![]() # 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` |
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README.md |
Bevy ECS
What is Bevy ECS?
Bevy ECS is an Entity Component System custom-built for the Bevy game engine. It aims to be simple to use, ergonomic, fast, massively parallel, opinionated, and featureful. It was created specifically for Bevy's needs, but it can easily be used as a standalone crate in other projects.
ECS
All app logic in Bevy uses the Entity Component System paradigm, which is often shortened to ECS. ECS is a software pattern that involves breaking your program up into Entities, Components, and Systems. Entities are unique "things" that are assigned groups of Components, which are then processed using Systems.
For example, one entity might have a Position
and Velocity
component, whereas another entity might have a Position
and UI
component. You might have a movement system that runs on all entities with a Position and Velocity component.
The ECS pattern encourages clean, decoupled designs by forcing you to break up your app data and logic into its core components. It also helps make your code faster by optimizing memory access patterns and making parallelism easier.
Concepts
Bevy ECS is Bevy's implementation of the ECS pattern. Unlike other Rust ECS implementations, which often require complex lifetimes, traits, builder patterns, or macros, Bevy ECS uses normal Rust data types for all of these concepts:
Components
Components are normal Rust structs. They are data stored in a World
and specific instances of Components correlate to Entities.
use bevy_ecs::prelude::*;
#[derive(Component)]
struct Position { x: f32, y: f32 }
Worlds
Entities, Components, and Resources are stored in a World
. Worlds, much like std::collections
's HashSet
and Vec
, expose operations to insert, read, write, and remove the data they store.
use bevy_ecs::world::World;
let world = World::default();
Entities
Entities are unique identifiers that correlate to zero or more Components.
use bevy_ecs::prelude::*;
#[derive(Component)]
struct Position { x: f32, y: f32 }
#[derive(Component)]
struct Velocity { x: f32, y: f32 }
let mut world = World::new();
let entity = world
.spawn((Position { x: 0.0, y: 0.0 }, Velocity { x: 1.0, y: 0.0 }))
.id();
let entity_ref = world.entity(entity);
let position = entity_ref.get::<Position>().unwrap();
let velocity = entity_ref.get::<Velocity>().unwrap();
Systems
Systems are normal Rust functions. Thanks to the Rust type system, Bevy ECS can use function parameter types to determine what data needs to be sent to the system. It also uses this "data access" information to determine what Systems can run in parallel with each other.
use bevy_ecs::prelude::*;
#[derive(Component)]
struct Position { x: f32, y: f32 }
fn print_position(query: Query<(Entity, &Position)>) {
for (entity, position) in &query {
println!("Entity {:?} is at position: x {}, y {}", entity, position.x, position.y);
}
}
Resources
Apps often require unique resources, such as asset collections, renderers, audio servers, time, etc. Bevy ECS makes this pattern a first class citizen. Resource
is a special kind of component that does not belong to any entity. Instead, it is identified uniquely by its type:
use bevy_ecs::prelude::*;
#[derive(Resource, Default)]
struct Time {
seconds: f32,
}
let mut world = World::new();
world.insert_resource(Time::default());
let time = world.get_resource::<Time>().unwrap();
// You can also access resources from Systems
fn print_time(time: Res<Time>) {
println!("{}", time.seconds);
}
Schedules
Schedules run a set of Systems according to some execution strategy. Systems can be added to any number of System Sets, which are used to control their scheduling metadata.
The built in "parallel executor" considers dependencies between systems and (by default) run as many of them in parallel as possible. This maximizes performance, while keeping the system execution safe. To control the system ordering, define explicit dependencies between systems and their sets.
Using Bevy ECS
Bevy ECS should feel very natural for those familiar with Rust syntax:
use bevy_ecs::prelude::*;
#[derive(Component)]
struct Position { x: f32, y: f32 }
#[derive(Component)]
struct Velocity { x: f32, y: f32 }
// This system moves each entity with a Position and Velocity component
fn movement(mut query: Query<(&mut Position, &Velocity)>) {
for (mut position, velocity) in &mut query {
position.x += velocity.x;
position.y += velocity.y;
}
}
fn main() {
// Create a new empty World to hold our Entities and Components
let mut world = World::new();
// Spawn an entity with Position and Velocity components
world.spawn((
Position { x: 0.0, y: 0.0 },
Velocity { x: 1.0, y: 0.0 },
));
// Create a new Schedule, which defines an execution strategy for Systems
let mut schedule = Schedule::default();
// Add our system to the schedule
schedule.add_systems(movement);
// Run the schedule once. If your app has a "loop", you would run this once per loop
schedule.run(&mut world);
}
Features
Query Filters
use bevy_ecs::prelude::*;
#[derive(Component)]
struct Position { x: f32, y: f32 }
#[derive(Component)]
struct Player;
#[derive(Component)]
struct Alive;
// Gets the Position component of all Entities with Player component and without the Alive
// component.
fn system(query: Query<&Position, (With<Player>, Without<Alive>)>) {
for position in &query {
}
}
Change Detection
Bevy ECS tracks all changes to Components and Resources.
Queries can filter for changed Components:
use bevy_ecs::prelude::*;
#[derive(Component)]
struct Position { x: f32, y: f32 }
#[derive(Component)]
struct Velocity { x: f32, y: f32 }
// Gets the Position component of all Entities whose Velocity has changed since the last run of the System
fn system_changed(query: Query<&Position, Changed<Velocity>>) {
for position in &query {
}
}
// Gets the Position component of all Entities that had a Velocity component added since the last run of the System
fn system_added(query: Query<&Position, Added<Velocity>>) {
for position in &query {
}
}
Resources also expose change state:
use bevy_ecs::prelude::*;
#[derive(Resource)]
struct Time(f32);
// Prints "time changed!" if the Time resource has changed since the last run of the System
fn system(time: Res<Time>) {
if time.is_changed() {
println!("time changed!");
}
}
Component Storage
Bevy ECS supports multiple component storage types.
Components can be stored in:
- Tables: Fast and cache friendly iteration, but slower adding and removing of components. This is the default storage type.
- Sparse Sets: Fast adding and removing of components, but slower iteration.
Component storage types are configurable, and they default to table storage if the storage is not manually defined.
use bevy_ecs::prelude::*;
#[derive(Component)]
struct TableStoredComponent;
#[derive(Component)]
#[component(storage = "SparseSet")]
struct SparseStoredComponent;
Component Bundles
Define sets of Components that should be added together.
use bevy_ecs::prelude::*;
#[derive(Default, Component)]
struct Player;
#[derive(Default, Component)]
struct Position { x: f32, y: f32 }
#[derive(Default, Component)]
struct Velocity { x: f32, y: f32 }
#[derive(Bundle, Default)]
struct PlayerBundle {
player: Player,
position: Position,
velocity: Velocity,
}
let mut world = World::new();
// Spawn a new entity and insert the default PlayerBundle
world.spawn(PlayerBundle::default());
// Bundles play well with Rust's struct update syntax
world.spawn(PlayerBundle {
position: Position { x: 1.0, y: 1.0 },
..Default::default()
});
Events
Events offer a communication channel between one or more systems. Events can be sent using the system parameter EventWriter
and received with EventReader
.
use bevy_ecs::prelude::*;
#[derive(Event)]
struct MyEvent {
message: String,
}
fn writer(mut writer: EventWriter<MyEvent>) {
writer.send(MyEvent {
message: "hello!".to_string(),
});
}
fn reader(mut reader: EventReader<MyEvent>) {
for event in reader.read() {
}
}
Observers
Observers are systems that listen for a "trigger" of a specific Event
:
use bevy_ecs::prelude::*;
#[derive(Event)]
struct MyEvent {
message: String
}
let mut world = World::new();
world.add_observer(|trigger: Trigger<MyEvent>| {
println!("{}", trigger.event().message);
});
world.flush();
world.trigger(MyEvent {
message: "hello!".to_string(),
});
These differ from EventReader
and EventWriter
in that they are "reactive". Rather than happening at a specific point in a schedule, they happen immediately whenever a trigger happens. Triggers can trigger other triggers, and they all will be evaluated at the same time!
Events can also be triggered to target specific entities:
use bevy_ecs::prelude::*;
#[derive(Event)]
struct Explode;
let mut world = World::new();
let entity = world.spawn_empty().id();
world.add_observer(|trigger: Trigger<Explode>, mut commands: Commands| {
println!("Entity {:?} goes BOOM!", trigger.target());
commands.entity(trigger.target()).despawn();
});
world.flush();
world.trigger_targets(Explode, entity);