Commit Graph

109 Commits

Author SHA1 Message Date
Chris Russell
eee7fd5b3e
Encapsulate cfg(feature = "track_location") in a type. (#17602)
# Objective

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

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

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

## Solution

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

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

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

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

## Open Questions

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

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

## Migration Guide

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

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

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

Code that constructs a `Ref`, `Mut`, `Res`, or `ResMut` will now need to
provide location information unconditionally. If you are creating them
from existing Bevy types, you can obtain a `MaybeLocation` from methods
like `Table::get_changed_by_slice_for()` or
`ComponentSparseSet::get_with_ticks`. Otherwise, you will need to store
a `MaybeLocation` next to your data and use methods like `as_ref()` or
`as_mut()` to obtain wrapped references.
2025-02-10 21:21:20 +00:00
Carter Anderson
ea578415e1
Improved Spawn APIs and Bundle Effects (#17521)
## Objective

A major critique of Bevy at the moment is how boilerplatey it is to
compose (and read) entity hierarchies:

```rust
commands
    .spawn(Foo)
    .with_children(|p| {
        p.spawn(Bar).with_children(|p| {
            p.spawn(Baz);
        });
        p.spawn(Bar).with_children(|p| {
            p.spawn(Baz);
        });
    });
```

There is also currently no good way to statically define and return an
entity hierarchy from a function. Instead, people often do this
"internally" with a Commands function that returns nothing, making it
impossible to spawn the hierarchy in other cases (direct World spawns,
ChildSpawner, etc).

Additionally, because this style of API results in creating the
hierarchy bits _after_ the initial spawn of a bundle, it causes ECS
archetype changes (and often expensive table moves).

Because children are initialized after the fact, we also can't count
them to pre-allocate space. This means each time a child inserts itself,
it has a high chance of overflowing the currently allocated capacity in
the `RelationshipTarget` collection, causing literal worst-case
reallocations.

We can do better!

## Solution

The Bundle trait has been extended to support an optional
`BundleEffect`. This is applied directly to World immediately _after_
the Bundle has fully inserted. Note that this is
[intentionally](https://github.com/bevyengine/bevy/discussions/16920)
_not done via a deferred Command_, which would require repeatedly
copying each remaining subtree of the hierarchy to a new command as we
walk down the tree (_not_ good performance).

This allows us to implement the new `SpawnRelated` trait for all
`RelationshipTarget` impls, which looks like this in practice:

```rust
world.spawn((
    Foo,
    Children::spawn((
        Spawn((
            Bar,
            Children::spawn(Spawn(Baz)),
        )),
        Spawn((
            Bar,
            Children::spawn(Spawn(Baz)),
        )),
    ))
))
```

`Children::spawn` returns `SpawnRelatedBundle<Children, L:
SpawnableList>`, which is a `Bundle` that inserts `Children`
(preallocated to the size of the `SpawnableList::size_hint()`).
`Spawn<B: Bundle>(pub B)` implements `SpawnableList` with a size of 1.
`SpawnableList` is also implemented for tuples of `SpawnableList` (same
general pattern as the Bundle impl).

There are currently three built-in `SpawnableList` implementations:

```rust
world.spawn((
    Foo,
    Children::spawn((
        Spawn(Name::new("Child1")),   
        SpawnIter(["Child2", "Child3"].into_iter().map(Name::new),
        SpawnWith(|parent: &mut ChildSpawner| {
            parent.spawn(Name::new("Child4"));
            parent.spawn(Name::new("Child5"));
        })
    )),
))
```

We get the benefits of "structured init", but we have nice flexibility
where it is required!

Some readers' first instinct might be to try to remove the need for the
`Spawn` wrapper. This is impossible in the Rust type system, as a tuple
of "child Bundles to be spawned" and a "tuple of Components to be added
via a single Bundle" is ambiguous in the Rust type system. There are two
ways to resolve that ambiguity:

1. By adding support for variadics to the Rust type system (removing the
need for nested bundles). This is out of scope for this PR :)
2. Using wrapper types to resolve the ambiguity (this is what I did in
this PR).

For the single-entity spawn cases, `Children::spawn_one` does also
exist, which removes the need for the wrapper:

```rust
world.spawn((
    Foo,
    Children::spawn_one(Bar),
))
```

## This works for all Relationships

This API isn't just for `Children` / `ChildOf` relationships. It works
for any relationship type, and they can be mixed and matched!

```rust
world.spawn((
    Foo,
    Observers::spawn((
        Spawn(Observer::new(|trigger: Trigger<FuseLit>| {})),
        Spawn(Observer::new(|trigger: Trigger<Exploded>| {})),
    )),
    OwnerOf::spawn(Spawn(Bar))
    Children::spawn(Spawn(Baz))
))
```

## Macros

While `Spawn` is necessary to satisfy the type system, we _can_ remove
the need to express it via macros. The example above can be expressed
more succinctly using the new `children![X]` macro, which internally
produces `Children::spawn(Spawn(X))`:

```rust
world.spawn((
    Foo,
    children![
        (
            Bar,
            children![Baz],
        ),
        (
            Bar,
            children![Baz],
        ),
    ]
))
```

There is also a `related!` macro, which is a generic version of the
`children!` macro that supports any relationship type:

```rust
world.spawn((
    Foo,
    related!(Children[
        (
            Bar,
            related!(Children[Baz]),
        ),
        (
            Bar,
            related!(Children[Baz]),
        ),
    ])
))
```

## Returning Hierarchies from Functions

Thanks to these changes, the following pattern is now possible:

```rust
fn button(text: &str, color: Color) -> impl Bundle {
    (
        Node {
            width: Val::Px(300.),
            height: Val::Px(100.),
            ..default()
        },
        BackgroundColor(color),
        children![
            Text::new(text),
        ]
    )
}

fn ui() -> impl Bundle {
    (
        Node {
            width: Val::Percent(100.0),
            height: Val::Percent(100.0),
            ..default(),
        },
        children![
            button("hello", BLUE),
            button("world", RED),
        ]
    )
}

// spawn from a system
fn system(mut commands: Commands) {
    commands.spawn(ui());
}

// spawn directly on World
world.spawn(ui());
```

## Additional Changes and Notes

* `Bundle::from_components` has been split out into
`BundleFromComponents::from_components`, enabling us to implement
`Bundle` for types that cannot be "taken" from the ECS (such as the new
`SpawnRelatedBundle`).
* The `NoBundleEffect` trait (which implements `BundleEffect`) is
implemented for empty tuples (and tuples of empty tuples), which allows
us to constrain APIs to only accept bundles that do not have effects.
This is critical because the current batch spawn APIs cannot efficiently
apply BundleEffects in their current form (as doing so in-place could
invalidate the cached raw pointers). We could consider allocating a
buffer of the effects to be applied later, but that does have
performance implications that could offset the balance and value of the
batched APIs (and would likely require some refactors to the underlying
code). I've decided to be conservative here. We can consider relaxing
that requirement on those APIs later, but that should be done in a
followup imo.
* I've ported a few examples to illustrate real-world usage. I think in
a followup we should port all examples to the `children!` form whenever
possible (and for cases that require things like SpawnIter, use the raw
APIs).
* Some may ask "why not use the `Relationship` to spawn (ex:
`ChildOf::spawn(Foo)`) instead of the `RelationshipTarget` (ex:
`Children::spawn(Spawn(Foo))`)?". That _would_ allow us to remove the
`Spawn` wrapper. I've explicitly chosen to disallow this pattern.
`Bundle::Effect` has the ability to create _significant_ weirdness.
Things in `Bundle` position look like components. For example
`world.spawn((Foo, ChildOf::spawn(Bar)))` _looks and reads_ like Foo is
a child of Bar. `ChildOf` is in Foo's "component position" but it is not
a component on Foo. This is a huge problem. Now that `Bundle::Effect`
exists, we should be _very_ principled about keeping the "weird and
unintuitive behavior" to a minimum. Things that read like components
_should be the components they appear to be".

## Remaining Work

* The macros are currently trivially implemented using macro_rules and
are currently limited to the max tuple length. They will require a
proc_macro implementation to work around the tuple length limit.

## Next Steps

* Port the remaining examples to use `children!` where possible and raw
`Spawn` / `SpawnIter` / `SpawnWith` where the flexibility of the raw API
is required.

## Migration Guide

Existing spawn patterns will continue to work as expected.

Manual Bundle implementations now require a `BundleEffect` associated
type. Exisiting bundles would have no bundle effect, so use `()`.
Additionally `Bundle::from_components` has been moved to the new
`BundleFromComponents` trait.

```rust
// Before
unsafe impl Bundle for X {
    unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> Self {
    }
    /* remaining bundle impl here */
}

// After
unsafe impl Bundle for X {
    type Effect = ();
    /* remaining bundle impl here */
}

unsafe impl BundleFromComponents for X {
    unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> Self {
    }
}
```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
Co-authored-by: Emerson Coskey <emerson@coskey.dev>
2025-02-09 23:32:56 +00:00
raldone01
1b7db895b7
Harden proc macro path resolution and add integration tests. (#17330)
This pr uses the `extern crate self as` trick to make proc macros behave
the same way inside and outside bevy.

# Objective

- Removes noise introduced by `crate as` in the whole bevy repo.
- Fixes #17004.
- Hardens proc macro path resolution.

## TODO

- [x] `BevyManifest` needs cleanup.
- [x] Cleanup remaining `crate as`.
- [x] Add proper integration tests to the ci.

## Notes

- `cargo-manifest-proc-macros` is written by me and based/inspired by
the old `BevyManifest` implementation and
[`bkchr/proc-macro-crate`](https://github.com/bkchr/proc-macro-crate).
- What do you think about the new integration test machinery I added to
the `ci`?
  More and better integration tests can be added at a later stage.
The goal of these integration tests is to simulate an actual separate
crate that uses bevy. Ideally they would lightly touch all bevy crates.

## Testing

- Needs RA test
- Needs testing from other users
- Others need to run at least `cargo run -p ci integration-test` and
verify that they work.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-02-09 19:45:45 +00:00
ElliottjPierce
1b2cf7d6cd
Isolate component registration (#17671)
# Objective

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

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

## Solution

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

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

## Testing

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

## Migration Guide

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

---------

Co-authored-by: SpecificProtagonist <vincentjunge@posteo.net>
Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
2025-02-05 19:59:30 +00:00
Zachary Harrold
9bc0ae33c3
Move hashbrown and foldhash out of bevy_utils (#17460)
# Objective

- Contributes to #16877

## Solution

- Moved `hashbrown`, `foldhash`, and related types out of `bevy_utils`
and into `bevy_platform_support`
- Refactored the above to match the layout of these types in `std`.
- Updated crates as required.

## Testing

- CI

---

## Migration Guide

- The following items were moved out of `bevy_utils` and into
`bevy_platform_support::hash`:
  - `FixedState`
  - `DefaultHasher`
  - `RandomState`
  - `FixedHasher`
  - `Hashed`
  - `PassHash`
  - `PassHasher`
  - `NoOpHash`
- The following items were moved out of `bevy_utils` and into
`bevy_platform_support::collections`:
  - `HashMap`
  - `HashSet`
- `bevy_utils::hashbrown` has been removed. Instead, import from
`bevy_platform_support::collections` _or_ take a dependency on
`hashbrown` directly.
- `bevy_utils::Entry` has been removed. Instead, import from
`bevy_platform_support::collections::hash_map` or
`bevy_platform_support::collections::hash_set` as appropriate.
- All of the above equally apply to `bevy::utils` and
`bevy::platform_support`.

## Notes

- I left `PreHashMap`, `PreHashMapExt`, and `TypeIdMap` in `bevy_utils`
as they might be candidates for micro-crating. They can always be moved
into `bevy_platform_support` at a later date if desired.
2025-01-23 16:46:08 +00:00
Zachary Harrold
41e79ae826
Refactored ComponentHook Parameters into HookContext (#17503)
# Objective

- Make the function signature for `ComponentHook` less verbose

## Solution

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

## Testing

- CI

---

## Migration Guide

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

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

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

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

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

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

Fixes #14708

Also fixes some commands not updating tracked location.


## Solution

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

## Testing

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

---

## Showcase

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

## Migration

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

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-01-22 20:02:39 +00:00
AlephCubed
42b928b90e
Added helper methods to Bundles. (#17464)
Added `len`, `is_empty`, and `iter` methods to `Bundles`.

Separated out from #17331.

---------

Co-authored-by: shuo <shuoli84@gmail.com>
2025-01-21 02:19:02 +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
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
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
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
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
JaySpruce
d132239bb1
Misc. docs and renames for niche ECS internals (#16786)
## Objective

Some structs and methods in the ECS internals have names that don't
describe their purpose very well, and sometimes don't have docs either.

Also, the function `remove_bundle_from_archetype` is a counterpart to
`BundleInfo::add_bundle_to_archetype`, but isn't a method and is in a
different file.

## Solution

- Renamed the following structs and added docs:

| Before               | After                        |
|----------------------|------------------------------|
| `AddBundle`          | `ArchetypeAfterBundleInsert` |
| `InsertBundleResult` | `ArchetypeMoveType`          |

- Renamed the following methods:

| Before | After |

|---------------------------------------|----------------------------------------------|
| `Edges::get_add_bundle` | `Edges::get_archetype_after_bundle_insert` |
| `Edges::insert_add_bundle` |
`Edges::cache_archetype_after_bundle_insert` |
| `Edges::get_remove_bundle` |
`Edges::get_archetype_after_bundle_remove` |
| `Edges::insert_remove_bundle` |
`Edges::cache_archetype_after_bundle_remove` |
| `Edges::get_take_bundle` | `Edges::get_archetype_after_bundle_take` |
| `Edges::insert_take_bundle` |
`Edges::cache_archetype_after_bundle_take` |

- Moved `remove_bundle_from_archetype` from `world/entity_ref.rs` to
`BundleInfo`. I left the function in entity_ref in the first commit for
comparison, look there for the diff of comments and whatnot.
- Tidied up docs:
  - General grammar and spacing.
  - Made the usage of "insert" and "add" more consistent.
  - Removed references to information that isn't there.
- Renamed `BundleInfo::add_bundle_to_archetype` to
`BundleInfo::insert_bundle_into_archetype` for consistency.
2024-12-12 19:24:13 +00:00
SpecificProtagonist
5f1e114209
Descriptive error message for circular required components recursion (#16648)
# Objective

Fixes #16645

## Solution

Keep track of components in callstack when registering required
components.

## Testing

Added a test checking that the error fires.

---

## Showcase

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

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

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

---------

Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
2024-12-11 01:26:35 +00:00
Clar Fon
711246aa34
Update hashbrown to 0.15 (#15801)
Updating dependencies; adopted version of #15696. (Supercedes #15696.)

Long answer: hashbrown is no longer using ahash by default, meaning that
we can't use the default-hasher methods with ahasher. So, we have to use
the longer-winded versions instead. This takes the opportunity to also
switch our default hasher as well, but without actually enabling the
default-hasher feature for hashbrown, meaning that we'll be able to
change our hasher more easily at the cost of all of these method calls
being obnoxious forever.

One large change from 0.15 is that `insert_unique_unchecked` is now
`unsafe`, and for cases where unsafe code was denied at the crate level,
I replaced it with `insert`.

## Migration Guide

`bevy_utils` has updated its version of `hashbrown` to 0.15 and now
defaults to `foldhash` instead of `ahash`. This means that if you've
hard-coded your hasher to `bevy_utils::AHasher` or separately used the
`ahash` crate in your code, you may need to switch to `foldhash` to
ensure that everything works like it does in Bevy.
2024-12-10 19:45:50 +00:00
Nuutti Kotivuori
912da04699
Run observers before hooks for on_replace and on_remove (#16499)
# Objective

- Fixes #16498 

## Solution

- Trivially swaps ordering of hooks and observers for all call sites
where they are triggered for `on_replace` or `on_remove`

## Testing

- Just CI

---

## Migration Guide

The order of hooks and observers for `on_replace` and `on_remove` has
been swapped. Observers are now run before hooks. This is a more natural
ordering where the removal ordering is inverted compared to the
insertion ordering.
2024-12-06 00:24:27 +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
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
Christian Hughes
345f935b1a
Add Trigger::components, which lists the component targets that were triggered (#15811)
# Objective

- Closes #14774 

## Solution

Added:

```rust
impl<'w, E, B: Bundle> Trigger<'w, E, B> {
    pub fn components(&self) -> &[ComponentId];
}
```

I went with storing it in the trigger as a `SmallVec<[Component; 1]>`
because a singular target component will be the most common case, and it
remains the same size as `Vec<ComponentId>`.

## Testing

Added a test.
2024-10-15 02:17:03 +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
Emerson Coskey
7d40e3ec87
Migrate bevy_sprite to required components (#15489)
# Objective

Continue migration of bevy APIs to required components, following
guidance of https://hackmd.io/@bevy/required_components/

## Solution

- Make `Sprite` require `Transform` and `Visibility` and
`SyncToRenderWorld`
- move image and texture atlas handles into `Sprite`
- deprecate `SpriteBundle`
- remove engine uses of `SpriteBundle`

## Testing

ran cargo tests on bevy_sprite and tested several sprite examples.

---

## Migration Guide

Replace all uses of `SpriteBundle` with `Sprite`. There are several new
convenience constructors: `Sprite::from_image`,
`Sprite::from_atlas_image`, `Sprite::from_color`.

WARNING: use of `Handle<Image>` and `TextureAtlas` as components on
sprite entities will NO LONGER WORK. Use the fields on `Sprite` instead.
I would have removed the `Component` impls from `TextureAtlas` and
`Handle<Image>` except it is still used within ui. We should fix this
moving forward with the migration.
2024-10-09 16:17:26 +00:00
Joona Aalto
25bfa80e60
Migrate cameras to required components (#15641)
# Objective

Yet another PR for migrating stuff to required components. This time,
cameras!

## Solution

As per the [selected
proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected),
deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d`
and `Camera3d`.

Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning,
as suggested by Cart [on
Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273).
I would personally like cameras to work a bit differently and be split
into a few more components, to avoid some footguns and confusing
semantics, but that is more controversial, and shouldn't block this core
migration.

## Testing

I ran a few 2D and 3D examples, and tried cameras with and without
render graphs.

---

## Migration Guide

`Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of
`Camera2d` and `Camera3d`. Inserting them will now also insert the other
components required by them automatically.
2024-10-05 01:59:52 +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
Benjamin Brienen
c841dd92a1
Documentation for variadics (#15387)
# Objective

Relevant: #15208

## Solution

I went ahead and added the variadics documentation in all applicable
locations.

## Testing

- I built the documentation and inspected it to see whether the feature
is there.
2024-10-02 12:48:36 +00:00
Joona Aalto
f3e8ae03cd
Runtime required components (#15458)
# Objective

Fixes #15367.

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

Example use cases:

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

See #15367 for more in-depth reasoning.

## Solution

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

```rust
struct BirdPlugin;

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

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

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

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

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

### Implementation

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

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

My solutions to these problems are:

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

When calling `register_required_components`, it works as follows:

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

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

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

## Testing

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

## Discussion

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

## Next Steps

- Allow `register_required_components` to take a `Bundle` instead of a
single required component.
    - I could also try to do it in this PR if that would be preferable.
- Not directly related, but archetype invariants?
2024-09-30 19:20:16 +00:00
Zachary Harrold
d70595b667
Add core and alloc over std Lints (#15281)
# Objective

- Fixes #6370
- Closes #6581

## Solution

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

## Testing

- Ran CI locally

## Migration Guide

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

## Notes

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

---------

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

- Fixes #15451 

## Migration Guide

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

See #15375 for more reasoning/motivation.

## Rebasing (rerunning)

```rust
git switch simpler-lint-fixes
git reset --hard main
cargo fmt --all -- --unstable-features --config normalize_comments=true,imports_granularity=Crate
cargo fmt --all
git add --update
git commit --message "rustfmt"
cargo clippy --workspace --all-targets --all-features --fix
cargo fmt --all -- --unstable-features --config normalize_comments=true,imports_granularity=Crate
cargo fmt --all
git add --update
git commit --message "clippy"
git cherry-pick e6c0b94f6795222310fb812fa5c4512661fc7887
```
2024-09-24 11:42:59 +00:00
TheBigCheese
b1273d48cb
Enable clippy::check-private-items so that missing_safety_doc will apply to private functions as well (#15161)
Enabled `check-private-items` in `clippy.toml` and then fixed the
resulting errors. Most of these were simply misformatted and of the
remaining:
- ~Added `#[allow(clippy::missing_safety_doc)]` to~ Removed unsafe from
a pair of functions in `bevy_utils/futures` which are only unsafe so
that they can be passed to a function which requires `unsafe fn`
- Removed `unsafe` from `UnsafeWorldCell::observers` as from what I can
tell it is always safe like `components`, `bundles` etc. (this should be
checked)
- Added safety docs to:
- `Bundles::get_storage_unchecked`: Based on the function that writes to
`dynamic_component_storages`
- `Bundles::get_storages_unchecked`: Based on the function that writes
to `dynamic_bundle_storages`
   - `QueryIterationCursor::init_empty`: Duplicated from `init`
- `QueryIterationCursor::peek_last`: Thanks Giooschi (also added
internal unsafe blocks)
   - `tests::drop_ptr`: Moved safety comment out to the doc string
 
This lint would also apply to `missing_errors_doc`, `missing_panics_doc`
and `unnecessary_safety_doc` if we chose to enable any of those at some
point, although there is an open
[issue](https://github.com/rust-lang/rust-clippy/issues/13074) to
separate these options.
2024-09-18 15:28:41 +00:00
Adam
9bda913e36
Remove redundent information and optimize dynamic allocations in Table (#12929)
# Objective

- fix #12853
- Make `Table::allocate` faster

## Solution
The PR consists of multiple steps:

1) For the component data: create a new data-structure that's similar to
`BlobVec` but doesn't store `len` & `capacity` inside of it: "BlobArray"
(name suggestions welcome)
2) For the `Tick` data: create a new data-structure that's similar to
`ThinSlicePtr` but supports dynamic reallocation: "ThinArrayPtr" (name
suggestions welcome)
3) Create a new data-structure that's very similar to `Column` that
doesn't store `len` & `capacity` inside of it: "ThinColumn"
4) Adjust the `Table` implementation to use `ThinColumn` instead of
`Column`

The result is that only one set of `len` & `capacity` is stored in
`Table`, in `Table::entities`

### Notes Regarding Performance
Apart from shaving off some excess memory in `Table`, the changes have
also brought noteworthy performance improvements:
The previous implementation relied on `Vec::reserve` &
`BlobVec::reserve`, but that redundantly repeated the same if statement
(`capacity` == `len`). Now that check could be made at the `Table` level
because the capacity and length of all the columns are synchronized;
saving N branches per allocation. The result is a respectable
performance improvement per every `Table::reserve` (and subsequently
`Table::allocate`) call.

I'm hesitant to give exact numbers because I don't have a lot of
experience in profiling and benchmarking, but these are the results I
got so far:

*`add_remove_big/table` benchmark after the implementation:*


![after_add_remove_big_table](https://github.com/bevyengine/bevy/assets/46227443/b667da29-1212-4020-8bb0-ec0f15bb5f8a)

*`add_remove_big/table` benchmark in main branch (measured in comparison
to the implementation):*


![main_add_remove_big_table](https://github.com/bevyengine/bevy/assets/46227443/41abb92f-3112-4e01-b935-99696eb2fe58)

*`add_remove_very_big/table` benchmark after the implementation:*


![after_add_remove_very_big](https://github.com/bevyengine/bevy/assets/46227443/f268a155-295b-4f55-ab02-f8a9dcc64fc2)

*`add_remove_very_big/table` benchmark in main branch (measured in
comparison to the implementation):*


![main_add_remove_very_big](https://github.com/bevyengine/bevy/assets/46227443/78b4e3a6-b255-47c9-baee-1a24c25b9aea)

cc @james7132 to verify

---

## Changelog

- New data-structure that's similar to `BlobVec` but doesn't store `len`
& `capacity` inside of it: `BlobArray`
- New data-structure that's similar to `ThinSlicePtr` but supports
dynamic allocation:`ThinArrayPtr`
- New data-structure that's very similar to `Column` that doesn't store
`len` & `capacity` inside of it: `ThinColumn`
- Adjust the `Table` implementation to use `ThinColumn` instead of
`Column`
- New benchmark: `add_remove_very_big` to benchmark the performance of
spawning a lot of entities with a lot of components (15) each

## Migration Guide

`Table` now uses `ThinColumn` instead of `Column`. That means that
methods that previously returned `Column`, will now return `ThinColumn`
instead.

`ThinColumn` has a much more limited and low-level API, but you can
still achieve the same things in `ThinColumn` as you did in `Column`.
For example, instead of calling `Column::get_added_tick`, you'd call
`ThinColumn::get_added_ticks_slice` and index it to get the specific
added tick.

---------

Co-authored-by: James Liu <contact@jamessliu.com>
2024-09-16 22:52:05 +00:00
Carter Anderson
9cdb915809
Required Components (#14791)
## Introduction

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

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

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

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

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

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

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

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

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

And this is what it looks like with Required Components:

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

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

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

### Efficiency

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

### IDE Integration

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

### Custom Constructors

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

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

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

### Multiple Inheritance

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

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

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

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

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

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

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

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

The algorithm is simple and predictable:

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

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

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

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

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

## Next Steps

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

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
Co-authored-by: Pascal Hertleif <killercup@gmail.com>
2024-08-27 20:22:23 +00:00
EdJoPaTo
938d810766
Apply unused_qualifications lint (#14828)
# Objective

Fixes #14782

## Solution

Enable the lint and fix all upcoming hints (`--fix`). Also tried to
figure out the false-positive (see review comment). Maybe split this PR
up into multiple parts where only the last one enables the lint, so some
can already be merged resulting in less many files touched / less
potential for merge conflicts?

Currently, there are some cases where it might be easier to read the
code with the qualifier, so perhaps remove the import of it and adapt
its cases? In the current stage it's just a plain adoption of the
suggestions in order to have a base to discuss.

## Testing

`cargo clippy` and `cargo run -p ci` are happy.
2024-08-21 12:29:33 +00:00
Jeff Petkau
b2529bf100
feat: add insert_if_new (#14397) (#14646)
# Objective

Often there are reasons to insert some components (e.g. Transform)
separately from the rest of a bundle (e.g. PbrBundle). However `insert`
overwrites existing components, making this difficult.

See also issue #14397

Fixes #2054.

## Solution

This PR adds the method `insert_if_new` to EntityMut and Commands, which
is the same as `insert` except that the old component is kept in case of
conflicts.

It also renames some internal enums (from `ComponentStatus::Mutated` to
`Existing`), to reflect the possible change in meaning.

## Testing

*Did you test these changes? If so, how?*

Added basic unit tests; used the new behavior in my project.

*Are there any parts that need more testing?*

There should be a test that the change time isn't set if a component is
not overwritten; I wasn't sure how to write a test for that case.

*How can other people (reviewers) test your changes? Is there anything
specific they need to know?*

`cargo test` in the bevy_ecs project.

*If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?*

Only tested on Windows, but it doesn't touch anything platform-specific.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Giacomo Stevanato <giaco.stevanato@gmail.com>
2024-08-15 20:31:41 +00:00
Tau Gärtli
aab1f8e435
Use #[doc(fake_variadic)] to improve docs readability (#14703)
# Objective

- Fixes #14697

## Solution

This PR modifies the existing `all_tuples!` macro to optionally accept a
`#[doc(fake_variadic)]` attribute in its input. If the attribute is
present, each invocation of the impl macro gets the correct attributes
(i.e. the first impl receives `#[doc(fake_variadic)]` while the other
impls are hidden using `#[doc(hidden)]`.
Impls for the empty tuple (unit type) are left untouched (that's what
the [standard
library](https://doc.rust-lang.org/std/cmp/trait.PartialEq.html#impl-PartialEq-for-())
and
[serde](https://docs.rs/serde/latest/serde/trait.Serialize.html#impl-Serialize-for-())
do).

To work around https://github.com/rust-lang/cargo/issues/8811 and to get
impls on re-exports to correctly show up as variadic, `--cfg docsrs_dep`
is passed when building the docs for the toplevel `bevy` crate.

`#[doc(fake_variadic)]` only works on tuples and fn pointers, so impls
for structs like `AnyOf<(T1, T2, ..., Tn)>` are unchanged.

## Testing

I built the docs locally using `RUSTDOCFLAGS='--cfg docsrs'
RUSTFLAGS='--cfg docsrs_dep' cargo +nightly doc --no-deps --workspace`
and checked the documentation page of a trait both in its original crate
and the re-exported version in `bevy`.
The description should correctly mention for how many tuple items the
trait is implemented.

I added `rustc-args` for docs.rs to the `bevy` crate, I hope there
aren't any other notable crates that re-export `#[doc(fake_variadic)]`
traits.

---

## Showcase

`bevy_ecs::query::QueryData`:
<img width="1015" alt="Screenshot 2024-08-12 at 16 41 28"
src="https://github.com/user-attachments/assets/d40136ed-6731-475f-91a0-9df255cd24e3">

`bevy::ecs::query::QueryData` (re-export):
<img width="1005" alt="Screenshot 2024-08-12 at 16 42 57"
src="https://github.com/user-attachments/assets/71d44cf0-0ab0-48b0-9a51-5ce332594e12">

## Original Description

<details>

Resolves #14697

Submitting as a draft for now, very WIP.

Unfortunately, the docs don't show the variadics nicely when looking at
reexported items.
For example:

`bevy_ecs::bundle::Bundle` correctly shows the variadic impl:

![image](https://github.com/user-attachments/assets/90bf8af1-1d1f-4714-9143-cdd3d0199998)

while `bevy::ecs::bundle::Bundle` (the reexport) shows all the impls
(not good):

![image](https://github.com/user-attachments/assets/439c428e-f712-465b-bec2-481f7bf5870b)

Built using `RUSTDOCFLAGS='--cfg docsrs' cargo +nightly doc --workspace
--no-deps` (`--no-deps` because of wgpu-core).

Maybe I missed something or this is a limitation in the *totally not
private* `#[doc(fake_variadic)]` thingy. In any case I desperately need
some sleep now :))

</details>
2024-08-12 18:54:33 +00:00
Aevyrie
9575b20d31
Track source location in change detection (#14034)
# Objective

- Make it possible to know *what* changed your component or resource.
- Common need when debugging, when you want to know the last code
location that mutated a value in the ECS.
- This feature would be very useful for the editor alongside system
stepping.

## Solution

- Adds the caller location to column data.
- Mutations now `track_caller` all the way up to the public API.
- Commands that invoke these functions immediately call
`Location::caller`, and pass this into the functions, instead of the
functions themselves attempting to get the caller. This would not work
for commands which are deferred, as the commands are executed by the
scheduler, not the user's code.

## Testing

- The `component_change_detection` example now shows where the component
was mutated:

```
2024-07-28T06:57:48.946022Z  INFO component_change_detection: Entity { index: 1, generation: 1 }: New value: MyComponent(0.0)
2024-07-28T06:57:49.004371Z  INFO component_change_detection: Entity { index: 1, generation: 1 }: New value: MyComponent(1.0)
2024-07-28T06:57:49.012738Z  WARN component_change_detection: Change detected!
        -> value: Ref(MyComponent(1.0))
        -> added: false
        -> changed: true
        -> changed by: examples/ecs/component_change_detection.rs:36:23
```

- It's also possible to inspect change location from a debugger:
<img width="608" alt="image"
src="https://github.com/user-attachments/assets/c90ecc7a-0462-457a-80ae-42e7f5d346b4">


---

## Changelog

- Added source locations to ECS change detection behind the
`track_change_detection` flag.

## Migration Guide

- Added `changed_by` field to many internal ECS functions used with
change detection when the `track_change_detection` feature flag is
enabled. Use Location::caller() to provide the source of the function
call.

---------

Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2024-07-30 12:02:38 +00:00
Martín Maita
72e7a4fed2
Update trigger_observers to operate over slices of data (#14354)
# Objective

- Fixes #14333 

## Solution

- Updated `trigger_observers` signature to operate over a slice instead
of an `Iterator`.
- Updated calls to `trigger_observers` to match the new signature.

---

## Migration Guide

- TBD
2024-07-17 13:01:52 +00:00
Pixelstorm
0f7c548a4a
Component Lifecycle Hook & Observer Trigger for replaced values (#14212)
# Objective

Fixes #14202

## Solution

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

## Testing

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

---

## Changelog

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

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

## Solution

Added 3 new attributes to the `Component` macro.

## Testing

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

---

---------

Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2024-07-08 00:46:00 +00:00
Brezak
16e02e1889
Use a unstable sort to sort component ids in bevy_ecs (#13789)
# Objective

While writing code for the `bevy_ecs` I noticed we were using a
unnecessarily stable sort to sort component ids

## Solution

- Sort component ids with a unstable sort
- Comb the bevy_ecs crate for any other obvious inefficiencies.
- Don't clone component vectors when inserting an archetype.

## Testing

I ran `cargo test -p bevy_ecs`. Everything else I leave to CI.

## Profiling

I measured about a 1% speed increase when spawning entities directly
into a world. Since the difference is so small (and might just be noise)
I didn't bother to figure out which of change if any made the biggest
difference.
<details>
<summary> Tracy data </summary>
Yellow is this PR. Red is the commit I branched from.


![image](https://github.com/bevyengine/bevy/assets/59848927/f1a5c95d-a882-4dfb-ac07-dd2922273b91)

</details>

<details>
<summary>Methodology</summary>
I created a system that spawn a 1000 entities each with the same 30
components each frame, and then I measured it's run time. The unusually
high number of components was chosen because the standard library [will
use a insertion sort for slices under 20
elements](0de24a5177/library/core/src/slice/sort.rs (L1048-L1049)).
This holds for both stable and unstable sorts.
</details>
2024-06-17 14:56:19 +00:00
James O'Brien
eb3c81374a
Generalised ECS reactivity with Observers (#10839)
# Objective

- Provide an expressive way to register dynamic behavior in response to
ECS changes that is consistent with existing bevy types and traits as to
provide a smooth user experience.
- Provide a mechanism for immediate changes in response to events during
command application in order to facilitate improved query caching on the
path to relations.

## Solution

- A new fundamental ECS construct, the `Observer`; inspired by flec's
observers but adapted to better fit bevy's access patterns and rust's
type system.

---

## Examples
There are 3 main ways to register observers. The first is a "component
observer" that looks like this:
```rust
world.observe(|trigger: Trigger<OnAdd, Transform>, query: Query<&Transform>| {
    let transform = query.get(trigger.entity()).unwrap();
});
```
The above code will spawn a new entity representing the observer that
will run it's callback whenever the `Transform` component is added to an
entity. This is a system-like function that supports dependency
injection for all the standard bevy types: `Query`, `Res`, `Commands`
etc. It also has a `Trigger` parameter that provides information about
the trigger such as the target entity, and the event being triggered.
Importantly these systems run during command application which is key
for their future use to keep ECS internals up to date. There are similar
events for `OnInsert` and `OnRemove`, and this will be expanded with
things such as `ArchetypeCreated`, `TableEmpty` etc. in follow up PRs.

Another way to register an observer is an "entity observer" that looks
like this:
```rust
world.entity_mut(entity).observe(|trigger: Trigger<Resize>| {
    // ...
});
```
Entity observers run whenever an event of their type is triggered
targeting that specific entity. This type of observer will de-spawn
itself if the entity (or entities) it is observing is ever de-spawned so
as to not leave dangling observers.

Entity observers can also be spawned from deferred contexts such as
other observers, systems, or hooks using commands:
```rust
commands.entity(entity).observe(|trigger: Trigger<Resize>| {
    // ...
});
```

Observers are not limited to in built event types, they can be used with
any type that implements `Event` (which has been extended to implement
Component). This means events can also carry data:

```rust
#[derive(Event)]
struct Resize { x: u32, y: u32 }

commands.entity(entity).observe(|trigger: Trigger<Resize>, query: Query<&mut Size>| {
    let event = trigger.event();
    // ...
});

// Will trigger the observer when commands are applied.
commands.trigger_targets(Resize { x: 10, y: 10 }, entity);
```

You can also trigger events that target more than one entity at a time:

```rust
commands.trigger_targets(Resize { x: 10, y: 10 }, [e1, e2]);
```

Additionally, Observers don't _need_ entity targets:

```rust
app.observe(|trigger: Trigger<Quit>| {
})

commands.trigger(Quit);
```

In these cases, `trigger.entity()` will be a placeholder.

Observers are actually just normal entities with an `ObserverState` and
`Observer` component! The `observe()` functions above are just shorthand
for:

```rust
world.spawn(Observer::new(|trigger: Trigger<Resize>| {});
```

This will spawn the `Observer` system and use an `on_add` hook to add
the `ObserverState` component.

Dynamic components and trigger types are also fully supported allowing
for runtime defined trigger types.

## Possible Follow-ups
1. Deprecate `RemovedComponents`, observers should fulfill all use cases
while being more flexible and performant.
2. Queries as entities: Swap queries to entities and begin using
observers listening to archetype creation triggers to keep their caches
in sync, this allows unification of `ObserverState` and `QueryState` as
well as unlocking several API improvements for `Query` and the
management of `QueryState`.
3. Trigger bubbling: For some UI use cases in particular users are
likely to want some form of bubbling for entity observers, this is
trivial to implement naively but ideally this includes an acceleration
structure to cache hierarchy traversals.
4. All kinds of other in-built trigger types.
5. Optimization; in order to not bloat the complexity of the PR I have
kept the implementation straightforward, there are several areas where
performance can be improved. The focus for this PR is to get the
behavior implemented and not incur a performance cost for users who
don't use observers.

I am leaving each of these to follow up PR's in order to keep each of
them reviewable as this already includes significant changes.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: MiniaczQ <xnetroidpl@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-06-15 01:33:26 +00:00
Alice Cecile
ec7b3490f6
Add on_unimplemented Diagnostics to Most Public Traits (#13347) (#13662)
# Objective

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

## Solution

- Re-adds #13347.

Co-authored-by: Zachary Harrold <zac@harrold.com.au>
Co-authored-by: Jamie Ridding <Themayu@users.noreply.github.com>
Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
2024-06-04 00:31:34 +00:00
James O'Brien
bc102d41de
Refactor command application for more consistency (#13249)
# Objective

- Prevent the case where a hook/observer is triggered but the source
entity/component no longer exists

## Solution

- Re-order command application such that all hooks/observers that are
notified will run before any have a chance to invalidate the result.

## Testing
Updated relevant tests in `bevy_ecs`, all other tests pass.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Co-authored-by: Mike Hsu <mike.hsu@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-05-28 12:17:57 +00:00
Alice Cecile
ee6dfd35c9
Revert "Add on_unimplemented Diagnostics to Most Public Traits" (#13413)
# Objective

- Rust 1.78 breaks all Android support, see
https://github.com/bevyengine/bevy/issues/13331
- We should not bump the MSRV to 1.78 until that's resolved in #13366.

## Solution

- Temporarily revert https://github.com/bevyengine/bevy/pull/13347

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-05-17 17:00:43 +00:00
Zachary Harrold
11f0a2dcde
Add on_unimplemented Diagnostics to Most Public Traits (#13347)
# Objective

- Fixes #12377

## Solution

Added simple `#[diagnostic::on_unimplemented(...)]` attributes to some
critical public traits providing a more approachable initial error
message. Where appropriate, a `note` is added indicating that a `derive`
macro is available.

## Examples

<details>
<summary>Examples hidden for brevity</summary>

Below is a collection of examples showing the new error messages
produced by this change. In general, messages will start with a more
Bevy-centric error message (e.g., _`MyComponent` is not a `Component`_),
and a note directing the user to an available derive macro where
appropriate.

### Missing `#[derive(Resource)]`

<details>
<summary>Example Code</summary>

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

struct MyResource;

fn main() {
    App::new()
        .insert_resource(MyResource)
        .run();
}
```

</details>

<details>
<summary>Error Generated</summary>

```error
error[E0277]: `MyResource` is not a `Resource`
   --> examples/app/empty.rs:7:26
    |
7   |         .insert_resource(MyResource)
    |          --------------- ^^^^^^^^^^ invalid `Resource`
    |          |
    |          required by a bound introduced by this call
    |
    = help: the trait `Resource` is not implemented for `MyResource`       
    = note: consider annotating `MyResource` with `#[derive(Resource)]`    
    = help: the following other types implement trait `Resource`:
              AccessibilityRequested
              ManageAccessibilityUpdates
              bevy::bevy_a11y::Focus
              DiagnosticsStore
              FrameCount
              bevy::prelude::State<S>
              SystemInfo
              bevy::prelude::Axis<T>
            and 141 others
note: required by a bound in `bevy::prelude::App::insert_resource`
   --> C:\Users\Zac\Documents\GitHub\bevy\crates\bevy_app\src\app.rs:419:31
    |
419 |     pub fn insert_resource<R: Resource>(&mut self, resource: R) -> &mut Self {
    |                               ^^^^^^^^ required by this bound in `App::insert_resource`
```

</details>

### Putting A `QueryData` in a `QueryFilter` Slot

<details>
<summary>Example Code</summary>

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

#[derive(Component)]
struct A;

#[derive(Component)]
struct B;

fn my_system(_query: Query<&A, &B>) {}

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

</details>

<details>
<summary>Error Generated</summary>

```error
error[E0277]: `&B` is not a valid `Query` filter
   --> examples/app/empty.rs:9:22
    |
9   | fn my_system(_query: Query<&A, &B>) {}
    |                      ^^^^^^^^^^^^^ invalid `Query` filter
    |
    = help: the trait `QueryFilter` is not implemented for `&B`
    = help: the following other types implement trait `QueryFilter`:
              With<T>
              Without<T>
              bevy::prelude::Or<()>
              bevy::prelude::Or<(F0,)>
              bevy::prelude::Or<(F0, F1)>
              bevy::prelude::Or<(F0, F1, F2)>
              bevy::prelude::Or<(F0, F1, F2, F3)>
              bevy::prelude::Or<(F0, F1, F2, F3, F4)>
            and 28 others
note: required by a bound in `bevy::prelude::Query`
   --> C:\Users\Zac\Documents\GitHub\bevy\crates\bevy_ecs\src\system\query.rs:349:51
    |
349 | pub struct Query<'world, 'state, D: QueryData, F: QueryFilter = ()> {
    |                                                   ^^^^^^^^^^^ required by this bound in `Query`
```

</details>

### Missing `#[derive(Component)]`

<details>
<summary>Example Code</summary>

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

struct A;

fn my_system(mut commands: Commands) {
    commands.spawn(A);
}

fn main() {
    App::new()
        .add_systems(Startup, my_system)
        .run();
}
```

</details>

<details>
<summary>Error Generated</summary>

```error
error[E0277]: `A` is not a `Bundle`
   --> examples/app/empty.rs:6:20
    |
6   |     commands.spawn(A);
    |              ----- ^ invalid `Bundle`
    |              |
    |              required by a bound introduced by this call
    |
    = help: the trait `bevy::prelude::Component` is not implemented for `A`, which is required by `A: Bundle`
    = note: consider annotating `A` with `#[derive(Component)]` or `#[derive(Bundle)]`
    = help: the following other types implement trait `Bundle`:
              TransformBundle
              SceneBundle
              DynamicSceneBundle
              AudioSourceBundle<Source>
              SpriteBundle
              SpriteSheetBundle
              Text2dBundle
              MaterialMesh2dBundle<M>
            and 34 others
    = note: required for `A` to implement `Bundle`
note: required by a bound in `bevy::prelude::Commands::<'w, 's>::spawn`
   --> C:\Users\Zac\Documents\GitHub\bevy\crates\bevy_ecs\src\system\commands\mod.rs:243:21
    |
243 |     pub fn spawn<T: Bundle>(&mut self, bundle: T) -> EntityCommands {
    |                     ^^^^^^ required by this bound in `Commands::<'w, 's>::spawn`
```

</details>

### Missing `#[derive(Asset)]`

<details>
<summary>Example Code</summary>

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

struct A;

fn main() {
    App::new()
        .init_asset::<A>()
        .run();
}
```

</details>

<details>
<summary>Error Generated</summary>

```error
error[E0277]: `A` is not an `Asset`
   --> examples/app/empty.rs:7:23
    |
7   |         .init_asset::<A>()
    |          ----------   ^ invalid `Asset`
    |          |
    |          required by a bound introduced by this call
    |
    = help: the trait `Asset` is not implemented for `A`
    = note: consider annotating `A` with `#[derive(Asset)]`
    = help: the following other types implement trait `Asset`:
              Font
              AnimationGraph
              DynamicScene
              Scene
              AudioSource
              Pitch
              bevy::bevy_gltf::Gltf
              GltfNode
            and 17 others
note: required by a bound in `init_asset`
   --> C:\Users\Zac\Documents\GitHub\bevy\crates\bevy_asset\src\lib.rs:307:22
    |
307 |     fn init_asset<A: Asset>(&mut self) -> &mut Self;
    |                      ^^^^^ required by this bound in `AssetApp::init_asset`
```

</details>

### Mismatched Input and Output on System Piping

<details>
<summary>Example Code</summary>

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

fn producer() -> u32 {
    123
}

fn consumer(_: In<u16>) {}

fn main() {
    App::new()
        .add_systems(Update, producer.pipe(consumer))
        .run();
}
```

</details>

<details>
<summary>Error Generated</summary>

```error
error[E0277]: `fn(bevy::prelude::In<u16>) {consumer}` is not a valid system with input `u32` and output `_`
   --> examples/app/empty.rs:11:44
    |
11  |         .add_systems(Update, producer.pipe(consumer))
    |                                       ---- ^^^^^^^^ invalid system
    |                                       |
    |                                       required by a bound introduced by this call
    |
    = help: the trait `bevy::prelude::IntoSystem<u32, _, _>` is not implemented for fn item `fn(bevy::prelude::In<u16>) {consumer}`
    = note: expecting a system which consumes `u32` and produces `_`
note: required by a bound in `pipe`
   --> C:\Users\Zac\Documents\GitHub\bevy\crates\bevy_ecs\src\system\mod.rs:168:12
    |
166 |     fn pipe<B, Final, MarkerB>(self, system: B) -> PipeSystem<Self::System, B::System>
    |        ---- required by a bound in this associated function
167 |     where
168 |         B: IntoSystem<Out, Final, MarkerB>,
    |            ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ required by this bound in `IntoSystem::pipe`
```

</details>

### Missing Reflection

<details>
<summary>Example Code</summary>

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

#[derive(Component)]
struct MyComponent;

fn main() {
    App::new()
        .register_type::<MyComponent>()
        .run();
}
```

</details>

<details>
<summary>Error Generated</summary>

```error
error[E0277]: `MyComponent` does not provide type registration information
   --> examples/app/empty.rs:8:26
    |
8   |         .register_type::<MyComponent>()
    |          -------------   ^^^^^^^^^^^ the trait `GetTypeRegistration` is not implemented for `MyComponent`
    |          |
    |          required by a bound introduced by this call
    |
    = note: consider annotating `MyComponent` with `#[derive(Reflect)]`
    = help: the following other types implement trait `GetTypeRegistration`:
              bool
              char
              isize
              i8
              i16
              i32
              i64
              i128
            and 443 others
note: required by a bound in `bevy::prelude::App::register_type`
   --> C:\Users\Zac\Documents\GitHub\bevy\crates\bevy_app\src\app.rs:619:29
    |
619 |     pub fn register_type<T: bevy_reflect::GetTypeRegistration>(&mut self) -> &mut Self {
    |                             ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ required by this bound in `App::register_type`
```

</details>

### Missing `#[derive(States)]` Implementation

<details>
<summary>Example Code</summary>

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

#[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash)]
enum AppState {
    #[default]
    Menu,
    InGame {
        paused: bool,
        turbo: bool,
    },
}

fn main() {
    App::new()
        .init_state::<AppState>()
        .run();
}
```

</details>

<details>
<summary>Error Generated</summary>

```error
error[E0277]: the trait bound `AppState: FreelyMutableState` is not satisfied
   --> examples/app/empty.rs:15:23
    |
15  |         .init_state::<AppState>()
    |          ----------   ^^^^^^^^ the trait `FreelyMutableState` is not implemented for `AppState`
    |          |
    |          required by a bound introduced by this call
    |
    = note: consider annotating `AppState` with `#[derive(States)]`
note: required by a bound in `bevy::prelude::App::init_state`
   --> C:\Users\Zac\Documents\GitHub\bevy\crates\bevy_app\src\app.rs:282:26
    |
282 |     pub fn init_state<S: FreelyMutableState + FromWorld>(&mut self) -> &mut Self {
    |                          ^^^^^^^^^^^^^^^^^^ required by this bound in `App::init_state`
```

</details>

### Adding a `System` with Unhandled Output

<details>
<summary>Example Code</summary>

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

fn producer() -> u32 {
    123
}

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

</details>

<details>
<summary>Error Generated</summary>

```error
error[E0277]: `fn() -> u32 {producer}` does not describe a valid system configuration
   --> examples/app/empty.rs:9:30
    |
9   |         .add_systems(Update, producer)
    |          -----------         ^^^^^^^^ invalid system configuration
    |          |
    |          required by a bound introduced by this call
    |
    = help: the trait `IntoSystem<(), (), _>` is not implemented for fn item `fn() -> u32 {producer}`, which is required by `fn() -> u32 {producer}: IntoSystemConfigs<_>`
    = help: the following other types implement trait `IntoSystemConfigs<Marker>`:
              <Box<(dyn bevy::prelude::System<In = (), Out = ()> + 'static)> as IntoSystemConfigs<()>>
              <NodeConfigs<Box<(dyn bevy::prelude::System<In = (), Out = ()> + 'static)>> as IntoSystemConfigs<()>>
              <(S0,) as IntoSystemConfigs<(SystemConfigTupleMarker, P0)>>
              <(S0, S1) as IntoSystemConfigs<(SystemConfigTupleMarker, P0, P1)>>
              <(S0, S1, S2) as IntoSystemConfigs<(SystemConfigTupleMarker, P0, P1, P2)>>
              <(S0, S1, S2, S3) as IntoSystemConfigs<(SystemConfigTupleMarker, P0, P1, P2, P3)>>
              <(S0, S1, S2, S3, S4) as IntoSystemConfigs<(SystemConfigTupleMarker, P0, P1, P2, P3, P4)>>
              <(S0, S1, S2, S3, S4, S5) as IntoSystemConfigs<(SystemConfigTupleMarker, P0, P1, P2, P3, P4, P5)>>
            and 14 others
    = note: required for `fn() -> u32 {producer}` to implement `IntoSystemConfigs<_>`
note: required by a bound in `bevy::prelude::App::add_systems`
   --> C:\Users\Zac\Documents\GitHub\bevy\crates\bevy_app\src\app.rs:342:23
    |
339 |     pub fn add_systems<M>(
    |            ----------- required by a bound in this associated function
...
342 |         systems: impl IntoSystemConfigs<M>,
    |                       ^^^^^^^^^^^^^^^^^^^^ required by this bound in `App::add_systems`
```

</details>
</details>

## Testing

CI passed locally.

## Migration Guide

Upgrade to version 1.78 (or higher) of Rust.

## Future Work

- Currently, hints are not supported in this diagnostic. Ideally,
suggestions like _"consider using ..."_ would be in a hint rather than a
note, but that is the best option for now.
- System chaining and other `all_tuples!(...)`-based traits have bad
error messages due to the slightly different error message format.

---------

Co-authored-by: Jamie Ridding <Themayu@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
2024-05-17 00:49:05 +00:00
targrub
8316166622
Fix uses of "it's" vs "its". (#13033)
Grammar changes only.
2024-04-19 18:17:31 +00:00
Charles Bournhonesque
944fc71eb1
Update safety comment for bundle removal (#12657)
# Objective

- Tiny PR to clarify that `self.world.bundles.init_info::<T>` must have
been called so that the BundleInfo is present in the World

---------

Co-authored-by: James Liu <contact@jamessliu.com>
2024-03-23 22:07:08 +00:00
James Liu
4cd53cc7e1
Clean up pointer use in BundleSpawner/BundleInserter (#12269)
# Objective
Following #10756, we're now using raw pointers in BundleInserter and
BundleSpawner. This is primarily to get around the need to split the
borrow on the World, but it leaves a lot to be desired in terms of
safety guarantees. There's no type level guarantee the code can't
dereference a null pointer, and it's restoring them to borrows fairly
liberally within the associated functions.

## Solution

* Replace the pointers with `NonNull` and a new `bevy_ptr::ConstNonNull`
that only allows conversion back to read-only borrows
* Remove the closure to avoid potentially aliasing through the closure
by restructuring the match expression.
* Move all conversions back into borrows as far up as possible to ensure
that the borrow checker is at least locally followed.
2024-03-06 05:52:18 +00:00