Commit graph

500 commits

Author SHA1 Message Date
Carter Anderson
8009af3879 Merge New Renderer 2021-11-22 23:57:42 -08:00
dataphract
1076a8f2b5 Document the new pipelined renderer (#3094)
This is a squash-and-rebase of @Ku95's documentation of the new renderer onto the latest `pipelined-rendering` branch.

Original PR is #2884.

Co-authored-by: dataphract <dataphract@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-11-16 03:37:48 +00:00
Niklas Eicker
d0f423d653 Assert compiler errors for compile_fail tests (#3067)
# Objective

bevy_ecs has several compile_fail tests that assert lifetime safety. In the past, these tests have been green for the wrong reasons (see e.g. #2984). This PR makes sure, that they will fail if the compiler error changes.

## Solution

Use [trybuild](https://crates.io/crates/trybuild) to assert the compiler errors.

The UI tests are in a separate crate that is not part of the Bevy workspace. This is to ensure that they do not break Bevy's crater builds. The tests get executed by the CI workflow on the stable toolchain.
2021-11-13 22:43:19 +00:00
François
ac06ea3d17 default features from bevy_asset and bevy_ecs can actually be disabled (#3097)
# Objective

- `bevy_ecs` exposes as an optional feature `bevy_reflect`. Disabling it doesn't compile.
- `bevy_asset` exposes as an optional feature `filesystem_watcher`. Disabling it doesn't compile. It is also not possible to disable this feature from Bevy

## Solution

- Fix compilation errors when disabling the default features. Make it possible to disable the feature `filesystem_watcher` from Bevy
2021-11-13 21:15:22 +00:00
François
b3cd48228b add detailed errors (#2994)
# Objective

- Improve error descriptions and help understand how to fix them
- I noticed one today that could be expanded, it seemed like a good starting point

## Solution

- Start something like https://github.com/rust-lang/rust/tree/master/compiler/rustc_error_codes/src/error_codes
- Remove sentence about Rust mutability rules which is not very helpful in the error message

I decided to start the error code with B for Bevy so that they're not confused with error code from rust (which starts with E)


Longer term, there are a few more evolutions that can continue this:
- the code samples should be compiled check, and even executed for some of them to check they have the correct error code in a panic
- the error could be build on a page in the website like https://doc.rust-lang.org/error-index.html
- most panic should have their own error code
2021-11-06 20:53:11 +00:00
Carter Anderson
fde5d2fe46 Add System Command apply and RenderGraph node spans (#3069)
This fills in most of the gaps in tracing visualizations and should help with discovering bottlenecks.
2021-11-06 20:15:36 +00:00
Marc Parenteau
225d6a138f remove Box from ExclusiveSystemFn (#3063)
Minor refactor to remove the boxing of the function pointer stored in ExclusiveSystemFn.
2021-11-04 20:55:28 +00:00
Yoh Deadfall
ffde86efa0 Update to edition 2021 on master (#3028)
Objective
During work on #3009 I've found that not all jobs use actions-rs, and therefore, an previous version of Rust is used for them. So while compilation and other stuff can pass, checking markup and Android build may fail with compilation errors.

Solution
This PR adds `action-rs` for any job running cargo, and updates the edition to 2021.
2021-10-27 00:12:14 +00:00
François
2f4bcc5bf7 Update for edition 2021 (#2997)
# Objective

- update for Edition 2021

## Solution

- remove the `resolver = "2"`
- update for https://doc.rust-lang.org/edition-guide/rust-2021/reserving-syntax.html by adding a few ` `
2021-10-25 18:00:13 +00:00
MinerSebas
6a8a8c9d21 Fix compile_fail tests (#2984)
# Objective

- Bevy has several `compile_fail` test
- #2254 added `#[derive(Component)]`
- Those tests now fail for a different reason.
- This was not caught as these test still "successfully" failed to compile.

## Solution

- Add `#[derive(Component)]` to the doctest
- Also changed their cfg attribute from `doc` to `doctest`, so that these tests don't appear when running `cargo doc` with `--document-private-items`
2021-10-18 20:39:51 +00:00
Boxy
099386f184 Fix unsound lifetime annotation on Query::get_component (#2964)
#2605 changed the lifetime annotations on `get_component` introducing unsoundness as you could keep the returned borrow even after using the query.

Example unsoundness:
```rust
use bevy::prelude::*;

fn main() {
    App::new()
        .add_startup_system(startup)
        .add_system(unsound)
        .run();
}

#[derive(Debug, Component, PartialEq, Eq)]
struct Foo(Vec<u32>);

fn startup(mut c: Commands) {
    let e = c.spawn().insert(Foo(vec![10])).id();
    c.insert_resource(e);
}

fn unsound(mut q: Query<&mut Foo>, res: Res<Entity>) {
    let foo = q.get_component::<Foo>(*res).unwrap();
    let mut foo2 = q.iter_mut().next().unwrap();

    let first_elem = &foo.0[0];
    for _ in 0..16 {
        foo2.0.push(12);
    }
    dbg!(*first_elem);
}
```
output:
`[src/main.rs:26] *first_elem = 0`
2021-10-15 16:59:29 +00:00
Jerome Humbert
f4776f2ec4 Add entity ID to expect() message (#2943)
Add the entity ID and generation to the expect() message of two
world accessors, to make it easier to debug use-after-free issues.
Coupled with e.g. bevy-inspector-egui which also displays the entity ID,
this makes it much easier to identify what entity is being misused.

# Objective

Make it easier to identity an entity being accessed after being deleted.

## Solution

Augment the error message of some `expect()` call with the entity ID and
generation. Combined with some external tool like `bevy-inspector-egui`, which
also displays the entity ID, this increases the chances to be able to identify
the entity, and therefore find the error that led to a use-after-despawn.
2021-10-10 23:04:05 +00:00
terrarier2111
db013b664e Fix typo (#2944) 2021-10-10 22:42:01 +00:00
Christopher Durham
0887f41b58 Fix bevy_ecs::schedule::executor_parallel::system span management (#2905)
# Objective

- Fixes #2904 (see for context)

## Solution

- Simply hoist span creation out of the threaded task
- Confirmed to solve the issue locally

Now all events have the full span parent tree up through `bevy_ecs::schedule::stage` all the way to `bevy_app::app::bevy_app` (and its parents in bevy-consumer code, if any).
2021-10-06 19:00:35 +00:00
Christopher Durham
a60fe30ada Avoid some format! into immediate format! (#2913)
# Objective

- Avoid usages of `format!` that ~immediately get passed to another `format!`. This avoids a temporary allocation and is just generally cleaner.

## Solution

- `bevy_derive::shader_defs` does a `format!("{}", val.to_string())`, which is better written as just `format!("{}", val)`
- `bevy_diagnostic::log_diagnostics_plugin` does a `format!("{:>}", format!(...))`, which is better written as `format!("{:>}", format_args!(...))`
- `bevy_ecs::schedule` does `tracing::info!(..., name = &*format!("{:?}", val))`, which is better written with the tracing shorthand `tracing::info!(..., name = ?val)`
- `bevy_reflect::reflect` does `f.write_str(&format!(...))`, which is better written as `write!(f, ...)` (this could also be written using `f.debug_tuple`, but I opted to maintain alt debug behavior)
- `bevy_reflect::serde::{ser, de}` do `serde::Error::custom(format!(...))`, which is better written as `Error::custom(format_args!(...))`, as `Error::custom` takes `impl Display` and just immediately calls `format!` again
2021-10-06 18:34:33 +00:00
Paweł Grabarz
07ed1d053e Implement and require #[derive(Component)] on all component structs (#2254)
This implements the most minimal variant of #1843 - a derive for marker trait. This is a prerequisite to more complicated features like statically defined storage type or opt-out component reflection.

In order to make component struct's purpose explicit and avoid misuse, it must be annotated with `#[derive(Component)]` (manual impl is discouraged for compatibility). Right now this is just a marker trait, but in the future it might be expanded. Making this change early allows us to make further changes later without breaking backward compatibility for derive macro users.

This already prevents a lot of issues, like using bundles in `insert` calls. Primitive types are no longer valid components as well. This can be easily worked around by adding newtype wrappers and deriving `Component` for them.

One funny example of prevented bad code (from our own tests) is when an newtype struct or enum variant is used. Previously, it was possible to write `insert(Newtype)` instead of `insert(Newtype(value))`. That code compiled, because function pointers (in this case newtype struct constructor) implement `Send + Sync + 'static`, so we allowed them to be used as components. This is no longer the case and such invalid code will trigger a compile error.


Co-authored-by: = <=>
Co-authored-by: TheRawMeatball <therawmeatball@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-10-03 19:23:44 +00:00
Daniel McNab
5ba2b9adcf Unique WorldId (#2827)
# Objective

Fixes these issues:
- `WorldId`s currently aren't necessarily unique
    - I want to guarantee that they're unique to safeguard my librarified version of https://github.com/bevyengine/bevy/discussions/2805
    - There probably hasn't been a collision yet, but they could technically collide
- `SystemId` isn't used for anything
  - It's no longer used now that `Locals` are stored within the `System`.
- `bevy_ecs` depends on rand

## Solution

- Instead of randomly generating `WorldId`s, just use an incrementing atomic counter, panicing on overflow.
- Remove `SystemId` 
    - We do need to allow Locals for exclusive systems at some point, but exclusive systems couldn't access their own `SystemId` anyway.
- Now that these don't depend on rand, move it to a dev-dependency

## Todo

Determine if `WorldId` should be `u32` based instead
2021-09-30 20:54:47 +00:00
Will Dixon
d158e0893e Fix panic on is_resource_* calls (#2828) (#2863)
Changed out unwraps to use if let syntax instead. Returning false when None.

Also modified an existing test to encompass these methods

This PR fixes #2828
2021-09-24 20:42:58 +00:00
Carter Anderson
08969a24b8 Modular Rendering (#2831)
This changes how render logic is composed to make it much more modular. Previously, all extraction logic was centralized for a given "type" of rendered thing. For example, we extracted meshes into a vector of ExtractedMesh, which contained the mesh and material asset handles, the transform, etc. We looked up bindings for "drawn things" using their index in the `Vec<ExtractedMesh>`. This worked fine for built in rendering, but made it hard to reuse logic for "custom" rendering. It also prevented us from reusing things like "extracted transforms" across contexts.

To make rendering more modular, I made a number of changes:

* Entities now drive rendering:
  * We extract "render components" from "app components" and store them _on_ entities. No more centralized uber lists! We now have true "ECS-driven rendering"
  * To make this perform well, I implemented #2673 in upstream Bevy for fast batch insertions into specific entities. This was merged into the `pipelined-rendering` branch here: #2815
* Reworked the `Draw` abstraction:
  * Generic `PhaseItems`: each draw phase can define its own type of "rendered thing", which can define its own "sort key"
  * Ported the 2d, 3d, and shadow phases to the new PhaseItem impl (currently Transparent2d, Transparent3d, and Shadow PhaseItems)
  * `Draw` trait and and `DrawFunctions` are now generic on PhaseItem
  * Modular / Ergonomic `DrawFunctions` via `RenderCommands`
    * RenderCommand is a trait that runs an ECS query and produces one or more RenderPass calls. Types implementing this trait can be composed to create a final DrawFunction. For example the DrawPbr DrawFunction is created from the following DrawCommand tuple. Const generics are used to set specific bind group locations:
        ```rust
         pub type DrawPbr = (
            SetPbrPipeline,
            SetMeshViewBindGroup<0>,
            SetStandardMaterialBindGroup<1>,
            SetTransformBindGroup<2>,
            DrawMesh,
        );
        ```
    * The new `custom_shader_pipelined` example illustrates how the commands above can be reused to create a custom draw function:
       ```rust
       type DrawCustom = (
           SetCustomMaterialPipeline,
           SetMeshViewBindGroup<0>,
           SetTransformBindGroup<2>,
           DrawMesh,
       );
       ``` 
* ExtractComponentPlugin and UniformComponentPlugin:
  * Simple, standardized ways to easily extract individual components and write them to GPU buffers
* Ported PBR and Sprite rendering to the new primitives above.
* Removed staging buffer from UniformVec in favor of direct Queue usage
  * Makes UniformVec much easier to use and more ergonomic. Completely removes the need for custom render graph nodes in these contexts (see the PbrNode and view Node removals and the much simpler call patterns in the relevant Prepare systems).
* Added a many_cubes_pipelined example to benchmark baseline 3d rendering performance and ensure there were no major regressions during this port. Avoiding regressions was challenging given that the old approach of extracting into centralized vectors is basically the "optimal" approach. However thanks to a various ECS optimizations and render logic rephrasing, we pretty much break even on this benchmark!
* Lifetimeless SystemParams: this will be a bit divisive, but as we continue to embrace "trait driven systems" (ex: ExtractComponentPlugin, UniformComponentPlugin, DrawCommand), the ergonomics of `(Query<'static, 'static, (&'static A, &'static B, &'static)>, Res<'static, C>)` were getting very hard to bear. As a compromise, I added "static type aliases" for the relevant SystemParams. The previous example can now be expressed like this: `(SQuery<(Read<A>, Read<B>)>, SRes<C>)`. If anyone has better ideas / conflicting opinions, please let me know!
* RunSystem trait: a way to define Systems via a trait with a SystemParam associated type. This is used to implement the various plugins mentioned above. I also added SystemParamItem and QueryItem type aliases to make "trait stye" ecs interactions nicer on the eyes (and fingers).
* RenderAsset retrying: ensures that render assets are only created when they are "ready" and allows us to create bind groups directly inside render assets (which significantly simplified the StandardMaterial code). I think ultimately we should swap this out on "asset dependency" events to wait for dependencies to load, but this will require significant asset system changes.
* Updated some built in shaders to account for missing MeshUniform fields
2021-09-23 06:16:11 +00:00
TheRawMeatball
29d4faa077 Make events reuse buffers (#2850)
I'm really curious why this wasn't the case already...
2021-09-22 21:45:37 +00:00
Federico Rinaldi
615d43b998 Improve bevy_ecs and bevy_app API docs where referenced by the new Bevy Book (#2365)
## Objective

The upcoming Bevy Book makes many references to the API documentation of bevy.

Most references belong to the first two chapters of the Bevy Book:

- bevyengine/bevy-website#176
- bevyengine/bevy-website#182

This PR attempts to improve the documentation of `bevy_ecs` and `bevy_app` in order to help readers of the Book who want to delve deeper into technical details.

## Solution

- Add crate and level module documentation
- Document the most important items (basically those included in the preludes), with the following style, where applicable:
    - **Summary.** Short description of the item.
    - **Second paragraph.** Detailed description of the item, without going too much in the implementation.
    - **Code example(s).**
    - **Safety or panic notes.**

## Collaboration

Any kind of collaboration is welcome, especially corrections, wording, new ideas and guidelines on where the focus should be put in.

---

### Related issues

- Fixes #2246
2021-09-17 18:00:29 +00:00
Hoidigan
34f0085ba0 Doc warnings (#2577)
Fixes #2576 

Add <> to links where needed, fix typo and refactored names, and add docs.rs links for external items.
2021-09-14 22:46:18 +00:00
Carter Anderson
11b41206eb Add upstream bevy_ecs and prepare for custom-shaders merge (#2815)
This updates the `pipelined-rendering` branch to use the latest `bevy_ecs` from `main`. This accomplishes a couple of goals:

1. prepares for upcoming `custom-shaders` branch changes, which were what drove many of the recent bevy_ecs changes on `main`
2. prepares for the soon-to-happen merge of `pipelined-rendering` into `main`. By including bevy_ecs changes now, we make that merge simpler / easier to review. 

I split this up into 3 commits:

1. **add upstream bevy_ecs**: please don't bother reviewing this content. it has already received thorough review on `main` and is a literal copy/paste of the relevant folders (the old folders were deleted so the directories are literally exactly the same as `main`).
2. **support manual buffer application in stages**: this is used to enable the Extract step. we've already reviewed this once on the `pipelined-rendering` branch, but its worth looking at one more time in the new context of (1).
3. **support manual archetype updates in QueryState**: same situation as (2).
2021-09-14 06:14:19 +00:00
taryn
b91541b6ef fix typo in events test assert message (#2821)
Fixing a 1-character typo in the failure message of an `assert_eq!` in the events tests.
2021-09-13 17:37:51 +00:00
Daniel McNab
e74f7a7335 Fix the new nightly CI errors (#2811)
# Objective

- CI is failing again
- These failures result from https://github.com/rust-lang/rust/pull/85200

## Solution

- Fix the errors which result from this by using the given fields
- I also removed the now unused `Debug` impl.

I suspect that we shouldn't use -D warnings for nightly CI - ideally we'd get a discord webhook message into some (non-#github) dedicated channel on warnings. 

But this does not implement that.
2021-09-12 23:40:22 +00:00
Charles Giguere
51a5070cd2 add get_single variant (#2793)
# Objective

The vast majority of `.single()` usage I've seen is immediately followed by a `.unwrap()`. Since it seems most people use it without handling the error, I think making it easier to just get what you want fast while also having a more verbose alternative when you want to handle the error could help.

## Solution

Instead of having a lot of `.unwrap()` everywhere, this PR introduces a `try_single()` variant that behaves like the current `.single()` and make the new `.single()` panic on error.
2021-09-10 20:23:50 +00:00
willolisp
cbe9e56d85 Fixes to World's documentation (#2790)
# Objective

Fixes #2787.

## Solution

Fixed doc syntax for `World`'s `get` and `get_mut` methods.
2021-09-09 12:26:43 +00:00
Daniel McNab
af20cad830 Add error messages for the spooky insertions (#2581)
# Objective

Sometimes, the unwraps in `entity_mut` could fail here, if the entity was despawned *before* this command was applied.

The simplest case involves two command buffers:
```rust
use bevy::prelude::*;
fn b(mut commands1: Commands, mut commands2: Commands) {
    let id = commands2.spawn().insert_bundle(()).id();
    commands1.entity(id).despawn();
}
fn main() {
    App::build().add_system(b.system()).run();
}
```

However, a more complicated version arises in the case of ambiguity:

```rust
use std::time::Duration;

use bevy::{app::ScheduleRunnerPlugin, prelude::*};
use rand::Rng;

fn cleanup(mut e: ResMut<Option<Entity>>) {
    *e = None;
}

fn sleep_randomly() {
    let mut rng = rand::thread_rng();
    std:🧵:sleep(Duration::from_millis(rng.gen_range(0..50)));
}

fn spawn(mut commands: Commands, mut e: ResMut<Option<Entity>>) {
    *e = Some(commands.spawn().insert_bundle(()).id());
}

fn despawn(mut commands: Commands, e: Res<Option<Entity>>) {
    let mut rng = rand::thread_rng();
    std:🧵:sleep(Duration::from_millis(rng.gen_range(0..50)));
    if let Some(e) = *e {
        commands.entity(e).despawn();
    }
}

fn main() {
    App::build()
        .add_system(cleanup.system().label("cleanup"))
        .add_system(sleep_randomly.system().label("before_despawn"))
        .add_system(despawn.system().after("cleanup").after("before_despawn"))
        .add_system(sleep_randomly.system().label("before_spawn"))
        .add_system(spawn.system().after("cleanup").after("before_spawn"))
        .insert_resource(None::<Entity>)
        .add_plugin(ScheduleRunnerPlugin::default())
        .run();
}
```

In the cases where this example crashes, it's because `despawn` was ordered before `spawn` in the topological ordering of systems (which determines when buffers are applied). However, `despawn` actually ran *after* `spawn`, because these systems are ambiguous, so the jiggles in the sleeping time triggered a case where this works.

## Solution

- Give a better error message
2021-09-01 20:59:25 +00:00
bilsen
35979922df Fix Option<NonSend<T>> and Option<NonSendMut<T>> (#2757)
# Objective
Fix `Option<NonSend<T>>` to work when T isn't `Send`
Fix `Option<NonSendMut<T>>` to work when T isnt in the world.

## Solution
Simple two row fix, properly initialize T in `OptionNonSendState` and remove `T: Component` bound for `Option<NonSendMut<T>>`
also added a rudimentary test


Co-authored-by: Ïvar Källström <ivar.kallstrom@gmail.com>
2021-08-31 20:52:21 +00:00
bilsen
c563dd094f Fix comment typos (#2737)
Fix some typos in system_param.rs

Co-authored-by: Ïvar Källström <ivar.kallstrom@gmail.com>
2021-08-31 20:09:38 +00:00
James Leflang
f38a6e670b Document QueryState (#2298)
# Objective

- QueryState is lacking documentation.

Fixes #2090 

## Solution

- Provide documentation that mirrors Query (as suggested in #2090) and modify as needed.


Co-authored-by: James Leflang <59455417+jleflang@users.noreply.github.com>
2021-08-25 23:56:24 +00:00
Carter Anderson
b47217bfab Spawn specific entities: spawn or insert operations, refactor spawn internals, world clearing (#2673)
This upstreams the code changes used by the new renderer to enable cross-app Entity reuse:

* Spawning at specific entities
* get_or_spawn: spawns an entity if it doesn't already exist and returns an EntityMut
* insert_or_spawn_batch: the batched equivalent to `world.get_or_spawn(entity).insert_bundle(bundle)`
* Clearing entities and storages
* Allocating Entities with "invalid" archetypes. These entities cannot be queried / are treated as "non existent". They serve as "reserved" entities that won't show up when calling `spawn()`. They must be "specifically spawned at" using apis like `get_or_spawn(entity)`.

In combination, these changes enable the "render world" to clear entities / storages each frame and reserve all "app world entities". These can then be spawned during the "render extract step".

This refactors "spawn" and "insert" code in a way that I think is a massive improvement to legibility and re-usability. It also yields marginal performance wins by reducing some duplicate lookups (less than a percentage point improvement on insertion benchmarks). There is also some potential for future unsafe reduction (by making BatchSpawner and BatchInserter generic). But for now I want to cut down generic usage to a minimum to encourage smaller binaries and faster compiles.

This is currently a draft because it needs more tests (although this code has already had some real-world testing on my custom-shaders branch). 

I also fixed the benchmarks (which currently don't compile!) / added new ones to illustrate batching wins.

After these changes, Bevy ECS is basically ready to accommodate the new renderer. I think the biggest missing piece at this point is "sub apps".
2021-08-25 23:34:02 +00:00
Garett Cooper
47ccebf486 Implement IntoSystemDescriptor for SystemDescriptor (#2718)
# Objective

- Fixes  #2716

## Solution

- Implements the the IntoSystemDescriptor trait for SystemDescriptor, which simply returns itself
2021-08-24 17:46:53 +00:00
Zicklag
e290a7e29c Implement Sub-App Labels (#2695)
This is a rather simple but wide change, and it involves adding a new `bevy_app_macros` crate. Let me know if there is a better way to do any of this!

---

# Objective

- Allow adding and accessing sub-apps by using a label instead of an index

## Solution

- Migrate the bevy label implementation and derive code to the `bevy_utils` and `bevy_macro_utils` crates and then add a new `SubAppLabel` trait to the `bevy_app` crate that is used when adding or getting a sub-app from an app.
2021-08-24 00:31:21 +00:00
bjorn3
d84c7f9066 Reduce visibility of various types and fields (#2690)
See the individual commits.
2021-08-19 20:02:25 +00:00
Georg Friedrich Schuppe
98a08cf495 feat: remove_component for ReflectComponent (#2682)
# Objective

While implementing a plugin for my rollback networking library, I needed to load/save parts of the world. For this, I made a WorldSnapshot that works quite like the current DynamicScene. Using a TypeRegistry to register component types I want to save/load and then using ReflectComponents methods to add or apply components of the given types. 

However, I noticed there is no method to remove components from entities through the ReflectComponent.

## Solution

I added a `remove_component` field to the `ReflectComponent` struct, as well as a `pub fn remove_component(&self, world: &mut World, entity: Entity)` to call that function in `remove_component`. This follows exactly the same pattern all other methods/fields in this struct look like.

This is an example how it could be used (at least how I would use it):
6c003f86f1/src/world_snapshot.rs (L133)
2021-08-18 20:57:58 +00:00
Carter Anderson
9d453530fa System Param Lifetime Split (#2605)
# Objective

Enable using exact World lifetimes during read-only access . This is motivated by the new renderer's need to allow read-only world-only queries to outlive the query itself (but still be constrained by the world lifetime).

For example:
115b170d1f/pipelined/bevy_pbr2/src/render/mod.rs (L774)

## Solution

Split out SystemParam state and world lifetimes and pipe those lifetimes up to read-only Query ops (and add into_inner for Res). According to every safety test I've run so far (except one), this is safe (see the temporary safety test commit). Note that changing the mutable variants to the new lifetimes would allow aliased mutable pointers (try doing that to see how it affects the temporary safety tests).

The new state lifetime on SystemParam does make `#[derive(SystemParam)]` more cumbersome (the current impl requires PhantomData if you don't use both lifetimes). We can make this better by detecting whether or not a lifetime is used in the derive and adjusting accordingly, but that should probably be done in its own pr.  

## Why is this a draft?

The new lifetimes break QuerySet safety in one very specific case (see the query_set system in system_safety_test). We need to solve this before we can use the lifetimes given.

This is due to the fact that QuerySet is just a wrapper over Query, which now relies on world lifetimes instead of `&self` lifetimes to prevent aliasing (but in systems, each Query has its own implied lifetime, not a centralized world lifetime).  I believe the fix is to rewrite QuerySet to have its own World lifetime (and own the internal reference). This will complicate the impl a bit, but I think it is doable. I'm curious if anyone else has better ideas.

Personally, I think these new lifetimes need to happen. We've gotta have a way to directly tie read-only World queries to the World lifetime. The new renderer is the first place this has come up, but I doubt it will be the last. Worst case scenario we can come up with a second `WorldLifetimeQuery<Q, F = ()>` parameter to enable these read-only scenarios, but I'd rather not add another type to the type zoo.
2021-08-15 20:51:53 +00:00
Carter Anderson
a89a954a17 Not me ... us (#2654)
I don't see much of a reason at this point to boost my name over anyone elses. We are all Bevy Contributors.
2021-08-15 20:08:52 +00:00
Martin Svanberg
96f0e02728 Implement Clone for Fetches (#2641)
# Objective

This:

```rust
use bevy::prelude::*;

fn main() {
    App::new()
    .add_system(test)
    .run();
}

fn test(entities: Query<Entity>) {
    let mut combinations = entities.iter_combinations_mut();
    while let Some([e1, e2]) = combinations.fetch_next() {    
        dbg!(e1);
    }
}
```

fails with the message "the trait bound `bevy::ecs::query::EntityFetch: std::clone::Clone` is not satisfied". 


## Solution

It works after adding the naive clone implementation to EntityFetch. I'm not super familiar with ECS internals, so I'd appreciate input on this.
2021-08-14 03:14:16 +00:00
Piotr Balcer
b13472dae4 fix missing paths in ECS SystemParam derive macro v2 (#2550)
This is an updated version of #1434 PR. I've encountered this macro problem while trying to use @woubuc's bevy-event-set crate.

Co-authored-by: Piotr Balcer <piotr@balcer.eu>
2021-08-11 01:32:58 +00:00
Hoidigan
49038d03f5 Remove with bundle filter (#2623)
# Objective

Fixes #2620

## Solution

Remove WithBundle filter and temporarily remove example for query_bundle.
2021-08-10 01:55:52 +00:00
Protowalker
03e2045c8d fix typo (paramater to parameter) (#2590)
there was a typo 👀 i fixed it 👀
2021-08-06 20:55:24 +00:00
Boxy
0b800e547b Fix some nightly clippy lints (#2522)
on nightly these two clippy lints fail:
- [needless_borrow](https://rust-lang.github.io/rust-clippy/master/#needless_borrow)
- [unused_unit](https://rust-lang.github.io/rust-clippy/master/#unused_unit)
2021-07-29 19:36:39 -07:00
Boxy
155068a090 Add 's (state) lifetime to Fetch (#2515)
Allows iterators to return things that borrow data from `QueryState`, needed this in my relations PR figure might be worth landing separately maybe
2021-07-29 21:14:22 +00:00
Boxy
5ffff03b33 Fix some nightly clippy lints (#2522)
on nightly these two clippy lints fail:
- [needless_borrow](https://rust-lang.github.io/rust-clippy/master/#needless_borrow)
- [unused_unit](https://rust-lang.github.io/rust-clippy/master/#unused_unit)
2021-07-29 20:52:15 +00:00
bjorn3
86cc70b902 Refactor ECS to reduce the dependency on a 1-to-1 mapping between components and real rust types (#2490)
# Objective

There is currently a 1-to-1 mapping between components and real rust types. This means that it is impossible for multiple components to be represented by the same rust type or for a component to not have a rust type at all. This means that component types can't be defined in languages other than rust like necessary for scripting or sandboxed (wasm?) plugins.

## Solution

Refactor `ComponentDescriptor` and `Bundle` to remove `TypeInfo`. `Bundle` now uses `ComponentId` instead. `ComponentDescriptor` is now always created from a rust type instead of through the `TypeInfo` indirection. A future PR may make it possible to construct a `ComponentDescriptor` from it's fields without a rust type being involved.
2021-07-28 19:29:12 +00:00
Boxy
4b6238d35a Remove empty module (#2558)
self explanatory
2021-07-28 03:10:55 +00:00
François
b724a0f586 Down with the system! (#2496)
# Objective

- Remove all the `.system()` possible.
- Check for remaining missing cases.

## Solution

- Remove all `.system()`, fix compile errors
- 32 calls to `.system()` remains, mostly internals, the few others should be removed after #2446
2021-07-27 23:42:36 +00:00
François
234b2efa71 Inline world get (#2520)
# Objective

While looking at the code of `World`, I noticed two basic functions (`get` and `get_mut`) that are probably called a lot and with simple code that are not `inline`

## Solution

- Add benchmark to check impact
- Add `#[inline]`


```
group                                            this pr                                main
-----                                            ----                                   ----
world_entity/50000_entities                      1.00   115.9±11.90µs        ? ?/sec    1.71   198.5±29.54µs        ? ?/sec
world_get/50000_entities_SparseSet               1.00   409.9±46.96µs        ? ?/sec    1.18   483.5±36.41µs        ? ?/sec
world_get/50000_entities_Table                   1.00   391.3±29.83µs        ? ?/sec    1.16   455.6±57.85µs        ? ?/sec
world_query_for_each/50000_entities_SparseSet    1.02   121.3±18.36µs        ? ?/sec    1.00   119.4±13.88µs        ? ?/sec
world_query_for_each/50000_entities_Table        1.03     13.8±0.96µs        ? ?/sec    1.00     13.3±0.54µs        ? ?/sec
world_query_get/50000_entities_SparseSet         1.00   666.9±54.36µs        ? ?/sec    1.03   687.1±57.77µs        ? ?/sec
world_query_get/50000_entities_Table             1.01   584.4±55.12µs        ? ?/sec    1.00   576.3±36.13µs        ? ?/sec
world_query_iter/50000_entities_SparseSet        1.01   169.7±19.50µs        ? ?/sec    1.00   168.6±32.56µs        ? ?/sec
world_query_iter/50000_entities_Table            1.00     26.2±1.38µs        ? ?/sec    1.91     50.0±4.40µs        ? ?/sec
```

I didn't add benchmarks for the mutable path but I don't see how it could hurt to make it inline too...
2021-07-27 23:19:26 +00:00
bjorn3
6d6bc2a8b4 Merge AppBuilder into App (#2531)
This is extracted out of eb8f973646476b4a4926ba644a77e2b3a5772159 and includes some additional changes to remove all references to AppBuilder and fix examples that still used App::build() instead of App::new(). In addition I didn't extract the sub app feature as it isn't ready yet.

You can use `git diff --diff-filter=M eb8f973646476b4a4926ba644a77e2b3a5772159` to find all differences in this PR. The `--diff-filtered=M` filters all files added in the original commit but not in this commit away.

Co-Authored-By: Carter Anderson <mcanders1@gmail.com>
2021-07-27 20:21:06 +00:00
Boxy
c83a184e2f Dedupe move logic in remove_bundle and remove_bundle_intersection (#2521)
This logic was in both `remove_bundle` and ` remove_bundle_intersection` but only differed by whether we call `.._forget_missing_..` or `.._drop_missing_..`
2021-07-27 05:16:47 +00:00
Carter Anderson
2e99d84cdc remove .system from pipelined code (#2538)
Now that we have main features, lets use them!
2021-07-26 23:44:23 +00:00
Carter Anderson
955c79f299 adapt to upstream changes 2021-07-24 16:43:37 -07:00
Carter Anderson
ac6b27925e fix clippy 2021-07-24 16:43:37 -07:00
Robert Swain
b1a91a823f bevy_pbr2: Add support for most of the StandardMaterial textures (#4)
* bevy_pbr2: Add support for most of the StandardMaterial textures

Normal maps are not included here as they require tangents in a vertex attribute.

* bevy_pbr2: Ensure RenderCommandQueue is ready for PbrShaders init

* texture_pipelined: Add a light to the scene so we can see stuff

* WIP bevy_pbr2: back to front sorting hack

* bevy_pbr2: Uniform control flow for texture sampling in pbr.frag

From 'fintelia' on the Bevy Render Rework Round 2 discussion:

"My understanding is that GPUs these days never use the "execute both branches
and select the result" strategy. Rather, what they do is evaluate the branch
condition on all threads of a warp, and jump over it if all of them evaluate to
false. If even a single thread needs to execute the if statement body, however,
then the remaining threads are paused until that is completed."

* bevy_pbr2: Simplify texture and sampler names

The StandardMaterial_ prefix is no longer needed

* bevy_pbr2: Match default 'AmbientColor' of current bevy_pbr for now

* bevy_pbr2: Convert from non-linear to linear sRGB for the color uniform

* bevy_pbr2: Add pbr_pipelined example

* Fix view vector in pbr frag to work in ortho

* bevy_pbr2: Use a 90 degree y fov and light range projection for lights

* bevy_pbr2: Add AmbientLight resource

* bevy_pbr2: Convert PointLight color to linear sRGB for use in fragment shader

* bevy_pbr2: pbr.frag: Rename PointLight.projection to view_projection

The uniform contains the view_projection matrix so this was incorrect.

* bevy_pbr2: PointLight is an OmniLight as it has a radius

* bevy_pbr2: Factoring out duplicated code

* bevy_pbr2: Implement RenderAsset for StandardMaterial

* Remove unnecessary texture and sampler clones

* fix comment formatting

* remove redundant Buffer:from

* Don't extract meshes when their material textures aren't ready

* make missing textures in the queue step an error

Co-authored-by: Aevyrie <aevyrie@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-07-24 16:43:37 -07:00
Carter Anderson
13ca00178a bevy_render now uses wgpu directly 2021-07-24 16:43:37 -07:00
Robert Swain
01116b1fdb StandardMaterial flat values (#3)
StandardMaterial flat values
2021-07-24 16:43:37 -07:00
Carter Anderson
579c769f7c Fix ExclusiveSystemCoerced so it updates system with new archetypes 2021-07-24 16:43:37 -07:00
Carter Anderson
3400fb4e61 SubGraphs, Views, Shadows, and more 2021-07-24 16:43:37 -07:00
StarArawn
cdf06ea293 Added compute to the new pipelined renderer. 2021-07-24 16:43:37 -07:00
Carter Anderson
4ac2ed7cc6 pipelined rendering proof of concept 2021-07-24 16:43:37 -07:00
Carter Anderson
e167a1d9cf Relicense Bevy under the dual MIT or Apache-2.0 license (#2509)
This relicenses Bevy under the dual MIT or Apache-2.0 license. For rationale, see #2373.

* Changes the LICENSE file to describe the dual license. Moved the MIT license to docs/LICENSE-MIT. Added the Apache-2.0 license to docs/LICENSE-APACHE. I opted for this approach over dumping both license files at the root (the more common approach) for a number of reasons:
  * Github links to the "first" license file (LICENSE-APACHE) in its license links (you can see this in the wgpu and rust-analyzer repos). People clicking these links might erroneously think that the apache license is the only option. Rust and Amethyst both use COPYRIGHT or COPYING files to solve this problem, but this creates more file noise (if you do everything at the root) and the naming feels way less intuitive. 
  * People have a reflex to look for a LICENSE file. By providing a single license file at the root, we make it easy for them to understand our licensing approach. 
  * I like keeping the root clean and noise free
  * There is precedent for putting the apache and mit license text in sub folders (amethyst) 
* Removed the `Copyright (c) 2020 Carter Anderson` copyright notice from the MIT license. I don't care about this attribution, it might make license compliance more difficult in some cases, and it didn't properly attribute other contributors. We shoudn't replace it with something like "Copyright (c) 2021 Bevy Contributors" because "Bevy Contributors" is not a legal entity. Instead, we just won't include the copyright line (which has precedent ... Rust also uses this approach).
* Updates crates to use the new "MIT OR Apache-2.0" license value
* Removes the old legion-transform license file from bevy_transform. bevy_transform has been its own, fully custom implementation for a long time and that license no longer applies.
* Added a License section to the main readme
* Updated our Bevy Plugin licensing guidelines.

As a follow-up we should update the website to properly describe the new license.

Closes #2373
2021-07-23 21:11:51 +00:00
Boxy
ba2916c45a move get_insert_bundle_info (#2508)
I had to move this out in my relations PR and its causing a large diff so I figure I could just do this separately
2021-07-21 21:42:52 +00:00
Federico Rinaldi
0c62b28d6d Fix typo in QueryComponentError message (#2498)
There was a typo, I believe.
2021-07-21 07:11:31 +00:00
Alexander Sepity
f6dbc25bd9 Optional .system(), part 6 (chaining) (#2494)
# Objective

- Continue work of #2398 and friends.
- Make `.system()` optional in chaining.

## Solution

- Slight change to `IntoChainSystem` signature and implementation.
- Remove some usages of `.system()` in the chaining example, to verify the implementation.

---

I swear, I'm not splitting these up on purpose, I just legit forgot about most of the things where `System` appears in public API, and my trait usage explorer mingles that with the gajillion internal uses.

In case you're wondering what happened to part 5, #2446 ate it.
2021-07-17 19:14:18 +00:00
Nathan Ward
ecb78048cf [ecs] Improve Commands performance (#2332)
# Objective

- Currently `Commands` are quite slow due to the need to allocate for each command and wrap it in a `Box<dyn Command>`.
- For example:
```rust
fn my_system(mut cmds: Commands) {
    cmds.spawn().insert(42).insert(3.14);
}
```
will have 3 separate `Box<dyn Command>` that need to be allocated and ran.

## Solution

- Utilize a specialized data structure keyed `CommandQueueInner`. 
- The purpose of `CommandQueueInner` is to hold a collection of commands in contiguous memory. 
- This allows us to store each `Command` type contiguously in memory and quickly iterate through them and apply the `Command::write` trait function to each element.
2021-07-16 19:57:20 +00:00
bjorn3
ebd10681ac Remove unused deps (#2455)
# Objective

Reduce compilation time

# Solution

Remove unused dependencies. While this PR doesn't remove any crates from `Cargo.lock`, it may unlock more build parallelism.
2021-07-14 20:52:50 +00:00
François
5c4909dbb2 update archetypes for run criterias (#2177)
fixes #2000 

archetypes were not updated for run criteria on a stage or on a system set
2021-07-13 22:12:21 +00:00
Ryan Scheel
b48ee02feb Make Remove Command's fields public (#2449)
In #2034, the `Remove` Command did not get the same treatment as the rest of the commands. There's no discussion saying it shouldn't have public fields, so I am assuming it was an oversight. This fixes that oversight.
2021-07-12 19:48:48 +00:00
Alexander Sepity
11485decca Optional .system(), part 4 (run criteria) (#2431)
# Objective

- Continue work of #2398 and friends.
- Make `.system()` optional in run criteria APIs.

## Solution

- Slight change to `RunCriteriaDescriptorCoercion` signature and implementors.
- Implement `IntoRunCriteria` for `IntoSystem` rather than `System`.
- Remove some usages of `.system()` with run criteria in tests of `stage.rs`, to verify the implementation.
2021-07-08 07:18:00 +00:00
François
b52edc107d use discord vanity link (#2420)
# Objective

I wanted to send the Bevy discord link to someone but couldn't find a pretty link to copy paste 

## Solution

Use the vanity link we have for discord
2021-07-01 20:41:42 +00:00
MinerSebas
b911a005d9 Mention creation of disjoint Querys with Without<T> in conflicting access Panic (#2413)
# Objective

Beginners semi-regularly appear on the Discord asking for help with using `QuerySet` when they have a system with conflicting data access.
This happens because the Resulting Panic message only mentions `QuerySet` as a solution, even if in most cases `Without<T>` was enough to solve the problem.

## Solution

Mention the usage of `Without<T>` to create disjoint queries as an alternative to `QuerySet`

## Open Questions

- Is `disjoint` a too technical/mathematical word?
- Should `Without<T>` be mentioned before or after `QuerySet`?
  - Before: Using `Without<T>` should be preferred and mentioning it first reinforces this for a reader.
  - After: The Panics can be very long and a Reader could skip to end and only see the `QuerySet`


Co-authored-by: MinerSebas <66798382+MinerSebas@users.noreply.github.com>
2021-07-01 20:20:11 +00:00
Alexander Sepity
afb33234db Optional .system(), part 3 (#2422)
# Objective

- Continue work of #2398 and #2403.
- Make `.system()` syntax optional when using `.config()` API.

## Solution

- Introduce new prelude trait, `ConfigurableSystem`, that shorthands `my_system.system().config(...)` as `my_system.config(...)`.
- Expand `configure_system_local` test to also cover the new syntax.
2021-07-01 19:09:34 +00:00
Nathan Ward
c8e2415eaf [ecs] add StorageType documentation (#2394)
# Objective

- Add inline documentation for `StorageType`.
- Currently the README in `bevy_ecs` provides docs for `StorageType`, however, adding addition inline docs makes it simpler for users who are actively reading the source code.

## Solution
- Add inline docs.
2021-06-30 16:38:24 +00:00
Alexander Sepity
10f2dd3ec5 Optional .system(), part 2 (#2403)
# Objective

- Extend work done in #2398.
- Make `.system()` syntax optional when using system descriptor API.

## Solution

- Slight change to `ParallelSystemDescriptorCoercion` signature and implementors.

---

I haven't touched exclusive systems, because it looks like the only two other solutions are going back to doubling our system insertion methods, or starting to lean into stageless. The latter will invalidate the former, so I think exclusive systems should remian pariahs until stageless.

I can grep & nuke `.system()` thorughout the codebase now, which might take a while, or we can do that in subsequent PR(s).
2021-06-29 19:47:46 +00:00
Daniel McNab
c893b99224 Optional .system (#2398)
This can be your 6 months post-christmas present.

# Objective

- Make `.system` optional
- yeet
- It's ugly
- Alternative title: `.system` is dead; long live `.system`
- **yeet**

## Solution

- Use a higher ranked lifetime, and some trait magic.

N.B. This PR does not actually remove any `.system`s, except in a couple of examples. Once this is merged we can do that piecemeal across crates, and decide on syntax for labels.
2021-06-27 00:40:09 +00:00
MinerSebas
b8f3d9c365 Allow Option<NonSend<T>> and Option<NonSendMut<T>> as SystemParam (#2345)
# Objective

Currently, you can add `Option<Res<T>` or `Option<ResMut<T>` as a SystemParam, if the Resource could potentially not exist, but this functionality doesn't exist for `NonSend` and `NonSendMut`

## Solution

Adds implementations to use `Option<NonSend<T>>` and Option<NonSendMut<T>> as SystemParams.
2021-06-26 19:29:38 +00:00
Nathan Ward
00d8d5d5a0 fix clippy warning failing on CI (#2353)
# Objective

- CI jobs are starting to fail due to `clippy::bool-assert-comparison` and `clippy::single_component_path_imports` being triggered.

## Solution

- Fix all uses where `asset_eq!(<condition>, <bool>)` could be replace by `assert!`
- Move the `#[allow()]` for `single_component_path_imports` to `#![allow()]` at the start of the files.
2021-06-18 00:08:39 +00:00
Nathan Ward
b07b2f524e implement DetectChanges for NonSendMut (#2326)
# Objective

- The `DetectChanges` trait is used for types that detect change on mutable access (such as `ResMut`, `Mut`, etc...)
- `DetectChanges` was not implemented for `NonSendMut`

## Solution

- implement `NonSendMut` in terms of `DetectChanges`
2021-06-09 19:02:00 +00:00
MinerSebas
63047b2417 Fix bad bounds for NonSend SystemParams (#2325)
# Objective

Currently, you can't call `is_added` or `is_changed` on a `NonSend` SystemParam, unless the Resource is a Component (implements `Send` and `Sync`). 
This defeats the purpose of providing change detection for NonSend Resources.
While fixing this, I also noticed that `NonSend` does not have a bound at all on its struct.

## Solution

Change the bounds of `T` to always be `'static`.
2021-06-09 19:01:59 +00:00
Niklas Eicker
cebb553bff Add a readme to bevy_ecs (#2028)
[RENDERED](https://github.com/NiklasEi/bevy/blob/ecs_readme/crates/bevy_ecs/README.md)

Since I am trying to learn more about Bevy ECS at the moment, I thought this issue is a perfect fit.

This PR adds a readme to the `bevy_ecs` crate containing a minimal running example of stand alone `bevy_ecs`. Unique features like customizable component storage, Resources or change detection are introduced. For each of these features the readme links to an example in a newly created examples directory inside the `bevy_esc` crate.

Resolves #2008 

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-06-08 01:57:24 +00:00
Nathan Ward
19db1e402b [ecs] implement is_empty for queries (#2271)
## Problem
- The `Query` struct does not provide an easy way to check if it is empty. 
- Specifically, users have to use `.iter().peekable()` or `.iter().next().is_none()` which is not very ergonomic. 
- Fixes: #2270 

## Solution
- Implement an `is_empty` function for queries to more easily check if the query is empty.
2021-06-02 20:50:06 +00:00
Carter Anderson
a20dc36c8c Add new SystemState and rename old SystemState to SystemMeta (#2283)
This enables `SystemParams` to be used outside of function systems. Anything can create and store `SystemState`, which enables efficient "param state cached" access to `SystemParams`.

It adds a `ReadOnlySystemParamFetch` trait, which enables safe `SystemState::get` calls without unique world access.

I renamed the old `SystemState` to `SystemMeta` to enable us to mirror the `QueryState` naming convention (but I'm happy to discuss alternative names if people have other ideas). I initially pitched this as `ParamState`, but given that it needs to include full system metadata, that doesn't feel like a particularly accurate name.

```rust
#[derive(Eq, PartialEq, Debug)]
struct A(usize);

#[derive(Eq, PartialEq, Debug)]
struct B(usize);

let mut world = World::default();
world.insert_resource(A(42));
world.spawn().insert(B(7));

// we get nice lifetime elision when declaring the type on the left hand side
let mut system_state: SystemState<(Res<A>, Query<&B>)> = SystemState::new(&mut world);
let (a, query) = system_state.get(&world);
assert_eq!(*a, A(42), "returned resource matches initial value");
assert_eq!(
    *query.single().unwrap(),
    B(7),
    "returned component matches initial value"
);

// mutable system params require unique world access
let mut system_state: SystemState<(ResMut<A>, Query<&mut B>)> = SystemState::new(&mut world);
let (a, query) = system_state.get_mut(&mut world);

// static lifetimes are required when declaring inside of structs
struct SomeContainer {
  state: SystemState<(Res<'static, A>, Res<'static, B>)>
}

// this can be shortened using type aliases, which will be useful for complex param tuples
type MyParams<'a> = (Res<'a, A>, Res<'a, B>);
struct SomeContainer {
  state: SystemState<MyParams<'static>>
}

// It is the user's responsibility to call SystemState::apply(world) for parameters that queue up work   
let mut system_state: SystemState<(Commands, Query<&B>)> = SystemState::new(&mut world);
{
  let (mut commands, query) = system_state.get(&world);
  commands.insert_resource(3.14);
}
system_state.apply(&mut world);
```

## Future Work

* Actually use SystemState inside FunctionSystem. This would be trivial, but it requires FunctionSystem to wrap SystemState in Option in its current form (which complicates system metadata lookup). I'd prefer to hold off until we adopt something like the later designs linked in #1364, which enable us to contruct Systems using a World reference (and also remove the need for `.system`).
* Consider a "scoped" approach to automatically call SystemState::apply when systems params are no longer being used (either a container type with a Drop impl, or a function that takes a closure for user logic operating on params).
2021-06-02 19:57:38 +00:00
thebluefish
f45dbe5bac Fixes dropping empty BlobVec (#2295)
When dropping the data, we originally only checked the size of an individual item instead of the size of the allocation. However with a capacity of 0, we attempt to deallocate a pointer which was not the result of allocation. That is, an item of `Layout { size_: 8, align_: 8 }` produces an array of `Layout { size_: 0, align_: 8 }` when `capacity = 0`.

Fixes #2294
2021-06-02 19:08:39 +00:00
François
6301b728ea remove commented code and TODO as it's not actually possible (#2289)
Fixing it was tried in #2069 and deemed not possible (https://github.com/bevyengine/bevy/pull/2069#issuecomment-841775844)

Other possibility would be to change the TODO to note the dependency on chalk integration.
2021-06-02 02:30:15 +00:00
Nathan Ward
0b67084e10 [assets] fix Assets being set as 'changed' each frame (#2280)
## Objective
- Fixes: #2275 
- `Assets` were being flagged as 'changed' each frame regardless of if the assets were actually being updated. 

## Solution
- Only have `Assets` change detection be triggered when the collection is actually modified. 
- This includes utilizing `ResMut` further down the stack instead of a `&mut Assets` directly.
2021-06-02 02:30:14 +00:00
Paweł Grabarz
1214ddabb7 drop overwritten component data on double insert (#2227)
Continuing the work on reducing the safety footguns in the code, I've removed one extra `UnsafeCell` in favour of safe `Cell` usage inisde `ComponentTicks`. That change led to discovery of misbehaving component insert logic, where data wasn't properly dropped when overwritten. Apart from that being fixed, some method names were changed to better convey the "initialize new allocation" and "replace existing allocation" semantic.

Depends on #2221, I will rebase this PR after the dependency is merged. For now, review just the last commit.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-05-30 20:15:40 +00:00
Nathan Ward
173bb48d78 Refactor ResMut/Mut/ReflectMut to remove duplicated code (#2217)
`ResMut`, `Mut` and `ReflectMut` all share very similar code for change detection.
This PR is a first pass at refactoring these implementation and removing a lot of the duplicated code.

Note, this introduces a new trait `ChangeDetectable`.

Please feel free to comment away and let me know what you think!
2021-05-30 19:29:31 +00:00
Paweł Grabarz
052094757a reduce tricky unsafety and simplify table structure (#2221)
I've noticed that we are overusing interior mutability of the Table data, where in many cases we already own a unique reference to it. That prompted a slight refactor aiming to reduce number of safety constraints that must be manually upheld. Now the majority of those are just about avoiding bound checking, which is relatively easy to prove right.

Another aspect is reducing the complexity of Table struct. Notably, we don't ever use archetypes stored there, so this whole thing goes away. Capacity and grow amount were mostly superficial, as we are already using Vecs inside anyway, so I've got rid of those too. Now the overall table capacity is being driven by the internal entity Vec capacity. This has a side effect of automatically implementing exponential growth pattern for BitVecs reallocations inside Table, which to my measurements slightly improves performance in tests that are heavy on inserts. YMMV, but I hope that those tests were at least remotely correct.
2021-05-24 23:21:19 +00:00
Yoh Deadfall
653c10371e Use bevy_reflect as path in case of no direct references (#1875)
Fixes #1844


Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-05-19 19:03:36 +00:00
Nathan Ward
a42343d847 Optimize Events::extend and impl std::iter::Extend (#2207)
The previous implementation of `Events::extend` iterated through each event and manually `sent` it via `Events:;send`.
However, this could be a minor performance hit since calling `Vec::push` in a loop is not optimal.
This refactors the code to use `Vec::extend`.
2021-05-19 18:41:46 +00:00
Nathan Ward
29bc4e3657 Fix Events::<drain/clear> bug (#2206)
Taken from #2145

On draining and clearing, dangling `EventReaders` would not read into the correct event offset.
2021-05-19 03:41:28 +00:00
Nathan Ward
9eb1aeee48 Expose set_changed() on ResMut and Mut (#2208)
This new api stems from this [discord conversation](https://discord.com/channels/691052431525675048/742569353878437978/844057268172357663).

This exposes a public facing `set_changed` method on `ResMut` and `Mut`.

As a side note: `ResMut` and `Mut` have a lot of duplicated code, I have a PR I may put up later that refactors these commonalities into a trait.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-05-18 19:25:58 +00:00
Paweł Grabarz
93cc7219bc small ecs cleanup and remove_bundle drop bugfix (#2172)
- simplified code around archetype generations a little bit, as the special case value is not actually needed
- removed unnecessary UnsafeCell around pointer value that is never updated through shared references
- fixed and added a test for correct drop behaviour when removing sparse components through remove_bundle command
2021-05-18 19:25:57 +00:00
Daniel Burrows
d4ffa3f490 Document what Config is and how to use it. (#2185)
While trying to figure out how to implement a `SystemParam`, I spent a
long time looking for a feature that would do exactly what `Config`
does.  I ignored it at first because all the examples I could find used
`()` and I couldn't see a way to modify it.

This is documented in other places, but `Config` is a logical place to
include some breadcrumbs.  I've added some text that gives a brief
overview of what `Config` is for, and links to the existing docs on
`FunctionSystem::config` for more details.

This would have saved me from embarrassing myself by filing https://github.com/bevyengine/bevy/issues/2178.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-05-18 00:10:18 +00:00
Federico Rinaldi
1f0988be87 Improve legibility of RunOnce::run_unsafe param (#2181)
During PR #2046 @cart suggested that the `(): ()` notation is less legible than `_input: ()`. The first notation still managed to slip in though. This PR applies the second writing.
2021-05-18 00:10:17 +00:00
Paweł Grabarz
a81fb7aa7e Add a method iter_combinations on query to iterate over combinations of query results (#1763)
Related to [discussion on discord](https://discord.com/channels/691052431525675048/742569353878437978/824731187724681289)

With const generics, it is now possible to write generic iterator over multiple entities at once.

This enables patterns of query iterations like

```rust
for [e1, e2, e3] in query.iter_combinations() {
   // do something with relation of all three entities
}
```

The compiler is able to infer the correct iterator for given size of array, so either of those work
```rust
for [e1, e2] in query.iter_combinations()  { ... }
for [e1, e2, e3] in query.iter_combinations()  { ... }
```

This feature can be very useful for systems like collision detection.

When you ask for permutations of size K of N entities:
- if K == N, you get one result of all entities
- if K < N, you get all possible subsets of N with size K, without repetition
- if K > N, the result set is empty (no permutation of size K exist)

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-05-17 23:33:47 +00:00
Andre Popovitch
cb98d31b27 Impl AsRef+AsMut for Res, ResMut, and Mut (#2189)
This can save users from having to type `&*X` all the time at the cost of some complexity in the type signature. For instance, this allows me to accommodate @jakobhellermann's suggestion in #1799 without requiring users to type `&*windows` 99% of the time.
2021-05-17 23:07:19 +00:00
Paweł Grabarz
3cf10e2ef2 prevent memory leak when dropping ParallelSystemContainer (#2176)
`ParallelSystemContainer`'s `system` pointer was extracted from box, but it was never deallocated. This change adds missing drop implementation that cleans up that memory.
2021-05-17 20:01:25 +00:00
bjorn3
1d652941ea Some cleanups (#2170)
The first commit monomorphizes `add_system_inner` which I think was intended to be monomorphized anyway. The second commit moves the type argument of `GraphNode` to an associated type.
2021-05-17 19:06:05 +00:00
Jonas Matser
d1f40148fd Allows a number of clippy lints and fixes 2 (#1999)
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-05-14 20:37:32 +00:00
Nathan Ward
883abbb27a [bevy_ecs] Cleanup SparseSetIndex impls (#2099)
Problem:
- SparseSetIndex trait implementations had a lot of duplicated code.

Solution:
- Utilize a macro to implement the trait for a generic type.
2021-05-07 00:46:54 +00:00
TheRawMeatball
ce6889b9a8 Implement direct mutable dereferencing (#2100)
This PR adds a way to get the underlying mutable reference for it's full lifetime.

Context:
https://discord.com/channels/691052431525675048/692572690833473578/839255317287796796
2021-05-05 19:35:07 +00:00
bjorn3
3af3334cfe Various cleanups (#2046)
This includes a few safety improvements and a variety of other cleanups. See the individual commits.
2021-05-01 20:07:06 +00:00
forbjok
1e0c950004 Implement Debug for Res and ResMut (#2050)
This commit adds blanket implementations of Debug for Res and ResMut, as discussed in https://github.com/bevyengine/bevy/issues/2048.
2021-05-01 02:32:32 +00:00
TheRawMeatball
dbf519c1d7 Fix unsoundness in Query::for_each_mut (#2045) 2021-04-29 18:12:07 +00:00
CGMossa
86ad5bf420 Adding WorldQuery for WithBundle (#2024)
In response to #2023, here is a draft for a PR. 

Fixes #2023

I've added an example to show how to use `WithBundle`, and also to test it out. 

Right now there is a bug: If a bundle and a query are "the same", then it doesn't filter out
what it needs to filter out. 

Example: 

```
Print component initated from bundle.
[examples/ecs/query_bundle.rs:57] x = Dummy( <========= This should not get printed
    111,
)
[examples/ecs/query_bundle.rs:57] x = Dummy(
    222,
)
Show all components
[examples/ecs/query_bundle.rs:50] x = Dummy(
    111,
)
[examples/ecs/query_bundle.rs:50] x = Dummy(
    222,
)
```

However, it behaves the right way, if I add one more component to the bundle,
so the query and the bundle doesn't look the same:

```
Print component initated from bundle.
[examples/ecs/query_bundle.rs:57] x = Dummy(
    222,
)
Show all components
[examples/ecs/query_bundle.rs:50] x = Dummy(
    111,
)
[examples/ecs/query_bundle.rs:50] x = Dummy(
    222,
)
```

I hope this helps. I'm definitely up for tinkering with this, and adding anything that I'm asked to add
or change. 





Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-04-28 21:03:10 +00:00
deprilula28
cdb9097ed4 Make Command's public? (#2034)
I'm using Bevy ECS in a project of mine and I'd like to do world changes asynchronously. 

The current public API for creating entities, `Commands` , has a lifetime that restricts it from being sent across threads. `CommandQueue` on the other hand is a Vec of commands that can be later ran on a World. 

So far this is all public, but the commands themselves are private API. I know the intented use is with `Commands`, but that's not possible for my use case as I mentioned, and so I simply copied over the code for the commands I need and it works. Obviously, this isn't a nice solution, so I'd like to ask if it's not out of scope to make the commands public?
2021-04-28 20:08:33 +00:00
bjorn3
2fcd8a3fb0 Monomorphize various things (#1914)
Based on #1910

This shrinks breakout from 310k to 293k. Most of the win is in outlining the drop glue of `App`. The other two commits save about 800 bytes total when using two empty systems and two simple resources.

After this PR the full disassembly for

```rust
fn main() {
    App::build().run();
}
```

is about as minimal as it gets, so pretty much all other costs scale linear in the amount of resources, systems, etc.

```asm
0000000000001100 <_ZN4core3ptr54drop_in_place$LT$bevy_app..app_builder..AppBuilder$GT$17h76850422c20653deE>:
    1100:       ff 25 52 21 00 00       jmpq   *0x2152(%rip)        # 3258 <_ZN60_$LT$bevy_app..app..App$u20$as$u20$core..ops..drop..Drop$GT$4drop17h67d177ae549d917bE@Base>
    1106:       cc                      int3   
    1107:       cc                      int3   
    1108:       cc                      int3   
    1109:       cc                      int3   
    110a:       cc                      int3   
    110b:       cc                      int3   
    110c:       cc                      int3   
    110d:       cc                      int3   
    110e:       cc                      int3   
    110f:       cc                      int3   

0000000000001110 <_ZN8breakout4main17h7cbe07b319de1042E>:
    1110:       53                      push   %rbx
    1111:       48 81 ec 00 03 00 00    sub    $0x300,%rsp
    1118:       48 8d 5c 24 08          lea    0x8(%rsp),%rbx
    111d:       48 89 df                mov    %rbx,%rdi
    1120:       ff 15 3a 21 00 00       callq  *0x213a(%rip)        # 3260 <_ZN8bevy_app3app3App5build17h8b0ea6be9050d6ccE@Base>
    1126:       48 89 df                mov    %rbx,%rdi
    1129:       ff 15 39 21 00 00       callq  *0x2139(%rip)        # 3268 <_ZN8bevy_app11app_builder10AppBuilder3run17hfc8cf50692acdbdeE@Base>
    112f:       48 8d 7c 24 08          lea    0x8(%rsp),%rdi
    1134:       ff 15 1e 21 00 00       callq  *0x211e(%rip)        # 3258 <_ZN60_$LT$bevy_app..app..App$u20$as$u20$core..ops..drop..Drop$GT$4drop17h67d177ae549d917bE@Base>
    113a:       48 81 c4 00 03 00 00    add    $0x300,%rsp
    1141:       5b                      pop    %rbx
    1142:       c3                      retq   
    1143:       48 89 c3                mov    %rax,%rbx
    1146:       48 8d 7c 24 08          lea    0x8(%rsp),%rdi
    114b:       e8 b0 ff ff ff          callq  1100 <_ZN4core3ptr54drop_in_place$LT$bevy_app..app_builder..AppBuilder$GT$17h76850422c20653deE>
    1150:       48 89 df                mov    %rbx,%rdi
    1153:       e8 18 01 00 00          callq  1270 <_Unwind_Resume@plt>
    1158:       0f 0b                   ud2    
    115a:       cc                      int3   
    115b:       cc                      int3   
    115c:       cc                      int3   
    115d:       cc                      int3   
    115e:       cc                      int3   
    115f:       cc                      int3   

0000000000001160 <main>:
    1160:       48 83 ec 08             sub    $0x8,%rsp
    1164:       48 89 f1                mov    %rsi,%rcx
    1167:       48 63 d7                movslq %edi,%rdx
    116a:       48 8d 05 9f ff ff ff    lea    -0x61(%rip),%rax        # 1110 <_ZN8breakout4main17h7cbe07b319de1042E>
    1171:       48 89 04 24             mov    %rax,(%rsp)
    1175:       48 8d 35 94 1e 00 00    lea    0x1e94(%rip),%rsi        # 3010 <__init_array_end>
    117c:       48 89 e7                mov    %rsp,%rdi
    117f:       ff 15 eb 20 00 00       callq  *0x20eb(%rip)        # 3270 <_ZN3std2rt19lang_start_internal17he77194431b0ee4a2E@Base>
    1185:       59                      pop    %rcx
    1186:       c3                      retq   
    1187:       cc                      int3   
    1188:       cc                      int3   
    1189:       cc                      int3   
    118a:       cc                      int3   
    118b:       cc                      int3   
    118c:       cc                      int3   
    118d:       cc                      int3   
    118e:       cc                      int3   
    118f:       cc                      int3   

0000000000001190 <_ZN3std2rt10lang_start28_$u7b$$u7b$closure$u7d$$u7d$17h83a5b8d55f23dff8E.llvm.909376793398482062>:
    1190:       48 83 ec 08             sub    $0x8,%rsp
    1194:       48 8b 3f                mov    (%rdi),%rdi
    1197:       e8 54 ff ff ff          callq  10f0 <_ZN3std10sys_common9backtrace28__rust_begin_short_backtrace17h6e238af75680eb28E>
    119c:       31 c0                   xor    %eax,%eax
    119e:       59                      pop    %rcx
    119f:       c3                      retq   

00000000000011a0 <_ZN4core3ops8function6FnOnce40call_once$u7b$$u7b$vtable.shim$u7d$$u7d$17hb05d591cd29dea4fE.llvm.909376793398482062>:
    11a0:       48 83 ec 08             sub    $0x8,%rsp
    11a4:       48 8b 3f                mov    (%rdi),%rdi
    11a7:       e8 44 ff ff ff          callq  10f0 <_ZN3std10sys_common9backtrace28__rust_begin_short_backtrace17h6e238af75680eb28E>
    11ac:       31 c0                   xor    %eax,%eax
    11ae:       59                      pop    %rcx
    11af:       c3                      retq   

00000000000011b0 <_ZN4core3ptr85drop_in_place$LT$std..rt..lang_start$LT$$LP$$RP$$GT$..$u7b$$u7b$closure$u7d$$u7d$$GT$17he9aeeba375093b99E.llvm.909376793398482062>:
    11b0:       c3                      retq   
    11b1:       cc                      int3   
    11b2:       cc                      int3   
    11b3:       cc                      int3   
    11b4:       cc                      int3   
    11b5:       cc                      int3   
    11b6:       cc                      int3   
    11b7:       cc                      int3   
    11b8:       cc                      int3   
    11b9:       cc                      int3   
    11ba:       cc                      int3   
    11bb:       cc                      int3   
    11bc:       cc                      int3   
    11bd:       cc                      int3   
    11be:       cc                      int3   
    11bf:       cc                      int3
```
2021-04-28 19:04:00 +00:00
François
6f7da027c7 Automatic System Spans (#2033)
As mentioned in https://github.com/bevyengine/bevy/issues/2025#issuecomment-827867660, systems used to have spans by default.

* add spans by default for every system executed
* create folder if missing for feature `wgpu_trace`
2021-04-28 18:41:16 +00:00
Lucas Rocha
b1ed28e17e Hide re-exported docs (#1985)
Solves #1957 

Co-authored-by: caelumLaron <caelum.laron@gmail.com>
2021-04-27 18:29:33 +00:00
TehPers
d653ad2bda Updated docs for ShouldRun (#1987)
The documentation for `ShouldRun` doesn't completely explain what each of the variants you can return does. For instance, it isn't very clear that looping systems aren't executed again until after all the systems in a stage have had a chance to run.

This PR adds to the documentation for `ShouldRun`, and hopefully clarifies what is happening during a stage's execution when run criteria are checked and systems are being executed.
2021-04-23 18:38:18 +00:00
TehPers
0a587ac3b5 Updated remaining system panic messages to include the system name (#1986)
Some panic messages for systems include the system name, but there's a few panic messages which do not. This PR adds the system name for the remaining panic messages.

This is a continuation of the work done in #1864.
Related: #1846
2021-04-23 17:54:04 +00:00
Zicklag
6508b4ed25 Hide Derived SystemParam State Struct From Docs (#1984)
This makes sure the automatically generated MyStructState type is not
shown in the rustdoc when deriving SystemParam on MyStruct.
2021-04-22 23:09:59 +00:00
bjorn3
6719c2c390 Extract monomorphic get_insert_bundle_info function (#1910)
This shrinks breakout from 316k to 310k when using `--feature dynamic`.

I haven't run the ecs benchmark to test performance as my laptop is too noisy for reliable benchmarking.
2021-04-22 19:34:34 +00:00
Lukas Wirth
7c274e5a44 Improve bevy_ecs query docs (#1935)
Mainly documents Query, WorldQuery and the various Query Filter types as well as some smaller doc changes.
2021-04-22 19:09:09 +00:00
Carter Anderson
b9640243c6 Separate Query filter access from fetch access during initial evaluation (#1977)
Fixes #1955 

See this comment for implementation details / motivation: https://github.com/bevyengine/bevy/issues/1955#issuecomment-823600886
2021-04-22 02:16:09 +00:00
Alice Cecile
e4e32598a9 Cargo fmt with unstable features (#1903)
Fresh version of #1670 off the latest main.

Mostly fixing documentation wrapping.
2021-04-21 23:19:34 +00:00
MinerSebas
e29a899b90 Added missing Component Bound to Res<> and ResMut<> (#1962)
Fixes #1838
2021-04-19 21:53:34 +00:00
Yoh Deadfall
4f1689ec37 Added example of entity sorting by components (#1817)
We discussed with @alice-i-cecile privately on iterators and agreed that making a custom ordered iterator over query makes no sense since materialization is required anyway and it's better to reuse existing components or code. Therefore, just adding an example to the documentation as requested.

Fixes #1470.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-04-19 20:28:02 +00:00
François
2bd8ed57d0 par_for_each: split batches when iterating on a sparse query (#1945)
Fixes #1943 

Each batch was iterating over the complete query
2021-04-19 18:41:42 +00:00
MinerSebas
20673dbe0e Doctest improvments (#1937) 2021-04-16 19:13:08 +00:00
Logan Magee
d508923eb7 Allow deriving SystemParam on private types (#1936)
Examples creating a public type to derive `SystemParam` on were updated
to create a private type where a public one is no longer needed.

Resolves #1869
2021-04-16 18:40:49 +00:00
Lukas Wirth
0a6fee5d17 Improve bevy_ecs::system module docs (#1932)
This includes a lot of single line comments where either saying more wasn't helpful or due to me not knowing enough about things yet to be able to go more indepth. Proofreading is very much welcome.
2021-04-15 20:36:16 +00:00
Boxy
9657f58f6a Fix unsoundness in query component access (#1929)
Pretty much does what it says in the title lol
2021-04-15 20:17:59 +00:00
Yoh Deadfall
22314923d9 Angle bracket annotated types to support generics (#1919)
Fixes #1873. Types should be enclosed in angular brackets to avoid ambiquity and to correctly resolve associated functions.
2021-04-15 00:16:40 +00:00
Richard Tjerngren
490a957542 Document Query.single() (#1915) 2021-04-15 00:16:39 +00:00
Daniel McNab
a137df7d57 Fix SytemParam handling of Commands (#1899)
Fixes https://github.com/bevyengine/bevy/issues/1896
2021-04-14 23:58:27 +00:00
therealstork
c86d490a20 More detailed errors when resource not found (#1864)
Fixes #1846

Got scared of the other "Requested resource does not exist" error at line 395 in `system_param.rs`, under `impl<'a, T: Component> SystemParamFetch<'a> for ResMutState<T> {`. Someone with better knowledge of the code might be able to go in and improve that one.
2021-04-14 22:52:43 +00:00
Yoh Deadfall
04a37f722a Moved events to ECS (#1823)
Fixes #1809. It makes it also possible to use `derive` for `SystemParam` inside ECS and avoid manual implementation. An alternative solution to macro changes is to use `use crate as bevy_ecs;` in `event.rs`.
2021-04-13 20:36:37 +00:00
Jakob Hellermann
ed36c21e7e fix 'attempted to subtract with overflow' for State::inactives (#1668) 2021-04-10 16:33:35 +00:00
Carter Anderson
97d8e4e179 Release 0.5.0 (#1835) 2021-04-06 18:48:48 +00:00
François
3e285d5c0b allow deriving bundle for struct with generics with where clause (#1811)
fixes #1777 

Seems the `_where_clause` parameter to lost somewhere, adding it back
2021-04-03 23:30:30 +00:00
François
276a81cc30 allow up to 16 parameters for systems (#1805)
fixes #1772 

1st commit: the limit was at 11 as the macro was not using a range including the upper end. I changed that as it feels the purpose of the macro is clearer that way.

2nd commit: as suggested in the `// TODO`, I added a `Config` trait to go to 16 elements tuples. This means that if someone has a custom system parameter with a config that is not a tuple or an `Option`, they will have to implement `Config` for it instead of the standard `Default`.
2021-04-03 23:13:54 +00:00
Carter Anderson
f520a341d5 flip resource scope order (#1793)
I think [collection, thing_removed_from_collection] is a more natural order than [thing_removed_from_collection, collection]. Just a small tweak that I think we should include in 0.5.
2021-04-01 02:24:42 +00:00
TheRawMeatball
b657a9b39f Add on_in_stack_update to SystemSet (#1792) 2021-03-31 20:24:04 +00:00
Carter Anderson
d6bc414bf0 check for duplicate archetypes in QueryState::new_archetype (#1789)
Fixes #1788

See discussion in that issue for details.
2021-03-30 21:21:47 +00:00
Ixentus
80bd378aa0 Fix tiny state docs inconsistency (#1764)
@TheRawMeatball
2021-03-26 18:30:28 +00:00
Carter Anderson
7a511394ac Add register_component to AppBuilder and improve error message (#1750) 2021-03-26 04:15:07 +00:00
Alexander Sepity
500d7469e7 Fixed criteria-less systems being re-ran unnecessarily (#1754)
Fixes #1753.

The problem was introduced while reworking the logic around stages' own criteria. Before #1675 they used to be stored and processed inline with the systems' criteria, and systems without criteria used that of their stage. After, criteria-less systems think they should run, always. This PR more or less restores previous behavior; a less cludge solution can wait until after 0.5 - ideally, until stageless.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-03-26 00:31:58 +00:00
Jakob Hellermann
ad60046982 fix clippy lints (#1756) 2021-03-25 20:48:18 +00:00
Carter Anderson
1d7196da4f Add state app builder docs (#1746)
This is intended to help protect users against #1671. It doesn't resolve the issue, but I think its a good stop-gap solution for 0.5. A "full" fix would be very involved (and maybe not worth the added complexity).
2021-03-25 06:12:14 +00:00
Carter Anderson
80961d1bd0 Fix sparse insert (#1748)
Removing the checks on this line https://github.com/bevyengine/bevy/blob/main/crates/bevy_sprite/src/frustum_culling.rs#L64 and running the "many_sprites" example revealed two corner case bugs in bevy_ecs. The first, a simple and honest missed line introduced in #1471. The other, an insidious monster that has been there since the ECS v2 rewrite, just waiting for the time to strike:

1. #1471 accidentally removed the "insert" line for sparse set components with the "mutated" bundle state. Re-adding it fixes the problem. I did a slight refactor here to make the implementation simpler and remove a branch.
2. The other issue is nastier. ECS v2 added an "archetype graph". When determining what components were added/mutated during an archetype change, we read the FromBundle edge (which encodes this state) on the "new" archetype.  The problem is that unlike "add edges" which are guaranteed to be unique for a given ("graph node", "bundle id") pair, FromBundle edges are not necessarily unique:

```rust
// OLD_ARCHETYPE -> NEW_ARCHETYPE

// [] -> [usize]
e.insert(2usize);
// [usize] -> [usize, i32]
e.insert(1i32);
// [usize, i32] -> [usize, i32]
e.insert(1i32);
// [usize, i32] -> [usize]
e.remove::<i32>();
// [usize] -> [usize, i32]
e.insert(1i32);
```

Note that the second `e.insert(1i32)` command has a different "archetype graph edge" than the first, but they both lead to the same "new archetype".

The fix here is simple: just remove FromBundle edges because they are broken and store the information in the "add edges", which are guaranteed to be unique.

FromBundle edges were added to cut down on the number of archetype accesses / make the archetype access patterns nicer. But benching this change resulted in no significant perf changes and the addition of get_2_mut() for archetypes resolves the access pattern issue.
2021-03-25 05:56:00 +00:00
TheRawMeatball
78edec2e45 Change State::*_next to *_replace, add proper next (#1676)
In the current impl, next clears out the entire stack and replaces it with a new state. This PR moves this functionality into a replace method, and changes the behavior of next to only change the top state.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-03-25 03:28:40 +00:00
Alexander Sepity
d3e020a1e7 System sets and run criteria v2 (#1675)
I'm opening this prematurely; consider this an RFC that predates RFCs and therefore not super-RFC-like.

This PR does two "big" things: decouple run criteria from system sets, reimagine system sets as weapons of mass system description.

### What it lets us do:

* Reuse run criteria within a stage.
* Pipe output of one run criteria as input to another.
* Assign labels, dependencies, run criteria, and ambiguity sets to many systems at the same time.

### Things already done:
* Decoupled run criteria from system sets.
* Mass system description superpowers to `SystemSet`.
* Implemented `RunCriteriaDescriptor`.
* Removed `VirtualSystemSet`.
* Centralized all run criteria of `SystemStage`.
* Extended system descriptors with per-system run criteria.
* `.before()` and `.after()` for run criteria.
* Explicit order between state driver and related run criteria. Fixes #1672.
* Opt-in run criteria deduplication; default behavior is to panic.
* Labels (not exposed) for state run criteria; state run criteria are deduplicated.

### API issues that need discussion:

* [`FixedTimestep::step(1.0).label("my label")`](eaccf857cd/crates/bevy_ecs/src/schedule/run_criteria.rs (L120-L122)) and [`FixedTimestep::step(1.0).with_label("my label")`](eaccf857cd/crates/bevy_core/src/time/fixed_timestep.rs (L86-L89)) are both valid but do very different things.

---

I will try to maintain this post up-to-date as things change. Do check the diffs in "edited" thingy from time to time.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-03-24 20:11:55 +00:00
TheRawMeatball
10ef750899 Expose resource change detection on World (#1715) 2021-03-24 01:00:13 +00:00
TheRawMeatball
47004dfcb4 Added remove_non_send to World (#1716)
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-03-23 00:41:54 +00:00
Carter Anderson
81b53d15d4 Make Commands and World apis consistent (#1703)
Resolves #1253 #1562

This makes the Commands apis consistent with World apis. This moves to a "type state" pattern (like World) where the "current entity" is stored in an `EntityCommands` builder.

In general this tends to cuts down on indentation and line count. It comes at the cost of needing to type `commands` more and adding more semicolons to terminate expressions.

I also added `spawn_bundle` to Commands because this is a common enough operation that I think its worth providing a shorthand.
2021-03-23 00:23:40 +00:00
Jakob Hellermann
2dd2e5e9fe make ComponentTicks::set_changed public (#1711)
fixes #1710
2021-03-22 18:49:26 +00:00
dependabot[bot]
42924d2227 Update fixedbitset requirement from 0.3 to 0.4 (#1726)
Updates the requirements on [fixedbitset](https://github.com/bluss/fixedbitset) to permit the latest version.
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2021-03-22 07:06:04 +00:00
Carter Anderson
b6be8a5314 Fix table reserve logic (#1698)
Fixes #1692
Alternative to #1696

This ensures that the capacity actually grows in increments of grow_amount, and also ensures that Table capacity is always <= column and entity vec capacity.

Debug logs that describe the new logic (running the example in #1692)
[out.txt](https://github.com/bevyengine/bevy/files/6173808/out.txt)
2021-03-19 23:32:31 +00:00
MinerSebas
c78b76bba8 Provide better size_hint for QueryIter (#1697)
This PR overrides the default size_hint for QueryIter.
This is mainly done to provide inline documentation of Issue #1686.
2021-03-19 20:52:44 +00:00
Alice Cecile
6121e5f933 Reliable change detection (#1471)
# Problem Definition

The current change tracking (via flags for both components and resources) fails to detect changes made by systems that are scheduled to run earlier in the frame than they are.

This issue is discussed at length in [#68](https://github.com/bevyengine/bevy/issues/68) and [#54](https://github.com/bevyengine/bevy/issues/54).

This is very much a draft PR, and contributions are welcome and needed.

# Criteria
1. Each change is detected at least once, no matter the ordering.
2. Each change is detected at most once, no matter the ordering.
3. Changes should be detected the same frame that they are made.
4. Competitive ergonomics. Ideally does not require opting-in.
5. Low CPU overhead of computation.
6. Memory efficient. This must not increase over time, except where the number of entities / resources does.
7. Changes should not be lost for systems that don't run.
8. A frame needs to act as a pure function. Given the same set of entities / components it needs to produce the same end state without side-effects.

**Exact** change-tracking proposals satisfy criteria 1 and 2.
**Conservative** change-tracking proposals satisfy criteria 1 but not 2.
**Flaky** change tracking proposals satisfy criteria 2 but not 1.

# Code Base Navigation

There are three types of flags: 
- `Added`: A piece of data was added to an entity / `Resources`.
- `Mutated`: A piece of data was able to be modified, because its `DerefMut` was accessed
- `Changed`: The bitwise OR of `Added` and `Changed`

The special behavior of `ChangedRes`, with respect to the scheduler is being removed in [#1313](https://github.com/bevyengine/bevy/pull/1313) and does not need to be reproduced.

`ChangedRes` and friends can be found in "bevy_ecs/core/resources/resource_query.rs".

The `Flags` trait for Components can be found in "bevy_ecs/core/query.rs".

`ComponentFlags` are stored in "bevy_ecs/core/archetypes.rs", defined on line 446.

# Proposals

**Proposal 5 was selected for implementation.**

## Proposal 0: No Change Detection

The baseline, where computations are performed on everything regardless of whether it changed.

**Type:** Conservative

**Pros:**
- already implemented
- will never miss events
- no overhead

**Cons:**
- tons of repeated work
- doesn't allow users to avoid repeating work (or monitoring for other changes)

## Proposal 1: Earlier-This-Tick Change Detection

The current approach as of Bevy 0.4. Flags are set, and then flushed at the end of each frame.

**Type:** Flaky

**Pros:**
- already implemented
- simple to understand
- low memory overhead (2 bits per component)
- low time overhead (clear every flag once per frame)

**Cons:**
- misses systems based on ordering
- systems that don't run every frame miss changes
- duplicates detection when looping
- can lead to unresolvable circular dependencies

## Proposal 2: Two-Tick Change Detection

Flags persist for two frames, using a double-buffer system identical to that used in events.

A change is observed if it is found in either the current frame's list of changes or the previous frame's.

**Type:** Conservative

**Pros:**
- easy to understand
- easy to implement
- low memory overhead (4 bits per component)
- low time overhead (bit mask and shift every flag once per frame)

**Cons:**
- can result in a great deal of duplicated work
- systems that don't run every frame miss changes
- duplicates detection when looping

## Proposal 3: Last-Tick Change Detection

Flags persist for two frames, using a double-buffer system identical to that used in events.

A change is observed if it is found in the previous frame's list of changes.

**Type:** Exact

**Pros:**
- exact
- easy to understand
- easy to implement
- low memory overhead (4 bits per component)
- low time overhead (bit mask and shift every flag once per frame)

**Cons:**
- change detection is always delayed, possibly causing painful chained delays
- systems that don't run every frame miss changes
- duplicates detection when looping

## Proposal 4: Flag-Doubling Change Detection

Combine Proposal 2 and Proposal 3. Differentiate between `JustChanged` (current behavior) and `Changed` (Proposal 3).

Pack this data into the flags according to [this implementation proposal](https://github.com/bevyengine/bevy/issues/68#issuecomment-769174804).

**Type:** Flaky + Exact

**Pros:**
- allows users to acc
- easy to implement
- low memory overhead (4 bits per component)
- low time overhead (bit mask and shift every flag once per frame)

**Cons:**
- users must specify the type of change detection required
- still quite fragile to system ordering effects when using the flaky `JustChanged` form
- cannot get immediate + exact results
- systems that don't run every frame miss changes
- duplicates detection when looping

## [SELECTED] Proposal 5: Generation-Counter Change Detection

A global counter is increased after each system is run. Each component saves the time of last mutation, and each system saves the time of last execution. Mutation is detected when the component's counter is greater than the system's counter. Discussed [here](https://github.com/bevyengine/bevy/issues/68#issuecomment-769174804). How to handle addition detection is unsolved; the current proposal is to use the highest bit of the counter as in proposal 1.

**Type:** Exact (for mutations), flaky (for additions)

**Pros:**
- low time overhead (set component counter on access, set system counter after execution)
- robust to systems that don't run every frame
- robust to systems that loop

**Cons:**
- moderately complex implementation
- must be modified as systems are inserted dynamically
- medium memory overhead (4 bytes per component + system)
- unsolved addition detection

## Proposal 6: System-Data Change Detection

For each system, track which system's changes it has seen. This approach is only worth fully designing and implementing if Proposal 5 fails in some way.  

**Type:** Exact

**Pros:**
- exact
- conceptually simple

**Cons:**
- requires storing data on each system
- implementation is complex
- must be modified as systems are inserted dynamically

## Proposal 7: Total-Order Change Detection

Discussed [here](https://github.com/bevyengine/bevy/issues/68#issuecomment-754326523). This proposal is somewhat complicated by the new scheduler, but I believe it should still be conceptually feasible. This approach is only worth fully designing and implementing if Proposal 5 fails in some way.  

**Type:** Exact

**Pros:**
- exact
- efficient data storage relative to other exact proposals

**Cons:**
- requires access to the scheduler
- complex implementation and difficulty grokking
- must be modified as systems are inserted dynamically

# Tests

- We will need to verify properties 1, 2, 3, 7 and 8. Priority: 1 > 2 = 3 > 8 > 7
- Ideally we can use identical user-facing syntax for all proposals, allowing us to re-use the same syntax for each.
- When writing tests, we need to carefully specify order using explicit dependencies.
- These tests will need to be duplicated for both components and resources.
- We need to be sure to handle cases where ambiguous system orders exist.

`changing_system` is always the system that makes the changes, and `detecting_system` always detects the changes.

The component / resource changed will be simple boolean wrapper structs.

## Basic Added / Mutated / Changed

2 x 3 design:
- Resources vs. Components
- Added vs. Changed vs. Mutated
- `changing_system` runs before `detecting_system`
- verify at the end of tick 2

## At Least Once

2 x 3 design:
- Resources vs. Components
- Added vs. Changed vs. Mutated
- `changing_system` runs after `detecting_system`
- verify at the end of tick 2

## At Most Once

2 x 3 design:
- Resources vs. Components
- Added vs. Changed vs. Mutated
- `changing_system` runs once before `detecting_system`
- increment a counter based on the number of changes detected
- verify at the end of tick 2

## Fast Detection
2 x 3 design:
- Resources vs. Components
- Added vs. Changed vs. Mutated
- `changing_system` runs before `detecting_system`
- verify at the end of tick 1

## Ambiguous System Ordering Robustness
2 x 3 x 2 design:
- Resources vs. Components
- Added vs. Changed vs. Mutated
- `changing_system` runs [before/after] `detecting_system` in tick 1
- `changing_system` runs [after/before] `detecting_system` in tick 2

## System Pausing
2 x 3 design:
- Resources vs. Components
- Added vs. Changed vs. Mutated
- `changing_system` runs in tick 1, then is disabled by run criteria
- `detecting_system` is disabled by run criteria until it is run once during tick 3
- verify at the end of tick 3

## Addition Causes Mutation

2 design:
- Resources vs. Components
- `adding_system_1` adds a component / resource
- `adding system_2` adds the same component / resource
- verify the `Mutated` flag at the end of the tick
- verify the `Added` flag at the end of the tick

First check tests for: https://github.com/bevyengine/bevy/issues/333
Second check tests for: https://github.com/bevyengine/bevy/issues/1443

## Changes Made By Commands

- `adding_system` runs in Update in tick 1, and sends a command to add a component 
- `detecting_system` runs in Update in tick 1 and 2, after `adding_system`
- We can't detect the changes in tick 1, since they haven't been processed yet
- If we were to track these changes as being emitted by `adding_system`, we can't detect the changes in tick 2 either, since `detecting_system` has already run once after `adding_system` :( 

# Benchmarks

See: [general advice](https://github.com/bevyengine/bevy/blob/master/docs/profiling.md), [Criterion crate](https://github.com/bheisler/criterion.rs)

There are several critical parameters to vary: 
1. entity count (1 to 10^9)
2. fraction of entities that are changed (0% to 100%)
3. cost to perform work on changed entities, i.e. workload (1 ns to 1s)

1 and 2 should be varied between benchmark runs. 3 can be added on computationally.

We want to measure:
- memory cost
- run time

We should collect these measurements across several frames (100?) to reduce bootup effects and accurately measure the mean, variance and drift.

Entity-component change detection is much more important to benchmark than resource change detection, due to the orders of magnitude higher number of pieces of data.

No change detection at all should be included in benchmarks as a second control for cases where missing changes is unacceptable.

## Graphs
1. y: performance, x: log_10(entity count), color: proposal, facet: performance metric. Set cost to perform work to 0. 
2. y: run time, x: cost to perform work, color: proposal, facet: fraction changed. Set number of entities to 10^6
3. y: memory, x: frames, color: proposal

# Conclusions
1. Is the theoretical categorization of the proposals correct according to our tests?
2. How does the performance of the proposals compare without any load?
3. How does the performance of the proposals compare with realistic loads?
4. At what workload does more exact change tracking become worth the (presumably) higher overhead?
5. When does adding change-detection to save on work become worthwhile?
6. Is there enough divergence in performance between the best solutions in each class to ship more than one change-tracking solution?

# Implementation Plan

1. Write a test suite.
2. Verify that tests fail for existing approach.
3. Write a benchmark suite.
4. Get performance numbers for existing approach.
5. Implement, test and benchmark various solutions using a Git branch per proposal.
6. Create a draft PR with all solutions and present results to team.
7. Select a solution and replace existing change detection.

Co-authored-by: Brice DAVIER <bricedavier@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-03-19 17:53:26 +00:00
Alec Deason
cd4c684ad5 Fix tiny typo in ambiguity checker message (#1682)
Add one missing word
2021-03-18 01:28:21 +00:00
Alice Cecile
ab0165d20d Improved documentation for Events (#1669)
Explains subtle behavior more explicitly, documents `add_event`, mentions `EventWriter`.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-03-17 23:42:19 +00:00
TheRawMeatball
284889c64b Redo State architecture (#1424)
An alternative to StateStages that uses SystemSets. Also includes pop and push operations since this was originally developed for my personal project which needed them.
2021-03-15 22:12:04 +00:00
Jakob Hellermann
48ee167531 expose stages and system containers (#1647)
This allows third-party plugins to analyze the schedule, e.g. `bevy_mod_picking` can [display a schedule graph](https://github.com/jakobhellermann/bevy_mod_debugdump/tree/schedule-graph#schedule-graph):

![schedule graph](https://raw.githubusercontent.com/jakobhellermann/bevy_mod_debugdump/schedule-graph/docs/schedule_graph.svg)
2021-03-14 20:44:51 +00:00
Jakob Hellermann
ac661188c8 better error message: specify which resource is missing (#1648) 2021-03-14 00:36:16 +00:00
davier
8acb0d2012 Fix cargo doc warnings (#1640)
Fixes all warnings from `cargo doc --all`.
Those related to code blocks were introduced in #1612, but re-formatting using the experimental features in `rustfmt.toml` doesn't seem to reintroduce them.
2021-03-13 18:23:38 +00:00
Alice Cecile
03601db51c Basic documentation for Entities, Components and Systems (#1578)
These are largely targeted at beginners, as `Entity`, `Component` and `System` are the most obvious terms to search when first getting introduced to Bevy.
2021-03-12 19:59:55 +00:00
Carter Anderson
68606934e3 remove unsafe get_unchecked (and mut variant) from Tables and Archetypes (#1614)
Removes `get_unchecked` and `get_unchecked_mut` from `Tables` and `Archetypes` collections in favor of safe Index implementations. This fixes a safety error in `Archetypes::get_id_or_insert()` (which previously relied on TableId being valid to be safe ... the alternative was to make that method unsafe too). It also cuts down on a lot of unsafe and makes the code easier to look at. I'm not sure what changed since the last benchmark, but these numbers are more favorable than my last tests of similar changes. I didn't include the Components collection as those severely killed perf last time I tried. But this does inspire me to try again (just in a separate pr)! 

Note that the `simple_insert/bevy_unbatched` benchmark fluctuates a lot on both branches (this was also true for prior versions of bevy). It seems like the allocator has more variance for many small allocations. And `sparse_frag_iter/bevy` operates on such a small scale that 10% fluctuations are common.

Some benches do take a small hit here, but I personally think its worth it.

This also fixes a safety error in Query::for_each_mut, which needed to mutably borrow Query (aaahh!).  

![image](https://user-images.githubusercontent.com/2694663/110726926-2b52eb80-81cf-11eb-9ea3-bff951060c7c.png)
![image](https://user-images.githubusercontent.com/2694663/110726991-4c1b4100-81cf-11eb-9199-ca79bef0b9bd.png)
2021-03-11 18:38:22 +00:00
Carter Anderson
b17f8a4bce format comments (#1612)
Uses the new unstable comment formatting features added to rustfmt.toml.
2021-03-11 00:27:30 +00:00
Carter Anderson
be1c317d4e Resolve (most) internal system ambiguities (#1606)
* Adds labels and orderings to systems that need them (uses the new many-to-many labels for InputSystem)
* Removes the Event, PreEvent, Scene, and Ui stages in favor of First, PreUpdate, and PostUpdate (there is more collapsing potential, such as the Asset stages and _maybe_ removing First, but those have more nuance so they should be handled separately)
* Ambiguity detection now prints component conflicts
* Removed broken change filters from flex calculation (which implicitly relied on the z-update system always modifying translation.z). This will require more work to make it behave as expected so i just removed it (and it was already doing this work every frame).
2021-03-10 22:37:02 +00:00
Alexander Sepity
d51130d4ab Many-to-many system labels (#1576)
* Systems can now have more than one label attached to them.
* System labels no longer have to be unique in the stage.

Code like this is now possible:
```rust
SystemStage::parallel()
    .with_system(system_0.system().label("group one").label("first"))
    .with_system(system_1.system().label("group one").after("first"))
    .with_system(system_2.system().after("group one"))
```

I've opted to use only the system name in ambiguity reporting, which previously was only a fallback; this, obviously, is because labels aren't one-to-one with systems anymore. We could allow users to name systems to improve this; we'll then have to think about whether or not we want to allow using the name as a label (this would, effectively, introduce implicit labelling, not all implications of which are clear to me yet wrt many-to-many labels).

Dependency cycle errors are reported using the system names and only the labels that form the cycle, with each system-system "edge" in the cycle represented as one or several labels.

Slightly unrelated: `.before()` and `.after()` with a label not attached to any system no longer crashes, and logs a warning instead. This is necessary to, for example, allow plugins to specify execution order with systems of potentially missing other plugins.
2021-03-09 23:08:34 +00:00
TheRawMeatball
ea9c7d58ff Fix label macro for types with generics (#1498)
Fixes #1497

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-03-09 03:49:48 +00:00
TheRawMeatball
9d60563adf Query::get_unique (#1263)
Adds `get_unique` and `get_unique_mut` to extend the query api and cover a common use case. Also establishes a second impl block where non-core APIs that don't access the internal fields of queries can live.
2021-03-08 21:21:47 +00:00
Jasen Borisov
13aef05038 impl SystemParam for Option<Res<T>> / Option<ResMut<T>> (#1494)
This allows users to write systems that do not panic if a resource does not exist at runtime (such as if it has not been inserted yet).

This is a copy-paste of the impls for `Res` and `ResMut`, with an extra check to see if the resource exists.

There might be a cleaner way to do it than this check. I don't know.
2021-03-08 20:12:22 +00:00
François
dabf419095 update archetypes if needed before running system in SingleThreadedExecutor (#1586)
fixes #1585 

I copied most of the logic from the `ParallelSystemExecutor` impl, simplifying it a little as systems can't run in parallel
2021-03-07 19:32:19 +00:00
Alice Cecile
03e0a9f23e Docs for Bundle showing how to nest bundles (#1570)
I've also added a clearer description of what bundles are used for, and explained that you can't query for bundles (a very common beginner confusion).

Co-authored-by: MinerSebas <scherthan_sebastian@web.de>
Co-authored-by: Renato Caldas <renato@calgera.com>
2021-03-06 01:57:03 +00:00
sdfgeoff
64b29617d6 Added documentation on the query filters (#1553)
This documents both the non-obvious interaction with non-explicit system ordering
and adds examples for Changed and Added. This likely closes #1551
2021-03-06 01:57:01 +00:00
MinerSebas
b2d654cbf6 Use rand 0.8 again (#1567)
#1525 accidentally moved back to rand 0.7
2021-03-06 00:53:42 +00:00
Jakob Hellermann
4686437d7a add Or back to prelude (#1564)
The bevy ecs v2 rewrite seems to have removed the `Or` query filter from the prelude, which I assume was done on accident, since `With` and `Without` are still there.
2021-03-05 18:33:20 +00:00
Carter Anderson
3a2a68852c Bevy ECS V2 (#1525)
# Bevy ECS V2

This is a rewrite of Bevy ECS (basically everything but the new executor/schedule, which are already awesome). The overall goal was to improve the performance and versatility of Bevy ECS. Here is a quick bulleted list of changes before we dive into the details:

* Complete World rewrite
* Multiple component storage types:
    * Tables: fast cache friendly iteration, slower add/removes (previously called Archetypes)
    * Sparse Sets: fast add/remove, slower iteration
* Stateful Queries (caches query results for faster iteration. fragmented iteration is _fast_ now)
* Stateful System Params (caches expensive operations. inspired by @DJMcNab's work in #1364)
* Configurable System Params (users can set configuration when they construct their systems. once again inspired by @DJMcNab's work)
* Archetypes are now "just metadata", component storage is separate
* Archetype Graph (for faster archetype changes)
* Component Metadata
    * Configure component storage type
    * Retrieve information about component size/type/name/layout/send-ness/etc
    * Components are uniquely identified by a densely packed ComponentId
    * TypeIds are now totally optional (which should make implementing scripting easier)
* Super fast "for_each" query iterators
* Merged Resources into World. Resources are now just a special type of component
* EntityRef/EntityMut builder apis (more efficient and more ergonomic)
* Fast bitset-backed `Access<T>` replaces old hashmap-based approach everywhere
* Query conflicts are determined by component access instead of archetype component access (to avoid random failures at runtime)
    * With/Without are still taken into account for conflicts, so this should still be comfy to use
* Much simpler `IntoSystem` impl
* Significantly reduced the amount of hashing throughout the ecs in favor of Sparse Sets (indexed by densely packed ArchetypeId, ComponentId, BundleId, and TableId)
* Safety Improvements
    * Entity reservation uses a normal world reference instead of unsafe transmute
    * QuerySets no longer transmute lifetimes
    * Made traits "unsafe" where relevant
    * More thorough safety docs
* WorldCell
    * Exposes safe mutable access to multiple resources at a time in a World 
* Replaced "catch all" `System::update_archetypes(world: &World)` with `System::new_archetype(archetype: &Archetype)`
* Simpler Bundle implementation
* Replaced slow "remove_bundle_one_by_one" used as fallback for Commands::remove_bundle with fast "remove_bundle_intersection"
* Removed `Mut<T>` query impl. it is better to only support one way: `&mut T` 
* Removed with() from `Flags<T>` in favor of `Option<Flags<T>>`, which allows querying for flags to be "filtered" by default 
* Components now have is_send property (currently only resources support non-send)
* More granular module organization
* New `RemovedComponents<T>` SystemParam that replaces `query.removed::<T>()`
* `world.resource_scope()` for mutable access to resources and world at the same time
* WorldQuery and QueryFilter traits unified. FilterFetch trait added to enable "short circuit" filtering. Auto impled for cases that don't need it
* Significantly slimmed down SystemState in favor of individual SystemParam state
* System Commands changed from `commands: &mut Commands` back to `mut commands: Commands` (to allow Commands to have a World reference)

Fixes #1320

## `World` Rewrite

This is a from-scratch rewrite of `World` that fills the niche that `hecs` used to. Yes, this means Bevy ECS is no longer a "fork" of hecs. We're going out our own!

(the only shared code between the projects is the entity id allocator, which is already basically ideal)

A huge shout out to @SanderMertens (author of [flecs](https://github.com/SanderMertens/flecs)) for sharing some great ideas with me (specifically hybrid ecs storage and archetype graphs). He also helped advise on a number of implementation details.

## Component Storage (The Problem)

Two ECS storage paradigms have gained a lot of traction over the years:

* **Archetypal ECS**: 
    * Stores components in "tables" with static schemas. Each "column" stores components of a given type. Each "row" is an entity.
    * Each "archetype" has its own table. Adding/removing an entity's component changes the archetype.
    * Enables super-fast Query iteration due to its cache-friendly data layout
    * Comes at the cost of more expensive add/remove operations for an Entity's components, because all components need to be copied to the new archetype's "table"
* **Sparse Set ECS**:
    * Stores components of the same type in densely packed arrays, which are sparsely indexed by densely packed unsigned integers (Entity ids)
    * Query iteration is slower than Archetypal ECS because each entity's component could be at any position in the sparse set. This "random access" pattern isn't cache friendly. Additionally, there is an extra layer of indirection because you must first map the entity id to an index in the component array.
    * Adding/removing components is a cheap, constant time operation 

Bevy ECS V1, hecs, legion, flec, and Unity DOTS are all "archetypal ecs-es". I personally think "archetypal" storage is a good default for game engines. An entity's archetype doesn't need to change frequently in general, and it creates "fast by default" query iteration (which is a much more common operation). It is also "self optimizing". Users don't need to think about optimizing component layouts for iteration performance. It "just works" without any extra boilerplate.

Shipyard and EnTT are "sparse set ecs-es". They employ "packing" as a way to work around the "suboptimal by default" iteration performance for specific sets of components. This helps, but I didn't think this was a good choice for a general purpose engine like Bevy because:

1. "packs" conflict with each other. If bevy decides to internally pack the Transform and GlobalTransform components, users are then blocked if they want to pack some custom component with Transform.
2. users need to take manual action to optimize

Developers selecting an ECS framework are stuck with a hard choice. Select an "archetypal" framework with "fast iteration everywhere" but without the ability to cheaply add/remove components, or select a "sparse set" framework to cheaply add/remove components but with slower iteration performance.

## Hybrid Component Storage (The Solution)

In Bevy ECS V2, we get to have our cake and eat it too. It now has _both_ of the component storage types above (and more can be added later if needed):

* **Tables** (aka "archetypal" storage)
    * The default storage. If you don't configure anything, this is what you get
    * Fast iteration by default
    * Slower add/remove operations
* **Sparse Sets**
    * Opt-in
    * Slower iteration
    * Faster add/remove operations

These storage types complement each other perfectly. By default Query iteration is fast. If developers know that they want to add/remove a component at high frequencies, they can set the storage to "sparse set":

```rust
world.register_component(
    ComponentDescriptor:🆕:<MyComponent>(StorageType::SparseSet)
).unwrap();
```

## Archetypes

Archetypes are now "just metadata" ... they no longer store components directly. They do store:

* The `ComponentId`s of each of the Archetype's components (and that component's storage type)
    * Archetypes are uniquely defined by their component layouts
    * For example: entities with "table" components `[A, B, C]` _and_ "sparse set" components `[D, E]` will always be in the same archetype.
* The `TableId` associated with the archetype
    * For now each archetype has exactly one table (which can have no components),
    * There is a 1->Many relationship from Tables->Archetypes. A given table could have any number of archetype components stored in it:
        * Ex: an entity with "table storage" components `[A, B, C]` and "sparse set" components `[D, E]` will share the same `[A, B, C]` table as an entity with `[A, B, C]` table component and `[F]` sparse set components.
        * This 1->Many relationship is how we preserve fast "cache friendly" iteration performance when possible (more on this later)
* A list of entities that are in the archetype and the row id of the table they are in
* ArchetypeComponentIds
    * unique densely packed identifiers for (ArchetypeId, ComponentId) pairs
    * used by the schedule executor for cheap system access control
* "Archetype Graph Edges" (see the next section)  

## The "Archetype Graph"

Archetype changes in Bevy (and a number of other archetypal ecs-es) have historically been expensive to compute. First, you need to allocate a new vector of the entity's current component ids, add or remove components based on the operation performed, sort it (to ensure it is order-independent), then hash it to find the archetype (if it exists). And thats all before we get to the _already_ expensive full copy of all components to the new table storage.

The solution is to build a "graph" of archetypes to cache these results. @SanderMertens first exposed me to the idea (and he got it from @gjroelofs, who came up with it). They propose adding directed edges between archetypes for add/remove component operations. If `ComponentId`s are densely packed, you can use sparse sets to cheaply jump between archetypes.

Bevy takes this one step further by using add/remove `Bundle` edges instead of `Component` edges. Bevy encourages the use of `Bundles` to group add/remove operations. This is largely for "clearer game logic" reasons, but it also helps cut down on the number of archetype changes required. `Bundles` now also have densely-packed `BundleId`s. This allows us to use a _single_ edge for each bundle operation (rather than needing to traverse N edges ... one for each component). Single component operations are also bundles, so this is strictly an improvement over a "component only" graph.

As a result, an operation that used to be _heavy_ (both for allocations and compute) is now two dirt-cheap array lookups and zero allocations.

## Stateful Queries

World queries are now stateful. This allows us to:

1. Cache archetype (and table) matches
    * This resolves another issue with (naive) archetypal ECS: query performance getting worse as the number of archetypes goes up (and fragmentation occurs).
2. Cache Fetch and Filter state
    * The expensive parts of fetch/filter operations (such as hashing the TypeId to find the ComponentId) now only happen once when the Query is first constructed
3. Incrementally build up state
    * When new archetypes are added, we only process the new archetypes (no need to rebuild state for old archetypes)

As a result, the direct `World` query api now looks like this:

```rust
let mut query = world.query::<(&A, &mut B)>();
for (a, mut b) in query.iter_mut(&mut world) {
}
```

Requiring `World` to generate stateful queries (rather than letting the `QueryState` type be constructed separately) allows us to ensure that _all_ queries are properly initialized (and the relevant world state, such as ComponentIds). This enables QueryState to remove branches from its operations that check for initialization status (and also enables query.iter() to take an immutable world reference because it doesn't need to initialize anything in world).

However in systems, this is a non-breaking change. State management is done internally by the relevant SystemParam.

## Stateful SystemParams

Like Queries, `SystemParams` now also cache state. For example, `Query` system params store the "stateful query" state mentioned above. Commands store their internal `CommandQueue`. This means you can now safely use as many separate `Commands` parameters in your system as you want. `Local<T>` system params store their `T` value in their state (instead of in Resources). 

SystemParam state also enabled a significant slim-down of SystemState. It is much nicer to look at now.

Per-SystemParam state naturally insulates us from an "aliased mut" class of errors we have hit in the past (ex: using multiple `Commands` system params).

(credit goes to @DJMcNab for the initial idea and draft pr here #1364)

## Configurable SystemParams

@DJMcNab also had the great idea to make SystemParams configurable. This allows users to provide some initial configuration / values for system parameters (when possible). Most SystemParams have no config (the config type is `()`), but the `Local<T>` param now supports user-provided parameters:

```rust

fn foo(value: Local<usize>) {    
}

app.add_system(foo.system().config(|c| c.0 = Some(10)));
```

## Uber Fast "for_each" Query Iterators

Developers now have the choice to use a fast "for_each" iterator, which yields ~1.5-3x iteration speed improvements for "fragmented iteration", and minor ~1.2x iteration speed improvements for unfragmented iteration. 

```rust
fn system(query: Query<(&A, &mut B)>) {
    // you now have the option to do this for a speed boost
    query.for_each_mut(|(a, mut b)| {
    });

    // however normal iterators are still available
    for (a, mut b) in query.iter_mut() {
    }
}
```

I think in most cases we should continue to encourage "normal" iterators as they are more flexible and more "rust idiomatic". But when that extra "oomf" is needed, it makes sense to use `for_each`.

We should also consider using `for_each` for internal bevy systems to give our users a nice speed boost (but that should be a separate pr).

## Component Metadata

`World` now has a `Components` collection, which is accessible via `world.components()`. This stores mappings from `ComponentId` to `ComponentInfo`, as well as `TypeId` to `ComponentId` mappings (where relevant). `ComponentInfo` stores information about the component, such as ComponentId, TypeId, memory layout, send-ness (currently limited to resources), and storage type.

## Significantly Cheaper `Access<T>`

We used to use `TypeAccess<TypeId>` to manage read/write component/archetype-component access. This was expensive because TypeIds must be hashed and compared individually. The parallel executor got around this by "condensing" type ids into bitset-backed access types. This worked, but it had to be re-generated from the `TypeAccess<TypeId>`sources every time archetypes changed.

This pr removes TypeAccess in favor of faster bitset access everywhere. We can do this thanks to the move to densely packed `ComponentId`s and `ArchetypeComponentId`s.

## Merged Resources into World

Resources had a lot of redundant functionality with Components. They stored typed data, they had access control, they had unique ids, they were queryable via SystemParams, etc. In fact the _only_ major difference between them was that they were unique (and didn't correlate to an entity).

Separate resources also had the downside of requiring a separate set of access controls, which meant the parallel executor needed to compare more bitsets per system and manage more state.

I initially got the "separate resources" idea from `legion`. I think that design was motivated by the fact that it made the direct world query/resource lifetime interactions more manageable. It certainly made our lives easier when using Resources alongside hecs/bevy_ecs. However we already have a construct for safely and ergonomically managing in-world lifetimes: systems (which use `Access<T>` internally).

This pr merges Resources into World:

```rust
world.insert_resource(1);
world.insert_resource(2.0);
let a = world.get_resource::<i32>().unwrap();
let mut b = world.get_resource_mut::<f64>().unwrap();
*b = 3.0;
```

Resources are now just a special kind of component. They have their own ComponentIds (and their own resource TypeId->ComponentId scope, so they don't conflict wit components of the same type). They are stored in a special "resource archetype", which stores components inside the archetype using a new `unique_components` sparse set (note that this sparse set could later be used to implement Tags). This allows us to keep the code size small by reusing existing datastructures (namely Column, Archetype, ComponentFlags, and ComponentInfo). This allows us the executor to use a single `Access<ArchetypeComponentId>` per system. It should also make scripting language integration easier.

_But_ this merge did create problems for people directly interacting with `World`. What if you need mutable access to multiple resources at the same time? `world.get_resource_mut()` borrows World mutably!

## WorldCell

WorldCell applies the `Access<ArchetypeComponentId>` concept to direct world access:

```rust
let world_cell = world.cell();
let a = world_cell.get_resource_mut::<i32>().unwrap();
let b = world_cell.get_resource_mut::<f64>().unwrap();
```

This adds cheap runtime checks (a sparse set lookup of `ArchetypeComponentId` and a counter) to ensure that world accesses do not conflict with each other. Each operation returns a `WorldBorrow<'w, T>` or `WorldBorrowMut<'w, T>` wrapper type, which will release the relevant ArchetypeComponentId resources when dropped.

World caches the access sparse set (and only one cell can exist at a time), so `world.cell()` is a cheap operation. 

WorldCell does _not_ use atomic operations. It is non-send, does a mutable borrow of world to prevent other accesses, and uses a simple `Rc<RefCell<ArchetypeComponentAccess>>` wrapper in each WorldBorrow pointer. 

The api is currently limited to resource access, but it can and should be extended to queries / entity component access.

## Resource Scopes

WorldCell does not yet support component queries, and even when it does there are sometimes legitimate reasons to want a mutable world ref _and_ a mutable resource ref (ex: bevy_render and bevy_scene both need this). In these cases we could always drop down to the unsafe `world.get_resource_unchecked_mut()`, but that is not ideal!

Instead developers can use a "resource scope"

```rust
world.resource_scope(|world: &mut World, a: &mut A| {
})
```

This temporarily removes the `A` resource from `World`, provides mutable pointers to both, and re-adds A to World when finished. Thanks to the move to ComponentIds/sparse sets, this is a cheap operation.

If multiple resources are required, scopes can be nested. We could also consider adding a "resource tuple" to the api if this pattern becomes common and the boilerplate gets nasty.

## Query Conflicts Use ComponentId Instead of ArchetypeComponentId

For safety reasons, systems cannot contain queries that conflict with each other without wrapping them in a QuerySet. On bevy `main`, we use ArchetypeComponentIds to determine conflicts. This is nice because it can take into account filters:

```rust
// these queries will never conflict due to their filters
fn filter_system(a: Query<&mut A, With<B>>, b: Query<&mut B, Without<B>>) {
}
```

But it also has a significant downside:
```rust
// these queries will not conflict _until_ an entity with A, B, and C is spawned
fn maybe_conflicts_system(a: Query<(&mut A, &C)>, b: Query<(&mut A, &B)>) {
}
```

The system above will panic at runtime if an entity with A, B, and C is spawned. This makes it hard to trust that your game logic will run without crashing.

In this pr, I switched to using `ComponentId` instead. This _is_ more constraining. `maybe_conflicts_system` will now always fail, but it will do it consistently at startup. Naively, it would also _disallow_ `filter_system`, which would be a significant downgrade in usability. Bevy has a number of internal systems that rely on disjoint queries and I expect it to be a common pattern in userspace.

To resolve this, I added a new `FilteredAccess<T>` type, which wraps `Access<T>` and adds with/without filters. If two `FilteredAccess` have with/without values that prove they are disjoint, they will no longer conflict.

## EntityRef / EntityMut

World entity operations on `main` require that the user passes in an `entity` id to each operation:

```rust
let entity = world.spawn((A, )); // create a new entity with A
world.get::<A>(entity);
world.insert(entity, (B, C));
world.insert_one(entity, D);
```

This means that each operation needs to look up the entity location / verify its validity. The initial spawn operation also requires a Bundle as input. This can be awkward when no components are required (or one component is required).

These operations have been replaced by `EntityRef` and `EntityMut`, which are "builder-style" wrappers around world that provide read and read/write operations on a single, pre-validated entity:

```rust
// spawn now takes no inputs and returns an EntityMut
let entity = world.spawn()
    .insert(A) // insert a single component into the entity
    .insert_bundle((B, C)) // insert a bundle of components into the entity
    .id() // id returns the Entity id

// Returns EntityMut (or panics if the entity does not exist)
world.entity_mut(entity)
    .insert(D)
    .insert_bundle(SomeBundle::default());
{
    // returns EntityRef (or panics if the entity does not exist)
    let d = world.entity(entity)
        .get::<D>() // gets the D component
        .unwrap();
    // world.get still exists for ergonomics
    let d = world.get::<D>(entity).unwrap();
}

// These variants return Options if you want to check existence instead of panicing 
world.get_entity_mut(entity)
    .unwrap()
    .insert(E);

if let Some(entity_ref) = world.get_entity(entity) {
    let d = entity_ref.get::<D>().unwrap();
}
```

This _does not_ affect the current Commands api or terminology. I think that should be a separate conversation as that is a much larger breaking change.

## Safety Improvements

* Entity reservation in Commands uses a normal world borrow instead of an unsafe transmute
* QuerySets no longer transmutes lifetimes
* Made traits "unsafe" when implementing a trait incorrectly could cause unsafety
* More thorough safety docs

## RemovedComponents SystemParam

The old approach to querying removed components: `query.removed:<T>()` was confusing because it had no connection to the query itself. I replaced it with the following, which is both clearer and allows us to cache the ComponentId mapping in the SystemParamState:

```rust
fn system(removed: RemovedComponents<T>) {
    for entity in removed.iter() {
    }
} 
```

## Simpler Bundle implementation

Bundles are no longer responsible for sorting (or deduping) TypeInfo. They are just a simple ordered list of component types / data. This makes the implementation smaller and opens the door to an easy "nested bundle" implementation in the future (which i might even add in this pr). Duplicate detection is now done once per bundle type by World the first time a bundle is used.

## Unified WorldQuery and QueryFilter types

(don't worry they are still separate type _parameters_ in Queries .. this is a non-breaking change)

WorldQuery and QueryFilter were already basically identical apis. With the addition of `FetchState` and more storage-specific fetch methods, the overlap was even clearer (and the redundancy more painful).

QueryFilters are now just `F: WorldQuery where F::Fetch: FilterFetch`. FilterFetch requires `Fetch<Item = bool>` and adds new "short circuit" variants of fetch methods. This enables a filter tuple like `(With<A>, Without<B>, Changed<C>)` to stop evaluating the filter after the first mismatch is encountered. FilterFetch is automatically implemented for `Fetch` implementations that return bool.

This forces fetch implementations that return things like `(bool, bool, bool)` (such as the filter above) to manually implement FilterFetch and decide whether or not to short-circuit.

## More Granular Modules

World no longer globs all of the internal modules together. It now exports `core`, `system`, and `schedule` separately. I'm also considering exporting `core` submodules directly as that is still pretty "glob-ey" and unorganized (feedback welcome here).

## Remaining Draft Work (to be done in this pr)

* ~~panic on conflicting WorldQuery fetches (&A, &mut A)~~
    * ~~bevy `main` and hecs both currently allow this, but we should protect against it if possible~~
* ~~batch_iter / par_iter (currently stubbed out)~~
* ~~ChangedRes~~
    * ~~I skipped this while we sort out #1313. This pr should be adapted to account for whatever we land on there~~.
* ~~The `Archetypes` and `Tables` collections use hashes of sorted lists of component ids to uniquely identify each archetype/table. This hash is then used as the key in a HashMap to look up the relevant ArchetypeId or TableId. (which doesn't handle hash collisions properly)~~
* ~~It is currently unsafe to generate a Query from "World A", then use it on "World B" (despite the api claiming it is safe). We should probably close this gap. This could be done by adding a randomly generated WorldId to each world, then storing that id in each Query. They could then be compared to each other on each `query.do_thing(&world)` operation. This _does_ add an extra branch to each query operation, so I'm open to other suggestions if people have them.~~
* ~~Nested Bundles (if i find time)~~

## Potential Future Work

* Expand WorldCell to support queries.
* Consider not allocating in the empty archetype on `world.spawn()`
    * ex: return something like EntityMutUninit, which turns into EntityMut after an `insert` or `insert_bundle` op
    * this actually regressed performance last time i tried it, but in theory it should be faster
* Optimize SparseSet::insert (see `PERF` comment on insert)
* Replace SparseArray `Option<T>` with T::MAX to cut down on branching
    * would enable cheaper get_unchecked() operations
* upstream fixedbitset optimizations
    * fixedbitset could be allocation free for small block counts (store blocks in a SmallVec)
    * fixedbitset could have a const constructor 
* Consider implementing Tags (archetype-specific by-value data that affects archetype identity) 
    * ex: ArchetypeA could have `[A, B, C]` table components and `[D(1)]` "tag" component. ArchetypeB could have `[A, B, C]` table components and a `[D(2)]` tag component. The archetypes are different, despite both having D tags because the value inside D is different.
    * this could potentially build on top of the `archetype.unique_components` added in this pr for resource storage.
* Consider reverting `all_tuples` proc macro in favor of the old `macro_rules` implementation
    * all_tuples is more flexible and produces cleaner documentation (the macro_rules version produces weird type parameter orders due to parser constraints)
    * but unfortunately all_tuples also appears to make Rust Analyzer sad/slow when working inside of `bevy_ecs` (does not affect user code)
* Consider "resource queries" and/or "mixed resource and entity component queries" as an alternative to WorldCell
    * this is basically just "systems" so maybe it's not worth it
* Add more world ops
    * `world.clear()`
    * `world.reserve<T: Bundle>(count: usize)`
 * Try using the old archetype allocation strategy (allocate new memory on resize and copy everything over). I expect this to improve batch insertion performance at the cost of unbatched performance. But thats just a guess. I'm not an allocation perf pro :)
 * Adapt Commands apis for consistency with new World apis 

## Benchmarks

key:

* `bevy_old`: bevy `main` branch
* `bevy`: this branch
* `_foreach`: uses an optimized for_each iterator
* ` _sparse`: uses sparse set storage (if unspecified assume table storage)
* `_system`: runs inside a system (if unspecified assume test happens via direct world ops)

### Simple Insert (from ecs_bench_suite)

![image](https://user-images.githubusercontent.com/2694663/109245573-9c3ce100-7795-11eb-9003-bfd41cd5c51f.png)

### Simpler Iter (from ecs_bench_suite)

![image](https://user-images.githubusercontent.com/2694663/109245795-ffc70e80-7795-11eb-92fb-3ffad09aabf7.png)

### Fragment Iter (from ecs_bench_suite)

![image](https://user-images.githubusercontent.com/2694663/109245849-0fdeee00-7796-11eb-8d25-eb6b7a682c48.png)

### Sparse Fragmented Iter

Iterate a query that matches 5 entities from a single matching archetype, but there are 100 unmatching archetypes

![image](https://user-images.githubusercontent.com/2694663/109245916-2b49f900-7796-11eb-9a8f-ed89c203f940.png)
 
### Schedule (from ecs_bench_suite)

![image](https://user-images.githubusercontent.com/2694663/109246428-1fab0200-7797-11eb-8841-1b2161e90fa4.png)

### Add Remove Component (from ecs_bench_suite)

![image](https://user-images.githubusercontent.com/2694663/109246492-39e4e000-7797-11eb-8985-2706bd0495ab.png)


### Add Remove Component Big

Same as the test above, but each entity has 5 "large" matrix components and 1 "large" matrix component is added and removed

![image](https://user-images.githubusercontent.com/2694663/109246517-449f7500-7797-11eb-835e-28b6790daeaa.png)


### Get Component

Looks up a single component value a large number of times

![image](https://user-images.githubusercontent.com/2694663/109246129-87ad1880-7796-11eb-9fcb-c38012aa7c70.png)
2021-03-05 07:54:35 +00:00
Alexander Sepity
4f1a65113d Fixed commands for coerced exclusive systems (#1531)
Fixes #1530.
2021-03-03 23:36:01 +00:00
Wouter Buckens
000dd4c1c2 Add docs & example for SystemParam (#1435)
It took me a little while to figure out how to use the `SystemParam` derive macro to easily create my own params. So I figured I'd add some docs and an example with what I learned.

- Fixed a bug in the `SystemParam` derive macro where it didn't detect the correct crate name when used in an example (no longer relevant, replaced by #1426 - see further)
- Added some doc comments and a short example code block in the docs for the `SystemParam` trait
- Added a more complete example with explanatory comments in examples
2021-03-03 03:11:11 +00:00
TheRawMeatball
87ada5b589 Get rid of ChangedRes (#1313)
This replaces `ChangedRes` with simple associated methods that return the same info, but don't block execution. Also, since ChangedRes was infectious and was the only reason `FetchSystemParam::get_params` and `System::run_unsafe` returned `Option`s, their implementation could be simplified after this PR is merged, or as part of it with a future commit.
2021-03-03 01:59:40 +00:00
Carter Anderson
e035ce1f2a remove dev-dependencies from bevy_ecs (#1542)
These are no longer used, increase build times, and currently break builds due to a broken criterion dependency on nightly.
2021-03-03 01:39:02 +00:00
Jakob Hellermann
a1ec684131 fix bevy_ecs macro path handling (#1426)
- It now doesn't search in the dev-dependencies anymore
- and the behaviour is consistent for derive_bundle and derive_system_param
2021-02-22 09:15:27 +00:00
Nathan Stocks
13b602ee3f Xtask CI (#1387)
This PR is easiest to review commit by commit.

Followup on https://github.com/bevyengine/bevy/pull/1309#issuecomment-767310084

- [x] Switch from a bash script to an xtask rust workspace member.
  - Results in ~30s longer CI due to compilation of the xtask itself
  - Enables Bevy contributors on any platform to run `cargo ci` to run linting -- if the default available Rust is the same version as on CI, then the command should give an identical result.
- [x] Use the xtask from official CI so there's only one place to update.
- [x] Bonus: Run clippy on the _entire_ workspace (existing CI setup was missing the `--workspace` flag
  - [x] Clean up newly-exposed clippy errors 

~#1388 builds on this to clean up newly discovered clippy errors -- I thought it might be nicer as a separate PR.~  Nope, merged it into this one so CI would pass.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-02-22 08:42:19 +00:00
MinerSebas
c9f19d8663 Cleanup of Markdown Files and add CI Checking (#1463)
I have run the VSCode Extension [markdownlint](https://marketplace.visualstudio.com/items?itemName=DavidAnson.vscode-markdownlint) on all Markdown Files in the Repo.
The provided Rules are documented here: https://github.com/DavidAnson/markdownlint/blob/v0.23.1/doc/Rules.md

Rules I didn't follow/fix:
* MD024/no-duplicate-heading
  * Changelog: Here Heading will always repeat.
  * Examples Readme: Platform-specific documentation should be symmetrical.
* MD025/single-title
* MD026/no-trailing-punctuation
  * Caused by the ! in "Hello, World!".
* MD033/no-inline-html
  * The plugins_guidlines file does need HTML, so the shown badges aren't downscaled too much.
* ~~MD036/no-emphasis-as-heading:~~
  * ~~This Warning only Appears in the Github Issue Templates and can be ignored.~~
* ~~MD041/first-line-heading~~
  * ~~Only appears in the Readme for the AlienCake example Assets, which is unimportant.~~

---

I also sorted the Examples in the Readme and Cargo.toml in this order/Priority:
* Topic/Folder
* Introductionary Examples
* Alphabetical Order

The explanation for each case, where it isn't Alphabetical :
* Diagnostics
  * log_diagnostics: The usage of inbuild Diagnostics is more important than creating your own.
* ECS (Entity Component System)
  * ecs_guide: The guide should be read, before diving into other Features.
* Reflection
  * reflection: Basic Explanation should be read, before more advanced Topics.
* WASM Examples
  * hello_wasm: It's "Hello, World!".
2021-02-22 04:50:05 +00:00
Jakob Hellermann
cd688d7a41 fix rustdoc warnings (#1437)
Every warning is fixed except for 
b39df9a8d2/crates/bevy_render/src/texture/texture_descriptor.rs (L61)
because I didn't know what the required feature is.
I opened https://github.com/gfx-rs/wgpu/issues/1213 for that.
2021-02-22 03:59:35 +00:00
Niklas Eicker
2e3af84590 Add remove resource to commands (#1478)
resolves #1468 

Co-authored-by: Niklas Eicker <git@nikl.me>
2021-02-22 03:43:26 +00:00
Jakob Hellermann
f73c6d18ef better error message on failed derive (#1491)
Before, when deriving `SystemLabel` for a type without `Clone`, the error message was:
```
the trait `SystemLabel` is not implemented for `&TransformSystem`
```
Now it is
```
the trait `Clone` is not implemented for `TransformSystem`
```
which directly shows what's needed to fix the problem.
2021-02-22 03:23:57 +00:00
Yoh Deadfall
578a5b1b88 Moved benchmarks to a single place (#1477)
Closes #1472.
2021-02-19 22:11:00 +00:00
TheRawMeatball
fa73036f9d
Extend AppBuilder api with add_system_set and similar methods (#1453)
Extend AppBuilder api with `add_system_set` and similar methods
2021-02-19 11:36:34 -08:00
Alexander Sepity
c2a427f1a3
Non-string labels (#1423 continued) (#1473)
Non-string labels
2021-02-18 13:20:37 -08:00
Alexander Sepity
82d0e84a5c
Explicit execution order ambiguities API (#1469)
Explicit execution order ambiguities API.
2021-02-18 11:30:13 -08:00
Alice Cecile
a895256925
Better documentation for explicit dependencies (#1428)
* More in-depth ambiguity checker docs
* Updated ecs_guide example with explicit dependencies
2021-02-16 11:18:08 -08:00
Alexander Sepity
d021a3c374
Relaxed bounds on NonSend. (#1448) 2021-02-14 16:20:16 -08:00
Wouter Buckens
b39df9a8d2
Fix missing paths in ECS SystemParam derive macro (#1434) 2021-02-11 15:59:11 -08:00
Alexander Sepity
d5a7330431
System sets and parallel executor v2 (#1144)
System sets and parallel executor v2
2021-02-09 12:14:10 -08:00
MinerSebas
3475a64a2c
More Doctest changes (#1405)
* Add system() to DocTests

* Hide use statements
2021-02-05 17:44:34 -08:00
szunami
c87d4c110f
Update example system in documentation (#1403)
The existing snippet fails to compile with:

```
no method named `system` found for fn item `fn(bevy::prelude::Commands) {example_system}` in the current scope
```
2021-02-05 12:57:47 -08:00
Telzhaak
61c9a40fde
[Bugfix] add_stage now checks Stage existence (#1346)
add_stage now checks stage existence
2021-01-30 12:10:14 -08:00
Jakob Hellermann
f3306e5490
implement Debug for Flags regardless of underlying type (#1323) 2021-01-26 11:58:46 -08:00
Tomasz Sterna
f2b73eaa8a
Fix documentation comment for State::overwrite_next (#1291) 2021-01-23 13:18:28 -08:00
Will Crichton
7166a28baf
Enable dynamic mutable access to component data (#1284)
* Enable dynamic mutable access to component data

* Add clippy allowance, more documentation
2021-01-22 15:15:08 -08:00
Daniel McNab
6bd5ec8404
Change to using add_run_criteria (#1282) 2021-01-22 14:09:14 -08:00
TheRawMeatball
a880b54508
Make EventReader a SystemParam (#1244)
* Add generic support for `#[derive(SystemParam)]`
* Make EventReader a SystemParam
2021-01-18 22:23:30 -08:00
Nathan Stocks
a0475e9ad5
Change 'components' to 'bundles' where it makes sense semantically (#1257)
change 'components' to 'bundles' where it makes sense semantically
2021-01-18 16:50:36 -08:00