Commit Graph

662 Commits

Author SHA1 Message Date
Chris Russell
2d66099f3d
Fix access checks for DeferredWorld as SystemParam. (#17616)
# Objective

Prevent unsound uses of `DeferredWorld` as a `SystemParam`. It is
currently unsound because it does not check for existing access, and
because it incorrectly registers filtered access.

## Solution

Have `DeferredWorld` panic if a previous parameter has conflicting
access.

Have `DeferredWorld` update `archetype_component_access` so that the
multi-threaded executor sees the access.

Fix `FilteredAccessSet::read_all()` and `write_all()` to correctly add a
`FilteredAccess` with no filter so that `Query` is able to detect the
conflicts.

Remove redundant `read_all()` call, since `write_all()` already declares
read access.

Remove unnecessary `set_has_deferred()` call, since `<DeferredWorld as
SystemParam>::apply_deferred()` does nothing. Previously we were
inserting unnecessary `apply_deferred` systems in the schedule.

## Testing

Added unit tests for systems where `DeferredWorld` conflicts with a
`Query` in the same system.
2025-02-03 21:58:07 +00:00
NiseVoid
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
2025-02-02 21:42:25 +00:00
Jean Mertz
b58eda01e2
feat(ecs): add EntityEntryCommands::entity() method chaining (#17580)
This allows you to continue chaining method calls after calling
`EntityCommands::entry`:

```rust
commands
    .entity(player.entity)
    .entry::<Level>()
    // Modify the component if it exists
    .and_modify(|mut lvl| lvl.0 += 1)
    // Otherwise insert a default value
    .or_insert(Level(0))
    // Return the EntityCommands for the entity
    .entity()
    // And continue chaining method calls
    .insert(Name::new("Player"));
```

---------

Signed-off-by: Jean Mertz <git@jeanmertz.com>
2025-01-29 17:36:02 +00:00
SpecificProtagonist
f32a6fb205
Track callsite for observers & hooks (#15607)
# Objective

Fixes #14708

Also fixes some commands not updating tracked location.


## Solution

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

## Testing

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

---

## Showcase

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

## Migration

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

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-01-22 20:02:39 +00:00
Luc
93e5e6cb95
fix double comment characters (#17484)
# Objective
- Improve docs by removing duplicate comment characters
- Fixes #17483

## Solution
- Replaced `/// ///` with `///`
2025-01-21 23:24:05 +00:00
JaySpruce
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.
2025-01-21 23:21:32 +00:00
Alice Cecile
44ad3bf62b
Move Resource trait to its own file (#17469)
# Objective

`bevy_ecs`'s `system` module is something of a grab bag, and *very*
large. This is particularly true for the `system_param` module, which is
more than 2k lines long!

While it could be defensible to put `Res` and `ResMut` there (lol no
they're in change_detection.rs, obviously), it doesn't make any sense to
put the `Resource` trait there. This is confusing to navigate (and
painful to work on and review).

## Solution

- Create a root level `bevy_ecs/resource.rs` module to mirror
`bevy_ecs/component.rs`
- move the `Resource` trait to that module
- move the `Resource` derive macro to that module as well (Rust really
likes when you pun on the names of the derive macro and trait and put
them in the same path)
- fix all of the imports

## Notes to reviewers

- We could probably move more stuff into here, but I wanted to keep this
PR as small as possible given the absurd level of import changes.
- This PR is ground work for my upcoming attempts to store resource data
on components (resources-as-entities). Splitting this code out will make
the work and review a bit easier, and is the sort of overdue refactor
that's good to do as part of more meaningful work.

## Testing

cargo build works!

## Migration Guide

`bevy_ecs::system::Resource` has been moved to
`bevy_ecs::resource::Resource`.
2025-01-21 19:47:08 +00:00
Younes
ebbd961739
docs: enhance documentation in query.rs to clarify borrowing rules (#17370)
docs: enhance documentation in `query.rs` to clarify borrowing rules.

Please, let me know if you don't agree with the wording.. There is
always room for improvement.

Tested locally and it looks like this:


![image](https://github.com/user-attachments/assets/1283fcac-c5f7-426f-844f-fc2a12ce2b42)

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-01-20 21:31:20 +00:00
Carter Anderson
21f1e3045c
Relationships (non-fragmenting, one-to-many) (#17398)
This adds support for one-to-many non-fragmenting relationships (with
planned paths for fragmenting and non-fragmenting many-to-many
relationships). "Non-fragmenting" means that entities with the same
relationship type, but different relationship targets, are not forced
into separate tables (which would cause "table fragmentation").

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

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

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

## Built on top of what we have

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

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

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

## The changes

This PR does the following:

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

## Using Relationships

The `Relationship` trait looks like this:

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

A relationship is a component that:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

## Automatic recursive despawn via the new on_despawn hook

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

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

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

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

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

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

## Relationships are the source of truth

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

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

## Followup Work

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

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

## Migration Guide

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

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-01-18 22:20:30 +00:00
Christian Hughes
14a955c5eb
Add usage notes for the IntoX family of ECS traits (#17379)
# Objective

Occasionally bevy users will want to store systems or observer systems
in a component or resource, but they first try to store `IntoSystem`
instead of `System`, which leads to some headaches having to deal with
the `M` marker type parameter. We should recommend they use the `X`
trait instead of the `IntoX` trait in that case, as well for returning
from a function.

## Solution

Add usage notes to the `IntoX` traits about using `X` instead.
2025-01-17 01:18:22 +00:00
Younes
276d6e8014
fix typo query.rs (#17366)
fix typo query.rs
2025-01-14 21:53:19 +00:00
MichiRecRoom
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.
2025-01-14 21:37:41 +00:00
Younes
031bb09737
Refactor event system documentation in system_param.rs (#17364)
Just clarify the role of `ParamSet` in this code snippet
2025-01-14 19:38:25 +00:00
Alexis "spectria.limina" Horizon
4dfa87798f
Add std derives to SystemParam types (#16785)
# Objective

- Use `Clone` on `SystemParam`, when applicable, in a generic context.

## Solution

-  Add some derives

## Testing

- I ran `cargo test` once.
- I didn't even look at the output.

---------

Co-authored-by: François Mockers <mockersf@gmail.com>
2025-01-14 00:30:51 +00:00
AlephCubed
e808fbe987
Renamed members of ParamWarnPolicy to reflect new behaviour. (#17311)
- `Once` renamed to `Warn`.
- `param_warn_once()` renamed to `warn_param_missing()`.
- `never_param_warn()` renamed to `ignore_param_missing()`.

Also includes changes to the documentation of the above methods.

Fixes #17262.

## Migration Guide
- `ParamWarnPolicy::Once` has been renamed to `ParamWarnPolicy::Warn`.
- `ParamWarnPolicy::param_warn_once` has been renamed to
`ParamWarnPolicy::warn_param_missing`.
- `ParamWarnPolicy::never_param_warn` has been renamed to
`ParamWarnPolicy::ignore_param_missing`.
2025-01-12 05:40:04 +00:00
SpecificProtagonist
f5d38f30cc
Fix entity does not exist message on index reuse (#17264)
# Objective

With the `track_location` feature, the error message of trying to
acquire an entity that was despawned pointed to the wrong line if the
entity index has been reused.

## Showcase

```rust
use bevy_ecs::prelude::*;

fn main() {
    let mut world = World::new();
    let e = world.spawn_empty().id();
    world.despawn(e);
    world.flush();
    let _ = world.spawn_empty();
    world.entity(e);
}
```
Old message:
```
Entity 0v1 was despawned by src/main.rs:8:19
```
New message:
```
Entity 0v1 does not exist (its index has been reused)
```
2025-01-12 05:39:54 +00:00
Rob Parrett
b77e3ef33a
Fix a few typos (#17292)
# Objective

Stumbled upon a `from <-> form` transposition while reviewing a PR,
thought it was interesting, and went down a bit of a rabbit hole.

## Solution

Fix em
2025-01-10 22:48:30 +00:00
Carter Anderson
4bca7f1b6d
Improved Command Errors (#17215)
# Objective

Rework / build on #17043 to simplify the implementation. #17043 should
be merged first, and the diff from this PR will get much nicer after it
is merged (this PR is net negative LOC).

## Solution

1. Command and EntityCommand have been vastly simplified. No more marker
components. Just one function.
2. Command and EntityCommand are now generic on the return type. This
enables result-less commands to exist, and allows us to statically
distinguish between fallible and infallible commands, which allows us to
skip the "error handling overhead" for cases that don't need it.
3. There are now only two command queue variants: `queue` and
`queue_fallible`. `queue` accepts commands with no return type.
`queue_fallible` accepts commands that return a Result (specifically,
one that returns an error that can convert to
`bevy_ecs::result::Error`).
4. I've added the concept of the "default error handler", which is used
by `queue_fallible`. This is a simple direct call to the `panic()` error
handler by default. Users that want to override this can enable the
`configurable_error_handler` cargo feature, then initialize the
GLOBAL_ERROR_HANDLER value on startup. This is behind a flag because
there might be minor overhead with `OnceLock` and I'm guessing this will
be a niche feature. We can also do perf testing with OnceLock if someone
really wants it to be used unconditionally, but I don't personally feel
the need to do that.
5. I removed the "temporary error handler" on Commands (and all code
associated with it). It added more branching, made Commands bigger /
more expensive to initialize (note that we construct it at high
frequencies / treat it like a pointer type), made the code harder to
follow, and introduced a bunch of additional functions. We instead rely
on the new default error handler used in `queue_fallible` for most
things. In the event that a custom handler is required,
`handle_error_with` can be used.
6. EntityCommand now _only_ supports functions that take
`EntityWorldMut` (and all existing entity commands have been ported).
Removing the marker component from EntityCommand hinged on this change,
but I strongly believe this is for the best anyway, as this sets the
stage for more efficient batched entity commands.
7. I added `EntityWorldMut::resource` and the other variants for more
ergonomic resource access on `EntityWorldMut` (removes the need for
entity.world_scope, which also incurs entity-lookup overhead).

## Open Questions

1. I believe we could merge `queue` and `queue_fallible` into a single
`queue` which accepts both fallible and infallible commands (via the
introduction of a `QueueCommand` trait). Is this desirable?
2025-01-10 04:15:50 +00:00
MichiRecRoom
3742e621ef
Allow clippy::too_many_arguments to lint without warnings (#17249)
# Objective
Many instances of `clippy::too_many_arguments` linting happen to be on
systems - functions which we don't call manually, and thus there's not
much reason to worry about the argument count.

## Solution
Allow `clippy::too_many_arguments` globally, and remove all lint
attributes related to it.
2025-01-09 07:26:15 +00:00
JaySpruce
ee4414159b
Add Result handling to Commands and EntityCommands (#17043)
## Objective

Fixes #2004
Fixes #3845
Fixes #7118
Fixes #10166

## Solution

- The crux of this PR is the new `Command::with_error_handling` method.
This wraps the relevant command in another command that, when applied,
will apply the original command and handle any resulting errors.
- To enable this, `Command::apply` and `EntityCommand::apply` now return
`Result`.
- `Command::with_error_handling` takes as a parameter an error handler
of the form `fn(&mut World, CommandError)`, which it passes the error
to.
- `CommandError` is an enum that can be either `NoSuchEntity(Entity)` or
`CommandFailed(Box<dyn Error>)`.

### Closures
- Closure commands can now optionally return `Result`, which will be
passed to `with_error_handling`.

### Commands
- Fallible commands can be queued with `Commands::queue_fallible` and
`Commands::queue_fallible_with`, which call `with_error_handling` before
queuing them (using `Commands::queue` will queue them without error
handling).
- `Commands::queue_fallible_with` takes an `error_handler` parameter,
which will be used by `with_error_handling` instead of a command's
default.
- The `command` submodule provides unqueued forms of built-in fallible
commands so that you can use them with `queue_fallible_with`.
- There is also an `error_handler` submodule that provides simple error
handlers for convenience.

### Entity Commands
- `EntityCommand` now automatically checks if the entity exists before
executing the command, and returns `NoSuchEntity` if it doesn't.
- Since all entity commands might need to return an error, they are
always queued with error handling.
- `EntityCommands::queue_with` takes an `error_handler` parameter, which
will be used by `with_error_handling` instead of a command's default.
- The `entity_command` submodule provides unqueued forms of built-in
entity commands so that you can use them with `queue_with`.

### Defaults
- In the future, commands should all fail according to the global error
handling setting. That doesn't exist yet though.
- For this PR, commands all fail the way they do on `main`.
- Both now and in the future, the defaults can be overridden by
`Commands::override_error_handler` (or equivalent methods on
`EntityCommands` and `EntityEntryCommands`).
- `override_error_handler` takes an error handler (`fn(&mut World,
CommandError)`) and passes it to every subsequent command queued with
`Commands::queue_fallible` or `EntityCommands::queue`.
- The `_with` variants of the queue methods will still provide an error
handler directly to the command.
- An override can be reset with `reset_error_handler`.

## Future Work

- After a universal error handling mode is added, we can change all
commands to fail that way by default.
- Once we have all commands failing the same way (which would require
either the full removal of `try` variants or just making them useless
while they're deprecated), `queue_fallible_with_default` could be
removed, since its only purpose is to enable commands having different
defaults.
2025-01-07 16:50:52 +00:00
Benjamin Brienen
7112d5594e
Remove all deprecated code (#16338)
# Objective

Release cycle things

## Solution

Delete items deprecated in 0.15 and migrate bevy itself.

## Testing

CI
2025-01-05 20:33:39 +00:00
Zachary Harrold
0403948aa2
Remove Implicit std Prelude from no_std Crates (#17086)
# Background

In `no_std` compatible crates, there is often an `std` feature which
will allow access to the standard library. Currently, with the `std`
feature _enabled_, the
[`std::prelude`](https://doc.rust-lang.org/std/prelude/index.html) is
implicitly imported in all modules. With the feature _disabled_, instead
the [`core::prelude`](https://doc.rust-lang.org/core/prelude/index.html)
is implicitly imported. This creates a subtle and pervasive issue where
`alloc` items _may_ be implicitly included (if `std` is enabled), or
must be explicitly included (if `std` is not enabled).

# Objective

- Make the implicit imports for `no_std` crates consistent regardless of
what features are/not enabled.

## Solution

- Replace the `cfg_attr` "double negative" `no_std` attribute with
conditional compilation to _include_ `std` as an external crate.
```rust
// Before
#![cfg_attr(not(feature = "std"), no_std)]

// After
#![no_std]

#[cfg(feature = "std")]
extern crate std;
```
- Fix imports that are currently broken but are only now visible with
the above fix.

## Testing

- CI

## Notes

I had previously used the "double negative" version of `no_std` based on
general consensus that it was "cleaner" within the Rust embedded
community. However, this implicit prelude issue likely was considered
when forming this consensus. I believe the reason why is the items most
affected by this issue are provided by the `alloc` crate, which is
rarely used within embedded but extensively used within Bevy.
2025-01-03 01:58:43 +00:00
Sean Kim
294e0db719
Rename track_change_detection flag to track_location (#17075)
# Objective

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

## Solution

- Simple find / replace

## Testing

- Local run of `cargo run -p ci`

## Migration Guide

The `track_change_detection` feature flag has been renamed to
`track_location` to better reflect its extended capabilities.
2025-01-01 18:43:47 +00:00
Mike
ac43d5c94f
Convert to fallible system in IntoSystemConfigs (#17051)
# Objective

- #16589 added an enum to switch between fallible and infallible system.
This branching should be unnecessary if we wrap infallible systems in a
function to return `Ok(())`.

## Solution

- Create a wrapper system for `System<(), ()>`s that returns `Ok` on the
call to `run` and `run_unsafe`. The wrapper should compile out, but I
haven't checked.
- I removed the `impl IntoSystemConfigs for BoxedSystem<(), ()>` as I
couldn't figure out a way to keep the impl without double boxing.

## Testing

- ran `many_foxes` example to check if it still runs.

## Migration Guide

- `IntoSystemConfigs` has been removed for `BoxedSystem<(), ()>`. Either
use `InfallibleSystemWrapper` before boxing or make your system return
`bevy::ecs::prelude::Result`.
2024-12-31 00:39:29 +00:00
Zhixing Zhang
9cebc66486
Make 8 methods public and updated input parameter generics for SystemState::build_system_with_input (#17034)
# Objective

- Made certain methods public for advanced use cases. Methods that
returns mutable references are marked as unsafe due to the possibility
of violating internal lifetime constraint assumptions.
- Fixes an issue introduced by #15184
2024-12-30 23:04:14 +00:00
JaySpruce
9ac7e17f2e
Refactor hierarchy-related commands to remove structs (#17029)
## Objective

Continuation of #16999.

This PR handles the following:
- Many hierarchy-related commands are wrappers around `World` and
`EntityWorldMut` methods and can be moved to closures:
  - `AddChild`
  - `InsertChildren`
  - `AddChildren`
  - `RemoveChildren`
  - `ClearChildren`
  - `ReplaceChildren`
  - `RemoveParent`
  - `DespawnRecursive`
  - `DespawnChildrenRecursive`
  - `AddChildInPlace`
  - `RemoveParentInPlace`
- `SendEvent` is a wrapper around `World` methods and can be moved to a
closure (and its file deleted).

## Migration Guide

If you were queuing the structs of hierarchy-related commands or
`SendEvent` directly, you will need to change them to the methods
implemented on `EntityCommands` (or `Commands` for `SendEvent`):

| Struct | Method |

|--------------------------------------------------------------------|---------------------------------------------------------------------------------------------|
| `commands.queue(AddChild { child, parent });` |
`commands.entity(parent).add_child(child);` OR
`commands.entity(child).set_parent(parent);` |
| `commands.queue(AddChildren { children, parent });` |
`commands.entity(parent).add_children(children);` |
| `commands.queue(InsertChildren { children, parent });` |
`commands.entity(parent).insert_children(children);` |
| `commands.queue(RemoveChildren { children, parent });` |
`commands.entity(parent).remove_children(children);` |
| `commands.queue(ReplaceChildren { children, parent });` |
`commands.entity(parent).replace_children(children);` |
| `commands.queue(ClearChildren { parent });` |
`commands.entity(parent).clear_children();` |
| `commands.queue(RemoveParent { child });` |
`commands.entity(child).remove_parent()` |
| `commands.queue(DespawnRecursive { entity, warn: true });` |
`commands.entity(entity).despawn_recursive();` |
| `commands.queue(DespawnRecursive { entity, warn: false });` |
`commands.entity(entity).try_despawn_recursive();` |
| `commands.queue(DespawnChildrenRecursive { entity, warn: true });` |
`commands.entity(entity).despawn_descendants();` |
| `commands.queue(DespawnChildrenRecursive { entity, warn: false});` |
`commands.entity(entity).try_despawn_descendants();` |
| `commands.queue(SendEvent { event });` | `commands.send_event(event);`
|
2024-12-30 20:58:03 +00:00
JaySpruce
0f2b2de333
Move some structs that impl Command to methods on World and EntityWorldMut (#16999)
## Objective

Commands were previously limited to structs that implemented `Command`.
Now there are blanket implementations for closures, which (in my
opinion) are generally preferable.

Internal commands within `commands/mod.rs` have been switched from
structs to closures, but there are a number of internal commands in
other areas of the engine that still use structs. I'd like to tidy these
up by moving their implementations to methods on
`World`/`EntityWorldMut` and changing `Commands` to use those methods
through closures.

This PR handles the following:
- `TriggerEvent` and `EmitDynamicTrigger` double as commands and helper
structs, and can just be moved to `World` methods.
- Four structs that enabled insertion/removal of components via
reflection. This functionality shouldn't be exclusive to commands, and
can be added to `EntityWorldMut`.
- Five structs that mostly just wrapped `World` methods, and can be
replaced with closures that do the same thing.

## Solution

- __Observer Triggers__ (`observer/trigger_event.rs` and
`observer/mod.rs`)
- Moved the internals of `TriggerEvent` to the `World` methods that used
it.
  - Replaced `EmitDynamicTrigger` with two `World` methods:
    - `trigger_targets_dynamic`
    - `trigger_targets_dynamic_ref`
- `TriggerTargets` was now the only thing in
`observer/trigger_event.rs`, so it's been moved to `observer/mod.rs` and
`trigger_event.rs` was deleted.
- __Reflection Insert/Remove__ (`reflect/entity_commands.rs`)
- Replaced the following `Command` impls with equivalent methods on
`EntityWorldMut`:
    - `InsertReflect` -> `insert_reflect`
    - `InsertReflectWithRegistry` -> `insert_reflect_with_registry`
    - `RemoveReflect` -> `remove_reflect`
    - `RemoveReflectWithRegistry` -> `remove_reflect_with_registry`
- __System Registration__ (`system/system_registry.rs`)
- The following `Command` impls just wrapped a `World` method and have
been replaced with closures:
    - `RunSystemWith`
    - `UnregisterSystem`
    - `RunSystemCachedWith`
    - `UnregisterSystemCached`
- `RegisterSystem` called a helper function that basically worked as a
constructor for `RegisteredSystem` and made sure it came with a marker
component. That helper function has been replaced with
`RegisteredSystem::new` and a `#[require]`.

## Possible Addition

The extension trait that adds the reflection commands,
`ReflectCommandExt`, isn't strictly necessary; we could just `impl
EntityCommands`. We could even move them to the same files as the main
impls and put it behind a `#[cfg]`.

The PR that added it [had a similar
conversation](https://github.com/bevyengine/bevy/pull/8895#discussion_r1234713671)
and decided to stick with the trait, but we could revisit it here if so
desired.
2024-12-29 22:18:53 +00:00
Benjamin Brienen
64efd08e13
Prefer Display over Debug (#16112)
# Objective

Fixes #16104

## Solution

I removed all instances of `:?` and put them back one by one where it
caused an error.

I removed some bevy_utils helper functions that were only used in 2
places and don't add value. See: #11478

## Testing

CI should catch the mistakes

## Migration Guide

`bevy::utils::{dbg,info,warn,error}` were removed. Use
`bevy::utils::tracing::{debug,info,warn,error}` instead.

---------

Co-authored-by: SpecificProtagonist <vincentjunge@posteo.net>
2024-12-27 00:40:06 +00:00
François Mockers
394e82f4bc
panic on system error (#16979)
# Objective

- First step for #16718 
- #16589 introduced an api that can only ignore errors, which is risky

## Solution

- Panic instead of just ignoring the errors

## Testing

- Changed the `fallible_systems` example to return an error
```
Encountered an error in system `fallible_systems::setup`: TooManyVertices { subdivisions: 300, number_of_resulting_points: 906012 }
Encountered a panic in system `fallible_systems::setup`!
Encountered a panic in system `bevy_app::main_schedule::Main::run_main`!
```
2024-12-26 23:44:46 +00:00
JaySpruce
1669ca676a
Remove vestigial helper functions for Commands and EntityCommands (#16936)
## Objective

I believe these started as structs, back when that was how commands had
to be implemented. Now they just hide implementation details.

## Solution

Remove the helper functions and move each implementation into its
respective method, except for the ones that actually reduce code
duplication.
2024-12-24 03:07:28 +00:00
MiniaczQ
460de77a55
Set panic as default fallible system param behavior (#16638)
# Objective

Fixes: #16578

## Solution

This is a patch fix, proper fix requires a breaking change.

Added `Panic` enum variant and using is as the system meta default.
Warn once behavior can be enabled same way disabling panic (originally
disabling wans) is.

To fix an issue with the current architecture, where **all** combinator
system params get checked together,
combinator systems only check params of the first system.
This will result in old, panicking behavior on subsequent systems and
will be fixed in 0.16.

## Testing

Ran unit tests and `fallible_params` example.

---------

Co-authored-by: François Mockers <mockersf@gmail.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-12-24 02:36:03 +00:00
Chris Russell
3ef99cf82c
Replace impl_param_set proc macro with a macro_rules macro (#16847)
# Objective

Simplify the code by using `macro_rules` instead of a proc macro where
possible.

## Solution

Replace `impl_param_set` proc macro with a `macro_rules` macro.
2024-12-18 18:30:46 +00:00
Vic
a4b89d0d5e
implement EntitySet and iter_many_unique methods (#16547)
# Objective

In current Bevy, it is very inconvenient to mutably retrieve a
user-provided list of entities more than one element at a time.
If the list contains any duplicate entities, we risk mutable aliasing.
Users of `Query::iter_many_mut` do not have access to `Iterator` trait,
and thus miss out on common functionality, for instance collecting their
`QueryManyIter`.
We can circumvent this issue with validation, however that entails
checking every entity against all others for inequality, or utilizing an
`EntityHashSet`. Even if an entity list remains unchanged, this
validation is/would have to be redone every time we wish to fetch with
the list.
This presents a lot of wasted work, as we often trivially know an entity
list to be unique f.e.: `QueryIter` will fetch every `Entity` once and
only once.
As more things become entities – assets, components, queries – this
issue will become more pronounced.
`get_many`/`many`/`iter_many`/`par_iter_many`-like functionality is all
affected.

## Solution

The solution this PR proposes is to introduce functionality built around
a new trait: `EntitySet`.

The goal is to preserve the property of "uniqueness" in a list wherever
possible, and then rely on it as a bound within new `*_many_unique`
methods to avoid the need for validation.

This is achieved using `Iterator`:
`EntitySet` is blanket implemented for any `T` that implements
`IntoIterator<IntoIter: EntitySetIterator>`.
`EntitySetIterator` is the unsafe trait that actually guarantees an
iterator to be "unique" via its safety contract.

We define an "Iterator over unique entities" as: "No two entities
returned by the iterator may compare equal."
For iterators that cannot return more than 1 element, this is trivially
true.
Whether an iterator can satisfy this is up to the `EntitySetIterator`
implementor to ensure, hence the unsafe.

However, this is not yet a complete solution. Looking at the signature
of `iter_many`, we find that `IntoIterator::Item` is not `Entity`, but
is instead bounded by the `Borrow<Entity>` trait. That is because
iteration without consuming the collection will often yield us
references, not owned items.

`Borrow<Entity>` presents an issue: The `Borrow` docs state that `x = y`
should equal `x.borrow() = y.borrow()`, but unsafe cannot rely on this
for soundness. We run into similar problems with other trait
implementations of any `Borrow<Entity>` type: `PartialEq`, `Eq`,
`PartialOrd`, `Ord`, `Hash`, `Clone`, `Borrow`, and `BorrowMut`.
This PR solves this with the unsafe `TrustedEntityBorrow` trait: 
Any implementor promises that the behavior of the aforementioned traits
matches that of the underlying entity.

While `Borrow<Entity>` was the inspiration, we use our own counterpart
trait `EntityBorrow` as the supertrait to `TrustedEntityBorrow`, so we
can circumvent the limitations of the existing `Borrow<T>` blanket
impls.

All together, these traits allow us to implement `*_many_unique`
functionality with a lone `EntitySet` bound.
`EntitySetIterator` is implemented for all the std iterators and
iterator adapters that guarantee or preserve uniqueness, so we can
filter, skip, take, step, reverse, ... our unique entity iterators
without worry!

Sadly, current `HashSet` iterators do not carry the necessary type
information with them to determine whether the source `HashSet` produces
logic errors; A malicious `Hasher` could compromise a `HashSet`.
`HashSet` iteration is generally discouraged in the first place, so we
also exclude the set operation iterators, even though they do carry the
`Hasher` type parameter.

`BTreeSet` implements `EntitySet` without any problems.

If an iterator type cannot guarantee uniqueness at compile time, then a
user can still attach `EntitySetIterator` to an individual instance of
that type via `UniqueEntityIter::from_iterator_unchecked`.
With this, custom types can use `UniqueEntityIter<I>` as their
`IntoIterator::IntoIter` type, if necessary.

This PR is focused on the base concept, and expansions on it are left
for follow-up PRs. See "Potential Future Work" below.

## Testing

Doctests on `iter_many_unique`/`iter_many_unique_mut` + 2 tests in
entity_set.rs.

## Showcase

```rust
// Before:
fn system(player_list: Res<SomeUniquePlayerList>, players: Query<&mut Player>) {
    let value = 0;
    while let Some(player) = players.iter_many_mut(player_list).fetch_next() {
         value += mem::take(player.value_mut())
    }
}

// After:
fn system(player_list: Res<SomeUniquePlayerList>, players: Query<&mut Player>) {
    let value = players
        .iter_many_unique_mut(player_list)
        .map(|player| mem::take(player.value_mut()))
        .sum();
}

```

## Changelog

- added `EntityBorrow`, `TrustedEntityBorrow`, `EntitySet` and
`EntitySetIterator` traits
- added `iter_many_unique`, `iter_many_unique_mut`,
`iter_many_unique_unsafe` methods on `Query`
- added `iter_many_unique`, `iter_many_unique_mut`,
`iter_many_unique_manual` and `iter_many_unique_unchecked_manual`
methods on `QueryState`
- added corresponding `QueryManyUniqueIter`
- added `UniqueEntityIter`

## Migration Guide

Any custom type used as a `Borrow<Entity>` entity list item for an
`iter_many` method now has to implement `EntityBorrow` instead. Any type
that implements `Borrow<Entity>` can trivially implement `EntityBorrow`.

## Potential Future Work

- `ToEntitySet` trait for converting any entity iterator into an
`EntitySetIterator`
- `EntityIndexSet/Map` to tie in hashing with `EntitySet`
- add `EntityIndexSetSlice/MapSlice`
    - requires: `EntityIndexSet/Map`
- Implementing `par_iter_many_unique_mut` for parallel mutable iteration
    - requires: `par_iter_many`
- allow collecting into `UniqueEntityVec` to store entity sets
- add `UniqueEntitySlice`s
    - Doesn't require, but should be done after: `UniqueEntityVec`
- add `UniqueEntityArray`s 
    - Doesn't require, but should be done after: `UniqueEntitySlice`
- `get_many_unique`/`many_unique` methods
    - requires: `UniqueEntityArray`
- `World::entity_unique` to match `World::entity` methods
- Doesn't require, but makes sense after:
`get_many_unique`/`many_unique`
- implement `TrustedEntityBorrow` for the `EntityRef` family
    - Doesn't require, but makes sense after: `UniqueEntityVec`
2024-12-18 00:49:01 +00:00
Zachary Harrold
1f2d0e6308
Add no_std support to bevy_ecs (#16758)
# Objective

- Contributes to #15460

## Solution

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

## Testing

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

## Draft Release Notes

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

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

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

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

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

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

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

## Notes

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

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Vic <59878206+Victoronz@users.noreply.github.com>
2024-12-17 21:40:36 +00:00
SpecificProtagonist
bfa6553f9c
Fix typo in B0001 message (#16860)
# Objective

Example error message beforehand:
```
error[B0001]: Query<&mut Data, ()> in system bevytest::main::{{closure}} accesses component(s)Data in a way that conflicts with a previous…
```
2024-12-17 19:06:31 +00:00
SpecificProtagonist
21195a75e6
track_change_detection: Also track spawns/despawns (#16047)
# Objective

Expand `track_change_detection` feature to also track entity spawns and
despawns. Use this to create better error messages.

# Solution

Adds `Entities::entity_get_spawned_or_despawned_by` as well as `{all
entity reference types}::spawned_by`.

This also removes the deprecated `get_many_entities_mut` & co (and
therefore can't land in 0.15) because we don't yet have no Polonius.

## Testing

Added a test that checks that the locations get updated and these
updates are ordered correctly vs hooks & observers.

---

## Showcase

Access location:
```rust
let mut world = World::new();
let entity = world.spawn_empty().id();
println!("spawned by: {}", world.entity(entity).spawned_by());
```
```
spawned by: src/main.rs:5:24
```
Error message (with `track_change_detection`):
```rust
world.despawn(entity);
world.entity(entity);
```
```
thread 'main' panicked at src/main.rs:11:11:
Entity 0v1#4294967296 was despawned by src/main.rs:10:11
```
and without:
```
thread 'main' panicked at src/main.rs:11:11:
Entity 0v1#4294967296 does not exist (enable `track_change_detection` feature for more details)
```
Similar error messages now also exists for `Query::get`,
`World::entity_mut`, `EntityCommands` creation and everything that
causes `B0003`, e.g.
```
error[B0003]: Could not insert a bundle (of type `MaterialMeshBundle<StandardMaterial>`) for entity Entity { index: 7, generation: 1 }, which was despawned by src/main.rs:10:11. See: https://bevyengine.org/learn/errors/#b0003
```

---------

Co-authored-by: kurk070ff <108901106+kurk070ff@users.noreply.github.com>
Co-authored-by: Freya Pines <freya@MacBookAir.lan>
Co-authored-by: Freya Pines <freya@Freyas-MacBook-Air.local>
Co-authored-by: Matty Weatherley <weatherleymatthew@gmail.com>
2024-12-17 04:46:31 +00:00
JaySpruce
5a94beb239
Extend cloning functionality and add convenience methods to EntityWorldMut and EntityCommands (#16826)
## Objective

Thanks to @eugineerd's work on entity cloning (#16132), we now have a
robust way to copy components between entities. We can extend this to
implement some useful functionality that would have been more
complicated before.

Closes #15350.

## Solution

`EntityCloneBuilder` now automatically includes required components
alongside any component added/removed from the component filter.

Added the following methods to `EntityCloneBuilder`:
- `move_components`
- `without_required_components`

Added the following methods to `EntityWorldMut` and `EntityCommands`:
- `clone_with`
- `clone_components`
- `move_components`

Also added `clone_and_spawn` and `clone_and_spawn_with` to
`EntityWorldMut` (`EntityCommands` already had them).

## Showcase

```
assert_eq!(world.entity(entity_a).get::<B>(), Some(&B));
assert_eq!(world.entity(entity_b).get::<B>(), None);
world.entity_mut(entity_a).clone_components::<B>(entity_b);
assert_eq!(world.entity(entity_a).get::<B>(), Some(&B));
assert_eq!(world.entity(entity_b).get::<B>(), Some(&B));

assert_eq!(world.entity(entity_a).get::<C>(), Some(&C(5)));
assert_eq!(world.entity(entity_b).get::<C>(), None);
world.entity_mut(entity_a).move_components::<C>(entity_b);
assert_eq!(world.entity(entity_a).get::<C>(), None);
assert_eq!(world.entity(entity_b).get::<C>(), Some(&C(5)));
```
2024-12-16 19:37:32 +00:00
Christian Hughes
c14135d150
Support SystemInput tuples up to 8 elements (#16814)
# Objective

- Writing an API, and I want to allow users to pass in extra data
alongside the API provided input, and tuples are the most natural
extension in this case.
- Bring `SystemInput` up to par with `SystemParam` for tuple support.

## Solution

- Added impls for tuples up to 8 elements. If you need a 9-arity tuple
or more, write your own `SystemInput` type (it's incredibly simple to
do).

## Testing

- Added a test demonstrating this.

---

## Showcase

Tuples of arbitrary`SystemInput`s are now supported:
```rust
fn by_value((In(a), In(b)): (In<usize>, In<usize>)) -> usize {
    a + b
}
fn by_mut((InMut(a), In(b)): (InMut<usize>, In<usize>)) {
    *a += b;
}

let mut world = World::new();
let mut by_value = IntoSystem::into_system(by_value);
let mut by_mut = IntoSystem::into_system(by_mut);

by_value.initialize(&mut world);
by_mut.initialize(&mut world);

assert_eq!(by_value.run((12, 24), &mut world), 36);

let mut a = 10;
let b = 5;
by_mut.run((&mut a, b), &mut world);
assert_eq!(*a, 15);
```
2024-12-15 05:59:34 +00:00
SpecificProtagonist
b2d3371814
Event source location tracking (#16778)
# Objective

Fixes #16776

## Solution

- reflect `&'static Location` as an opaque type
- I've added this to `impls/std.rs` because other core types are there
too. Maybe they should be split out into a `core.rs` in another PR.
- add source location to `EventId` (behind the
`tracking_change_detection` feature flag)

## Testing

---

## Showcase
```rust
fn apply_damage_to_health(
    mut dmg_events: EventReader<DealDamage>,
) {
    for (event, event_id) in dmg_events.read_with_id() {
        info!(
            "Applying {} damage, triggered by {}",
            event.amount, event_id.caller
        );
…
```
```
2024-12-12T01:21:50.126827Z  INFO event: Applying 9 damage, triggered by examples/ecs/event.rs:47:16
```

## Migration Guide

- If you manually construct a `SendEvent`, use `SendEvent::new()`

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-12-12 18:12:53 +00:00
Paul Mattern
854934c380
one shot system cleanup (#16516)
# Objective

- Fixes #16497
- This is my first PR, so I'm still learning to contribute to the
project

## Solution

- Added struct `UnregisterSystemCached` and function
`unregister_system_cached`
- renamed `World::run_system_with_input` to `run_system_with`
- reordered input parameters for `World::run_system_once_with`

## Testing

- Added a crude test which registers a system via
`World::register_system_cached`, and removes it via
`Command::unregister_system_cached`.

## Migration Guide

- Change all occurrences of `World::run_system_with_input` to
`World::run_system_with`.
- swap the order of input parameters for `World::run_system_once_with`
such that the system comes before the input.

---------

Co-authored-by: Paul Mattern <mail@paulmattern.dev>
2024-12-10 17:59:42 +00:00
JaySpruce
db4c468fe2
Rename EntityCommands::clone to clone_and_spawn (#16696)
## Objective

Follow-up to #16672.

`EntityCommands::clone` looks the same as the `Clone` trait, which could
be confusing. A discord discussion has made me realize that's probably a
bigger problem than I thought. Oops :P

## Solution

Renamed `EntityCommands::clone` to `EntityCommands::clone_and_spawn`,
renamed `EntityCommands::clone_with` to
`EntityCommands::clone_and_spawn_with`. Also added some docs explaining
the commands' relation to `Clone` (components need to implement it (or
`Reflect`)).

## Showcase

```
// Create a new entity and keep its EntityCommands
let mut entity = commands.spawn((ComponentA(10), ComponentB(20)));

// Create a clone of the first entity
let mut entity_clone = entity.clone_and_spawn();
```

## The Bikeshed

- `clone_and_spawn` (Alice's suggestion)
- `spawn_clone` (benfrankel's suggestion)
- `spawn_cloned` (rparrett's suggestion)
2024-12-10 03:26:15 +00:00
Chris Russell
1c86cb5d9c
More complete documentation of valid query transmutes (#16691)
# Objective

The documentation for `Query::transmute_lens` lists some allowed
transmutes, but the list is incomplete.

## Solution

Document the underlying rules for what transmutes are allowed.  

Add a longer list of examples. Write them as doc tests to ensure that
those examples are actually allowed.

I'm assuming that anything that can be done today is intended to be
supported! If any of these examples are things we plan to prohibit in
the future then we can add some warnings to that effect.
2024-12-10 03:23:26 +00:00
Zachary Harrold
a6adced9ed
Deny derive_more error feature and replace it with thiserror (#16684)
# Objective

- Remove `derive_more`'s error derivation and replace it with
`thiserror`

## Solution

- Added `derive_more`'s `error` feature to `deny.toml` to prevent it
sneaking back in.
- Reverted to `thiserror` error derivation

## Notes

Merge conflicts were too numerous to revert the individual changes, so
this reversion was done manually. Please scrutinise carefully during
review.
2024-12-06 17:03:55 +00:00
JaySpruce
d0afdc6b45
Move clone_entity commands to EntityCommands (#16672)
## Objective

I was resolving a conflict between #16132 and my PR #15929 and thought
the `clone_entity` commands made more sense in `EntityCommands`.

## Solution

Moved `Commands::clone_entity` to `EntityCommands::clone`, moved
`Commands::clone_entity_with` to `EntityCommands::clone_with`.

## Testing

Ran the two tests that used the old methods.

## Showcase

```
// Create a new entity and keep its EntityCommands.
let mut entity = commands.spawn((ComponentA(10), ComponentB(20)));

// Create a clone of the first entity
let mut entity_clone = entity.clone();
```

The only potential downside is that the method name is now the same as
the one from the `Clone` trait. `EntityCommands` doesn't implement
`Clone` though, so there's no actual conflict.

Maybe I'm biased because this'll work better with my PR, but I think the
UX is nicer regardless.
2024-12-06 15:54:35 +00:00
Miles Silberling-Cook
0070514f54
Fallible systems (#16589)
# Objective

Error handling in bevy is hard. See for reference
https://github.com/bevyengine/bevy/issues/11562,
https://github.com/bevyengine/bevy/issues/10874 and
https://github.com/bevyengine/bevy/issues/12660. The goal of this PR is
to make it better, by allowing users to optionally return `Result` from
systems as outlined by Cart in
<https://github.com/bevyengine/bevy/issues/14275#issuecomment-2223708314>.

## Solution

This PR introduces a new `ScheuleSystem` type to represent systems that
can be added to schedules. Instances of this type contain either an
infallible `BoxedSystem<(), ()>` or a fallible `BoxedSystem<(),
Result>`. `ScheuleSystem` implements `System<In = (), Out = Result>` and
replaces all uses of `BoxedSystem` in schedules. The async executor now
receives a result after executing a system, which for infallible systems
is always `Ok(())`. Currently it ignores this result, but more useful
error handling could also be implemented.

Aliases for `Error` and `Result` have been added to the `bevy_ecs`
prelude, as well as const `OK` which new users may find more friendly
than `Ok(())`.

## Testing

- Currently there are not actual semantics changes that really require
new tests, but I added a basic one just to make sure we don't break
stuff in the future.
- The behavior of existing systems is totally unchanged, including
logging.
- All of the existing systems tests pass, and I have not noticed
anything strange while playing with the examples

## Showcase

The following minimal example prints "hello world" once, then completes.

```rust
use bevy::prelude::*;

fn main() {
    App::new().add_systems(Update, hello_world_system).run();
}

fn hello_world_system() -> Result {
    println!("hello world");
    Err("string")?;
    println!("goodbye world");
    OK
}
```

## Migration Guide

This change should be pretty much non-breaking, except for users who
have implemented their own custom executors. Those users should use
`ScheduleSystem` in place of `BoxedSystem<(), ()>` and import the
`System` trait where needed. They can choose to do whatever they wish
with the result.

## Current Work

+ [x] Fix tests & doc comments
+ [x] Write more tests
+ [x] Add examples
+ [X] Draft release notes

## Draft Release Notes

As of this release, systems can now return results.

First a bit of background: Bevy has hisotrically expected systems to
return the empty type `()`. While this makes sense in the context of the
ecs, it's at odds with how error handling is typically done in rust:
returning `Result::Error` to indicate failure, and using the
short-circuiting `?` operator to propagate that error up the call stack
to where it can be properly handled. Users of functional languages will
tell you this is called "monadic error handling".

Not being able to return `Results` from systems left bevy users with a
quandry. They could add custom error handling logic to every system, or
manually pipe every system into an error handler, or perhaps sidestep
the issue with some combination of fallible assignents, logging, macros,
and early returns. Often, users would just litter their systems with
unwraps and possible panics.

While any one of these approaches might be fine for a particular user,
each of them has their own drawbacks, and none makes good use of the
language. Serious issues could also arrise when two different crates
used by the same project made different choices about error handling.

Now, by returning results, systems can defer error handling to the
application itself. It looks like this:

```rust
// Previous, handling internally
app.add_systems(my_system)
fn my_system(window: Query<&Window>) {
   let Ok(window) = query.get_single() else {
       return;
   };
   // ... do something to the window here
}

// Previous, handling externally
app.add_systems(my_system.pipe(my_error_handler))
fn my_system(window: Query<&Window>) -> Result<(), impl Error> {
   let window = query.get_single()?;
   // ... do something to the window here
   Ok(())
}

// Previous, panicking
app.add_systems(my_system)
fn my_system(window: Query<&Window>) {
   let window = query.single();
   // ... do something to the window here
}

// Now 
app.add_systems(my_system)
fn my_system(window: Query<&Window>) -> Result {
    let window = query.get_single()?;
    // ... do something to the window here
    Ok(())
}
```

There are currently some limitations. Systems must either return `()` or
`Result<(), Box<dyn Error + Send + Sync + 'static>>`, with no
in-between. Results are also ignored by default, and though implementing
a custom handler is possible, it involves writing your own custom ecs
executor (which is *not* recomended).

Systems should return errors when they cannot perform their normal
behavior. In turn, errors returned to the executor while running the
schedule will (eventually) be treated as unexpected. Users and library
authors should prefer to return errors for anything that disrupts the
normal expected behavior of a system, and should only handle expected
cases internally.

We have big plans for improving error handling further:
+ Allowing users to change the error handling logic of the default
executors.
+ Adding source tracking and optional backtraces to errors.
+ Possibly adding tracing-levels (Error/Warn/Info/Debug/Trace) to
errors.
+ Generally making the default error logging more helpful and
inteligent.
+ Adding monadic system combininators for fallible systems.
+ Possibly removing all panicking variants from our api.

---------

Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-12-05 22:29:06 +00:00
Christian Hughes
f87b9fe20c
Turn apply_deferred into a ZST System (#16642)
# Objective

- Required by #16622 due to differing implementations of `System` by
`FunctionSystem` and `ExclusiveFunctionSystem`.
- Optimize the memory usage of instances of `apply_deferred` in system
schedules.

## Solution

By changing `apply_deferred` from being an ordinary system that ends up
as an `ExclusiveFunctionSystem`, and instead into a ZST struct that
implements `System` manually, we save ~320 bytes per instance of
`apply_deferred` in any schedule.

## Testing

- All current tests pass.

---

## Migration Guide

- If you were previously calling the special `apply_deferred` system via
`apply_deferred(world)`, don't.
2024-12-05 18:14:05 +00:00
vil'mo
67bd2b00e1
Expose SystemMeta's access field as part of public API (#16625)
# Objective

Outside of the `bevy_ecs` crate it's hard to implement `SystemParam`
trait on params that require access to the `World`, because `init_state`
expects user to extend access in `SystemMeta` and access-related fields
of `SystemMeta` are private.

## Solution

Expose those fields as a functions
2024-12-05 18:10:58 +00:00
Zachary Harrold
a35811d088
Add Immutable Component Support (#16372)
# Objective

- Fixes #16208

## Solution

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

## Testing

- CI
- `immutable_components` example.

---

## Showcase

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

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

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

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

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

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

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

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

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

    index.name_to_entity.remove(&name);
}

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

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

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

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

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

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

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

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

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

## Migration Guide

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

## Draft Release Notes

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

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

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

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

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

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

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

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

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

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

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

## Notes

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

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
Co-authored-by: Nuutti Kotivuori <naked@iki.fi>
2024-12-05 14:27:48 +00:00
SpecificProtagonist
410f3c478a
Use disqualified for B0001 (#16623)
# Objective

Fix #16553
2024-12-03 19:51:50 +00:00
SpecificProtagonist
d92fc1e456
Move required components doc to type doc (#16575)
# Objective

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

## Solution

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

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

---

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

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
2024-12-03 19:45:20 +00:00
Benjamin Brienen
afd0f1322d
Move all_tuples to a new crate (#16161)
# Objective

Fixes #15941

## Solution

Created https://crates.io/crates/variadics_please and moved the code
there; updating references

`bevy_utils/macros` is deleted.

## Testing

cargo check

## Migration Guide

Use `variadics_please::{all_tuples, all_tuples_with_size}` instead of
`bevy::utils::{all_tuples, all_tuples_with_size}`.
2024-12-03 17:41:09 +00:00
eugineerd
2e267bba5a
Entity cloning (#16132)
## Objective

Fixes #1515 

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

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

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

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

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

## Solution

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

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

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

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

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

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

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

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

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

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

## Testing
Includes some basic functionality tests and doctests.

Performance-wise this feature is the same as calling `clone` followed by
`insert` for every entity component. There is also some inherent
overhead due to every component clone handler having to access component
data through `World`, but this can be reduced without breaking current
public API in a later PR.
2024-12-03 17:38:10 +00:00
Zachary Harrold
c02696b609
Add Commands::run_schedule (#16537)
# Objective

- Fixes #16495

## Solution

- Added `Commands::run_schedule`, which internally calls
`World::try_run_schedule`, logging any issues.

## Testing

- Added doctest
- Ran CI

## Showcase

Instead of writing:

```rust
commands.queue(|world: &mut World| world.run_schedule(FooSchedule));
```

You can now write:

```rust
commands.run_schedule(FooSchedule);
```
2024-12-02 22:16:58 +00:00
Christian Hughes
6fe4b1440c
Refactor FunctionSystem to use a single Option (#16514)
# Objective

Combine the `Option<_>` state in `FunctionSystem` into a single `Option`
to provide clarity and save space.

## Solution

Simplifies `FunctionSystem`'s layout by using a single
`Option<FunctionSystemState>` for state that must be initialized before
running, and saves a byte by removing the need to store an enum tag.
Additionally, calling `System::run` on an uninitialized `System` will
now give a more descriptive message prior to verifying the `WorldId`.

## Testing

Ran CI checks locally.
2024-12-01 20:09:22 +00:00
Joona Aalto
da68bfe94b
Fix Single doc links (#16493)
# Objective

In the [*Similar parameters* section of
`Query`](https://dev-docs.bevyengine.org/bevy/ecs/prelude/struct.Query.html#similar-parameters),
the doc link for `Single` actually links to `Query::single`, and
`Option<Single>` just links to `Option`. They should both link to
`Single`!

The first link is broken because there is a reference-style link defined
for `single`, but not for `Single`, and rustdoc treats the link as
case-insensitive for some reason.

## Solution

Fix the links!

## Testing

I built the docs locally with `cargo doc` and tested the links.
2024-11-24 18:44:00 +00:00
Illus1on
a54d85bb2d
Correcting misspellings (#16443)
When I browsed the source code I found suspicious misspellings

# Objective

- Correcting misspelling

# Solution
- Change `doesnn't` to `doesn't`
2024-11-21 14:42:56 +00:00
Rob Grindeland
a8c610a52d
Add unregister_system command (#16340)
# Objective

Fixes #16266 

## Solution

Added an `UnregisterSystem` command struct and
`Commands::unregister_system`. Also renamed `World::remove_system` and
`World::remove_system_cached` to `World::unregister_*`

## Testing

It's a fairly simple change, but I tested locally to ensure it actually
works.

---------

Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
2024-11-12 22:49:29 +00:00
MiniaczQ
5edc23db41
Fix fallible param notes (#16218)
I noticed one of the reflinks doesn't work correctly
2024-11-03 16:14:26 +00:00
Tau Gärtli
a644ac73f7
More #[doc(fake_variadic)] goodness (#16108)
This PR adds `#[doc(fake_variadic)]` to that were previously not
supported by rustdoc.

Thanks to an [upstream
contribution](https://github.com/rust-lang/rust/pull/132115) by yours
truly, `#[doc(fake_variadic)]` is now supported on impls such as `impl
QueryData for AnyOf<(T, ...)>` 🎉
Requires the latest nightly compiler (2024-10-25) which is already
available on [docs.rs](https://docs.rs/about/builds).


![image](https://github.com/user-attachments/assets/68589c7e-f68f-44fb-9a7b-09d24ccf19c9)

![image](https://github.com/user-attachments/assets/f09d20d6-d89b-471b-9a81-4a72c8968178)

This means that the impl sections for `QueryData` and `QueryFilter` are
now nice and tidy 

---

I also added `fake_variadic` to some impls that use
`all_tuples_with_size`, however I'm not entirely happy because the docs
are slightly misleading now:


![image](https://github.com/user-attachments/assets/fac93d08-dc02-430f-9f34-c97456256c56)

Note that the docs say `IntoBindGroupLayoutEntryBuilderArray<1>` instead
of
`IntoBindGroupLayoutEntryBuilderArray<N>`.
2024-10-27 19:01:50 +00:00
Rob Parrett
30d84519a2
Use en-us locale for typos (#16037)
# Objective

Bevy seems to want to standardize on "American English" spellings. Not
sure if this is laid out anywhere in writing, but see also #15947.

While perusing the docs for `typos`, I noticed that it has a `locale`
config option and tried it out.

## Solution

Switch to `en-us` locale in the `typos` config and run `typos -w`

## Migration Guide

The following methods or fields have been renamed from `*dependants*` to
`*dependents*`.

- `ProcessorAssetInfo::dependants`
- `ProcessorAssetInfos::add_dependant`
- `ProcessorAssetInfos::non_existent_dependants`
- `AssetInfo::dependants_waiting_on_load`
- `AssetInfo::dependants_waiting_on_recursive_dep_load`
- `AssetInfos::loader_dependants`
- `AssetInfos::remove_dependants_and_labels`
2024-10-20 18:55:17 +00:00
Rob Parrett
da5d2fccf5
Fix some duplicate words in docs/comments (#15980)
# Objective

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

## Solution

Remove ~one~ one of them.
2024-10-20 01:03:27 +00:00
Clar Fon
e79bc7811d
Fix *most* clippy lints (#15906)
# Objective

Another clippy-lint fix: the goal is so that `ci lints` actually
displays the problems that a contributor caused, and not a bunch of
existing stuff in the repo. (when run on nightly)

## Solution

This fixes all but the `clippy::needless_lifetimes` lint, which will
result in substantially more fixes and be in other PR(s). I also
explicitly allow `non_local_definitions` since it is [not working
correctly, but will be
fixed](https://github.com/rust-lang/rust/issues/131643).

A few things were manually fixed: for example, some places had an
explicitly defined `div_ceil` function that was used, which is no longer
needed since this function is stable on unsigned integers. Also, empty
lines in doc comments were handled individually.

## Testing

I ran `cargo clippy --workspace --all-targets --all-features --fix
--allow-staged` with the `clippy::needless_lifetimes` lint marked as
`allow` in `Cargo.toml` to avoid fixing that too. It now passes with all
but the listed lint.
2024-10-14 20:52:35 +00:00
Pablo Reinhardt
d96a9d15f6
Migrate from Query::single and friends to Single (#15872)
# Objective

- closes #15866

## Solution

- Simply migrate where possible.

## Testing

- Expect that CI will do most of the work. Examples is another way of
testing this, as most of the work is in that area.
---

## Notes
For now, this PR doesn't migrate `QueryState::single` and friends as for
now, this look like another issue. So for example, QueryBuilders that
used single or `World::query` that used single wasn't migrated. If there
is a easy way to migrate those, please let me know.

Most of the uses of `Query::single` were removed, the only other uses
that I found was related to tests of said methods, so will probably be
removed when we remove `Query::single`.
2024-10-13 20:32:06 +00:00
JaySpruce
3d6b24880e
Add insert_batch and variations (#15702)
# Objective

`insert_or_spawn_batch` exists, but a version for just inserting doesn't
- Closes #2693 
- Closes #8384 
- Adopts/supersedes #8600 

## Solution

Add `insert_batch`, along with the most common `insert` variations:
- `World::insert_batch`
- `World::insert_batch_if_new`
- `World::try_insert_batch`
- `World::try_insert_batch_if_new`
- `Commands::insert_batch`
- `Commands::insert_batch_if_new`
- `Commands::try_insert_batch`
- `Commands::try_insert_batch_if_new`

## Testing

Added tests, and added a benchmark for `insert_batch`.
Performance is slightly better than `insert_or_spawn_batch` when only
inserting:


![Code_HPnUN0QeWe](https://github.com/user-attachments/assets/53091e4f-6518-43f4-a63f-ae57d5470c66)

<details>
<summary>old benchmark</summary>

This was before reworking it to remove the `UnsafeWorldCell`:


![Code_QhXJb8sjlJ](https://github.com/user-attachments/assets/1061e2a7-a521-48e1-a799-1b6b8d1c0b93)
</details>

---

## Showcase

Usage is the same as `insert_or_spawn_batch`:
```
use bevy_ecs::{entity::Entity, world::World, component::Component};
#[derive(Component)]
struct A(&'static str);
#[derive(Component, PartialEq, Debug)]
struct B(f32);

let mut world = World::new();
let entity_a = world.spawn_empty().id();
let entity_b = world.spawn_empty().id();
world.insert_batch([
    (entity_a, (A("a"), B(0.0))),
    (entity_b, (A("b"), B(1.0))),
]);

assert_eq!(world.get::<B>(entity_a), Some(&B(0.0)));

```
2024-10-13 18:14:16 +00:00
UkoeHB
c2c19e5ae4
Text rework (#15591)
**Ready for review. Examples migration progress: 100%.**

# Objective

- Implement https://github.com/bevyengine/bevy/discussions/15014

## Solution

This implements [cart's
proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459)
faithfully except for one change. I separated `TextSpan` from
`TextSpan2d` because `TextSpan` needs to require the `GhostNode`
component, which is a `bevy_ui` component only usable by UI.

Extra changes:
- Added `EntityCommands::commands_mut` that returns a mutable reference.
This is a blocker for extension methods that return something other than
`self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable
reference for this reason.

## Testing

- [x] Text examples all work.

---

## Showcase

TODO: showcase-worthy

## Migration Guide

TODO: very breaking

### Accessing text spans by index

Text sections are now text sections on different entities in a
hierarchy, Use the new `TextReader` and `TextWriter` system parameters
to access spans by index.

Before:
```rust
fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) {
    let text = query.single_mut();
    text.sections[1].value = format_time(time.elapsed());
}
```

After:
```rust
fn refresh_text(
    query: Query<Entity, With<TimeText>>,
    mut writer: UiTextWriter,
    time: Res<Time>
) {
    let entity = query.single();
    *writer.text(entity, 1) = format_time(time.elapsed());
}
```

### Iterating text spans

Text spans are now entities in a hierarchy, so the new `UiTextReader`
and `UiTextWriter` system parameters provide ways to iterate that
hierarchy. The `UiTextReader::iter` method will give you a normal
iterator over spans, and `UiTextWriter::for_each` lets you visit each of
the spans.

---------

Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
Christian Hughes
219b5930f1
Rename App/World::observe to add_observer, EntityWorldMut::observe_entity to observe. (#15754)
# Objective

- Closes #15752

Calling the functions `App::observe` and `World::observe` doesn't make
sense because you're not "observing" the `App` or `World`, you're adding
an observer that listens for an event that occurs *within* the `World`.
We should rename them to better fit this.

## Solution

Renames:
- `App::observe` -> `App::add_observer`
- `World::observe` -> `World::add_observer`
- `Commands::observe` -> `Commands::add_observer`
- `EntityWorldMut::observe_entity` -> `EntityWorldMut::observe`

(Note this isn't a breaking change as the original rename was introduced
earlier this cycle.)

## Testing

Reusing current tests.
2024-10-09 15:39:29 +00:00
Zachary Harrold
0a61f04d9b
Remove thiserror from bevy_ecs (#15774)
# Objective

- Contributes to #15460

## Solution

- Removed `thiserror` from `bevy_ecs`
2024-10-09 14:20:58 +00:00
Trashtalk217
d1bd46d45e
Deprecate get_or_spawn (#15652)
# Objective

After merging retained rendering world #15320, we now have a good way of
creating a link between worlds (*HIYAA intensifies*). This means that
`get_or_spawn` is no longer necessary for that function. Entity should
be opaque as the warning above `get_or_spawn` says. This is also part of
#15459.

I'm deprecating `get_or_spawn_batch` in a different PR in order to keep
the PR small in size.

## Solution

Deprecate `get_or_spawn` and replace it with `get_entity` in most
contexts. If it's possible to query `&RenderEntity`, then the entity is
synced and `render_entity.id()` is initialized in the render world.

## Migration Guide

If you are given an `Entity` and you want to do something with it, use
`Commands.entity(...)` or `World.entity(...)`. If instead you want to
spawn something use `Commands.spawn(...)` or `World.spawn(...)`. If you
are not sure if an entity exists, you can always use `get_entity` and
match on the `Option<...>` that is returned.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-07 16:08:22 +00:00
Christian Hughes
584d14808a
Allow World::entity family of functions to take multiple entities and get multiple references back (#15614)
# Objective

Following the pattern established in #15593, we can reduce the API
surface of `World` by providing a single function to grab both a
singular entity reference, or multiple entity references.

## Solution

The following functions can now also take multiple entity IDs and will
return multiple entity references back:
- `World::entity`
- `World::get_entity`
- `World::entity_mut`
- `World::get_entity_mut`
- `DeferredWorld::entity_mut`
- `DeferredWorld::get_entity_mut`

If you pass in X, you receive Y:
- give a single `Entity`, receive a single `EntityRef`/`EntityWorldMut`
(matches current behavior)
- give a `[Entity; N]`/`&[Entity; N]` (array), receive an equally-sized
`[EntityRef; N]`/`[EntityMut; N]`
- give a `&[Entity]` (slice), receive a
`Vec<EntityRef>`/`Vec<EntityMut>`
- give a `&EntityHashSet`, receive a
`EntityHashMap<EntityRef>`/`EntityHashMap<EntityMut>`

Note that `EntityWorldMut` is only returned in the single-entity case,
because having multiple at the same time would lead to UB. Also,
`DeferredWorld` receives an `EntityMut` in the single-entity case
because it does not allow structural access.

## Testing

- Added doc-tests on `World::entity`, `World::entity_mut`, and
`DeferredWorld::entity_mut`
- Added tests for aliased mutability and entity existence

---

## Showcase

<details>
  <summary>Click to view showcase</summary>

The APIs for fetching `EntityRef`s and `EntityMut`s from the `World`
have been unified.

```rust
// This code will be referred to by subsequent code blocks.
let world = World::new();
let e1 = world.spawn_empty().id();
let e2 = world.spawn_empty().id();
let e3 = world.spawn_empty().id();
```

Querying for a single entity remains mostly the same:

```rust
// 0.14
let eref: EntityRef = world.entity(e1);
let emut: EntityWorldMut = world.entity_mut(e1);
let eref: Option<EntityRef> = world.get_entity(e1);
let emut: Option<EntityWorldMut> = world.get_entity_mut(e1);

// 0.15
let eref: EntityRef = world.entity(e1);
let emut: EntityWorldMut = world.entity_mut(e1);
let eref: Result<EntityRef, Entity> = world.get_entity(e1);
let emut: Result<EntityWorldMut, Entity> = world.get_entity_mut(e1);
```

Querying for multiple entities with an array has changed:

```rust
// 0.14
let erefs: [EntityRef; 2] = world.many_entities([e1, e2]);
let emuts: [EntityMut; 2] = world.many_entities_mut([e1, e2]);
let erefs: Result<[EntityRef; 2], Entity> = world.get_many_entities([e1, e2]);
let emuts: Result<[EntityMut; 2], QueryEntityError> = world.get_many_entities_mut([e1, e2]);

// 0.15
let erefs: [EntityRef; 2] = world.entity([e1, e2]);
let emuts: [EntityMut; 2] = world.entity_mut([e1, e2]);
let erefs: Result<[EntityRef; 2], Entity> = world.get_entity([e1, e2]);
let emuts: Result<[EntityMut; 2], EntityFetchError> = world.get_entity_mut([e1, e2]);
```

Querying for multiple entities with a slice has changed:

```rust
let ids = vec![e1, e2, e3]);

// 0.14
let erefs: Result<Vec<EntityRef>, Entity> = world.get_many_entities_dynamic(&ids[..]);
let emuts: Result<Vec<EntityMut>, QueryEntityError> = world.get_many_entities_dynamic_mut(&ids[..]);

// 0.15
let erefs: Result<Vec<EntityRef>, Entity> = world.get_entity(&ids[..]);
let emuts: Result<Vec<EntityMut>, EntityFetchError> = world.get_entity_mut(&ids[..]);
let erefs: Vec<EntityRef> = world.entity(&ids[..]); // Newly possible!
let emuts: Vec<EntityMut> = world.entity_mut(&ids[..]); // Newly possible!
```

Querying for multiple entities with an `EntityHashSet` has changed:

```rust
let set = EntityHashSet::from_iter([e1, e2, e3]);

// 0.14
let emuts: Result<Vec<EntityMut>, QueryEntityError> = world.get_many_entities_from_set_mut(&set);

// 0.15
let emuts: Result<EntityHashMap<EntityMut>, EntityFetchError> = world.get_entity_mut(&set);
let erefs: Result<EntityHashMap<EntityRef>, EntityFetchError> = world.get_entity(&set); // Newly possible!
let emuts: EntityHashMap<EntityMut> = world.entity_mut(&set); // Newly possible!
let erefs: EntityHashMap<EntityRef> = world.entity(&set); // Newly possible!
```

</details>

## Migration Guide

- `World::get_entity` now returns `Result<_, Entity>` instead of
`Option<_>`.
- Use `world.get_entity(..).ok()` to return to the previous behavior.
- `World::get_entity_mut` and `DeferredWorld::get_entity_mut` now return
`Result<_, EntityFetchError>` instead of `Option<_>`.
- Use `world.get_entity_mut(..).ok()` to return to the previous
behavior.
- Type inference for `World::entity`, `World::entity_mut`,
`World::get_entity`, `World::get_entity_mut`,
`DeferredWorld::entity_mut`, and `DeferredWorld::get_entity_mut` has
changed, and might now require the input argument's type to be
explicitly written when inside closures.
- The following functions have been deprecated, and should be replaced
as such:
    - `World::many_entities` -> `World::entity::<[Entity; N]>`
    - `World::many_entities_mut` -> `World::entity_mut::<[Entity; N]>`
    - `World::get_many_entities` -> `World::get_entity::<[Entity; N]>`
- `World::get_many_entities_dynamic` -> `World::get_entity::<&[Entity]>`
- `World::get_many_entities_mut` -> `World::get_entity_mut::<[Entity;
N]>`
- The equivalent return type has changed from `Result<_,
QueryEntityError>` to `Result<_, EntityFetchError>`
- `World::get_many_entities_dynamic_mut` ->
`World::get_entity_mut::<&[Entity]>1
- The equivalent return type has changed from `Result<_,
QueryEntityError>` to `Result<_, EntityFetchError>`
- `World::get_many_entities_from_set_mut` ->
`World::get_entity_mut::<&EntityHashSet>`
- The equivalent return type has changed from `Result<Vec<EntityMut>,
QueryEntityError>` to `Result<EntityHashMap<EntityMut>,
EntityFetchError>`. If necessary, you can still convert the
`EntityHashMap` into a `Vec`.
2024-10-07 15:21:40 +00:00
Vlady Veselinov
856cab56f9
Fix wrong link in error (#15672)
Hi y'all, I got an error that leads to a wrong link:
https://bevyengine.org/learn/errors/#b0002

It should be: https://bevyengine.org/learn/errors/b0002


![image](https://github.com/user-attachments/assets/863ae8cd-6a3b-4830-b125-2944a211a737)
2024-10-06 08:14:50 +00:00
rewin
8bf5d99d86
Add method to remove component and all required components for removed component (#15026)
## Objective
The new Required Components feature (#14791) in Bevy allows spawning a
fixed set of components with a single method with cool require macro.
However, there's currently no corresponding method to remove all those
components together. This makes it challenging to keep insertion and
removal code in sync, especially for simple using cases.
```rust
#[derive(Component)]
#[require(Y)]
struct X;

#[derive(Component, Default)]
struct Y;

world.entity_mut(e).insert(X); // Spawns both X and Y
world.entity_mut(e).remove::<X>(); 
world.entity_mut(e).remove::<Y>(); // We need to manually remove dependencies without any sync with the `require` macro
```
## Solution
Simplifies component management by providing operations for removal
required components.
This PR introduces simple 'footgun' methods to removes all components of
this bundle and its required components.

Two new methods are introduced:
For Commands:
```rust
commands.entity(e).remove_with_requires::<B>();
```
For World:
```rust
world.entity_mut(e).remove_with_requires::<B>();
```

For performance I created new field in Bundels struct. This new field
"contributed_bundle_ids" contains cached ids for dynamic bundles
constructed from bundle_info.cintributed_components()

## Testing
The PR includes three test cases:

1. Removing a single component with requirements using World.
2. Removing a bundle with requirements using World.
3. Removing a single component with requirements using Commands.
4. Removing a single component with **runtime** requirements using
Commands

These tests ensure the feature works as expected across different
scenarios.

## Showcase
Example:
```rust
use bevy_ecs::prelude::*;

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

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

#[derive(Component, Default)]
struct Z;

#[derive(Component)]
struct W;

let mut world = World::new();

// Spawn an entity with X, Y, Z, and W components
let entity = world.spawn((X, W)).id();

assert!(world.entity(entity).contains::<X>());
assert!(world.entity(entity).contains::<Y>());
assert!(world.entity(entity).contains::<Z>());
assert!(world.entity(entity).contains::<W>());

// Remove X and required components Y, Z
world.entity_mut(entity).remove_with_requires::<X>();

assert!(!world.entity(entity).contains::<X>());
assert!(!world.entity(entity).contains::<Y>());
assert!(!world.entity(entity).contains::<Z>());

assert!(world.entity(entity).contains::<W>());
```

## Motivation for PR
#15580 

## Performance

I made simple benchmark
```rust
let mut world = World::default();
let entity = world.spawn_empty().id();

let steps = 100_000_000;

let start = std::time::Instant::now();
for _ in 0..steps {
    world.entity_mut(entity).insert(X);
    world.entity_mut(entity).remove::<(X, Y, Z, W)>();
}
let end = std::time::Instant::now();
println!("normal remove: {:?} ", (end - start).as_secs_f32());
println!("one remove: {:?} micros", (end - start).as_secs_f64() / steps as f64 * 1_000_000.0);

let start = std::time::Instant::now();
for _ in 0..steps {
    world.entity_mut(entity).insert(X);
    world.entity_mut(entity).remove_with_requires::<X>();
}
let end = std::time::Instant::now();
println!("remove_with_requires: {:?} ", (end - start).as_secs_f32());
println!("one remove_with_requires: {:?} micros", (end - start).as_secs_f64() / steps as f64 * 1_000_000.0);
```

Output:

CPU: Amd Ryzen 7 2700x

```bash
normal remove: 17.36135 
one remove: 0.17361348299999999 micros
remove_with_requires: 17.534006 
one remove_with_requires: 0.17534005400000002 micros
```

NOTE: I didn't find any tests or mechanism in the repository to update
BundleInfo after creating new runtime requirements with an existing
BundleInfo. So this PR also does not contain such logic.

## Future work (outside this PR)

Create cache system for fast removing components in "safe" mode, where
"safe" mode is remove only required components that will be no longer
required after removing root component.

---------

Co-authored-by: a.yamaev <a.yamaev@smartengines.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-03 20:35:08 +00:00
Chris Russell
46180a75f8
System param for dynamic resources (#15189)
# Objective

Support accessing dynamic resources in a dynamic system, including
accessing them by component id. This is similar to how dynamic
components can be queried using `Query<FilteredEntityMut>`.

## Solution

Create `FilteredResources` and `FilteredResourcesMut` types that act
similar to `FilteredEntityRef` and `FilteredEntityMut` and that can be
used as system parameters.

## Example

```rust
// Use `FilteredResourcesParamBuilder` to declare access to resources.
let system = (FilteredResourcesParamBuilder::new(|builder| {
    builder.add_read::<B>().add_read::<C>();
}),)
    .build_state(&mut world)
    .build_system(resource_system);

world.init_resource::<A>();
world.init_resource::<C>();

fn resource_system(res: FilteredResources) {
    // The resource exists, but we have no access, so we can't read it.
    assert!(res.get::<A>().is_none());
    // The resource doesn't exist, so we can't read it.
    assert!(res.get::<B>().is_none());
    // The resource exists and we have access, so we can read it.
    let c = res.get::<C>().unwrap();
    // The type parameter can be left out if it can be determined from use.
    let c: Res<C> = res.get().unwrap();
}
```

## Future Work

As a follow-up PR, `ReflectResource` can be modified to take `impl
Into<FilteredResources>`, similar to how `ReflectComponent` takes `impl
Into<FilteredEntityRef>`. That will allow dynamic resources to be
accessed using reflection.
2024-10-03 18:20:34 +00:00
Kristoffer Søholm
336c23c1aa
Rename observe to observe_entity on EntityWorldMut (#15616)
# Objective

The current observers have some unfortunate footguns where you can end
up confused about what is actually being observed. For apps you can
chain observe like `app.observe(..).observe(..)` which works like you
would expect, but if you try the same with world the first `observe()`
will return the `EntityWorldMut` for the created observer, and the
second `observe()` will only observe on the observer entity. It took
several hours for multiple people on discord to figure this out, which
is not a great experience.

## Solution

Rename `observe` on entities to `observe_entity`. It's slightly more
verbose when you know you have an entity, but it feels right to me that
observers for specific things have more specific naming, and it prevents
this issue completely.

Another possible solution would be to unify `observe` on `App` and
`World` to have the same kind of return type, but I'm not sure exactly
what that would look like.

## Testing

Simple name change, so only concern is docs really.

---


## Migration Guide

The `observe()` method on entities has been renamed to
`observe_entity()` to prevent confusion about what is being observed in
some cases.
2024-10-03 17:05:26 +00:00
rudderbucky
2da8d17a44
Add try_despawn methods to World/Commands (#15480)
# Objective

Fixes #14511.

`despawn` allows you to remove entities from the world. However, if the
entity does not exist, it emits a warning. This may not be intended
behavior for many users who have use cases where they need to call
`despawn` regardless of if the entity actually exists (see the issue),
or don't care in general if the entity already doesn't exist.

(Also trying to gauge interest on if this feature makes sense, I'd
personally love to have it, but I could see arguments that this might be
a footgun. Just trying to help here 😄 If there's no contention I could
also implement this for `despawn_recursive` and `despawn_descendants` in
the same PR)

## Solution

Add `try_despawn`, `try_despawn_recursive` and
`try_despawn_descendants`.

Modify `World::despawn_with_caller` to also take in a `warn` boolean
argument, which is then considered when logging the warning. Set
`log_warning` to `true` in the case of `despawn`, and `false` in the
case of `try_despawn`.

## Testing

Ran `cargo run -p ci` on macOS, it seemed fine.
2024-10-03 16:21:05 +00:00
MiniaczQ
acea4e7e6f
Better warnings about invalid parameters (#15500)
# Objective

System param validation warnings should be configurable and default to
"warn once" (per system).

Fixes: #15391

## Solution

`SystemMeta` is given a new `ParamWarnPolicy` field.
The policy decides whether warnings will be emitted by each system param
when it fails validation.
The policy is updated by the system after param validation fails.

Example warning:
```
2024-09-30T18:10:04.740749Z  WARN bevy_ecs::system::function_system: System fallible_params::do_nothing_fail_validation will not run because it requested inaccessible system parameter Single<(), (With<Player>, With<Enemy>)>
```

Currently, only the first invalid parameter is displayed.

Warnings can be disabled on function systems using
`.param_never_warn()`.
(there is also `.with_param_warn_policy(policy)`)

## Testing

Ran `fallible_params` example.

---------

Co-authored-by: SpecificProtagonist <vincentjunge@posteo.net>
2024-10-03 13:16:55 +00:00
Tim
461305b3d7
Revert "Have EntityCommands methods consume self for easier chaining" (#15523)
As discussed in #15521

- Partial revert of #14897, reverting the change to the methods to
consume `self`
- The `insert_if` method is kept

The migration guide of #14897 should be removed
Closes #15521

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-02 12:47:26 +00:00
Liam Gallagher
d6cfafdfd4
Make SystemIdMarker reflect-able (#15556)
Make `SystemIdMarker` reflect-able.
2024-10-01 22:46:44 +00:00
mgi388
c2d193abd5
Fix typos in bevy_ecs system.rs (#15536) 2024-09-30 18:21:47 +00:00
MiniaczQ
fc93e13c36
Populated (query) system param (#15488)
# Objective

Add a `Populated` system parameter that acts like `Query`, but prevents
system from running if there are no matching entities.

Fixes: #15302

## Solution

Implement the system param which newtypes the `Query`.
The only change is new validation, which fails if query is empty.

The new system param is used in `fallible_params` example.

## Testing

Ran `fallible_params` example.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-09-30 18:05:00 +00:00
Chris Russell
86e5a5ad9c
Reorganize SystemParamBuilder docs and examples. (#15102)
# Objective

Improve the documentation of `SystemParamBuilder`. Not all builder types
have documentation, and the documentation is spread around and not
linked together well.

## Solution

Reorganize `SystemParamBuilder` docs and examples. All builder types now
have their own examples, and the list of builder types is linked from
the `SystemParamBuilder` trait. Add some examples to `FilteredEntityRef`
and `FilteredEntityMut` so that `QueryParamBuilder` can reference them.
2024-09-30 16:59:52 +00:00
MiniaczQ
5289e18e0b
System param validation for observers, system registry and run once (#15526)
# Objective

Fixes #15394

## Solution

Observers now validate params.

System registry has a new error variant for when system running fails
due to invalid parameters.

Run once now returns a `Result<Out, RunOnceError>` instead of `Out`.
This is more inline with system registry, which also returns a result.

I'll address warning messages in #15500.

## Testing

Added one test for each case.

---

## Migration Guide

- `RunSystemOnce::run_system_once` and
`RunSystemOnce::run_system_once_with` now return a `Result<Out>` instead
of just `Out`

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-09-30 01:00:39 +00:00
hshrimp
8316d89699
rename QuerySingle to Single (#15507)
# Objective

- Fixes #15504
2024-09-29 03:26:28 +00:00
MiniaczQ
c1486654d7
QuerySingle family of system params (#15476)
# Objective

Add the following system params:
- `QuerySingle<D, F>` - Valid if only one matching entity exists,
- `Option<QuerySingle<D, F>>` - Valid if zero or one matching entity
exists.

As @chescock pointed out, we don't need `Mut` variants.

Fixes: #15264

## Solution

Implement the type and both variants of system params.
Also implement `ReadOnlySystemParam` for readonly queries.

Added a new ECS example `fallible_params` which showcases `SingleQuery`
usage.
In the future we might want to add `NonEmptyQuery`,
`NonEmptyEventReader` and `Res` to it (or maybe just stop at mentioning
it).

## Testing

Tested with the example.
There is a lot of warning spam so we might want to implement #15391.
2024-09-28 19:35:27 +00:00
Dokkae
29edad4690
Improve unclear docs about spawn(_batch) and ParallelCommands (#15491)
> [!NOTE]
> This is my first PR, so if something is incorrect
> or missing, please let me know :3

# Objective

- Clarifies `spawn`, `spawn_batch` and `ParallelCommands` docs about
performance and use cases
- Fixes #15472

## Solution

Add comments to `spawn`, `spawn_batch` and `ParallelCommands` to clarify
the
intended use case and link to other/better ways of doing spawning things
for
certain use cases.
2024-09-28 19:13:27 +00:00
Zachary Harrold
d70595b667
Add core and alloc over std Lints (#15281)
# Objective

- Fixes #6370
- Closes #6581

## Solution

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

## Testing

- Ran CI locally

## Migration Guide

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

## Notes

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

---------

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

- Fixes #15451 

## Migration Guide

- `World::init_component` has been renamed to `register_component`.
- `World::init_component_with_descriptor` has been renamed to
`register_component_with_descriptor`.
- `World::init_bundle` has been renamed to `register_bundle`.
- `Components::init_component` has been renamed to `register_component`.
- `Components::init_component_with_descriptor` has been renamed to
`register_component_with_descriptor`.
- `Components::init_resource` has been renamed to `register_resource`.
- `Components::init_non_send` had been renamed to `register_non_send`.
2024-09-26 22:47:28 +00:00
fernanlukban
eb92ba8815
fix observer docs (#15415)
# Objective

- #15331

## Solution

-Just changed it to Trigger since the function signature shows it's just
a wrapper trait

## Testing

Will let tests pass

---------

Co-authored-by: Fernan Lukban <fernanlukban@gmail.co>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Antony <antony.m.3012@gmail.com>
2024-09-25 00:05:33 +00:00
Giacomo Stevanato
fb9aaa1527
Follow up to cached run_system (#15410)
# Objective

- Fixes #15373
- Fixes
https://github.com/bevyengine/bevy/pull/14920#issuecomment-2370428013

## Solution

- Make `IntoSystem::pipe` and `IntoSystem::map` return two new
(possibly-ZST) types that implement `IntoSystem` and whose `into_system`
method return the systems that were previously being returned by
`IntoSystem::pipe` and `IntoSystem::map`
- Don't eagerly call `IntoSystem::into_system` on the argument given to
`RunSystemCachedWith::new` to avoid losing its ZST-ness

## Testing

- Added a regression test for each issue

## Migration Guide

- `IntoSystem::pipe` and `IntoSystem::map` now return `IntoPipeSystem`
and `IntoAdapterSystem` instead of `PipeSystem` and `AdapterSystem`.
Most notably these types don't implement `System` but rather only
`IntoSystem`.
2024-09-24 17:35:44 +00:00
Clar Fon
efda7f3f9c
Simpler lint fixes: makes ci lints work but disables a lint for now (#15376)
Takes the first two commits from #15375 and adds suggestions from this
comment:
https://github.com/bevyengine/bevy/pull/15375#issuecomment-2366968300

See #15375 for more reasoning/motivation.

## Rebasing (rerunning)

```rust
git switch simpler-lint-fixes
git reset --hard main
cargo fmt --all -- --unstable-features --config normalize_comments=true,imports_granularity=Crate
cargo fmt --all
git add --update
git commit --message "rustfmt"
cargo clippy --workspace --all-targets --all-features --fix
cargo fmt --all -- --unstable-features --config normalize_comments=true,imports_granularity=Crate
cargo fmt --all
git add --update
git commit --message "clippy"
git cherry-pick e6c0b94f6795222310fb812fa5c4512661fc7887
```
2024-09-24 11:42:59 +00:00
Christian Hughes
c7ec456e50
Support systems that take references as input (#15184)
# Objective

- Fixes #14924
- Closes #9584

## Solution

- We introduce a new trait, `SystemInput`, that serves as a type
function from the `'static` form of the input, to its lifetime'd
version, similarly to `SystemParam` or `WorldQuery`.
- System functions now take the lifetime'd wrapped version,
`SystemInput::Param<'_>`, which prevents the issue presented in #14924
(i.e. `InRef<T>`).
- Functions for running systems now take the lifetime'd unwrapped
version, `SystemInput::Inner<'_>` (i.e. `&T`).
- Due to the above change, system piping had to be re-implemented as a
standalone type, rather than `CombinatorSystem` as it was previously.
- Removes the `Trigger<'static, E, B>` transmute in observer runner
code.

## Testing

- All current tests pass.
- Added additional tests and doc-tests.

---

## Showcase

```rust
let mut world = World::new();

let mut value = 2;

// Currently possible:
fn square(In(input): In<usize>) -> usize {
    input * input
}
value = world.run_system_once_with(value, square);

// Now possible:
fn square_mut(InMut(input): InMut<usize>) {
    *input *= *input;
}
world.run_system_once_with(&mut value, square_mut);

// Or:
fn square_ref(InRef(input): InRef<usize>) -> usize {
    *input * *input
}
value = world.run_system_once_with(&value, square_ref);
```

## Migration Guide

- All current explicit usages of the following types must be changed in
the way specified:
    - `SystemId<I, O>` to `SystemId<In<I>, O>`
    - `System<In = T>` to `System<In = In<T>>`
    - `IntoSystem<I, O, M>` to `IntoSystem<In<I>, O, M>`
    - `Condition<M, T>` to `Condition<M, In<T>>`
- `In<Trigger<E, B>>` is no longer a valid input parameter type. Use
`Trigger<E, B>` directly, instead.

---------

Co-authored-by: Giacomo Stevanato <giaco.stevanato@gmail.com>
2024-09-23 17:37:29 +00:00
MiniaczQ
e312da8c52
Reduce runtime panics through SystemParam validation (#15276)
# Objective

The goal of this PR is to introduce `SystemParam` validation in order to
reduce runtime panics.

Fixes #15265

## Solution

`SystemParam` now has a new method `validate_param(...) -> bool`, which
takes immutable variants of `get_param` arguments. The returned value
indicates whether the parameter can be acquired from the world. If
parameters cannot be acquired for a system, it won't be executed,
similarly to run conditions. This reduces panics when using params like
`Res`, `ResMut`, etc. as well as allows for new, ergonomic params like
#15264 or #15302.

Param validation happens at the level of executors. All validation
happens directly before executing a system, in case of normal systems
they are skipped, in case of conditions they return false.

Warning about system skipping is primitive and subject to change in
subsequent PRs.

## Testing

Two executor tests check that all executors:
- skip systems which have invalid parameters:
  - piped systems get skipped together,
  - dependent systems still run correctly,
- skip systems with invalid run conditions:
  - system conditions have invalid parameters,
  - system set conditions have invalid parameters.
2024-09-23 16:54:21 +00:00
Ben Frankel
f78856b3bd
Add cached run_system API (#14920)
# Objective

Working with `World` is painful due to lifetime issues and a lack of
ergonomics, so you may want to delegate to the system API. Your current
options are:

- `world.run_system_once`, which initializes the system each time it's
called (performance cost) and doesn't support `Local`. The docs
recommend users not use this method outside of diagnostic use cases like
unit tests.
- `world.run_system`, which requires you to register the system and
store the `SystemId` somewhere (made easier by implementing `FromWorld`
for a newtyped `Local`, unless you're in e.g. a custom `Command` impl).

These options work, but you're choosing between a performance cost and
an ergonomic challenge.

## Solution

Provide a cached `run_system` API that accepts an `S: IntoSystem` and
checks for a `CachedSystemId<S::System>(SystemId)` resource. If it
doesn't exist, it will register the system and save its `SystemId` in
that resource.

In other words, it hides the "save the `SystemId` in a `Local` or
`Resource`" pattern as an implementation detail.

Prior work: https://github.com/bevyengine/bevy/pull/10469.

## Testing

This approach worked in a proof-of-concept:
b34ee29531/src/util/patch/run_system_cached.rs (L35).

A new unit test was added and it passes in CI.
2024-09-23 16:35:29 +00:00
poopy
3a66d88c83
command based entry api with EntityCommands::entry (#15274)
# Objective

It's convenient to be able to modify a component if it exist, and insert
a default value if it doesn't. You can already do most of this with
`EntityCommands::insert_if_new`, and all of this using a custom command.
However, that does not spark joy in my opinion.

Closes #10669

## Solution

Introduce a new commands type `EntityEntryCommands`, along with a method
to access it, `EntityCommands::entry`.

`EntityEntryCommands` exposes a subset of the entry API (`and_modify`,
`or_insert`, etc), however it's not an enum so it doesn't allow pattern
matching. Also, `or_insert` won't return the component because it's all
based on commands.

## Testing

Added a new test `entity_commands_entry`.

---

## Showcase

```rust
commands
    .entity(player)
    .entry::<Level>()
    .and_modify(|mut lvl| lvl.0 += 1)
    .or_default();
```

---------

Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
2024-09-19 15:20:13 +00:00
TheBigCheese
b1273d48cb
Enable clippy::check-private-items so that missing_safety_doc will apply to private functions as well (#15161)
Enabled `check-private-items` in `clippy.toml` and then fixed the
resulting errors. Most of these were simply misformatted and of the
remaining:
- ~Added `#[allow(clippy::missing_safety_doc)]` to~ Removed unsafe from
a pair of functions in `bevy_utils/futures` which are only unsafe so
that they can be passed to a function which requires `unsafe fn`
- Removed `unsafe` from `UnsafeWorldCell::observers` as from what I can
tell it is always safe like `components`, `bundles` etc. (this should be
checked)
- Added safety docs to:
- `Bundles::get_storage_unchecked`: Based on the function that writes to
`dynamic_component_storages`
- `Bundles::get_storages_unchecked`: Based on the function that writes
to `dynamic_bundle_storages`
   - `QueryIterationCursor::init_empty`: Duplicated from `init`
- `QueryIterationCursor::peek_last`: Thanks Giooschi (also added
internal unsafe blocks)
   - `tests::drop_ptr`: Moved safety comment out to the doc string
 
This lint would also apply to `missing_errors_doc`, `missing_panics_doc`
and `unnecessary_safety_doc` if we chose to enable any of those at some
point, although there is an open
[issue](https://github.com/rust-lang/rust-clippy/issues/13074) to
separate these options.
2024-09-18 15:28:41 +00:00
Patrick Walton
3c41586154
Add EntityRefExcept and EntityMutExcept world queries, in preparation for generalized animation. (#15207)
This commit adds two new `WorldQuery` types: `EntityRefExcept` and
`EntityMutExcept`. These types work just like `EntityRef` and
`EntityMut`, but they prevent access to a statically-specified list of
components. For example, `EntityMutExcept<(AnimationPlayer,
Handle<AnimationGraph>)>` provides mutable access to all components
except for `AnimationPlayer` and `Handle<AnimationGraph>`. These types
are useful when you need to be able to process arbitrary queries while
iterating over the results of another `EntityMut` query.

The motivating use case is *generalized animation*, which is an upcoming
feature that allows animation of any component property, not just
rotation, translation, scaling, or morph weights. To implement this, we
must change the current `AnyOf<(&mut Transform, &mut MorphWeights)>` to
instead be `EntityMutExcept<(AnimationPlayer, Handle<AnimationGraph>)>`.
It's possible to use `FilteredEntityMut` in conjunction with a
dynamically-generated system instead, but `FilteredEntityMut` isn't
optimized for the use case of a large number of allowed components
coupled with a small set of disallowed components. No amount of
optimization of `FilteredEntityMut` produced acceptable performance on
the `many_foxes` benchmark. `Query<EntityMut, Without<AnimationPlayer>>`
will not suffice either, as it's legal and idiomatic for an
`AnimationTarget` and an `AnimationPlayer` to coexist on the same
entity.

An alternate proposal was to implement a somewhat-more-general
`Except<Q, CL>` feature, where Q is a `WorldQuery` and CL is a
`ComponentList`. I wasn't able to implement that proposal in a
reasonable way, because of the fact that methods like
`EntityMut::get_mut` and `EntityRef::get` are inherent methods instead
of methods on `WorldQuery`, and therefore there was no way to delegate
methods like `get` and `get_mut` to the inner query in a generic way.
Refactoring those methods into a trait would probably be possible.
However, I didn't see a use case for a hypothetical `Except` with
arbitrary queries: `Query<Except<(&Transform, &Visibility),
Visibility>>` would just be a complicated equivalent to
`Query<&Transform>`, for instance. So, out of a desire for simplicity, I
omitted a generic `Except` mechanism.

I've tested the performance of generalized animation on `many_foxes` and
found that, with this patch, `animate_targets` has a 7.4% slowdown over
`main`. With `FilteredEntityMut` optimized to use `Arc<Access>`, the
slowdown is 75.6%, due to contention on the reference count. Without
`Arc<Access>`, the slowdown is even worse, over 2x.

## Testing

New tests have been added that check that `EntityRefExcept` and
`EntityMutExcept` allow and disallow access to components properly and
that the query engine can correctly reject conflicting queries involving
those types.

A Tracy profile of `many_foxes` with 10,000 foxes showing generalized
animation using `FilteredEntityMut` (red) vs. main (yellow) is as
follows:

![Screenshot 2024-09-12
225914](https://github.com/user-attachments/assets/2993d74c-a513-4ba4-85bd-225672e7170a)

A Tracy profile of `many_foxes` with 10,000 foxes showing generalized
animation using this `EntityMutExcept` (yellow) vs. main (red) is as
follows:

![Screenshot 2024-09-14
205831](https://github.com/user-attachments/assets/4241015e-0c5d-44ef-835b-43f78a24e604)
2024-09-17 14:53:39 +00:00
Benjamin Brienen
b45d83ebda
Rename Add to Queue for methods with deferred semantics (#15234)
# Objective

- Fixes #15106

## Solution

- Trivial refactor to rename the method. The duplicate method `push` was
removed as well. This will simpify the API and make the semantics more
clear. `Add` implies that the action happens immediately, whereas in
reality, the command is queued to be run eventually.
- `ChildBuilder::add_command` has similarly been renamed to
`queue_command`.

## Testing

Unit tests should suffice for this simple refactor.

---

## Migration Guide

- `Commands::add` and `Commands::push` have been replaced with
`Commnads::queue`.
- `ChildBuilder::add_command` has been renamed to
`ChildBuilder::queue_command`.
2024-09-17 00:17:49 +00:00
Cole Varner
17b1bcde95
Add missing insert API commands (#15166)
# Objective

- Adds the missing API commands `insert_if_new_and` and
`try_insert_if_new_and` (resolves #15105)
- Adds some test coverage for existing insert commands

## Testing

- Implemented additional unit tests to add coverage
2024-09-16 23:00:00 +00:00
Chris Russell
382917fbb3
Improve type inference in DynSystemParam::downcast() by making the type parameter match the return value. (#15103)
# Objective

Right now, `DynSystemParam::downcast()` always requires the type
parameter to be specified with a turbofish. Make it so that it can be
inferred from the use of the return value, like:

```rust
fn expects_res_a(mut param: DynSystemParam) {
    let res: Res<A> = param.downcast().unwrap();
}
```

## Solution

The reason this doesn't currently work is that the type parameter is a
`'static` version of the `SystemParam` so that it can be used with
`Any::downcast_mut()`. Change the method signature so that the type
parameter matches the return type, and use `T::Item<'static, 'static>`
to get the `'static` version. That means we wind up returning a
`T::Item<'static, 'static>::Item<'w, 's>`, so constrain that to be equal
to `T`. That works with every `SystemParam` implementation, since they
have `T::Item == T` up to lifetimes.
2024-09-16 22:56:57 +00:00
Tim
5adacf014c
Use associated type bounds for iter_many and friends (#15040)
# Objective

Make the bounds for these query methods less intimidating.
Continuation of #14107

<sub>My last pr was back in february 💀
2024-09-09 16:24:39 +00:00
Rob Parrett
0a79a0ac8c
Fix error link (#15082)
# Objective

A previous issue describes the same problem: #14248.

This particular link was seemingly missed by #14276.

## Solution

- Search repo for `bevyengine.org/learn/errors/#`
- Remove `#`
- Verify link goes to right place
2024-09-08 17:11:17 +00:00