
# Objective - ECS error handling is a lovely flagship feature for Bevy 0.16, all in the name of reducing panics and encouraging better error handling (#14275). - Currently though, command and system error handling are completely disjoint and use different mechanisms. - Additionally, there's a number of distinct ways to set the default/fallback/global error handler that have limited value. As far as I can tell, this will be cfg flagged to toggle between dev and production builds in 99.9% of cases, with no real value in more granular settings or helpers. - Fixes #17272 ## Solution - Standardize error handling on the OnceLock global error mechanisms ironed out in https://github.com/bevyengine/bevy/pull/17215 - As discussed there, there are serious performance concerns there, especially for commands - I also think this is a better fit for the use cases, as it's truly global - Move from `SystemErrorContext` to a more general purpose `ErrorContext`, which can handle observers and commands more clearly - Cut the superfluous setter methods on `App` and `SubApp` - Rename the limited (and unhelpful) `fallible_systems` example to `error_handling`, and add an example of command error handling ## Testing Ran the `error_handling` example. ## Notes for reviewers - Do you see a clear way to allow commands to retain &mut World access in the per-command custom error handlers? IMO that's a key feature here (allowing the ad-hoc creation of custom commands), but I'm not sure how to get there without exploding complexity. - I've removed the feature gate on the default_error_handler: contrary to @cart's opinion in #17215 I think that virtually all apps will want to use this. Can you think of a category of app that a) is extremely performance sensitive b) is fine with shipping to production with the panic error handler? If so, I can try to gather performance numbers and/or reintroduce the feature flag. UPDATE: see benches at the end of this message. - ~~`OnceLock` is in `std`: @bushrat011899 what should we do here?~~ - Do you have ideas for more automated tests for this collection of features? ## Benchmarks I checked the impact of the feature flag introduced: benchmarks might show regressions. This bears more investigation. I'm still skeptical that there are users who are well-served by a fast always panicking approach, but I'm going to re-add the feature flag here to avoid stalling this out.  --------- Co-authored-by: Zachary Harrold <zac@harrold.com.au>
193 lines
6.2 KiB
Rust
193 lines
6.2 KiB
Rust
//! Showcases how fallible systems and observers can make use of Rust's powerful result handling
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//! syntax.
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//!
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//! Important note: to set the global error handler, the `configurable_error_handler` feature must be
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//! enabled. This feature is disabled by default, as it may introduce runtime overhead, especially for commands.
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use bevy::ecs::{
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error::{warn, GLOBAL_ERROR_HANDLER},
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world::DeferredWorld,
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};
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use bevy::math::sampling::UniformMeshSampler;
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use bevy::prelude::*;
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use rand::distributions::Distribution;
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use rand::SeedableRng;
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use rand_chacha::ChaCha8Rng;
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fn main() {
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// By default, fallible systems that return an error will panic.
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//
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// We can change this by setting a custom error handler, which applies globally.
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// Here we set the global error handler using one of the built-in
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// error handlers. Bevy provides built-in handlers for `panic`, `error`, `warn`, `info`,
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// `debug`, `trace` and `ignore`.
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GLOBAL_ERROR_HANDLER
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.set(warn)
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.expect("The error handler can only be set once, globally.");
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let mut app = App::new();
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app.add_plugins(DefaultPlugins);
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#[cfg(feature = "bevy_mesh_picking_backend")]
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app.add_plugins(MeshPickingPlugin);
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// Fallible systems can be used the same way as regular systems. The only difference is they
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// return a `Result<(), BevyError>` instead of a `()` (unit) type. Bevy will handle both
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// types of systems the same way, except for the error handling.
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app.add_systems(Startup, setup);
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// Commands can also return `Result`s, which are automatically handled by the global error handler
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// if not explicitly handled by the user.
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app.add_systems(Startup, failing_commands);
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// Individual systems can also be handled by piping the output result:
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app.add_systems(
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PostStartup,
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failing_system.pipe(|result: In<Result>| {
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let _ = result.0.inspect_err(|err| info!("captured error: {err}"));
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}),
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);
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// Fallible observers are also supported.
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app.add_observer(fallible_observer);
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// If we run the app, we'll see the following output at startup:
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//
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// WARN Encountered an error in system `fallible_systems::failing_system`: "Resource not initialized"
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// ERROR fallible_systems::failing_system failed: Resource not initialized
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// INFO captured error: Resource not initialized
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app.run();
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}
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/// An example of a system that calls several fallible functions with the question mark operator.
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///
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/// See: <https://doc.rust-lang.org/reference/expressions/operator-expr.html#the-question-mark-operator>
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) -> Result {
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let mut seeded_rng = ChaCha8Rng::seed_from_u64(19878367467712);
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// Make a plane for establishing space.
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commands.spawn((
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Mesh3d(meshes.add(Plane3d::default().mesh().size(12.0, 12.0))),
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MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
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Transform::from_xyz(0.0, -2.5, 0.0),
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));
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// Spawn a light:
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commands.spawn((
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PointLight {
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shadows_enabled: true,
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..default()
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},
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Transform::from_xyz(4.0, 8.0, 4.0),
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));
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// Spawn a camera:
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(-2.0, 3.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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));
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// Create a new sphere mesh:
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let mut sphere_mesh = Sphere::new(1.0).mesh().ico(7)?;
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sphere_mesh.generate_tangents()?;
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// Spawn the mesh into the scene:
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let mut sphere = commands.spawn((
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Mesh3d(meshes.add(sphere_mesh.clone())),
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MeshMaterial3d(materials.add(StandardMaterial::default())),
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Transform::from_xyz(-1.0, 1.0, 0.0),
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));
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// Generate random sample points:
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let triangles = sphere_mesh.triangles()?;
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let distribution = UniformMeshSampler::try_new(triangles)?;
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// Setup sample points:
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let point_mesh = meshes.add(Sphere::new(0.01).mesh().ico(3)?);
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let point_material = materials.add(StandardMaterial {
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base_color: Srgba::RED.into(),
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emissive: LinearRgba::rgb(1.0, 0.0, 0.0),
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..default()
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});
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// Add sample points as children of the sphere:
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for point in distribution.sample_iter(&mut seeded_rng).take(10000) {
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sphere.with_child((
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Mesh3d(point_mesh.clone()),
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MeshMaterial3d(point_material.clone()),
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Transform::from_translation(point),
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));
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}
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// Indicate the system completed successfully:
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Ok(())
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}
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// Observer systems can also return a `Result`.
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fn fallible_observer(
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trigger: Trigger<Pointer<Move>>,
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mut world: DeferredWorld,
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mut step: Local<f32>,
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) -> Result {
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let mut transform = world
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.get_mut::<Transform>(trigger.target)
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.ok_or("No transform found.")?;
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*step = if transform.translation.x > 3. {
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-0.1
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} else if transform.translation.x < -3. || *step == 0. {
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0.1
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} else {
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*step
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};
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transform.translation.x += *step;
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Ok(())
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}
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#[derive(Resource)]
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struct UninitializedResource;
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fn failing_system(world: &mut World) -> Result {
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world
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// `get_resource` returns an `Option<T>`, so we use `ok_or` to convert it to a `Result` on
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// which we can call `?` to propagate the error.
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.get_resource::<UninitializedResource>()
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// We can provide a `str` here because `BevyError` implements `From<&str>`.
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.ok_or("Resource not initialized")?;
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Ok(())
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}
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fn failing_commands(mut commands: Commands) {
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commands
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// This entity doesn't exist!
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.entity(Entity::from_raw(12345678))
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// Normally, this failed command would panic,
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// but since we've set the global error handler to `warn`
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// it will log a warning instead.
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.insert(Transform::default());
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// The error handlers for commands can be set individually as well,
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// by using the queue_handled method.
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commands.queue_handled(
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|world: &mut World| -> Result {
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world
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.get_resource::<UninitializedResource>()
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.ok_or("Resource not initialized when accessed in a command")?;
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Ok(())
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},
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|error, context| {
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error!("{error}, {context}");
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},
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);
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}
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