
*This PR description is an edited copy of #5007, written by @alice-i-cecile.* # Objective Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds. While ergonomic, this results in several drawbacks: * it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource * it is challenging to discover if a type is intended to be used as a resource * we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component). * dependencies can use the same Rust type as a resource in invisibly conflicting ways * raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values * we cannot capture a definitive list of possible resources to display to users in an editor ## Notes to reviewers * Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits. *ira: My commits are not as well organized :')* * I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does. * I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981. ## Changelog `Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro. ## Migration Guide Add `#[derive(Resource)]` to all types you are using as a resource. If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics. `ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing. Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead. Co-authored-by: Alice <alice.i.cecile@gmail.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: devil-ira <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
93 lines
4.1 KiB
Markdown
93 lines
4.1 KiB
Markdown
# B0003
|
|
|
|
As commands are executed asynchronously, it is possible to issue a command on an entity that will no longer exist at the time of the command execution.
|
|
|
|
Erroneous code example:
|
|
|
|
```rust,should_panic
|
|
use bevy::prelude::*;
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_startup_system(setup)
|
|
.add_system(despawning)
|
|
.add_system(use_entity.after(despawning))
|
|
.run();
|
|
}
|
|
|
|
#[derive(Resource)]
|
|
struct MyEntity(Entity);
|
|
|
|
#[derive(Component)]
|
|
struct Hello;
|
|
|
|
fn setup(mut commands: Commands) {
|
|
let entity = commands.spawn().id();
|
|
commands.insert_resource(MyEntity(entity));
|
|
}
|
|
|
|
fn despawning(mut commands: Commands, entity: Option<Res<MyEntity>>) {
|
|
if let Some(my_entity) = entity {
|
|
commands.entity(my_entity.0).despawn();
|
|
commands.remove_resource::<MyEntity>();
|
|
}
|
|
}
|
|
|
|
fn use_entity(mut commands: Commands, entity: Option<Res<MyEntity>>) {
|
|
if let Some(my_entity) = entity {
|
|
commands.entity(my_entity.0).insert(Hello);
|
|
}
|
|
}
|
|
```
|
|
|
|
This will panic, as system `use_entity` is executed after system `despawning`. Without the system ordering specified here, the ordering would be random and this code would panic half the time.
|
|
|
|
The default panic message is telling you the entity id (`0v0`) and the command that failed (adding a component `Hello`):
|
|
|
|
```text
|
|
thread 'main' panicked at 'error[B0003]: Could not add a component (of type `use_entity_after_despawn::Hello`) to entity 0v0 because it doesn't exist in this World.', /bevy/crates/bevy_ecs/src/system/commands/mod.rs:752:13
|
|
```
|
|
|
|
But you don't know which system tried to add a component, and which system despawned the entity.
|
|
|
|
To get the system that created the command that panics, you can enable the `trace` feature of Bevy. This will add a panic handler that will print more informations:
|
|
|
|
```text
|
|
0: bevy_ecs::schedule::stage::system_commands
|
|
with name="use_entity_after_despawn::use_entity"
|
|
at crates/bevy_ecs/src/schedule/stage.rs:880
|
|
1: bevy_ecs::schedule::stage
|
|
with name=Update
|
|
at crates/bevy_ecs/src/schedule/mod.rs:337
|
|
2: bevy_app::app::frame
|
|
at crates/bevy_app/src/app.rs:113
|
|
3: bevy_app::app::bevy_app
|
|
at crates/bevy_app/src/app.rs:126
|
|
thread 'main' panicked at 'error[B0003]: Could not add a component (of type `use_entity_after_despawn::Hello`) to entity 0v0 because it doesn't exist in this World.', /bevy/crates/bevy_ecs/src/system/commands/mod.rs:752:13
|
|
```
|
|
|
|
From the first two lines, you now know that it panics while executing a command from the system `use_entity`.
|
|
|
|
To get the system that created the despawn command, you can enable DEBUG logs for crate `bevy_ecs`, for example by setting the environment variable `RUST_LOG=bevy_ecs=debug`. This will log:
|
|
|
|
```text
|
|
DEBUG stage{name=Update}:system_commands{name="use_entity_after_despawn::despawning"}: bevy_ecs::world: Despawning entity 0v0
|
|
thread 'main' panicked at 'error[B0003]: Could not add a component (of type `use_entity_after_despawn::Hello`) to entity 0v0 because it doesn't exist in this World.', /bevy/crates/bevy_ecs/src/system/commands/mod.rs:752:13
|
|
```
|
|
|
|
From the first line, you know the entity `0v0` was despawned when executing a command from system `despawning`. In a real case, you could have many log lines, you will need to search for the exact entity from the panic message.
|
|
|
|
Combining those two, you should get enough informations to understand why this panic is happening and how to fix it:
|
|
|
|
```text
|
|
DEBUG stage{name=Update}:system_commands{name="use_entity_after_despawn::despawning"}: bevy_ecs::world: Despawning entity 0v0
|
|
0: bevy_ecs::schedule::stage::system_commands
|
|
with name="use_entity_after_despawn::use_entity"
|
|
at crates/bevy_ecs/src/schedule/stage.rs:880
|
|
1: bevy_ecs::schedule::stage
|
|
with name=Update
|
|
at crates/bevy_ecs/src/schedule/mod.rs:337
|
|
thread 'main' panicked at 'error[B0003]: Could not add a component (of type `use_entity_after_despawn::Hello`) to entity 0v0 because it doesn't exist in this World.', /bevy/crates/bevy_ecs/src/system/commands/mod.rs:752:13
|
|
```
|