![]() # Objective ### The Problem Currently, the reflection deserializers give little control to users for how a type is deserialized. The most control a user can have is to register `ReflectDeserialize`, which will use a type's `Deserialize` implementation. However, there are times when a type may require slightly more control. For example, let's say we want to make Bevy's `Mesh` easier to deserialize via reflection (assume `Mesh` actually implemented `Reflect`). Since we want this to be extensible, we'll make it so users can use their own types so long as they satisfy `Into<Mesh>`. The end result should allow users to define a RON file like: ```rust { "my_game::meshes::Sphere": ( radius: 2.5 ) } ``` ### The Current Solution Since we don't know the types ahead of time, we'll need to use reflection. Luckily, we can access type information dynamically via the type registry. Let's make a custom type data struct that users can register on their types: ```rust pub struct ReflectIntoMesh { // ... } impl<T: FromReflect + Into<Mesh>> FromType<T> for ReflectIntoMesh { fn from_type() -> Self { // ... } } ``` Now we'll need a way to use this type data during deserialization. Unfortunately, we can't use `Deserialize` since we need access to the registry. This is where `DeserializeSeed` comes in handy: ```rust pub struct MeshDeserializer<'a> { pub registry: &'a TypeRegistry } impl<'a, 'de> DeserializeSeed<'de> for MeshDeserializer<'a> { type Value = Mesh; fn deserialize<D>(self, deserializer: D) -> Result<Self::Value, D::Error> where D: serde::Deserializer<'de>, { struct MeshVisitor<'a> { registry: &'a TypeRegistry } impl<'a, 'de> Visitor<'de> for MeshVisitor<'a> { fn expecting(&self, formatter: &mut Formatter) -> std::fmt::Result { write!(formatter, "map containing mesh information") } fn visit_map<A>(self, mut map: A) -> Result<Self::Value, serde:🇩🇪:Error> where A: MapAccess<'de> { // Parse the type name let type_name = map.next_key::<String>()?.unwrap(); // Deserialize the value based on the type name let registration = self.registry .get_with_name(&type_name) .expect("should be registered"); let value = map.next_value_seed(TypedReflectDeserializer { registration, registry: self.registry, })?; // Convert the deserialized value into a `Mesh` let into_mesh = registration.data::<ReflectIntoMesh>().unwrap(); Ok(into_mesh.into(value)) } } } } ``` ### The Problem with the Current Solution The solution above works great when all we need to do is deserialize `Mesh` directly. But now, we want to be able to deserialize a struct like this: ```rust struct Fireball { damage: f32, mesh: Mesh, } ``` This might look simple enough and should theoretically be no problem for the reflection deserializer to handle, but this is where our `MeshDeserializer` solution starts to break down. In order to use `MeshDeserializer`, we need to have access to the registry. The reflection deserializers have access to that, but we have no way of borrowing it for our own deserialization since they have no way of knowing about `MeshDeserializer`. This means we need to implement _another_ `DeserializeSeed`— this time for `Fireball`! And if we decided to put `Fireball` inside another type, well now we need one for that type as well. As you can see, this solution does not scale well and results in a lot of unnecessary boilerplate for the user. ## Solution > [!note] > This PR originally only included the addition of `DeserializeWithRegistry`. Since then, a corresponding `SerializeWithRegistry` trait has also been added. The reasoning and usage is pretty much the same as the former so I didn't bother to update the full PR description. Created the `DeserializeWithRegistry` trait and `ReflectDeserializeWithRegistry` type data. The `DeserializeWithRegistry` trait works like a standard `Deserialize` but provides access to the registry. And by registering the `ReflectDeserializeWithRegistry` type data, the reflection deserializers will automatically use the `DeserializeWithRegistry` implementation, just like it does for `Deserialize`. All we need to do is make the following changes: ```diff #[derive(Reflect)] + #[reflect(DeserializeWithRegistry)] struct Mesh { // ... } - impl<'a, 'de> DeserializeSeed<'de> for MeshDeserializer<'a> { - type Value = Mesh; - fn deserialize<D>(self, deserializer: D) -> Result<Self::Value, D::Error> + impl<'de> DeserializeWithRegistry<'de> for Mesh { + fn deserialize<D>(deserializer: D, registry: &TypeRegistry) -> Result<Self, D::Error> where D: serde::Deserializer<'de>, { // ... } } ``` Now, any time the reflection deserializer comes across `Mesh`, it will opt to use its `DeserializeWithRegistry` implementation. And this means we no longer need to create a whole slew of `DeserializeSeed` types just to deserialize `Mesh`. ### Why not a trait like `DeserializeSeed`? While this would allow for anyone to define a deserializer for `Mesh`, the problem is that it means __anyone can define a deserializer for `Mesh`.__ This has the unfortunate consequence that users can never be certain that their registration of `ReflectDeserializeSeed` is the one that will actually be used. We could consider adding something like that in the future, but I think this PR's solution is much safer and follows the example set by `ReflectDeserialize`. ### What if we made the `TypeRegistry` globally available? This is one potential solution and has been discussed before (#6101). However, that change is much more controversial and comes with its own set of disadvantages (can't have multiple registries such as with multiple worlds, likely some added performance cost with each access, etc.). ### Followup Work Once this PR is merged, we should consider merging `ReflectDeserialize` into `DeserializeWithRegistry`. ~~There is already a blanket implementation to make this transition generally pretty straightforward.~~ The blanket implementations were removed for the sake of this PR and will need to be re-added in the followup. I would propose that we first mark `ReflectDeserialize` as deprecated, though, before we outright remove it in a future release. --- ## Changelog - Added the `DeserializeReflect` trait and `ReflectDeserializeReflect` type data - Added the `SerializeReflect` trait and `ReflectSerializeReflect` type data - Added `TypedReflectDeserializer::of` convenience constructor --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: aecsocket <43144841+aecsocket@users.noreply.github.com> |
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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
- Quick Start Guide: Bevy's official Quick Start Guide. The best place to start learning Bevy.
- Bevy Rust API Docs: Bevy's Rust API docs, which are automatically generated from the doc comments in this repo.
- Official Examples: Bevy's dedicated, runnable examples, which are great for digging into specific concepts.
- Community-Made Learning Resources: More tutorials, documentation, and examples made by the Bevy community.
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:
- MIT License (LICENSE-MIT or http://opensource.org/licenses/MIT)
- Apache License, Version 2.0 (LICENSE-APACHE or http://www.apache.org/licenses/LICENSE-2.0)
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.