
# Objective Now that #13432 has been merged, it's important we update our reflected types to properly opt into this feature. If we do not, then this could cause issues for users downstream who want to make use of reflection-based cloning. ## Solution This PR is broken into 4 commits: 1. Add `#[reflect(Clone)]` on all types marked `#[reflect(opaque)]` that are also `Clone`. This is mandatory as these types would otherwise cause the cloning operation to fail for any type that contains it at any depth. 2. Update the reflection example to suggest adding `#[reflect(Clone)]` on opaque types. 3. Add `#[reflect(clone)]` attributes on all fields marked `#[reflect(ignore)]` that are also `Clone`. This prevents the ignored field from causing the cloning operation to fail. Note that some of the types that contain these fields are also `Clone`, and thus can be marked `#[reflect(Clone)]`. This makes the `#[reflect(clone)]` attribute redundant. However, I think it's safer to keep it marked in the case that the `Clone` impl/derive is ever removed. I'm open to removing them, though, if people disagree. 4. Finally, I added `#[reflect(Clone)]` on all types that are also `Clone`. While not strictly necessary, it enables us to reduce the generated output since we can just call `Clone::clone` directly instead of calling `PartialReflect::reflect_clone` on each variant/field. It also means we benefit from any optimizations or customizations made in the `Clone` impl, including directly dereferencing `Copy` values and increasing reference counters. Along with that change I also took the liberty of adding any missing registrations that I saw could be applied to the type as well, such as `Default`, `PartialEq`, and `Hash`. There were hundreds of these to edit, though, so it's possible I missed quite a few. That last commit is **_massive_**. There were nearly 700 types to update. So it's recommended to review the first three before moving onto that last one. Additionally, I can break the last commit off into its own PR or into smaller PRs, but I figured this would be the easiest way of doing it (and in a timely manner since I unfortunately don't have as much time as I used to for code contributions). ## Testing You can test locally with a `cargo check`: ``` cargo check --workspace --all-features ```
52 lines
2.6 KiB
Rust
52 lines
2.6 KiB
Rust
use bevy_reflect::{Reflect, ReflectDeserialize, ReflectSerialize};
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use serde::{Deserialize, Serialize};
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bitflags::bitflags! {
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/// Defines where the asset will be used.
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///
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/// If an asset is set to the `RENDER_WORLD` but not the `MAIN_WORLD`, the asset will be
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/// unloaded from the asset server once it's been extracted and prepared in the render world.
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///
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/// Unloading the asset saves on memory, as for most cases it is no longer necessary to keep
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/// it in RAM once it's been uploaded to the GPU's VRAM. However, this means you can no longer
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/// access the asset from the CPU (via the `Assets<T>` resource) once unloaded (without re-loading it).
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///
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/// If you never need access to the asset from the CPU past the first frame it's loaded on,
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/// or only need very infrequent access, then set this to `RENDER_WORLD`. Otherwise, set this to
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/// `RENDER_WORLD | MAIN_WORLD`.
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///
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/// If you have an asset that doesn't actually need to end up in the render world, like an Image
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/// that will be decoded into another Image asset, use `MAIN_WORLD` only.
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///
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/// ## Platform-specific
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///
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/// On Wasm, it is not possible for now to free reserved memory. To control memory usage, load assets
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/// in sequence and unload one before loading the next. See this
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/// [discussion about memory management](https://github.com/WebAssembly/design/issues/1397) for more
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/// details.
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#[repr(transparent)]
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#[derive(Serialize, Deserialize, Hash, Clone, Copy, PartialEq, Eq, Debug, Reflect)]
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#[reflect(opaque)]
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#[reflect(Serialize, Deserialize, Hash, Clone, PartialEq, Debug)]
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pub struct RenderAssetUsages: u8 {
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/// The bit flag for the main world.
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const MAIN_WORLD = 1 << 0;
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/// The bit flag for the render world.
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const RENDER_WORLD = 1 << 1;
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}
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}
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impl Default for RenderAssetUsages {
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/// Returns the default render asset usage flags:
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/// `RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD`
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///
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/// This default configuration ensures the asset persists in the main world, even after being prepared for rendering.
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///
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/// If your asset does not change, consider using `RenderAssetUsages::RENDER_WORLD` exclusively. This will cause
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/// the asset to be unloaded from the main world once it has been prepared for rendering. If the asset does not need
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/// to reach the render world at all, use `RenderAssetUsages::MAIN_WORLD` exclusively.
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fn default() -> Self {
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RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD
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}
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}
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