bevy/crates/bevy_ecs/src/change_detection.rs

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//! Types that detect when their internal data mutate.
Split Component Ticks (#6547) # Objective Fixes #4884. `ComponentTicks` stores both added and changed ticks contiguously in the same 8 bytes. This is convenient when passing around both together, but causes half the bytes fetched from memory for the purposes of change detection to effectively go unused. This is inefficient when most queries (no filter, mutating *something*) only write out to the changed ticks. ## Solution Split the storage for change detection ticks into two separate `Vec`s inside `Column`. Fetch only what is needed during iteration. This also potentially also removes one blocker from autovectorization of dense queries. EDIT: This is confirmed to enable autovectorization of dense queries in `for_each` and `par_for_each` where possible. Unfortunately `iter` has other blockers that prevent it. ### TODO - [x] Microbenchmark - [x] Check if this allows query iteration to autovectorize simple loops. - [x] Clean up all of the spurious tuples now littered throughout the API ### Open Questions - ~~Is `Mut::is_added` absolutely necessary? Can we not just use `Added` or `ChangeTrackers`?~~ It's optimized out if unused. - ~~Does the fetch of the added ticks get optimized out if not used?~~ Yes it is. --- ## Changelog Added: `Tick`, a wrapper around a single change detection tick. Added: `Column::get_added_ticks` Added: `Column::get_column_ticks` Added: `SparseSet::get_added_ticks` Added: `SparseSet::get_column_ticks` Changed: `Column` now stores added and changed ticks separately internally. Changed: Most APIs returning `&UnsafeCell<ComponentTicks>` now returns `TickCells` instead, which contains two separate `&UnsafeCell<Tick>` for either component ticks. Changed: `Query::for_each(_mut)`, `Query::par_for_each(_mut)` will now leverage autovectorization to speed up query iteration where possible. ## Migration Guide TODO
2022-11-21 12:59:09 +00:00
use crate::{
component::{Tick, TickCells},
ptr::PtrMut,
system::Resource,
};
use bevy_ptr::{Ptr, UnsafeCellDeref};
use std::ops::{Deref, DerefMut};
Make change lifespan deterministic and update docs (#3956) ## Objective - ~~Make absurdly long-lived changes stay detectable for even longer (without leveling up to `u64`).~~ - Give all changes a consistent maximum lifespan. - Improve code clarity. ## Solution - ~~Increase the frequency of `check_tick` scans to increase the oldest reliably-detectable change.~~ (Deferred until we can benchmark the cost of a scan.) - Ignore changes older than the maximum reliably-detectable age. - General refactoring—name the constants, use them everywhere, and update the docs. - Update test cases to check for the specified behavior. ## Related This PR addresses (at least partially) the concerns raised in: - #3071 - #3082 (and associated PR #3084) ## Background - #1471 Given the minimum interval between `check_ticks` scans, `N`, the oldest reliably-detectable change is `u32::MAX - (2 * N - 1)` (or `MAX_CHANGE_AGE`). Reducing `N` from ~530 million (current value) to something like ~2 million would extend the lifetime of changes by a billion. | minimum `check_ticks` interval | oldest reliably-detectable change | usable % of `u32::MAX` | | --- | --- | --- | | `u32::MAX / 8` (536,870,911) | `(u32::MAX / 4) * 3` | 75.0% | | `2_000_000` | `u32::MAX - 3_999_999` | 99.9% | Similarly, changes are still allowed to be between `MAX_CHANGE_AGE`-old and `u32::MAX`-old in the interim between `check_tick` scans. While we prevent their age from overflowing, the test to detect changes still compares raw values. This makes failure ultimately unreliable, since when ancient changes stop being detected varies depending on when the next scan occurs. ## Open Question Currently, systems and system states are incorrectly initialized with their `last_change_tick` set to `0`, which doesn't handle wraparound correctly. For consistent behavior, they should either be initialized to the world's `last_change_tick` (and detect no changes) or to `MAX_CHANGE_AGE` behind the world's current `change_tick` (and detect everything as a change). I've currently gone with the latter since that was closer to the existing behavior. ## Follow-up Work (Edited: entire section) We haven't actually profiled how long a `check_ticks` scan takes on a "large" `World` , so we don't know if it's safe to increase their frequency. However, we are currently relying on play sessions not lasting long enough to trigger a scan and apps not having enough entities/archetypes for it to be "expensive" (our assumption). That isn't a real solution. (Either scanning never costs enough to impact frame times or we provide an option to use `u64` change ticks. Nobody will accept random hiccups.) To further extend the lifetime of changes, we actually only need to increment the world tick if a system has `Fetch: !ReadOnlySystemParamFetch`. The behavior will be identical because all writes are sequenced, but I'm not sure how to implement that in a way that the compiler can optimize the branch out. Also, since having no false positives depends on a `check_ticks` scan running at least every `2 * N - 1` ticks, a `last_check_tick` should also be stored in the `World` so that any lull in system execution (like a command flush) could trigger a scan if needed. To be completely robust, all the systems initialized on the world should be scanned, not just those in the current stage.
2022-05-09 14:00:16 +00:00
/// The (arbitrarily chosen) minimum number of world tick increments between `check_tick` scans.
///
/// Change ticks can only be scanned when systems aren't running. Thus, if the threshold is `N`,
/// the maximum is `2 * N - 1` (i.e. the world ticks `N - 1` times, then `N` times).
///
/// If no change is older than `u32::MAX - (2 * N - 1)` following a scan, none of their ages can
/// overflow and cause false positives.
// (518,400,000 = 1000 ticks per frame * 144 frames per second * 3600 seconds per hour)
pub const CHECK_TICK_THRESHOLD: u32 = 518_400_000;
/// The maximum change tick difference that won't overflow before the next `check_tick` scan.
///
/// Changes stop being detected once they become this old.
pub const MAX_CHANGE_AGE: u32 = u32::MAX - (2 * CHECK_TICK_THRESHOLD - 1);
/// Types that can read change detection information.
/// This change detection is controlled by [`DetectChangesMut`] types such as [`ResMut`].
///
/// ## Example
/// Using types that implement [`DetectChanges`], such as [`Res`], provide
/// a way to query if a value has been mutated in another system.
///
/// ```
/// use bevy_ecs::prelude::*;
///
/// #[derive(Resource)]
/// struct MyResource(u32);
///
/// fn my_system(mut resource: Res<MyResource>) {
/// if resource.is_changed() {
/// println!("My component was mutated!");
/// }
/// }
/// ```
pub trait DetectChanges {
/// Returns `true` if this value was added after the system last ran.
fn is_added(&self) -> bool;
/// Returns `true` if this value was added or mutably dereferenced after the system last ran.
fn is_changed(&self) -> bool;
/// Returns the change tick recording the time this data was most recently changed.
///
/// Note that components and resources are also marked as changed upon insertion.
///
/// For comparison, the previous change tick of a system can be read using the
/// [`SystemChangeTick`](crate::system::SystemChangeTick)
/// [`SystemParam`](crate::system::SystemParam).
fn last_changed(&self) -> Tick;
}
/// Types that implement reliable change detection.
///
/// ## Example
/// Using types that implement [`DetectChangesMut`], such as [`ResMut`], provide
/// a way to query if a value has been mutated in another system.
/// Normally change detection is triggered by either [`DerefMut`] or [`AsMut`], however
/// it can be manually triggered via [`set_if_neq`](`DetectChangesMut::set_changed`).
///
/// To ensure that changes are only triggered when the value actually differs,
/// check if the value would change before assignment, such as by checking that `new != old`.
/// You must be *sure* that you are not mutably dereferencing in this process.
///
/// [`set_if_neq`](DetectChangesMut::set_if_neq) is a helper
/// method for this common functionality.
///
/// ```
/// use bevy_ecs::prelude::*;
///
Make `Resource` trait opt-in, requiring `#[derive(Resource)]` V2 (#5577) *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>
2022-08-08 21:36:35 +00:00
/// #[derive(Resource)]
/// struct MyResource(u32);
///
/// fn my_system(mut resource: ResMut<MyResource>) {
/// if resource.is_changed() {
/// println!("My resource was mutated!");
/// }
///
/// resource.0 = 42; // triggers change detection via [`DerefMut`]
/// }
/// ```
///
pub trait DetectChangesMut: DetectChanges {
/// The type contained within this smart pointer
///
/// For example, for `ResMut<T>` this would be `T`.
type Inner: ?Sized;
Make change lifespan deterministic and update docs (#3956) ## Objective - ~~Make absurdly long-lived changes stay detectable for even longer (without leveling up to `u64`).~~ - Give all changes a consistent maximum lifespan. - Improve code clarity. ## Solution - ~~Increase the frequency of `check_tick` scans to increase the oldest reliably-detectable change.~~ (Deferred until we can benchmark the cost of a scan.) - Ignore changes older than the maximum reliably-detectable age. - General refactoring—name the constants, use them everywhere, and update the docs. - Update test cases to check for the specified behavior. ## Related This PR addresses (at least partially) the concerns raised in: - #3071 - #3082 (and associated PR #3084) ## Background - #1471 Given the minimum interval between `check_ticks` scans, `N`, the oldest reliably-detectable change is `u32::MAX - (2 * N - 1)` (or `MAX_CHANGE_AGE`). Reducing `N` from ~530 million (current value) to something like ~2 million would extend the lifetime of changes by a billion. | minimum `check_ticks` interval | oldest reliably-detectable change | usable % of `u32::MAX` | | --- | --- | --- | | `u32::MAX / 8` (536,870,911) | `(u32::MAX / 4) * 3` | 75.0% | | `2_000_000` | `u32::MAX - 3_999_999` | 99.9% | Similarly, changes are still allowed to be between `MAX_CHANGE_AGE`-old and `u32::MAX`-old in the interim between `check_tick` scans. While we prevent their age from overflowing, the test to detect changes still compares raw values. This makes failure ultimately unreliable, since when ancient changes stop being detected varies depending on when the next scan occurs. ## Open Question Currently, systems and system states are incorrectly initialized with their `last_change_tick` set to `0`, which doesn't handle wraparound correctly. For consistent behavior, they should either be initialized to the world's `last_change_tick` (and detect no changes) or to `MAX_CHANGE_AGE` behind the world's current `change_tick` (and detect everything as a change). I've currently gone with the latter since that was closer to the existing behavior. ## Follow-up Work (Edited: entire section) We haven't actually profiled how long a `check_ticks` scan takes on a "large" `World` , so we don't know if it's safe to increase their frequency. However, we are currently relying on play sessions not lasting long enough to trigger a scan and apps not having enough entities/archetypes for it to be "expensive" (our assumption). That isn't a real solution. (Either scanning never costs enough to impact frame times or we provide an option to use `u64` change ticks. Nobody will accept random hiccups.) To further extend the lifetime of changes, we actually only need to increment the world tick if a system has `Fetch: !ReadOnlySystemParamFetch`. The behavior will be identical because all writes are sequenced, but I'm not sure how to implement that in a way that the compiler can optimize the branch out. Also, since having no false positives depends on a `check_ticks` scan running at least every `2 * N - 1` ticks, a `last_check_tick` should also be stored in the `World` so that any lull in system execution (like a command flush) could trigger a scan if needed. To be completely robust, all the systems initialized on the world should be scanned, not just those in the current stage.
2022-05-09 14:00:16 +00:00
/// Flags this value as having been changed.
///
Make change lifespan deterministic and update docs (#3956) ## Objective - ~~Make absurdly long-lived changes stay detectable for even longer (without leveling up to `u64`).~~ - Give all changes a consistent maximum lifespan. - Improve code clarity. ## Solution - ~~Increase the frequency of `check_tick` scans to increase the oldest reliably-detectable change.~~ (Deferred until we can benchmark the cost of a scan.) - Ignore changes older than the maximum reliably-detectable age. - General refactoring—name the constants, use them everywhere, and update the docs. - Update test cases to check for the specified behavior. ## Related This PR addresses (at least partially) the concerns raised in: - #3071 - #3082 (and associated PR #3084) ## Background - #1471 Given the minimum interval between `check_ticks` scans, `N`, the oldest reliably-detectable change is `u32::MAX - (2 * N - 1)` (or `MAX_CHANGE_AGE`). Reducing `N` from ~530 million (current value) to something like ~2 million would extend the lifetime of changes by a billion. | minimum `check_ticks` interval | oldest reliably-detectable change | usable % of `u32::MAX` | | --- | --- | --- | | `u32::MAX / 8` (536,870,911) | `(u32::MAX / 4) * 3` | 75.0% | | `2_000_000` | `u32::MAX - 3_999_999` | 99.9% | Similarly, changes are still allowed to be between `MAX_CHANGE_AGE`-old and `u32::MAX`-old in the interim between `check_tick` scans. While we prevent their age from overflowing, the test to detect changes still compares raw values. This makes failure ultimately unreliable, since when ancient changes stop being detected varies depending on when the next scan occurs. ## Open Question Currently, systems and system states are incorrectly initialized with their `last_change_tick` set to `0`, which doesn't handle wraparound correctly. For consistent behavior, they should either be initialized to the world's `last_change_tick` (and detect no changes) or to `MAX_CHANGE_AGE` behind the world's current `change_tick` (and detect everything as a change). I've currently gone with the latter since that was closer to the existing behavior. ## Follow-up Work (Edited: entire section) We haven't actually profiled how long a `check_ticks` scan takes on a "large" `World` , so we don't know if it's safe to increase their frequency. However, we are currently relying on play sessions not lasting long enough to trigger a scan and apps not having enough entities/archetypes for it to be "expensive" (our assumption). That isn't a real solution. (Either scanning never costs enough to impact frame times or we provide an option to use `u64` change ticks. Nobody will accept random hiccups.) To further extend the lifetime of changes, we actually only need to increment the world tick if a system has `Fetch: !ReadOnlySystemParamFetch`. The behavior will be identical because all writes are sequenced, but I'm not sure how to implement that in a way that the compiler can optimize the branch out. Also, since having no false positives depends on a `check_ticks` scan running at least every `2 * N - 1` ticks, a `last_check_tick` should also be stored in the `World` so that any lull in system execution (like a command flush) could trigger a scan if needed. To be completely robust, all the systems initialized on the world should be scanned, not just those in the current stage.
2022-05-09 14:00:16 +00:00
/// Mutably accessing this smart pointer will automatically flag this value as having been changed.
/// However, mutation through interior mutability requires manual reporting.
///
/// **Note**: This operation cannot be undone.
fn set_changed(&mut self);
/// Manually sets the change tick recording the time when this data was last mutated.
///
/// # Warning
/// This is a complex and error-prone operation, primarily intended for use with rollback networking strategies.
/// If you merely want to flag this data as changed, use [`set_changed`](DetectChangesMut::set_changed) instead.
/// If you want to avoid triggering change detection, use [`bypass_change_detection`](DetectChangesMut::bypass_change_detection) instead.
fn set_last_changed(&mut self, last_changed: Tick);
/// Manually bypasses change detection, allowing you to mutate the underlying value without updating the change tick.
///
/// # Warning
/// This is a risky operation, that can have unexpected consequences on any system relying on this code.
/// However, it can be an essential escape hatch when, for example,
/// you are trying to synchronize representations using change detection and need to avoid infinite recursion.
fn bypass_change_detection(&mut self) -> &mut Self::Inner;
/// Overwrites this smart pointer with the given value, if and only if `*self != value`
///
/// This is useful to ensure change detection is only triggered when the underlying value
/// changes, instead of every time it is mutably accessed.
///
/// # Examples
///
/// ```
/// # use bevy_ecs::{prelude::*, schedule::common_conditions::resource_changed};
/// #[derive(Resource, PartialEq, Eq)]
/// pub struct Score(u32);
///
/// fn reset_score(mut score: ResMut<Score>) {
/// // Set the score to zero, unless it is already zero.
/// score.set_if_neq(Score(0));
/// }
/// # let mut world = World::new();
/// # world.insert_resource(Score(1));
/// # let mut score_changed = IntoSystem::into_system(resource_changed::<Score>());
/// # score_changed.initialize(&mut world);
/// # score_changed.run((), &mut world);
/// #
/// # let mut schedule = Schedule::new();
/// # schedule.add_systems(reset_score);
/// #
/// # // first time `reset_score` runs, the score is changed.
/// # schedule.run(&mut world);
/// # assert!(score_changed.run((), &mut world));
/// # // second time `reset_score` runs, the score is not changed.
/// # schedule.run(&mut world);
/// # assert!(!score_changed.run((), &mut world));
/// ```
#[inline]
fn set_if_neq(&mut self, value: Self::Inner)
where
Self::Inner: Sized + PartialEq,
{
let old = self.bypass_change_detection();
if *old != value {
*old = value;
self.set_changed();
}
}
}
macro_rules! change_detection_impl {
($name:ident < $( $generics:tt ),+ >, $target:ty, $($traits:ident)?) => {
impl<$($generics),* : ?Sized $(+ $traits)?> DetectChanges for $name<$($generics),*> {
#[inline]
fn is_added(&self) -> bool {
self.ticks
Split Component Ticks (#6547) # Objective Fixes #4884. `ComponentTicks` stores both added and changed ticks contiguously in the same 8 bytes. This is convenient when passing around both together, but causes half the bytes fetched from memory for the purposes of change detection to effectively go unused. This is inefficient when most queries (no filter, mutating *something*) only write out to the changed ticks. ## Solution Split the storage for change detection ticks into two separate `Vec`s inside `Column`. Fetch only what is needed during iteration. This also potentially also removes one blocker from autovectorization of dense queries. EDIT: This is confirmed to enable autovectorization of dense queries in `for_each` and `par_for_each` where possible. Unfortunately `iter` has other blockers that prevent it. ### TODO - [x] Microbenchmark - [x] Check if this allows query iteration to autovectorize simple loops. - [x] Clean up all of the spurious tuples now littered throughout the API ### Open Questions - ~~Is `Mut::is_added` absolutely necessary? Can we not just use `Added` or `ChangeTrackers`?~~ It's optimized out if unused. - ~~Does the fetch of the added ticks get optimized out if not used?~~ Yes it is. --- ## Changelog Added: `Tick`, a wrapper around a single change detection tick. Added: `Column::get_added_ticks` Added: `Column::get_column_ticks` Added: `SparseSet::get_added_ticks` Added: `SparseSet::get_column_ticks` Changed: `Column` now stores added and changed ticks separately internally. Changed: Most APIs returning `&UnsafeCell<ComponentTicks>` now returns `TickCells` instead, which contains two separate `&UnsafeCell<Tick>` for either component ticks. Changed: `Query::for_each(_mut)`, `Query::par_for_each(_mut)` will now leverage autovectorization to speed up query iteration where possible. ## Migration Guide TODO
2022-11-21 12:59:09 +00:00
.added
.is_newer_than(self.ticks.last_run, self.ticks.this_run)
}
#[inline]
fn is_changed(&self) -> bool {
self.ticks
Split Component Ticks (#6547) # Objective Fixes #4884. `ComponentTicks` stores both added and changed ticks contiguously in the same 8 bytes. This is convenient when passing around both together, but causes half the bytes fetched from memory for the purposes of change detection to effectively go unused. This is inefficient when most queries (no filter, mutating *something*) only write out to the changed ticks. ## Solution Split the storage for change detection ticks into two separate `Vec`s inside `Column`. Fetch only what is needed during iteration. This also potentially also removes one blocker from autovectorization of dense queries. EDIT: This is confirmed to enable autovectorization of dense queries in `for_each` and `par_for_each` where possible. Unfortunately `iter` has other blockers that prevent it. ### TODO - [x] Microbenchmark - [x] Check if this allows query iteration to autovectorize simple loops. - [x] Clean up all of the spurious tuples now littered throughout the API ### Open Questions - ~~Is `Mut::is_added` absolutely necessary? Can we not just use `Added` or `ChangeTrackers`?~~ It's optimized out if unused. - ~~Does the fetch of the added ticks get optimized out if not used?~~ Yes it is. --- ## Changelog Added: `Tick`, a wrapper around a single change detection tick. Added: `Column::get_added_ticks` Added: `Column::get_column_ticks` Added: `SparseSet::get_added_ticks` Added: `SparseSet::get_column_ticks` Changed: `Column` now stores added and changed ticks separately internally. Changed: Most APIs returning `&UnsafeCell<ComponentTicks>` now returns `TickCells` instead, which contains two separate `&UnsafeCell<Tick>` for either component ticks. Changed: `Query::for_each(_mut)`, `Query::par_for_each(_mut)` will now leverage autovectorization to speed up query iteration where possible. ## Migration Guide TODO
2022-11-21 12:59:09 +00:00
.changed
.is_newer_than(self.ticks.last_run, self.ticks.this_run)
}
#[inline]
fn last_changed(&self) -> Tick {
*self.ticks.changed
}
}
impl<$($generics),*: ?Sized $(+ $traits)?> Deref for $name<$($generics),*> {
type Target = $target;
#[inline]
fn deref(&self) -> &Self::Target {
self.value
}
}
impl<$($generics),* $(: $traits)?> AsRef<$target> for $name<$($generics),*> {
#[inline]
fn as_ref(&self) -> &$target {
self.deref()
}
}
}
}
macro_rules! change_detection_mut_impl {
($name:ident < $( $generics:tt ),+ >, $target:ty, $($traits:ident)?) => {
impl<$($generics),* : ?Sized $(+ $traits)?> DetectChangesMut for $name<$($generics),*> {
type Inner = $target;
#[inline]
fn set_changed(&mut self) {
*self.ticks.changed = self.ticks.this_run;
}
#[inline]
fn set_last_changed(&mut self, last_changed: Tick) {
*self.ticks.changed = last_changed;
}
#[inline]
fn bypass_change_detection(&mut self) -> &mut Self::Inner {
self.value
}
}
impl<$($generics),* : ?Sized $(+ $traits)?> DerefMut for $name<$($generics),*> {
#[inline]
fn deref_mut(&mut self) -> &mut Self::Target {
self.set_changed();
self.value
}
}
impl<$($generics),* $(: $traits)?> AsMut<$target> for $name<$($generics),*> {
#[inline]
fn as_mut(&mut self) -> &mut $target {
self.deref_mut()
}
}
};
}
macro_rules! impl_methods {
($name:ident < $( $generics:tt ),+ >, $target:ty, $($traits:ident)?) => {
impl<$($generics),* : ?Sized $(+ $traits)?> $name<$($generics),*> {
/// Consume `self` and return a mutable reference to the
/// contained value while marking `self` as "changed".
#[inline]
pub fn into_inner(mut self) -> &'a mut $target {
self.set_changed();
self.value
}
/// Returns a `Mut<>` with a smaller lifetime.
/// This is useful if you have `&mut
#[doc = stringify!($name)]
/// <T>`, but you need a `Mut<T>`.
pub fn reborrow(&mut self) -> Mut<'_, $target> {
Mut {
value: self.value,
ticks: TicksMut {
added: self.ticks.added,
changed: self.ticks.changed,
last_run: self.ticks.last_run,
this_run: self.ticks.this_run,
}
}
}
/// Maps to an inner value by applying a function to the contained reference, without flagging a change.
///
/// You should never modify the argument passed to the closure -- if you want to modify the data
/// without flagging a change, consider using [`DetectChangesMut::bypass_change_detection`] to make your intent explicit.
///
/// ```rust
/// # use bevy_ecs::prelude::*;
/// # #[derive(PartialEq)] pub struct Vec2;
/// # impl Vec2 { pub const ZERO: Self = Self; }
/// # #[derive(Component)] pub struct Transform { translation: Vec2 }
/// // When run, zeroes the translation of every entity.
/// fn reset_positions(mut transforms: Query<&mut Transform>) {
/// for transform in &mut transforms {
/// // We pinky promise not to modify `t` within the closure.
/// // Breaking this promise will result in logic errors, but will never cause undefined behavior.
/// let mut translation = transform.map_unchanged(|t| &mut t.translation);
/// // Only reset the translation if it isn't already zero;
/// translation.set_if_neq(Vec2::ZERO);
/// }
/// }
/// # bevy_ecs::system::assert_is_system(reset_positions);
/// ```
pub fn map_unchanged<U: ?Sized>(self, f: impl FnOnce(&mut $target) -> &mut U) -> Mut<'a, U> {
Mut {
value: f(self.value),
ticks: self.ticks,
}
}
}
};
}
macro_rules! impl_debug {
($name:ident < $( $generics:tt ),+ >, $($traits:ident)?) => {
impl<$($generics),* : ?Sized $(+ $traits)?> std::fmt::Debug for $name<$($generics),*>
where T: std::fmt::Debug
{
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
f.debug_tuple(stringify!($name))
.field(&self.value)
.finish()
}
}
};
}
#[derive(Clone)]
pub(crate) struct Ticks<'a> {
pub(crate) added: &'a Tick,
pub(crate) changed: &'a Tick,
pub(crate) last_run: Tick,
pub(crate) this_run: Tick,
}
impl<'a> Ticks<'a> {
/// # Safety
/// This should never alias the underlying ticks with a mutable one such as `TicksMut`.
#[inline]
pub(crate) unsafe fn from_tick_cells(
cells: TickCells<'a>,
last_run: Tick,
this_run: Tick,
) -> Self {
Self {
added: cells.added.deref(),
changed: cells.changed.deref(),
last_run,
this_run,
}
}
}
pub(crate) struct TicksMut<'a> {
Split Component Ticks (#6547) # Objective Fixes #4884. `ComponentTicks` stores both added and changed ticks contiguously in the same 8 bytes. This is convenient when passing around both together, but causes half the bytes fetched from memory for the purposes of change detection to effectively go unused. This is inefficient when most queries (no filter, mutating *something*) only write out to the changed ticks. ## Solution Split the storage for change detection ticks into two separate `Vec`s inside `Column`. Fetch only what is needed during iteration. This also potentially also removes one blocker from autovectorization of dense queries. EDIT: This is confirmed to enable autovectorization of dense queries in `for_each` and `par_for_each` where possible. Unfortunately `iter` has other blockers that prevent it. ### TODO - [x] Microbenchmark - [x] Check if this allows query iteration to autovectorize simple loops. - [x] Clean up all of the spurious tuples now littered throughout the API ### Open Questions - ~~Is `Mut::is_added` absolutely necessary? Can we not just use `Added` or `ChangeTrackers`?~~ It's optimized out if unused. - ~~Does the fetch of the added ticks get optimized out if not used?~~ Yes it is. --- ## Changelog Added: `Tick`, a wrapper around a single change detection tick. Added: `Column::get_added_ticks` Added: `Column::get_column_ticks` Added: `SparseSet::get_added_ticks` Added: `SparseSet::get_column_ticks` Changed: `Column` now stores added and changed ticks separately internally. Changed: Most APIs returning `&UnsafeCell<ComponentTicks>` now returns `TickCells` instead, which contains two separate `&UnsafeCell<Tick>` for either component ticks. Changed: `Query::for_each(_mut)`, `Query::par_for_each(_mut)` will now leverage autovectorization to speed up query iteration where possible. ## Migration Guide TODO
2022-11-21 12:59:09 +00:00
pub(crate) added: &'a mut Tick,
pub(crate) changed: &'a mut Tick,
pub(crate) last_run: Tick,
pub(crate) this_run: Tick,
}
impl<'a> TicksMut<'a> {
Split Component Ticks (#6547) # Objective Fixes #4884. `ComponentTicks` stores both added and changed ticks contiguously in the same 8 bytes. This is convenient when passing around both together, but causes half the bytes fetched from memory for the purposes of change detection to effectively go unused. This is inefficient when most queries (no filter, mutating *something*) only write out to the changed ticks. ## Solution Split the storage for change detection ticks into two separate `Vec`s inside `Column`. Fetch only what is needed during iteration. This also potentially also removes one blocker from autovectorization of dense queries. EDIT: This is confirmed to enable autovectorization of dense queries in `for_each` and `par_for_each` where possible. Unfortunately `iter` has other blockers that prevent it. ### TODO - [x] Microbenchmark - [x] Check if this allows query iteration to autovectorize simple loops. - [x] Clean up all of the spurious tuples now littered throughout the API ### Open Questions - ~~Is `Mut::is_added` absolutely necessary? Can we not just use `Added` or `ChangeTrackers`?~~ It's optimized out if unused. - ~~Does the fetch of the added ticks get optimized out if not used?~~ Yes it is. --- ## Changelog Added: `Tick`, a wrapper around a single change detection tick. Added: `Column::get_added_ticks` Added: `Column::get_column_ticks` Added: `SparseSet::get_added_ticks` Added: `SparseSet::get_column_ticks` Changed: `Column` now stores added and changed ticks separately internally. Changed: Most APIs returning `&UnsafeCell<ComponentTicks>` now returns `TickCells` instead, which contains two separate `&UnsafeCell<Tick>` for either component ticks. Changed: `Query::for_each(_mut)`, `Query::par_for_each(_mut)` will now leverage autovectorization to speed up query iteration where possible. ## Migration Guide TODO
2022-11-21 12:59:09 +00:00
/// # Safety
/// This should never alias the underlying ticks. All access must be unique.
#[inline]
pub(crate) unsafe fn from_tick_cells(
cells: TickCells<'a>,
last_run: Tick,
this_run: Tick,
Split Component Ticks (#6547) # Objective Fixes #4884. `ComponentTicks` stores both added and changed ticks contiguously in the same 8 bytes. This is convenient when passing around both together, but causes half the bytes fetched from memory for the purposes of change detection to effectively go unused. This is inefficient when most queries (no filter, mutating *something*) only write out to the changed ticks. ## Solution Split the storage for change detection ticks into two separate `Vec`s inside `Column`. Fetch only what is needed during iteration. This also potentially also removes one blocker from autovectorization of dense queries. EDIT: This is confirmed to enable autovectorization of dense queries in `for_each` and `par_for_each` where possible. Unfortunately `iter` has other blockers that prevent it. ### TODO - [x] Microbenchmark - [x] Check if this allows query iteration to autovectorize simple loops. - [x] Clean up all of the spurious tuples now littered throughout the API ### Open Questions - ~~Is `Mut::is_added` absolutely necessary? Can we not just use `Added` or `ChangeTrackers`?~~ It's optimized out if unused. - ~~Does the fetch of the added ticks get optimized out if not used?~~ Yes it is. --- ## Changelog Added: `Tick`, a wrapper around a single change detection tick. Added: `Column::get_added_ticks` Added: `Column::get_column_ticks` Added: `SparseSet::get_added_ticks` Added: `SparseSet::get_column_ticks` Changed: `Column` now stores added and changed ticks separately internally. Changed: Most APIs returning `&UnsafeCell<ComponentTicks>` now returns `TickCells` instead, which contains two separate `&UnsafeCell<Tick>` for either component ticks. Changed: `Query::for_each(_mut)`, `Query::par_for_each(_mut)` will now leverage autovectorization to speed up query iteration where possible. ## Migration Guide TODO
2022-11-21 12:59:09 +00:00
) -> Self {
Self {
added: cells.added.deref_mut(),
changed: cells.changed.deref_mut(),
last_run,
this_run,
Split Component Ticks (#6547) # Objective Fixes #4884. `ComponentTicks` stores both added and changed ticks contiguously in the same 8 bytes. This is convenient when passing around both together, but causes half the bytes fetched from memory for the purposes of change detection to effectively go unused. This is inefficient when most queries (no filter, mutating *something*) only write out to the changed ticks. ## Solution Split the storage for change detection ticks into two separate `Vec`s inside `Column`. Fetch only what is needed during iteration. This also potentially also removes one blocker from autovectorization of dense queries. EDIT: This is confirmed to enable autovectorization of dense queries in `for_each` and `par_for_each` where possible. Unfortunately `iter` has other blockers that prevent it. ### TODO - [x] Microbenchmark - [x] Check if this allows query iteration to autovectorize simple loops. - [x] Clean up all of the spurious tuples now littered throughout the API ### Open Questions - ~~Is `Mut::is_added` absolutely necessary? Can we not just use `Added` or `ChangeTrackers`?~~ It's optimized out if unused. - ~~Does the fetch of the added ticks get optimized out if not used?~~ Yes it is. --- ## Changelog Added: `Tick`, a wrapper around a single change detection tick. Added: `Column::get_added_ticks` Added: `Column::get_column_ticks` Added: `SparseSet::get_added_ticks` Added: `SparseSet::get_column_ticks` Changed: `Column` now stores added and changed ticks separately internally. Changed: Most APIs returning `&UnsafeCell<ComponentTicks>` now returns `TickCells` instead, which contains two separate `&UnsafeCell<Tick>` for either component ticks. Changed: `Query::for_each(_mut)`, `Query::par_for_each(_mut)` will now leverage autovectorization to speed up query iteration where possible. ## Migration Guide TODO
2022-11-21 12:59:09 +00:00
}
}
}
impl<'a> From<TicksMut<'a>> for Ticks<'a> {
fn from(ticks: TicksMut<'a>) -> Self {
Ticks {
added: ticks.added,
changed: ticks.changed,
last_run: ticks.last_run,
this_run: ticks.this_run,
}
}
}
/// Shared borrow of a [`Resource`].
///
/// See the [`Resource`] documentation for usage.
///
/// If you need a unique mutable borrow, use [`ResMut`] instead.
///
/// # Panics
///
/// Panics when used as a [`SystemParameter`](crate::system::SystemParam) if the resource does not exist.
///
/// Use `Option<Res<T>>` instead if the resource might not always exist.
pub struct Res<'w, T: ?Sized + Resource> {
pub(crate) value: &'w T,
pub(crate) ticks: Ticks<'w>,
}
impl<'w, T: Resource> Res<'w, T> {
// no it shouldn't clippy
#[allow(clippy::should_implement_trait)]
pub fn clone(this: &Self) -> Self {
Self {
value: this.value,
ticks: this.ticks.clone(),
}
}
/// Due to lifetime limitations of the `Deref` trait, this method can be used to obtain a
/// reference of the [`Resource`] with a lifetime bound to `'w` instead of the lifetime of the
/// struct itself.
pub fn into_inner(self) -> &'w T {
self.value
}
}
impl<'w, T: Resource> From<ResMut<'w, T>> for Res<'w, T> {
fn from(res: ResMut<'w, T>) -> Self {
Self {
value: res.value,
ticks: res.ticks.into(),
}
}
}
impl<'w, 'a, T: Resource> IntoIterator for &'a Res<'w, T>
where
&'a T: IntoIterator,
{
type Item = <&'a T as IntoIterator>::Item;
type IntoIter = <&'a T as IntoIterator>::IntoIter;
fn into_iter(self) -> Self::IntoIter {
self.value.into_iter()
}
}
change_detection_impl!(Res<'w, T>, T, Resource);
impl_debug!(Res<'w, T>, Resource);
Make `Resource` trait opt-in, requiring `#[derive(Resource)]` V2 (#5577) *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>
2022-08-08 21:36:35 +00:00
/// Unique mutable borrow of a [`Resource`].
///
Make `Resource` trait opt-in, requiring `#[derive(Resource)]` V2 (#5577) *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>
2022-08-08 21:36:35 +00:00
/// See the [`Resource`] documentation for usage.
///
/// If you need a shared borrow, use [`Res`](crate::system::Res) instead.
///
/// # Panics
///
/// Panics when used as a [`SystemParam`](crate::system::SystemParam) if the resource does not exist.
///
/// Use `Option<ResMut<T>>` instead if the resource might not always exist.
pub struct ResMut<'a, T: ?Sized + Resource> {
pub(crate) value: &'a mut T,
pub(crate) ticks: TicksMut<'a>,
}
impl<'w, 'a, T: Resource> IntoIterator for &'a ResMut<'w, T>
where
&'a T: IntoIterator,
{
type Item = <&'a T as IntoIterator>::Item;
type IntoIter = <&'a T as IntoIterator>::IntoIter;
fn into_iter(self) -> Self::IntoIter {
self.value.into_iter()
}
}
impl<'w, 'a, T: Resource> IntoIterator for &'a mut ResMut<'w, T>
where
&'a mut T: IntoIterator,
{
type Item = <&'a mut T as IntoIterator>::Item;
type IntoIter = <&'a mut T as IntoIterator>::IntoIter;
fn into_iter(self) -> Self::IntoIter {
self.set_changed();
self.value.into_iter()
}
}
change_detection_impl!(ResMut<'a, T>, T, Resource);
change_detection_mut_impl!(ResMut<'a, T>, T, Resource);
impl_methods!(ResMut<'a, T>, T, Resource);
impl_debug!(ResMut<'a, T>, Resource);
impl<'a, T: Resource> From<ResMut<'a, T>> for Mut<'a, T> {
/// Convert this `ResMut` into a `Mut`. This allows keeping the change-detection feature of `Mut`
/// while losing the specificity of `ResMut` for resources.
fn from(other: ResMut<'a, T>) -> Mut<'a, T> {
Mut {
value: other.value,
ticks: other.ticks,
}
}
}
/// Unique borrow of a non-[`Send`] resource.
///
/// Only [`Send`] resources may be accessed with the [`ResMut`] [`SystemParam`](crate::system::SystemParam). In case that the
/// resource does not implement `Send`, this `SystemParam` wrapper can be used. This will instruct
/// the scheduler to instead run the system on the main thread so that it doesn't send the resource
/// over to another thread.
///
/// # Panics
///
/// Panics when used as a `SystemParameter` if the resource does not exist.
///
/// Use `Option<NonSendMut<T>>` instead if the resource might not always exist.
pub struct NonSendMut<'a, T: ?Sized + 'static> {
pub(crate) value: &'a mut T,
pub(crate) ticks: TicksMut<'a>,
}
change_detection_impl!(NonSendMut<'a, T>, T,);
change_detection_mut_impl!(NonSendMut<'a, T>, T,);
impl_methods!(NonSendMut<'a, T>, T,);
impl_debug!(NonSendMut<'a, T>,);
impl<'a, T: 'static> From<NonSendMut<'a, T>> for Mut<'a, T> {
/// Convert this `NonSendMut` into a `Mut`. This allows keeping the change-detection feature of `Mut`
/// while losing the specificity of `NonSendMut`.
fn from(other: NonSendMut<'a, T>) -> Mut<'a, T> {
Mut {
value: other.value,
ticks: other.ticks,
}
}
}
/// Shared borrow of an entity's component with access to change detection.
/// Similar to [`Mut`] but is immutable and so doesn't require unique access.
pub struct Ref<'a, T: ?Sized> {
pub(crate) value: &'a T,
pub(crate) ticks: Ticks<'a>,
}
impl<'a, T: ?Sized> Ref<'a, T> {
pub fn into_inner(self) -> &'a T {
self.value
}
}
impl<'w, 'a, T> IntoIterator for &'a Ref<'w, T>
where
&'a T: IntoIterator,
{
type Item = <&'a T as IntoIterator>::Item;
type IntoIter = <&'a T as IntoIterator>::IntoIter;
fn into_iter(self) -> Self::IntoIter {
self.value.into_iter()
}
}
change_detection_impl!(Ref<'a, T>, T,);
impl_debug!(Ref<'a, T>,);
/// Unique mutable borrow of an entity's component
pub struct Mut<'a, T: ?Sized> {
pub(crate) value: &'a mut T,
pub(crate) ticks: TicksMut<'a>,
}
impl<'a, T: ?Sized> Mut<'a, T> {
/// Creates a new change-detection enabled smart pointer.
/// In almost all cases you do not need to call this method manually,
/// as instances of `Mut` will be created by engine-internal code.
///
/// Many use-cases of this method would be better served by [`Mut::map_unchanged`]
/// or [`Mut::reborrow`].
///
/// - `value` - The value wrapped by this smart pointer.
/// - `added` - A [`Tick`] that stores the tick when the wrapped value was created.
/// - `last_changed` - A [`Tick`] that stores the last time the wrapped value was changed.
/// This will be updated to the value of `change_tick` if the returned smart pointer
/// is modified.
/// - `last_run` - A [`Tick`], occurring before `this_run`, which is used
/// as a reference to determine whether the wrapped value is newly added or changed.
/// - `this_run` - A [`Tick`] corresponding to the current point in time -- "now".
pub fn new(
value: &'a mut T,
added: &'a mut Tick,
last_changed: &'a mut Tick,
last_run: Tick,
this_run: Tick,
) -> Self {
Self {
value,
ticks: TicksMut {
added,
changed: last_changed,
last_run,
this_run,
},
}
}
}
impl<'a, T: ?Sized> From<Mut<'a, T>> for Ref<'a, T> {
fn from(mut_ref: Mut<'a, T>) -> Self {
Self {
value: mut_ref.value,
ticks: mut_ref.ticks.into(),
}
}
}
impl<'w, 'a, T> IntoIterator for &'a Mut<'w, T>
where
&'a T: IntoIterator,
{
type Item = <&'a T as IntoIterator>::Item;
type IntoIter = <&'a T as IntoIterator>::IntoIter;
fn into_iter(self) -> Self::IntoIter {
self.value.into_iter()
}
}
impl<'w, 'a, T> IntoIterator for &'a mut Mut<'w, T>
where
&'a mut T: IntoIterator,
{
type Item = <&'a mut T as IntoIterator>::Item;
type IntoIter = <&'a mut T as IntoIterator>::IntoIter;
fn into_iter(self) -> Self::IntoIter {
self.set_changed();
self.value.into_iter()
}
}
change_detection_impl!(Mut<'a, T>, T,);
change_detection_mut_impl!(Mut<'a, T>, T,);
impl_methods!(Mut<'a, T>, T,);
impl_debug!(Mut<'a, T>,);
untyped APIs for components and resources (#4447) # Objective Even if bevy itself does not provide any builtin scripting or modding APIs, it should have the foundations for building them yourself. For that it should be enough to have APIs that are not tied to the actual rust types with generics, but rather accept `ComponentId`s and `bevy_ptr` ptrs. ## Solution Add the following APIs to bevy ```rust fn EntityRef::get_by_id(ComponentId) -> Option<Ptr<'w>>; fn EntityMut::get_by_id(ComponentId) -> Option<Ptr<'_>>; fn EntityMut::get_mut_by_id(ComponentId) -> Option<MutUntyped<'_>>; fn World::get_resource_by_id(ComponentId) -> Option<Ptr<'_>>; fn World::get_resource_mut_by_id(ComponentId) -> Option<MutUntyped<'_>>; // Safety: `value` must point to a valid value of the component unsafe fn World::insert_resource_by_id(ComponentId, value: OwningPtr); fn ComponentDescriptor::new_with_layout(..) -> Self; fn World::init_component_with_descriptor(ComponentDescriptor) -> ComponentId; ``` ~~This PR would definitely benefit from #3001 (lifetime'd pointers) to make sure that the lifetimes of the pointers are valid and the my-move pointer in `insert_resource_by_id` could be an `OwningPtr`, but that can be adapter later if/when #3001 is merged.~~ ### Not in this PR - inserting components on entities (this is very tied to types with bundles and the `BundleInserter`) - an untyped version of a query (needs good API design, has a large implementation complexity, can be done in a third-party crate) Co-authored-by: Jakob Hellermann <hellermann@sipgate.de>
2022-05-30 15:32:47 +00:00
/// Unique mutable borrow of resources or an entity's component.
///
/// Similar to [`Mut`], but not generic over the component type, instead
/// exposing the raw pointer as a `*mut ()`.
///
/// Usually you don't need to use this and can instead use the APIs returning a
/// [`Mut`], but in situations where the types are not known at compile time
/// or are defined outside of rust this can be used.
pub struct MutUntyped<'a> {
pub(crate) value: PtrMut<'a>,
pub(crate) ticks: TicksMut<'a>,
untyped APIs for components and resources (#4447) # Objective Even if bevy itself does not provide any builtin scripting or modding APIs, it should have the foundations for building them yourself. For that it should be enough to have APIs that are not tied to the actual rust types with generics, but rather accept `ComponentId`s and `bevy_ptr` ptrs. ## Solution Add the following APIs to bevy ```rust fn EntityRef::get_by_id(ComponentId) -> Option<Ptr<'w>>; fn EntityMut::get_by_id(ComponentId) -> Option<Ptr<'_>>; fn EntityMut::get_mut_by_id(ComponentId) -> Option<MutUntyped<'_>>; fn World::get_resource_by_id(ComponentId) -> Option<Ptr<'_>>; fn World::get_resource_mut_by_id(ComponentId) -> Option<MutUntyped<'_>>; // Safety: `value` must point to a valid value of the component unsafe fn World::insert_resource_by_id(ComponentId, value: OwningPtr); fn ComponentDescriptor::new_with_layout(..) -> Self; fn World::init_component_with_descriptor(ComponentDescriptor) -> ComponentId; ``` ~~This PR would definitely benefit from #3001 (lifetime'd pointers) to make sure that the lifetimes of the pointers are valid and the my-move pointer in `insert_resource_by_id` could be an `OwningPtr`, but that can be adapter later if/when #3001 is merged.~~ ### Not in this PR - inserting components on entities (this is very tied to types with bundles and the `BundleInserter`) - an untyped version of a query (needs good API design, has a large implementation complexity, can be done in a third-party crate) Co-authored-by: Jakob Hellermann <hellermann@sipgate.de>
2022-05-30 15:32:47 +00:00
}
impl<'a> MutUntyped<'a> {
/// Returns the pointer to the value, marking it as changed.
untyped APIs for components and resources (#4447) # Objective Even if bevy itself does not provide any builtin scripting or modding APIs, it should have the foundations for building them yourself. For that it should be enough to have APIs that are not tied to the actual rust types with generics, but rather accept `ComponentId`s and `bevy_ptr` ptrs. ## Solution Add the following APIs to bevy ```rust fn EntityRef::get_by_id(ComponentId) -> Option<Ptr<'w>>; fn EntityMut::get_by_id(ComponentId) -> Option<Ptr<'_>>; fn EntityMut::get_mut_by_id(ComponentId) -> Option<MutUntyped<'_>>; fn World::get_resource_by_id(ComponentId) -> Option<Ptr<'_>>; fn World::get_resource_mut_by_id(ComponentId) -> Option<MutUntyped<'_>>; // Safety: `value` must point to a valid value of the component unsafe fn World::insert_resource_by_id(ComponentId, value: OwningPtr); fn ComponentDescriptor::new_with_layout(..) -> Self; fn World::init_component_with_descriptor(ComponentDescriptor) -> ComponentId; ``` ~~This PR would definitely benefit from #3001 (lifetime'd pointers) to make sure that the lifetimes of the pointers are valid and the my-move pointer in `insert_resource_by_id` could be an `OwningPtr`, but that can be adapter later if/when #3001 is merged.~~ ### Not in this PR - inserting components on entities (this is very tied to types with bundles and the `BundleInserter`) - an untyped version of a query (needs good API design, has a large implementation complexity, can be done in a third-party crate) Co-authored-by: Jakob Hellermann <hellermann@sipgate.de>
2022-05-30 15:32:47 +00:00
///
/// In order to avoid marking the value as changed, you need to call [`bypass_change_detection`](DetectChangesMut::bypass_change_detection).
#[inline]
pub fn into_inner(mut self) -> PtrMut<'a> {
self.set_changed();
untyped APIs for components and resources (#4447) # Objective Even if bevy itself does not provide any builtin scripting or modding APIs, it should have the foundations for building them yourself. For that it should be enough to have APIs that are not tied to the actual rust types with generics, but rather accept `ComponentId`s and `bevy_ptr` ptrs. ## Solution Add the following APIs to bevy ```rust fn EntityRef::get_by_id(ComponentId) -> Option<Ptr<'w>>; fn EntityMut::get_by_id(ComponentId) -> Option<Ptr<'_>>; fn EntityMut::get_mut_by_id(ComponentId) -> Option<MutUntyped<'_>>; fn World::get_resource_by_id(ComponentId) -> Option<Ptr<'_>>; fn World::get_resource_mut_by_id(ComponentId) -> Option<MutUntyped<'_>>; // Safety: `value` must point to a valid value of the component unsafe fn World::insert_resource_by_id(ComponentId, value: OwningPtr); fn ComponentDescriptor::new_with_layout(..) -> Self; fn World::init_component_with_descriptor(ComponentDescriptor) -> ComponentId; ``` ~~This PR would definitely benefit from #3001 (lifetime'd pointers) to make sure that the lifetimes of the pointers are valid and the my-move pointer in `insert_resource_by_id` could be an `OwningPtr`, but that can be adapter later if/when #3001 is merged.~~ ### Not in this PR - inserting components on entities (this is very tied to types with bundles and the `BundleInserter`) - an untyped version of a query (needs good API design, has a large implementation complexity, can be done in a third-party crate) Co-authored-by: Jakob Hellermann <hellermann@sipgate.de>
2022-05-30 15:32:47 +00:00
self.value
}
/// Returns a [`MutUntyped`] with a smaller lifetime.
/// This is useful if you have `&mut MutUntyped`, but you need a `MutUntyped`.
#[inline]
pub fn reborrow(&mut self) -> MutUntyped {
MutUntyped {
value: self.value.reborrow(),
ticks: TicksMut {
added: self.ticks.added,
changed: self.ticks.changed,
last_run: self.ticks.last_run,
this_run: self.ticks.this_run,
},
}
}
/// Returns a pointer to the value without taking ownership of this smart pointer, marking it as changed.
///
/// In order to avoid marking the value as changed, you need to call [`bypass_change_detection`](DetectChangesMut::bypass_change_detection).
#[inline]
pub fn as_mut(&mut self) -> PtrMut<'_> {
self.set_changed();
self.value.reborrow()
}
/// Returns an immutable pointer to the value without taking ownership.
#[inline]
pub fn as_ref(&self) -> Ptr<'_> {
self.value.as_ref()
}
/// Transforms this [`MutUntyped`] into a [`Mut<T>`] with the same lifetime.
///
/// # Safety
/// - `T` must be the erased pointee type for this [`MutUntyped`].
pub unsafe fn with_type<T>(self) -> Mut<'a, T> {
Mut {
value: self.value.deref_mut(),
ticks: self.ticks,
}
}
untyped APIs for components and resources (#4447) # Objective Even if bevy itself does not provide any builtin scripting or modding APIs, it should have the foundations for building them yourself. For that it should be enough to have APIs that are not tied to the actual rust types with generics, but rather accept `ComponentId`s and `bevy_ptr` ptrs. ## Solution Add the following APIs to bevy ```rust fn EntityRef::get_by_id(ComponentId) -> Option<Ptr<'w>>; fn EntityMut::get_by_id(ComponentId) -> Option<Ptr<'_>>; fn EntityMut::get_mut_by_id(ComponentId) -> Option<MutUntyped<'_>>; fn World::get_resource_by_id(ComponentId) -> Option<Ptr<'_>>; fn World::get_resource_mut_by_id(ComponentId) -> Option<MutUntyped<'_>>; // Safety: `value` must point to a valid value of the component unsafe fn World::insert_resource_by_id(ComponentId, value: OwningPtr); fn ComponentDescriptor::new_with_layout(..) -> Self; fn World::init_component_with_descriptor(ComponentDescriptor) -> ComponentId; ``` ~~This PR would definitely benefit from #3001 (lifetime'd pointers) to make sure that the lifetimes of the pointers are valid and the my-move pointer in `insert_resource_by_id` could be an `OwningPtr`, but that can be adapter later if/when #3001 is merged.~~ ### Not in this PR - inserting components on entities (this is very tied to types with bundles and the `BundleInserter`) - an untyped version of a query (needs good API design, has a large implementation complexity, can be done in a third-party crate) Co-authored-by: Jakob Hellermann <hellermann@sipgate.de>
2022-05-30 15:32:47 +00:00
}
impl<'a> DetectChanges for MutUntyped<'a> {
#[inline]
untyped APIs for components and resources (#4447) # Objective Even if bevy itself does not provide any builtin scripting or modding APIs, it should have the foundations for building them yourself. For that it should be enough to have APIs that are not tied to the actual rust types with generics, but rather accept `ComponentId`s and `bevy_ptr` ptrs. ## Solution Add the following APIs to bevy ```rust fn EntityRef::get_by_id(ComponentId) -> Option<Ptr<'w>>; fn EntityMut::get_by_id(ComponentId) -> Option<Ptr<'_>>; fn EntityMut::get_mut_by_id(ComponentId) -> Option<MutUntyped<'_>>; fn World::get_resource_by_id(ComponentId) -> Option<Ptr<'_>>; fn World::get_resource_mut_by_id(ComponentId) -> Option<MutUntyped<'_>>; // Safety: `value` must point to a valid value of the component unsafe fn World::insert_resource_by_id(ComponentId, value: OwningPtr); fn ComponentDescriptor::new_with_layout(..) -> Self; fn World::init_component_with_descriptor(ComponentDescriptor) -> ComponentId; ``` ~~This PR would definitely benefit from #3001 (lifetime'd pointers) to make sure that the lifetimes of the pointers are valid and the my-move pointer in `insert_resource_by_id` could be an `OwningPtr`, but that can be adapter later if/when #3001 is merged.~~ ### Not in this PR - inserting components on entities (this is very tied to types with bundles and the `BundleInserter`) - an untyped version of a query (needs good API design, has a large implementation complexity, can be done in a third-party crate) Co-authored-by: Jakob Hellermann <hellermann@sipgate.de>
2022-05-30 15:32:47 +00:00
fn is_added(&self) -> bool {
self.ticks
Split Component Ticks (#6547) # Objective Fixes #4884. `ComponentTicks` stores both added and changed ticks contiguously in the same 8 bytes. This is convenient when passing around both together, but causes half the bytes fetched from memory for the purposes of change detection to effectively go unused. This is inefficient when most queries (no filter, mutating *something*) only write out to the changed ticks. ## Solution Split the storage for change detection ticks into two separate `Vec`s inside `Column`. Fetch only what is needed during iteration. This also potentially also removes one blocker from autovectorization of dense queries. EDIT: This is confirmed to enable autovectorization of dense queries in `for_each` and `par_for_each` where possible. Unfortunately `iter` has other blockers that prevent it. ### TODO - [x] Microbenchmark - [x] Check if this allows query iteration to autovectorize simple loops. - [x] Clean up all of the spurious tuples now littered throughout the API ### Open Questions - ~~Is `Mut::is_added` absolutely necessary? Can we not just use `Added` or `ChangeTrackers`?~~ It's optimized out if unused. - ~~Does the fetch of the added ticks get optimized out if not used?~~ Yes it is. --- ## Changelog Added: `Tick`, a wrapper around a single change detection tick. Added: `Column::get_added_ticks` Added: `Column::get_column_ticks` Added: `SparseSet::get_added_ticks` Added: `SparseSet::get_column_ticks` Changed: `Column` now stores added and changed ticks separately internally. Changed: Most APIs returning `&UnsafeCell<ComponentTicks>` now returns `TickCells` instead, which contains two separate `&UnsafeCell<Tick>` for either component ticks. Changed: `Query::for_each(_mut)`, `Query::par_for_each(_mut)` will now leverage autovectorization to speed up query iteration where possible. ## Migration Guide TODO
2022-11-21 12:59:09 +00:00
.added
.is_newer_than(self.ticks.last_run, self.ticks.this_run)
untyped APIs for components and resources (#4447) # Objective Even if bevy itself does not provide any builtin scripting or modding APIs, it should have the foundations for building them yourself. For that it should be enough to have APIs that are not tied to the actual rust types with generics, but rather accept `ComponentId`s and `bevy_ptr` ptrs. ## Solution Add the following APIs to bevy ```rust fn EntityRef::get_by_id(ComponentId) -> Option<Ptr<'w>>; fn EntityMut::get_by_id(ComponentId) -> Option<Ptr<'_>>; fn EntityMut::get_mut_by_id(ComponentId) -> Option<MutUntyped<'_>>; fn World::get_resource_by_id(ComponentId) -> Option<Ptr<'_>>; fn World::get_resource_mut_by_id(ComponentId) -> Option<MutUntyped<'_>>; // Safety: `value` must point to a valid value of the component unsafe fn World::insert_resource_by_id(ComponentId, value: OwningPtr); fn ComponentDescriptor::new_with_layout(..) -> Self; fn World::init_component_with_descriptor(ComponentDescriptor) -> ComponentId; ``` ~~This PR would definitely benefit from #3001 (lifetime'd pointers) to make sure that the lifetimes of the pointers are valid and the my-move pointer in `insert_resource_by_id` could be an `OwningPtr`, but that can be adapter later if/when #3001 is merged.~~ ### Not in this PR - inserting components on entities (this is very tied to types with bundles and the `BundleInserter`) - an untyped version of a query (needs good API design, has a large implementation complexity, can be done in a third-party crate) Co-authored-by: Jakob Hellermann <hellermann@sipgate.de>
2022-05-30 15:32:47 +00:00
}
#[inline]
untyped APIs for components and resources (#4447) # Objective Even if bevy itself does not provide any builtin scripting or modding APIs, it should have the foundations for building them yourself. For that it should be enough to have APIs that are not tied to the actual rust types with generics, but rather accept `ComponentId`s and `bevy_ptr` ptrs. ## Solution Add the following APIs to bevy ```rust fn EntityRef::get_by_id(ComponentId) -> Option<Ptr<'w>>; fn EntityMut::get_by_id(ComponentId) -> Option<Ptr<'_>>; fn EntityMut::get_mut_by_id(ComponentId) -> Option<MutUntyped<'_>>; fn World::get_resource_by_id(ComponentId) -> Option<Ptr<'_>>; fn World::get_resource_mut_by_id(ComponentId) -> Option<MutUntyped<'_>>; // Safety: `value` must point to a valid value of the component unsafe fn World::insert_resource_by_id(ComponentId, value: OwningPtr); fn ComponentDescriptor::new_with_layout(..) -> Self; fn World::init_component_with_descriptor(ComponentDescriptor) -> ComponentId; ``` ~~This PR would definitely benefit from #3001 (lifetime'd pointers) to make sure that the lifetimes of the pointers are valid and the my-move pointer in `insert_resource_by_id` could be an `OwningPtr`, but that can be adapter later if/when #3001 is merged.~~ ### Not in this PR - inserting components on entities (this is very tied to types with bundles and the `BundleInserter`) - an untyped version of a query (needs good API design, has a large implementation complexity, can be done in a third-party crate) Co-authored-by: Jakob Hellermann <hellermann@sipgate.de>
2022-05-30 15:32:47 +00:00
fn is_changed(&self) -> bool {
self.ticks
Split Component Ticks (#6547) # Objective Fixes #4884. `ComponentTicks` stores both added and changed ticks contiguously in the same 8 bytes. This is convenient when passing around both together, but causes half the bytes fetched from memory for the purposes of change detection to effectively go unused. This is inefficient when most queries (no filter, mutating *something*) only write out to the changed ticks. ## Solution Split the storage for change detection ticks into two separate `Vec`s inside `Column`. Fetch only what is needed during iteration. This also potentially also removes one blocker from autovectorization of dense queries. EDIT: This is confirmed to enable autovectorization of dense queries in `for_each` and `par_for_each` where possible. Unfortunately `iter` has other blockers that prevent it. ### TODO - [x] Microbenchmark - [x] Check if this allows query iteration to autovectorize simple loops. - [x] Clean up all of the spurious tuples now littered throughout the API ### Open Questions - ~~Is `Mut::is_added` absolutely necessary? Can we not just use `Added` or `ChangeTrackers`?~~ It's optimized out if unused. - ~~Does the fetch of the added ticks get optimized out if not used?~~ Yes it is. --- ## Changelog Added: `Tick`, a wrapper around a single change detection tick. Added: `Column::get_added_ticks` Added: `Column::get_column_ticks` Added: `SparseSet::get_added_ticks` Added: `SparseSet::get_column_ticks` Changed: `Column` now stores added and changed ticks separately internally. Changed: Most APIs returning `&UnsafeCell<ComponentTicks>` now returns `TickCells` instead, which contains two separate `&UnsafeCell<Tick>` for either component ticks. Changed: `Query::for_each(_mut)`, `Query::par_for_each(_mut)` will now leverage autovectorization to speed up query iteration where possible. ## Migration Guide TODO
2022-11-21 12:59:09 +00:00
.changed
.is_newer_than(self.ticks.last_run, self.ticks.this_run)
untyped APIs for components and resources (#4447) # Objective Even if bevy itself does not provide any builtin scripting or modding APIs, it should have the foundations for building them yourself. For that it should be enough to have APIs that are not tied to the actual rust types with generics, but rather accept `ComponentId`s and `bevy_ptr` ptrs. ## Solution Add the following APIs to bevy ```rust fn EntityRef::get_by_id(ComponentId) -> Option<Ptr<'w>>; fn EntityMut::get_by_id(ComponentId) -> Option<Ptr<'_>>; fn EntityMut::get_mut_by_id(ComponentId) -> Option<MutUntyped<'_>>; fn World::get_resource_by_id(ComponentId) -> Option<Ptr<'_>>; fn World::get_resource_mut_by_id(ComponentId) -> Option<MutUntyped<'_>>; // Safety: `value` must point to a valid value of the component unsafe fn World::insert_resource_by_id(ComponentId, value: OwningPtr); fn ComponentDescriptor::new_with_layout(..) -> Self; fn World::init_component_with_descriptor(ComponentDescriptor) -> ComponentId; ``` ~~This PR would definitely benefit from #3001 (lifetime'd pointers) to make sure that the lifetimes of the pointers are valid and the my-move pointer in `insert_resource_by_id` could be an `OwningPtr`, but that can be adapter later if/when #3001 is merged.~~ ### Not in this PR - inserting components on entities (this is very tied to types with bundles and the `BundleInserter`) - an untyped version of a query (needs good API design, has a large implementation complexity, can be done in a third-party crate) Co-authored-by: Jakob Hellermann <hellermann@sipgate.de>
2022-05-30 15:32:47 +00:00
}
#[inline]
fn last_changed(&self) -> Tick {
*self.ticks.changed
untyped APIs for components and resources (#4447) # Objective Even if bevy itself does not provide any builtin scripting or modding APIs, it should have the foundations for building them yourself. For that it should be enough to have APIs that are not tied to the actual rust types with generics, but rather accept `ComponentId`s and `bevy_ptr` ptrs. ## Solution Add the following APIs to bevy ```rust fn EntityRef::get_by_id(ComponentId) -> Option<Ptr<'w>>; fn EntityMut::get_by_id(ComponentId) -> Option<Ptr<'_>>; fn EntityMut::get_mut_by_id(ComponentId) -> Option<MutUntyped<'_>>; fn World::get_resource_by_id(ComponentId) -> Option<Ptr<'_>>; fn World::get_resource_mut_by_id(ComponentId) -> Option<MutUntyped<'_>>; // Safety: `value` must point to a valid value of the component unsafe fn World::insert_resource_by_id(ComponentId, value: OwningPtr); fn ComponentDescriptor::new_with_layout(..) -> Self; fn World::init_component_with_descriptor(ComponentDescriptor) -> ComponentId; ``` ~~This PR would definitely benefit from #3001 (lifetime'd pointers) to make sure that the lifetimes of the pointers are valid and the my-move pointer in `insert_resource_by_id` could be an `OwningPtr`, but that can be adapter later if/when #3001 is merged.~~ ### Not in this PR - inserting components on entities (this is very tied to types with bundles and the `BundleInserter`) - an untyped version of a query (needs good API design, has a large implementation complexity, can be done in a third-party crate) Co-authored-by: Jakob Hellermann <hellermann@sipgate.de>
2022-05-30 15:32:47 +00:00
}
}
impl<'a> DetectChangesMut for MutUntyped<'a> {
type Inner = PtrMut<'a>;
untyped APIs for components and resources (#4447) # Objective Even if bevy itself does not provide any builtin scripting or modding APIs, it should have the foundations for building them yourself. For that it should be enough to have APIs that are not tied to the actual rust types with generics, but rather accept `ComponentId`s and `bevy_ptr` ptrs. ## Solution Add the following APIs to bevy ```rust fn EntityRef::get_by_id(ComponentId) -> Option<Ptr<'w>>; fn EntityMut::get_by_id(ComponentId) -> Option<Ptr<'_>>; fn EntityMut::get_mut_by_id(ComponentId) -> Option<MutUntyped<'_>>; fn World::get_resource_by_id(ComponentId) -> Option<Ptr<'_>>; fn World::get_resource_mut_by_id(ComponentId) -> Option<MutUntyped<'_>>; // Safety: `value` must point to a valid value of the component unsafe fn World::insert_resource_by_id(ComponentId, value: OwningPtr); fn ComponentDescriptor::new_with_layout(..) -> Self; fn World::init_component_with_descriptor(ComponentDescriptor) -> ComponentId; ``` ~~This PR would definitely benefit from #3001 (lifetime'd pointers) to make sure that the lifetimes of the pointers are valid and the my-move pointer in `insert_resource_by_id` could be an `OwningPtr`, but that can be adapter later if/when #3001 is merged.~~ ### Not in this PR - inserting components on entities (this is very tied to types with bundles and the `BundleInserter`) - an untyped version of a query (needs good API design, has a large implementation complexity, can be done in a third-party crate) Co-authored-by: Jakob Hellermann <hellermann@sipgate.de>
2022-05-30 15:32:47 +00:00
#[inline]
fn set_changed(&mut self) {
*self.ticks.changed = self.ticks.this_run;
untyped APIs for components and resources (#4447) # Objective Even if bevy itself does not provide any builtin scripting or modding APIs, it should have the foundations for building them yourself. For that it should be enough to have APIs that are not tied to the actual rust types with generics, but rather accept `ComponentId`s and `bevy_ptr` ptrs. ## Solution Add the following APIs to bevy ```rust fn EntityRef::get_by_id(ComponentId) -> Option<Ptr<'w>>; fn EntityMut::get_by_id(ComponentId) -> Option<Ptr<'_>>; fn EntityMut::get_mut_by_id(ComponentId) -> Option<MutUntyped<'_>>; fn World::get_resource_by_id(ComponentId) -> Option<Ptr<'_>>; fn World::get_resource_mut_by_id(ComponentId) -> Option<MutUntyped<'_>>; // Safety: `value` must point to a valid value of the component unsafe fn World::insert_resource_by_id(ComponentId, value: OwningPtr); fn ComponentDescriptor::new_with_layout(..) -> Self; fn World::init_component_with_descriptor(ComponentDescriptor) -> ComponentId; ``` ~~This PR would definitely benefit from #3001 (lifetime'd pointers) to make sure that the lifetimes of the pointers are valid and the my-move pointer in `insert_resource_by_id` could be an `OwningPtr`, but that can be adapter later if/when #3001 is merged.~~ ### Not in this PR - inserting components on entities (this is very tied to types with bundles and the `BundleInserter`) - an untyped version of a query (needs good API design, has a large implementation complexity, can be done in a third-party crate) Co-authored-by: Jakob Hellermann <hellermann@sipgate.de>
2022-05-30 15:32:47 +00:00
}
#[inline]
fn set_last_changed(&mut self, last_changed: Tick) {
*self.ticks.changed = last_changed;
}
#[inline]
fn bypass_change_detection(&mut self) -> &mut Self::Inner {
&mut self.value
}
untyped APIs for components and resources (#4447) # Objective Even if bevy itself does not provide any builtin scripting or modding APIs, it should have the foundations for building them yourself. For that it should be enough to have APIs that are not tied to the actual rust types with generics, but rather accept `ComponentId`s and `bevy_ptr` ptrs. ## Solution Add the following APIs to bevy ```rust fn EntityRef::get_by_id(ComponentId) -> Option<Ptr<'w>>; fn EntityMut::get_by_id(ComponentId) -> Option<Ptr<'_>>; fn EntityMut::get_mut_by_id(ComponentId) -> Option<MutUntyped<'_>>; fn World::get_resource_by_id(ComponentId) -> Option<Ptr<'_>>; fn World::get_resource_mut_by_id(ComponentId) -> Option<MutUntyped<'_>>; // Safety: `value` must point to a valid value of the component unsafe fn World::insert_resource_by_id(ComponentId, value: OwningPtr); fn ComponentDescriptor::new_with_layout(..) -> Self; fn World::init_component_with_descriptor(ComponentDescriptor) -> ComponentId; ``` ~~This PR would definitely benefit from #3001 (lifetime'd pointers) to make sure that the lifetimes of the pointers are valid and the my-move pointer in `insert_resource_by_id` could be an `OwningPtr`, but that can be adapter later if/when #3001 is merged.~~ ### Not in this PR - inserting components on entities (this is very tied to types with bundles and the `BundleInserter`) - an untyped version of a query (needs good API design, has a large implementation complexity, can be done in a third-party crate) Co-authored-by: Jakob Hellermann <hellermann@sipgate.de>
2022-05-30 15:32:47 +00:00
}
impl std::fmt::Debug for MutUntyped<'_> {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
f.debug_tuple("MutUntyped")
.field(&self.value.as_ptr())
.finish()
}
}
Make change lifespan deterministic and update docs (#3956) ## Objective - ~~Make absurdly long-lived changes stay detectable for even longer (without leveling up to `u64`).~~ - Give all changes a consistent maximum lifespan. - Improve code clarity. ## Solution - ~~Increase the frequency of `check_tick` scans to increase the oldest reliably-detectable change.~~ (Deferred until we can benchmark the cost of a scan.) - Ignore changes older than the maximum reliably-detectable age. - General refactoring—name the constants, use them everywhere, and update the docs. - Update test cases to check for the specified behavior. ## Related This PR addresses (at least partially) the concerns raised in: - #3071 - #3082 (and associated PR #3084) ## Background - #1471 Given the minimum interval between `check_ticks` scans, `N`, the oldest reliably-detectable change is `u32::MAX - (2 * N - 1)` (or `MAX_CHANGE_AGE`). Reducing `N` from ~530 million (current value) to something like ~2 million would extend the lifetime of changes by a billion. | minimum `check_ticks` interval | oldest reliably-detectable change | usable % of `u32::MAX` | | --- | --- | --- | | `u32::MAX / 8` (536,870,911) | `(u32::MAX / 4) * 3` | 75.0% | | `2_000_000` | `u32::MAX - 3_999_999` | 99.9% | Similarly, changes are still allowed to be between `MAX_CHANGE_AGE`-old and `u32::MAX`-old in the interim between `check_tick` scans. While we prevent their age from overflowing, the test to detect changes still compares raw values. This makes failure ultimately unreliable, since when ancient changes stop being detected varies depending on when the next scan occurs. ## Open Question Currently, systems and system states are incorrectly initialized with their `last_change_tick` set to `0`, which doesn't handle wraparound correctly. For consistent behavior, they should either be initialized to the world's `last_change_tick` (and detect no changes) or to `MAX_CHANGE_AGE` behind the world's current `change_tick` (and detect everything as a change). I've currently gone with the latter since that was closer to the existing behavior. ## Follow-up Work (Edited: entire section) We haven't actually profiled how long a `check_ticks` scan takes on a "large" `World` , so we don't know if it's safe to increase their frequency. However, we are currently relying on play sessions not lasting long enough to trigger a scan and apps not having enough entities/archetypes for it to be "expensive" (our assumption). That isn't a real solution. (Either scanning never costs enough to impact frame times or we provide an option to use `u64` change ticks. Nobody will accept random hiccups.) To further extend the lifetime of changes, we actually only need to increment the world tick if a system has `Fetch: !ReadOnlySystemParamFetch`. The behavior will be identical because all writes are sequenced, but I'm not sure how to implement that in a way that the compiler can optimize the branch out. Also, since having no false positives depends on a `check_ticks` scan running at least every `2 * N - 1` ticks, a `last_check_tick` should also be stored in the `World` so that any lull in system execution (like a command flush) could trigger a scan if needed. To be completely robust, all the systems initialized on the world should be scanned, not just those in the current stage.
2022-05-09 14:00:16 +00:00
#[cfg(test)]
mod tests {
Make `Resource` trait opt-in, requiring `#[derive(Resource)]` V2 (#5577) *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>
2022-08-08 21:36:35 +00:00
use bevy_ecs_macros::Resource;
Make change lifespan deterministic and update docs (#3956) ## Objective - ~~Make absurdly long-lived changes stay detectable for even longer (without leveling up to `u64`).~~ - Give all changes a consistent maximum lifespan. - Improve code clarity. ## Solution - ~~Increase the frequency of `check_tick` scans to increase the oldest reliably-detectable change.~~ (Deferred until we can benchmark the cost of a scan.) - Ignore changes older than the maximum reliably-detectable age. - General refactoring—name the constants, use them everywhere, and update the docs. - Update test cases to check for the specified behavior. ## Related This PR addresses (at least partially) the concerns raised in: - #3071 - #3082 (and associated PR #3084) ## Background - #1471 Given the minimum interval between `check_ticks` scans, `N`, the oldest reliably-detectable change is `u32::MAX - (2 * N - 1)` (or `MAX_CHANGE_AGE`). Reducing `N` from ~530 million (current value) to something like ~2 million would extend the lifetime of changes by a billion. | minimum `check_ticks` interval | oldest reliably-detectable change | usable % of `u32::MAX` | | --- | --- | --- | | `u32::MAX / 8` (536,870,911) | `(u32::MAX / 4) * 3` | 75.0% | | `2_000_000` | `u32::MAX - 3_999_999` | 99.9% | Similarly, changes are still allowed to be between `MAX_CHANGE_AGE`-old and `u32::MAX`-old in the interim between `check_tick` scans. While we prevent their age from overflowing, the test to detect changes still compares raw values. This makes failure ultimately unreliable, since when ancient changes stop being detected varies depending on when the next scan occurs. ## Open Question Currently, systems and system states are incorrectly initialized with their `last_change_tick` set to `0`, which doesn't handle wraparound correctly. For consistent behavior, they should either be initialized to the world's `last_change_tick` (and detect no changes) or to `MAX_CHANGE_AGE` behind the world's current `change_tick` (and detect everything as a change). I've currently gone with the latter since that was closer to the existing behavior. ## Follow-up Work (Edited: entire section) We haven't actually profiled how long a `check_ticks` scan takes on a "large" `World` , so we don't know if it's safe to increase their frequency. However, we are currently relying on play sessions not lasting long enough to trigger a scan and apps not having enough entities/archetypes for it to be "expensive" (our assumption). That isn't a real solution. (Either scanning never costs enough to impact frame times or we provide an option to use `u64` change ticks. Nobody will accept random hiccups.) To further extend the lifetime of changes, we actually only need to increment the world tick if a system has `Fetch: !ReadOnlySystemParamFetch`. The behavior will be identical because all writes are sequenced, but I'm not sure how to implement that in a way that the compiler can optimize the branch out. Also, since having no false positives depends on a `check_ticks` scan running at least every `2 * N - 1` ticks, a `last_check_tick` should also be stored in the `World` so that any lull in system execution (like a command flush) could trigger a scan if needed. To be completely robust, all the systems initialized on the world should be scanned, not just those in the current stage.
2022-05-09 14:00:16 +00:00
use crate::{
self as bevy_ecs,
change_detection::{
Mut, NonSendMut, Ref, ResMut, TicksMut, CHECK_TICK_THRESHOLD, MAX_CHANGE_AGE,
},
Split Component Ticks (#6547) # Objective Fixes #4884. `ComponentTicks` stores both added and changed ticks contiguously in the same 8 bytes. This is convenient when passing around both together, but causes half the bytes fetched from memory for the purposes of change detection to effectively go unused. This is inefficient when most queries (no filter, mutating *something*) only write out to the changed ticks. ## Solution Split the storage for change detection ticks into two separate `Vec`s inside `Column`. Fetch only what is needed during iteration. This also potentially also removes one blocker from autovectorization of dense queries. EDIT: This is confirmed to enable autovectorization of dense queries in `for_each` and `par_for_each` where possible. Unfortunately `iter` has other blockers that prevent it. ### TODO - [x] Microbenchmark - [x] Check if this allows query iteration to autovectorize simple loops. - [x] Clean up all of the spurious tuples now littered throughout the API ### Open Questions - ~~Is `Mut::is_added` absolutely necessary? Can we not just use `Added` or `ChangeTrackers`?~~ It's optimized out if unused. - ~~Does the fetch of the added ticks get optimized out if not used?~~ Yes it is. --- ## Changelog Added: `Tick`, a wrapper around a single change detection tick. Added: `Column::get_added_ticks` Added: `Column::get_column_ticks` Added: `SparseSet::get_added_ticks` Added: `SparseSet::get_column_ticks` Changed: `Column` now stores added and changed ticks separately internally. Changed: Most APIs returning `&UnsafeCell<ComponentTicks>` now returns `TickCells` instead, which contains two separate `&UnsafeCell<Tick>` for either component ticks. Changed: `Query::for_each(_mut)`, `Query::par_for_each(_mut)` will now leverage autovectorization to speed up query iteration where possible. ## Migration Guide TODO
2022-11-21 12:59:09 +00:00
component::{Component, ComponentTicks, Tick},
Make change lifespan deterministic and update docs (#3956) ## Objective - ~~Make absurdly long-lived changes stay detectable for even longer (without leveling up to `u64`).~~ - Give all changes a consistent maximum lifespan. - Improve code clarity. ## Solution - ~~Increase the frequency of `check_tick` scans to increase the oldest reliably-detectable change.~~ (Deferred until we can benchmark the cost of a scan.) - Ignore changes older than the maximum reliably-detectable age. - General refactoring—name the constants, use them everywhere, and update the docs. - Update test cases to check for the specified behavior. ## Related This PR addresses (at least partially) the concerns raised in: - #3071 - #3082 (and associated PR #3084) ## Background - #1471 Given the minimum interval between `check_ticks` scans, `N`, the oldest reliably-detectable change is `u32::MAX - (2 * N - 1)` (or `MAX_CHANGE_AGE`). Reducing `N` from ~530 million (current value) to something like ~2 million would extend the lifetime of changes by a billion. | minimum `check_ticks` interval | oldest reliably-detectable change | usable % of `u32::MAX` | | --- | --- | --- | | `u32::MAX / 8` (536,870,911) | `(u32::MAX / 4) * 3` | 75.0% | | `2_000_000` | `u32::MAX - 3_999_999` | 99.9% | Similarly, changes are still allowed to be between `MAX_CHANGE_AGE`-old and `u32::MAX`-old in the interim between `check_tick` scans. While we prevent their age from overflowing, the test to detect changes still compares raw values. This makes failure ultimately unreliable, since when ancient changes stop being detected varies depending on when the next scan occurs. ## Open Question Currently, systems and system states are incorrectly initialized with their `last_change_tick` set to `0`, which doesn't handle wraparound correctly. For consistent behavior, they should either be initialized to the world's `last_change_tick` (and detect no changes) or to `MAX_CHANGE_AGE` behind the world's current `change_tick` (and detect everything as a change). I've currently gone with the latter since that was closer to the existing behavior. ## Follow-up Work (Edited: entire section) We haven't actually profiled how long a `check_ticks` scan takes on a "large" `World` , so we don't know if it's safe to increase their frequency. However, we are currently relying on play sessions not lasting long enough to trigger a scan and apps not having enough entities/archetypes for it to be "expensive" (our assumption). That isn't a real solution. (Either scanning never costs enough to impact frame times or we provide an option to use `u64` change ticks. Nobody will accept random hiccups.) To further extend the lifetime of changes, we actually only need to increment the world tick if a system has `Fetch: !ReadOnlySystemParamFetch`. The behavior will be identical because all writes are sequenced, but I'm not sure how to implement that in a way that the compiler can optimize the branch out. Also, since having no false positives depends on a `check_ticks` scan running at least every `2 * N - 1` ticks, a `last_check_tick` should also be stored in the `World` so that any lull in system execution (like a command flush) could trigger a scan if needed. To be completely robust, all the systems initialized on the world should be scanned, not just those in the current stage.
2022-05-09 14:00:16 +00:00
system::{IntoSystem, Query, System},
world::World,
};
use super::DetectChanges;
use super::DetectChangesMut;
#[derive(Component, PartialEq)]
Make change lifespan deterministic and update docs (#3956) ## Objective - ~~Make absurdly long-lived changes stay detectable for even longer (without leveling up to `u64`).~~ - Give all changes a consistent maximum lifespan. - Improve code clarity. ## Solution - ~~Increase the frequency of `check_tick` scans to increase the oldest reliably-detectable change.~~ (Deferred until we can benchmark the cost of a scan.) - Ignore changes older than the maximum reliably-detectable age. - General refactoring—name the constants, use them everywhere, and update the docs. - Update test cases to check for the specified behavior. ## Related This PR addresses (at least partially) the concerns raised in: - #3071 - #3082 (and associated PR #3084) ## Background - #1471 Given the minimum interval between `check_ticks` scans, `N`, the oldest reliably-detectable change is `u32::MAX - (2 * N - 1)` (or `MAX_CHANGE_AGE`). Reducing `N` from ~530 million (current value) to something like ~2 million would extend the lifetime of changes by a billion. | minimum `check_ticks` interval | oldest reliably-detectable change | usable % of `u32::MAX` | | --- | --- | --- | | `u32::MAX / 8` (536,870,911) | `(u32::MAX / 4) * 3` | 75.0% | | `2_000_000` | `u32::MAX - 3_999_999` | 99.9% | Similarly, changes are still allowed to be between `MAX_CHANGE_AGE`-old and `u32::MAX`-old in the interim between `check_tick` scans. While we prevent their age from overflowing, the test to detect changes still compares raw values. This makes failure ultimately unreliable, since when ancient changes stop being detected varies depending on when the next scan occurs. ## Open Question Currently, systems and system states are incorrectly initialized with their `last_change_tick` set to `0`, which doesn't handle wraparound correctly. For consistent behavior, they should either be initialized to the world's `last_change_tick` (and detect no changes) or to `MAX_CHANGE_AGE` behind the world's current `change_tick` (and detect everything as a change). I've currently gone with the latter since that was closer to the existing behavior. ## Follow-up Work (Edited: entire section) We haven't actually profiled how long a `check_ticks` scan takes on a "large" `World` , so we don't know if it's safe to increase their frequency. However, we are currently relying on play sessions not lasting long enough to trigger a scan and apps not having enough entities/archetypes for it to be "expensive" (our assumption). That isn't a real solution. (Either scanning never costs enough to impact frame times or we provide an option to use `u64` change ticks. Nobody will accept random hiccups.) To further extend the lifetime of changes, we actually only need to increment the world tick if a system has `Fetch: !ReadOnlySystemParamFetch`. The behavior will be identical because all writes are sequenced, but I'm not sure how to implement that in a way that the compiler can optimize the branch out. Also, since having no false positives depends on a `check_ticks` scan running at least every `2 * N - 1` ticks, a `last_check_tick` should also be stored in the `World` so that any lull in system execution (like a command flush) could trigger a scan if needed. To be completely robust, all the systems initialized on the world should be scanned, not just those in the current stage.
2022-05-09 14:00:16 +00:00
struct C;
Make `Resource` trait opt-in, requiring `#[derive(Resource)]` V2 (#5577) *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>
2022-08-08 21:36:35 +00:00
#[derive(Resource)]
struct R;
#[derive(Resource, PartialEq)]
struct R2(u8);
Make change lifespan deterministic and update docs (#3956) ## Objective - ~~Make absurdly long-lived changes stay detectable for even longer (without leveling up to `u64`).~~ - Give all changes a consistent maximum lifespan. - Improve code clarity. ## Solution - ~~Increase the frequency of `check_tick` scans to increase the oldest reliably-detectable change.~~ (Deferred until we can benchmark the cost of a scan.) - Ignore changes older than the maximum reliably-detectable age. - General refactoring—name the constants, use them everywhere, and update the docs. - Update test cases to check for the specified behavior. ## Related This PR addresses (at least partially) the concerns raised in: - #3071 - #3082 (and associated PR #3084) ## Background - #1471 Given the minimum interval between `check_ticks` scans, `N`, the oldest reliably-detectable change is `u32::MAX - (2 * N - 1)` (or `MAX_CHANGE_AGE`). Reducing `N` from ~530 million (current value) to something like ~2 million would extend the lifetime of changes by a billion. | minimum `check_ticks` interval | oldest reliably-detectable change | usable % of `u32::MAX` | | --- | --- | --- | | `u32::MAX / 8` (536,870,911) | `(u32::MAX / 4) * 3` | 75.0% | | `2_000_000` | `u32::MAX - 3_999_999` | 99.9% | Similarly, changes are still allowed to be between `MAX_CHANGE_AGE`-old and `u32::MAX`-old in the interim between `check_tick` scans. While we prevent their age from overflowing, the test to detect changes still compares raw values. This makes failure ultimately unreliable, since when ancient changes stop being detected varies depending on when the next scan occurs. ## Open Question Currently, systems and system states are incorrectly initialized with their `last_change_tick` set to `0`, which doesn't handle wraparound correctly. For consistent behavior, they should either be initialized to the world's `last_change_tick` (and detect no changes) or to `MAX_CHANGE_AGE` behind the world's current `change_tick` (and detect everything as a change). I've currently gone with the latter since that was closer to the existing behavior. ## Follow-up Work (Edited: entire section) We haven't actually profiled how long a `check_ticks` scan takes on a "large" `World` , so we don't know if it's safe to increase their frequency. However, we are currently relying on play sessions not lasting long enough to trigger a scan and apps not having enough entities/archetypes for it to be "expensive" (our assumption). That isn't a real solution. (Either scanning never costs enough to impact frame times or we provide an option to use `u64` change ticks. Nobody will accept random hiccups.) To further extend the lifetime of changes, we actually only need to increment the world tick if a system has `Fetch: !ReadOnlySystemParamFetch`. The behavior will be identical because all writes are sequenced, but I'm not sure how to implement that in a way that the compiler can optimize the branch out. Also, since having no false positives depends on a `check_ticks` scan running at least every `2 * N - 1` ticks, a `last_check_tick` should also be stored in the `World` so that any lull in system execution (like a command flush) could trigger a scan if needed. To be completely robust, all the systems initialized on the world should be scanned, not just those in the current stage.
2022-05-09 14:00:16 +00:00
#[test]
fn change_expiration() {
fn change_detected(query: Query<Ref<C>>) -> bool {
Make change lifespan deterministic and update docs (#3956) ## Objective - ~~Make absurdly long-lived changes stay detectable for even longer (without leveling up to `u64`).~~ - Give all changes a consistent maximum lifespan. - Improve code clarity. ## Solution - ~~Increase the frequency of `check_tick` scans to increase the oldest reliably-detectable change.~~ (Deferred until we can benchmark the cost of a scan.) - Ignore changes older than the maximum reliably-detectable age. - General refactoring—name the constants, use them everywhere, and update the docs. - Update test cases to check for the specified behavior. ## Related This PR addresses (at least partially) the concerns raised in: - #3071 - #3082 (and associated PR #3084) ## Background - #1471 Given the minimum interval between `check_ticks` scans, `N`, the oldest reliably-detectable change is `u32::MAX - (2 * N - 1)` (or `MAX_CHANGE_AGE`). Reducing `N` from ~530 million (current value) to something like ~2 million would extend the lifetime of changes by a billion. | minimum `check_ticks` interval | oldest reliably-detectable change | usable % of `u32::MAX` | | --- | --- | --- | | `u32::MAX / 8` (536,870,911) | `(u32::MAX / 4) * 3` | 75.0% | | `2_000_000` | `u32::MAX - 3_999_999` | 99.9% | Similarly, changes are still allowed to be between `MAX_CHANGE_AGE`-old and `u32::MAX`-old in the interim between `check_tick` scans. While we prevent their age from overflowing, the test to detect changes still compares raw values. This makes failure ultimately unreliable, since when ancient changes stop being detected varies depending on when the next scan occurs. ## Open Question Currently, systems and system states are incorrectly initialized with their `last_change_tick` set to `0`, which doesn't handle wraparound correctly. For consistent behavior, they should either be initialized to the world's `last_change_tick` (and detect no changes) or to `MAX_CHANGE_AGE` behind the world's current `change_tick` (and detect everything as a change). I've currently gone with the latter since that was closer to the existing behavior. ## Follow-up Work (Edited: entire section) We haven't actually profiled how long a `check_ticks` scan takes on a "large" `World` , so we don't know if it's safe to increase their frequency. However, we are currently relying on play sessions not lasting long enough to trigger a scan and apps not having enough entities/archetypes for it to be "expensive" (our assumption). That isn't a real solution. (Either scanning never costs enough to impact frame times or we provide an option to use `u64` change ticks. Nobody will accept random hiccups.) To further extend the lifetime of changes, we actually only need to increment the world tick if a system has `Fetch: !ReadOnlySystemParamFetch`. The behavior will be identical because all writes are sequenced, but I'm not sure how to implement that in a way that the compiler can optimize the branch out. Also, since having no false positives depends on a `check_ticks` scan running at least every `2 * N - 1` ticks, a `last_check_tick` should also be stored in the `World` so that any lull in system execution (like a command flush) could trigger a scan if needed. To be completely robust, all the systems initialized on the world should be scanned, not just those in the current stage.
2022-05-09 14:00:16 +00:00
query.single().is_changed()
}
fn change_expired(query: Query<Ref<C>>) -> bool {
Make change lifespan deterministic and update docs (#3956) ## Objective - ~~Make absurdly long-lived changes stay detectable for even longer (without leveling up to `u64`).~~ - Give all changes a consistent maximum lifespan. - Improve code clarity. ## Solution - ~~Increase the frequency of `check_tick` scans to increase the oldest reliably-detectable change.~~ (Deferred until we can benchmark the cost of a scan.) - Ignore changes older than the maximum reliably-detectable age. - General refactoring—name the constants, use them everywhere, and update the docs. - Update test cases to check for the specified behavior. ## Related This PR addresses (at least partially) the concerns raised in: - #3071 - #3082 (and associated PR #3084) ## Background - #1471 Given the minimum interval between `check_ticks` scans, `N`, the oldest reliably-detectable change is `u32::MAX - (2 * N - 1)` (or `MAX_CHANGE_AGE`). Reducing `N` from ~530 million (current value) to something like ~2 million would extend the lifetime of changes by a billion. | minimum `check_ticks` interval | oldest reliably-detectable change | usable % of `u32::MAX` | | --- | --- | --- | | `u32::MAX / 8` (536,870,911) | `(u32::MAX / 4) * 3` | 75.0% | | `2_000_000` | `u32::MAX - 3_999_999` | 99.9% | Similarly, changes are still allowed to be between `MAX_CHANGE_AGE`-old and `u32::MAX`-old in the interim between `check_tick` scans. While we prevent their age from overflowing, the test to detect changes still compares raw values. This makes failure ultimately unreliable, since when ancient changes stop being detected varies depending on when the next scan occurs. ## Open Question Currently, systems and system states are incorrectly initialized with their `last_change_tick` set to `0`, which doesn't handle wraparound correctly. For consistent behavior, they should either be initialized to the world's `last_change_tick` (and detect no changes) or to `MAX_CHANGE_AGE` behind the world's current `change_tick` (and detect everything as a change). I've currently gone with the latter since that was closer to the existing behavior. ## Follow-up Work (Edited: entire section) We haven't actually profiled how long a `check_ticks` scan takes on a "large" `World` , so we don't know if it's safe to increase their frequency. However, we are currently relying on play sessions not lasting long enough to trigger a scan and apps not having enough entities/archetypes for it to be "expensive" (our assumption). That isn't a real solution. (Either scanning never costs enough to impact frame times or we provide an option to use `u64` change ticks. Nobody will accept random hiccups.) To further extend the lifetime of changes, we actually only need to increment the world tick if a system has `Fetch: !ReadOnlySystemParamFetch`. The behavior will be identical because all writes are sequenced, but I'm not sure how to implement that in a way that the compiler can optimize the branch out. Also, since having no false positives depends on a `check_ticks` scan running at least every `2 * N - 1` ticks, a `last_check_tick` should also be stored in the `World` so that any lull in system execution (like a command flush) could trigger a scan if needed. To be completely robust, all the systems initialized on the world should be scanned, not just those in the current stage.
2022-05-09 14:00:16 +00:00
query.single().is_changed()
}
let mut world = World::new();
// component added: 1, changed: 1
Spawn now takes a Bundle (#6054) # Objective Now that we can consolidate Bundles and Components under a single insert (thanks to #2975 and #6039), almost 100% of world spawns now look like `world.spawn().insert((Some, Tuple, Here))`. Spawning an entity without any components is an extremely uncommon pattern, so it makes sense to give spawn the "first class" ergonomic api. This consolidated api should be made consistent across all spawn apis (such as World and Commands). ## Solution All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input: ```rust // before: commands .spawn() .insert((A, B, C)); world .spawn() .insert((A, B, C); // after commands.spawn((A, B, C)); world.spawn((A, B, C)); ``` All existing instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api. A new `spawn_empty` has been added, replacing the old `spawn` api. By allowing `world.spawn(some_bundle)` to replace `world.spawn().insert(some_bundle)`, this opened the door to removing the initial entity allocation in the "empty" archetype / table done in `spawn()` (and subsequent move to the actual archetype in `.insert(some_bundle)`). This improves spawn performance by over 10%: ![image](https://user-images.githubusercontent.com/2694663/191627587-4ab2f949-4ccd-4231-80eb-80dd4d9ad6b9.png) To take this measurement, I added a new `world_spawn` benchmark. Unfortunately, optimizing `Commands::spawn` is slightly less trivial, as Commands expose the Entity id of spawned entities prior to actually spawning. Doing the optimization would (naively) require assurances that the `spawn(some_bundle)` command is applied before all other commands involving the entity (which would not necessarily be true, if memory serves). Optimizing `Commands::spawn` this way does feel possible, but it will require careful thought (and maybe some additional checks), which deserves its own PR. For now, it has the same performance characteristics of the current `Commands::spawn_bundle` on main. **Note that 99% of this PR is simple renames and refactors. The only code that needs careful scrutiny is the new `World::spawn()` impl, which is relatively straightforward, but it has some new unsafe code (which re-uses battle tested BundlerSpawner code path).** --- ## Changelog - All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input - All instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api - World and Commands now have `spawn_empty()`, which is equivalent to the old `spawn()` behavior. ## Migration Guide ```rust // Old (0.8): commands .spawn() .insert_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): commands.spawn_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): let entity = commands.spawn().id(); // New (0.9) let entity = commands.spawn_empty().id(); // Old (0.8) let entity = world.spawn().id(); // New (0.9) let entity = world.spawn_empty(); ```
2022-09-23 19:55:54 +00:00
world.spawn(C);
Make change lifespan deterministic and update docs (#3956) ## Objective - ~~Make absurdly long-lived changes stay detectable for even longer (without leveling up to `u64`).~~ - Give all changes a consistent maximum lifespan. - Improve code clarity. ## Solution - ~~Increase the frequency of `check_tick` scans to increase the oldest reliably-detectable change.~~ (Deferred until we can benchmark the cost of a scan.) - Ignore changes older than the maximum reliably-detectable age. - General refactoring—name the constants, use them everywhere, and update the docs. - Update test cases to check for the specified behavior. ## Related This PR addresses (at least partially) the concerns raised in: - #3071 - #3082 (and associated PR #3084) ## Background - #1471 Given the minimum interval between `check_ticks` scans, `N`, the oldest reliably-detectable change is `u32::MAX - (2 * N - 1)` (or `MAX_CHANGE_AGE`). Reducing `N` from ~530 million (current value) to something like ~2 million would extend the lifetime of changes by a billion. | minimum `check_ticks` interval | oldest reliably-detectable change | usable % of `u32::MAX` | | --- | --- | --- | | `u32::MAX / 8` (536,870,911) | `(u32::MAX / 4) * 3` | 75.0% | | `2_000_000` | `u32::MAX - 3_999_999` | 99.9% | Similarly, changes are still allowed to be between `MAX_CHANGE_AGE`-old and `u32::MAX`-old in the interim between `check_tick` scans. While we prevent their age from overflowing, the test to detect changes still compares raw values. This makes failure ultimately unreliable, since when ancient changes stop being detected varies depending on when the next scan occurs. ## Open Question Currently, systems and system states are incorrectly initialized with their `last_change_tick` set to `0`, which doesn't handle wraparound correctly. For consistent behavior, they should either be initialized to the world's `last_change_tick` (and detect no changes) or to `MAX_CHANGE_AGE` behind the world's current `change_tick` (and detect everything as a change). I've currently gone with the latter since that was closer to the existing behavior. ## Follow-up Work (Edited: entire section) We haven't actually profiled how long a `check_ticks` scan takes on a "large" `World` , so we don't know if it's safe to increase their frequency. However, we are currently relying on play sessions not lasting long enough to trigger a scan and apps not having enough entities/archetypes for it to be "expensive" (our assumption). That isn't a real solution. (Either scanning never costs enough to impact frame times or we provide an option to use `u64` change ticks. Nobody will accept random hiccups.) To further extend the lifetime of changes, we actually only need to increment the world tick if a system has `Fetch: !ReadOnlySystemParamFetch`. The behavior will be identical because all writes are sequenced, but I'm not sure how to implement that in a way that the compiler can optimize the branch out. Also, since having no false positives depends on a `check_ticks` scan running at least every `2 * N - 1` ticks, a `last_check_tick` should also be stored in the `World` so that any lull in system execution (like a command flush) could trigger a scan if needed. To be completely robust, all the systems initialized on the world should be scanned, not just those in the current stage.
2022-05-09 14:00:16 +00:00
let mut change_detected_system = IntoSystem::into_system(change_detected);
let mut change_expired_system = IntoSystem::into_system(change_expired);
change_detected_system.initialize(&mut world);
change_expired_system.initialize(&mut world);
// world: 1, system last ran: 0, component changed: 1
// The spawn will be detected since it happened after the system "last ran".
assert!(change_detected_system.run((), &mut world));
// world: 1 + MAX_CHANGE_AGE
let change_tick = world.change_tick.get_mut();
*change_tick = change_tick.wrapping_add(MAX_CHANGE_AGE);
// Both the system and component appeared `MAX_CHANGE_AGE` ticks ago.
// Since we clamp things to `MAX_CHANGE_AGE` for determinism,
// `ComponentTicks::is_changed` will now see `MAX_CHANGE_AGE > MAX_CHANGE_AGE`
// and return `false`.
assert!(!change_expired_system.run((), &mut world));
}
#[test]
fn change_tick_wraparound() {
fn change_detected(query: Query<Ref<C>>) -> bool {
Make change lifespan deterministic and update docs (#3956) ## Objective - ~~Make absurdly long-lived changes stay detectable for even longer (without leveling up to `u64`).~~ - Give all changes a consistent maximum lifespan. - Improve code clarity. ## Solution - ~~Increase the frequency of `check_tick` scans to increase the oldest reliably-detectable change.~~ (Deferred until we can benchmark the cost of a scan.) - Ignore changes older than the maximum reliably-detectable age. - General refactoring—name the constants, use them everywhere, and update the docs. - Update test cases to check for the specified behavior. ## Related This PR addresses (at least partially) the concerns raised in: - #3071 - #3082 (and associated PR #3084) ## Background - #1471 Given the minimum interval between `check_ticks` scans, `N`, the oldest reliably-detectable change is `u32::MAX - (2 * N - 1)` (or `MAX_CHANGE_AGE`). Reducing `N` from ~530 million (current value) to something like ~2 million would extend the lifetime of changes by a billion. | minimum `check_ticks` interval | oldest reliably-detectable change | usable % of `u32::MAX` | | --- | --- | --- | | `u32::MAX / 8` (536,870,911) | `(u32::MAX / 4) * 3` | 75.0% | | `2_000_000` | `u32::MAX - 3_999_999` | 99.9% | Similarly, changes are still allowed to be between `MAX_CHANGE_AGE`-old and `u32::MAX`-old in the interim between `check_tick` scans. While we prevent their age from overflowing, the test to detect changes still compares raw values. This makes failure ultimately unreliable, since when ancient changes stop being detected varies depending on when the next scan occurs. ## Open Question Currently, systems and system states are incorrectly initialized with their `last_change_tick` set to `0`, which doesn't handle wraparound correctly. For consistent behavior, they should either be initialized to the world's `last_change_tick` (and detect no changes) or to `MAX_CHANGE_AGE` behind the world's current `change_tick` (and detect everything as a change). I've currently gone with the latter since that was closer to the existing behavior. ## Follow-up Work (Edited: entire section) We haven't actually profiled how long a `check_ticks` scan takes on a "large" `World` , so we don't know if it's safe to increase their frequency. However, we are currently relying on play sessions not lasting long enough to trigger a scan and apps not having enough entities/archetypes for it to be "expensive" (our assumption). That isn't a real solution. (Either scanning never costs enough to impact frame times or we provide an option to use `u64` change ticks. Nobody will accept random hiccups.) To further extend the lifetime of changes, we actually only need to increment the world tick if a system has `Fetch: !ReadOnlySystemParamFetch`. The behavior will be identical because all writes are sequenced, but I'm not sure how to implement that in a way that the compiler can optimize the branch out. Also, since having no false positives depends on a `check_ticks` scan running at least every `2 * N - 1` ticks, a `last_check_tick` should also be stored in the `World` so that any lull in system execution (like a command flush) could trigger a scan if needed. To be completely robust, all the systems initialized on the world should be scanned, not just those in the current stage.
2022-05-09 14:00:16 +00:00
query.single().is_changed()
}
let mut world = World::new();
world.last_change_tick = Tick::new(u32::MAX);
Make change lifespan deterministic and update docs (#3956) ## Objective - ~~Make absurdly long-lived changes stay detectable for even longer (without leveling up to `u64`).~~ - Give all changes a consistent maximum lifespan. - Improve code clarity. ## Solution - ~~Increase the frequency of `check_tick` scans to increase the oldest reliably-detectable change.~~ (Deferred until we can benchmark the cost of a scan.) - Ignore changes older than the maximum reliably-detectable age. - General refactoring—name the constants, use them everywhere, and update the docs. - Update test cases to check for the specified behavior. ## Related This PR addresses (at least partially) the concerns raised in: - #3071 - #3082 (and associated PR #3084) ## Background - #1471 Given the minimum interval between `check_ticks` scans, `N`, the oldest reliably-detectable change is `u32::MAX - (2 * N - 1)` (or `MAX_CHANGE_AGE`). Reducing `N` from ~530 million (current value) to something like ~2 million would extend the lifetime of changes by a billion. | minimum `check_ticks` interval | oldest reliably-detectable change | usable % of `u32::MAX` | | --- | --- | --- | | `u32::MAX / 8` (536,870,911) | `(u32::MAX / 4) * 3` | 75.0% | | `2_000_000` | `u32::MAX - 3_999_999` | 99.9% | Similarly, changes are still allowed to be between `MAX_CHANGE_AGE`-old and `u32::MAX`-old in the interim between `check_tick` scans. While we prevent their age from overflowing, the test to detect changes still compares raw values. This makes failure ultimately unreliable, since when ancient changes stop being detected varies depending on when the next scan occurs. ## Open Question Currently, systems and system states are incorrectly initialized with their `last_change_tick` set to `0`, which doesn't handle wraparound correctly. For consistent behavior, they should either be initialized to the world's `last_change_tick` (and detect no changes) or to `MAX_CHANGE_AGE` behind the world's current `change_tick` (and detect everything as a change). I've currently gone with the latter since that was closer to the existing behavior. ## Follow-up Work (Edited: entire section) We haven't actually profiled how long a `check_ticks` scan takes on a "large" `World` , so we don't know if it's safe to increase their frequency. However, we are currently relying on play sessions not lasting long enough to trigger a scan and apps not having enough entities/archetypes for it to be "expensive" (our assumption). That isn't a real solution. (Either scanning never costs enough to impact frame times or we provide an option to use `u64` change ticks. Nobody will accept random hiccups.) To further extend the lifetime of changes, we actually only need to increment the world tick if a system has `Fetch: !ReadOnlySystemParamFetch`. The behavior will be identical because all writes are sequenced, but I'm not sure how to implement that in a way that the compiler can optimize the branch out. Also, since having no false positives depends on a `check_ticks` scan running at least every `2 * N - 1` ticks, a `last_check_tick` should also be stored in the `World` so that any lull in system execution (like a command flush) could trigger a scan if needed. To be completely robust, all the systems initialized on the world should be scanned, not just those in the current stage.
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*world.change_tick.get_mut() = 0;
// component added: 0, changed: 0
Spawn now takes a Bundle (#6054) # Objective Now that we can consolidate Bundles and Components under a single insert (thanks to #2975 and #6039), almost 100% of world spawns now look like `world.spawn().insert((Some, Tuple, Here))`. Spawning an entity without any components is an extremely uncommon pattern, so it makes sense to give spawn the "first class" ergonomic api. This consolidated api should be made consistent across all spawn apis (such as World and Commands). ## Solution All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input: ```rust // before: commands .spawn() .insert((A, B, C)); world .spawn() .insert((A, B, C); // after commands.spawn((A, B, C)); world.spawn((A, B, C)); ``` All existing instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api. A new `spawn_empty` has been added, replacing the old `spawn` api. By allowing `world.spawn(some_bundle)` to replace `world.spawn().insert(some_bundle)`, this opened the door to removing the initial entity allocation in the "empty" archetype / table done in `spawn()` (and subsequent move to the actual archetype in `.insert(some_bundle)`). This improves spawn performance by over 10%: ![image](https://user-images.githubusercontent.com/2694663/191627587-4ab2f949-4ccd-4231-80eb-80dd4d9ad6b9.png) To take this measurement, I added a new `world_spawn` benchmark. Unfortunately, optimizing `Commands::spawn` is slightly less trivial, as Commands expose the Entity id of spawned entities prior to actually spawning. Doing the optimization would (naively) require assurances that the `spawn(some_bundle)` command is applied before all other commands involving the entity (which would not necessarily be true, if memory serves). Optimizing `Commands::spawn` this way does feel possible, but it will require careful thought (and maybe some additional checks), which deserves its own PR. For now, it has the same performance characteristics of the current `Commands::spawn_bundle` on main. **Note that 99% of this PR is simple renames and refactors. The only code that needs careful scrutiny is the new `World::spawn()` impl, which is relatively straightforward, but it has some new unsafe code (which re-uses battle tested BundlerSpawner code path).** --- ## Changelog - All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input - All instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api - World and Commands now have `spawn_empty()`, which is equivalent to the old `spawn()` behavior. ## Migration Guide ```rust // Old (0.8): commands .spawn() .insert_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): commands.spawn_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): let entity = commands.spawn().id(); // New (0.9) let entity = commands.spawn_empty().id(); // Old (0.8) let entity = world.spawn().id(); // New (0.9) let entity = world.spawn_empty(); ```
2022-09-23 19:55:54 +00:00
world.spawn(C);
Make change lifespan deterministic and update docs (#3956) ## Objective - ~~Make absurdly long-lived changes stay detectable for even longer (without leveling up to `u64`).~~ - Give all changes a consistent maximum lifespan. - Improve code clarity. ## Solution - ~~Increase the frequency of `check_tick` scans to increase the oldest reliably-detectable change.~~ (Deferred until we can benchmark the cost of a scan.) - Ignore changes older than the maximum reliably-detectable age. - General refactoring—name the constants, use them everywhere, and update the docs. - Update test cases to check for the specified behavior. ## Related This PR addresses (at least partially) the concerns raised in: - #3071 - #3082 (and associated PR #3084) ## Background - #1471 Given the minimum interval between `check_ticks` scans, `N`, the oldest reliably-detectable change is `u32::MAX - (2 * N - 1)` (or `MAX_CHANGE_AGE`). Reducing `N` from ~530 million (current value) to something like ~2 million would extend the lifetime of changes by a billion. | minimum `check_ticks` interval | oldest reliably-detectable change | usable % of `u32::MAX` | | --- | --- | --- | | `u32::MAX / 8` (536,870,911) | `(u32::MAX / 4) * 3` | 75.0% | | `2_000_000` | `u32::MAX - 3_999_999` | 99.9% | Similarly, changes are still allowed to be between `MAX_CHANGE_AGE`-old and `u32::MAX`-old in the interim between `check_tick` scans. While we prevent their age from overflowing, the test to detect changes still compares raw values. This makes failure ultimately unreliable, since when ancient changes stop being detected varies depending on when the next scan occurs. ## Open Question Currently, systems and system states are incorrectly initialized with their `last_change_tick` set to `0`, which doesn't handle wraparound correctly. For consistent behavior, they should either be initialized to the world's `last_change_tick` (and detect no changes) or to `MAX_CHANGE_AGE` behind the world's current `change_tick` (and detect everything as a change). I've currently gone with the latter since that was closer to the existing behavior. ## Follow-up Work (Edited: entire section) We haven't actually profiled how long a `check_ticks` scan takes on a "large" `World` , so we don't know if it's safe to increase their frequency. However, we are currently relying on play sessions not lasting long enough to trigger a scan and apps not having enough entities/archetypes for it to be "expensive" (our assumption). That isn't a real solution. (Either scanning never costs enough to impact frame times or we provide an option to use `u64` change ticks. Nobody will accept random hiccups.) To further extend the lifetime of changes, we actually only need to increment the world tick if a system has `Fetch: !ReadOnlySystemParamFetch`. The behavior will be identical because all writes are sequenced, but I'm not sure how to implement that in a way that the compiler can optimize the branch out. Also, since having no false positives depends on a `check_ticks` scan running at least every `2 * N - 1` ticks, a `last_check_tick` should also be stored in the `World` so that any lull in system execution (like a command flush) could trigger a scan if needed. To be completely robust, all the systems initialized on the world should be scanned, not just those in the current stage.
2022-05-09 14:00:16 +00:00
// system last ran: u32::MAX
let mut change_detected_system = IntoSystem::into_system(change_detected);
change_detected_system.initialize(&mut world);
// Since the world is always ahead, as long as changes can't get older than `u32::MAX` (which we ensure),
// the wrapping difference will always be positive, so wraparound doesn't matter.
assert!(change_detected_system.run((), &mut world));
}
#[test]
fn change_tick_scan() {
let mut world = World::new();
// component added: 1, changed: 1
Spawn now takes a Bundle (#6054) # Objective Now that we can consolidate Bundles and Components under a single insert (thanks to #2975 and #6039), almost 100% of world spawns now look like `world.spawn().insert((Some, Tuple, Here))`. Spawning an entity without any components is an extremely uncommon pattern, so it makes sense to give spawn the "first class" ergonomic api. This consolidated api should be made consistent across all spawn apis (such as World and Commands). ## Solution All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input: ```rust // before: commands .spawn() .insert((A, B, C)); world .spawn() .insert((A, B, C); // after commands.spawn((A, B, C)); world.spawn((A, B, C)); ``` All existing instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api. A new `spawn_empty` has been added, replacing the old `spawn` api. By allowing `world.spawn(some_bundle)` to replace `world.spawn().insert(some_bundle)`, this opened the door to removing the initial entity allocation in the "empty" archetype / table done in `spawn()` (and subsequent move to the actual archetype in `.insert(some_bundle)`). This improves spawn performance by over 10%: ![image](https://user-images.githubusercontent.com/2694663/191627587-4ab2f949-4ccd-4231-80eb-80dd4d9ad6b9.png) To take this measurement, I added a new `world_spawn` benchmark. Unfortunately, optimizing `Commands::spawn` is slightly less trivial, as Commands expose the Entity id of spawned entities prior to actually spawning. Doing the optimization would (naively) require assurances that the `spawn(some_bundle)` command is applied before all other commands involving the entity (which would not necessarily be true, if memory serves). Optimizing `Commands::spawn` this way does feel possible, but it will require careful thought (and maybe some additional checks), which deserves its own PR. For now, it has the same performance characteristics of the current `Commands::spawn_bundle` on main. **Note that 99% of this PR is simple renames and refactors. The only code that needs careful scrutiny is the new `World::spawn()` impl, which is relatively straightforward, but it has some new unsafe code (which re-uses battle tested BundlerSpawner code path).** --- ## Changelog - All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input - All instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api - World and Commands now have `spawn_empty()`, which is equivalent to the old `spawn()` behavior. ## Migration Guide ```rust // Old (0.8): commands .spawn() .insert_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): commands.spawn_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): let entity = commands.spawn().id(); // New (0.9) let entity = commands.spawn_empty().id(); // Old (0.8) let entity = world.spawn().id(); // New (0.9) let entity = world.spawn_empty(); ```
2022-09-23 19:55:54 +00:00
world.spawn(C);
Make change lifespan deterministic and update docs (#3956) ## Objective - ~~Make absurdly long-lived changes stay detectable for even longer (without leveling up to `u64`).~~ - Give all changes a consistent maximum lifespan. - Improve code clarity. ## Solution - ~~Increase the frequency of `check_tick` scans to increase the oldest reliably-detectable change.~~ (Deferred until we can benchmark the cost of a scan.) - Ignore changes older than the maximum reliably-detectable age. - General refactoring—name the constants, use them everywhere, and update the docs. - Update test cases to check for the specified behavior. ## Related This PR addresses (at least partially) the concerns raised in: - #3071 - #3082 (and associated PR #3084) ## Background - #1471 Given the minimum interval between `check_ticks` scans, `N`, the oldest reliably-detectable change is `u32::MAX - (2 * N - 1)` (or `MAX_CHANGE_AGE`). Reducing `N` from ~530 million (current value) to something like ~2 million would extend the lifetime of changes by a billion. | minimum `check_ticks` interval | oldest reliably-detectable change | usable % of `u32::MAX` | | --- | --- | --- | | `u32::MAX / 8` (536,870,911) | `(u32::MAX / 4) * 3` | 75.0% | | `2_000_000` | `u32::MAX - 3_999_999` | 99.9% | Similarly, changes are still allowed to be between `MAX_CHANGE_AGE`-old and `u32::MAX`-old in the interim between `check_tick` scans. While we prevent their age from overflowing, the test to detect changes still compares raw values. This makes failure ultimately unreliable, since when ancient changes stop being detected varies depending on when the next scan occurs. ## Open Question Currently, systems and system states are incorrectly initialized with their `last_change_tick` set to `0`, which doesn't handle wraparound correctly. For consistent behavior, they should either be initialized to the world's `last_change_tick` (and detect no changes) or to `MAX_CHANGE_AGE` behind the world's current `change_tick` (and detect everything as a change). I've currently gone with the latter since that was closer to the existing behavior. ## Follow-up Work (Edited: entire section) We haven't actually profiled how long a `check_ticks` scan takes on a "large" `World` , so we don't know if it's safe to increase their frequency. However, we are currently relying on play sessions not lasting long enough to trigger a scan and apps not having enough entities/archetypes for it to be "expensive" (our assumption). That isn't a real solution. (Either scanning never costs enough to impact frame times or we provide an option to use `u64` change ticks. Nobody will accept random hiccups.) To further extend the lifetime of changes, we actually only need to increment the world tick if a system has `Fetch: !ReadOnlySystemParamFetch`. The behavior will be identical because all writes are sequenced, but I'm not sure how to implement that in a way that the compiler can optimize the branch out. Also, since having no false positives depends on a `check_ticks` scan running at least every `2 * N - 1` ticks, a `last_check_tick` should also be stored in the `World` so that any lull in system execution (like a command flush) could trigger a scan if needed. To be completely robust, all the systems initialized on the world should be scanned, not just those in the current stage.
2022-05-09 14:00:16 +00:00
// a bunch of stuff happens, the component is now older than `MAX_CHANGE_AGE`
*world.change_tick.get_mut() += MAX_CHANGE_AGE + CHECK_TICK_THRESHOLD;
let change_tick = world.change_tick();
let mut query = world.query::<Ref<C>>();
Make change lifespan deterministic and update docs (#3956) ## Objective - ~~Make absurdly long-lived changes stay detectable for even longer (without leveling up to `u64`).~~ - Give all changes a consistent maximum lifespan. - Improve code clarity. ## Solution - ~~Increase the frequency of `check_tick` scans to increase the oldest reliably-detectable change.~~ (Deferred until we can benchmark the cost of a scan.) - Ignore changes older than the maximum reliably-detectable age. - General refactoring—name the constants, use them everywhere, and update the docs. - Update test cases to check for the specified behavior. ## Related This PR addresses (at least partially) the concerns raised in: - #3071 - #3082 (and associated PR #3084) ## Background - #1471 Given the minimum interval between `check_ticks` scans, `N`, the oldest reliably-detectable change is `u32::MAX - (2 * N - 1)` (or `MAX_CHANGE_AGE`). Reducing `N` from ~530 million (current value) to something like ~2 million would extend the lifetime of changes by a billion. | minimum `check_ticks` interval | oldest reliably-detectable change | usable % of `u32::MAX` | | --- | --- | --- | | `u32::MAX / 8` (536,870,911) | `(u32::MAX / 4) * 3` | 75.0% | | `2_000_000` | `u32::MAX - 3_999_999` | 99.9% | Similarly, changes are still allowed to be between `MAX_CHANGE_AGE`-old and `u32::MAX`-old in the interim between `check_tick` scans. While we prevent their age from overflowing, the test to detect changes still compares raw values. This makes failure ultimately unreliable, since when ancient changes stop being detected varies depending on when the next scan occurs. ## Open Question Currently, systems and system states are incorrectly initialized with their `last_change_tick` set to `0`, which doesn't handle wraparound correctly. For consistent behavior, they should either be initialized to the world's `last_change_tick` (and detect no changes) or to `MAX_CHANGE_AGE` behind the world's current `change_tick` (and detect everything as a change). I've currently gone with the latter since that was closer to the existing behavior. ## Follow-up Work (Edited: entire section) We haven't actually profiled how long a `check_ticks` scan takes on a "large" `World` , so we don't know if it's safe to increase their frequency. However, we are currently relying on play sessions not lasting long enough to trigger a scan and apps not having enough entities/archetypes for it to be "expensive" (our assumption). That isn't a real solution. (Either scanning never costs enough to impact frame times or we provide an option to use `u64` change ticks. Nobody will accept random hiccups.) To further extend the lifetime of changes, we actually only need to increment the world tick if a system has `Fetch: !ReadOnlySystemParamFetch`. The behavior will be identical because all writes are sequenced, but I'm not sure how to implement that in a way that the compiler can optimize the branch out. Also, since having no false positives depends on a `check_ticks` scan running at least every `2 * N - 1` ticks, a `last_check_tick` should also be stored in the `World` so that any lull in system execution (like a command flush) could trigger a scan if needed. To be completely robust, all the systems initialized on the world should be scanned, not just those in the current stage.
2022-05-09 14:00:16 +00:00
for tracker in query.iter(&world) {
let ticks_since_insert = change_tick.relative_to(*tracker.ticks.added).get();
let ticks_since_change = change_tick.relative_to(*tracker.ticks.changed).get();
Make change lifespan deterministic and update docs (#3956) ## Objective - ~~Make absurdly long-lived changes stay detectable for even longer (without leveling up to `u64`).~~ - Give all changes a consistent maximum lifespan. - Improve code clarity. ## Solution - ~~Increase the frequency of `check_tick` scans to increase the oldest reliably-detectable change.~~ (Deferred until we can benchmark the cost of a scan.) - Ignore changes older than the maximum reliably-detectable age. - General refactoring—name the constants, use them everywhere, and update the docs. - Update test cases to check for the specified behavior. ## Related This PR addresses (at least partially) the concerns raised in: - #3071 - #3082 (and associated PR #3084) ## Background - #1471 Given the minimum interval between `check_ticks` scans, `N`, the oldest reliably-detectable change is `u32::MAX - (2 * N - 1)` (or `MAX_CHANGE_AGE`). Reducing `N` from ~530 million (current value) to something like ~2 million would extend the lifetime of changes by a billion. | minimum `check_ticks` interval | oldest reliably-detectable change | usable % of `u32::MAX` | | --- | --- | --- | | `u32::MAX / 8` (536,870,911) | `(u32::MAX / 4) * 3` | 75.0% | | `2_000_000` | `u32::MAX - 3_999_999` | 99.9% | Similarly, changes are still allowed to be between `MAX_CHANGE_AGE`-old and `u32::MAX`-old in the interim between `check_tick` scans. While we prevent their age from overflowing, the test to detect changes still compares raw values. This makes failure ultimately unreliable, since when ancient changes stop being detected varies depending on when the next scan occurs. ## Open Question Currently, systems and system states are incorrectly initialized with their `last_change_tick` set to `0`, which doesn't handle wraparound correctly. For consistent behavior, they should either be initialized to the world's `last_change_tick` (and detect no changes) or to `MAX_CHANGE_AGE` behind the world's current `change_tick` (and detect everything as a change). I've currently gone with the latter since that was closer to the existing behavior. ## Follow-up Work (Edited: entire section) We haven't actually profiled how long a `check_ticks` scan takes on a "large" `World` , so we don't know if it's safe to increase their frequency. However, we are currently relying on play sessions not lasting long enough to trigger a scan and apps not having enough entities/archetypes for it to be "expensive" (our assumption). That isn't a real solution. (Either scanning never costs enough to impact frame times or we provide an option to use `u64` change ticks. Nobody will accept random hiccups.) To further extend the lifetime of changes, we actually only need to increment the world tick if a system has `Fetch: !ReadOnlySystemParamFetch`. The behavior will be identical because all writes are sequenced, but I'm not sure how to implement that in a way that the compiler can optimize the branch out. Also, since having no false positives depends on a `check_ticks` scan running at least every `2 * N - 1` ticks, a `last_check_tick` should also be stored in the `World` so that any lull in system execution (like a command flush) could trigger a scan if needed. To be completely robust, all the systems initialized on the world should be scanned, not just those in the current stage.
2022-05-09 14:00:16 +00:00
assert!(ticks_since_insert > MAX_CHANGE_AGE);
assert!(ticks_since_change > MAX_CHANGE_AGE);
}
// scan change ticks and clamp those at risk of overflow
world.check_change_ticks();
for tracker in query.iter(&world) {
let ticks_since_insert = change_tick.relative_to(*tracker.ticks.added).get();
let ticks_since_change = change_tick.relative_to(*tracker.ticks.changed).get();
Make change lifespan deterministic and update docs (#3956) ## Objective - ~~Make absurdly long-lived changes stay detectable for even longer (without leveling up to `u64`).~~ - Give all changes a consistent maximum lifespan. - Improve code clarity. ## Solution - ~~Increase the frequency of `check_tick` scans to increase the oldest reliably-detectable change.~~ (Deferred until we can benchmark the cost of a scan.) - Ignore changes older than the maximum reliably-detectable age. - General refactoring—name the constants, use them everywhere, and update the docs. - Update test cases to check for the specified behavior. ## Related This PR addresses (at least partially) the concerns raised in: - #3071 - #3082 (and associated PR #3084) ## Background - #1471 Given the minimum interval between `check_ticks` scans, `N`, the oldest reliably-detectable change is `u32::MAX - (2 * N - 1)` (or `MAX_CHANGE_AGE`). Reducing `N` from ~530 million (current value) to something like ~2 million would extend the lifetime of changes by a billion. | minimum `check_ticks` interval | oldest reliably-detectable change | usable % of `u32::MAX` | | --- | --- | --- | | `u32::MAX / 8` (536,870,911) | `(u32::MAX / 4) * 3` | 75.0% | | `2_000_000` | `u32::MAX - 3_999_999` | 99.9% | Similarly, changes are still allowed to be between `MAX_CHANGE_AGE`-old and `u32::MAX`-old in the interim between `check_tick` scans. While we prevent their age from overflowing, the test to detect changes still compares raw values. This makes failure ultimately unreliable, since when ancient changes stop being detected varies depending on when the next scan occurs. ## Open Question Currently, systems and system states are incorrectly initialized with their `last_change_tick` set to `0`, which doesn't handle wraparound correctly. For consistent behavior, they should either be initialized to the world's `last_change_tick` (and detect no changes) or to `MAX_CHANGE_AGE` behind the world's current `change_tick` (and detect everything as a change). I've currently gone with the latter since that was closer to the existing behavior. ## Follow-up Work (Edited: entire section) We haven't actually profiled how long a `check_ticks` scan takes on a "large" `World` , so we don't know if it's safe to increase their frequency. However, we are currently relying on play sessions not lasting long enough to trigger a scan and apps not having enough entities/archetypes for it to be "expensive" (our assumption). That isn't a real solution. (Either scanning never costs enough to impact frame times or we provide an option to use `u64` change ticks. Nobody will accept random hiccups.) To further extend the lifetime of changes, we actually only need to increment the world tick if a system has `Fetch: !ReadOnlySystemParamFetch`. The behavior will be identical because all writes are sequenced, but I'm not sure how to implement that in a way that the compiler can optimize the branch out. Also, since having no false positives depends on a `check_ticks` scan running at least every `2 * N - 1` ticks, a `last_check_tick` should also be stored in the `World` so that any lull in system execution (like a command flush) could trigger a scan if needed. To be completely robust, all the systems initialized on the world should be scanned, not just those in the current stage.
2022-05-09 14:00:16 +00:00
assert!(ticks_since_insert == MAX_CHANGE_AGE);
assert!(ticks_since_change == MAX_CHANGE_AGE);
}
}
#[test]
fn mut_from_res_mut() {
let mut component_ticks = ComponentTicks {
Split Component Ticks (#6547) # Objective Fixes #4884. `ComponentTicks` stores both added and changed ticks contiguously in the same 8 bytes. This is convenient when passing around both together, but causes half the bytes fetched from memory for the purposes of change detection to effectively go unused. This is inefficient when most queries (no filter, mutating *something*) only write out to the changed ticks. ## Solution Split the storage for change detection ticks into two separate `Vec`s inside `Column`. Fetch only what is needed during iteration. This also potentially also removes one blocker from autovectorization of dense queries. EDIT: This is confirmed to enable autovectorization of dense queries in `for_each` and `par_for_each` where possible. Unfortunately `iter` has other blockers that prevent it. ### TODO - [x] Microbenchmark - [x] Check if this allows query iteration to autovectorize simple loops. - [x] Clean up all of the spurious tuples now littered throughout the API ### Open Questions - ~~Is `Mut::is_added` absolutely necessary? Can we not just use `Added` or `ChangeTrackers`?~~ It's optimized out if unused. - ~~Does the fetch of the added ticks get optimized out if not used?~~ Yes it is. --- ## Changelog Added: `Tick`, a wrapper around a single change detection tick. Added: `Column::get_added_ticks` Added: `Column::get_column_ticks` Added: `SparseSet::get_added_ticks` Added: `SparseSet::get_column_ticks` Changed: `Column` now stores added and changed ticks separately internally. Changed: Most APIs returning `&UnsafeCell<ComponentTicks>` now returns `TickCells` instead, which contains two separate `&UnsafeCell<Tick>` for either component ticks. Changed: `Query::for_each(_mut)`, `Query::par_for_each(_mut)` will now leverage autovectorization to speed up query iteration where possible. ## Migration Guide TODO
2022-11-21 12:59:09 +00:00
added: Tick::new(1),
changed: Tick::new(2),
};
let ticks = TicksMut {
Split Component Ticks (#6547) # Objective Fixes #4884. `ComponentTicks` stores both added and changed ticks contiguously in the same 8 bytes. This is convenient when passing around both together, but causes half the bytes fetched from memory for the purposes of change detection to effectively go unused. This is inefficient when most queries (no filter, mutating *something*) only write out to the changed ticks. ## Solution Split the storage for change detection ticks into two separate `Vec`s inside `Column`. Fetch only what is needed during iteration. This also potentially also removes one blocker from autovectorization of dense queries. EDIT: This is confirmed to enable autovectorization of dense queries in `for_each` and `par_for_each` where possible. Unfortunately `iter` has other blockers that prevent it. ### TODO - [x] Microbenchmark - [x] Check if this allows query iteration to autovectorize simple loops. - [x] Clean up all of the spurious tuples now littered throughout the API ### Open Questions - ~~Is `Mut::is_added` absolutely necessary? Can we not just use `Added` or `ChangeTrackers`?~~ It's optimized out if unused. - ~~Does the fetch of the added ticks get optimized out if not used?~~ Yes it is. --- ## Changelog Added: `Tick`, a wrapper around a single change detection tick. Added: `Column::get_added_ticks` Added: `Column::get_column_ticks` Added: `SparseSet::get_added_ticks` Added: `SparseSet::get_column_ticks` Changed: `Column` now stores added and changed ticks separately internally. Changed: Most APIs returning `&UnsafeCell<ComponentTicks>` now returns `TickCells` instead, which contains two separate `&UnsafeCell<Tick>` for either component ticks. Changed: `Query::for_each(_mut)`, `Query::par_for_each(_mut)` will now leverage autovectorization to speed up query iteration where possible. ## Migration Guide TODO
2022-11-21 12:59:09 +00:00
added: &mut component_ticks.added,
changed: &mut component_ticks.changed,
last_run: Tick::new(3),
this_run: Tick::new(4),
};
let mut res = R {};
let res_mut = ResMut {
value: &mut res,
ticks,
};
let into_mut: Mut<R> = res_mut.into();
assert_eq!(1, into_mut.ticks.added.get());
assert_eq!(2, into_mut.ticks.changed.get());
assert_eq!(3, into_mut.ticks.last_run.get());
assert_eq!(4, into_mut.ticks.this_run.get());
}
#[test]
fn mut_new() {
let mut component_ticks = ComponentTicks {
added: Tick::new(1),
changed: Tick::new(3),
};
let mut res = R {};
let val = Mut::new(
&mut res,
&mut component_ticks.added,
&mut component_ticks.changed,
Tick::new(2), // last_run
Tick::new(4), // this_run
);
assert!(!val.is_added());
assert!(val.is_changed());
}
#[test]
fn mut_from_non_send_mut() {
let mut component_ticks = ComponentTicks {
Split Component Ticks (#6547) # Objective Fixes #4884. `ComponentTicks` stores both added and changed ticks contiguously in the same 8 bytes. This is convenient when passing around both together, but causes half the bytes fetched from memory for the purposes of change detection to effectively go unused. This is inefficient when most queries (no filter, mutating *something*) only write out to the changed ticks. ## Solution Split the storage for change detection ticks into two separate `Vec`s inside `Column`. Fetch only what is needed during iteration. This also potentially also removes one blocker from autovectorization of dense queries. EDIT: This is confirmed to enable autovectorization of dense queries in `for_each` and `par_for_each` where possible. Unfortunately `iter` has other blockers that prevent it. ### TODO - [x] Microbenchmark - [x] Check if this allows query iteration to autovectorize simple loops. - [x] Clean up all of the spurious tuples now littered throughout the API ### Open Questions - ~~Is `Mut::is_added` absolutely necessary? Can we not just use `Added` or `ChangeTrackers`?~~ It's optimized out if unused. - ~~Does the fetch of the added ticks get optimized out if not used?~~ Yes it is. --- ## Changelog Added: `Tick`, a wrapper around a single change detection tick. Added: `Column::get_added_ticks` Added: `Column::get_column_ticks` Added: `SparseSet::get_added_ticks` Added: `SparseSet::get_column_ticks` Changed: `Column` now stores added and changed ticks separately internally. Changed: Most APIs returning `&UnsafeCell<ComponentTicks>` now returns `TickCells` instead, which contains two separate `&UnsafeCell<Tick>` for either component ticks. Changed: `Query::for_each(_mut)`, `Query::par_for_each(_mut)` will now leverage autovectorization to speed up query iteration where possible. ## Migration Guide TODO
2022-11-21 12:59:09 +00:00
added: Tick::new(1),
changed: Tick::new(2),
};
let ticks = TicksMut {
Split Component Ticks (#6547) # Objective Fixes #4884. `ComponentTicks` stores both added and changed ticks contiguously in the same 8 bytes. This is convenient when passing around both together, but causes half the bytes fetched from memory for the purposes of change detection to effectively go unused. This is inefficient when most queries (no filter, mutating *something*) only write out to the changed ticks. ## Solution Split the storage for change detection ticks into two separate `Vec`s inside `Column`. Fetch only what is needed during iteration. This also potentially also removes one blocker from autovectorization of dense queries. EDIT: This is confirmed to enable autovectorization of dense queries in `for_each` and `par_for_each` where possible. Unfortunately `iter` has other blockers that prevent it. ### TODO - [x] Microbenchmark - [x] Check if this allows query iteration to autovectorize simple loops. - [x] Clean up all of the spurious tuples now littered throughout the API ### Open Questions - ~~Is `Mut::is_added` absolutely necessary? Can we not just use `Added` or `ChangeTrackers`?~~ It's optimized out if unused. - ~~Does the fetch of the added ticks get optimized out if not used?~~ Yes it is. --- ## Changelog Added: `Tick`, a wrapper around a single change detection tick. Added: `Column::get_added_ticks` Added: `Column::get_column_ticks` Added: `SparseSet::get_added_ticks` Added: `SparseSet::get_column_ticks` Changed: `Column` now stores added and changed ticks separately internally. Changed: Most APIs returning `&UnsafeCell<ComponentTicks>` now returns `TickCells` instead, which contains two separate `&UnsafeCell<Tick>` for either component ticks. Changed: `Query::for_each(_mut)`, `Query::par_for_each(_mut)` will now leverage autovectorization to speed up query iteration where possible. ## Migration Guide TODO
2022-11-21 12:59:09 +00:00
added: &mut component_ticks.added,
changed: &mut component_ticks.changed,
last_run: Tick::new(3),
this_run: Tick::new(4),
};
let mut res = R {};
let non_send_mut = NonSendMut {
value: &mut res,
ticks,
};
let into_mut: Mut<R> = non_send_mut.into();
assert_eq!(1, into_mut.ticks.added.get());
assert_eq!(2, into_mut.ticks.changed.get());
assert_eq!(3, into_mut.ticks.last_run.get());
assert_eq!(4, into_mut.ticks.this_run.get());
}
#[test]
fn map_mut() {
use super::*;
struct Outer(i64);
let last_run = Tick::new(2);
let this_run = Tick::new(3);
let mut component_ticks = ComponentTicks {
Split Component Ticks (#6547) # Objective Fixes #4884. `ComponentTicks` stores both added and changed ticks contiguously in the same 8 bytes. This is convenient when passing around both together, but causes half the bytes fetched from memory for the purposes of change detection to effectively go unused. This is inefficient when most queries (no filter, mutating *something*) only write out to the changed ticks. ## Solution Split the storage for change detection ticks into two separate `Vec`s inside `Column`. Fetch only what is needed during iteration. This also potentially also removes one blocker from autovectorization of dense queries. EDIT: This is confirmed to enable autovectorization of dense queries in `for_each` and `par_for_each` where possible. Unfortunately `iter` has other blockers that prevent it. ### TODO - [x] Microbenchmark - [x] Check if this allows query iteration to autovectorize simple loops. - [x] Clean up all of the spurious tuples now littered throughout the API ### Open Questions - ~~Is `Mut::is_added` absolutely necessary? Can we not just use `Added` or `ChangeTrackers`?~~ It's optimized out if unused. - ~~Does the fetch of the added ticks get optimized out if not used?~~ Yes it is. --- ## Changelog Added: `Tick`, a wrapper around a single change detection tick. Added: `Column::get_added_ticks` Added: `Column::get_column_ticks` Added: `SparseSet::get_added_ticks` Added: `SparseSet::get_column_ticks` Changed: `Column` now stores added and changed ticks separately internally. Changed: Most APIs returning `&UnsafeCell<ComponentTicks>` now returns `TickCells` instead, which contains two separate `&UnsafeCell<Tick>` for either component ticks. Changed: `Query::for_each(_mut)`, `Query::par_for_each(_mut)` will now leverage autovectorization to speed up query iteration where possible. ## Migration Guide TODO
2022-11-21 12:59:09 +00:00
added: Tick::new(1),
changed: Tick::new(2),
};
let ticks = TicksMut {
Split Component Ticks (#6547) # Objective Fixes #4884. `ComponentTicks` stores both added and changed ticks contiguously in the same 8 bytes. This is convenient when passing around both together, but causes half the bytes fetched from memory for the purposes of change detection to effectively go unused. This is inefficient when most queries (no filter, mutating *something*) only write out to the changed ticks. ## Solution Split the storage for change detection ticks into two separate `Vec`s inside `Column`. Fetch only what is needed during iteration. This also potentially also removes one blocker from autovectorization of dense queries. EDIT: This is confirmed to enable autovectorization of dense queries in `for_each` and `par_for_each` where possible. Unfortunately `iter` has other blockers that prevent it. ### TODO - [x] Microbenchmark - [x] Check if this allows query iteration to autovectorize simple loops. - [x] Clean up all of the spurious tuples now littered throughout the API ### Open Questions - ~~Is `Mut::is_added` absolutely necessary? Can we not just use `Added` or `ChangeTrackers`?~~ It's optimized out if unused. - ~~Does the fetch of the added ticks get optimized out if not used?~~ Yes it is. --- ## Changelog Added: `Tick`, a wrapper around a single change detection tick. Added: `Column::get_added_ticks` Added: `Column::get_column_ticks` Added: `SparseSet::get_added_ticks` Added: `SparseSet::get_column_ticks` Changed: `Column` now stores added and changed ticks separately internally. Changed: Most APIs returning `&UnsafeCell<ComponentTicks>` now returns `TickCells` instead, which contains two separate `&UnsafeCell<Tick>` for either component ticks. Changed: `Query::for_each(_mut)`, `Query::par_for_each(_mut)` will now leverage autovectorization to speed up query iteration where possible. ## Migration Guide TODO
2022-11-21 12:59:09 +00:00
added: &mut component_ticks.added,
changed: &mut component_ticks.changed,
last_run,
this_run,
};
let mut outer = Outer(0);
let ptr = Mut {
value: &mut outer,
ticks,
};
assert!(!ptr.is_changed());
// Perform a mapping operation.
let mut inner = ptr.map_unchanged(|x| &mut x.0);
assert!(!inner.is_changed());
// Mutate the inner value.
*inner = 64;
assert!(inner.is_changed());
// Modifying one field of a component should flag a change for the entire component.
assert!(component_ticks.is_changed(last_run, this_run));
}
#[test]
fn set_if_neq() {
let mut world = World::new();
world.insert_resource(R2(0));
// Resources are Changed when first added
world.increment_change_tick();
// This is required to update world::last_change_tick
world.clear_trackers();
let mut r = world.resource_mut::<R2>();
assert!(!r.is_changed(), "Resource must begin unchanged.");
r.set_if_neq(R2(0));
assert!(
!r.is_changed(),
"Resource must not be changed after setting to the same value."
);
r.set_if_neq(R2(3));
assert!(
r.is_changed(),
"Resource must be changed after setting to a different value."
);
}
Make change lifespan deterministic and update docs (#3956) ## Objective - ~~Make absurdly long-lived changes stay detectable for even longer (without leveling up to `u64`).~~ - Give all changes a consistent maximum lifespan. - Improve code clarity. ## Solution - ~~Increase the frequency of `check_tick` scans to increase the oldest reliably-detectable change.~~ (Deferred until we can benchmark the cost of a scan.) - Ignore changes older than the maximum reliably-detectable age. - General refactoring—name the constants, use them everywhere, and update the docs. - Update test cases to check for the specified behavior. ## Related This PR addresses (at least partially) the concerns raised in: - #3071 - #3082 (and associated PR #3084) ## Background - #1471 Given the minimum interval between `check_ticks` scans, `N`, the oldest reliably-detectable change is `u32::MAX - (2 * N - 1)` (or `MAX_CHANGE_AGE`). Reducing `N` from ~530 million (current value) to something like ~2 million would extend the lifetime of changes by a billion. | minimum `check_ticks` interval | oldest reliably-detectable change | usable % of `u32::MAX` | | --- | --- | --- | | `u32::MAX / 8` (536,870,911) | `(u32::MAX / 4) * 3` | 75.0% | | `2_000_000` | `u32::MAX - 3_999_999` | 99.9% | Similarly, changes are still allowed to be between `MAX_CHANGE_AGE`-old and `u32::MAX`-old in the interim between `check_tick` scans. While we prevent their age from overflowing, the test to detect changes still compares raw values. This makes failure ultimately unreliable, since when ancient changes stop being detected varies depending on when the next scan occurs. ## Open Question Currently, systems and system states are incorrectly initialized with their `last_change_tick` set to `0`, which doesn't handle wraparound correctly. For consistent behavior, they should either be initialized to the world's `last_change_tick` (and detect no changes) or to `MAX_CHANGE_AGE` behind the world's current `change_tick` (and detect everything as a change). I've currently gone with the latter since that was closer to the existing behavior. ## Follow-up Work (Edited: entire section) We haven't actually profiled how long a `check_ticks` scan takes on a "large" `World` , so we don't know if it's safe to increase their frequency. However, we are currently relying on play sessions not lasting long enough to trigger a scan and apps not having enough entities/archetypes for it to be "expensive" (our assumption). That isn't a real solution. (Either scanning never costs enough to impact frame times or we provide an option to use `u64` change ticks. Nobody will accept random hiccups.) To further extend the lifetime of changes, we actually only need to increment the world tick if a system has `Fetch: !ReadOnlySystemParamFetch`. The behavior will be identical because all writes are sequenced, but I'm not sure how to implement that in a way that the compiler can optimize the branch out. Also, since having no false positives depends on a `check_ticks` scan running at least every `2 * N - 1` ticks, a `last_check_tick` should also be stored in the `World` so that any lull in system execution (like a command flush) could trigger a scan if needed. To be completely robust, all the systems initialized on the world should be scanned, not just those in the current stage.
2022-05-09 14:00:16 +00:00
}