A fork of bevy to implement some features for forestia
Go to file
Vic a4b89d0d5e
implement EntitySet and iter_many_unique methods (#16547)
# Objective

In current Bevy, it is very inconvenient to mutably retrieve a
user-provided list of entities more than one element at a time.
If the list contains any duplicate entities, we risk mutable aliasing.
Users of `Query::iter_many_mut` do not have access to `Iterator` trait,
and thus miss out on common functionality, for instance collecting their
`QueryManyIter`.
We can circumvent this issue with validation, however that entails
checking every entity against all others for inequality, or utilizing an
`EntityHashSet`. Even if an entity list remains unchanged, this
validation is/would have to be redone every time we wish to fetch with
the list.
This presents a lot of wasted work, as we often trivially know an entity
list to be unique f.e.: `QueryIter` will fetch every `Entity` once and
only once.
As more things become entities – assets, components, queries – this
issue will become more pronounced.
`get_many`/`many`/`iter_many`/`par_iter_many`-like functionality is all
affected.

## Solution

The solution this PR proposes is to introduce functionality built around
a new trait: `EntitySet`.

The goal is to preserve the property of "uniqueness" in a list wherever
possible, and then rely on it as a bound within new `*_many_unique`
methods to avoid the need for validation.

This is achieved using `Iterator`:
`EntitySet` is blanket implemented for any `T` that implements
`IntoIterator<IntoIter: EntitySetIterator>`.
`EntitySetIterator` is the unsafe trait that actually guarantees an
iterator to be "unique" via its safety contract.

We define an "Iterator over unique entities" as: "No two entities
returned by the iterator may compare equal."
For iterators that cannot return more than 1 element, this is trivially
true.
Whether an iterator can satisfy this is up to the `EntitySetIterator`
implementor to ensure, hence the unsafe.

However, this is not yet a complete solution. Looking at the signature
of `iter_many`, we find that `IntoIterator::Item` is not `Entity`, but
is instead bounded by the `Borrow<Entity>` trait. That is because
iteration without consuming the collection will often yield us
references, not owned items.

`Borrow<Entity>` presents an issue: The `Borrow` docs state that `x = y`
should equal `x.borrow() = y.borrow()`, but unsafe cannot rely on this
for soundness. We run into similar problems with other trait
implementations of any `Borrow<Entity>` type: `PartialEq`, `Eq`,
`PartialOrd`, `Ord`, `Hash`, `Clone`, `Borrow`, and `BorrowMut`.
This PR solves this with the unsafe `TrustedEntityBorrow` trait: 
Any implementor promises that the behavior of the aforementioned traits
matches that of the underlying entity.

While `Borrow<Entity>` was the inspiration, we use our own counterpart
trait `EntityBorrow` as the supertrait to `TrustedEntityBorrow`, so we
can circumvent the limitations of the existing `Borrow<T>` blanket
impls.

All together, these traits allow us to implement `*_many_unique`
functionality with a lone `EntitySet` bound.
`EntitySetIterator` is implemented for all the std iterators and
iterator adapters that guarantee or preserve uniqueness, so we can
filter, skip, take, step, reverse, ... our unique entity iterators
without worry!

Sadly, current `HashSet` iterators do not carry the necessary type
information with them to determine whether the source `HashSet` produces
logic errors; A malicious `Hasher` could compromise a `HashSet`.
`HashSet` iteration is generally discouraged in the first place, so we
also exclude the set operation iterators, even though they do carry the
`Hasher` type parameter.

`BTreeSet` implements `EntitySet` without any problems.

If an iterator type cannot guarantee uniqueness at compile time, then a
user can still attach `EntitySetIterator` to an individual instance of
that type via `UniqueEntityIter::from_iterator_unchecked`.
With this, custom types can use `UniqueEntityIter<I>` as their
`IntoIterator::IntoIter` type, if necessary.

This PR is focused on the base concept, and expansions on it are left
for follow-up PRs. See "Potential Future Work" below.

## Testing

Doctests on `iter_many_unique`/`iter_many_unique_mut` + 2 tests in
entity_set.rs.

## Showcase

```rust
// Before:
fn system(player_list: Res<SomeUniquePlayerList>, players: Query<&mut Player>) {
    let value = 0;
    while let Some(player) = players.iter_many_mut(player_list).fetch_next() {
         value += mem::take(player.value_mut())
    }
}

// After:
fn system(player_list: Res<SomeUniquePlayerList>, players: Query<&mut Player>) {
    let value = players
        .iter_many_unique_mut(player_list)
        .map(|player| mem::take(player.value_mut()))
        .sum();
}

```

## Changelog

- added `EntityBorrow`, `TrustedEntityBorrow`, `EntitySet` and
`EntitySetIterator` traits
- added `iter_many_unique`, `iter_many_unique_mut`,
`iter_many_unique_unsafe` methods on `Query`
- added `iter_many_unique`, `iter_many_unique_mut`,
`iter_many_unique_manual` and `iter_many_unique_unchecked_manual`
methods on `QueryState`
- added corresponding `QueryManyUniqueIter`
- added `UniqueEntityIter`

## Migration Guide

Any custom type used as a `Borrow<Entity>` entity list item for an
`iter_many` method now has to implement `EntityBorrow` instead. Any type
that implements `Borrow<Entity>` can trivially implement `EntityBorrow`.

## Potential Future Work

- `ToEntitySet` trait for converting any entity iterator into an
`EntitySetIterator`
- `EntityIndexSet/Map` to tie in hashing with `EntitySet`
- add `EntityIndexSetSlice/MapSlice`
    - requires: `EntityIndexSet/Map`
- Implementing `par_iter_many_unique_mut` for parallel mutable iteration
    - requires: `par_iter_many`
- allow collecting into `UniqueEntityVec` to store entity sets
- add `UniqueEntitySlice`s
    - Doesn't require, but should be done after: `UniqueEntityVec`
- add `UniqueEntityArray`s 
    - Doesn't require, but should be done after: `UniqueEntitySlice`
- `get_many_unique`/`many_unique` methods
    - requires: `UniqueEntityArray`
- `World::entity_unique` to match `World::entity` methods
- Doesn't require, but makes sense after:
`get_many_unique`/`many_unique`
- implement `TrustedEntityBorrow` for the `EntityRef` family
    - Doesn't require, but makes sense after: `UniqueEntityVec`
2024-12-18 00:49:01 +00:00
.cargo Fix typos in config_fast_builds.toml (#16025) 2024-10-20 16:50:40 +00:00
.github Bump crate-ci/typos from 1.28.2 to 1.28.3 (#16839) 2024-12-17 05:07:58 +00:00
assets Fix inaccurate comment in custom_ui_material.wgsl shader (#16846) 2024-12-17 00:09:36 +00:00
benches Fix Clippy lints in benchmarks (#16808) 2024-12-14 05:53:17 +00:00
crates implement EntitySet and iter_many_unique methods (#16547) 2024-12-18 00:49:01 +00:00
docs track_change_detection: Also track spawns/despawns (#16047) 2024-12-17 04:46:31 +00:00
docs-template ✏️ Fix typos across bevy (#16702) 2024-12-08 01:18:39 +00:00
errors split up TextStyle (#15857) 2024-10-13 17:06:22 +00:00
examples Expose text field from winit in KeyboardInput (#16864) 2024-12-17 22:42:54 +00:00
src Fix common capitalization errors in documentation (#14562) 2024-07-31 21:16:05 +00:00
tests Rust 1.83, allow -> expect (missing_docs) (#16561) 2024-12-16 23:27:57 +00:00
tools Add no_std support to bevy_ecs (#16758) 2024-12-17 21:40:36 +00:00
.gitattributes Enforce linux-style line endings for .rs and .toml (#3197) 2021-11-26 21:05:35 +00:00
.gitignore Gitignore all target folders (#16336) 2024-11-11 18:48:11 +00:00
Cargo.toml track_change_detection: Also track spawns/despawns (#16047) 2024-12-17 04:46:31 +00:00
clippy.toml Enable clippy::check-private-items so that missing_safety_doc will apply to private functions as well (#15161) 2024-09-18 15:28:41 +00:00
CODE_OF_CONDUCT.md Update CODE_OF_CONDUCT.md 2020-08-19 20:25:58 +01:00
CONTRIBUTING.md Reworded the CONTRIBUTING.md doc (#16849) 2024-12-17 19:18:34 +00:00
CREDITS.md Programmed soundtrack example (#12774) 2024-03-29 20:32:30 +00:00
deny.toml Ignore the 'instant is unmaintained' advisory. (#16763) 2024-12-11 17:25:55 +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 Contributor's Guide link in README.md (#16592) 2024-12-02 15:18:19 +00:00
rustfmt.toml Simpler lint fixes: makes ci lints work but disables a lint for now (#15376) 2024-09-24 11:42:59 +00:00
typos.toml Derivative access patterns for curves (#16503) 2024-12-10 20:27:37 +00:00

Bevy

License Crates.io Downloads Docs CI Discord

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.