deprecated? It is internal and only used in `Entities::alloc_at_without_replacement`. **EDIT:** Now deprecated. ## Migration Guide The following functions have been deprecated: - `Commands::insert_or_spawn_batch` - `World::insert_or_spawn_batch` - `World::insert_or_spawn_batch_with_caller` These functions, when used incorrectly, can cause major performance problems and are generally viewed as anti-patterns and foot guns. These are planned to be removed altogether in 0.17. Instead of these functions consider doing one of the following: Option A) Instead of despawing entities and re-spawning them at a particular id, insert the new `Disabled` component without despawning the entity, and use `try_insert_batch` or `insert_batch` and remove `Disabled` instead of re-spawning it. Option B) Instead of giving special meaning to an entity id, simply use `spawn_batch` and ensure entity references are valid when despawning. --------- Co-authored-by: JaySpruce <jsprucebruce@gmail.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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a530c07bc5
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Preserve spawned RelationshipTarget order and other improvements (#17858)
Fixes #17720 ## Objective Spawning RelationshipTargets from scenes currently fails to preserve RelationshipTarget ordering (ex: `Children` has an arbitrary order). This is because it uses the normal hook flow to set up the collection, which means we are pushing onto the collection in _spawn order_ (which is currently in archetype order, which will often produce mismatched orderings). We need to preserve the ordering in the original RelationshipTarget collection. Ideally without expensive checking / fixups. ## Solution One solution would be to spawn in hierarchy-order. However this gets complicated as there can be multiple hierarchies, and it also means we can't spawn in more cache-friendly orders (ex: the current per-archetype spawning, or future even-smarter per-table spawning). Additionally, same-world cloning has _slightly_ more nuanced needs (ex: recursively clone linked relationships, while maintaining _original_ relationships outside of the tree via normal hooks). The preferred approach is to directly spawn the remapped RelationshipTarget collection, as this trivially preserves the ordering. Unfortunately we can't _just_ do that, as when we spawn the children with their Relationships (ex: `ChildOf`), that will insert a duplicate. We could "fixup" the collection retroactively by just removing the back half of duplicates, but this requires another pass / more lookups / allocating twice as much space. Additionally, it becomes complicated because observers could insert additional children, making it harder (aka more expensive) to determine which children are dupes and which are not. The path I chose is to support "opting out" of the relationship target hook in the contexts that need that, as this allows us to just cheaply clone the mapped collection. The relationship hook can look for this configuration when it runs and skip its logic when that happens. A "simple" / small-amount-of-code way to do this would be to add a "skip relationship spawn" flag to World. Sadly, any hook / observer that runs _as the result of an insert_ would also read this flag. We really need a way to scope this setting to a _specific_ insert. Therefore I opted to add a new `RelationshipInsertHookMode` enum and an `entity.insert_with_relationship_insert_hook_mode` variant. Obviously this is verbose and ugly. And nobody wants _more_ insert variants. But sadly this was the best I could come up with from a performance and capability perspective. If you have alternatives let me know! There are three variants: 1. `RelationshipInsertHookMode::Run`: always run relationship insert hooks (this is the default) 2. `RelationshipInsertHookMode::Skip`: do not run any relationship insert hooks for this insert (this is used by spawner code) 3. `RelationshipInsertHookMode::RunIfNotLinked`: only run hooks for _unlinked_ relationships (this is used in same-world recursive entity cloning to preserve relationships outside of the deep-cloned tree) Note that I have intentionally only added "insert with relationship hook mode" variants to the cases we absolutely need (everything else uses the default `Run` mode), just to keep the code size in check. I do not think we should add more without real _very necessary_ use cases. I also made some other minor tweaks: 1. I split out `SourceComponent` from `ComponentCloneCtx`. Reading the source component no longer needlessly blocks mutable access to `ComponentCloneCtx`. 2. Thanks to (1), I've removed the `RefCell` wrapper over the cloned component queue. 3. (1) also allowed me to write to the EntityMapper while queuing up clones, meaning we can reserve entities during the component clone and write them to the mapper _before_ inserting the component, meaning cloned collections can be mapped on insert. 4. I've removed the closure from `write_target_component_ptr` to simplify the API / make it compatible with the split `SourceComponent` approach. 5. I've renamed `EntityCloner::recursive` to `EntityCloner::linked_cloning` to connect that feature more directly with `RelationshipTarget::LINKED_SPAWN` 6. I've removed `EntityCloneBehavior::RelationshipTarget`. This was always intended to be temporary, and this new behavior removes the need for it. --------- Co-authored-by: Viktor Gustavsson <villor94@gmail.com> |
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c819beb02c
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Emphasize no structural changes in SystemParam::get_param (#17996)
# Objective Many systems like `Schedule` rely on the fact that every structural ECS changes are deferred until an exclusive system flushes the `World` itself. This gives us the benefits of being able to run systems in parallel without worrying about dangling references caused by memory (re)allocations, which will in turn lead to **Undefined Behavior**. However, this isn't explicitly documented in `SystemParam`; currently it only vaguely hints that in `init_state`, based on the fact that structural ECS changes require mutable access to the _whole_ `World`. ## Solution Document this behavior explicitly in `SystemParam`'s type-level documentations. |
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2ad5908e58
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Make Query::single (and friends) return a Result (#18082)
# Objective As discussed in #14275, Bevy is currently too prone to panic, and makes the easy / beginner-friendly way to do a large number of operations just to panic on failure. This is seriously frustrating in library code, but also slows down development, as many of the `Query::single` panics can actually safely be an early return (these panics are often due to a small ordering issue or a change in game state. More critically, in most "finished" products, panics are unacceptable: any unexpected failures should be handled elsewhere. That's where the new With the advent of good system error handling, we can now remove this. Note: I was instrumental in a) introducing this idea in the first place and b) pushing to make the panicking variant the default. The introduction of both `let else` statements in Rust and the fancy system error handling work in 0.16 have changed my mind on the right balance here. ## Solution 1. Make `Query::single` and `Query::single_mut` (and other random related methods) return a `Result`. 2. Handle all of Bevy's internal usage of these APIs. 3. Deprecate `Query::get_single` and friends, since we've moved their functionality to the nice names. 4. Add detailed advice on how to best handle these errors. Generally I like the diff here, although `get_single().unwrap()` in tests is a bit of a downgrade. ## Testing I've done a global search for `.single` to track down any missed deprecated usages. As to whether or not all the migrations were successful, that's what CI is for :) ## Future work ~~Rename `Query::get_single` and friends to `Query::single`!~~ ~~I've opted not to do this in this PR, and smear it across two releases in order to ease the migration. Successive deprecations are much easier to manage than the semantics and types shifting under your feet.~~ Cart has convinced me to change my mind on this; see https://github.com/bevyengine/bevy/pull/18082#discussion_r1974536085. ## Migration guide `Query::single`, `Query::single_mut` and their `QueryState` equivalents now return a `Result`. Generally, you'll want to: 1. Use Bevy 0.16's system error handling to return a `Result` using the `?` operator. 2. Use a `let else Ok(data)` block to early return if it's an expected failure. 3. Use `unwrap()` or `Ok` destructuring inside of tests. The old `Query::get_single` (etc) methods which did this have been deprecated. |
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67146bdef7
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Add missing unsafe to entity_command::insert_by_id and make it more configurable (#18052)
## Objective `insert_by_id` is unsafe, but I forgot to add that to the manually-queueable version in `entity_command`. It also can only insert using `InsertMode::Replace`, when it could easily be configurable by threading an `InsertMode` parameter to the final `BundleInserter::insert` call. ## Solution - Add `unsafe` and safety comment. - Add `InsertMode` parameter to `entity_command::insert_by_id`, `EntityWorldMut::insert_by_id_with_caller`, and `EntityWorldMut::insert_dynamic_bundle`. - Add `InsertMode` parameter to `entity_command::insert` and remove `entity_command::insert_if_new`, for consistency with the other manually-queued insertion commands. |
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0f153ffb44
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Prevent last_trigger_id from overflowing (#17978)
# Objective This prevents overflowing the `last_trigger_id` property that leads to a panic in debug mode. ```bash panicked at C:\XXX\.cargo\registry\src\index.crates.io-6f17d22bba15001f\bevy_ecs-0.15.2\src\world\unsafe_world_cell.rs:630:18: attempt to add with overflow Encountered a panic when applying buffers for system `bevy_sprite::calculate_bounds_2d`! Encountered a panic in system `bevy_ecs::schedule::executor::apply_deferred`! ``` ## Solution As this value is only used for detecting a change, we can wrap when it reaches max value. ## Testing This can be verified by running `cargo run --example observers` |
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20813aed64
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Handle TriggerTargets that are combinations for components/entities (#18024)
# Objective * Fixes https://github.com/bevyengine/bevy/issues/14074 * Applies CI fixes for #16326 It is currently not possible to issues a trigger that targets a specific list of components AND a specific list of entities ## Solution We can now use `((A, B), (entity_1, entity_2))` as a trigger target, as well as the reverse ## Testing Added a unit test. The triggering rules for observers are quite confusing: Triggers once per entity target For each entity target, an observer system triggers if any of its components matches the trigger target components (but it triggers at most once, since we use an internal counter to make sure that an observer can run at most once per entity target) (copied from #14563) (copied from #16326) ## Notes All credit to @BenjaminBrienen and @cBournhonesque! Just applying a small fix to this PR so it can be merged. --------- Co-authored-by: Benjamin Brienen <Benjamin.Brienen@outlook.com> Co-authored-by: Christian Hughes <xdotdash@gmail.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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6bae04ab36
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Add usage notes for register_component (#18011)
# Objective - Add usage notes for `register_component`, fixes #16447 ## Testing CI |
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bb09751cf0
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Fix observer/hook OnReplace and OnRemove triggering when removing a bundle even when the component is not present on the entity (#17942)
# Objective - Fixes #17897. ## Solution - When removing components, we filter the list of components in the removed bundle based on whether they are actually in the archetype. ## Testing - Added a test. |
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5241e09671
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Upgrade to Rust Edition 2024 (#17967)
# Objective - Fixes #17960 ## Solution - Followed the [edition upgrade guide](https://doc.rust-lang.org/edition-guide/editions/transitioning-an-existing-project-to-a-new-edition.html) ## Testing - CI --- ## Summary of Changes ### Documentation Indentation When using lists in documentation, proper indentation is now linted for. This means subsequent lines within the same list item must start at the same indentation level as the item. ```rust /* Valid */ /// - Item 1 /// Run-on sentence. /// - Item 2 struct Foo; /* Invalid */ /// - Item 1 /// Run-on sentence. /// - Item 2 struct Foo; ``` ### Implicit `!` to `()` Conversion `!` (the never return type, returned by `panic!`, etc.) no longer implicitly converts to `()`. This is particularly painful for systems with `todo!` or `panic!` statements, as they will no longer be functions returning `()` (or `Result<()>`), making them invalid systems for functions like `add_systems`. The ideal fix would be to accept functions returning `!` (or rather, _not_ returning), but this is blocked on the [stabilisation of the `!` type itself](https://doc.rust-lang.org/std/primitive.never.html), which is not done. The "simple" fix would be to add an explicit `-> ()` to system signatures (e.g., `|| { todo!() }` becomes `|| -> () { todo!() }`). However, this is _also_ banned, as there is an existing lint which (IMO, incorrectly) marks this as an unnecessary annotation. So, the "fix" (read: workaround) is to put these kinds of `|| -> ! { ... }` closuers into variables and give the variable an explicit type (e.g., `fn()`). ```rust // Valid let system: fn() = || todo!("Not implemented yet!"); app.add_systems(..., system); // Invalid app.add_systems(..., || todo!("Not implemented yet!")); ``` ### Temporary Variable Lifetimes The order in which temporary variables are dropped has changed. The simple fix here is _usually_ to just assign temporaries to a named variable before use. ### `gen` is a keyword We can no longer use the name `gen` as it is reserved for a future generator syntax. This involved replacing uses of the name `gen` with `r#gen` (the raw-identifier syntax). ### Formatting has changed Use statements have had the order of imports changed, causing a substantial +/-3,000 diff when applied. For now, I have opted-out of this change by amending `rustfmt.toml` ```toml style_edition = "2021" ``` This preserves the original formatting for now, reducing the size of this PR. It would be a simple followup to update this to 2024 and run `cargo fmt`. ### New `use<>` Opt-Out Syntax Lifetimes are now implicitly included in RPIT types. There was a handful of instances where it needed to be added to satisfy the borrow checker, but there may be more cases where it _should_ be added to avoid breakages in user code. ### `MyUnitStruct { .. }` is an invalid pattern Previously, you could match against unit structs (and unit enum variants) with a `{ .. }` destructuring. This is no longer valid. ### Pretty much every use of `ref` and `mut` are gone Pattern binding has changed to the point where these terms are largely unused now. They still serve a purpose, but it is far more niche now. ### `iter::repeat(...).take(...)` is bad New lint recommends using the more explicit `iter::repeat_n(..., ...)` instead. ## Migration Guide The lifetimes of functions using return-position impl-trait (RPIT) are likely _more_ conservative than they had been previously. If you encounter lifetime issues with such a function, please create an issue to investigate the addition of `+ use<...>`. ## Notes - Check the individual commits for a clearer breakdown for what _actually_ changed. --------- Co-authored-by: François Mockers <francois.mockers@vleue.com> |
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ee44560523
|
Add EntityDoesNotExistError , replace cases of Entity as an error, do some easy Resultification (#17855)
## Objective There's no general error for when an entity doesn't exist, and some methods are going to need one when they get Resultified. The closest thing is `EntityFetchError`, but that error has a slightly more specific purpose. ## Solution - Added `EntityDoesNotExistError`. - Contains `Entity` and `EntityDoesNotExistDetails`. - Changed `EntityFetchError` and `QueryEntityError`: - Changed `NoSuchEntity` variant to wrap `EntityDoesNotExistError` and renamed the variant to `EntityDoesNotExist`. - Renamed `EntityFetchError` to `EntityMutableFetchError` to make its purpose clearer. - Renamed `TryDespawnError` to `EntityDespawnError` to make it more general. - Changed `World::inspect_entity` to return `Result<[ok], EntityDoesNotExistError>` instead of panicking. - Changed `World::get_entity` and `WorldEntityFetch::fetch_ref` to return `Result<[ok], EntityDoesNotExistError>` instead of `Result<[ok], Entity>`. - Changed `UnsafeWorldCell::get_entity` to return `Result<UnsafeEntityCell, EntityDoesNotExistError>` instead of `Option<UnsafeEntityCell>`. ## Migration Guide - `World::inspect_entity` now returns `Result<impl Iterator<Item = &ComponentInfo>, EntityDoesNotExistError>` instead of `impl Iterator<Item = &ComponentInfo>`. - `World::get_entity` now returns `EntityDoesNotExistError` as an error instead of `Entity`. You can still access the entity's ID through the error's `entity` field. - `UnsafeWorldCell::get_entity` now returns `Result<UnsafeEntityCell, EntityDoesNotExistError>` instead of `Option<UnsafeEntityCell>`. |
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267a0d003c
|
Add ComponentId-taking functions to Entity{Ref,Mut}Except to mirror FilteredEntity{Ref,Mut} (#17800)
# Objective Related to #17784. The ticket is actually about just getting rid of `Entity{Ref,Mut}Except` in favor of `FilteredEntity{Ref,Mut}`, but I got told the unification of Entity types is a bigger endeavor that has been going on for a while now (as the "Pointing Fingers" working group) and I should just add the functions I actually need in the meantime. ## Solution This PR adds all of the functions necessary to access components by TypeId or ComponentId instead of static types. ## Testing > Did you test these changes? If so, how? Haven't tested it yet, but the changes are mostly copy/paste from other implementations in the same file, since there is a lot of duplicated functionality there. ## Not a Migration Guide There shouldn't be any breaking changes, it's just a few new functions on existing types. I had to shuffle around the lifetimes in `From<&EntityMutExcept<'a, B>> for EntityRefExcept<'a, B>` (originally it was `From<&'a EntityMutExcept<'_, B>> for EntityRefExcept<'_, B>`) to make the borrow checker happy, but I don't think that this should have an impact on user code (correct me if I'm wrong). |
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fd67ca7eb0
|
feat(ecs): configurable error handling for fallible systems (#17753)
You can now configure error handlers for fallible systems. These can be configured on several levels: - Globally via `App::set_systems_error_handler` - Per-schedule via `Schedule::set_error_handler` - Per-system via a piped system (this is existing functionality) The default handler of panicking on error keeps the same behavior as before this commit. The "fallible_systems" example demonstrates the new functionality. This builds on top of #17731, #16589, #17051. --------- Signed-off-by: Jean Mertz <git@jeanmertz.com> |
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fcc77fe3d6
|
Allow users to register their own disabling components / default query filters (#17768)
# Objective Currently, default query filters, as added in #13120 / #17514 are hardcoded to only use a single query filter. This is limiting, as multiple distinct disabling components can serve important distinct roles. I ran into this limitation when experimenting with a workflow for prefabs, which don't represent the same state as "an entity which is temporarily nonfunctional". ## Solution 1. Change `DefaultQueryFilters` to store a SmallVec of ComponentId, rather than an Option. 2. Expose methods on `DefaultQueryFilters`, `World` and `App` to actually configure this. 3. While we're here, improve the docs, write some tests, make use of FromWorld and make some method names more descriptive. ## Follow-up I'm not convinced that supporting sparse set disabling components is useful, given the hit to iteration performance and runtime checks incurred. That's disjoint from this PR though, so I'm not doing it here. The existing warnings are fine for now. ## Testing I've added both a doc test and an mid-level unit test to verify that this works! |
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eee7fd5b3e
|
Encapsulate cfg(feature = "track_location") in a type. (#17602)
# Objective Eliminate the need to write `cfg(feature = "track_location")` every time one uses an API that may use location tracking. It's verbose, and a little intimidating. And it requires code outside of `bevy_ecs` that wants to use location tracking needs to either unconditionally enable the feature, or include conditional compilation of its own. It would be good for users to be able to log locations when they are available without needing to add feature flags to their own crates. Reduce the number of cases where code compiles with the `track_location` feature enabled, but not with it disabled, or vice versa. It can be hard to remember to test it both ways! Remove the need to store a `None` in `HookContext` when the `track_location` feature is disabled. ## Solution Create an `MaybeLocation<T>` type that contains a `T` if the `track_location` feature is enabled, and is a ZST if it is not. The overall API is similar to `Option`, but whether the value is `Some` or `None` is set at compile time and is the same for all values. Default `T` to `&'static Location<'static>`, since that is the most common case. Remove all `cfg(feature = "track_location")` blocks outside of the implementation of that type, and instead call methods on it. When `track_location` is disabled, `MaybeLocation` is a ZST and all methods are `#[inline]` and empty, so they should be entirely removed by the compiler. But the code will still be visible to the compiler and checked, so if it compiles with the feature disabled then it should also compile with it enabled, and vice versa. ## Open Questions Where should these types live? I put them in `change_detection` because that's where the existing `MaybeLocation` types were, but we now use these outside of change detection. While I believe that the compiler should be able to remove all of these calls, I have not actually tested anything. If we want to take this approach, what testing is required to ensure it doesn't impact performance? ## Migration Guide Methods like `Ref::changed_by()` that return a `&'static Location<'static>` will now be available even when the `track_location` feature is disabled, but they will return a new `MaybeLocation` type. `MaybeLocation` wraps a `&'static Location<'static>` when the feature is enabled, and is a ZST when the feature is disabled. Existing code that needs a `&Location` can call `into_option().unwrap()` to recover it. Many trait impls are forwarded, so if you only need `Display` then no changes will be necessary. If that code was conditionally compiled, you may instead want to use the methods on `MaybeLocation` to remove the need for conditional compilation. Code that constructs a `Ref`, `Mut`, `Res`, or `ResMut` will now need to provide location information unconditionally. If you are creating them from existing Bevy types, you can obtain a `MaybeLocation` from methods like `Table::get_changed_by_slice_for()` or `ComponentSparseSet::get_with_ticks`. Otherwise, you will need to store a `MaybeLocation` next to your data and use methods like `as_ref()` or `as_mut()` to obtain wrapped references. |
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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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1b7db895b7
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Harden proc macro path resolution and add integration tests. (#17330)
This pr uses the `extern crate self as` trick to make proc macros behave the same way inside and outside bevy. # Objective - Removes noise introduced by `crate as` in the whole bevy repo. - Fixes #17004. - Hardens proc macro path resolution. ## TODO - [x] `BevyManifest` needs cleanup. - [x] Cleanup remaining `crate as`. - [x] Add proper integration tests to the ci. ## Notes - `cargo-manifest-proc-macros` is written by me and based/inspired by the old `BevyManifest` implementation and [`bkchr/proc-macro-crate`](https://github.com/bkchr/proc-macro-crate). - What do you think about the new integration test machinery I added to the `ci`? More and better integration tests can be added at a later stage. The goal of these integration tests is to simulate an actual separate crate that uses bevy. Ideally they would lightly touch all bevy crates. ## Testing - Needs RA test - Needs testing from other users - Others need to run at least `cargo run -p ci integration-test` and verify that they work. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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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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6f39e44c48
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Introduce methods on QueryState to obtain a Query (#15858)
# Objective Simplify and expand the API for `QueryState`. `QueryState` has a lot of methods that mirror those on `Query`. These are then multiplied by variants that take `&World`, `&mut World`, and `UnsafeWorldCell`. In addition, many of them have `_manual` variants that take `&QueryState` and avoid calling `update_archetypes()`. Not all of the combinations exist, however, so some operations are not possible. ## Solution Introduce methods to get a `Query` from a `QueryState`. That will reduce duplication between the types, and ensure that the full `Query` API is always available for `QueryState`. Introduce methods on `Query` that consume the query to return types with the full `'w` lifetime. This avoids issues with borrowing where things like `query_state.query(&world).get(entity)` don't work because they borrow from the temporary `Query`. Finally, implement `Copy` for read-only `Query`s. `get_inner` and `iter_inner` currently take `&self`, so changing them to consume `self` would be a breaking change. By making `Query: Copy`, they can consume a copy of `self` and continue to work. The consuming methods also let us simplify the implementation of methods on `Query`, by doing `fn foo(&self) { self.as_readonly().foo_inner() }` and `fn foo_mut(&mut self) { self.reborrow().foo_inner() }`. That structure makes it more difficult to accidentally extend lifetimes, since the safe `as_readonly()` and `reborrow()` methods shrink them appropriately. The optimizer is able to see that they are both identity functions and inline them, so there should be no performance cost. Note that this change would conflict with #15848. If `QueryState` is stored as a `Cow`, then the consuming methods cannot be implemented, and `Copy` cannot be implemented. ## Future Work The next step is to mark the methods on `QueryState` as `#[deprecated]`, and move the implementations into `Query`. ## Migration Guide `Query::to_readonly` has been renamed to `Query::as_readonly`. |
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721bb91987
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Add basic debug checks for read-only UnsafeWorldCell (#17393)
# Objective The method `World::as_unsafe_world_cell_readonly` is used to create an `UnsafeWorldCell` which is only allowed to access world data immutably. This can be tricky to use, as the data that an `UnsafeWorldCell` is allowed to access exists only in documentation (you could think of it as a "doc-time abstraction" rather than a "compile-time" abstraction). It's quite easy to forget where a particular instance came from and attempt to use it for mutable access, leading to instant, silent undefined behavior. ## Solution Add a debug-mode only flag to `UnsafeWorldCell` which tracks whether or not the instance can be used to access world data mutably. This should catch basic improper usages of `as_unsafe_world_cell_readonly`. ## Future work There are a few ways that you can bypass the runtime checks introduced by this PR: * Any world accesses done via `UnsafeWorldCell::storages` are completely invisible to these runtime checks. Unfortunately, `storages` constitutes most of the world accesses used in the engine itself, so this PR will mostly benefit downstream users of bevy. * It's possible to call `get_resource_by_id`, and then convert the returned `Ptr` to a `PtrMut` by calling `assert_unique`. In the future we'll probably want to add a debug-mode only flag to `Ptr` which tracks whether or not it can be upgraded to a `PtrMut`. I didn't include this change in this PR as those types are currently defined using macros which makes it a bit tricky to modify their definitions. * Any data accesses done through a mutable `UnsafeWorldCell` are completely unchecked, meaning it's possible to unsoundly create multiple mutable references to a single component, for example. In the future we may want to store an `Access<>` set inside of the world's `Storages` to add granular debug-mode runtime checks. That said, I'd consider this PR to be a good first step towards adding full runtime checks to `UnsafeWorldCell`. ## Testing Added a few tests that basic invalid mutable world access result in a panic. --------- Co-authored-by: Joseph <21144246+JoJoJet@users.noreply.github.com> Co-authored-by: Alice I Cecile <alice.i.cecile@gmail.com> |
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62285a47ba
|
Add simple Disabled marker (#17514)
# Objective We have default query filters now, but there is no first-party marker for entity disabling yet Fixes #17458 ## Solution Add the marker, cool recursive features and/or potential hook changes should be follow up work ## Testing Added a unit test to check that the new marker is enabled by default |
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7d68ac029e
|
Use the provided caller instead of Location::caller() in despawn_with_caller() (#17598)
# Objective Pass the correct location to triggers when despawning entities. `EntityWorldMut::despawn_with_caller()` currently passes `Location::caller()` to some triggers instead of the `caller` parameter it was passed. As `despawn_with_caller()` is not `#[track_caller]`, this means the location will always be reported as `despawn_with_caller()` itself. ## Solution Pass `caller` instead of `Location::caller()`. |
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95174f3c6e
|
Fix docs mistake in bevy_ecs::world (#17336)
# Objective - Correct a mistake in the rustdoc for bevy_ecs::world::World. ## Solution - The rustdoc wrongly stated that "Each component can have up to one instance of each component type.". This sentence should presumably be "Each *Entity* can have up to one instance of each component type.". Applying this change makes the prior sentence "Each [`Entity`] has a set of components." redundant. --------- Co-authored-by: François Mockers <francois.mockers@vleue.com> |
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e20ac69cb3
|
Clarify docs for OnAdd, OnInsert, OnReplace, OnRemove triggers (#17512)
# Objective - Trouble remembering the difference between `OnAdd` and `OnInsert` for triggers. Would like a better doc for those triggers so it appears in my editor tooltip. ## Solution - Clarify docs for OnAdd, OnInsert, OnRemove, OnReplace. Based on comments in the [component_hook.rs](https://github.com/bevyengine/bevy/blob/main/examples/ecs/component_hooks.rs#L73) example. ## Testing - None, small doc fix. |
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9bc0ae33c3
|
Move hashbrown and foldhash out of bevy_utils (#17460)
# Objective - Contributes to #16877 ## Solution - Moved `hashbrown`, `foldhash`, and related types out of `bevy_utils` and into `bevy_platform_support` - Refactored the above to match the layout of these types in `std`. - Updated crates as required. ## Testing - CI --- ## Migration Guide - The following items were moved out of `bevy_utils` and into `bevy_platform_support::hash`: - `FixedState` - `DefaultHasher` - `RandomState` - `FixedHasher` - `Hashed` - `PassHash` - `PassHasher` - `NoOpHash` - The following items were moved out of `bevy_utils` and into `bevy_platform_support::collections`: - `HashMap` - `HashSet` - `bevy_utils::hashbrown` has been removed. Instead, import from `bevy_platform_support::collections` _or_ take a dependency on `hashbrown` directly. - `bevy_utils::Entry` has been removed. Instead, import from `bevy_platform_support::collections::hash_map` or `bevy_platform_support::collections::hash_set` as appropriate. - All of the above equally apply to `bevy::utils` and `bevy::platform_support`. ## Notes - I left `PreHashMap`, `PreHashMapExt`, and `TypeIdMap` in `bevy_utils` as they might be candidates for micro-crating. They can always be moved into `bevy_platform_support` at a later date if desired. |
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da57dfb62f
|
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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41e79ae826
|
Refactored ComponentHook Parameters into HookContext (#17503)
# Objective - Make the function signature for `ComponentHook` less verbose ## Solution - Refactored `Entity`, `ComponentId`, and `Option<&Location>` into a new `HookContext` struct. ## Testing - CI --- ## Migration Guide Update the function signatures for your component hooks to only take 2 arguments, `world` and `context`. Note that because `HookContext` is plain data with all members public, you can use de-structuring to simplify migration. ```rust // Before fn my_hook( mut world: DeferredWorld, entity: Entity, component_id: ComponentId, ) { ... } // After fn my_hook( mut world: DeferredWorld, HookContext { entity, component_id, caller }: HookContext, ) { ... } ``` Likewise, if you were discarding certain parameters, you can use `..` in the de-structuring: ```rust // Before fn my_hook( mut world: DeferredWorld, entity: Entity, _: ComponentId, ) { ... } // After fn my_hook( mut world: DeferredWorld, HookContext { entity, .. }: HookContext, ) { ... } ``` |
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f32a6fb205
|
Track callsite for observers & hooks (#15607)
# Objective Fixes #14708 Also fixes some commands not updating tracked location. ## Solution `ObserverTrigger` has a new `caller` field with the `track_change_detection` feature; hooks take an additional caller parameter (which is `Some(…)` or `None` depending on the feature). ## Testing See the new tests in `src/observer/mod.rs` --- ## Showcase Observers now know from where they were triggered (if `track_change_detection` is enabled): ```rust world.observe(move |trigger: Trigger<OnAdd, Foo>| { println!("Added Foo from {}", trigger.caller()); }); ``` ## Migration - hooks now take an additional `Option<&'static Location>` argument --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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fe24652cc0
|
Change World::try_despawn and World::try_insert_batch to return Result (#17376)
## Objective Most `try` methods on `World` return a `Result`, but `try_despawn` and `try_insert_batch` don't. Since Bevy's error handling is advancing, these should be brought in line. ## Solution - Added `TryDespawnError` and `TryInsertBatchError`. - `try_despawn`, `try_insert_batch`, and `try_insert_batch_if_new` now return their respective errors. - Fixed slightly incorrect behavior in `try_insert_batch_with_caller`. - The method was always meant to continue with the rest of the batch if an entity was missing, but that only worked after the first entity; if the first entity was missing, the method would exit early. This has been resolved. ## Migration Guide - `World::try_despawn` now returns a `Result` rather than a `bool`. - `World::try_insert_batch` and `World::try_insert_batch_if_new` now return a `Result` where they previously returned nothing. |
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44ad3bf62b
|
Move Resource trait to its own file (#17469)
# Objective `bevy_ecs`'s `system` module is something of a grab bag, and *very* large. This is particularly true for the `system_param` module, which is more than 2k lines long! While it could be defensible to put `Res` and `ResMut` there (lol no they're in change_detection.rs, obviously), it doesn't make any sense to put the `Resource` trait there. This is confusing to navigate (and painful to work on and review). ## Solution - Create a root level `bevy_ecs/resource.rs` module to mirror `bevy_ecs/component.rs` - move the `Resource` trait to that module - move the `Resource` derive macro to that module as well (Rust really likes when you pun on the names of the derive macro and trait and put them in the same path) - fix all of the imports ## Notes to reviewers - We could probably move more stuff into here, but I wanted to keep this PR as small as possible given the absurd level of import changes. - This PR is ground work for my upcoming attempts to store resource data on components (resources-as-entities). Splitting this code out will make the work and review a bit easier, and is the sort of overdue refactor that's good to do as part of more meaningful work. ## Testing cargo build works! ## Migration Guide `bevy_ecs::system::Resource` has been moved to `bevy_ecs::resource::Resource`. |
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5a9bc28502
|
Support non-Vec data structures in relations (#17447)
# Objective
The existing `RelationshipSourceCollection` uses `Vec` as the only
possible backing for our relationships. While a reasonable choice,
benchmarking use cases might reveal that a different data type is better
or faster.
For example:
- Not all relationships require a stable ordering between the
relationship sources (i.e. children). In cases where we a) have many
such relations and b) don't care about the ordering between them, a hash
set is likely a better datastructure than a `Vec`.
- The number of children-like entities may be small on average, and a
`smallvec` may be faster
## Solution
- Implement `RelationshipSourceCollection` for `EntityHashSet`, our
custom entity-optimized `HashSet`.
-~~Implement `DoubleEndedIterator` for `EntityHashSet` to make things
compile.~~
- This implementation was cursed and very surprising.
- Instead, by moving the iterator type on `RelationshipSourceCollection`
from an erased RPTIT to an explicit associated type we can add a trait
bound on the offending methods!
- Implement `RelationshipSourceCollection` for `SmallVec`
## Testing
I've added a pair of new tests to make sure this pattern compiles
successfully in practice!
## Migration Guide
`EntityHashSet` and `EntityHashMap` are no longer re-exported in
`bevy_ecs::entity` directly. If you were not using `bevy_ecs` / `bevy`'s
`prelude`, you can access them through their now-public modules,
`hash_set` and `hash_map` instead.
## Notes to reviewers
The `EntityHashSet::Iter` type needs to be public for this impl to be
allowed. I initially renamed it to something that wasn't ambiguous and
re-exported it, but as @Victoronz pointed out, that was somewhat
unidiomatic.
In
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a99674ab86
|
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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a64446b77e
|
Create bevy_platform_support Crate (#17250)
# Objective - Contributes to #16877 ## Solution - Initial creation of `bevy_platform_support` crate. - Moved `bevy_utils::Instant` into new `bevy_platform_support` crate. - Moved `portable-atomic`, `portable-atomic-util`, and `critical-section` into new `bevy_platform_support` crate. ## Testing - CI --- ## Showcase Instead of needing code like this to import an `Arc`: ```rust #[cfg(feature = "portable-atomic")] use portable_atomic_util::Arc; #[cfg(not(feature = "portable-atomic"))] use alloc::sync::Arc; ``` We can now use: ```rust use bevy_platform_support::sync::Arc; ``` This applies to many other types, but the goal is overall the same: allowing crates to use `std`-like types without the boilerplate of conditional compilation and platform-dependencies. ## Migration Guide - Replace imports of `bevy_utils::Instant` with `bevy_platform_support::time::Instant` - Replace imports of `bevy::utils::Instant` with `bevy::platform_support::time::Instant` ## Notes - `bevy_platform_support` hasn't been reserved on `crates.io` - ~~`bevy_platform_support` is not re-exported from `bevy` at this time. It may be worthwhile exporting this crate, but I am unsure of a reasonable name to export it under (`platform_support` may be a bit wordy for user-facing).~~ - I've included an implementation of `Instant` which is suitable for `no_std` platforms that are not Wasm for the sake of eliminating feature gates around its use. It may be a controversial inclusion, so I'm happy to remove it if required. - There are many other items (`spin`, `bevy_utils::Sync(Unsafe)Cell`, etc.) which should be added to this crate. I have kept the initial scope small to demonstrate utility without making this too unwieldy. --------- Co-authored-by: TimJentzsch <TimJentzsch@users.noreply.github.com> Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com> Co-authored-by: François Mockers <francois.mockers@vleue.com> |
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21f1e3045c
|
Relationships (non-fragmenting, one-to-many) (#17398)
This adds support for one-to-many non-fragmenting relationships (with planned paths for fragmenting and non-fragmenting many-to-many relationships). "Non-fragmenting" means that entities with the same relationship type, but different relationship targets, are not forced into separate tables (which would cause "table fragmentation"). Functionally, this fills a similar niche as the current Parent/Children system. The biggest differences are: 1. Relationships have simpler internals and significantly improved performance and UX. Commands and specialized APIs are no longer necessary to keep everything in sync. Just spawn entities with the relationship components you want and everything "just works". 2. Relationships are generalized. Bevy can provide additional built in relationships, and users can define their own. **REQUEST TO REVIEWERS**: _please don't leave top level comments and instead comment on specific lines of code. That way we can take advantage of threaded discussions. Also dont leave comments simply pointing out CI failures as I can read those just fine._ ## Built on top of what we have Relationships are implemented on top of the Bevy ECS features we already have: components, immutability, and hooks. This makes them immediately compatible with all of our existing (and future) APIs for querying, spawning, removing, scenes, reflection, etc. The fewer specialized APIs we need to build, maintain, and teach, the better. ## Why focus on one-to-many non-fragmenting first? 1. This allows us to improve Parent/Children relationships immediately, in a way that is reasonably uncontroversial. Switching our hierarchy to fragmenting relationships would have significant performance implications. ~~Flecs is heavily considering a switch to non-fragmenting relations after careful considerations of the performance tradeoffs.~~ _(Correction from @SanderMertens: Flecs is implementing non-fragmenting storage specialized for asset hierarchies, where asset hierarchies are many instances of small trees that have a well defined structure)_ 2. Adding generalized one-to-many relationships is currently a priority for the [Next Generation Scene / UI effort](https://github.com/bevyengine/bevy/discussions/14437). Specifically, we're interested in building reactions and observers on top. ## The changes This PR does the following: 1. Adds a generic one-to-many Relationship system 3. Ports the existing Parent/Children system to Relationships, which now lives in `bevy_ecs::hierarchy`. The old `bevy_hierarchy` crate has been removed. 4. Adds on_despawn component hooks 5. Relationships can opt-in to "despawn descendants" behavior, meaning that the entire relationship hierarchy is despawned when `entity.despawn()` is called. The built in Parent/Children hierarchies enable this behavior, and `entity.despawn_recursive()` has been removed. 6. `world.spawn` now applies commands after spawning. This ensures that relationship bookkeeping happens immediately and removes the need to manually flush. This is in line with the equivalent behaviors recently added to the other APIs (ex: insert). 7. Removes the ValidParentCheckPlugin (system-driven / poll based) in favor of a `validate_parent_has_component` hook. ## Using Relationships The `Relationship` trait looks like this: ```rust pub trait Relationship: Component + Sized { type RelationshipSources: RelationshipSources<Relationship = Self>; fn get(&self) -> Entity; fn from(entity: Entity) -> Self; } ``` A relationship is a component that: 1. Is a simple wrapper over a "target" Entity. 2. Has a corresponding `RelationshipSources` component, which is a simple wrapper over a collection of entities. Every "target entity" targeted by a "source entity" with a `Relationship` has a `RelationshipSources` component, which contains every "source entity" that targets it. For example, the `Parent` component (as it currently exists in Bevy) is the `Relationship` component and the entity containing the Parent is the "source entity". The entity _inside_ the `Parent(Entity)` component is the "target entity". And that target entity has a `Children` component (which implements `RelationshipSources`). In practice, the Parent/Children relationship looks like this: ```rust #[derive(Relationship)] #[relationship(relationship_sources = Children)] pub struct Parent(pub Entity); #[derive(RelationshipSources)] #[relationship_sources(relationship = Parent)] pub struct Children(Vec<Entity>); ``` The Relationship and RelationshipSources derives automatically implement Component with the relevant configuration (namely, the hooks necessary to keep everything in sync). The most direct way to add relationships is to spawn entities with relationship components: ```rust let a = world.spawn_empty().id(); let b = world.spawn(Parent(a)).id(); assert_eq!(world.entity(a).get::<Children>().unwrap(), &[b]); ``` There are also convenience APIs for spawning more than one entity with the same relationship: ```rust world.spawn_empty().with_related::<Children>(|s| { s.spawn_empty(); s.spawn_empty(); }) ``` The existing `with_children` API is now a simpler wrapper over `with_related`. This makes this change largely non-breaking for existing spawn patterns. ```rust world.spawn_empty().with_children(|s| { s.spawn_empty(); s.spawn_empty(); }) ``` There are also other relationship APIs, such as `add_related` and `despawn_related`. ## Automatic recursive despawn via the new on_despawn hook `RelationshipSources` can opt-in to "despawn descendants" behavior, which will despawn all related entities in the relationship hierarchy: ```rust #[derive(RelationshipSources)] #[relationship_sources(relationship = Parent, despawn_descendants)] pub struct Children(Vec<Entity>); ``` This means that `entity.despawn_recursive()` is no longer required. Instead, just use `entity.despawn()` and the relevant related entities will also be despawned. To despawn an entity _without_ despawning its parent/child descendants, you should remove the `Children` component first, which will also remove the related `Parent` components: ```rust entity .remove::<Children>() .despawn() ``` This builds on the on_despawn hook introduced in this PR, which is fired when an entity is despawned (before other hooks). ## Relationships are the source of truth `Relationship` is the _single_ source of truth component. `RelationshipSources` is merely a reflection of what all the `Relationship` components say. By embracing this, we are able to significantly improve the performance of the system as a whole. We can rely on component lifecycles to protect us against duplicates, rather than needing to scan at runtime to ensure entities don't already exist (which results in quadratic runtime). A single source of truth gives us constant-time inserts. This does mean that we cannot directly spawn populated `Children` components (or directly add or remove entities from those components). I personally think this is a worthwhile tradeoff, both because it makes the performance much better _and_ because it means theres exactly one way to do things (which is a philosophy we try to employ for Bevy APIs). As an aside: treating both sides of the relationship as "equivalent source of truth relations" does enable building simple and flexible many-to-many relationships. But this introduces an _inherent_ need to scan (or hash) to protect against duplicates. [`evergreen_relations`](https://github.com/EvergreenNest/evergreen_relations) has a very nice implementation of the "symmetrical many-to-many" approach. Unfortunately I think the performance issues inherent to that approach make it a poor choice for Bevy's default relationship system. ## Followup Work * Discuss renaming `Parent` to `ChildOf`. I refrained from doing that in this PR to keep the diff reasonable, but I'm personally biased toward this change (and using that naming pattern generally for relationships). * [Improved spawning ergonomics](https://github.com/bevyengine/bevy/discussions/16920) * Consider adding relationship observers/triggers for "relationship targets" whenever a source is added or removed. This would replace the current "hierarchy events" system, which is unused upstream but may have existing users downstream. I think triggers are the better fit for this than a buffered event queue, and would prefer not to add that back. * Fragmenting relations: My current idea hinges on the introduction of "value components" (aka: components whose type _and_ value determines their ComponentId, via something like Hashing / PartialEq). By labeling a Relationship component such as `ChildOf(Entity)` as a "value component", `ChildOf(e1)` and `ChildOf(e2)` would be considered "different components". This makes the transition between fragmenting and non-fragmenting a single flag, and everything else continues to work as expected. * Many-to-many support * Non-fragmenting: We can expand Relationship to be a list of entities instead of a single entity. I have largely already written the code for this. * Fragmenting: With the "value component" impl mentioned above, we get many-to-many support "for free", as it would allow inserting multiple copies of a Relationship component with different target entities. Fixes #3742 (If this PR is merged, I think we should open more targeted followup issues for the work above, with a fresh tracking issue free of the large amount of less-directed historical context) Fixes #17301 Fixes #12235 Fixes #15299 Fixes #15308 ## Migration Guide * Replace `ChildBuilder` with `ChildSpawnerCommands`. * Replace calls to `.set_parent(parent_id)` with `.insert(Parent(parent_id))`. * Replace calls to `.replace_children()` with `.remove::<Children>()` followed by `.add_children()`. Note that you'll need to manually despawn any children that are not carried over. * Replace calls to `.despawn_recursive()` with `.despawn()`. * Replace calls to `.despawn_descendants()` with `.despawn_related::<Children>()`. * If you have any calls to `.despawn()` which depend on the children being preserved, you'll need to remove the `Children` component first. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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237c6b207e
|
Remove Event: Component trait bound using a wrapper type which impls Component (#17380)
# Objective As raised in https://github.com/bevyengine/bevy/pull/17317, the `Event: Component` trait bound is confusing to users. In general, a type `E` (like `AppExit`) which implements `Event` should not: - be stored as a component on an entity - be a valid option for `Query<&AppExit>` - require the storage type and other component metadata to be specified Events are not components (even if they one day use some of the same internal mechanisms), and this trait bound is confusing to users. We're also automatically generating `Component` impls with our derive macro, which should be avoided when possible to improve explicitness and avoid conflicts with user impls. Closes #17317, closes #17333 ## Solution - We only care that each unique event type gets a unique `ComponentId` - dynamic events need their own tools for getting identifiers anyways - This avoids complicating the internals of `ComponentId` generation. - Clearly document why this cludge-y solution exists. In the medium term, I think that either a) properly generalizing `ComponentId` (and moving it into `bevy_reflect?) or b) using a new-typed `Entity` as the key for events is more correct. This change is stupid simple though, and removes the offending trait bound in a way that doesn't introduce complex tech debt and does not risk changes to the internals. This change does not: - restrict our ability to implement dynamic buffered events (the main improvement over #17317) - there's still a fair bit of work to do, but this is a step in the right direction - limit our ability to store event metadata on entities in the future - make it harder for users to work with types that are both events and components (just add the derive / trait bound) ## Migration Guide The `Event` trait no longer requires the `Component` trait. If you were relying on this behavior, change your trait bounds from `Event` to `Event + Component`. If you also want your `Event` type to implement `Component`, add a derive. --------- Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com> |
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17c46f4add
|
bevy_ecs: Apply #![warn(clippy::allow_attributes, clippy::allow_attributes_without_reason)] (#17335)
# Objective - https://github.com/bevyengine/bevy/issues/17111 ## Solution Set the `clippy::allow_attributes` and `clippy::allow_attributes_without_reason` lints to `warn`, and bring `bevy_ecs` in line with the new restrictions. ## Testing This PR is a WIP; testing will happen after it's finished. |