Commit graph

56 commits

Author SHA1 Message Date
Tygyh
63d17e8494
Simplify equality assertions (#10988)
# Objective

- Shorten assertions.

## Solution

- Replace '==' assertions with 'assert_eq()' and '!=' assertions with
'assert_ne()' .
2023-12-16 23:58:41 +00:00
tygyh
fd308571c4
Remove unnecessary path prefixes (#10749)
# 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.
2023-11-28 23:43:40 +00:00
scottmcm
a902ea6f85
Save an instruction in EntityHasher (#10648)
# 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)
2023-11-28 12:37:30 +00:00
Gonçalo Rica Pais da Silva
9c0fca072d
Optimise Entity with repr align & manual PartialOrd/Ord (#10558)
# 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>
2023-11-18 20:04:37 +00:00
scottmcm
713b1d8fa4
Optimize Entity::eq (#10519)
(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.)
2023-11-14 02:06:21 +00:00
BD103
04ceb46fe0
Use EntityHashMap for EntityMapper (#10415)
# 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!
2023-11-07 08:23:04 +00:00
Robert Swain
b6ead2be95
Use EntityHashMap<Entity, T> for render world entity storage for better performance (#9903)
# Objective

- Improve rendering performance, particularly by avoiding the large
system commands costs of using the ECS in the way that the render world
does.

## Solution

- Define `EntityHasher` that calculates a hash from the
`Entity.to_bits()` by `i | (i.wrapping_mul(0x517cc1b727220a95) << 32)`.
`0x517cc1b727220a95` is something like `u64::MAX / N` for N that gives a
value close to π and that works well for hashing. Thanks for @SkiFire13
for the suggestion and to @nicopap for alternative suggestions and
discussion. This approach comes from `rustc-hash` (a.k.a. `FxHasher`)
with some tweaks for the case of hashing an `Entity`. `FxHasher` and
`SeaHasher` were also tested but were significantly slower.
- Define `EntityHashMap` type that uses the `EntityHashser`
- Use `EntityHashMap<Entity, T>` for render world entity storage,
including:
- `RenderMaterialInstances` - contains the `AssetId<M>` of the material
associated with the entity. Also for 2D.
- `RenderMeshInstances` - contains mesh transforms, flags and properties
about mesh entities. Also for 2D.
- `SkinIndices` and `MorphIndices` - contains the skin and morph index
for an entity, respectively
  - `ExtractedSprites`
  - `ExtractedUiNodes`

## Benchmarks

All benchmarks have been conducted on an M1 Max connected to AC power.
The tests are run for 1500 frames. The 1000th frame is captured for
comparison to check for visual regressions. There were none.

### 2D Meshes

`bevymark --benchmark --waves 160 --per-wave 1000 --mode mesh2d`

#### `--ordered-z`

This test spawns the 2D meshes with z incrementing back to front, which
is the ideal arrangement allocation order as it matches the sorted
render order which means lookups have a high cache hit rate.

<img width="1112" alt="Screenshot 2023-09-27 at 07 50 45"
src="https://github.com/bevyengine/bevy/assets/302146/e140bc98-7091-4a3b-8ae1-ab75d16d2ccb">

-39.1% median frame time.

#### Random

This test spawns the 2D meshes with random z. This not only makes the
batching and transparent 2D pass lookups get a lot of cache misses, it
also currently means that the meshes are almost certain to not be
batchable.

<img width="1108" alt="Screenshot 2023-09-27 at 07 51 28"
src="https://github.com/bevyengine/bevy/assets/302146/29c2e813-645a-43ce-982a-55df4bf7d8c4">

-7.2% median frame time.

### 3D Meshes

`many_cubes --benchmark`

<img width="1112" alt="Screenshot 2023-09-27 at 07 51 57"
src="https://github.com/bevyengine/bevy/assets/302146/1a729673-3254-4e2a-9072-55e27c69f0fc">

-7.7% median frame time.

### Sprites

**NOTE: On `main` sprites are using `SparseSet<Entity, T>`!**

`bevymark --benchmark --waves 160 --per-wave 1000 --mode sprite`

#### `--ordered-z`

This test spawns the sprites with z incrementing back to front, which is
the ideal arrangement allocation order as it matches the sorted render
order which means lookups have a high cache hit rate.

<img width="1116" alt="Screenshot 2023-09-27 at 07 52 31"
src="https://github.com/bevyengine/bevy/assets/302146/bc8eab90-e375-4d31-b5cd-f55f6f59ab67">

+13.0% median frame time.

#### Random

This test spawns the sprites with random z. This makes the batching and
transparent 2D pass lookups get a lot of cache misses.

<img width="1109" alt="Screenshot 2023-09-27 at 07 53 01"
src="https://github.com/bevyengine/bevy/assets/302146/22073f5d-99a7-49b0-9584-d3ac3eac3033">

+0.6% median frame time.

### UI

**NOTE: On `main` UI is using `SparseSet<Entity, T>`!**

`many_buttons`

<img width="1111" alt="Screenshot 2023-09-27 at 07 53 26"
src="https://github.com/bevyengine/bevy/assets/302146/66afd56d-cbe4-49e7-8b64-2f28f6043d85">

+15.1% median frame time.

## Alternatives

- Cart originally suggested trying out `SparseSet<Entity, T>` and indeed
that is slightly faster under ideal conditions. However,
`PassHashMap<Entity, T>` has better worst case performance when data is
randomly distributed, rather than in sorted render order, and does not
have the worst case memory usage that `SparseSet`'s dense `Vec<usize>`
that maps from the `Entity` index to sparse index into `Vec<T>`. This
dense `Vec` has to be as large as the largest Entity index used with the
`SparseSet`.
- I also tested `PassHashMap<u32, T>`, intending to use `Entity.index()`
as the key, but this proved to sometimes be slower and mostly no
different.
- The only outstanding approach that has not been implemented and tested
is to _not_ clear the render world of its entities each frame. That has
its own problems, though they could perhaps be solved.
- Performance-wise, if the entities and their component data were not
cleared, then they would incur table moves on spawn, and should not
thereafter, rather just their component data would be overwritten.
Ideally we would have a neat way of either updating data in-place via
`&mut T` queries, or inserting components if not present. This would
likely be quite cumbersome to have to remember to do everywhere, but
perhaps it only needs to be done in the more performance-sensitive
systems.
- The main problem to solve however is that we want to both maintain a
mapping between main world entities and render world entities, be able
to run the render app and world in parallel with the main app and world
for pipelined rendering, and at the same time be able to spawn entities
in the render world in such a way that those Entity ids do not collide
with those spawned in the main world. This is potentially quite
solvable, but could well be a lot of ECS work to do it in a way that
makes sense.

---

## Changelog

- Changed: Component data for entities to be drawn are no longer stored
on entities in the render world. Instead, data is stored in a
`EntityHashMap<Entity, T>` in various resources. This brings significant
performance benefits due to the way the render app clears entities every
frame. Resources of most interest are `RenderMeshInstances` and
`RenderMaterialInstances`, and their 2D counterparts.

## Migration Guide

Previously the render app extracted mesh entities and their component
data from the main world and stored them as entities and components in
the render world. Now they are extracted into essentially
`EntityHashMap<Entity, T>` where `T` are structs containing an
appropriate group of data. This means that while extract set systems
will continue to run extract queries against the main world they will
store their data in hash maps. Also, systems in later sets will either
need to look up entities in the available resources such as
`RenderMeshInstances`, or maintain their own `EntityHashMap<Entity, T>`
for their own data.

Before:
```rust
fn queue_custom(
    material_meshes: Query<(Entity, &MeshTransforms, &Handle<Mesh>), With<InstanceMaterialData>>,
) {
    ...
    for (entity, mesh_transforms, mesh_handle) in &material_meshes {
        ...
    }
}
```

After:
```rust
fn queue_custom(
    render_mesh_instances: Res<RenderMeshInstances>,
    instance_entities: Query<Entity, With<InstanceMaterialData>>,
) {
    ...
    for entity in &instance_entities {
        let Some(mesh_instance) = render_mesh_instances.get(&entity) else { continue; };
        // The mesh handle in `AssetId<Mesh>` form, and the `MeshTransforms` can now
        // be found in `mesh_instance` which is a `RenderMeshInstance`
        ...
    }
}
```

---------

Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
2023-09-27 08:28:28 +00:00
Joseph
bc8bf34818
Allow disjoint mutable world access via EntityMut (#9419)
# Objective

Fix #4278
Fix #5504
Fix #9422

Provide safe ways to borrow an entire entity, while allowing disjoint
mutable access. `EntityRef` and `EntityMut` are not suitable for this,
since they provide access to the entire world -- they are just helper
types for working with `&World`/`&mut World`.

This has potential uses for reflection and serialization

## Solution

Remove `EntityRef::world`, which allows it to soundly be used within
queries.

`EntityMut` no longer supports structural world mutations, which allows
multiple instances of it to exist for different entities at once.
Structural world mutations are performed using the new type
`EntityWorldMut`.

```rust
fn disjoint_system(
     q2: Query<&mut A>,
     q1: Query<EntityMut, Without<A>>,
) { ... }

let [entity1, entity2] = world.many_entities_mut([id1, id2]);
*entity1.get_mut::<T>().unwrap() = *entity2.get().unwrap();

for entity in world.iter_entities_mut() {
    ...
}
```

---

## Changelog

- Removed `EntityRef::world`, to fix a soundness issue with queries.
+ Removed the ability to structurally mutate the world using
`EntityMut`, which allows it to be used in queries.
+ Added `EntityWorldMut`, which is used to perform structural mutations
that are no longer allowed using `EntityMut`.

## Migration Guide

**Note for maintainers: ensure that the guide for #9604 is updated
accordingly.**

Removed the method `EntityRef::world`, to fix a soundness issue with
queries. If you need access to `&World` while using an `EntityRef`,
consider passing the world as a separate parameter.

`EntityMut` can no longer perform 'structural' world mutations, such as
adding or removing components, or despawning the entity. Additionally,
`EntityMut::world`, `EntityMut::world_mut` , and
`EntityMut::world_scope` have been removed.
Instead, use the newly-added type `EntityWorldMut`, which is a helper
type for working with `&mut World`.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-08-28 23:30:59 +00:00
Zachary Harrold
394e2b0c91
Replaced EntityMap with HashMap (#9461)
# Objective

- Fixes #9321

## Solution

- `EntityMap` has been replaced by a simple `HashMap<Entity, Entity>`.

---

## Changelog

- `EntityMap::world_scope` has been replaced with `World::world_scope`
to avoid creating a new trait. This is a public facing change to the
call semantics, but has no effect on results or behaviour.
- `EntityMap`, as a `HashMap`, now operates on `&Entity` rather than
`Entity`. This changes many standard access functions (e.g, `.get`) in a
public-facing way.

## Migration Guide

- Calls to `EntityMap::world_scope` can be directly replaced with the
following:
  `map.world_scope(&mut world)` -> `world.world_scope(&mut map)`
- Calls to legacy `EntityMap` methods such as `EntityMap::get` must
explicitly include de/reference symbols:
  `let entity = map.get(parent);` -> `let &entity = map.get(&parent);`
2023-08-28 17:18:16 +00:00
Hennadii Chernyshchyk
c6a1bf063b
Add EntityMap::clear (#9291)
# Objective

If you use `EntityMap` to map entities over network
(https://github.com/lifescapegame/bevy_replicon) you need to reset it
sometimes, but keep allocated memory for reuse.

## Solution

- Add
[clear](https://doc.rust-lang.org/std/collections/struct.HashMap.html#method.clear)
method.

---

## Changelog

### Added

- `EntityMap::clear`.
2023-07-31 22:02:16 +00:00
ClayenKitten
ffc572728f
Fix typos throughout the project (#9090)
# Objective

Fix typos throughout the project.

## Solution

[`typos`](https://github.com/crate-ci/typos) project was used for
scanning, but no automatic corrections were applied. I checked
everything by hand before fixing.

Most of the changes are documentation/comments corrections. Also, there
are few trivial changes to code (variable name, pub(crate) function name
and a few error/panic messages).

## Unsolved

`bevy_reflect_derive` has
[typo](1b51053f19/crates/bevy_reflect/bevy_reflect_derive/src/type_path.rs (L76))
in enum variant name that I didn't fix. Enum is `pub(crate)`, so there
shouldn't be any trouble if fixed. However, code is tightly coupled with
macro usage, so I decided to leave it for more experienced contributor
just in case.
2023-07-10 00:11:51 +00:00
JoJoJet
32faf4cb5c
Document every public item in bevy_ecs (#8731)
# Objective

Title.

---------

Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: James Liu <contact@jamessliu.com>
2023-06-10 23:23:48 +00:00
Illiux
eebc92a7d4
Make scene handling of entity references robust (#7335)
# Objective

- Handle dangling entity references inside scenes
- Handle references to entities with generation > 0 inside scenes
- Fix a latent bug in `Parent`'s `MapEntities` implementation, which
would, if the parent was outside the scene, cause the scene to be loaded
into the new world with a parent reference potentially pointing to some
random entity in that new world.
- Fixes #4793 and addresses #7235 

## Solution

- DynamicScenes now identify entities with a `Entity` instead of a u32,
therefore including generation
- `World` exposes a new `reserve_generations` function that despawns an
entity and advances its generation by some extra amount.
- `MapEntities` implementations have a new `get_or_reserve` function
available that will always return an `Entity`, establishing a new
mapping to a dead entity when the entity they are called with is not in
the `EntityMap`. Subsequent calls with that same `Entity` will return
the same newly created dead entity reference, preserving equality
semantics.
- As a result, after loading a scene containing references to dead
entities (or entities otherwise outside the scene), those references
will all point to different generations on a single entity id in the new
world.

---

## Changelog

### Changed
- In serialized scenes, entities are now identified by a u64 instead of
a u32.
- In serialized scenes, components with entity references now have those
references serialize as u64s instead of structs.
### Fixed
- Scenes containing components with entity references will now
deserialize and add to a world reliably.

## Migration Guide

- `MapEntities` implementations must change from a `&EntityMap`
parameter to a `&mut EntityMapper` parameter and can no longer return a
`Result`. Finally, they should switch from calling `EntityMap::get` to
calling `EntityMapper::get_or_reserve`.

---------

Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-05-01 15:49:27 +00:00
Wybe Westra
abf12f3b3b
Fixed several missing links in docs. (#8117)
Links in the api docs are nice. I noticed that there were several places
where structs / functions and other things were referenced in the docs,
but weren't linked. I added the links where possible / logical.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
2023-04-23 17:28:36 +00:00
James Liu
2ec38d1467
Inline more ECS functions (#8083)
# Objective
Upon closer inspection, there are a few functions in the ECS that are
not being inlined, even with the highest optimizations and LTO enabled:

- Almost all
[WorldQuery::init_fetch](9fd5f20e25/results/query_get.s (L57))
calls. Affects `Query::get` calls in hot loops. In particular, the
`WorldQuery` implementation for `()` is used *everywhere* as the default
filter and is effectively a no-op.
-
[Entities::get](9fd5f20e25/results/query_get.s (L39)).
Affects `Query::get`, `World::get`, and any component insertion or
removal.
-
[Entities::set](9fd5f20e25/results/entity_remove.s (L2487)).
Affects any component insertion or removal.
-
[Tick::new](9fd5f20e25/results/entity_insert.s (L1368)).
I've only seen this in component insertion and spawning.
 - ArchetypeRow::new
 - BlobVec::set_len

Almost all of these have trivial or even empty implementations or have
significant opportunity to be optimized into surrounding code when
inlined with LTO enabled.

## Solution
Inline them
2023-04-12 19:52:06 +00:00
Mat Hostetter
f3d6c2d90b
Remove redundant bounds check in Entities::get (#8108) 2023-03-16 22:49:36 +00:00
shuo
609ad5aaa6 introduce EntityLocation::INVALID const and adjust Entities::get comment (#7623)
also remove one un-needed mut.
2023-02-18 21:15:57 +00:00
Alice Cecile
39e14a4a40 Make EntityRef::new unsafe (#7222)
# Objective

- We rely on the construction of `EntityRef` to be valid elsewhere in unsafe code. This construction is not checked (for performance reasons), and thus this private method must be unsafe.
- Fixes #7218.

## Solution

- Make the method unsafe.
- Add safety docs.
- Improve safety docs slightly for the sibling `EntityMut::new`.
- Add debug asserts to start to verify these assumptions in debug mode.


## Context for reviewers

I attempted to verify the `EntityLocation` more thoroughly, but this turned out to be more work than expected. I've spun that off into #7221 as a result.
2023-01-16 22:10:51 +00:00
Rob Parrett
3dd8b42f72 Fix various typos (#7096)
I stumbled across a typo in some docs. Fixed some more while I was in there.
2023-01-06 00:43:30 +00:00
James Liu
a5b1c46d5b Extend EntityLocation with TableId and TableRow (#6681)
# Objective
`Query::get` and other random access methods require looking up `EntityLocation` for every provided entity, then always looking up the `Archetype` to get the table ID and table row. This requires 4 total random fetches from memory: the `Entities` lookup, the `Archetype` lookup, the table row lookup, and the final fetch from table/sparse sets. If `EntityLocation` contains the table ID and table row, only the `Entities` lookup and the final storage fetch are required.

## Solution
Add `TableId` and table row to `EntityLocation`. Ensure it's updated whenever entities are moved around. To ensure `EntityMeta` does not grow bigger, both `TableId` and `ArchetypeId` have been shrunk to u32, and the archetype index and table row are stored as u32s instead of as usizes. This should shrink `EntityMeta` by 4 bytes, from 24 to 20 bytes, as there is no padding anymore due to the change in alignment.

This idea was partially concocted by @BoxyUwU. 

## Performance
This should restore the `Query::get` "gains" lost to #6625 that were introduced in #4800 without being unsound, and also incorporates some of the memory usage reductions seen in #3678.

This also removes the same lookups during add/remove/spawn commands, so there may be a bit of a speedup in commands and `Entity{Ref,Mut}`.

---

## Changelog
Added: `EntityLocation::table_id`
Added: `EntityLocation::table_row`.
Changed: `World`s can now only hold a maximum of 2<sup>32</sup>- 1 archetypes.
Changed: `World`s can now only hold a maximum of 2<sup>32</sup> - 1 tables.

## Migration Guide

A `World` can only hold a maximum of 2<sup>32</sup> - 1 archetypes and tables now. If your use case requires more than this, please file an issue explaining your use case.
2023-01-02 21:25:04 +00:00
Zeenobit
f8e4b755ff Add EntityMap::iter() (#6935)
# Objective

There is currently no way to iterate over key/value pairs inside an `EntityMap`, which makes the usage of this struct very awkward. I couldn't think of a good reason why the `iter()` function should not be exposed, considering the interface already exposes `keys()` and `values()`, so I made this PR.

## Solution

Implement `iter()` for `EntityMap` in terms of its inner map type.
2022-12-16 20:14:13 +00:00
James Liu
530be10e72 Newtype ArchetypeRow and TableRow (#4878)
# Objective
Prevent future unsoundness that was seen in #6623.

## Solution
Newtype both indexes in `Archetype` and `Table` as `ArchetypeRow` and `TableRow`. This avoids weird numerical manipulation on the indices, and can be stored and treated opaquely. Also enforces the source and destination of where these indices at a type level.

---

## Changelog
Changed: `Archetype` indices and `Table` rows have been newtyped as `ArchetypeRow` and `TableRow`.
2022-12-06 01:38:21 +00:00
James Liu
e954b8573c Lock down access to Entities (#6740)
# Objective
The soundness of the ECS `World` partially relies on the correctness of the state of `Entities` stored within it. We're currently allowing users to (unsafely) mutate it, as well as readily construct it without using a `World`. While this is not strictly unsound so long as users (including `bevy_render`) safely use the APIs, it's a fairly easy path to unsoundness without much of a guard rail.

Addresses #3362 for `bevy_ecs::entity`. Incorporates the changes from #3985.

## Solution
Remove `Entities`'s  `Default` implementation and force access to the type to only be through a properly constructed `World`.

Additional cleanup for other parts of `bevy_ecs::entity`:

 - `Entity::index` and `Entity::generation` are no longer `pub(crate)`, opting to force the rest of bevy_ecs to use the public interface to access these values.
 - `EntityMeta` is no longer `pub` and also not `pub(crate)` to attempt to cut down on updating `generation` without going through an `Entities` API. It's currently inaccessible except via the `pub(crate)` Vec on `Entities`, there was no way for an outside user to use it.
 - Added `Entities::set`, an unsafe `pub(crate)` API for setting the location of an Entity (parallel to `Entities::get`) that replaces the internal case where we need to set the location of an entity when it's been spawned, moved, or despawned.
 - `Entities::alloc_at_without_replacement` is only used in `World::get_or_spawn` within the first party crates, and I cannot find a public use of this API in any ecosystem crate that I've checked (via GitHub search).
 - Attempted to document the few remaining undocumented public APIs in the module.

---

## Changelog
Removed: `Entities`'s `Default` implementation.
Removed: `EntityMeta`
Removed: `Entities::alloc_at_without_replacement` and `AllocAtWithoutReplacement`.

Co-authored-by: james7132 <contact@jamessliu.com>
Co-authored-by: James Liu <contact@jamessliu.com>
2022-11-28 20:39:02 +00:00
mareq
bbb652a438 Fix documentation on spawining an entity (#6775)
# Objective

- The documentation describing different ways to spawn an Entity is missing reference to "method" for "Spawn an entity with components".

## Solution

- Update the documentation to add the reference to `World::spawn`.
2022-11-28 13:40:31 +00:00
JoJoJet
416a33e613 Add const Entity::PLACEHOLDER (#6761)
# Objective

One of the use-cases for the function `Entity::from_raw` is creating placeholder entity ids, which are meant to be overwritten later. If we use a constant for this instead of `from_raw`, it is more ergonomic and self-documenting.

## Solution

Add a constant that returns an entity ID with an index of `u32::MAX` and a generation of zero. Users are instructed to overwrite this value before using it.
2022-11-28 13:40:10 +00:00
James Liu
2179a3ebf4 Make Entity::to_bits const (#6559)
# Objective
Fix #6548. Most of these methods were already made `const` in #5688. `Entity::to_bits` is the only one that remained.

## Solution
Make it const.
2022-11-12 16:15:04 +00:00
Edvin Kjell
a8a62fcf3d [Fixes #6059] `Entity`'s “ID” should be named “index” instead (#6107)
# Objective

Fixes #6059, changing all incorrect occurrences of ``id`` in the ``entity`` module to ``index``:

* struct level documentation,
* ``id`` struct field,
* ``id`` method and its documentation.

## Solution

Renaming and verifying using CI. 


Co-authored-by: Edvin Kjell <43633999+Edwox@users.noreply.github.com>
2022-11-02 15:19:50 +00:00
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
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
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
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
Jerome Humbert
fe6246dac6 Make most Entity methods const (#5688)
# Objective

Fixes #5687

## Solution

Update the methods on the `Entity` struct to be `const`, so we can
define compile-time constants and more generally use them in a const
context.

---

## Changelog

### Added

- Most `Entity` methods are now `const fn`.
2022-08-30 03:16:22 +00:00
Ian Chamberlain
cde5ae8104 bevy_ecs: Use 32-bit entity ID cursor on platforms without AtomicI64 (#4452)
# Objective
- Fixes #4451

## Solution
- Conditionally compile entity ID cursor as `AtomicI32` when compiling on a platform that does not support 64-bit atomics.

- This effectively raises the MSRV to 1.60 as it uses a `#[cfg]` that was only just stabilized there. (should this be noted in changelog?)

---

## Changelog
- Added `bevy_ecs` support for platforms without 64-bit atomic ints


## Migration Guide
N/A
2022-08-21 00:45:49 +00:00
ira
4847f7e3ad Update codebase to use IntoIterator where possible. (#5269)
Remove unnecessary calls to `iter()`/`iter_mut()`.
Mainly updates the use of queries in our code, docs, and examples.

```rust
// From
for _ in list.iter() {
for _ in list.iter_mut() {

// To
for _ in &list {
for _ in &mut list {
```

We already enable the pedantic lint [clippy::explicit_iter_loop](https://rust-lang.github.io/rust-clippy/stable/) inside of Bevy. However, this only warns for a few known types from the standard library.

## Note for reviewers
As you can see the additions and deletions are exactly equal.
Maybe give it a quick skim to check I didn't sneak in a crypto miner, but you don't have to torture yourself by reading every line.
I already experienced enough pain making this PR :) 


Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-07-11 15:28:50 +00:00
Hennadii Chernyshchyk
17e87f116f Improve EntityMap API (#5231)
# Objective

`EntityMap` lacks documentation, don't have `len()` / `is_empty` and `insert` doesn't work as in the regular HashMap`.

## Solution

* Add `len()` method.
* Return previously mapped entity from `insert()` as in the regular `HashMap`.
* Add documentation.

---

## Changelog

* Add `EntityMap::len()`.
* Return previously mapped entity from `EntityMap::insert()` as in the regular `HashMap`.
* Add documentation for `EntityMap` methods.
2022-07-08 01:14:24 +00:00
Jakob Hellermann
d38a8dfdd7 add more SAFETY comments and lint for missing ones in bevy_ecs (#4835)
# Objective

`SAFETY` comments are meant to be placed before `unsafe` blocks and should contain the reasoning of why in this case the usage of unsafe is okay. This is useful when reading the code because it makes it clear which assumptions are required for safety, and makes it easier to spot possible unsoundness holes. It also forces the code writer to think of something to write and maybe look at the safety contracts of any called unsafe methods again to double-check their correct usage.

There's a clippy lint called `undocumented_unsafe_blocks` which warns when using a block without such a comment. 

## Solution

- since clippy expects `SAFETY` instead of `SAFE`, rename those
- add `SAFETY` comments in more places
- for the last remaining 3 places, add an `#[allow()]` and `// TODO` since I wasn't comfortable enough with the code to justify their safety
- add ` #![warn(clippy::undocumented_unsafe_blocks)]` to `bevy_ecs`


### Note for reviewers

The first commit only renames `SAFETY` to `SAFE` so it doesn't need a thorough review.
cb042a416e..55cef2d6fa is the diff for all other changes.

### Safety comments where I'm not too familiar with the code

774012ece5/crates/bevy_ecs/src/entity/mod.rs (L540-L546)

774012ece5/crates/bevy_ecs/src/world/entity_ref.rs (L249-L252)

### Locations left undocumented with a `TODO` comment

5dde944a30/crates/bevy_ecs/src/schedule/executor_parallel.rs (L196-L199)

5dde944a30/crates/bevy_ecs/src/world/entity_ref.rs (L287-L289)

5dde944a30/crates/bevy_ecs/src/world/entity_ref.rs (L413-L415)

Co-authored-by: Jakob Hellermann <hellermann@sipgate.de>
2022-07-04 14:44:24 +00:00
Federico Rinaldi
511bcc9633 Improve entity and component API docs (#4767)
# Objective

The descriptions included in the API docs of `entity` module, `Entity` struct, and `Component` trait have some issues:
1. the concept of entity is not clearly defined,
2. descriptions are a little bit out of place,
3. in a case the description leak too many details about the implementation,
4. some descriptions are not exhaustive,
5. there are not enough examples,
6. the content can be formatted in a much better way.

## Solution

1. ~~Stress the fact that entity is an abstract and elementary concept. Abstract because the concept of entity is not hardcoded into the library but emerges from the interaction of `Entity` with every other part of `bevy_ecs`, like components and world methods. Elementary because it is a fundamental concept that cannot be defined with other terms (like point in euclidean geometry, or time in classical physics).~~ We decided to omit the definition of entity in the API docs ([see why]). It is only described in its relationship with components.
2. Information has been moved to relevant places and links are used instead in the other places.
3. Implementation details about `Entity` have been reduced.
4. Descriptions have been made more exhaustive by stating how to obtain and use items. Entity operations are enriched with `World` methods.
5. Examples have been added or enriched.
6. Sections have been added to organize content. Entity operations are now laid out in a table.

### Todo list

- [x] Break lines at sentence-level.

## For reviewers

- ~~I added a TODO over `Component` docs, make sure to check it out and discuss it if necessary.~~ ([Resolved])
- You can easily check the rendered documentation by doing `cargo doc -p bevy_ecs --no-deps --open`.

[see why]: https://github.com/bevyengine/bevy/pull/4767#discussion_r875106329
[Resolved]: https://github.com/bevyengine/bevy/pull/4767#discussion_r874127825
2022-06-21 15:29:22 +00:00
James Liu
f2b545049c Implement FusedIterator for eligible Iterator types (#4942)
# Objective
Most of our `Iterator` impls satisfy the requirements of `std::iter::FusedIterator`, which has internal specialization that optimizes `Interator::fuse`. The std lib iterator combinators do have a few that rely on `fuse`, so this could optimize those use cases. I don't think we're using any of them in the engine itself, but beyond a light increase in compile time, it doesn't hurt to implement the trait.

## Solution
Implement the trait for all eligible iterators in first party crates. Also add a missing `ExactSizeIterator` on an iterator that could use it.
2022-06-09 03:19:31 +00:00
bjorn3
ddce22b614 Decouple some dependencies (#3886)
# Objective

Reduce from scratch build time.

## Solution

Reduce the size of the critical path by removing dependencies between crates where not necessary. For `cargo check --no-default-features` this reduced build time from ~51s to ~45s. For some commits I am not completely sure if the tradeoff between build time reduction and convenience caused by the commit is acceptable. If not, I can drop them.
2022-04-27 19:08:11 +00:00
Boxy
637a149910 unsafeify World::entities_mut (#4093)
# Objective
make bevy ecs a lil bit less unsound

## Solution
make unsound API unsafe so that there is an unsafe block to blame:

```rust
use bevy_ecs::prelude::*;

#[derive(Debug, Component)]
struct Foo(u8);

fn main() {
    let mut world = World::new();
    let e1 = world.spawn().id();
    let e2 = world.spawn().insert(Foo(2)).id();
    world.entities_mut().meta[0] = world.entities_mut().meta[1].clone();
    let foo = world.entity(e1).get::<Foo>().unwrap();
    // whoo i love having components i dont have
    dbg!(foo);
}
```

This is not _strictly_ speaking UB, however: 
- `Query::get_multiple` cannot work if this is allowed
- bevy_ecs is a pile of unsafe code whose soundness generally depends on the world being in a "correct" state with "no funny business" so it seems best to disallow this
- it is trivial to get bevy to panic inside of functions with safety invariants that have been violated (the entity location is not valid)
- it seems to violate what the safety invariant on `Entities::flush` is trying to ensure
2022-03-30 23:52:45 +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
Delphine
b13f238fc7 allow Entity to be deserialized with serde_json (#3873)
# Objective

- `serde_json` assumes that numbers being deserialized are either u64 or i64.
- `Entity` serializes and deserializes as a u32.
- Deserializing an `Entity` with `serde_json` fails with: `Error("invalid type: integer 10947, expected expected Entity"`

## Solution

- Implemented a visitor for u64 that allows an `Entity` to be deserialized in this case.
- While I was here, also fixed the redundant "expected expected Entity" in the error message
- Tested the change in a local project which now correctly deserializes `Entity` structs with `serde_json` when it couldn't before
2022-02-06 04:16:16 +00:00
Michael Dorst
507441d96f Fix doc_markdown lints in bevy_ecs (#3473)
#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_ecs` crate.
2022-01-06 00:43:37 +00:00
David Sugar
8a8293b266 Renamed Entity::new to Entity::from_raw (#3465)
# Objective

- Rename `Entity::new(id: u32)` to `Entity::from_raw(id: u32)`.
- Add further documentation.
- fixes #3108

## Solution

- Renamed `Entity::new(id: u32)` to `Entity::from_raw(id: u32)`.
- Docs extended.

I derived the examples from the discussion of issue #3108 .

The [first case](https://github.com/bevyengine/bevy/issues/3108#issuecomment-966669781) mentioned in the linked issue is quite obvious but the [second one](https://github.com/bevyengine/bevy/issues/3108#issuecomment-967093902) probably needs further explanation.


Co-authored-by: r4gus <david@thesugar.de>
2021-12-29 20:49:00 +00:00
Federico Rinaldi
615d43b998 Improve bevy_ecs and bevy_app API docs where referenced by the new Bevy Book (#2365)
## Objective

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

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

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

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

## Solution

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

## Collaboration

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

---

### Related issues

- Fixes #2246
2021-09-17 18:00:29 +00:00
Daniel McNab
af20cad830 Add error messages for the spooky insertions (#2581)
# Objective

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

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

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

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

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

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

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

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

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

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

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

## Solution

- Give a better error message
2021-09-01 20:59:25 +00:00
Carter Anderson
b47217bfab Spawn specific entities: spawn or insert operations, refactor spawn internals, world clearing (#2673)
This upstreams the code changes used by the new renderer to enable cross-app Entity reuse:

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

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

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

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

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

After these changes, Bevy ECS is basically ready to accommodate the new renderer. I think the biggest missing piece at this point is "sub apps".
2021-08-25 23:34:02 +00:00