![]() ## Objective Fixes #18092 Bevy's current error type is a simple type alias for `Box<dyn Error + Send + Sync + 'static>`. This largely works as a catch-all error, but it is missing a critical feature: the ability to capture a backtrace at the point that the error occurs. The best way to do this is `anyhow`-style error handling: a new error type that takes advantage of the fact that the `?` `From` conversion happens "inline" to capture the backtrace at the point of the error. ## Solution This PR adds a new `BevyError` type (replacing our old `std::error::Error` type alias), which uses the "from conversion backtrace capture" approach: ```rust fn oh_no() -> Result<(), BevyError> { // this fails with Rust's built in ParseIntError, which // is converted into the catch-all BevyError type let number: usize = "hi".parse()?; println!("parsed {number}"); Ok(()) } ``` This also updates our exported `Result` type alias to default to `BevyError`, meaning you can write this instead: ```rust fn oh_no() -> Result { let number: usize = "hi".parse()?; println!("parsed {number}"); Ok(()) } ``` When a BevyError is encountered in a system, it will use Bevy's default system error handler (which panics by default). BevyError does custom "backtrace filtering" by default, meaning we can cut out the _massive_ amount of "rust internals", "async executor internals", and "bevy system scheduler internals" that show up in backtraces. It also trims out the first generally-unnecssary `From` conversion backtrace lines that make it harder to locate the real error location. The result is a blissfully simple backtrace by default:  The full backtrace can be shown by setting the `BEVY_BACKTRACE=full` environment variable. Non-BevyError panics still use the default Rust backtrace behavior. One issue that prevented the truly noise-free backtrace during panics that you see above is that Rust's default panic handler will print the unfiltered (and largely unhelpful real-panic-point) backtrace by default, in _addition_ to our filtered BevyError backtrace (with the helpful backtrace origin) that we capture and print. To resolve this, I have extended Bevy's existing PanicHandlerPlugin to wrap the default panic handler. If we panic from the result of a BevyError, we will skip the default "print full backtrace" panic handler. This behavior can be enabled and disabled using the new `error_panic_hook` cargo feature in `bevy_app` (which is enabled by default). One downside to _not_ using `Box<dyn Error>` directly is that we can no longer take advantage of the built-in `Into` impl for strings to errors. To resolve this, I have added the following: ```rust // Before Err("some error")? // After Err(BevyError::message("some error"))? ``` We can discuss adding shorthand methods or macros for this (similar to anyhow's `anyhow!("some error")` macro), but I'd prefer to discuss that later. I have also added the following extension method: ```rust // Before some_option.ok_or("some error")?; // After some_option.ok_or_message("some error")?; ``` I've also moved all of our existing error infrastructure from `bevy_ecs::result` to `bevy_ecs::error`, as I think that is the better home for it ## Why not anyhow (or eyre)? The biggest reason is that `anyhow` needs to be a "generically useful error type", whereas Bevy is a much narrower scope. By using our own error, we can be significantly more opinionated. For example, anyhow doesn't do the extensive (and invasive) backtrace filtering that BevyError does because it can't operate on Bevy-specific context, and needs to be generically useful. Bevy also has a lot of operational context (ex: system info) that could be useful to attach to errors. If we have control over the error type, we can add whatever context we want to in a structured way. This could be increasingly useful as we add more visual / interactive error handling tools and editor integrations. Additionally, the core approach used is simple and requires almost no code. anyhow clocks in at ~2500 lines of code, but the impl here uses 160. We are able to boil this down to exactly what we need, and by doing so we improve our compile times and the understandability of our code. |
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compile_fail | ||
examples | ||
macros | ||
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Cargo.toml | ||
clippy.toml | ||
LICENSE-APACHE | ||
LICENSE-MIT | ||
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);