# Objective
The `Despawn` command breaks the hierarchy whenever you use it if the
despawned entity has a parent or any children. This is a serious footgun
because the `Despawn` command has the shortest name, the behavior is
unexpected and not likely to be what you want, and the crash that it
causes can be very difficult to track down.
## Solution
Until this can be fixed by relations, add a note mentioning the footgun
in the documentation.
## Solution
`Commands.remove` and `.retain` (because I copied `remove`s doc)
referenced `EntityWorldMut.remove` and `retain` for more detail but the
`Commands` docs are much more detailed (which makes sense because it is
the most common api), so I have instead inverted this so that
`EntityWorldMut` docs link to `Commands`.
I also made `EntityWorldMut.despawn` reference `World.despawn` for more
details, like `Commands.despawn` does.
# Objective
Test more complex function signatures for exclusive systems, and test
that `StaticSystemParam` is indeed a `SystemParam`.
I mean, it currently works, but might as well add a test for it.
# Objective
Adds `EntityCommands.retain` and `EntityWorldMut.retain` to remove all
components except the given bundle from the entity.
Fixes#10865.
## Solution
I added a private unsafe function in `EntityWorldMut` called
`remove_bundle_info` which performs the shared behaviour of `remove` and
`retain`, namely taking a `BundleInfo` of components to remove, and
removing them from the given entity. Then `retain` simply gets all the
components on the entity and filters them by whether they are in the
bundle it was passed, before passing this `BundleInfo` into
`remove_bundle_info`.
`EntityCommands.retain` just creates a new type `Retain` which runs
`EntityWorldMut.retain` when run.
---
## Changelog
Added `EntityCommands.retain` and `EntityWorldMut.retain`, which remove
all components except the given bundle from the entity, they can also be
used to remove all components by passing `()` as the bundle.
# Objective
- Fixes#10806
## Solution
Replaced `new` and `index` methods for both `TableRow` and `TableId`
with `from_*` and `as_*` methods. These remove the need to perform
casting at call sites, reducing the total number of casts in the Bevy
codebase. Within these methods, an appropriate `debug_assertion` ensures
the cast will behave in an expected manner (no wrapping, etc.). I am
using a `debug_assertion` instead of an `assert` to reduce any possible
runtime overhead, however minimal. This choice is something I am open to
changing (or leaving up to another PR) if anyone has any strong
arguments for it.
---
## Changelog
- `ComponentSparseSet::sparse` stores a `TableRow` instead of a `u32`
(private change)
- Replaced `TableRow::new` and `TableRow::index` methods with
`TableRow::from_*` and `TableRow::as_*`, with `debug_assertions`
protecting any internal casting.
- Replaced `TableId::new` and `TableId::index` methods with
`TableId::from_*` and `TableId::as_*`, with `debug_assertions`
protecting any internal casting.
- All `TableId` methods are now `const`
## Migration Guide
- `TableRow::new` -> `TableRow::from_usize`
- `TableRow::index` -> `TableRow::as_usize`
- `TableId::new` -> `TableId::from_usize`
- `TableId::index` -> `TableId::as_usize`
---
## Notes
I have chosen to remove the `index` and `new` methods for the following
chain of reasoning:
- Across the codebase, `new` was called with a mixture of `u32` and
`usize` values. Likewise for `index`.
- Choosing `new` to either be `usize` or `u32` would break half of these
call-sites, requiring `as` casting at the site.
- Adding a second method `new_u32` or `new_usize` avoids the above, bu
looks visually inconsistent.
- Therefore, they should be replaced with `from_*` and `as_*` methods
instead.
Worth noting is that by updating `ComponentSparseSet`, there are now
zero instances of interacting with the inner value of `TableRow` as a
`u32`, it is exclusively used as a `usize` value (due to interactions
with methods like `len` and slice indexing). I have left the `as_u32`
and `from_u32` methods as the "proper" constructors/getters.
# Objective
Resolves Issue #10772.
## Solution
Added the deprecated warning for QueryState::for_each_unchecked, as
noted in the comments of PR #6773.
Followed the wording in the deprecation messages for `for_each` and
`for_each_mut`
# Objective
After #6547, `Query::for_each` has been capable of automatic
vectorization on certain queries, which is seeing a notable (>50% CPU
time improvements) for iteration. However, `Query::for_each` isn't
idiomatic Rust, and lacks the flexibility of iterator combinators.
Ideally, `Query::iter` and friends should be able to achieve the same
results. However, this does seem to blocked upstream
(rust-lang/rust#104914) by Rust's loop optimizations.
## Solution
This is an intermediate solution and refactor. This moves the
`Query::for_each` implementation onto the `Iterator::fold`
implementation for `QueryIter` instead. This should result in the same
automatic vectorization optimization on all `Iterator` functions that
internally use fold, including `Iterator::for_each`, `Iterator::count`,
etc.
With this, it should close the gap between the two completely.
Internally, this PR changes `Query::for_each` to use
`query.iter().for_each(..)` instead of the duplicated implementation.
Separately, the duplicate implementations of internal iteration (i.e.
`Query::par_for_each`) now use portions of the current `Query::for_each`
implementation factored out into their own functions.
This also massively cleans up our internal fragmentation of internal
iteration options, deduplicating the iteration code used in `for_each`
and `par_iter().for_each()`.
---
## Changelog
Changed: `Query::for_each`, `Query::for_each_mut`, `Query::for_each`,
and `Query::for_each_mut` have been moved to `QueryIter`'s
`Iterator::for_each` implementation, and still retains their performance
improvements over normal iteration. These APIs are deprecated in 0.13
and will be removed in 0.14.
---------
Co-authored-by: JoJoJet <21144246+JoJoJet@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Shorten paths by removing unnecessary prefixes
## Solution
- Remove the prefixes from many paths which do not need them. Finding
the paths was done automatically using built-in refactoring tools in
Jetbrains RustRover.
# Objective
Keep essentially the same structure of `EntityHasher` from #9903, but
rephrase the multiplication slightly to save an instruction.
cc @superdump
Discord thread:
https://discord.com/channels/691052431525675048/1172033156845674507/1174969772522356756
## Solution
Today, the hash is
```rust
self.hash = i | (i.wrapping_mul(FRAC_U64MAX_PI) << 32);
```
with `i` being `(generation << 32) | index`.
Expanding things out, we get
```rust
i | ( (i * CONST) << 32 )
= (generation << 32) | index | ((((generation << 32) | index) * CONST) << 32)
= (generation << 32) | index | ((index * CONST) << 32) // because the generation overflowed
= (index * CONST | generation) << 32 | index
```
What if we do the same thing, but with `+` instead of `|`? That's almost
the same thing, except that it has carries, which are actually often
better in a hash function anyway, since it doesn't saturate. (`|` can be
dangerous, since once something becomes `-1` it'll stay that, and
there's no mixing available.)
```rust
(index * CONST + generation) << 32 + index
= (CONST << 32 + 1) * index + generation << 32
= (CONST << 32 + 1) * index + (WHATEVER << 32 + generation) << 32 // because the extra overflows and thus can be anything
= (CONST << 32 + 1) * index + ((CONST * generation) << 32 + generation) << 32 // pick "whatever" to be something convenient
= (CONST << 32 + 1) * index + ((CONST << 32 + 1) * generation) << 32
= (CONST << 32 + 1) * index +((CONST << 32 + 1) * (generation << 32)
= (CONST << 32 + 1) * (index + generation << 32)
= (CONST << 32 + 1) * (generation << 32 | index)
= (CONST << 32 + 1) * i
```
So we can do essentially the same thing using a single multiplication
instead of doing multiply-shift-or.
LLVM was already smart enough to merge the shifting into a
multiplication, but this saves the extra `or`:
![image](https://github.com/bevyengine/bevy/assets/18526288/d9396614-2326-4730-abbe-4908c01b5ace)
<https://rust.godbolt.org/z/MEvbz4eo4>
It's a very small change, and often will disappear in load latency
anyway, but it's a couple percent faster in lookups:
![image](https://github.com/bevyengine/bevy/assets/18526288/c365ec85-6adc-4f6d-8fa6-a65146f55a75)
(There was more of an improvement here before #10558, but with `to_bits`
being a single `qword` load now, keeping things mostly as it is turned
out to be better than the bigger changes I'd tried in #10605.)
---
## Changelog
(Probably skip it)
## Migration Guide
(none needed)
# Objective
Related to #10612.
Enable the
[`clippy::manual_let_else`](https://rust-lang.github.io/rust-clippy/master/#manual_let_else)
lint as a warning. The `let else` form seems more idiomatic to me than a
`match`/`if else` that either match a pattern or diverge, and from the
clippy doc, the lint doesn't seem to have any possible false positive.
## Solution
Add the lint as warning in `Cargo.toml`, refactor places where the lint
triggers.
# Objective
- Fixes#7680
- This is an updated for https://github.com/bevyengine/bevy/pull/8899
which had the same objective but fell a long way behind the latest
changes
## Solution
The traits `WorldQueryData : WorldQuery` and `WorldQueryFilter :
WorldQuery` have been added and some of the types and functions from
`WorldQuery` has been moved into them.
`ReadOnlyWorldQuery` has been replaced with `ReadOnlyWorldQueryData`.
`WorldQueryFilter` is safe (as long as `WorldQuery` is implemented
safely).
`WorldQueryData` is unsafe - safely implementing it requires that
`Self::ReadOnly` is a readonly version of `Self` (this used to be a
safety requirement of `WorldQuery`)
The type parameters `Q` and `F` of `Query` must now implement
`WorldQueryData` and `WorldQueryFilter` respectively.
This makes it impossible to accidentally use a filter in the data
position or vice versa which was something that could lead to bugs.
~~Compile failure tests have been added to check this.~~
It was previously sometimes useful to use `Option<With<T>>` in the data
position. Use `Has<T>` instead in these cases.
The `WorldQuery` derive macro has been split into separate derive macros
for `WorldQueryData` and `WorldQueryFilter`.
Previously it was possible to derive both `WorldQuery` for a struct that
had a mixture of data and filter items. This would not work correctly in
some cases but could be a useful pattern in others. *This is no longer
possible.*
---
## Notes
- The changes outside of `bevy_ecs` are all changing type parameters to
the new types, updating the macro use, or replacing `Option<With<T>>`
with `Has<T>`.
- All `WorldQueryData` types always returned `true` for `IS_ARCHETYPAL`
so I moved it to `WorldQueryFilter` and
replaced all calls to it with `true`. That should be the only logic
change outside of the macro generation code.
- `Changed<T>` and `Added<T>` were being generated by a macro that I
have expanded. Happy to revert that if desired.
- The two derive macros share some functions for implementing
`WorldQuery` but the tidiest way I could find to implement them was to
give them a ton of arguments and ask clippy to ignore that.
## Changelog
### Changed
- Split `WorldQuery` into `WorldQueryData` and `WorldQueryFilter` which
now have separate derive macros. It is not possible to derive both for
the same type.
- `Query` now requires that the first type argument implements
`WorldQueryData` and the second implements `WorldQueryFilter`
## Migration Guide
- Update derives
```rust
// old
#[derive(WorldQuery)]
#[world_query(mutable, derive(Debug))]
struct CustomQuery {
entity: Entity,
a: &'static mut ComponentA
}
#[derive(WorldQuery)]
struct QueryFilter {
_c: With<ComponentC>
}
// new
#[derive(WorldQueryData)]
#[world_query_data(mutable, derive(Debug))]
struct CustomQuery {
entity: Entity,
a: &'static mut ComponentA,
}
#[derive(WorldQueryFilter)]
struct QueryFilter {
_c: With<ComponentC>
}
```
- Replace `Option<With<T>>` with `Has<T>`
```rust
/// old
fn my_system(query: Query<(Entity, Option<With<ComponentA>>)>)
{
for (entity, has_a_option) in query.iter(){
let has_a:bool = has_a_option.is_some();
//todo!()
}
}
/// new
fn my_system(query: Query<(Entity, Has<ComponentA>)>)
{
for (entity, has_a) in query.iter(){
//todo!()
}
}
```
- Fix queries which had filters in the data position or vice versa.
```rust
// old
fn my_system(query: Query<(Entity, With<ComponentA>)>)
{
for (entity, _) in query.iter(){
//todo!()
}
}
// new
fn my_system(query: Query<Entity, With<ComponentA>>)
{
for entity in query.iter(){
//todo!()
}
}
// old
fn my_system(query: Query<AnyOf<(&ComponentA, With<ComponentB>)>>)
{
for (entity, _) in query.iter(){
//todo!()
}
}
// new
fn my_system(query: Query<Option<&ComponentA>, Or<(With<ComponentA>, With<ComponentB>)>>)
{
for entity in query.iter(){
//todo!()
}
}
```
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- `insert_reflect` relies on `reflect_type_path`, which doesn't gives
the actual type path for object created by `clone_value`, leading to an
unexpected panic. This is a workaround for it.
- Fix#10590
## Solution
- Tries to get type path from `get_represented_type_info` if get failed
from `reflect_type_path`.
---
## Defect remaining
- `get_represented_type_info` implies a shortage on performance than
using `TypeRegistry`.
# Objective
- Fixes#10676, preventing a possible memory leak for commands which
owned resources.
## Solution
Implemented `Drop` for `CommandQueue`. This has been done entirely in
the private API of `CommandQueue`, ensuring no breaking changes. Also
added a unit test, `test_command_queue_inner_drop_early`, based on the
reproduction steps as outlined in #10676.
## Notes
I believe this can be applied to `0.12.1` as well, but I am uncertain of
the process to make that kind of change. Please let me know if there's
anything I can do to help with the back-porting of this change.
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Resolves#10743.
## Solution
Copied over the documentation written by @stepancheng from PR #10718.
I left out the lines from the doctest where `<()>` is removed, as that
seemed to be the part people couldn't decide on whether to keep or not.
## Objective
Currently, events are dropped after two frames. This cadence wasn't
*chosen* for a specific reason, double buffering just lets events
persist for at least two frames. Events only need to be dropped at a
predictable point so that the event queues don't grow forever (i.e.
events should never cause a memory leak).
Events (and especially input events) need to be observable by systems in
`FixedUpdate`, but as-is events are dropped before those systems even
get a chance to see them.
## Solution
Instead of unconditionally dropping events in `First`, require
`FixedUpdate` to first queue the buffer swap (if the `TimePlugin` has
been installed). This way, events are only dropped after a frame that
runs `FixedUpdate`.
## Future Work
In the same way we have independent copies of `Time` for tracking time
in `Main` and `FixedUpdate`, we will need independent copies of `Input`
for tracking press/release status correctly in `Main` and `FixedUpdate`.
--
Every run of `FixedUpdate` covers a specific timespan. For example, if
the fixed timestep `Δt` is 10ms, the first three `FixedUpdate` runs
cover `[0ms, 10ms)`, `[10ms, 20ms)`, and `[20ms, 30ms)`.
`FixedUpdate` can run many times in one frame. For truly
framerate-independent behavior, each `FixedUpdate` should only see the
events that occurred in its covered timespan, but what happens right now
is the first step in the frame reads all pending events.
Fixing that will require timestamped events.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Explain https://github.com/bevyengine/bevy/issues/10625.
This might be obvious to those familiar with Bevy internals, but it
surprised me.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- I've been experimenting with different patterns to try and make async
tasks more convenient. One of the better ones I've found is to return a
command queue to allow for deferred &mut World access. It can be
convenient to check for task completion in a normal system, but it is
hard to do something with the command queue after getting it back. This
pr adds a `append` to Commands. This allows appending the returned
command queue onto the system's commands.
## Solution
- I edited the async compute example to use the new `append`, but not
sure if I should keep the example changed as this might be too
opinionated.
## Future Work
- It would be very easy to pull the pattern used in the example out into
a plugin or a external crate, so users wouldn't have to add the checking
system.
---
## Changelog
- add `append` to `Commands` and `CommandQueue`
# Objective
Enables warning on `clippy::undocumented_unsafe_blocks` across the
workspace rather than only in `bevy_ecs`, `bevy_transform` and
`bevy_utils`. This adds a little awkwardness in a few areas of code that
have trivial safety or explain safety for multiple unsafe blocks with
one comment however automatically prevents these comments from being
missed.
## Solution
This adds `undocumented_unsafe_blocks = "warn"` to the workspace
`Cargo.toml` and fixes / adds a few missed safety comments. I also added
`#[allow(clippy::undocumented_unsafe_blocks)]` where the safety is
explained somewhere above.
There are a couple of safety comments I added I'm not 100% sure about in
`bevy_animation` and `bevy_render/src/view` and I'm not sure about the
use of `#[allow(clippy::undocumented_unsafe_blocks)]` compared to adding
comments like `// SAFETY: See above`.
# Objective
Make the impl block for RemovedSystem generic so that the methods can be
called for systems that have inputs or outputs.
## Solution
Simply adding generics to the impl block.
# Objective
Adds `.entry` to `EntityWorldMut` with `Entry`, `OccupiedEntry` and
`VacantEntry` for easier in-situ modification, based on `HashMap.entry`.
Fixes#10635
## Solution
This adds the `entry` method to `EntityWorldMut` which returns an
`Entry`. This is an enum of `OccupiedEntry` and `VacantEntry` and has
the methods `and_modify`, `insert_entry`, `or_insert`, `or_insert_with`
and `or_default`. The only difference between `OccupiedEntry` and
`VacantEntry` is the type, they are both a mutable reference to the
`EntityWorldMut` and a marker for the component type, `HashMap` also
stores things to make it quicker to access the data in `OccupiedEntry`
but I wasn't sure if we had anything it would be logical to store to
make accessing/modifying the component faster? As such, the differences
are that `OccupiedEntry` assumes the entity has the component (because
nothing else can have an `EntityWorldMut` so it can't be changed outside
the entry api) and has different methods.
All the methods are based very closely off `hashbrown::HashMap` (because
its easier to read the source of) with a couple of quirks like
`OccupiedEntry.insert` doesn't return the old value because we don't
appear to have an api for mem::replacing components.
---
## Changelog
- Added a new function `EntityWorldMut.entry` which returns an `Entry`,
allowing easier in-situ modification of a component.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Pascal Hertleif <killercup@gmail.com>
# Objective
- Fix adding `#![allow(clippy::type_complexity)]` everywhere. like #9796
## Solution
- Use the new [lints] table that will land in 1.74
(https://doc.rust-lang.org/nightly/cargo/reference/unstable.html#lints)
- inherit lint to the workspace, crates and examples.
```
[lints]
workspace = true
```
## Changelog
- Bump rust version to 1.74
- Enable lints table for the workspace
```toml
[workspace.lints.clippy]
type_complexity = "allow"
```
- Allow type complexity for all crates and examples
```toml
[lints]
workspace = true
```
---------
Co-authored-by: Martín Maita <47983254+mnmaita@users.noreply.github.com>
# Objective
- Follow up on https://github.com/bevyengine/bevy/pull/10519, diving
deeper into optimising `Entity` due to the `derive`d `PartialOrd`
`partial_cmp` not being optimal with codegen:
https://github.com/rust-lang/rust/issues/106107
- Fixes#2346.
## Solution
Given the previous PR's solution and the other existing LLVM codegen
bug, there seemed to be a potential further optimisation possible with
`Entity`. In exploring providing manual `PartialOrd` impl, it turned out
initially that the resulting codegen was not immediately better than the
derived version. However, once `Entity` was given `#[repr(align(8)]`,
the codegen improved remarkably, even more once the fields in `Entity`
were rearranged to correspond to a `u64` layout (Rust doesn't
automatically reorder fields correctly it seems). The field order and
`align(8)` additions also improved `to_bits` codegen to be a single
`mov` op. In turn, this led me to replace the previous
"non-shortcircuiting" impl of `PartialEq::eq` to use direct `to_bits`
comparison.
The result was remarkably better codegen across the board, even for
hastable lookups.
The current baseline codegen is as follows:
https://godbolt.org/z/zTW1h8PnY
Assuming the following example struct that mirrors with the existing
`Entity` definition:
```rust
#[derive(Clone, Copy, Eq, PartialEq, PartialOrd, Ord)]
pub struct FakeU64 {
high: u32,
low: u32,
}
```
the output for `to_bits` is as follows:
```
example::FakeU64::to_bits:
shl rdi, 32
mov eax, esi
or rax, rdi
ret
```
Changing the struct to:
```rust
#[derive(Clone, Copy, Eq)]
#[repr(align(8))]
pub struct FakeU64 {
low: u32,
high: u32,
}
```
and providing manual implementations for `PartialEq`/`PartialOrd`/`Ord`,
`to_bits` now optimises to:
```
example::FakeU64::to_bits:
mov rax, rdi
ret
```
The full codegen example for this PR is here for reference:
https://godbolt.org/z/n4Mjx165a
To highlight, `gt` comparison goes from
```
example::greater_than:
cmp edi, edx
jae .LBB3_2
xor eax, eax
ret
.LBB3_2:
setne dl
cmp esi, ecx
seta al
or al, dl
ret
```
to
```
example::greater_than:
cmp rdi, rsi
seta al
ret
```
As explained on Discord by @scottmcm :
>The root issue here, as far as I understand it, is that LLVM's
middle-end is inexplicably unwilling to merge loads if that would make
them under-aligned. It leaves that entirely up to its target-specific
back-end, and thus a bunch of the things that you'd expect it to do that
would fix this just don't happen.
## Benchmarks
Before discussing benchmarks, everything was tested on the following
specs:
AMD Ryzen 7950X 16C/32T CPU
64GB 5200 RAM
AMD RX7900XT 20GB Gfx card
Manjaro KDE on Wayland
I made use of the new entity hashing benchmarks to see how this PR would
improve things there. With the changes in place, I first did an
implementation keeping the existing "non shortcircuit" `PartialEq`
implementation in place, but with the alignment and field ordering
changes, which in the benchmark is the `ord_shortcircuit` column. The
`to_bits` `PartialEq` implementation is the `ord_to_bits` column. The
main_ord column is the current existing baseline from `main` branch.
![Screenshot_20231114_132908](https://github.com/bevyengine/bevy/assets/3116268/cb9090c9-ff74-4cc5-abae-8e4561332261)
My machine is not super set-up for benchmarking, so some results are
within noise, but there's not just a clear improvement between the
non-shortcircuiting implementation, but even further optimisation taking
place with the `to_bits` implementation.
On my machine, a fair number of the stress tests were not showing any
difference (indicating other bottlenecks), but I was able to get a clear
difference with `many_foxes` with a fox count of 10,000:
Test with `cargo run --example many_foxes --features
bevy/trace_tracy,wayland --release -- --count 10000`:
![Screenshot_20231114_144217](https://github.com/bevyengine/bevy/assets/3116268/89bdc21c-7209-43c8-85ae-efbf908bfed3)
On avg, a framerate of about 28-29FPS was improved to 30-32FPS. "This
trace" represents the current PR's perf, while "External trace"
represents the `main` branch baseline.
## Changelog
Changed: micro-optimized Entity align and field ordering as well as
providing manual `PartialOrd`/`Ord` impls to help LLVM optimise further.
## Migration Guide
Any `unsafe` code relying on field ordering of `Entity` or sufficiently
cursed shenanigans should change to reflect the different internal
representation and alignment requirements of `Entity`.
Co-authored-by: james7132 <contact@jamessliu.com>
Co-authored-by: NathanW <nathansward@comcast.net>
# Objective
- Fixes#10532
## Solution
I've updated the various `Event` send methods to return the sent
`EventId`(s). Since these methods previously returned nothing, and this
information is cheap to copy, there should be minimal negative
consequences to providing this additional information. In the case of
`send_batch`, an iterator is returned built from `Range` and `Map`,
which only consumes 16 bytes on the stack with no heap allocations for
all batch sizes. As such, the cost of this information is negligible.
These changes are reflected for `EventWriter` and `World`. For `World`,
the return types are optional to account for the possible lack of an
`Events` resource. Again, these methods previously returned no
information, so its inclusion should only be a benefit.
## Usage
Now when sending events, the IDs of those events is available for
immediate use:
```rust
// Example of a request-response system where the requester can track handled requests.
/// A system which can make and track requests
fn requester(
mut requests: EventWriter<Request>,
mut handled: EventReader<Handled>,
mut pending: Local<HashSet<EventId<Request>>>,
) {
// Check status of previous requests
for Handled(id) in handled.read() {
pending.remove(&id);
}
if !pending.is_empty() {
error!("Not all my requests were handled on the previous frame!");
pending.clear();
}
// Send a new request and remember its ID for later
let request_id = requests.send(Request::MyRequest { /* ... */ });
pending.insert(request_id);
}
/// A system which handles requests
fn responder(
mut requests: EventReader<Request>,
mut handled: EventWriter<Handled>,
) {
for (request, id) in requests.read_with_id() {
if handle(request).is_ok() {
handled.send(Handled(id));
}
}
}
```
In the above example, a `requester` system can send request events, and
keep track of which ones are currently pending by `EventId`. Then, a
`responder` system can act on that event, providing the ID as a
reference that the `requester` can use. Before this PR, it was not
trivial for a system sending events to keep track of events by ID. This
is unfortunate, since for a system reading events, it is trivial to
access the ID of a event.
---
## Changelog
- Updated `Events`:
- Added `send_batch`
- Modified `send` to return the sent `EventId`
- Modified `send_default` to return the sent `EventId`
- Updated `EventWriter`
- Modified `send_batch` to return all sent `EventId`s
- Modified `send` to return the sent `EventId`
- Modified `send_default` to return the sent `EventId`
- Updated `World`
- Modified `send_event` to return the sent `EventId` if sent, otherwise
`None`.
- Modified `send_event_default` to return the sent `EventId` if sent,
otherwise `None`.
- Modified `send_event_batch` to return all sent `EventId`s if sent,
otherwise `None`.
- Added unit test `test_send_events_ids` to ensure returned `EventId`s
match the sent `Event`s
- Updated uses of modified methods.
## Migration Guide
### `send` / `send_default` / `send_batch`
For the following methods:
- `Events::send`
- `Events::send_default`
- `Events::send_batch`
- `EventWriter::send`
- `EventWriter::send_default`
- `EventWriter::send_batch`
- `World::send_event`
- `World::send_event_default`
- `World::send_event_batch`
Ensure calls to these methods either handle the returned value, or
suppress the result with `;`.
```rust
// Now fails to compile due to mismatched return type
fn send_my_event(mut events: EventWriter<MyEvent>) {
events.send_default()
}
// Fix
fn send_my_event(mut events: EventWriter<MyEvent>) {
events.send_default();
}
```
This will most likely be noticed within `match` statements:
```rust
// Before
match is_pressed {
true => events.send(PlayerAction::Fire),
// ^--^ No longer returns ()
false => {}
}
// After
match is_pressed {
true => {
events.send(PlayerAction::Fire);
},
false => {}
}
```
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
# Objective
Allows chained systems taking an `In<_>` input parameter to be run as
one-shot systems. This API was mentioned in #8963.
In addition, `run_system(_with_input)` returns the system output, for
any `'static` output type.
## Solution
A new function, `World::run_system_with_input` allows a `SystemId<I, O>`
to be run by providing an `I` value as input and producing `O` as an
output.
`SystemId<I, O>` is now generic over the input type `I` and output type
`O`, along with the related functions and types `RegisteredSystem`,
`RemovedSystem`, `register_system`, `remove_system`, and
`RegisteredSystemError`. These default to `()`, preserving the existing
API, for all of the public types.
---
## Changelog
- Added `World::run_system_with_input` function to allow one-shot
systems that take `In<_>` input parameters
- Changed `World::run_system` and `World::register_system` to support
systems with return types beyond `()`
- Added `Commands::run_system_with_input` command that schedules a
one-shot system with an `In<_>` input parameter
(This is my first PR here, so I've probably missed some things. Please
let me know what else I should do to help you as a reviewer!)
# Objective
Due to https://github.com/rust-lang/rust/issues/117800, the `derive`'d
`PartialEq::eq` on `Entity` isn't as good as it could be. Since that's
used in hashtable lookup, let's improve it.
## Solution
The derived `PartialEq::eq` short-circuits if the generation doesn't
match. However, having a branch there is sub-optimal, especially on
64-bit systems like x64 that could just load the whole `Entity` in one
load anyway.
Due to complications around `poison` in LLVM and the exact details of
what unsafe code is allowed to do with reference in Rust
(https://github.com/rust-lang/unsafe-code-guidelines/issues/346), LLVM
isn't allowed to completely remove the short-circuiting. `&Entity` is
marked `dereferencable(8)` so LLVM knows it's allowed to *load* all 8
bytes -- and does so -- but it has to assume that the `index` might be
undef/poison if the `generation` doesn't match, and thus while it finds
a way to do it without needing a branch, it has to do something slightly
more complicated than optimal to combine the results. (LLVM is allowed
to change non-short-circuiting code to use branches, but not the other
way around.)
Here's a link showing the codegen today:
<https://rust.godbolt.org/z/9WzjxrY7c>
```rust
#[no_mangle]
pub fn demo_eq_ref(a: &Entity, b: &Entity) -> bool {
a == b
}
```
ends up generating the following assembly:
```asm
demo_eq_ref:
movq xmm0, qword ptr [rdi]
movq xmm1, qword ptr [rsi]
pcmpeqd xmm1, xmm0
pshufd xmm0, xmm1, 80
movmskpd eax, xmm0
cmp eax, 3
sete al
ret
```
(It's usually not this bad in real uses after inlining and LTO, but it
makes a strong demo.)
This PR manually implements `PartialEq::eq` *without* short-circuiting,
and because that tells LLVM that neither the generations nor the index
can be poison, it doesn't need to be so careful and can generate the
"just compare the two 64-bit values" code you'd have probably already
expected:
```asm
demo_eq_ref:
mov rax, qword ptr [rsi]
cmp qword ptr [rdi], rax
sete al
ret
```
Since this doesn't change the representation of `Entity`, if it's
instead passed by *value*, then each `Entity` is two `u32` registers,
and the old and the new code do exactly the same thing. (Other
approaches, like changing `Entity` to be `[u32; 2]` or `u64`, affect
this case.)
This should hopefully merge easily with changes like
https://github.com/bevyengine/bevy/pull/9907 that also want to change
`Entity`.
## Benchmarks
I'm not super-confident that I got my machine fully consistent for
benchmarking, but whether I run the old or the new one first I get
reasonably consistent results.
Here's a fairly typical example of the benchmarks I added in this PR:
![image](https://github.com/bevyengine/bevy/assets/18526288/24226308-4616-4082-b0ff-88fc06285ef1)
Building the sets seems to be basically the same. It's usually reported
as noise, but sometimes I see a few percent slower or faster.
But lookup hits in particular -- since a hit checks that the key is
equal -- consistently shows around 10% improvement.
`cargo run --example many_cubes --features bevy/trace_tracy --release --
--benchmark` showed as slightly faster with this change, though if I had
to bet I'd probably say it's more noise than meaningful (but at least
it's not worse either):
![image](https://github.com/bevyengine/bevy/assets/18526288/58bb8c96-9c45-487f-a5ab-544bbfe9fba0)
This is my first PR here -- and my first time running Tracy -- so please
let me know what else I should run, or run things on your own more
reliable machines to double-check.
---
## Changelog
(probably not worth including)
Changed: micro-optimized `Entity::eq` to help LLVM slightly.
## Migration Guide
(I really hope nobody was using this on uninitialized entities where
sufficiently tortured `unsafe` could could technically notice that this
has changed.)
# Objective
- `CommandQueue::apply` calculates the address of the end of the
internal buffer as a `usize` rather than as a pointer, requiring two
casts of `cursor` to `usize`. Casting pointers to integers is generally
discouraged and may also prevent optimizations. It's also unnecessary
here.
## Solution
- Calculate the end address as a pointer rather than a `usize`.
Small note:
A trivial translation of the old code to use pointers would have
computed `end_addr` as `cursor.add(self.bytes.len())`, which is not
wrong but is an additional `unsafe` operation that also needs to be
properly documented and proven correct. However this operation is
already implemented in the form of the safe `as_mut_ptr_range`, so I
just used that.
# Objective
There is an if statement checking if a node is present in a graph
moments after it explicitly being added.
Unless the edge function has super weird side effects and the tests
don't pass, this is unnecessary.
## Solution
Removed it
# Objective
- Allow registration of one-shot systems when those systems have already
been `Box`ed.
- Needed for `bevy_eventlisteners` which allows adding event listeners
with callbacks in normal systems. The current one shot system
implementation requires systems be registered from an exclusive system,
and that those systems be passed in as types that implement
`IntoSystem`. However, the eventlistener callback crate allows users to
define their callbacks in normal systems, by boxing the system and
deferring initialization to an exclusive system.
## Solution
- Separate the registration of the system from the boxing of the system.
This is non-breaking, and adds a new method.
---
## Changelog
- Added `World::register_boxed_system` to allow registration of
already-boxed one shot systems.
# Objective
- There is a specialized hasher for entities:
[`EntityHashMap`](https://docs.rs/bevy/latest/bevy/utils/type.EntityHashMap.html)
- [`EntityMapper`] currently uses a normal `HashMap<Entity, Entity>`
- Fixes#10391
## Solution
- Replace the normal `HashMap` with the more performant `EntityHashMap`
## Questions
- This does change public API. Should a system be implemented to help
migrate code?
- Perhaps an `impl From<HashMap<K, V, S>> for EntityHashMap<K, V>`
- I updated to docs for each function that I changed, but I may have
missed something
---
## Changelog
- Changed `EntityMapper` to use `EntityHashMap` instead of normal
`HashMap`
## Migration Guide
If you are using the following types, update their listed methods to use
the new `EntityHashMap`. `EntityHashMap` has the same methods as the
normal `HashMap`, so you just need to replace the name.
### `EntityMapper`
- `get_map`
- `get_mut_map`
- `new`
- `world_scope`
### `ReflectMapEntities`
- `map_all_entities`
- `map_entities`
- `write_to_world`
### `InstanceInfo`
- `entity_map`
- This is a property, not a method.
---
This is my first time contributing in a while, and I'm not familiar with
the usage of `EntityMapper`. I changed the type definition and fixed all
errors, but there may have been things I've missed. Please keep an eye
out for me!
Preparing next release
This PR has been auto-generated
---------
Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: François <mockersf@gmail.com>
# Objective
Align all error-like types to implement `Error`.
Fixes #10176
## Solution
- Derive `Error` on more types
- Refactor instances of manual implementations that could be derived
This adds thiserror as a dependency to bevy_transform, which might
increase compilation time -- but I don't know of any situation where you
might only use that but not any other crate that pulls in bevy_utils.
The `contributors` example has a `LoadContributorsError` type, but as
it's an example I have not updated it. Doing that would mean either
having a `use bevy_internal::utils::thiserror::Error;` in an example
file, or adding `thiserror` as a dev-dependency to the main `bevy`
crate.
---
## Changelog
- All `…Error` types now implement the `Error` trait
# Objective
First of all, this PR took heavy inspiration from #7760 and #5715. It
intends to also fix#5569, but with a slightly different approach.
This also fixes#9335 by reexporting `DynEq`.
## Solution
The advantage of this API is that we can intern a value without
allocating for zero-sized-types and for enum variants that have no
fields. This PR does this automatically in the `SystemSet` and
`ScheduleLabel` derive macros for unit structs and fieldless enum
variants. So this should cover many internal and external use cases of
`SystemSet` and `ScheduleLabel`. In these optimal use cases, no memory
will be allocated.
- The interning returns a `Interned<dyn SystemSet>`, which is just a
wrapper around a `&'static dyn SystemSet`.
- `Hash` and `Eq` are implemented in terms of the pointer value of the
reference, similar to my first approach of anonymous system sets in
#7676.
- Therefore, `Interned<T>` does not implement `Borrow<T>`, only `Deref`.
- The debug output of `Interned<T>` is the same as the interned value.
Edit:
- `AppLabel` is now also interned and the old
`derive_label`/`define_label` macros were replaced with the new
interning implementation.
- Anonymous set ids are reused for different `Schedule`s, reducing the
amount of leaked memory.
### Pros
- `InternedSystemSet` and `InternedScheduleLabel` behave very similar to
the current `BoxedSystemSet` and `BoxedScheduleLabel`, but can be copied
without an allocation.
- Many use cases don't allocate at all.
- Very fast lookups and comparisons when using `InternedSystemSet` and
`InternedScheduleLabel`.
- The `intern` module might be usable in other areas.
- `Interned{ScheduleLabel, SystemSet, AppLabel}` does implement
`{ScheduleLabel, SystemSet, AppLabel}`, increasing ergonomics.
### Cons
- Implementors of `SystemSet` and `ScheduleLabel` still need to
implement `Hash` and `Eq` (and `Clone`) for it to work.
## Changelog
### Added
- Added `intern` module to `bevy_utils`.
- Added reexports of `DynEq` to `bevy_ecs` and `bevy_app`.
### Changed
- Replaced `BoxedSystemSet` and `BoxedScheduleLabel` with
`InternedSystemSet` and `InternedScheduleLabel`.
- Replaced `impl AsRef<dyn ScheduleLabel>` with `impl ScheduleLabel`.
- Replaced `AppLabelId` with `InternedAppLabel`.
- Changed `AppLabel` to use `Debug` for error messages.
- Changed `AppLabel` to use interning.
- Changed `define_label`/`derive_label` to use interning.
- Replaced `define_boxed_label`/`derive_boxed_label` with
`define_label`/`derive_label`.
- Changed anonymous set ids to be only unique inside a schedule, not
globally.
- Made interned label types implement their label trait.
### Removed
- Removed `define_boxed_label` and `derive_boxed_label`.
## Migration guide
- Replace `BoxedScheduleLabel` and `Box<dyn ScheduleLabel>` with
`InternedScheduleLabel` or `Interned<dyn ScheduleLabel>`.
- Replace `BoxedSystemSet` and `Box<dyn SystemSet>` with
`InternedSystemSet` or `Interned<dyn SystemSet>`.
- Replace `AppLabelId` with `InternedAppLabel` or `Interned<dyn
AppLabel>`.
- Types manually implementing `ScheduleLabel`, `AppLabel` or `SystemSet`
need to implement:
- `dyn_hash` directly instead of implementing `DynHash`
- `as_dyn_eq`
- Pass labels to `World::try_schedule_scope`, `World::schedule_scope`,
`World::try_run_schedule`. `World::run_schedule`, `Schedules::remove`,
`Schedules::remove_entry`, `Schedules::contains`, `Schedules::get` and
`Schedules::get_mut` by value instead of by reference.
---------
Co-authored-by: Joseph <21144246+JoJoJet@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Reduce code duplication and improve APIs of Bevy's [global
taskpools](https://github.com/bevyengine/bevy/blob/main/crates/bevy_tasks/src/usages.rs).
## Solution
- As all three of the global taskpools have identical implementations
and only differ in their identifiers, this PR moves the implementation
into a macro to reduce code duplication.
- The `init` method is renamed to `get_or_init` to more accurately
reflect what it really does.
- Add a new `try_get` method that just returns `None` when the pool is
uninitialized, to complement the other getter methods.
- Minor documentation improvements to accompany the above changes.
---
## Changelog
- Added a new `try_get` method to the global TaskPools
- The global TaskPools' `init` method has been renamed to `get_or_init`
for clarity
- Documentation improvements
## Migration Guide
- Uses of `ComputeTaskPool::init`, `AsyncComputeTaskPool::init` and
`IoTaskPool::init` should be changed to `::get_or_init`.
# Objective
Closes#9955.
Use the same interface for all "pure" builder types: taking and
returning `Self` (and not `&mut Self`).
## Solution
Changed `DynamicSceneBuilder`, `SceneFilter` and `TableBuilder` to take
and return `Self`.
## Changelog
### Changed
- `DynamicSceneBuilder` and `SceneBuilder` methods in `bevy_ecs` now
take and return `Self`.
## Migration guide
When using `bevy_ecs::DynamicSceneBuilder` and `bevy_ecs::SceneBuilder`,
instead of binding the builder to a variable, directly use it. Methods
on those types now consume `Self`, so you will need to re-bind the
builder if you don't `build` it immediately.
Before:
```rust
let mut scene_builder = DynamicSceneBuilder::from_world(&world);
let scene = scene_builder.extract_entity(a).extract_entity(b).build();
```
After:
```rust
let scene = DynamicSceneBuilder::from_world(&world)
.extract_entity(a)
.extract_entity(b)
.build();
```
# Objective
- Followup to #7184.
- ~Deprecate `TypeUuid` and remove its internal references.~ No longer
part of this PR.
- Use `TypePath` for the type registry, and (de)serialisation instead of
`std::any::type_name`.
- Allow accessing type path information behind proxies.
## Solution
- Introduce methods on `TypeInfo` and friends for dynamically querying
type path. These methods supersede the old `type_name` methods.
- Remove `Reflect::type_name` in favor of `DynamicTypePath::type_path`
and `TypeInfo::type_path_table`.
- Switch all uses of `std::any::type_name` in reflection, non-debugging
contexts to use `TypePath`.
---
## Changelog
- Added `TypePathTable` for dynamically accessing methods on `TypePath`
through `TypeInfo` and the type registry.
- Removed `type_name` from all `TypeInfo`-like structs.
- Added `type_path` and `type_path_table` methods to all `TypeInfo`-like
structs.
- Removed `Reflect::type_name` in favor of
`DynamicTypePath::reflect_type_path` and `TypeInfo::type_path`.
- Changed the signature of all `DynamicTypePath` methods to return
strings with a static lifetime.
## Migration Guide
- Rely on `TypePath` instead of `std::any::type_name` for all stability
guarantees and for use in all reflection contexts, this is used through
with one of the following APIs:
- `TypePath::type_path` if you have a concrete type and not a value.
- `DynamicTypePath::reflect_type_path` if you have an `dyn Reflect`
value without a concrete type.
- `TypeInfo::type_path` for use through the registry or if you want to
work with the represented type of a `DynamicFoo`.
- Remove `type_name` from manual `Reflect` implementations.
- Use `type_path` and `type_path_table` in place of `type_name` on
`TypeInfo`-like structs.
- Use `get_with_type_path(_mut)` over `get_with_type_name(_mut)`.
## Note to reviewers
I think if anything we were a little overzealous in merging #7184 and we
should take that extra care here.
In my mind, this is the "point of no return" for `TypePath` and while I
think we all agree on the design, we should carefully consider if the
finer details and current implementations are actually how we want them
moving forward.
For example [this incorrect `TypePath` implementation for
`String`](3fea3c6c0b/crates/bevy_reflect/src/impls/std.rs (L90))
(note that `String` is in the default Rust prelude) snuck in completely
under the radar.
# Objective
- Updates for rust 1.73
## Solution
- new doc check for `redundant_explicit_links`
- updated to text for compile fail tests
---
## Changelog
- updates for rust 1.73
# Objective
- Fixes#9884
- Add API for ignoring ambiguities on certain resource or components.
## Solution
- Add a `IgnoreSchedulingAmbiguitiy` resource to the world which holds
the `ComponentIds` to be ignored
- Filter out ambiguities with those component id's.
## Changelog
- add `allow_ambiguous_component` and `allow_ambiguous_resource` apis
for ignoring ambiguities
---------
Co-authored-by: Ryan Johnson <ryanj00a@gmail.com>
Objective
---------
- Since #6742, It is not possible to build an `ArchetypeId` from a
`ArchetypeGeneration`
- This was useful to 3rd party crate extending the base bevy ECS
capabilities, such as [`bevy_ecs_dynamic`] and now
[`bevy_mod_dynamic_query`]
- Making `ArchetypeGeneration` opaque this way made it completely
useless, and removed the ability to limit archetype updates to a subset
of archetypes.
- Making the `index` method on `ArchetypeId` private prevented the use
of bitfields and other optimized data structure to store sets of
archetype ids. (without `transmute`)
This PR is not a simple reversal of the change. It exposes a different
API, rethought to keep the private stuff private and the public stuff
less error-prone.
- Add a `StartRange<ArchetypeGeneration>` `Index` implementation to
`Archetypes`
- Instead of converting the generation into an index, then creating a
ArchetypeId from that index, and indexing `Archetypes` with it, use
directly the old `ArchetypeGeneration` to get the range of new
archetypes.
From careful benchmarking, it seems to also be a performance improvement
(~0-5%) on add_archetypes.
---
Changelog
---------
- Added `impl Index<RangeFrom<ArchetypeGeneration>> for Archetypes` this
allows you to get a slice of newly added archetypes since the last
recorded generation.
- Added `ArchetypeId::index` and `ArchetypeId::new` methods. It should
enable 3rd party crates to use the `Archetypes` API in a meaningful way.
[`bevy_ecs_dynamic`]:
https://github.com/jakobhellermann/bevy_ecs_dynamic/tree/main
[`bevy_mod_dynamic_query`]:
https://github.com/nicopap/bevy_mod_dynamic_query/
---------
Co-authored-by: vero <email@atlasdostal.com>
# Objective
We've done a lot of work to remove the pattern of a `&World` with
interior mutability (#6404, #8833). However, this pattern still persists
within `bevy_ecs` via the `unsafe_world` method.
## Solution
* Make `unsafe_world` private. Adjust any callsites to use
`UnsafeWorldCell` for interior mutability.
* Add `UnsafeWorldCell::removed_components`, since it is always safe to
access the removed components collection through `UnsafeWorldCell`.
## Future Work
Remove/hide `UnsafeWorldCell::world_metadata`, once we have provided
safe ways of accessing all world metadata.
---
## Changelog
+ Added `UnsafeWorldCell::removed_components`, which provides read-only
access to a world's collection of removed components.