bevy/docs/cargo_features.md
Matty 89e98b208f
Initial implementation of the Bevy Remote Protocol (Adopted) (#14880)
# Objective

Adopted from #13563.

The goal is to implement the Bevy Remote Protocol over HTTP/JSON,
allowing the ECS to be interacted with remotely.

## Solution

At a high level, there are really two separate things that have been
undertaken here:
1. First, `RemotePlugin` has been created, which has the effect of
embedding a [JSON-RPC](https://www.jsonrpc.org/specification) endpoint
into a Bevy application.
2. Second, the [Bevy Remote Protocol
verbs](https://gist.github.com/coreh/1baf6f255d7e86e4be29874d00137d1d#file-bevy-remote-protocol-md)
(excluding `POLL`) have been implemented as remote methods for that
JSON-RPC endpoint under a Bevy-exclusive namespace (e.g. `bevy/get`,
`bevy/list`, etc.).

To avoid some repetition, here is the crate-level documentation, which
explains the request/response structure, built-in-methods, and custom
method configuration:
<details>
  <summary>Click to view crate-level docs</summary>

```rust
//! An implementation of the Bevy Remote Protocol over HTTP and JSON, to allow
//! for remote control of a Bevy app.
//!
//! Adding the [`RemotePlugin`] to your [`App`] causes Bevy to accept
//! connections over HTTP (by default, on port 15702) while your app is running.
//! These *remote clients* can inspect and alter the state of the
//! entity-component system. Clients are expected to `POST` JSON requests to the
//! root URL; see the `client` example for a trivial example of use.
//!
//! The Bevy Remote Protocol is based on the JSON-RPC 2.0 protocol.
//!
//! ## Request objects
//!
//! A typical client request might look like this:
//!
//! ```json
//! {
//!     "method": "bevy/get",
//!     "id": 0,
//!     "params": {
//!         "entity": 4294967298,
//!         "components": [
//!             "bevy_transform::components::transform::Transform"
//!         ]
//!     }
//! }
//! ```
//!
//! The `id` and `method` fields are required. The `param` field may be omitted
//! for certain methods:
//!
//! * `id` is arbitrary JSON data. The server completely ignores its contents,
//!   and the client may use it for any purpose. It will be copied via
//!   serialization and deserialization (so object property order, etc. can't be
//!   relied upon to be identical) and sent back to the client as part of the
//!   response.
//!
//! * `method` is a string that specifies one of the possible [`BrpRequest`]
//!   variants: `bevy/query`, `bevy/get`, `bevy/insert`, etc. It's case-sensitive.
//!
//! * `params` is parameter data specific to the request.
//!
//! For more information, see the documentation for [`BrpRequest`].
//! [`BrpRequest`] is serialized to JSON via `serde`, so [the `serde`
//! documentation] may be useful to clarify the correspondence between the Rust
//! structure and the JSON format.
//!
//! ## Response objects
//!
//! A response from the server to the client might look like this:
//!
//! ```json
//! {
//!     "jsonrpc": "2.0",
//!     "id": 0,
//!     "result": {
//!         "bevy_transform::components::transform::Transform": {
//!             "rotation": { "x": 0.0, "y": 0.0, "z": 0.0, "w": 1.0 },
//!             "scale": { "x": 1.0, "y": 1.0, "z": 1.0 },
//!             "translation": { "x": 0.0, "y": 0.5, "z": 0.0 }
//!         }
//!     }
//! }
//! ```
//!
//! The `id` field will always be present. The `result` field will be present if the
//! request was successful. Otherwise, an `error` field will replace it.
//!
//! * `id` is the arbitrary JSON data that was sent as part of the request. It
//!   will be identical to the `id` data sent during the request, modulo
//!   serialization and deserialization. If there's an error reading the `id` field,
//!   it will be `null`.
//!
//! * `result` will be present if the request succeeded and will contain the response
//!   specific to the request.
//!
//! * `error` will be present if the request failed and will contain an error object
//!   with more information about the cause of failure.
//!
//! ## Error objects
//!
//! An error object might look like this:
//!
//! ```json
//! {
//!     "code": -32602,
//!     "message": "Missing \"entity\" field"
//! }
//! ```
//!
//! The `code` and `message` fields will always be present. There may also be a `data` field.
//!
//! * `code` is an integer representing the kind of an error that happened. Error codes documented
//!   in the [`error_codes`] module.
//!
//! * `message` is a short, one-sentence human-readable description of the error.
//!
//! * `data` is an optional field of arbitrary type containing additional information about the error.
//!
//! ## Built-in methods
//!
//! The Bevy Remote Protocol includes a number of built-in methods for accessing and modifying data
//! in the ECS. Each of these methods uses the `bevy/` prefix, which is a namespace reserved for
//! BRP built-in methods.
//!
//! ### bevy/get
//!
//! Retrieve the values of one or more components from an entity.
//!
//! `params`:
//! - `entity`: The ID of the entity whose components will be fetched.
//! - `components`: An array of fully-qualified type names of components to fetch.
//!
//! `result`: A map associating each type name to its value on the requested entity.
//!
//! ### bevy/query
//!
//! Perform a query over components in the ECS, returning all matching entities and their associated
//! component values.
//!
//! All of the arrays that comprise this request are optional, and when they are not provided, they
//! will be treated as if they were empty.
//!
//! `params`:
//! `params`:
//! - `data`:
//!   - `components` (optional): An array of fully-qualified type names of components to fetch.
//!   - `option` (optional): An array of fully-qualified type names of components to fetch optionally.
//!   - `has` (optional): An array of fully-qualified type names of components whose presence will be
//!      reported as boolean values.
//! - `filter` (optional):
//!   - `with` (optional): An array of fully-qualified type names of components that must be present
//!     on entities in order for them to be included in results.
//!   - `without` (optional): An array of fully-qualified type names of components that must *not* be
//!     present on entities in order for them to be included in results.
//!
//! `result`: An array, each of which is an object containing:
//! - `entity`: The ID of a query-matching entity.
//! - `components`: A map associating each type name from `components`/`option` to its value on the matching
//!   entity if the component is present.
//! - `has`: A map associating each type name from `has` to a boolean value indicating whether or not the
//!   entity has that component. If `has` was empty or omitted, this key will be omitted in the response.
//!
//! ### bevy/spawn
//!
//! Create a new entity with the provided components and return the resulting entity ID.
//!
//! `params`:
//! - `components`: A map associating each component's fully-qualified type name with its value.
//!
//! `result`:
//! - `entity`: The ID of the newly spawned entity.
//!
//! ### bevy/destroy
//!
//! Despawn the entity with the given ID.
//!
//! `params`:
//! - `entity`: The ID of the entity to be despawned.
//!
//! `result`: null.
//!
//! ### bevy/remove
//!
//! Delete one or more components from an entity.
//!
//! `params`:
//! - `entity`: The ID of the entity whose components should be removed.
//! - `components`: An array of fully-qualified type names of components to be removed.
//!
//! `result`: null.
//!
//! ### bevy/insert
//!
//! Insert one or more components into an entity.
//!
//! `params`:
//! - `entity`: The ID of the entity to insert components into.
//! - `components`: A map associating each component's fully-qualified type name with its value.
//!
//! `result`: null.
//!
//! ### bevy/reparent
//!
//! Assign a new parent to one or more entities.
//!
//! `params`:
//! - `entities`: An array of entity IDs of entities that will be made children of the `parent`.
//! - `parent` (optional): The entity ID of the parent to which the child entities will be assigned.
//!   If excluded, the given entities will be removed from their parents.
//!
//! `result`: null.
//!
//! ### bevy/list
//!
//! List all registered components or all components present on an entity.
//!
//! When `params` is not provided, this lists all registered components. If `params` is provided,
//! this lists only those components present on the provided entity.
//!
//! `params` (optional):
//! - `entity`: The ID of the entity whose components will be listed.
//!
//! `result`: An array of fully-qualified type names of components.
//!
//! ## Custom methods
//!
//! In addition to the provided methods, the Bevy Remote Protocol can be extended to include custom
//! methods. This is primarily done during the initialization of [`RemotePlugin`], although the
//! methods may also be extended at runtime using the [`RemoteMethods`] resource.
//!
//! ### Example
//! ```ignore
//! fn main() {
//!     App::new()
//!         .add_plugins(DefaultPlugins)
//!         .add_plugins(
//!             // `default` adds all of the built-in methods, while `with_method` extends them
//!             RemotePlugin::default()
//!                 .with_method("super_user/cool_method".to_owned(), path::to::my:🆒:handler)
//!                 // ... more methods can be added by chaining `with_method`
//!         )
//!         .add_systems(
//!             // ... standard application setup
//!         )
//!         .run();
//! }
//! ```
//!
//! The handler is expected to be a system-convertible function which takes optional JSON parameters
//! as input and returns a [`BrpResult`]. This means that it should have a type signature which looks
//! something like this:
//! ```
//! # use serde_json::Value;
//! # use bevy_ecs::prelude::{In, World};
//! # use bevy_remote::BrpResult;
//! fn handler(In(params): In<Option<Value>>, world: &mut World) -> BrpResult {
//!     todo!()
//! }
//! ```
//!
//! Arbitrary system parameters can be used in conjunction with the optional `Value` input. The
//! handler system will always run with exclusive `World` access.
//!
//! [the `serde` documentation]: https://serde.rs/
```

</details>

### Message lifecycle

At a high level, the lifecycle of client-server interactions is
something like this:
1. The client sends one or more `BrpRequest`s. The deserialized version
of that is just the Rust representation of a JSON-RPC request, and it
looks like this:
```rust
pub struct BrpRequest {
    /// The action to be performed. Parsing is deferred for the sake of error reporting.
    pub method: Option<Value>,

    /// Arbitrary data that will be returned verbatim to the client as part of
    /// the response.
    pub id: Option<Value>,

    /// The parameters, specific to each method.
    ///
    /// These are passed as the first argument to the method handler.
    /// Sometimes params can be omitted.
    pub params: Option<Value>,
}
```
2. These requests are accumulated in a mailbox resource (small lie but
close enough).
3. Each update, the mailbox is drained by a system
`process_remote_requests`, where each request is processed according to
its `method`, which has an associated handler. Each handler is a Bevy
system that runs with exclusive world access and returns a result; e.g.:
```rust
pub fn process_remote_get_request(In(params): In<Option<Value>>, world: &World) -> BrpResult { // ... }
```
4. The result (or an error) is reported back to the client.

## Testing

This can be tested by using the `server` and `client` examples. The
`client` example is not particularly exhaustive at the moment (it only
creates barebones `bevy/query` requests) but is still informative. Other
queries can be made using `curl` with the `server` example running.

For example, to make a `bevy/list` request and list all registered
components:
```bash
curl -X POST -d '{ "jsonrpc": "2.0", "id": 1, "method": "bevy/list" }' 127.0.0.1:15702 | jq .
```

---

## Future direction

There were a couple comments on BRP versioning while this was in draft.
I agree that BRP versioning is a good idea, but I think that it requires
some consensus on a couple fronts:
- First of all, what does the version actually mean? Is it a version for
the protocol itself or for the `bevy/*` methods implemented using it?
Both?
- Where does the version actually live? The most natural place is just
where we have `"jsonrpc"` right now (at least if it's versioning the
protocol itself), but this means we're not actually conforming to
JSON-RPC any more (so, for example, any client library used to construct
JSON-RPC requests would stop working). I'm not really against that, but
it's at least a real decision.
- What do we actually do when we encounter mismatched versions? Adding
handling for this would be actual scope creep instead of just a little
add-on in my opinion.

Another thing that would be nice is making the internal structure of the
implementation less JSON-specific. Right now, for example, component
values that will appear in server responses are quite eagerly converted
to JSON `Value`s, which prevents disentangling the handler logic from
the communication medium, but it can probably be done in principle and I
imagine it would enable more code reuse (e.g. for custom method
handlers) in addition to making the internals more readily usable for
other formats.

---------

Co-authored-by: Patrick Walton <pcwalton@mimiga.net>
Co-authored-by: DragonGamesStudios <margos.michal@gmail.com>
Co-authored-by: Christopher Biscardi <chris@christopherbiscardi.com>
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2024-09-23 18:36:16 +00:00

102 lines
6.5 KiB
Markdown

<!-- MD041 - This file will be included in docs and should not start with a top header -->
<!-- markdownlint-disable-file MD041 -->
## Cargo Features
Bevy exposes many features to customise the engine. Enabling them add functionalities but often come at the cost of longer compilation times and extra dependencies.
### Default Features
The default feature set enables most of the expected features of a game engine, like rendering in both 2D and 3D, asset loading, audio and UI. To help reduce compilation time, consider disabling default features and enabling only those you need.
|feature name|description|
|-|-|
|android_shared_stdcxx|Enable using a shared stdlib for cxx on Android|
|animation|Enable animation support, and glTF animation loading|
|bevy_animation|Provides animation functionality|
|bevy_asset|Provides asset functionality|
|bevy_audio|Provides audio functionality|
|bevy_color|Provides shared color types and operations|
|bevy_core_pipeline|Provides cameras and other basic render pipeline features|
|bevy_gilrs|Adds gamepad support|
|bevy_gizmos|Adds support for rendering gizmos|
|bevy_gltf|[glTF](https://www.khronos.org/gltf/) support|
|bevy_pbr|Adds PBR rendering|
|bevy_picking|Provides picking functionality|
|bevy_remote|Enable the Bevy Remote Protocol|
|bevy_render|Provides rendering functionality|
|bevy_scene|Provides scene functionality|
|bevy_sprite|Provides sprite functionality|
|bevy_sprite_picking_backend|Provides an implementation for picking sprites|
|bevy_state|Enable built in global state machines|
|bevy_text|Provides text functionality|
|bevy_ui|A custom ECS-driven UI framework|
|bevy_ui_picking_backend|Provides an implementation for picking ui|
|bevy_winit|winit window and input backend|
|default_font|Include a default font, containing only ASCII characters, at the cost of a 20kB binary size increase|
|hdr|HDR image format support|
|ktx2|KTX2 compressed texture support|
|multi_threaded|Enables multithreaded parallelism in the engine. Disabling it forces all engine tasks to run on a single thread.|
|png|PNG image format support|
|smaa_luts|Include SMAA Look Up Tables KTX2 Files|
|sysinfo_plugin|Enables system information diagnostic plugin|
|tonemapping_luts|Include tonemapping Look Up Tables KTX2 files. If everything is pink, you need to enable this feature or change the `Tonemapping` method on your `Camera2dBundle` or `Camera3dBundle`.|
|vorbis|OGG/VORBIS audio format support|
|webgl2|Enable some limitations to be able to use WebGL2. Please refer to the [WebGL2 and WebGPU](https://github.com/bevyengine/bevy/tree/latest/examples#webgl2-and-webgpu) section of the examples README for more information on how to run Wasm builds with WebGPU.|
|x11|X11 display server support|
|zstd|For KTX2 supercompression|
### Optional Features
|feature name|description|
|-|-|
|accesskit_unix|Enable AccessKit on Unix backends (currently only works with experimental screen readers and forks.)|
|asset_processor|Enables the built-in asset processor for processed assets.|
|async-io|Use async-io's implementation of block_on instead of futures-lite's implementation. This is preferred if your application uses async-io.|
|basis-universal|Basis Universal compressed texture support|
|bevy_ci_testing|Enable systems that allow for automated testing on CI|
|bevy_debug_stepping|Enable stepping-based debugging of Bevy systems|
|bevy_dev_tools|Provides a collection of developer tools|
|bmp|BMP image format support|
|dds|DDS compressed texture support|
|debug_glam_assert|Enable assertions in debug builds to check the validity of parameters passed to glam|
|detailed_trace|Enable detailed trace event logging. These trace events are expensive even when off, thus they require compile time opt-in|
|dynamic_linking|Force dynamic linking, which improves iterative compile times|
|embedded_watcher|Enables watching in memory asset providers for Bevy Asset hot-reloading|
|exr|EXR image format support|
|file_watcher|Enables watching the filesystem for Bevy Asset hot-reloading|
|flac|FLAC audio format support|
|glam_assert|Enable assertions to check the validity of parameters passed to glam|
|ios_simulator|Enable support for the ios_simulator by downgrading some rendering capabilities|
|jpeg|JPEG image format support|
|meshlet|Enables the meshlet renderer for dense high-poly scenes (experimental)|
|meshlet_processor|Enables processing meshes into meshlet meshes for bevy_pbr|
|minimp3|MP3 audio format support (through minimp3)|
|mp3|MP3 audio format support|
|pbr_anisotropy_texture|Enable support for anisotropy texture in the `StandardMaterial`, at the risk of blowing past the global, per-shader texture limit on older/lower-end GPUs|
|pbr_multi_layer_material_textures|Enable support for multi-layer material textures in the `StandardMaterial`, at the risk of blowing past the global, per-shader texture limit on older/lower-end GPUs|
|pbr_transmission_textures|Enable support for transmission-related textures in the `StandardMaterial`, at the risk of blowing past the global, per-shader texture limit on older/lower-end GPUs|
|pnm|PNM image format support, includes pam, pbm, pgm and ppm|
|reflect_functions|Enable function reflection|
|serialize|Enable serialization support through serde|
|shader_format_glsl|Enable support for shaders in GLSL|
|shader_format_spirv|Enable support for shaders in SPIR-V|
|spirv_shader_passthrough|Enable passthrough loading for SPIR-V shaders (Only supported on Vulkan, shader capabilities and extensions must agree with the platform implementation)|
|symphonia-aac|AAC audio format support (through symphonia)|
|symphonia-all|AAC, FLAC, MP3, MP4, OGG/VORBIS, and WAV audio formats support (through symphonia)|
|symphonia-flac|FLAC audio format support (through symphonia)|
|symphonia-isomp4|MP4 audio format support (through symphonia)|
|symphonia-vorbis|OGG/VORBIS audio format support (through symphonia)|
|symphonia-wav|WAV audio format support (through symphonia)|
|tga|TGA image format support|
|trace|Tracing support|
|trace_chrome|Tracing support, saving a file in Chrome Tracing format|
|trace_tracy|Tracing support, exposing a port for Tracy|
|trace_tracy_memory|Tracing support, with memory profiling, exposing a port for Tracy|
|track_change_detection|Enables source location tracking for change detection, which can assist with debugging|
|wav|WAV audio format support|
|wayland|Wayland display server support|
|webgpu|Enable support for WebGPU in Wasm. When enabled, this feature will override the `webgl2` feature and you won't be able to run Wasm builds with WebGL2, only with WebGPU.|
|webp|WebP image format support|
|zlib|For KTX2 supercompression|