A fork of bevy to implement some features for forestia
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Gino Valente 90bb1adeb2
bevy_reflect: Contextual serialization error messages (#13888)
# Objective

Reflection serialization can be difficult to debug. A lot of times a
type fails to be serialized and the user is left wondering where that
type came from.

This is most often encountered with Bevy's scenes. Attempting to
serialize all resources in the world will fail because some resources
can't be serialized.

For example, users will often get complaints about `bevy_utils::Instant`
not registering `ReflectSerialize`. Well, `Instant` can't be serialized,
so the only other option is to exclude the resource that contains it.
But what resource contains it? This is where reflection serialization
can get a little tricky (it's `Time<Real>` btw).

## Solution

Add the `debug_stack` feature to `bevy_reflect`. When enabled, the
reflection serializers and deserializers will keep track of the current
type stack. And this stack will be used in error messages to help with
debugging.

Now, if we unknowingly try to serialize `Time<Real>`, we'll get the
following error:

```
type `bevy_utils::Instant` did not register the `ReflectSerialize` type data. For certain types, this may need to be registered manually using `register_type_data` (stack: `bevy_time::time::Time<bevy_time::real::Real>` -> `bevy_time::real::Real` -> `bevy_utils::Instant`)
```

### Implementation

This makes use of `thread_local!` to manage an internal `TypeInfoStack`
which holds a stack of `&'static TypeInfo`. We push to the stack before
a type is (de)serialized and pop from the stack afterwards.

Using a thread-local should be fine since we know two (de)serializers
can't be running at the same time (and if they're running on separate
threads, then we're still good).

The only potential issue would be if a user went through one of the
sub-serializers, like `StructSerializer`. However, I don't think many
users are going through these types (I don't even know if we necessarily
want to keep those public either, but we'll save that for a different
PR). Additionally, this is just a debug feature that only affects error
messages, so it wouldn't have any drastically negative effect. It would
just result in the stack not being cleared properly if there were any
errors.

Lastly, this is not the most performant implementation since we now
fetch the `TypeInfo` an extra time. But I figured that for a debug tool,
it wouldn't matter too much.

### Feature

This also adds a `debug` feature, which enables the `debug_stack`
feature.

I added it because I think we may want to potentially add more debug
tools in the future, and this gives us a good framework for adding
those. Users who want all debug features, present and future, can just
set `debug`. If they only want this feature, then they can just use
`debug_stack`.

I also made the `debug` feature default to help capture the widest
audience (i.e. the users who want this feature but don't know they do).
However, if we think it's better as a non-default feature, I can change
it!

And if there's any bikeshedding around the name `debug_stack`, let me
know!

## Testing

Run the following command:

```
cargo test --package bevy_reflect --features debug_stack
```

---

## Changelog

- Added the `debug` and `debug_stack` features to `bevy_reflect`
- Updated the error messages returned by the reflection serializers and
deserializers to include more contextual information when the
`debug_stack` or `debug` feature is enabled
2024-09-09 17:52:40 +00:00
.cargo Use lld for rustdoc on Linux in config_fast_builds.toml (#14839) 2024-08-22 23:08:04 +00:00
.github Fix Welcome Contributors CI (#15123) 2024-09-09 17:52:11 +00:00
assets Add a border to the UI material example (#15120) 2024-09-09 16:34:24 +00:00
benches Opportunistically use dense iter for archetypal iteration in Par_iter (#14673) 2024-09-03 23:41:10 +00:00
crates bevy_reflect: Contextual serialization error messages (#13888) 2024-09-09 17:52:40 +00:00
docs Replace the wgpu_trace feature with a field in bevy_render::settings::WgpuSettings (#14842) 2024-08-25 14:16:11 +00:00
docs-template Fix common capitalization errors in documentation (#14562) 2024-07-31 21:16:05 +00:00
errors Generate links to definition in source code pages on docs.rs and dev-docs.bevyengine.org (#12965) 2024-07-29 23:10:16 +00:00
examples Fix screenshot example (#15094) 2024-09-09 16:53:20 +00:00
src Fix common capitalization errors in documentation (#14562) 2024-07-31 21:16:05 +00:00
tests style: simplify string formatting for readability (#15033) 2024-09-03 23:35:49 +00:00
tools remove cfg-check in ci tool (#15063) 2024-09-08 17:12:35 +00:00
.gitattributes Enforce linux-style line endings for .rs and .toml (#3197) 2021-11-26 21:05:35 +00:00
.gitignore compile_fail_utils: Ignore target directory (#14829) 2024-08-19 23:37:29 +00:00
Cargo.toml More triangles/vertices per meshlet (#15023) 2024-09-08 17:55:57 +00:00
clippy.toml Fix common capitalization errors in documentation (#14562) 2024-07-31 21:16:05 +00:00
CODE_OF_CONDUCT.md Update CODE_OF_CONDUCT.md 2020-08-19 20:25:58 +01:00
CONTRIBUTING.md Deprecate old contributing documentation / information (#14885) 2024-08-23 11:47:02 +00:00
CREDITS.md Programmed soundtrack example (#12774) 2024-03-29 20:32:30 +00:00
deny.toml Fix duplicate dependencies on raw-window-handle (#12309) 2024-03-05 08:24:37 +00:00
LICENSE-APACHE Let the project page support GitHub's new ability to display open source licenses (#4966) 2022-06-08 17:55:57 +00:00
LICENSE-MIT Let the project page support GitHub's new ability to display open source licenses (#4966) 2022-06-08 17:55:57 +00:00
README.md Update funding link (#12425) 2024-03-11 21:46:04 +00:00
rustfmt.toml Cargo fmt with unstable features (#1903) 2021-04-21 23:19:34 +00:00
typos.toml remove changelog file (#14564) 2024-07-31 22:24:33 +00:00

Bevy

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What is Bevy?

Bevy is a refreshingly simple data-driven game engine built in Rust. It is free and open-source forever!

WARNING

Bevy is still in the early stages of development. Important features are missing. Documentation is sparse. A new version of Bevy containing breaking changes to the API is released approximately once every 3 months. We provide migration guides, but we can't guarantee migrations will always be easy. Use only if you are willing to work in this environment.

MSRV: Bevy relies heavily on improvements in the Rust language and compiler. As a result, the Minimum Supported Rust Version (MSRV) is generally close to "the latest stable release" of Rust.

Design Goals

  • Capable: Offer a complete 2D and 3D feature set
  • Simple: Easy for newbies to pick up, but infinitely flexible for power users
  • Data Focused: Data-oriented architecture using the Entity Component System paradigm
  • Modular: Use only what you need. Replace what you don't like
  • Fast: App logic should run quickly, and when possible, in parallel
  • Productive: Changes should compile quickly ... waiting isn't fun

About

  • Features: A quick overview of Bevy's features.
  • News: A development blog that covers our progress, plans and shiny new features.

Docs

Community

Before contributing or participating in discussions with the community, you should familiarize yourself with our Code of Conduct.

  • Discord: Bevy's official discord server.
  • Reddit: Bevy's official subreddit.
  • GitHub Discussions: The best place for questions about Bevy, answered right here!
  • Bevy Assets: A collection of awesome Bevy projects, tools, plugins and learning materials.

Contributing

If you'd like to help build Bevy, check out the Contributor's Guide. For simple problems, feel free to open an issue or PR and tackle it yourself!

For more complex architecture decisions and experimental mad science, please open an RFC (Request For Comments) so we can brainstorm together effectively!

Getting Started

We recommend checking out the Quick Start Guide for a brief introduction.

Follow the Setup guide to ensure your development environment is set up correctly. Once set up, you can quickly try out the examples by cloning this repo and running the following commands:

# Switch to the correct version (latest release, default is main development branch)
git checkout latest
# Runs the "breakout" example
cargo run --example breakout

To draw a window with standard functionality enabled, use:

use bevy::prelude::*;

fn main(){
  App::new()
    .add_plugins(DefaultPlugins)
    .run();
}

Fast Compiles

Bevy can be built just fine using default configuration on stable Rust. However for really fast iterative compiles, you should enable the "fast compiles" setup by following the instructions here.

Bevy Cargo Features

This list outlines the different cargo features supported by Bevy. These allow you to customize the Bevy feature set for your use-case.

Thanks

Bevy is the result of the hard work of many people. A huge thanks to all Bevy contributors, the many open source projects that have come before us, the Rust gamedev ecosystem, and the many libraries we build on.

A huge thanks to Bevy's generous sponsors. Bevy will always be free and open source, but it isn't free to make. Please consider sponsoring our work if you like what we're building.

This project is tested with BrowserStack.

License

Bevy is free, open source and permissively licensed! Except where noted (below and/or in individual files), all code in this repository is dual-licensed under either:

at your option. This means you can select the license you prefer! This dual-licensing approach is the de-facto standard in the Rust ecosystem and there are very good reasons to include both.

Some of the engine's code carries additional copyright notices and license terms due to their external origins. These are generally BSD-like, but exact details vary by crate: If the README of a crate contains a 'License' header (or similar), the additional copyright notices and license terms applicable to that crate will be listed. The above licensing requirement still applies to contributions to those crates, and sections of those crates will carry those license terms. The license field of each crate will also reflect this. For example, bevy_mikktspace has code under the Zlib license (as well as a copyright notice when choosing the MIT license).

The assets included in this repository (for our examples) typically fall under different open licenses. These will not be included in your game (unless copied in by you), and they are not distributed in the published bevy crates. See CREDITS.md for the details of the licenses of those files.

Your contributions

Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.