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Broaden "Check for bevy_internal imports" CI Task (#15333)
# Objective - Fixes #15319 - Fixes #15317 ## Solution - Updated CI task to check for _any_ `bevy_*` crates, rather than just `bevy_internal` --------- Co-authored-by: François Mockers <francois.mockers@vleue.com>
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8 changed files with 18 additions and 15 deletions
10
.github/workflows/ci.yml
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10
.github/workflows/ci.yml
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@ -419,19 +419,19 @@ jobs:
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timeout-minutes: 30
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timeout-minutes: 30
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steps:
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steps:
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- uses: actions/checkout@v4
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- uses: actions/checkout@v4
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- name: Check for bevy_internal imports
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- name: Check for internal Bevy imports
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shell: bash
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shell: bash
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run: |
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run: |
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errors=""
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errors=""
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for file in $(find examples tests -name '*.rs'); do
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for file in $(find examples tests -name '*.rs'); do
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if grep -q "use bevy_internal" "$file"; then
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if grep -q "use bevy_" "$file"; then
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errors+="ERROR: Detected 'use bevy_internal' in $file\n"
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errors+="ERROR: Detected internal Bevy import in $file\n"
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fi
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fi
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done
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done
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if [ -n "$errors" ]; then
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if [ -n "$errors" ]; then
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echo -e "$errors"
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echo -e "$errors"
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echo " Avoid importing bevy_internal, it should not be used directly"
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echo " Avoid importing internal Bevy crates, they should not be used directly"
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echo " Fix the issue by replacing 'bevy_internal' with 'bevy'"
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echo " Fix the issue by replacing 'bevy_*' with 'bevy'"
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echo " Example: 'use bevy::sprite::MaterialMesh2dBundle;' instead of 'bevy_internal::sprite::MaterialMesh2dBundle;'"
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echo " Example: 'use bevy::sprite::MaterialMesh2dBundle;' instead of 'bevy_internal::sprite::MaterialMesh2dBundle;'"
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exit 1
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exit 1
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fi
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fi
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@ -3,7 +3,7 @@
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use bevy::{
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use bevy::{
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prelude::*,
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prelude::*,
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render::{
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render::{
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camera::RenderTarget,
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camera::{RenderTarget, ScalingMode},
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render_resource::{
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render_resource::{
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Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages,
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Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages,
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},
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},
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@ -12,7 +12,6 @@ use bevy::{
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sprite::MaterialMesh2dBundle,
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sprite::MaterialMesh2dBundle,
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window::WindowResized,
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window::WindowResized,
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};
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};
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use bevy_render::camera::ScalingMode;
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/// In-game resolution width.
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/// In-game resolution width.
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const RES_WIDTH: u32 = 160;
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const RES_WIDTH: u32 = 160;
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@ -5,11 +5,11 @@ use std::f32::consts::PI;
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use bevy::{
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use bevy::{
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prelude::*,
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prelude::*,
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render::{
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render::{
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render_asset::RenderAssetUsages,
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render_resource::{Extent3d, TextureDimension, TextureFormat, TextureUsages},
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render_resource::{Extent3d, TextureDimension, TextureFormat, TextureUsages},
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view::RenderLayers,
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view::RenderLayers,
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},
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},
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};
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};
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use bevy_render::render_asset::RenderAssetUsages;
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fn main() {
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fn main() {
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App::new()
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App::new()
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@ -14,7 +14,7 @@ use bevy::core_pipeline::bloom::Bloom;
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use bevy::core_pipeline::experimental::taa::{TemporalAntiAliasBundle, TemporalAntiAliasPlugin};
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use bevy::core_pipeline::experimental::taa::{TemporalAntiAliasBundle, TemporalAntiAliasPlugin};
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use bevy::pbr::{DirectionalLightShadowMap, FogVolume, VolumetricFog, VolumetricLight};
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use bevy::pbr::{DirectionalLightShadowMap, FogVolume, VolumetricFog, VolumetricLight};
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use bevy::prelude::*;
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use bevy::prelude::*;
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use bevy_render::texture::{
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use bevy::render::texture::{
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ImageAddressMode, ImageFilterMode, ImageLoaderSettings, ImageSampler, ImageSamplerDescriptor,
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ImageAddressMode, ImageFilterMode, ImageLoaderSettings, ImageSampler, ImageSamplerDescriptor,
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};
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};
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@ -2,9 +2,11 @@
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use bevy::{
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use bevy::{
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prelude::*,
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prelude::*,
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reflect::TypePath,
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reflect::TypePath,
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render::render_resource::{AsBindGroup, ShaderRef},
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render::{
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render_resource::{AsBindGroup, ShaderRef},
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storage::ShaderStorageBuffer,
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},
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};
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};
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use bevy_render::storage::ShaderStorageBuffer;
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const SHADER_ASSET_PATH: &str = "shaders/storage_buffer.wgsl";
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const SHADER_ASSET_PATH: &str = "shaders/storage_buffer.wgsl";
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@ -7,10 +7,10 @@ use bevy::{
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prelude::*,
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prelude::*,
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render::{
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render::{
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camera::RenderTarget,
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camera::RenderTarget,
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render_asset::RenderAssetUsages,
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render_resource::{Extent3d, TextureDimension, TextureFormat, TextureUsages},
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render_resource::{Extent3d, TextureDimension, TextureFormat, TextureUsages},
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},
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},
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};
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};
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use bevy_render::render_asset::RenderAssetUsages;
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fn main() {
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fn main() {
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App::new()
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App::new()
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@ -1,9 +1,11 @@
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//! An example showing how to save screenshots to disk
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//! An example showing how to save screenshots to disk
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use bevy::prelude::*;
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use bevy::prelude::*;
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use bevy::render::view::{
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cursor::CursorIcon,
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screenshot::{save_to_disk, Capturing, Screenshot},
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};
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use bevy::window::SystemCursorIcon;
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use bevy::window::SystemCursorIcon;
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use bevy_render::view::cursor::CursorIcon;
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use bevy_render::view::screenshot::{save_to_disk, Capturing, Screenshot};
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fn main() {
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fn main() {
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App::new()
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App::new()
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@ -7,9 +7,9 @@
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use bevy::{
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use bevy::{
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ecs::schedule::{InternedScheduleLabel, LogLevel, ScheduleBuildSettings},
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ecs::schedule::{InternedScheduleLabel, LogLevel, ScheduleBuildSettings},
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prelude::*,
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prelude::*,
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render::pipelined_rendering::RenderExtractApp,
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utils::HashMap,
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utils::HashMap,
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};
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};
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use bevy_render::pipelined_rendering::RenderExtractApp;
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fn main() {
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fn main() {
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let mut app = App::new();
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let mut app = App::new();
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