bevy/crates
Gino Valente eaa37f3b45
bevy_reflect: Add DeserializeWithRegistry and SerializeWithRegistry (#8611)
# 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>
2024-10-02 01:54:32 +00:00
..
bevy_a11y Add core and alloc over std Lints (#15281) 2024-09-27 00:59:59 +00:00
bevy_animation Migrate scenes to required components (#15579) 2024-10-01 22:42:11 +00:00
bevy_app Runtime required components (#15458) 2024-09-30 19:20:16 +00:00
bevy_asset bevy_asset: Improve NestedLoader API (#15509) 2024-10-01 14:14:04 +00:00
bevy_audio Migrate audio to required components (#15573) 2024-10-01 22:43:29 +00:00
bevy_color Add core and alloc over std Lints (#15281) 2024-09-27 00:59:59 +00:00
bevy_core Add core and alloc over std Lints (#15281) 2024-09-27 00:59:59 +00:00
bevy_core_pipeline Migrate motion blur, TAA, SSAO, and SSR to required components (#15572) 2024-10-01 22:45:31 +00:00
bevy_derive Add core and alloc over std Lints (#15281) 2024-09-27 00:59:59 +00:00
bevy_dev_tools Simplified ui_stack_system (#9889) 2024-09-30 18:43:57 +00:00
bevy_diagnostic Runtime required components (#15458) 2024-09-30 19:20:16 +00:00
bevy_dylib 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
bevy_ecs Make SystemIdMarker reflect-able (#15556) 2024-10-01 22:46:44 +00:00
bevy_encase_derive Update `glam to 0.29, encase` to 0.10. (#15249) 2024-09-23 19:44:02 +00:00
bevy_gilrs Implement gamepads as entities (#12770) 2024-09-27 20:07:20 +00:00
bevy_gizmos The Cooler 'Retain Rendering World' (#15320) 2024-09-30 18:51:43 +00:00
bevy_gltf Migrate scenes to required components (#15579) 2024-10-01 22:42:11 +00:00
bevy_hierarchy Add VisitEntities for generic and reflectable Entity iteration (#15425) 2024-09-30 17:32:03 +00:00
bevy_input Fix window spawning triggering ButtonInput<KeyCode>::just_pressed/just_released (#12372) 2024-09-30 18:24:36 +00:00
bevy_internal Add features to switch NativeActivity and GameActivity usage (#12095) 2024-10-01 22:23:48 +00:00
bevy_log Add core and alloc over std Lints (#15281) 2024-09-27 00:59:59 +00:00
bevy_macro_utils Modify derive_label to support no_std environments (#15465) 2024-09-27 20:23:26 +00:00
bevy_math Curve-based animation (#15434) 2024-09-30 19:56:55 +00:00
bevy_mikktspace Add no_std support to bevy_mikktspace (#15528) 2024-09-30 18:17:03 +00:00
bevy_pbr Migrate motion blur, TAA, SSAO, and SSR to required components (#15572) 2024-10-01 22:45:31 +00:00
bevy_picking Add core and alloc over std Lints (#15281) 2024-09-27 00:59:59 +00:00
bevy_ptr Add core and alloc over std Lints (#15281) 2024-09-27 00:59:59 +00:00
bevy_reflect bevy_reflect: Add DeserializeWithRegistry and SerializeWithRegistry (#8611) 2024-10-02 01:54:32 +00:00
bevy_remote Add content-type header to BRP HTTP responses (#15552) 2024-09-30 21:23:55 +00:00
bevy_render Migrate meshes and materials to required components (#15524) 2024-10-01 21:33:17 +00:00
bevy_scene Migrate scenes to required components (#15579) 2024-10-01 22:42:11 +00:00
bevy_sprite Migrate meshes and materials to required components (#15524) 2024-10-01 21:33:17 +00:00
bevy_state Add core and alloc over std Lints (#15281) 2024-09-27 00:59:59 +00:00
bevy_tasks bump async-channel to 2.3.0 (#15497) 2024-09-28 19:21:59 +00:00
bevy_text Refactor TextPipeline::update_buffer to accept an interator (#15581) 2024-10-01 23:44:59 +00:00
bevy_time Add core and alloc over std Lints (#15281) 2024-09-27 00:59:59 +00:00
bevy_transform Migrate visibility to required components (#15474) 2024-09-27 19:06:16 +00:00
bevy_ui Add UI GhostNode (#15341) 2024-10-02 00:24:28 +00:00
bevy_utils Add core and alloc over std Lints (#15281) 2024-09-27 00:59:59 +00:00
bevy_window Add VisitEntities for generic and reflectable Entity iteration (#15425) 2024-09-30 17:32:03 +00:00
bevy_winit Add features to switch NativeActivity and GameActivity usage (#12095) 2024-10-01 22:23:48 +00:00