Commit graph

166 commits

Author SHA1 Message Date
Alice Cecile
557ab9897a Make get_resource (and friends) infallible (#4047)
# Objective

- In the large majority of cases, users were calling `.unwrap()` immediately after `.get_resource`.
- Attempting to add more helpful error messages here resulted in endless manual boilerplate (see #3899 and the linked PRs).

## Solution

- Add an infallible variant named `.resource` and so on.
- Use these infallible variants over `.get_resource().unwrap()` across the code base.

## Notes

I did not provide equivalent methods on `WorldCell`, in favor of removing it entirely in #3939.

## Migration Guide

Infallible variants of `.get_resource` have been added that implicitly panic, rather than needing to be unwrapped.

Replace `world.get_resource::<Foo>().unwrap()` with `world.resource::<Foo>()`.

## Impact

- `.unwrap` search results before: 1084
- `.unwrap` search results after: 942
- internal `unwrap_or_else` calls added: 4
- trivial unwrap calls removed from tests and code: 146
- uses of the new `try_get_resource` API: 11
- percentage of the time the unwrapping API was used internally: 93%
2022-02-27 22:37:18 +00:00
Carter Anderson
98938a8555 Internal Asset Hot Reloading (#3966)
Adds "hot reloading" of internal assets, which is normally not possible because they are loaded using `include_str` / direct Asset collection access.

This is accomplished via the following:
* Add a new `debug_asset_server` feature flag
* When that feature flag is enabled, create a second App with a second AssetServer that points to a configured location (by default the `crates` folder). Plugins that want to add hot reloading support for their assets can call the new `app.add_debug_asset::<T>()` and `app.init_debug_asset_loader::<T>()` functions.
* Load "internal" assets using the new `load_internal_asset` macro. By default this is identical to the current "include_str + register in asset collection" approach. But if the `debug_asset_server` feature flag is enabled, it will also load the asset dynamically in the debug asset server using the file path. It will then set up a correlation between the "debug asset" and the "actual asset" by listening for asset change events.

This is an alternative to #3673. The goal was to keep the boilerplate and features flags to a minimum for bevy plugin authors, and allow them to home their shaders near relevant code. 

This is a draft because I haven't done _any_ quality control on this yet. I'll probably rename things and remove a bunch of unwraps. I just got it working and wanted to use it to start a conversation.

Fixes #3660
2022-02-18 22:56:57 +00:00
Carter Anderson
b3a1db60f2 Proper prehashing (#3963)
For some keys, it is too expensive to hash them on every lookup. Historically in Bevy, we have regrettably done the "wrong" thing in these cases (pre-computing hashes, then re-hashing them) because Rust's built in hashed collections don't give us the tools we need to do otherwise. Doing this is "wrong" because two different values can result in the same hash. Hashed collections generally get around this by falling back to equality checks on hash collisions. You can't do that if the key _is_ the hash. Additionally, re-hashing a hash increase the odds of collision!
 
#3959 needs pre-hashing to be viable, so I decided to finally properly solve the problem. The solution involves two different changes:

1. A new generalized "pre-hashing" solution in bevy_utils: `Hashed<T>` types, which store a value alongside a pre-computed hash. And `PreHashMap<K, V>` (which uses `Hashed<T>` internally) . `PreHashMap` is just an alias for a normal HashMap that uses `Hashed<T>` as the key and a new `PassHash` implementation as the Hasher. 
2. Replacing the `std::collections` re-exports in `bevy_utils` with equivalent `hashbrown` impls. Avoiding re-hashes requires the `raw_entry_mut` api, which isn't stabilized yet (and may never be ... `entry_ref` has favor now, but also isn't available yet). If std's HashMap ever provides the tools we need, we can move back to that. The latest version of `hashbrown` adds support for the `entity_ref` api, so we can move to that in preparation for an std migration, if thats the direction they seem to be going in. Note that adding hashbrown doesn't increase our dependency count because it was already in our tree.

In addition to providing these core tools, I also ported the "table identity hashing" in `bevy_ecs` to `raw_entry_mut`, which was a particularly egregious case.

The biggest outstanding case is `AssetPathId`, which stores a pre-hash. We need AssetPathId to be cheaply clone-able (and ideally Copy), but `Hashed<AssetPath>` requires ownership of the AssetPath, which makes cloning ids way more expensive. We could consider doing `Hashed<Arc<AssetPath>>`, but cloning an arc is still a non-trivial expensive that needs to be considered. I would like to handle this in a separate PR. And given that we will be re-evaluating the Bevy Assets implementation in the very near future, I'd prefer to hold off until after that conversation is concluded.
2022-02-18 03:26:01 +00:00
danieleades
d8974e7c3d small and mostly pointless refactoring (#2934)
What is says on the tin.

This has got more to do with making `clippy` slightly more *quiet* than it does with changing anything that might greatly impact readability or performance.

that said, deriving `Default` for a couple of structs is a nice easy win
2022-02-13 22:33:55 +00:00
ShadowCurse
62329f7fda Useful error message when two assets have the save UUID (#3739)
# Objective
Fixes #2610 and #3731

## Solution

Added check for TYPE_UUID duplication in  `register_asset_type` with an error message
2022-02-12 19:41:35 +00:00
Daniel McNab
6615b7bf64 Deprecate .system (#3302)
# Objective

- Using `.system()` is no longer idiomatic.

## Solution

- Give a warning when using it
2022-02-08 04:00:58 +00:00
François
75286b8540 check if resource for asset already exists before adding it (#3560)
# Objective

- Fix #3559 
- Avoid erasing existing resource `Assets<T>` when adding it twice

## Solution

- Before creating a new `Assets<T>`, check if it has already been added to the world


Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
Co-authored-by: Aevyrie Roessler <aevyrie@gmail.com>
2022-02-06 01:07:56 +00:00
Robert Swain
e928acb9ff bevy_asset: Add AssetServerSettings watch_for_changes member (#3643)
# Objective

- `asset_server.watch_for_changes().unwrap()` only watches changes for assets loaded **_after_** that call.
- Technically, the `hot_asset_reloading` example is racey as the watch on the asset path is set up in an async task scheduled from the asset `load()`, but the filesystem watcher is only constructed in a call that comes **_after_** the call to `load()`.

## Solution

-  It feels safest to allow enabling watching the filesystem for changes on the asset server from the point of its construction. Therefore, adding such an option to `AssetServerSettings` seemed to be the correct solution.
- Fix `hot_asset_reloading` by inserting the `AssetServerSettings` resource with `watch_for_changes: true` instead of calling `asset_server.watch_for_changes().unwrap()`.
- Document the shortcomings of `.watch_for_changes()`
2022-02-04 03:21:29 +00:00
Daniel McNab
f3de12bc5e Add a warning when watch_for_changes has no effect (#3684)
# Objective

- Users can get confused when they ask for watching to be unsupported, then find it isn't supported
- Fixes https://github.com/bevyengine/bevy/issues/3683

## Solution

- Add a warning if the `watch_for_changes` call would do nothing
2022-01-21 00:29:29 +00:00
Michael Dorst
130953c717 Enable the doc_markdown clippy lint (#3457)
# Objective

CI should check for missing backticks in doc comments.

Fixes #3435

## Solution

`clippy` has a lint for this: `doc_markdown`. This enables that lint in the CI script.

Of course, enabling this lint in CI causes a bunch of lint errors, so I've gone through and fixed all of them. This was a huge edit that touched a ton of files, so I split the PR up by crate.

When all of the following are merged, the CI should pass and this can be merged.

+ [x] #3467
+ [x] #3468
+ [x] #3470 
+ [x] #3469
+ [x] #3471 
+ [x] #3472 
+ [x] #3473 
+ [x] #3474 
+ [x] #3475 
+ [x] #3476 
+ [x] #3477 
+ [x] #3478 
+ [x] #3479 
+ [x] #3480 
+ [x] #3481 
+ [x] #3482 
+ [x] #3483 
+ [x] #3484 
+ [x] #3485 
+ [x] #3486
2022-01-09 23:20:13 +00:00
Carter Anderson
2ee38cb9e0 Release 0.6.0 (#3587) 2022-01-08 10:18:22 +00:00
MrGVSV
36390a80ec Documented Handles and Assets (#3348)
# Objective

Add documentation to [Handle](7356f1586d/crates/bevy_asset/src/handle.rs (L63)) and [Assets](7356f1586d/crates/bevy_asset/src/assets.rs (L48)).

## Tasks
- [x] Document `Handle`
- [x] Document `Assets`

---

Fixes #3347


Co-authored-by: MrGVSV <49806985+MrGVSV@users.noreply.github.com>
2022-01-04 23:38:39 +00:00
Michael Dorst
32d88c7d23 Fix doc_markdown lints in bevy_asset (#3468)
#3457 adds the `doc_markdown` clippy lint, which checks doc comments to make sure code identifiers are escaped with backticks. This causes a lot of lint errors, so this is one of a number of PR's that will fix those lint errors one crate at a time.

This PR fixes lints in the `bevy_asset` crate.
2021-12-29 17:52:39 +00:00
davier
06d9384447 Add FromReflect trait to convert dynamic types to concrete types (#1395)
Dynamic types (`DynamicStruct`, `DynamicTupleStruct`, `DynamicTuple`, `DynamicList` and `DynamicMap`) are used when deserializing scenes, but currently they can only be applied to existing concrete types. This leads to issues when trying to spawn non trivial deserialized scene.
For components, the issue is avoided by requiring that reflected components implement ~~`FromResources`~~ `FromWorld` (or `Default`). When spawning, a new concrete type is created that way, and the dynamic type is applied to it. Unfortunately, some components don't have any valid implementation of these traits.
In addition, any `Vec` or `HashMap` inside a component will panic when a dynamic type is pushed into it (for instance, `Text` panics when adding a text section).

To solve this issue, this PR adds the `FromReflect` trait that creates a concrete type from a dynamic type that represent it, derives the trait alongside the `Reflect` trait, drops the ~~`FromResources`~~ `FromWorld` requirement on reflected components, ~~and enables reflection for UI and Text bundles~~. It also adds the requirement that fields ignored with `#[reflect(ignore)]` implement `Default`, since we need to initialize them somehow.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-12-26 18:49:01 +00:00
Carter Anderson
ffecb05a0a Replace old renderer with new renderer (#3312)
This makes the [New Bevy Renderer](#2535) the default (and only) renderer. The new renderer isn't _quite_ ready for the final release yet, but I want as many people as possible to start testing it so we can identify bugs and address feedback prior to release.

The examples are all ported over and operational with a few exceptions:

* I removed a good portion of the examples in the `shader` folder. We still have some work to do in order to make these examples possible / ergonomic / worthwhile: #3120 and "high level shader material plugins" are the big ones. This is a temporary measure.
* Temporarily removed the multiple_windows example: doing this properly in the new renderer will require the upcoming "render targets" changes. Same goes for the render_to_texture example.
* Removed z_sort_debug: entity visibility sort info is no longer available in app logic. we could do this on the "render app" side, but i dont consider it a priority.
2021-12-14 03:58:23 +00:00
Weasy
a2f0fe24e8 Allow String and &String as Id for AssetServer.get_handle(id) (#3280)
# Objective

Make it easier to build and use an asset path with `format!()`. This can be useful for accessing assets in a loop.

Enabled by this PR:
```rust
let monkey_handle = asset_server.get_handle(&format!("models/monkey/Monkey.gltf#Mesh0/Primitive0"));
let monkey_handle = asset_server.get_handle(format!("models/monkey/Monkey.gltf#Mesh0/Primitive0"));
```

Before this PR:
```rust
let monkey_handle = asset_server.get_handle(format!("models/monkey/Monkey.gltf#Mesh0/Primitive0").as_str());
```

It's just a tiny improvement in ergonomics, but i ran into it and was wondering why the function does not accept a `String` and Bevy is all about simplicity/ergonomics, right? 😄😉

## Solution

Implement `Into<HandleId>` for `String` and `&String`.
2021-12-09 22:40:15 +00:00
François
92a7e16aed Update dependencies ron winit& fix cargo-deny lists (#3244)
# Objective

- there are a few new versions for `ron`, `winit`, `ndk`, `raw-window-handle`
- `cargo-deny` is failing due to new security issues / duplicated dependencies

## Solution

- Update our dependencies
- Note all new security issues, with which of Bevy direct dependency it comes from
- Update duplicate crate list, with which of Bevy direct dependency it comes from

`notify` is not updated here as it's in #2993
2021-12-09 20:14:00 +00:00
François
c6fec1f0c2 Fix clippy lints for 1.57 (#3238)
# Objective

- New clippy lints with rust 1.57 are failing

## Solution

- Fixed clippy lints following suggestions
- I ignored clippy in old renderer because there was many and it will be removed soon
2021-12-02 23:40:37 +00:00
Carter Anderson
8009af3879 Merge New Renderer 2021-11-22 23:57:42 -08:00
Carter Anderson
2e79951659 Shader Imports. Decouple Mesh logic from PBR (#3137)
## Shader Imports

This adds "whole file" shader imports. These come in two flavors:

### Asset Path Imports

```rust
// /assets/shaders/custom.wgsl

#import "shaders/custom_material.wgsl"

[[stage(fragment)]]
fn fragment() -> [[location(0)]] vec4<f32> {
    return get_color();
}
```

```rust
// /assets/shaders/custom_material.wgsl

[[block]]
struct CustomMaterial {
    color: vec4<f32>;
};
[[group(1), binding(0)]]
var<uniform> material: CustomMaterial;
```

### Custom Path Imports

Enables defining custom import paths. These are intended to be used by crates to export shader functionality:

```rust
// bevy_pbr2/src/render/pbr.wgsl

#import bevy_pbr::mesh_view_bind_group
#import bevy_pbr::mesh_bind_group

[[block]]
struct StandardMaterial {
    base_color: vec4<f32>;
    emissive: vec4<f32>;
    perceptual_roughness: f32;
    metallic: f32;
    reflectance: f32;
    flags: u32;
};

/* rest of PBR fragment shader here */
```

```rust
impl Plugin for MeshRenderPlugin {
    fn build(&self, app: &mut bevy_app::App) {
        let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap();
        shaders.set_untracked(
            MESH_BIND_GROUP_HANDLE,
            Shader::from_wgsl(include_str!("mesh_bind_group.wgsl"))
                .with_import_path("bevy_pbr::mesh_bind_group"),
        );
        shaders.set_untracked(
            MESH_VIEW_BIND_GROUP_HANDLE,
            Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl"))
                .with_import_path("bevy_pbr::mesh_view_bind_group"),
        );
```

By convention these should use rust-style module paths that start with the crate name. Ultimately we might enforce this convention.

Note that this feature implements _run time_ import resolution. Ultimately we should move the import logic into an asset preprocessor once Bevy gets support for that.

## Decouple Mesh Logic from PBR Logic via MeshRenderPlugin

This breaks out mesh rendering code from PBR material code, which improves the legibility of the code, decouples mesh logic from PBR logic, and opens the door for a future `MaterialPlugin<T: Material>` that handles all of the pipeline setup for arbitrary shader materials.

## Removed `RenderAsset<Shader>` in favor of extracting shaders into RenderPipelineCache

This simplifies the shader import implementation and removes the need to pass around `RenderAssets<Shader>`.

##  RenderCommands are now fallible

This allows us to cleanly handle pipelines+shaders not being ready yet. We can abort a render command early in these cases, preventing bevy from trying to bind group / do draw calls for pipelines that couldn't be bound. This could also be used in the future for things like "components not existing on entities yet". 

# Next Steps

* Investigate using Naga for "partial typed imports" (ex: `#import bevy_pbr::material::StandardMaterial`, which would import only the StandardMaterial struct)
* Implement `MaterialPlugin<T: Material>` for low-boilerplate custom material shaders
* Move shader import logic into the asset preprocessor once bevy gets support for that.

Fixes #3132
2021-11-18 03:45:02 +00:00
Jerome Humbert
94f5d194f4 Doc AssetServer::load() is async (#3129)
# Objective

Document that `AssetServer::load()` is asynchronous.

## Solution

Document that `AssetServer::load()` is asynchronous, and that the asset
will not be immediately available once the call returns. Instead,
explain that the user must call `AssetServer::get_load_state()` to
monitor the loading state of an asset.
2021-11-13 22:07:19 +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
MiniaczQ
8b30dc6354 iter_mut() for Assets type (#3118)
# Objective

Fixes #3117 

## Solution

I took `get_mut()` and did it for all the elements 😏 


Co-authored-by: MiniaczQ <jakub.motyka.2000@gmail.com>
2021-11-13 04:26:42 +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
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
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
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
sark
4c3c4b5e40 Nightly clippy fixes (#2702)
A few minor changes to fix warnings emitted from clippy on the nightly toolchain, including redundant_allocation, unwrap_or_else_default, and collapsible_match, fixes #2698
2021-09-09 16:41:21 +00:00
François
1a758dd9e2 update ndk-glue to 0.4 (#2684)
# Objective

- We currently depends on ndk 0.2, 0.3, 0.4
- Only 0.2 dependencies comes from Bevy itself

## Solution

- Replace #1371 
- Update Bevy to ndk-glue 0.4
- Also fixes duplicate dependency CI issue
2021-08-19 01:02:15 +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
Carter Anderson
7b336fd779 fix nightly clippy lints (#2568)
Fix new nightly clippy lints on `pipelined-rendering`
2021-07-30 03:17:27 +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
Josh Kuhn
54ff7aaa1e Bump notify to 5.0.0-pre.11 (#2564)
# Objective

notify 5.0.0-pre.11 breaks the interface again, but apparently in a way that's similar to how it used to be

## Solution

Bump `bevy_asset` dependency on notify to `5.0.0-pre.11` and fix the errors that crop up.

It looks like `pre.11` was mentioned in #2528 by @mockersf but there's no mention of why `pre.10` was chosen ultimately.
2021-07-29 23:56:16 +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
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
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
Carter Anderson
4ac2ed7cc6 pipelined rendering proof of concept 2021-07-24 16:43:37 -07:00
François
a4e5e2790e fix version of notify to 5.0.0-pre.2 (#2528)
# Objective

- https://github.com/notify-rs/notify changed their api in the latest pre-release of 0.5.0
- This breaks current main AND v0.5.0

## Solution

- Fix the dependency to the known working version

before : https://docs.rs/notify/5.0.0-pre.2/notify/trait.Watcher.html
after : https://docs.rs/notify/5.0.0-pre.11/notify/trait.Watcher.html
2021-07-24 01:41:48 +00:00
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
bjorn3
fbf561c2bb Update minimal version requirements for dependencies (#2460)
This was tested using cargo generate-lockfile -Zminimal-versions.
The following indirect dependencies also have minimal version
dependencies. For at least num, rustc-serialize and rand this is
necessary to compile on rustc versions that are not older than 1.0.

* num = "0.1.27"
* rustc-serialize = "0.3.20"
* termcolor = "1.0.4"
* libudev-sys = "0.1.1"
* rand = "0.3.14"
* ab_glyph = "0.2.7

Based on https://github.com/bevyengine/bevy/pull/2455
2021-07-15 21:25:49 +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
Theia Vogel
85a10eccc5 Fix AssetServer::get_asset_loader deadlock (#2395)
# Objective

Fixes a possible deadlock between `AssetServer::get_asset_loader` / `AssetServer::add_loader`

A thread could take the `extension_to_loader_index` read lock,
and then have the `server.loader` write lock taken in add_loader
before it can. Then add_loader can't take the extension_to_loader_index
lock, and the program deadlocks.

To be more precise:

## Step 1: Thread 1 grabs the `extension_to_loader_index` lock on lines 138..139:

3a1867a92e/crates/bevy_asset/src/asset_server.rs (L133-L145)

## Step 2: Thread 2 grabs the `server.loader` write lock on line 107:

3a1867a92e/crates/bevy_asset/src/asset_server.rs (L103-L116)

## Step 3: Deadlock, since Thread 1 wants to grab `server.loader` on line 141...:

3a1867a92e/crates/bevy_asset/src/asset_server.rs (L133-L145)

... and Thread 2 wants to grab 'extension_to_loader_index` on lines 111..112:

3a1867a92e/crates/bevy_asset/src/asset_server.rs (L103-L116)


## Solution

Fixed by descoping the extension_to_loader_index lock, since
`get_asset_loader` doesn't need to hold the read lock on the extensions map for the duration,
just to get a copyable usize. The block might not be needed,
I think I could have gotten away with just inserting a `copied()`
call into the chain, but I wanted to make the reasoning clear for
future maintainers.
2021-07-06 17:35:16 +00:00
Nathan Ward
71bf07f5c0 [assets] Fix AssetServer::get_handle_path (#2310)
# Objective

- Currently `AssetServer::get_handle_path` always returns `None` since the inner hash map is never written to.

## Solution

- Inside the `load_untracked` function, insert the asset path into the map.

This is similar to #1290 (thanks @TheRawMeatball)
2021-06-09 20:04:22 +00:00
Nathan Ward
e549f14359 [assets] properly set LoadState with invalid asset extension (#2318)
# Objective

- Currently, when calling any of the `AssetServer`'s `load` functions, if the extension does not exist for the given path, the returned handle's load state is always `LoadState::NotLoaded`. 
- This is due to the `load_async` function early returning without properly creating a `SourceInfo` for the requested asset.
- Fixes #2261

## Solution
- Add the `SourceInfo` prior to checking for valid extension loaders. And set the `LoadState` to `Failed` if the according loader does not exist.
2021-06-08 19:39:59 +00:00
Nathan Ward
fe32a60577 [assets] set LoadState properly and more testing! (#2226)
1) Sets `LoadState` properly on all failing cases in `AssetServer::load_async`
2) Adds more tests for sad and happy paths of asset loading

_Note_: this brings in the `tempfile` crate.
2021-06-08 02:46:44 +00:00
Nathan Ward
27d809fd23 [assets] remove unnecessary temporary strong handles (#2304)
# Objective

- When creating an asset, the `update_asset_storage` function was unnecessarily creating an extraneous `Handle` to the created asset via calling `set`. This has some overhead as the `RefChange::Increment/Decrement` event was being sent.  
- A similar exteraneous handle is also created in `load_async` when loading dependencies. 

## Solution

- Have the implementation use `Assets::set_untracked` and `AssetServer::load_untracked` so no intermediate handle is created.
2021-06-07 18:32:57 +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
François
739224f981 fix diagnostic length for asset count (#2165)
fixes #2156 
limit the diagnostic name to `MAX_DIAGNOSTIC_NAME_WIDTH` length
2021-05-14 19:31:36 +00:00
Carter Anderson
ce6dda2d4e fix new "inconsistent struct constructor" lint (#2127)
Not super sold on the rationale behind this one, but we can revisit if it ever becomes painful.
2021-05-06 23:25:16 +00:00