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Make sysinfo diagnostic plugin optional (#12164)
# Objective - Fixes https://github.com/bevyengine/bevy/issues/11929 - make sysinfo plugin optional ## Solution - added features to allow for conditional compilation --- ## Migration Guide - For users who disable default features of bevy and wish to enable the diagnostic plugin, add `sysinfo_plugin` to your bevy features list. --------- Co-authored-by: ebola <dev@axiomatic> Co-authored-by: François <mockersf@gmail.com>
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c13de09feb
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5 changed files with 19 additions and 5 deletions
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@ -77,12 +77,16 @@ default = [
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"tonemapping_luts",
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"default_font",
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"webgl2",
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"sysinfo_plugin",
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"bevy_debug_stepping",
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]
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# Force dynamic linking, which improves iterative compile times
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dynamic_linking = ["dep:bevy_dylib", "bevy_internal/dynamic_linking"]
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# Enables system information diagnostic plugin
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sysinfo_plugin = ["bevy_internal/sysinfo_plugin"]
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# Provides animation functionality
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bevy_animation = ["bevy_internal/bevy_animation", "bevy_color"]
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@ -11,6 +11,8 @@ keywords = ["bevy"]
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[features]
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# Disables diagnostics that are unsupported when Bevy is dynamically linked
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dynamic_linking = []
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sysinfo_plugin = ["sysinfo"]
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features = []
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[dependencies]
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# bevy
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@ -26,13 +28,13 @@ const-fnv1a-hash = "1.1.0"
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# MacOS
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[target.'cfg(all(target_os="macos"))'.dependencies]
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# Some features of sysinfo are not supported by apple. This will disable those features on apple devices
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sysinfo = { version = "0.30.0", default-features = false, features = [
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sysinfo = { version = "0.30.0", optional = true, default-features = false, features = [
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"apple-app-store",
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] }
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# Only include when not bevy_dynamic_plugin and on linux/windows/android
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[target.'cfg(any(target_os = "linux", target_os = "windows", target_os = "android"))'.dependencies]
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sysinfo = { version = "0.30.0", default-features = false }
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sysinfo = { version = "0.30.0", optional = true, default-features = false }
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[lints]
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workspace = true
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@ -9,22 +9,27 @@ mod diagnostic;
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mod entity_count_diagnostics_plugin;
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mod frame_time_diagnostics_plugin;
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mod log_diagnostics_plugin;
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#[cfg(feature = "sysinfo_plugin")]
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mod system_information_diagnostics_plugin;
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use bevy_app::prelude::*;
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pub use diagnostic::*;
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pub use entity_count_diagnostics_plugin::EntityCountDiagnosticsPlugin;
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pub use frame_time_diagnostics_plugin::FrameTimeDiagnosticsPlugin;
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pub use log_diagnostics_plugin::LogDiagnosticsPlugin;
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#[cfg(feature = "sysinfo_plugin")]
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pub use system_information_diagnostics_plugin::SystemInformationDiagnosticsPlugin;
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use bevy_app::prelude::*;
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/// Adds core diagnostics resources to an App.
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#[derive(Default)]
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pub struct DiagnosticsPlugin;
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impl Plugin for DiagnosticsPlugin {
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fn build(&self, app: &mut App) {
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app.init_resource::<DiagnosticsStore>().add_systems(
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fn build(&self, _app: &mut App) {
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#[cfg(feature = "sysinfo_plugin")]
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_app.init_resource::<DiagnosticsStore>().add_systems(
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Startup,
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system_information_diagnostics_plugin::internal::log_system_info,
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);
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@ -25,6 +25,8 @@ trace_tracy_memory = ["bevy_log/trace_tracy_memory"]
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wgpu_trace = ["bevy_render/wgpu_trace"]
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detailed_trace = ["bevy_utils/detailed_trace"]
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sysinfo_plugin = ["bevy_diagnostic/sysinfo_plugin"]
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# Image format support for texture loading (PNG and HDR are enabled by default)
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exr = ["bevy_render/exr"]
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hdr = ["bevy_render/hdr"]
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@ -34,6 +34,7 @@ The default feature set enables most of the expected features of a game engine,
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|ktx2|KTX2 compressed texture support|
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|multi-threaded|Enables multithreaded parallelism in the engine. Disabling it forces all engine tasks to run on a single thread.|
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|png|PNG image format support|
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|sysinfo_plugin|Enables system information diagnostic plugin|
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|tonemapping_luts|Include tonemapping Look Up Tables KTX2 files. If everything is pink, you need to enable this feature or change the `Tonemapping` method on your `Camera2dBundle` or `Camera3dBundle`.|
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|vorbis|OGG/VORBIS audio format support|
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|webgl2|Enable some limitations to be able to use WebGL2. Please refer to the [WebGL2 and WebGPU](https://github.com/bevyengine/bevy/tree/latest/examples#webgl2-and-webgpu) section of the examples README for more information on how to run Wasm builds with WebGPU.|
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