Commit graph

616 commits

Author SHA1 Message Date
Hennadii Chernyshchyk
71f8b4a92f Use default serde impls for Entity (#6194)
# Objective

Currently for entities we serialize only `id`. But this is not very expected behavior. For example, in networking, when the server sends its state, it contains entities and components. On the client, I create new objects and map them (using `EntityMap`) to those received from the server (to know which one matches which). And if `generation` field is missing, this mapping can be broken. Example:

1. Server sends an entity `Entity{ id: 2, generation: 1}` with components.
2. Client puts the received entity in a map and create a new entity that maps to this received entity. The new entity have different `id` and `generation`. Let's call it `Entity{ id: 12, generation: 4}`.
3. Client sends a command for `Entity{ id: 12, generation: 4}`. To do so, it maps local entity to the one from server. But `generation` field is 0 because it was omitted for serialization on the server. So it maps to `Entity{ id: 2, generation: 0}`.
4. Server receives `Entity{ id: 2, generation: 0}` which is invalid.

In my game I worked around it by [writing custom serialization](https://github.com/dollisgame/dollis/blob/master/src/core/network/entity_serde.rs) and using `serde(with = "...")`. But it feels like a bad default to me.

Using `Entity` over a custom `NetworkId` also have the following advantages:

1. Re-use `MapEntities` trait to map `Entity`s in replicated components.
2. Instead of server `Entity <-> NetworkId ` and `Entity <-> NetworkId`, we map entities only on client.
3. No need to handling uniqueness. It's a rare case, but makes things simpler. For example, I don't need to query for a resource to create an unique ID.

Closes #6143.

## Solution

Use default serde impls. If anyone want to avoid wasting memory on `generation`, they can create a new type that holds `u32`. This is what Bevy do for [DynamicEntity](https://docs.rs/bevy/latest/bevy/scene/struct.DynamicEntity.html) to serialize scenes. And I don't see any use case to serialize an entity id expect this one.

---

## Changelog

### Changed

- Entity now serializes / deserializes `generation` field.

## Migration Guide

- Entity now fully serialized. If you want to serialze only `id`, as it was before, you can create a new type that wraps `u32`.
2022-10-28 22:21:30 +00:00
Jakob Hellermann
e71c4d2802 fix nightly clippy warnings (#6395)
# Objective

- fix new clippy lints before they get stable and break CI

## Solution

- run `clippy --fix` to auto-fix machine-applicable lints
- silence `clippy::should_implement_trait` for `fn HandleId::default<T: Asset>`

## Changes
- always prefer `format!("{inline}")` over `format!("{}", not_inline)`
- prefer `Box::default` (or `Box::<T>::default` if necessary) over `Box::new(T::default())`
2022-10-28 21:03:01 +00:00
James Liu
fe7ebd4326 Clean up Fetch code (#4800)
# Objective
Clean up code surrounding fetch by pulling out the common parts into the iteration code.

## Solution
Merge `Fetch::table_fetch` and `Fetch::archetype_fetch` into a single API: `Fetch::fetch(&mut self, entity: &Entity, table_row: &usize)`. This provides everything any fetch requires to internally decide which storage to read from and get the underlying data. All of these functions are marked as `#[inline(always)]` and the arguments are passed as references to attempt to optimize out the argument that isn't being used.

External to `Fetch`, Query iteration has been changed to keep track of the table row and entity outside of fetch, which moves a lot of the expensive bookkeeping `Fetch` structs had previously done internally into the outer loop.

~~TODO: Benchmark, docs~~ Done.

---

## Changelog
Changed: `Fetch::table_fetch` and `Fetch::archetype_fetch` have been merged into a single `Fetch::fetch` function.

## Migration Guide
TODO

Co-authored-by: Brian Merchant <bhmerchang@gmail.com>
Co-authored-by: Saverio Miroddi <saverio.pub2@gmail.com>
2022-10-28 09:25:50 +00:00
targrub
c18b1a839b Prepare for upcoming rustlang by fixing upcoming clippy warnings (#6376)
# Objective

- Proactive changing of code to comply with warnings generated by beta of rustlang version of cargo clippy.

## Solution

- Code changed as recommended by `rustup update`, `rustup default beta`, `cargo run -p ci -- clippy`.
- Tested using `beta` and `stable`.  No clippy warnings in either after changes made.

---

## Changelog

- Warnings fixed were: `clippy::explicit-auto-deref` (present in 11 files), `clippy::needless-borrow` (present in 2 files), and `clippy::only-used-in-recursion` (only 1 file).
2022-10-26 19:15:15 +00:00
Boxy
54cf45c5b3 Avoid making Fetchs Clone (#5593)
# Objective

- Do not implement `Copy` or `Clone` for `Fetch` types as this is kind of sus soundness wise (it feels like cloning an `IterMut` in safe code to me). Cloning a fetch seems important to think about soundness wise when doing it so I prefer this over adding a `Clone` bound to the assoc type definition (i.e. `type Fetch: Clone`) even though that would also solve the other listed things here.
- Remove a bunch of `QueryFetch<'w, Q>: Clone` bounds from our API as now all fetches can be "cloned" for use in `iter_combinations`. This should also help avoid the type inference regression ptrification introduced where `for<'a> QueryFetch<'a, Q>: Trait` bounds misbehave since we no longer need any of those kind of higher ranked bounds (although in practice we had none anyway).
- Stop being able to "forget" to implement clone for fetches, we've had a lot of issues where either `derive(Clone)` was used instead of a manual impl (so we ended up with too tight bounds on the impl) or flat out forgot to implement Clone at all. With this change all fetches are able to be cloned for `iter_combinations` so this will no longer be possible to mess up.

On an unrelated note, while making this PR I realised we probably want safety invariants on `archetype/table_fetch` that nothing aliases the table_row/archetype_index according to the access we set.

---

## Changelog

`Clone` and `Copy` were removed from all `Fetch` types.

## Migration Guide

- Call `WorldQuery::clone_fetch` instead of `fetch.clone()`. Make sure to add safety comments :)
2022-10-26 13:16:25 +00:00
Carter Weinberg
c6f27eb054 Add More Description to the Iter Combinations Documentation (#6260)
# Objective

I was trying to implement a collision system for my game, and believed that the iter_combinations method might be what I need. But I couldn't find a simple explanation of what a combination was in Bevy and thought it could use some more explanation. 

## Solution

I added some description to the documentation that can hopefully further elaborate on what a combination is. 

I also changed up the docs for the method because a combination is a different thing than a permutation but the Bevy docs seemed to use them interchangeably.
2022-10-25 00:19:23 +00:00
Theo Ottah
45e5eb1db3 Remove ExactSizeIterator from QueryCombinationIter (#5895)
# Objective

- `QueryCombinationIter` can have sizes greater than `usize::MAX`.
- Fixes #5846 

## Solution

- Only the implementation of `ExactSizeIterator` has been removed. Instead of using `query_combination.len()`, you can use `query_combination.size_hint().0` to get the same value as before.

---

## Migration Guide

- Switch to using other methods of getting the length.
2022-10-24 23:03:15 +00:00
ira
b291223e34 Implement IntoIterator for ECS wrapper types. (#5096)
# Objective

Improve ergonomics by passing on the `IntoIterator` impl of the underlying type to wrapper types.

## Solution

Implement `IntoIterator` for ECS wrapper types (Mut, Local, Res, etc.).

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-10-24 21:01:08 +00:00
TheRawMeatball
3c13c75036 Optimize rendering slow-down at high entity counts (#5509)
# Objective

- Improve #3953

## Solution

- The very specific circumstances under which the render world is reset meant that the flush_as_invalid function could be replaced with one that had a noop as its init method.
- This removes a double-writing issue leading to greatly increased performance.

Running the reproduction code in the linked issue, this change nearly doubles the framerate.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-10-24 19:24:49 +00:00
Lena Milizé
b2f223b98f document insert_non_send_resource panics (#6328)
Signed-off-by: Lena Milizé <me@lvmn.org>

# Objective

Fixes #6277.

## Solution

Adds `# Panics` section to [`fn insert_non_send_resource`](http://dev-docs.bevyengine.org/bevy/ecs/world/struct.World.html#method.insert_non_send_resource) documentation, which explains that it panics when called from thread other than main thread.
2022-10-24 14:53:16 +00:00
Marc-Stefan Cassola
7a41efa227 implemented #[bundle(ignore)] (#6123)
# Objective

Fixes #5559

Replaces #5628

## Solution

Because the generated method from_components() creates an instance of Self my implementation requires any field type that is marked to be ignored to implement Default.

---

## Changelog

Added the possibility to ignore fields in a bundle with `#[bundle(ignore)]`. Typically used when `PhantomData` needs to be added to a `Bundle`.
2022-10-24 14:33:45 +00:00
François
64a8485a11 Disabling default features support in bevy_ecs, bevy_reflect and bevy (#5993)
# Objective

- Fix disabling features in bevy_ecs (broken by #5630)
- Add tests in CI for bevy_ecs, bevy_reflect and bevy as those crates could be use standalone
2022-10-24 13:46:39 +00:00
ira
e4af823b45 Clarify the behaviour of iter_many in the docs (#5973)
Add the following message:
```
Items are returned in the order of the list of entities.
Entities that don't match the query are skipped.
```

Additionally, the docs in `iter.rs` and `state.rs` were updated to match those in `query.rs`.

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-10-24 13:46:38 +00:00
James Liu
2b96530947 Extract Resources into their own dedicated storage (#4809)
# Objective
At least partially addresses #6282.

Resources are currently stored as a dedicated Resource archetype (ID 1). This allows for easy code reusability, but unnecessarily adds 72 bytes (on 64-bit systems) to the struct that is only used for that one archetype. It also requires several fields to be `pub(crate)` which isn't ideal.

This should also remove one sparse-set lookup from fetching, inserting, and removing resources from a `World`.

## Solution

- Add `Resources` parallel to `Tables` and `SparseSets` and extract the functionality used by `Archetype` in it.
- Remove `unique_components` from `Archetype`
- Remove the `pub(crate)` on `Archetype::components`.
- Remove `ArchetypeId::RESOURCE`
- Remove `Archetypes::resource` and `Archetypes::resource_mut`

---

## Changelog
Added: `Resources` type to store resources.
Added: `Storages::resource`
Removed: `ArchetypeId::RESOURCE`
Removed: `Archetypes::resource` and `Archetypes::resources`
Removed: `Archetype::unique_components` and `Archetypes::unique_components_mut`

## Migration Guide
Resources have been moved to `Resources` under `Storages` in `World`. All code dependent on `Archetype::unique_components(_mut)` should access it via `world.storages().resources()` instead.

All APIs accessing the raw data of individual resources (mutable *and* read-only) have been removed as these APIs allowed for unsound unsafe code. All usages of these APIs should be changed to use `World::{get, insert, remove}_resource`.
2022-10-24 13:46:36 +00:00
James Liu
b508b5c7c7 Skip empty archetypes and tables when iterating over queries (#4724)
# Objective
Speed up queries that are fragmented over many empty archetypes and tables.

## Solution
Add a early-out to check if the table or archetype is empty before iterating over it. This adds an extra branch for every archetype matched, but skips setting the archetype/table to the underlying state and any iteration over it.

This may not be worth it for the default `Query::iter` and maybe even the `Query::for_each` implementations, but this definitely avoids scheduling unnecessary tasks in the `Query::par_for_each` case.

Ideally, `matched_archetypes` should only contain archetypes where there's actually work to do, but this would add a `O(n)` flat cost to every call to `update_archetypes` that scales with the number of matched archetypes.

TODO: Benchmark
2022-10-24 13:22:05 +00:00
JMS55
708535536b Document EntityCommands/EntityMut insert() (#6270)
Fixes #6258.
2022-10-17 14:38:58 +00:00
Zicklag
f9c56b321d Enable Constructing ReflectComponent/Resource (#6257)
# Objective

- Fixes #6206

## Solution

- Create a constructor for creating `ReflectComponent` and `ReflectResource`

---

## Changelog

> This section is optional. If this was a trivial fix, or has no externally-visible impact, you can delete this section.

### Added

- Created constructors for `ReflectComponent` and `ReflectResource`, allowing for advanced scripting use-cases.
2022-10-17 14:01:50 +00:00
JoJoJet
89c4b77bdd Add a method for accessing the width of a Table (#6249)
# Objective

There is currently no good way of getting the width (# of components) of a table outside of `bevy_ecs`.

# Solution

Added the methods `Table::{component_count, component_capacity}`
For consistency and clarity, renamed `Table::{len, capacity}` to `entity_count` and `entity_capacity`.

## Changelog

- Added the methods `Table::component_count` and `Table::component_capacity`
- Renamed `Table::len` and `Table::capacity` to `entity_count` and `entity_capacity`

## Migration Guide

Any use of `Table::len` should now be `Table::entity_count`. Any use of `Table::capacity` should now be `Table::entity_capacity`.
2022-10-17 13:47:02 +00:00
mike
a0f1468108 Add iter_entities to World #6228 (#6242)
# Objective

- Add a way to iterate over all entities from &World

## Solution

- Added a function `iter_entities` on World which returns an iterator of `Entity` derived from the entities in the `World`'s `archetypes`

---

## Changelog

- Added a function `iter_entities` on World, allowing iterating over all entities in contexts where you only have read-only access to the World.
2022-10-17 13:47:00 +00:00
Alice Cecile
c0a93aa7a4 Rename system chaining to system piping (#6230)
# Objective

> System chaining is a confusing name: it implies the ability to construct non-linear graphs, and suggests a sense of system ordering that is only incidentally true. Instead, it actually works by passing data from one system to the next, much like the pipe operator.

> In the accepted [stageless RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/45-stageless.md), this concept is renamed to piping, and "system chaining" is used to construct groups of systems with ordering dependencies between them.

Fixes #6225.

## Changelog

System chaining has been renamed to system piping to improve clarity (and free up the name for new ordering APIs). 

## Migration Guide

The `.chain(handler_system)` method on systems is now `.pipe(handler_system)`.
The `IntoChainSystem` trait is now `IntoPipeSystem`, and the `ChainSystem` struct is now `PipeSystem`.
2022-10-11 15:21:12 +00:00
targrub
9a597b758e Adding Debug implementations for App, Stage, Schedule, Query, QueryState, etc. (#6214)
# Objective

- Adding Debug implementations for App, Stage, Schedule, Query, QueryState.
- Fixes #1130.

## Solution

- Implemented std::fmt::Debug for a number of structures.

---

## Changelog

Also added Debug implementations for ParallelSystemExecutor, SingleThreadedExecutor, various RunCriteria structures, SystemContainer, and SystemDescriptor.

Opinions are sure to differ as to what information to provide in a Debug implementation.  Best guess was taken for this initial version for these structures.


Co-authored-by: targrub <62773321+targrub@users.noreply.github.com>
2022-10-10 20:59:38 +00:00
JoJoJet
2cff2278ca Add a method for mapping Mut<T> -> Mut<U> (#6199)
# Objective

When designing an API, you may wish to provide access only to a specific field of a component or resource. The current options for doing this in safe code are

* `*Mut::into_inner`, which flags a change no matter what.
* `*Mut::bypass_change_detection`, which misses all changes.

## Solution

Add the method `map_unchanged`.

### Example

```rust
// When run, zeroes the translation of every entity.
fn reset_all(mut transforms: Query<&mut Transform>) {
    for transform in &mut transforms {
        // We pinky promise not to modify `t` within the closure.
        let translation = transform.map_unchanged(|t| &mut t.translation);
        // Only reset the translation if it isn't already zero.
        translation.set_if_not_equal(Vec2::ZERO);
    }
}
```

---

## Changelog

+ Added the method `map_unchanged` to types `Mut<T>`, `ResMut<T>`, and `NonSendMut<T>`.
2022-10-10 17:06:31 +00:00
JoJoJet
3321d68a75 Add methods for silencing system-order ambiguity warnings (#6158)
# Background

Incremental implementation of #4299. The code is heavily borrowed from that PR.

# Objective

The execution order ambiguity checker often emits false positives, since bevy is not aware of invariants upheld by the user.

## Solution

Title

---

## Changelog

+ Added methods `SystemDescriptor::ignore_all_ambiguities` and `::ambiguous_with`. These allow you to silence warnings for specific system-order ambiguities.

## Migration Guide

***Note for maintainers**: This should replace the migration guide for #5916*

Ambiguity sets have been replaced with a simpler API.

```rust
// These systems technically conflict, but we don't care which order they run in.
fn jump_on_click(mouse: Res<Input<MouseButton>>, mut transforms: Query<&mut Transform>) { ... }
fn jump_on_spacebar(keys: Res<Input<KeyCode>>, mut transforms: Query<&mut Transform>) { ... }

//
// Before

#[derive(AmbiguitySetLabel)]
struct JumpSystems;

app
  .add_system(jump_on_click.in_ambiguity_set(JumpSystems))
  .add_system(jump_on_spacebar.in_ambiguity_set(JumpSystems));

//
// After

app
  .add_system(jump_on_click.ambiguous_with(jump_on_spacebar))
  .add_system(jump_on_spacebar);

```
2022-10-10 16:34:21 +00:00
Kewei Huang
2a6b544a0a Document EntityMut::remove() (#6168)
# Objective

- Fixes #5990

## Solution

- Add docs for `EntityMut::remove()` explaining its return value.
2022-10-05 12:21:09 +00:00
JoJoJet
8a268129f9 Deduplicate ambiguity reporting code (#6149)
# Objective

Now that #6083 has been merged, we can clean up some ugly ambiguity detection code.

# Solution

Deduplicate code.
2022-10-03 16:57:31 +00:00
Dawid Piotrowski
0bf7f3153d Allow access to non-send resource through World::resource_scope (#6113)
# Objective

Relaxes the trait bound for `World::resource_scope` to allow non-send resources. Fixes #6037.

## Solution

No big changes in code had to be made. Added a check so that the non-send resources won't be accessed from a different thread.

---

## Changelog
 - `World::resource_scope` accepts non-send resources now
 - `World::resource_scope` verifies non-send access if the resource is non-send
 - Two new tests are added, one for valid use of `World::resource_scope` with a non-send resource, and one for invalid use (calling it from a different thread, resulting in panic)

Co-authored-by: Dawid Piotrowski <41804418+Pietrek14@users.noreply.github.com>
2022-09-28 17:53:58 +00:00
Federico Rinaldi
aa32a77fdd Update API docs for Commands::get_or_spawn to inform the user about invalid returned values (#6117)
# Objective

As explained by #5960, `Commands::get_or_spawn` may return a dangling `EntityCommands` that references a non-existing entities. As explained in [this comment], it may be undesirable to make the method return an `Option`.

- Addresses #5960
- Alternative to #5961

## Solution

This PR adds a doc comment to the method to inform the user that the returned `EntityCommands` is not guaranteed to be valid. It also adds panic doc comments on appropriate `EntityCommands` methods.

[this comment]: https://github.com/bevyengine/bevy/pull/5961#issuecomment-1259870849
2022-09-28 14:09:39 +00:00
Mike
d22d310ad5 Nested spawns on scope (#4466)
# Objective

- Add ability to create nested spawns. This is needed for stageless. The current executor spawns tasks for each system early and runs the system by communicating through a channel. In stageless we want to spawn the task late, so that archetypes can be updated right before the task is run. The executor is run on a separate task, so this enables the scope to be passed to the spawned executor.
- Fixes #4301

## Solution

- Instantiate a single threaded executor on the scope and use that instead of the LocalExecutor. This allows the scope to be Send, but still able to spawn tasks onto the main thread the scope is run on. This works because while systems can access nonsend data. The systems themselves are Send. Because of this change we lose the ability to spawn nonsend tasks on the scope, but I don't think this is being used anywhere. Users would still be able to use spawn_local on TaskPools.
- Steals the lifetime tricks the `std:🧵:scope` uses to allow nested spawns, but disallow scope to be passed to tasks or threads not associated with the scope.
- Change the storage for the tasks to a `ConcurrentQueue`. This is to allow a &Scope to be passed for spawning instead of a &mut Scope. `ConcurrentQueue` was chosen because it was already in our dependency tree because `async_executor` depends on it.
- removed the optimizations for 0 and 1 spawned tasks. It did improve those cases, but made the cases of more than 1 task slower.
---

## Changelog

Add ability to nest spawns

```rust
fn main() {
    let pool = TaskPool::new();
    pool.scope(|scope| {
        scope.spawn(async move {
            // calling scope.spawn from an spawn task was not possible before
            scope.spawn(async move {
                // do something
            });
        });
    })
}
```

## Migration Guide

If you were using explicit lifetimes and Passing Scope you'll need to specify two lifetimes now.

```rust
fn scoped_function<'scope>(scope: &mut Scope<'scope, ()>) {}
// should become
fn scoped_function<'scope>(scope: &Scope<'_, 'scope, ()>) {}
```

`scope.spawn_local` changed to `scope.spawn_on_scope` this should cover cases where you needed to run tasks on the local thread, but does not cover spawning Nonsend Futures.

## TODO
* [x] think real hard about all the lifetimes
* [x] add doc about what 'env and 'scope mean.
* [x] manually check that the single threaded task pool still works
* [x] Get updated perf numbers
* [x] check and make sure all the transmutes are necessary
* [x] move commented out test into a compile fail test
* [x] look through the tests for scope on std and see if I should add any more tests

Co-authored-by: Michael Hsu <myhsu@benjaminelectric.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-09-28 01:59:10 +00:00
Boxy
92c90a9bad add Res::clone (#4109)
# Objective
Make `Res` cloneable
## Solution
Add an associated fn `clone(self: &Self) -. Self` instead of `Copy + Clone` trait impls to avoid `res.clone()` failing to clone out the underlying `T`
2022-09-27 18:48:25 +00:00
Demiu
263ab9424d Remove Sync bound from Command (#5871)
Unless I'm mistaken it is unnecessary, Commands are never accessed from two threads simultaneously. It unnecessarily restricts Command structs
2022-09-27 18:34:33 +00:00
Carter Anderson
dc3f801239 Exclusive Systems Now Implement System. Flexible Exclusive System Params (#6083)
# Objective

The [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) involves allowing exclusive systems to be referenced and ordered relative to parallel systems. We've agreed that unifying systems under `System` is the right move.

This is an alternative to #4166 (see rationale in the comments I left there). Note that this builds on the learnings established there (and borrows some patterns).

## Solution

This unifies parallel and exclusive systems under the shared `System` trait, removing the old `ExclusiveSystem` trait / impls. This is accomplished by adding a new `ExclusiveFunctionSystem` impl similar to `FunctionSystem`. It is backed by `ExclusiveSystemParam`, which is similar to `SystemParam`. There is a new flattened out SystemContainer api (which cuts out a lot of trait and type complexity). 

This means you can remove all cases of `exclusive_system()`:

```rust
// before
commands.add_system(some_system.exclusive_system());
// after
commands.add_system(some_system);
```

I've also implemented `ExclusiveSystemParam` for `&mut QueryState` and `&mut SystemState`, which makes this possible in exclusive systems:

```rust
fn some_exclusive_system(
    world: &mut World,
    transforms: &mut QueryState<&Transform>,
    state: &mut SystemState<(Res<Time>, Query<&Player>)>,
) {
    for transform in transforms.iter(world) {
        println!("{transform:?}");
    }
    let (time, players) = state.get(world);
    for player in players.iter() {
        println!("{player:?}");
    }
}
```

Note that "exclusive function systems" assume `&mut World` is present (and the first param). I think this is a fair assumption, given that the presence of `&mut World` is what defines the need for an exclusive system.

I added some targeted SystemParam `static` constraints, which removed the need for this:
``` rust
fn some_exclusive_system(state: &mut SystemState<(Res<'static, Time>, Query<&'static Player>)>) {}
```

## Related

- #2923
- #3001
- #3946

## Changelog

- `ExclusiveSystem` trait (and implementations) has been removed in favor of sharing the `System` trait.
- `ExclusiveFunctionSystem` and `ExclusiveSystemParam` were added, enabling flexible exclusive function systems
- `&mut SystemState` and `&mut QueryState` now implement `ExclusiveSystemParam`
- Exclusive and parallel System configuration is now done via a unified `SystemDescriptor`, `IntoSystemDescriptor`, and `SystemContainer` api.

## Migration Guide

Calling `.exclusive_system()` is no longer required (or supported) for converting exclusive system functions to exclusive systems:

```rust
// Old (0.8)
app.add_system(some_exclusive_system.exclusive_system());
// New (0.9)
app.add_system(some_exclusive_system);
```

Converting "normal" parallel systems to exclusive systems is done by calling the exclusive ordering apis:

```rust
// Old (0.8)
app.add_system(some_system.exclusive_system().at_end());
// New (0.9)
app.add_system(some_system.at_end());
```

Query state in exclusive systems can now be cached via ExclusiveSystemParams, which should be preferred for clarity and performance reasons:
```rust
// Old (0.8)
fn some_system(world: &mut World) {
  let mut transforms = world.query::<&Transform>();
  for transform in transforms.iter(world) {
  }
}
// New (0.9)
fn some_system(world: &mut World, transforms: &mut QueryState<&Transform>) {
  for transform in transforms.iter(world) {
  }
}
```
2022-09-26 23:57:07 +00:00
Carter Anderson
01aedc8431 Spawn now takes a Bundle (#6054)
# Objective

Now that we can consolidate Bundles and Components under a single insert (thanks to #2975 and #6039), almost 100% of world spawns now look like `world.spawn().insert((Some, Tuple, Here))`. Spawning an entity without any components is an extremely uncommon pattern, so it makes sense to give spawn the "first class" ergonomic api. This consolidated api should be made consistent across all spawn apis (such as World and Commands).

## Solution

All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input:

```rust
// before:
commands
  .spawn()
  .insert((A, B, C));
world
  .spawn()
  .insert((A, B, C);

// after
commands.spawn((A, B, C));
world.spawn((A, B, C));
```

All existing instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api. A new `spawn_empty` has been added, replacing the old `spawn` api.  

By allowing `world.spawn(some_bundle)` to replace `world.spawn().insert(some_bundle)`, this opened the door to removing the initial entity allocation in the "empty" archetype / table done in `spawn()` (and subsequent move to the actual archetype in `.insert(some_bundle)`).

This improves spawn performance by over 10%:
![image](https://user-images.githubusercontent.com/2694663/191627587-4ab2f949-4ccd-4231-80eb-80dd4d9ad6b9.png)

To take this measurement, I added a new `world_spawn` benchmark.

Unfortunately, optimizing `Commands::spawn` is slightly less trivial, as Commands expose the Entity id of spawned entities prior to actually spawning. Doing the optimization would (naively) require assurances that the `spawn(some_bundle)` command is applied before all other commands involving the entity (which would not necessarily be true, if memory serves). Optimizing `Commands::spawn` this way does feel possible, but it will require careful thought (and maybe some additional checks), which deserves its own PR. For now, it has the same performance characteristics of the current `Commands::spawn_bundle` on main.

**Note that 99% of this PR is simple renames and refactors. The only code that needs careful scrutiny is the new `World::spawn()` impl, which is relatively straightforward, but it has some new unsafe code (which re-uses battle tested BundlerSpawner code path).** 

---

## Changelog

- All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input
- All instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api
- World and Commands now have `spawn_empty()`, which is equivalent to the old `spawn()` behavior.  

## Migration Guide

```rust
// Old (0.8):
commands
  .spawn()
  .insert_bundle((A, B, C));
// New (0.9)
commands.spawn((A, B, C));

// Old (0.8):
commands.spawn_bundle((A, B, C));
// New (0.9)
commands.spawn((A, B, C));

// Old (0.8):
let entity = commands.spawn().id();
// New (0.9)
let entity = commands.spawn_empty().id();

// Old (0.8)
let entity = world.spawn().id();
// New (0.9)
let entity = world.spawn_empty();
```
2022-09-23 19:55:54 +00:00
JoJoJet
fb74ca3d46 Add ambiguity detection tests (#6053)
# Objective

- Add unit tests for ambiguity detection reporting.
- Incremental implementation of #4299.

## Solution

- Refactor ambiguity detection internals to make it testable. As a bonus, this should make it easier to extend in the future.

## Notes

* This code was copy-pasted from #4299 and modified. Credit goes to @alice-i-cecile and @afonsolage, though I'm not sure who wrote what at this point.
2022-09-22 20:01:54 +00:00
targrub
a09dd034a2 Fix CI issues arising from use of Rust 1.64 (#6067)
## Objective

Fixes https://github.com/bevyengine/bevy/issues/6063

## Solution

- Use `then_some(x)` instead of `then( || x)`.
- Updated error logs from `bevy_ecs_compile_fail_tests`.

## Migration Guide

From Rust 1.63 to 1.64, a new Clippy error was added; now one should use `then_some(x)` instead of `then( || x)`.
2022-09-22 16:56:43 +00:00
Carter Anderson
cd15f0f5be Accept Bundles for insert and remove. Deprecate insert/remove_bundle (#6039)
# Objective

Take advantage of the "impl Bundle for Component" changes in #2975 / add the follow up changes discussed there.

## Solution

- Change `insert` and `remove` to accept a Bundle instead of a Component (for both Commands and World)
- Deprecate `insert_bundle`, `remove_bundle`, and `remove_bundle_intersection`
- Add `remove_intersection`

---

## Changelog

- Change `insert` and `remove` now accept a Bundle instead of a Component (for both Commands and World)
- `insert_bundle` and `remove_bundle` are deprecated
 

## Migration Guide

Replace `insert_bundle` with `insert`:
```rust
// Old (0.8)
commands.spawn().insert_bundle(SomeBundle::default());
// New (0.9)
commands.spawn().insert(SomeBundle::default());
```

Replace `remove_bundle` with `remove`:
```rust
// Old (0.8)
commands.entity(some_entity).remove_bundle::<SomeBundle>();
// New (0.9)
commands.entity(some_entity).remove::<SomeBundle>();
```

Replace `remove_bundle_intersection` with `remove_intersection`:
```rust
// Old (0.8)
world.entity_mut(some_entity).remove_bundle_intersection::<SomeBundle>();
// New (0.9)
world.entity_mut(some_entity).remove_intersection::<SomeBundle>();
```

Consider consolidating as many operations as possible to improve ergonomics and cut down on archetype moves:
```rust
// Old (0.8)
commands.spawn()
  .insert_bundle(SomeBundle::default())
  .insert(SomeComponent);

// New (0.9) - Option 1
commands.spawn().insert((
  SomeBundle::default(),
  SomeComponent,
))

// New (0.9) - Option 2
commands.spawn_bundle((
  SomeBundle::default(),
  SomeComponent,
))
```

## Next Steps

Consider changing `spawn` to accept a bundle and deprecate `spawn_bundle`.
2022-09-21 21:47:53 +00:00
Federico Rinaldi
d9e99cd80c Fix API docs for Commands methods (#5955)
# Objective

The doc comments for `Command` methods are a bit inconsistent on the format, they sometimes go out of scope, and most importantly they are wrong, in the sense that they claim to perform the action described by the command, while in reality, they just push a command to perform the action.

- Follow-up of #5938.
- Related to #5913.

## Solution

- Where applicable, only stated that a `Command` is pushed.
- Added a “See also” section for similar methods.
- Added a missing “Panics” section for `Commands::entity`.
- Removed a wrong comment about `Commands::get_or_spawn` returning `None` (It does not return an option).
- Removed polluting descriptions of other items.
- Misc formatting changes.

## Future possibilities

Since the `Command` implementors (`Spawn`, `InsertBundle`, `InitResource`, ...) are public, I thought that it might be appropriate to describe the action of the command there instead of the method, and to add a `method → command struct` link to fill the gap.

If that seems too far-fetched, we may opt to make them private, if possible, or `#[doc(hidden)]`.
2022-09-21 17:37:57 +00:00
Daniel McNab
1a2aedd165 Implement Bundle for Component. Use Bundle tuples for insertion (#2975)
@BoxyUwU this is your fault. 

Also cart didn't arrive in time to tell us not to do this.

# Objective

- Fix #2974

## Solution

- The first commit just does the actual change
- Follow up commits do steps to prove that this method works to unify as required, but this does not remove `insert_bundle`.

## Changelog

### Changed
Nested bundles now collapse automatically, and every `Component` now implements `Bundle`.
This means that you can combine bundles and components arbitrarily, for example:
```rust
// before:
.insert(A).insert_bundle(MyBBundle{..})
// after:
.insert_bundle((A, MyBBundle {..}))
```

Note that there will be a follow up PR that removes the current `insert` impl and renames `insert_bundle` to `insert`.

### Removed
The `bundle` attribute in `derive(Bundle)`.

## Migration guide

In `derive(Bundle)`, the `bundle` attribute has been removed. Nested bundles are not collapsed automatically. You should remove `#[bundle]` attributes.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-09-20 20:17:08 +00:00
targrub
d0e294c86b Query filter types must be ReadOnlyWorldQuery (#6008)
# Objective

Fixes Issue #6005.

## Solution

Replaced WorldQuery with ReadOnlyWorldQuery on F generic in Query filters and QueryState to restrict its trait bound.

## Migration Guide

Query filter (`F`) generics are now bound by `ReadOnlyWorldQuery`, rather than `WorldQuery`. If for some reason you were requesting `Query<&A, &mut B>`, please use `Query<&A, With<B>>` instead.
2022-09-18 23:52:01 +00:00
Federico Rinaldi
deeab3fc90 Optimize use statement (#5992)
Just a very small `use` statement thing. Check the changed file.
2022-09-15 17:05:09 +00:00
James Liu
5d821fe1a7 Start running systems while prepare_systems is running (#4919)
# Objective
While using the ParallelExecutor, systems do not actually start until `prepare_systems` completes. In stages where there are large numbers of "empty" systems with very little work to do, this delay adds significant overhead, which can add up over many stages.

## Solution
Immediately and synchronously signal the start of systems that can run without dependencies inside `prepare_systems` instead of waiting for the first executor iteration after `prepare_systems` completes. Any system that is dependent on them still cannot run until after `prepare_systems` completes, but there are a large number of unconstrained systems in the base engine where this is a general benefit in almost every case.

## Performance

This change was tested against `many_foxes` in the default configuration. As this change is sensitive to the overhead around scheduling systems, the spans for measuring system timing, system overhead, and system commands were all commented out for these measurements.

The median stage timings between `main` and this PR are as follows:

|stage|main|this PR|
|:--|:--|:--|
|First|75.54 us|61.61 us|
|LoadAssets|51.05 us|42.32 us|
|PreUpdate|54.6 us|55.56 us|
|Update|61.89 us|51.5 us|
|PostUpdate|7.27 ms|6.71 ms|
|AssetEvents|47.82 us|35.95 us|
|Last|39.19 us|37.71 us|
|reserve_and_flush|57.83 us|48.2 us|
|Extract|1.41 ms|1.28 ms|
|Prepare|554.49 us|502.53 us|
|Queue|216.29 us|207.51 us|
|Sort|67.03 us|60.99 us|
|Render|1.73 ms|1.58 ms|
|Cleanup|33.55 us|30.76 us|
|Clear Entities|18.56 us|17.05 us|
|**full frame**|**11.9 ms**|**10.91 ms**|

For the first few stages, the benefit is small but cumulative over each. For PostUpdate in particular, this allows `parent_update` to run while prepare_systems is running, which is required for the animation and transform propagation systems, which dominate the time spent in the stage, but also frontloads the contention as the other "empty" systems are also running while `parent_update` is running. For Render, where there is just a single large exclusive system, the benefit comes from not waiting on a spuriously scheduled task on the task pool to kick off the system: it's immediately scheduled to run.
2022-09-13 19:28:13 +00:00
Boxy
404b4fc0eb lifetime related cleanup in entity_ref.rs (#5611)
# Objective

EntityMut::world takes &mut self instead of &self I don't see any reason for this.
EntityRef is overly restrictive with fn world and could return &'w World

---

## Changelog

- EntityRef now implements Copy and Clone
- EntityRef::world is now fn(&self) -> &'w World instead of fn(&mut self) -> &World
- EntityMut::world is now fn(&self) -> &World instead of fn(&mut self) -> &World
2022-09-12 04:34:52 +00:00
PROMETHIA-27
05afbc6815 Remove Sync bound from Local (#5483)
# Objective

Currently, `Local` has a `Sync` bound. Theoretically this is unnecessary as a local can only ever be accessed from its own system, ensuring exclusive access on one thread. This PR removes this restriction.

## Solution

- By removing the `Resource` bound from `Local` and adding the new `SyncCell` threading primative, `Local` can have the `Sync` bound removed.

## Changelog

### Added

- Added `SyncCell` to `bevy_utils`

### Changed

- Removed `Resource` bound from `Local`
- `Local` is now wrapped in a `SyncCell`

## Migration Guide

- Any code relying on `Local<T>` having `T: Resource` may have to be changed, but this is unlikely.

Co-authored-by: PROMETHIA-27 <42193387+PROMETHIA-27@users.noreply.github.com>
2022-09-12 04:15:55 +00:00
Federico Rinaldi
fc07557913 Clarify Commands API docs (#5938)
# Objective

- Make people stop believing that commands are applied immediately (hopefully).
- Close #5913.
- Alternative to #5930.

## Solution

I added the clause “to perform impactful changes to the `World`” to the first line to subliminally help the reader accept the fact that some operations cannot be performed immediately without messing up everything.

Then I explicitely said that applying a command requires exclusive `World` access, and finally I proceeded to show when these commands are automatically applied.

I also added a brief paragraph about how commands can be applied manually, if they want.

---

### Further possibilities

If you agree, we can also change the text of the method documentation (in a separate PR) to stress about enqueueing an action instead of just performing it. For example, in `Commands::spawn`:

> Creates a new `Entity`

would be changed to something like:

> Issues a `Command` to spawn a new `Entity`

This may even have a greater effect, since when typing in an IDE, the docs of the method pop up and the programmer can read them on the fly.
2022-09-12 01:06:09 +00:00
Jakob Hellermann
6f2cc0b30e relax Sized bounds around change detection types (#5917)
# Objective

I wanted to run the code
```rust
let reflect_resource: ReflectResource = ...;
let value: Mut<dyn Reflect> = reflect_resource.reflect(world);
value.deref();
// ^ ERROR: deref method doesn't exist because `dyn Reflect` doesnt satisfy `: Sized`.
```

## Solution

Relax `Sized` bounds in all the methods and trait implementations for `Mut` and friends.
2022-09-09 21:26:36 +00:00
Alice Cecile
ca3fa9dd6f Move ambiguity detection into its own file (#5918)
# Objective

This code is very disjoint, and the `stage.rs` file that it's in is already very long.

All I've done is move the code and clean up the compiler errors that result.

Followup to #5916, split out from #4299.
2022-09-09 18:44:47 +00:00
Alice Cecile
c96b7ffb50 Remove ambiguity sets (#5916)
# Objective

Ambiguity sets are used to ignore system order ambiguities between groups of systems. However, they are not very useful: they are clunky, poorly integrated, and generally hampered by the difficulty using (or discovering) the ambiguity detector.

As a first step to the work in #4299, we're removing them.

## Migration Guide

Ambiguity sets have been removed.
2022-09-09 17:21:50 +00:00
Alice Cecile
54e32ee681 Add a change detection bypass and manual control over change ticks (#5635)
# Objective

- Our existing change detection API is not flexible enough for advanced users: particularly those attempting to do rollback networking.
- This is an important use case, and with adequate warnings we can make mucking about with change ticks scary enough that users generally won't do it.
- Fixes #5633.
- Closes #2363.

## Changelog

- added `ChangeDetection::set_last_changed` to manually mutate the `last_change_ticks` field"
- the `ChangeDetection` trait now requires an `Inner` associated type, which contains the value being wrapped.
- added `ChangeDetection::bypass_change_detection`, which hands out a raw `&mut Inner`

## Migration Guide

Add the `Inner` associated type and new methods to any type that you've implemented `DetectChanges` for.
2022-09-09 16:26:52 +00:00
robem
7a92555233 Update WorldQueryGats doc with type aliases (#5898)
Make API users aware that the type aliases `QueryItem` and `QueryFetch` can be used instead of the more bloated alternative with `WorldQueryGats`.

Fixes #5842
2022-09-06 21:24:40 +00:00
Gabriel Bourgeois
092bb71bcf Clean up taffy nodes when UI node entities are removed (#5886)
# Objective

Clean up taffy nodes when the associated UI node gets removed. The current UI code will keep the taffy nodes around forever.

## Solution

Use `RemovedComponents<Node>` to iterate over nodes that are no longer valid UI nodes or that have been despawned, and remove them from taffy and the internal hash map.

## Implementation Notes

Do note that using `despawn()` instead of `despawn_recursive()` on a UI node that has children will result in a [warnings spam](https://github.com/bevyengine/bevy/blob/main/crates/bevy_ui/src/flex/mod.rs#L120) since the children will not be part of a proper UI hierarchy anymore.

---

## Changelog

- Fixed memory leak when nodes are removed in bevy_ui
2022-09-05 21:50:31 +00:00
ira
76ae6f4c6e Miscellaneous code-quality improvements. (#5860)
Does what it do.

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-09-05 00:30:21 +00:00