Commit graph

1077 commits

Author SHA1 Message Date
Mike
687e379800
Updates for rust 1.73 (#10035)
# 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
2023-10-06 00:31:10 +00:00
Mike
7c5b324484
Ignore ambiguous components or resources (#9895)
# 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>
2023-10-04 02:34:28 +00:00
Nicola Papale
1bf271d56e
Add a public API to ArchetypeGeneration/Id (#9825)
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>
2023-10-02 12:54:45 +00:00
Joseph
8cc255c2f0
Hide UnsafeWorldCell::unsafe_world (#9741)
# 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.
2023-10-02 12:46:43 +00:00
Testare
dfdc9f8369
as_deref_mut() method for Mut-like types (#9912)
# Objective

Add a new method so you can do `set_if_neq` with dereferencing
components: `as_deref_mut()`!

## Solution

Added an as_deref_mut method so that we can use `set_if_neq()` without
having to wrap up types for derefencable components

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Joseph <21144246+JoJoJet@users.noreply.github.com>
2023-10-02 00:53:12 +00:00
Christian Hughes
9c004439b8
Remove States::variants and remove enum-only restriction its derive (#9945)
# Objective

The `States::variants` method was once used to construct `OnExit` and
`OnEnter` schedules for every possible value of a given `States` type.
[Since the switch to lazily initialized
schedules](https://github.com/bevyengine/bevy/pull/8028/files#diff-b2fba3a0c86e496085ce7f0e3f1de5960cb754c7d215ed0f087aa556e529f97f),
we no longer need to track every possible value.

This also opens the door to `States` types that aren't enums.

## Solution

- Remove the unused `States::variants` method and its associated type.
- Remove the enum-only restriction on derived States types.

---

## Changelog

- Removed `States::variants` and its associated type.
- Derived `States` can now be datatypes other than enums.

## Migration Guide

- `States::variants` no longer exists. If you relied on this function,
consider using a library that provides enum iterators.
2023-09-30 22:32:39 +00:00
James Liu
95813b87f7
Cache parallel iteration spans (#9950)
# Objective
We cached system spans in #9390, but another common span seen in most
Bevy apps when enabling tracing are Query::par_iter(_mut) related spans.

## Solution
Cache them in QueryState. The one downside to this is that we pay for
the memory for every Query(State) instantiated, not just those that are
used for parallel iteration, but this shouldn't be a significant cost
unless the app is creating hundreds of thousands of Query(State)s
regularly.

## Metrics
Tested against `cargo run --profile stress-test --features trace_tracy
--example many_cubes`. Yellow is this PR, red is main.

`sync_simple_transforms`:


![image](https://github.com/bevyengine/bevy/assets/3137680/d60f6d69-5586-4424-9d78-aac78992aacd)

`check_visibility`:


![image](https://github.com/bevyengine/bevy/assets/3137680/096a58d2-a330-4a32-b806-09cd524e6e15)

Full frame:


![image](https://github.com/bevyengine/bevy/assets/3137680/3b088cf8-9487-4bc7-a308-026e172d6672)
2023-09-30 08:03:35 +00:00
SADIK KUZU
483f2464a8
Fix typos (#9965)
# Objective

- There were a few typos in the project.
- This PR fixes these typos.

## Solution

- Fixing the typos.

Signed-off-by: SADIK KUZU <sadikkuzu@hotmail.com>
2023-09-29 12:26:41 +00:00
Bruce Mitchener
a5a457c3c8
docs: Use intradoc links for method references. (#9958)
# Objective

- Use intradoc links to let the compiler verify correctness.

## Solution

- Use intradoc links.
2023-09-29 07:09:14 +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
Rob Parrett
7063c86ed4
Fix some typos (#9934)
# Objective

To celebrate the turning of the seasons, I took a small walk through the
codebase guided by the "[code spell
checker](https://marketplace.visualstudio.com/items?itemName=streetsidesoftware.code-spell-checker)"
VS Code extension and fixed a few typos.
2023-09-26 19:46:24 +00:00
Bruce Mitchener
ae95ba5278
Fix typos. (#9922)
# Objective

- Have docs with fewer typos.1

## Solution

- Fix typos as they are found.
2023-09-25 18:35:46 +00:00
James Liu
8ace2ff9e3
Only run event systems if they have tangible work to do (#7728)
# Objective
Scheduling low cost systems has significant overhead due to task pool
contention and the extra machinery to schedule and run them. Event
update systems are the prime example of a low cost system, requiring a
guaranteed O(1) operation, and there are a *lot* of them.

## Solution
Add a run condition to every event system so they only run when there is
an event in either of it's two internal Vecs.

---

## Changelog
Changed: Event update systems will not run if there are no events to
process.

## Migration Guide
`Events<T>::update_system` has been split off from the the type and can
be found at `bevy_ecs::event::event_update_system`.

---------

Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2023-09-24 00:16:33 +00:00
Joseph
e60249e59d
Improve codegen for world validation (#9464)
# Objective

Improve code-gen for `QueryState::validate_world` and
`SystemState::validate_world`.

## Solution

* Move panics into separate, non-inlined functions, to reduce the code
size of the outer methods.
* Mark the panicking functions with `#[cold]` to help the compiler
optimize for the happy path.
* Mark the functions with `#[track_caller]` to make debugging easier.

---------

Co-authored-by: James Liu <contact@jamessliu.com>
2023-09-21 20:57:06 +00:00
Sludge
e07c427dea
#[derive(Clone)] on Component{Info,Descriptor} (#9812)
# Objective

Occasionally, it is useful to pull `ComponentInfo` or
`ComponentDescriptor` out of the `Components` collection so that they
can be inspected without borrowing the whole `World`.

## Solution

Make `ComponentInfo` and `ComponentDescriptor` `Clone`, so that
reflection-heavy code can store them in a side table.

---

## Changelog

- Implement `Clone` for `ComponentInfo` and `ComponentDescriptor`
2023-09-20 19:35:53 +00:00
Ethereumdegen
3ee9edf280
add try_insert to entity commands (#9844)
# Objective

- I spoke with some users in the ECS channel of bevy discord today and
they suggested that I implement a fallible form of .insert for
components.

- In my opinion, it would be nice to have a fallible .insert like
.try_insert (or to just make insert be fallible!) because it was causing
a lot of panics in my game. In my game, I am spawning terrain chunks and
despawning them in the Update loop. However, this was causing bevy_xpbd
to panic because it was trying to .insert some physics components on my
chunks and a race condition meant that its check to see if the entity
exists would pass but then the next execution step it would not exist
and would do an .insert and then panic. This means that there is no way
to avoid a panic with conditionals.

Luckily, bevy_xpbd does not care about inserting these components if the
entity is being deleted and so if there were a .try_insert, like this PR
provides it could use that instead in order to NOT panic.

( My interim solution for my own game has been to run the entity despawn
events in the Last schedule but really this is just a hack and I should
not be expected to manage the scheduling of despawns like this - it
should just be easy and simple. IF it just so happened that bevy_xpbd
ran .inserts in the Last schedule also, this would be an untenable soln
overall )

## Solution

- Describe the solution used to achieve the objective above.

Add a new command named TryInsert (entitycommands.try_insert) which
functions exactly like .insert except if the entity does not exist it
will not panic. Instead, it will log to info. This way, crates that are
attaching components in ways which they do not mind that the entity no
longer exists can just use try_insert instead of insert.

---

## Changelog

 

## Additional Thoughts

In my opinion, NOT panicing should really be the default and having an
.insert that does panic should be the odd edgecase but removing the
panic! from .insert seems a bit above my paygrade -- although i would
love to see it. My other thought is it would be good for .insert to
return an Option AND not panic but it seems it uses an event bus right
now so that seems to be impossible w the current architecture.
2023-09-20 19:34:30 +00:00
Nicola Papale
9e52697572
Add mutual exclusion safety info on filter_fetch (#9836)
# Objective

Currently, in bevy, it's valid to do `Query<&mut Foo, Changed<Foo>>`.

This assumes that `filter_fetch` and `fetch` are mutually exclusive,
because of the mutable reference to the tick that `Mut<Foo>` implies and
the reference that `Changed<Foo>` implies. However nothing guarantees
that.

## Solution

Documenting this assumption as a safety invariant is the least thing.
2023-09-19 21:49:33 +00:00
Trashtalk217
e4b368721d
One Shot Systems (#8963)
I'm adopting this ~~child~~ PR.

# Objective

- Working with exclusive world access is not always easy: in many cases,
a standard system or three is more ergonomic to write, and more
modularly maintainable.
- For small, one-off tasks (commonly handled with scripting), running an
event-reader system incurs a small but flat overhead cost and muddies
the schedule.
- Certain forms of logic (e.g. turn-based games) want very fine-grained
linear and/or branching control over logic.
- SystemState is not automatically cached, and so performance can suffer
and change detection breaks.
- Fixes https://github.com/bevyengine/bevy/issues/2192.
- Partial workaround for https://github.com/bevyengine/bevy/issues/279.

## Solution

- Adds a SystemRegistry resource to the World, which stores initialized
systems keyed by their SystemSet.
- Allows users to call world.run_system(my_system) and
commands.run_system(my_system), without re-initializing or losing state
(essential for change detection).
- Add a Callback type to enable convenient use of dynamic one shot
systems and reduce the mental overhead of working with Box<dyn
SystemSet>.
- Allow users to run systems based on their SystemSet, enabling more
complex user-made abstractions.

## Future work

- Parameterized one-shot systems would improve reusability and bring
them closer to events and commands. The API could be something like
run_system_with_input(my_system, my_input) and use the In SystemParam.
- We should evaluate the unification of commands and one-shot systems
since they are two different ways to run logic on demand over a World.

### Prior attempts

- https://github.com/bevyengine/bevy/pull/2234
- https://github.com/bevyengine/bevy/pull/2417
- https://github.com/bevyengine/bevy/pull/4090
- https://github.com/bevyengine/bevy/pull/7999

This PR continues the work done in
https://github.com/bevyengine/bevy/pull/7999.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Federico Rinaldi <gisquerin@gmail.com>
Co-authored-by: MinerSebas <66798382+MinerSebas@users.noreply.github.com>
Co-authored-by: Aevyrie <aevyrie@gmail.com>
Co-authored-by: Alejandro Pascual Pozo <alejandro.pascual.pozo@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: Dmytro Banin <banind@cs.washington.edu>
Co-authored-by: James Liu <contact@jamessliu.com>
2023-09-19 20:17:05 +00:00
Joseph
d5d355ae1f
Fix the clippy::explicit_iter_loop lint (#9834)
# Objective

Replace instances of

```rust
for x in collection.iter{_mut}() {
```

with

```rust
for x in &{mut} collection {
```

This also changes CI to no longer suppress this lint. Note that since
this lint only shows up when using clippy in pedantic mode, it was
probably unnecessary to suppress this lint in the first place.
2023-09-19 03:35:22 +00:00
Bruce Mitchener
444245106e
docs: Improve some ComponentId doc cross-linking. (#9839)
# Objective

- When reading API docs and seeing a reference to `ComponentId`, it
isn't immediately clear how to get one from your `Component`. It could
be made to be more clear.

## Solution

- Improve cross-linking of docs about `ComponentId`
2023-09-18 21:42:04 +00:00
Bruce Mitchener
5e91e5f3ce
Improve doc formatting. (#9840)
# Objective

- Identifiers in docs should be marked up with backticks.

## Solution

- Mark up more identifiers in the docs with backticks.
2023-09-18 19:43:56 +00:00
Michael Johnson
68fa81e42d
Round up for the batch size to improve par_iter performance (#9814)
# Objective

The default division for a `usize` rounds down which means the batch
sizes were too small when the `max_size` isn't exactly divisible by the
batch count.

## Solution

Changing the division to round up fixes this which can dramatically
improve performance when using `par_iter`.

I created a small example to proof this out and measured some results. I
don't know if it's worth committing this permanently so I left it out of
the PR for now.

```rust
use std::{thread, time::Duration};

use bevy::{
    prelude::*,
    window::{PresentMode, WindowPlugin},
};

fn main() {
    App::new()
        .add_plugins((DefaultPlugins.set(WindowPlugin {
            primary_window: Some(Window {
                present_mode: PresentMode::AutoNoVsync,
                ..default()
            }),
            ..default()
        }),))
        .add_systems(Startup, spawn)
        .add_systems(Update, update_counts)
        .run();
}

#[derive(Component, Default, Debug, Clone, Reflect)]
pub struct Count(u32);

fn spawn(mut commands: Commands) {
    // Worst case
    let tasks = bevy::tasks::available_parallelism() * 5 - 1;
    // Best case
    // let tasks = bevy::tasks::available_parallelism() * 5 + 1;
    for _ in 0..tasks {
        commands.spawn(Count(0));
    }
}

// changing the bounds of the text will cause a recomputation
fn update_counts(mut count_query: Query<&mut Count>) {
    count_query.par_iter_mut().for_each(|mut count| {
        count.0 += 1;
        thread::sleep(Duration::from_millis(10))
    });
}
```

## Results

I ran this four times, with and without the change, with best case
(should favour the old maths) and worst case (should favour the new
maths) task numbers.

### Worst case

Before the change the batches were 9 on each thread, plus the 5
remainder ran on one of the threads in addition. With the change its 10
on each thread apart from one which has 9. The results show a decrease
from ~140ms to ~100ms which matches what you would expect from the maths
(`10 * 10ms` vs `(9 + 4) * 10ms`).

![Screenshot from 2023-09-14
20-24-36](https://github.com/bevyengine/bevy/assets/1353401/82099ee4-83a8-47f4-bb6b-944f1e87a818)

### Best case

Before the change the batches were 10 on each thread, plus the 1
remainder ran on one of the threads in addition. With the change its 11
on each thread apart from one which has 5. The results slightly favour
the new change but are basically identical as the total time is
determined by the worse case which is `11 * 10ms` for both tests.

![Screenshot from 2023-09-14
20-48-51](https://github.com/bevyengine/bevy/assets/1353401/4532211d-ab36-435b-b864-56af3370d90e)
2023-09-18 16:02:58 +00:00
Nicola Papale
0bd4ea7ced
Provide getters for fields of ReflectFromPtr (#9748)
# Objective

The reasoning is similar to #8687.

I'm building a dynamic query. Currently, I store the ReflectFromPtr in
my dynamic `Fetch` type.

[See relevant
code](97ba68ae1e/src/fetches.rs (L14-L17))

However, `ReflectFromPtr` is:

- 16 bytes for TypeId
- 8 bytes for the non-mutable function pointer
- 8 bytes for the mutable function pointer

It's a lot, it adds 32 bytes to my base `Fetch` which is only
`ComponendId` (8 bytes) for a total of 40 bytes.

I only need one function per fetch, reducing the total dynamic fetch
size to 16 bytes.

Since I'm querying the components by the ComponendId associated with the
function pointer I'm using, I don't need the TypeId, it's a redundant
check.

In fact, I've difficulties coming up with situations where checking the
TypeId beforehand is relevant. So to me, if ReflectFromPtr makes sense
as a public API, exposing the function pointers also makes sense.

## Solution

- Make the fields public through methods.

---

## Changelog

- Add `from_ptr` and `from_ptr_mut` methods to `ReflectFromPtr` to
access the underlying function pointers
- `ReflectFromPtr::as_reflect_ptr` is now `ReflectFromPtr::as_reflect`
- `ReflectFromPtr::as_reflect_ptr_mut` is now
`ReflectFromPtr::as_reflect_mut`

## Migration guide

- `ReflectFromPtr::as_reflect_ptr` is now `ReflectFromPtr::as_reflect`
- `ReflectFromPtr::as_reflect_ptr_mut` is now
`ReflectFromPtr::as_reflect_mut`
2023-09-18 13:41:51 +00:00
Rob Parrett
26359f9b37
Remove some old references to CoreSet (#9833)
# Objective

Remove some references to `CoreSet` which was removed in #8079.
2023-09-18 01:07:11 +00:00
louis-le-cam
9ee9d627d7
Rename RemovedComponents::iter/iter_with_id to read/read_with_id (#9778)
# Objective

Rename RemovedComponents::iter/iter_with_id to read/read_with_id to make
it clear that it consume the data

Fixes #9755.

(It's my first pull request, if i've made any mistake, please let me
know)

## Solution

Refactor RemovedComponents::iter/iter_with_id to read/read_with_id



## Changelog

Refactor RemovedComponents::iter/iter_with_id to read/read_with_id

Deprecate RemovedComponents::iter/iter_with_id

Remove IntoIterator implementation

Update removal_detection example accordingly

---

## Migration Guide

Rename calls of RemovedComponents::iter/iter_with_id to
read/read_with_id

Replace IntoIterator iteration (&mut <RemovedComponents>) with .read()

---------

Co-authored-by: denshi_ika <mojang2824@gmail.com>
2023-09-15 12:37:20 +00:00
Joseph
90b741d3d3
Return a boolean from set_if_neq (#9801)
# Objective

When using `set_if_neq`, sometimes you'd like to know if the new value
was different from the old value so that you can perform some additional
branching.

## Solution

Return a bool from this function, which indicates whether or not the
value was overwritten.

---

## Changelog

* `DetectChangesMut::set_if_neq` now returns a boolean indicating
whether or not the value was changed.

## Migration Guide

The trait method `DetectChangesMut::set_if_neq` now returns a boolean
value indicating whether or not the value was changed. If you were
implementing this function manually, you must now return `true` if the
value was overwritten and `false` if the value was not.
2023-09-14 01:44:53 +00:00
Mike
324c057b71
Cache System Tracing Spans (#9390)
# Objective

- Reduce the overhead of tracing by caching the system spans.

Yellow is this pr. Red is main.


![image](https://github.com/bevyengine/bevy/assets/2180432/fe9bb7c2-ae9a-4522-80a9-75a943a562b6)
2023-09-13 19:10:11 +00:00
Nicola Papale
d3beaff56f
Clarify a comment in Option WorldQuery impl (#9749)
I found a comment a bit confusing

## Solution

Reword it.

---------

Co-authored-by: Joseph <21144246+JoJoJet@users.noreply.github.com>
2023-09-11 19:27:21 +00:00
Nicola Papale
19c53578e6
Fix naming on "tick" Column and ComponentSparseSet methods (#9744)
# Objective

- The tick access methods mention "ticks" (as in: plural). Yet, most of
them only access a single tick.

## Solution

- Rename those methods and fix docs to reflect the singular aspect of
the return values

---

## Migration Guide

The following method names were renamed, from `foo_ticks_bar` to
`foo_tick_bar` (`ticks` is now singular, `tick`):
- `ComponentSparseSet::get_added_ticks` → `get_added_tick`
- `ComponentSparseSet::get_changed_ticks` → `get_changed_tick`
- `Column::get_added_ticks` → `get_added_tick`
- `Column::get_changed_ticks` → `get_changed_tick`
- `Column::get_added_ticks_unchecked` → `get_added_tick_unchecked`
- `Column::get_changed_ticks_unchecked` → `get_changed_tick_unchecked`
2023-09-11 19:25:06 +00:00
Johan Klokkhammer Helsing
4fe2b1220d
Implement Reflect for State<S> and NextState<S> (#9742)
# Objective

- Make it possible to snapshot/save states
- Useful for re-using parts of the state system for rollback safe states
- Or to save states with scenes/savegames

## Solution

- Conditionally add the derive if the `bevy_reflect` is enabled

---

## Changelog

- `NextState<S>` and `State<S>` now implement `Reflect` as long as `S`
does.
2023-09-11 19:18:47 +00:00
Zachary Harrold
4c6b6fc24a
Moved get_component(_unchecked_mut) from Query to QueryState (#9686)
# Objective

- Fixes #9683

## Solution

- Moved `get_component` from `Query` to `QueryState`.
- Moved `get_component_unchecked_mut` from `Query` to `QueryState`.
- Moved `QueryComponentError` from `bevy_ecs::system` to
`bevy_ecs::query`. Minor Breaking Change.
- Narrowed scope of `unsafe` blocks in `Query` methods.

---

## Migration Guide

- `use bevy_ecs::system::QueryComponentError;` -> `use
bevy_ecs::query::QueryComponentError;`

## Notes

I am not very familiar with unsafe Rust nor its use within Bevy, so I
may have committed a Rust faux pas during the migration.

---------

Co-authored-by: Zac Harrold <zharrold@c5prosolutions.com>
Co-authored-by: Tristan Guichaoua <33934311+tguichaoua@users.noreply.github.com>
2023-09-11 19:04:22 +00:00
Joseph
8eb6ccdd87
Remove useless single tuples and trailing commas (#9720)
# Objective

Title
2023-09-08 21:46:54 +00:00
Edgar Geier
118509e4aa
Replace IntoSystemSetConfig with IntoSystemSetConfigs (#9247)
# Objective

- Fixes #9244.

## Solution


- Changed the `(Into)SystemSetConfigs` traits and structs be more like
the `(Into)SystemConfigs` traits and structs.
- Replaced uses of `IntoSystemSetConfig` with `IntoSystemSetConfigs`
- Added generic `ItemConfig` and `ItemConfigs` types.
- Changed `SystemConfig(s)` and `SystemSetConfig(s)` to be type aliases
to `ItemConfig(s)`.
- Added generic `process_configs` to `ScheduleGraph`.
- Changed `configure_sets_inner` and `add_systems_inner` to reuse
`process_configs`.

---

## Changelog

- Added `run_if` to `IntoSystemSetConfigs`
- Deprecated `Schedule::configure_set` and `App::configure_set`
- Removed `IntoSystemSetConfig`

## Migration Guide

- Use `App::configure_sets` instead of `App::configure_set`
- Use `Schedule::configure_sets` instead of `Schedule::configure_set`

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-09-05 17:15:27 +00:00
Hennadii Chernyshchyk
9309d89bb8
Add panicking helpers for getting components from Query (#9659)
# Objective

- Currently we don't have panicking alternative for getting components
from `Query` like for resources. Partially addresses #9443.

## Solution

- Add these functions.

---

## Changelog

### Added

- `Query::component` and `Query::component_mut` to get specific
component from query and panic on error.
2023-09-04 12:31:12 +00:00
Joseph
58f7dac689
Fix unsoundness in QueryState::is_empty (#9463)
# Objective

`QueryState::is_empty` is unsound, as it does not validate the world. If
a mismatched world is passed in, then the query filter may cast a
component to an incorrect type, causing undefined behavior.

## Solution

Add world validation. To prevent a performance regression in `Query`
(whose world does not need to be validated), the unchecked function
`is_empty_unsafe_world_cell` has been added. This also allows us to
remove one of the last usages of the private function
`UnsafeWorldCell::unsafe_world`, which takes us a step towards being
able to remove that method entirely.
2023-09-02 23:43:22 +00:00
Félix Lescaudey de Maneville
a2b5d7a198
Fix some nightly warnings (#9672)
# Objective

Fix some nightly warnings found by running

`cargo +nightly clippy`

## Solution

Fix the following warnings:
- [x]
[elided_lifetimes_in_associated_constant](https://github.com/rust-lang/rust/issues/115010)
221986134d
- [x]
[unwrap_or_default](https://rust-lang.github.io/rust-clippy/master/index.html#/unwrap_or_default)
32e21c78f9
- [x]
[needless_pass_by_ref_mut](https://rust-lang.github.io/rust-clippy/master/index.html#/needless_pass_by_ref_mut)
c85d6d4a10

There is no breaking change, some internal `bevy_ecs` code no longer
uses a few mutable references but I don't think it should cause any
regression or be performance sensitive, but there might be some ECS
magic I'm unaware of that could break because of those changes
2023-09-02 18:35:06 +00:00
Mike
02025eff0b
Fix anonymous set name stack overflow (#9650)
# Objective

- Fixes #9641
- Anonymous sets are named by their system members. When
`ScheduleBuildSettings::report_sets` is on, systems are named by their
sets. So when getting the anonymous set name this would cause an
infinite recursion.

## Solution
- When getting the anonymous system set name, don't get their system's
names with the sets the systems belong to.

## Other Possible solutions
- An alternate solution might be to skip anonymous sets when getting the
system's name for an anonymous set's name.
2023-08-31 22:52:59 +00:00
Mike
c2b85f9b52
fix ambiguity reporting (#9648)
# Objective

- I broke ambiguity reporting in one of my refactors.
`conflicts_to_string` should have been using the passed in parameter
rather than the one stored on self.
2023-08-31 19:06:13 +00:00
lelo
42e6dc8987
Refactor EventReader::iter to read (#9631)
# Objective

- The current `EventReader::iter` has been determined to cause confusion
among new Bevy users. It was suggested by @JoJoJet to rename the method
to better clarify its usage.
- Solves #9624 

## Solution

- Rename `EventReader::iter` to `EventReader::read`.
- Rename `EventReader::iter_with_id` to `EventReader::read_with_id`.
- Rename `ManualEventReader::iter` to `ManualEventReader::read`.
- Rename `ManualEventReader::iter_with_id` to
`ManualEventReader::read_with_id`.

---

## Changelog

- `EventReader::iter` has been renamed to `EventReader::read`.
- `EventReader::iter_with_id` has been renamed to
`EventReader::read_with_id`.
- `ManualEventReader::iter` has been renamed to
`ManualEventReader::read`.
- `ManualEventReader::iter_with_id` has been renamed to
`ManualEventReader::read_with_id`.
- Deprecated `EventReader::iter`
- Deprecated `EventReader::iter_with_id`
- Deprecated `ManualEventReader::iter`
- Deprecated `ManualEventReader::iter_with_id`

## Migration Guide

- Existing usages of `EventReader::iter` and `EventReader::iter_with_id`
will have to be changed to `EventReader::read` and
`EventReader::read_with_id` respectively.
- Existing usages of `ManualEventReader::iter` and
`ManualEventReader::iter_with_id` will have to be changed to
`ManualEventReader::read` and `ManualEventReader::read_with_id`
respectively.
2023-08-30 14:20:03 +00:00
Ame :]
fb094eab87
Move default docs (#9638)
# Objective

- Make the default docs more useful like suggested in
https://github.com/bevyengine/bevy/pull/9600#issuecomment-1696452118

## Solution

- Move the documentation to the `fn default()` method instead of the
`impl Default`.

Allows you to view the docs directly on the function without having to
go to the implementation.

### Before
![Screenshot 2023-08-29 at 18 21
03](https://github.com/bevyengine/bevy/assets/104745335/6d31591e-f190-4b8e-8bc3-a570ada294f0)

### After
![Screenshot 2023-08-29 at 18 19
54](https://github.com/bevyengine/bevy/assets/104745335/e2442ec1-593d-47f3-b539-8c77a170f0b6)
2023-08-30 01:13:04 +00:00
Nicola Papale
4f212a5b0c
Remove IntoIterator impl for &mut EventReader (#9583)
# Objective

The latest `clippy` release has a much more aggressive application of
the
[`explicit_iter_loop`](https://rust-lang.github.io/rust-clippy/master/index.html#/explicit_into_iter_loop?groups=pedantic)
pedantic lint.

As a result, clippy now suggests the following:

```diff
-for event in events.iter() {
+for event in &mut events {
```

I'm generally in favor of this lint. Using `for mut item in &mut query`
is also recommended over `for mut item in query.iter_mut()` for good
reasons IMO.

But, it is my personal belief that `&mut events` is much less clear than
`events.iter()`.

Why? The reason is that the events from `EventReader` **are not
mutable**, they are immutable references to each event in the event
reader. `&mut events` suggests we are getting mutable access to events —
similarly to `&mut query` — which is not the case. Using `&mut events`
is therefore misleading.

`IntoIterator` requires a mutable `EventReader` because it updates the
internal `last_event_count`, not because it let you mutate it.

So clippy's suggested improvement is a downgrade.

## Solution

Do not implement `IntoIterator` for `&mut events`.

Without the impl, clippy won't suggest its "fix". This also prevents
generally people from using `&mut events` for iterating `EventReader`s,
which makes the ecosystem every-so-slightly better.

---

## Changelog

- Removed `IntoIterator` impl for `&mut EventReader`

## Migration Guide

- `&mut EventReader` does not implement `IntoIterator` anymore. replace
`for foo in &mut events` by `for foo in events.iter()`
2023-08-29 15:29:46 +00:00
Mike
da9a070d6f
port old ambiguity tests over (#9617)
# Objective

- Some of the old ambiguity tests didn't get ported over during schedule
v3.

## Solution

- Port over tests from
15ee98db8d/crates/bevy_ecs/src/schedule/ambiguity_detection.rs (L279-L612)
with minimal changes
- Make a method to convert the ambiguity conflicts to a string for
easier verification of correct results.
2023-08-29 14:53:26 +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
Mike
33fdc5f5db
Move schedule name into Schedule (#9600)
# Objective

- Move schedule name into `Schedule` to allow the schedule name to be
used for errors and tracing in Schedule methods
- Fixes #9510

## Solution

- Move label onto `Schedule` and adjust api's on `World` and `Schedule`
to not pass explicit label where it makes sense to.
- add name to errors and tracing.
- `Schedule::new` now takes a label so either add the label or use
`Schedule::default` which uses a default label. `default` is mostly used
in doc examples and tests.

---

## Changelog

- move label onto `Schedule` to improve error message and logging for
schedules.

## Migration Guide

`Schedule::new` and `App::add_schedule`
```rust
// old
let schedule = Schedule::new();
app.add_schedule(MyLabel, schedule);

// new
let schedule = Schedule::new(MyLabel);
app.add_schedule(schedule);
```

if you aren't using a label and are using the schedule struct directly
you can use the default constructor.
```rust
// old
let schedule = Schedule::new();
schedule.run(world);

// new
let schedule = Schedule::default();
schedule.run(world);
```

`Schedules:insert`
```rust
// old
let schedule = Schedule::new();
schedules.insert(MyLabel, schedule);

// new
let schedule = Schedule::new(MyLabel);
schedules.insert(schedule);
```

`World::add_schedule`
```rust
// old
let schedule = Schedule::new();
world.add_schedule(MyLabel, schedule);

// new
let schedule = Schedule::new(MyLabel);
world.add_schedule(schedule);
```
2023-08-28 20:44:48 +00:00
Joseph
c440de06f1
Add a variant of Events::update that returns the removed events (#9542)
# Objective

Every frame, `Events::update` gets called, which clears out any old
events from the buffer. There should be a way of taking ownership of
these old events instead of throwing them away. My use-case is dumping
old events into a debug menu so they can be inspected later.

One potential workaround is to just have a system that clones any
incoming events and stores them in a list -- however, this requires the
events to implement `Clone`.

## Solution

Add `Events::update_drain`, which returns an iterator of the events that
were removed from the buffer.
2023-08-28 18:55:59 +00:00
DevinLeamy
a8dc8350c6
Add configure_schedules to App and Schedules to apply ScheduleBuildSettings to all schedules (#9514)
# Objective

- Fixes: #9508 
- Fixes: #9526 

## Solution

- Adds
```rust 
fn configure_schedules(&mut self, schedule_build_settings: ScheduleBuildSettings)
``` 
to `Schedules`, and `App` to simplify applying `ScheduleBuildSettings`
to all schedules.

---

## Migration Guide
- No breaking changes.
- Adds `Schedule::get_build_settings()` getter for the schedule's
`ScheduleBuildSettings`.
- Can replaced manual configuration of all schedules:
```rust
// Old 
for (_, schedule) in app.world.resource_mut::<Schedules>().iter_mut() {
    schedule.set_build_settings(build_settings);
}

// New
app.configure_schedules(build_settings);
```
2023-08-28 18:54:45 +00:00
Noah
72fc63e594
implement insert and remove reflected entity commands (#8895)
# Objective

To enable non exclusive system usage of reflected components and make
reflection more ergonomic to use by making it more in line with standard
entity commands.

## Solution

- Implements a new `EntityCommands` extension trait for reflection
related functions in the reflect module of bevy_ecs.
- Implements 4 new commands, `insert_reflect`,
`insert_reflect_with_registry`, `remove_reflect`, and
`remove_reflect_with_registry`. Both insert commands take a `Box<dyn
Reflect>` component while the remove commands take the component type
name.

- Made `EntityCommands` fields pub(crate) to allow access in the reflect
module. (Might be worth making these just public to enable user end
custom entity commands in a different pr)
- Added basic tests to ensure the commands are actually working.
- Documentation of functions.

---

## Changelog

Added:
-  Implements 4 new commands on the new entity commands extension.
- `insert_reflect`
- `remove_reflect`
- `insert_reflect_with_registry`
- `remove_reflect_with_registry`

The commands operate the same except the with_registry commands take a
generic parameter for a resource that implements `AsRef<TypeRegistry>`.
Otherwise the default commands use the `AppTypeRegistry` for reflection
data.

Changed:

- Made `EntityCommands` fields pub(crate) to allow access in the reflect
module.

> Hopefully this time it works. Please don't make me rebase again ☹
2023-08-28 18:21:20 +00:00
Zachary Harrold
1839ff7e2a
Replaced EntityCommand Implementation for FnOnce (#9604)
# Objective

- Fixes #4917
- Replaces #9602

## Solution

- Replaced `EntityCommand` implementation for `FnOnce` to apply to
`FnOnce(EntityMut)` instead of `FnOnce(Entity, &mut World)`

---

## Changelog

- `FnOnce(Entity, &mut World)` no longer implements `EntityCommand`.
This is a breaking change.

## Migration Guide

### 1. New-Type `FnOnce`

Create an `EntityCommand` type which implements the method you
previously wrote:

```rust
pub struct ClassicEntityCommand<F>(pub F);

impl<F> EntityCommand for ClassicEntityCommand<F>
where
    F: FnOnce(Entity, &mut World) + Send + 'static,
{
    fn apply(self, id: Entity, world: &mut World) {
        (self.0)(id, world);
    }
}

commands.add(ClassicEntityCommand(|id: Entity, world: &mut World| {
    /* ... */
}));
```

### 2. Extract `(Entity, &mut World)` from `EntityMut`

The method `into_world_mut` can be used to gain access to the `World`
from an `EntityMut`.

```rust
let old = |id: Entity, world: &mut World| {
    /* ... */
};

let new = |mut entity: EntityMut| {
    let id = entity.id();
    let world = entity.into_world_mut();
    /* ... */
};
```
2023-08-28 18:08:53 +00:00
Joseph
a47a5b30fe
Rename ManualEventIterator (#9592)
# Objective

The name `ManualEventIterator` is long and unnecessary, as this is the
iterator type used for both `EventReader` and `ManualEventReader`.

## Solution

Rename `ManualEventIterator` to `EventIterator`. To ease migration, add
a deprecated type alias with the old name.

---

## Changelog

- The types `ManualEventIterator{WithId}` have been renamed to
`EventIterator{WithId}`.

## Migration Guide

The type `ManualEventIterator` has been renamed to `EventIterator`.
Additonally, `ManualEventIteratorWithId` has been renamed to
`EventIteratorWithId`.
2023-08-28 17:49:25 +00:00
Joseph
da8ab16d83
Relax more Sync bounds on Local (#9589)
# Objective

#5483 allows for the creation of non-`Sync` locals. However, it's not
actually possible to use these types as there is a `Sync` bound on the
`Deref` impls.

## Solution

Remove the unnecessary bounds.
2023-08-28 17:47:15 +00:00
Mike
4e59671ae7
clean up configure_set(s) erroring (#9577)
# Objective

- have errors in configure_set and configure_sets show the line number
of the user calling location rather than pointing to schedule.rs
- use display formatting for the errors

## Example Error Text
```text
// dependency loop
// before
thread 'main' panicked at 'called `Result::unwrap()` on an `Err` value: DependencyLoop("A")', crates\bevy_ecs\src\schedule\schedule.rs:682:39
// after
thread 'main' panicked at 'System set `A` depends on itself.', examples/stress_tests/bevymark.rs:16:9

// hierarchy loop
// before
thread 'main' panicked at 'called `Result::unwrap()` on an `Err` value: HierarchyLoop("A")', crates\bevy_ecs\src\schedule\schedule.rs:682:3
// after
thread 'main' panicked at 'System set `A` contains itself.', examples/stress_tests/bevymark.rs:16:9

// configuring a system type set
// before
thread 'main' panicked at 'configuring system type sets is not allowed', crates\bevy_ecs\src\schedule\config.rs:394:9
//after
thread 'main' panicked at 'configuring system type sets is not allowed', examples/stress_tests/bevymark.rs:16:9
```

Code to produce errors:
```rust
use bevy::prelude::*;

#[derive(SystemSet, Clone, Debug, PartialEq, Eq, Hash)]
enum TestSet {
    A,
}

fn main() {
    fn foo() {}
    let mut app = App::empty();
    // Hierarchy Loop
    app.configure_set(Main, TestSet::A.in_set(TestSet::A));
    // Dependency Loop
    app.configure_set(Main, TestSet::A.after(TestSet::A));
    // Configure System Type Set
    app.configure_set(Main, foo.into_system_set());
}
```
2023-08-28 17:44:52 +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
Sélène Amanita
f38549c68d
Reorganize Events and EventSequence code (#9306)
# Objective

Make code relating to event more readable.

Currently the `impl` block of `Events` is split in two, and the big part
of its implementations are put at the end of the file, far from the
definition of the `struct`.

## Solution

- Move and merge the `impl` blocks of `Events` next to its definition.
- Move the `EventSequence` definition and implementations before the
`Events`, because they're pretty trivial and help understand how
`Events` work, rather than being buried bellow `Events`.

I separated those two steps in two commits to not be too confusing. I
didn't modify any code of documentation. I want to do a second PR with
such modifications after this one is merged.
2023-08-28 16:56:22 +00:00
Hennadii Chernyshchyk
fb9a65fa0d
bevy_scene: Add ReflectBundle (#9165)
# Objective

Similar to #6344, but contains only `ReflectBundle` changes. Useful for
scripting. The implementation has also been updated to look exactly like
`ReflectComponent`.

---

## Changelog

### Added

- Reflection for bundles.

---------

Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2023-08-28 16:50:43 +00:00
Joseph
474b55a29c
Add system.map(...) for transforming the output of a system (#8526)
# Objective

Any time we wish to transform the output of a system, we currently use
system piping to do so:

```rust
my_system.pipe(|In(x)| do_something(x))
```

Unfortunately, system piping is not a zero cost abstraction. Each call
to `.pipe` requires allocating two extra access sets: one for the second
system and one for the combined accesses of both systems. This also adds
extra work to each call to `update_archetype_component_access`, which
stacks as one adds multiple layers of system piping.

## Solution

Add the `AdapterSystem` abstraction: similar to `CombinatorSystem`, this
allows you to implement a trait to generically control how a system is
run and how its inputs and outputs are processed. Unlike
`CombinatorSystem`, this does not have any overhead when computing world
accesses which makes it ideal for simple operations such as inverting or
ignoring the output of a system.

Add the extension method `.map(...)`: this is similar to `.pipe(...)`,
only it accepts a closure as an argument instead of an `In<T>` system.

```rust
my_system.map(do_something)
```

This has the added benefit of making system names less messy: a system
that ignores its output will just be called `my_system`, instead of
`Pipe(my_system, ignore)`

---

## Changelog

TODO

## Migration Guide

The `system_adapter` functions have been deprecated: use `.map` instead,
which is a lightweight alternative to `.pipe`.

```rust
// Before:
my_system.pipe(system_adapter::ignore)
my_system.pipe(system_adapter::unwrap)
my_system.pipe(system_adapter::new(T::from))

// After:
my_system.map(std::mem::drop)
my_system.map(Result::unwrap)
my_system.map(T::from)

// Before:
my_system.pipe(system_adapter::info)
my_system.pipe(system_adapter::dbg)
my_system.pipe(system_adapter::warn)
my_system.pipe(system_adapter::error)

// After:
my_system.map(bevy_utils::info)
my_system.map(bevy_utils::dbg)
my_system.map(bevy_utils::warn)
my_system.map(bevy_utils::error)
```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-08-28 16:36:46 +00:00
Mike
7b6f8659f8
Refactor build_schedule and related errors (#9579)
# Objective

- break up large build_schedule system to make it easier to read
- Clean up related error messages.
- I have a follow up PR that adds the schedule name to the error
messages, but wanted to break this up from that.

## Changelog

- refactor `build_schedule` to be easier to read

## Sample Error Messages

Dependency Cycle
```text
thread 'main' panicked at 'System dependencies contain cycle(s).
schedule has 1 before/after cycle(s):
cycle 1: system set 'A' must run before itself
system set 'A'
 ... which must run before system set 'B'
 ... which must run before system set 'A'

', crates\bevy_ecs\src\schedule\schedule.rs:228:13
```
```text
thread 'main' panicked at 'System dependencies contain cycle(s).
schedule has 1 before/after cycle(s):
cycle 1: system 'foo' must run before itself
system 'foo'
 ... which must run before system 'bar'
 ... which must run before system 'foo'

', crates\bevy_ecs\src\schedule\schedule.rs:228:13
```
Hierarchy Cycle
```text
thread 'main' panicked at 'System set hierarchy contains cycle(s).
schedule has 1 in_set cycle(s):
cycle 1: set 'A' contains itself
set 'A'
 ... which contains set 'B'
 ... which contains set 'A'

', crates\bevy_ecs\src\schedule\schedule.rs:230:13
```

System Type Set
```text
thread 'main' panicked at 'Tried to order against `SystemTypeSet(fn foo())` in a schedule that has more than one `SystemTypeSet(fn foo())` instance. `SystemTypeSet(fn foo())` is a `SystemTypeSet` and cannot be used for ordering if ambiguous. Use a different set without this restriction.', crates\bevy_ecs\src\schedule\schedule.rs:230:13
```

Hierarchy Redundancy
```text
thread 'main' panicked at 'System set hierarchy contains redundant edges.
hierarchy contains redundant edge(s) -- system set 'X' cannot be child of set 'A', longer path exists
', crates\bevy_ecs\src\schedule\schedule.rs:230:13
```

Systems have ordering but interset
```text
thread 'main' panicked at '`A` and `C` have a `before`-`after` relationship (which may be transitive) but share systems.', crates\bevy_ecs\src\schedule\schedule.rs:227:51
```

Cross Dependency
```text
thread 'main' panicked at '`A` and `B` have both `in_set` and `before`-`after` relationships (these might be transitive). This combination is unsolvable as a system cannot run before or after a set it belongs to.', crates\bevy_ecs\src\schedule\schedule.rs:230:13
```

Ambiguity
```text
thread 'main' panicked at 'Systems with conflicting access have indeterminate run order.
1 pairs of systems with conflicting data access have indeterminate execution order. Consider adding `before`, `after`, or `ambiguous_with` relationships between these:
 -- res_mut and res_ref
    conflict on: ["bevymark::ambiguity::X"]
', crates\bevy_ecs\src\schedule\schedule.rs:230:13
```
2023-08-27 17:54:59 +00:00
st0rmbtw
9d804a231e
Make run_if_inner public and rename to run_if_dyn (#9576)
# Objective

Sometimes you want to create a plugin with a custom run condition. In a
function, you take the `Condition` trait and then make a
`BoxedCondition` from it to store it. And then you want to add that
condition to a system, but you can't, because there is only the `run_if`
function available which takes `impl Condition<M>` instead of
`BoxedCondition`. So you have to create a wrapper type for the
`BoxedCondition` and implement the `System` and `ReadOnlySystem` traits
for the wrapper (Like it's done in the picture below). It's very
inconvenient and boilerplate. But there is an easy solution for that:
make the `run_if_inner` system that takes a `BoxedCondition` public.
Also, it makes sense to make `in_set_inner` function public as well with
the same motivation.


![image](https://github.com/bevyengine/bevy/assets/61053971/a4455180-7e0c-4c2b-9372-cd8b4a9e682e)
A chunk of the source code of the `bevy-inspector-egui` crate.

## Solution

Make `run_if_inner` function public.
Rename `run_if_inner` to `run_if_dyn`.

Make `in_set_inner` function public.
Rename `in_set_inner` to `in_set_dyn`.

## Changelog

Changed visibility of `run_if_inner` from `pub(crate)` to `pub`.
Renamed `run_if_inner` to `run_if_dyn`.

Changed visibility of `in_set_inner` from `pub(crate)` to `pub`.
Renamed `in_set_inner` to `in_set_dyn`.

## Migration Guide

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Joseph <21144246+JoJoJet@users.noreply.github.com>
2023-08-27 17:53:37 +00:00
Joseph
e8b3892517
Improve various Debug implementations (#9588)
# Objective

* `Local` and `SystemName` implement `Debug` manually, but they could
derive it.
* `QueryState` and `dyn System` have unconventional debug formatting.
2023-08-26 21:27:41 +00:00
Christian Hughes
349dd8bd45
Relax In/Out bounds on impl Debug for dyn System (#9581)
# Objective

Resolves #9580

## Solution

Relaxed the bounds on the `Debug` impl for `dyn System`
2023-08-26 13:57:19 +00:00
Rob Parrett
a788e31ad5
Fix CI for Rust 1.72 (#9562)
# Objective

[Rust 1.72.0](https://blog.rust-lang.org/2023/08/24/Rust-1.72.0.html) is
now stable.

# Notes

- `let-else` formatting has arrived!
- I chose to allow `explicit_iter_loop` due to
https://github.com/rust-lang/rust-clippy/issues/11074.
  
We didn't hit any of the false positives that prevent compilation, but
fixing this did produce a lot of the "symbol soup" mentioned, e.g. `for
image in &mut *image_events {`.
  
  Happy to undo this if there's consensus the other way.

---------

Co-authored-by: François <mockersf@gmail.com>
2023-08-25 12:34:24 +00:00
Joseph
69750a03ca
Implement Debug for UnsafeWorldCell (#9460)
# Objective

* Add more ways to use `UnsafeWorldCell` in safe code -- you no longer
need to call `.world_metadata()` to format it.
2023-08-20 22:00:12 +00:00
hesiod
6ccb26885f
Fix incorrect documentation link in DetectChangesMut (#9431)
# Objective

- Fix a trivial incorrect documentation link in  `DetectChangesMut`.
2023-08-15 21:48:12 +00:00
urben1680
5b5806406d
Adding Copy, Clone, Debug to derived traits of ExecutorKind (#9385)
While being nobody other's issue as far I can tell, I want to create a
trait I plan to implement on `App` where more than one schedule is
modified.
My workaround so far was working with a closure that returns an
`ExecutorKind` from a match of the method variable.

It makes it easier for me to being able to clone `ExecutorKind` and I
don't see this being controversial for others working with Bevy.

I did nothing more than adding `Clone` to the derived traits, no
migration guide needed.

(If this worked out then the GitHub editor is not too shabby.)
2023-08-11 21:45:32 +00:00
Tristan Guichaoua
cfb65c1eaf
Add replace_if_neq to DetectChangesMut (#9418)
# Objective

Just like
[`set_if_neq`](https://docs.rs/bevy_ecs/latest/bevy_ecs/change_detection/trait.DetectChangesMut.html#method.set_if_neq),
being able to express the "I don't want to unnecessarily trigger the
change detection" but with the ability to handle the previous value if
change occurs.

## Solution

Add `replace_if_neq` to `DetectChangesMut`.

---

## Changelog

- Added `DetectChangesMut::replace_if_neq`: like `set_if_neq` change the
value only if the new value if different from the current one, but
return the previous value if the change occurs.
2023-08-11 21:10:16 +00:00
Zeenobit
1e170d2e90
Add RunSystem (#9366)
Add a `RunSystem` extension trait to allow for immediate execution of
systems on a `World` for debugging and/or testing purposes.

# Objective

Fixes #6184

Initially, I made this CL as `ApplyCommands`. After a discussion with
@cart , we decided a more generic implementation would be better to
support all systems. This is the new revised CL. Sorry for the long
delay! 😅

This CL allows users to do this:
```rust
use bevy::prelude::*;
use bevy::ecs::system::RunSystem;

struct T(usize);

impl Resource for T {}

fn system(In(n): In<usize>, mut commands: Commands) -> usize {
    commands.insert_resource(T(n));
    n + 1
}

let mut world = World::default();
let n = world.run_system_with(1, system);
assert_eq!(n, 2);
assert_eq!(world.resource::<T>().0, 1);
```

## Solution

This is implemented as a trait extension and not included in any
preludes to ensure it's being used consciously.
Internally, it just initializes and runs a systems, and applies any
deferred parameters all "in place".
The trait has 2 functions (one of which calls the other by default):
- `run_system_with` is the general implementation, which allows user to
pass system input parameters
- `run_system` is the ergonomic wrapper for systems with no input
parameter (to avoid having the user pass `()` as input).

~~Additionally, this trait is also implemented for `&mut App`. I added
this mainly for ergonomics (`app.run_system` vs.
`app.world.run_system`).~~ (Removed based on feedback)

---------

Co-authored-by: Pascal Hertleif <killercup@gmail.com>
2023-08-11 20:41:48 +00:00
Edgar Geier
731a6fbb92
Fix ambiguous_with breaking run conditions (#9253)
# Objective

- Fixes #9114

## Solution

Inside `ScheduleGraph::build_schedule()` the variable `node_count =
self.systems.len() + self.system_sets.len()` is used to calculate the
indices for the `reachable` bitset derived from `self.hierarchy.graph`.
However, the number of nodes inside `self.hierarchy.graph` does not
always correspond to `self.systems.len() + self.system_sets.len()` when
`ambiguous_with` is used, because an ambiguous set is added to
`system_sets` (because we need an `NodeId` for the ambiguity graph)
without adding a node to `self.hierarchy`.

In this PR, we rename `node_count` to the more descriptive name
`hg_node_count` and set it to `self.hierarchy.graph.node_count()`.

---------

Co-authored-by: James Liu <contact@jamessliu.com>
2023-08-03 07:53:20 +00:00
尹吉峰
d9702d35f1
opt-out multi-threaded feature flag (#9269)
# Objective

Fixes #9113

## Solution

disable `multi-threaded` default feature

## Migration Guide
The `multi-threaded` feature in `bevy_ecs` and `bevy_tasks` is no longer
enabled by default. However, this remains a default feature for the
umbrella `bevy` crate. If you depend on `bevy_ecs` or `bevy_tasks`
directly, you should consider enabling this to allow systems to run in
parallel.
2023-08-03 07:47:09 +00:00
Nicola Papale
77fa8a9a9c
Add a paragraph to the lifetimeless module doc (#9312)
# Objective

The `lifetimeless` module has been a source of confusion for bevy users
for a while now.

## Solution

Add a couple paragraph explaining that, yes, you can use one of the type
alias safely, without ever leaking any memory.
2023-08-02 22:01:56 +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
FlippinBerger
e02938f9dd
Derive debug for ManualEventIterator (#9293)
# Objective
Fixes #9284 by deriving Debug on ManualEventIterator
2023-07-30 15:30:52 +00:00
Joseph
02688a99b8
Fix safety invariants for WorldQuery::fetch and simplify cloning (#8246)
# Objective

Cloning a `WorldQuery` type's "fetch" struct was made unsafe in #5593,
by adding the `unsafe fn clone_fetch` to `WorldQuery`. However, as that
method's documentation explains, it is not the right place to put the
safety invariant:

> While calling this method on its own cannot cause UB it is marked
`unsafe` as the caller must ensure that the returned value is not used
in any way that would cause two `QueryItem<Self>` for the same
`archetype_index` or `table_row` to be alive at the same time.

You can clone a fetch struct all you want and it will never cause
undefined behavior -- in order for something to go wrong, you need to
improperly call `WorldQuery::fetch` with it (which is marked unsafe).
Additionally, making it unsafe to clone a fetch struct does not even
prevent undefined behavior, since there are other ways to incorrectly
use a fetch struct. For example, you could just call fetch more than
once for the same entity, which is not currently forbidden by any
documented invariants.

## Solution

Document a safety invariant on `WorldQuery::fetch` that requires the
caller to not create aliased `WorldQueryItem`s for mutable types. Remove
the `clone_fetch` function, and add the bound `Fetch: Clone` instead.

---

## Changelog

- Removed the associated function `WorldQuery::clone_fetch`, and added a
`Clone` bound to `WorldQuery::Fetch`.

## Migration Guide

### `fetch` invariants

The function `WorldQuery::fetch` has had the following safety invariant
added:

> If this type does not implement `ReadOnlyWorldQuery`, then the caller
must ensure that it is impossible for more than one `Self::Item` to
exist for the same entity at any given time.

This invariant was always required for soundness, but was previously
undocumented. If you called this function manually anywhere, you should
check to make sure that this invariant is not violated.

### Removed `clone_fetch`

The function `WorldQuery::clone_fetch` has been removed. The associated
type `WorldQuery::Fetch` now has the bound `Clone`.

Before:

```rust
struct MyFetch<'w> { ... }

unsafe impl WorldQuery for MyQuery {
    ...
    type Fetch<'w> = MyFetch<'w>
    unsafe fn clone_fetch<'w>(fetch: &Self::Fetch<'w>) -> Self::Fetch<'w> {
        MyFetch {
            field1: fetch.field1,
            field2: fetch.field2.clone(),
            ...
        }
    }
}
```

After:

```rust
#[derive(Clone)]
struct MyFetch<'w> { ... }

unsafe impl WorldQuery for MyQuery {
    ...
    type Fetch<'w> = MyFetch<'w>;
}
```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-07-25 21:16:22 +00:00
Joseph
ddbfa48711
Simplify parallel iteration methods (#8854)
# Objective

The `QueryParIter::for_each_mut` function is required when doing
parallel iteration with mutable queries.
This results in an unfortunate stutter:
`query.par_iter_mut().par_for_each_mut()` ('mut' is repeated).

## Solution

- Make `for_each` compatible with mutable queries, and deprecate
`for_each_mut`. In order to prevent `for_each` from being called
multiple times in parallel, we take ownership of the QueryParIter.

---

## Changelog

- `QueryParIter::for_each` is now compatible with mutable queries.
`for_each_mut` has been deprecated as it is now redundant.

## Migration Guide

The method `QueryParIter::for_each_mut` has been deprecated and is no
longer functional. Use `for_each` instead, which now supports mutable
queries.

```rust
// Before:
query.par_iter_mut().for_each_mut(|x| ...);

// After:
query.par_iter_mut().for_each(|x| ...);
```

The method `QueryParIter::for_each` now takes ownership of the
`QueryParIter`, rather than taking a shared reference.

```rust
// Before:
let par_iter = my_query.par_iter().batching_strategy(my_batching_strategy);
par_iter.for_each(|x| {
    // ...Do stuff with x...
    par_iter.for_each(|y| {
        // ...Do nested stuff with y...
    });
});

// After:
my_query.par_iter().batching_strategy(my_batching_strategy).for_each(|x| {
    // ...Do stuff with x...
    my_query.par_iter().batching_strategy(my_batching_strategy).for_each(|y| {
        // ...Do nested stuff with y...
    });
});
```
2023-07-23 11:09:24 +00:00
Serv
3b1b60e7dc
add MutUntyped::map_unchanged (#9194)
### **Adopted #6430**

# Objective

`MutUntyped` is the untyped variant of `Mut<T>` that stores a `PtrMut`
instead of a `&mut T`. Working with a `MutUntyped` is a bit annoying,
because as soon you want to use the ptr e.g. as a `&mut dyn Reflect` you
cannot use a type like `Mut<dyn Reflect>` but instead need to carry
around a `&mut dyn Reflect` and a `impl FnMut()` to mark the value as
changed.
## Solution

* Provide a method `map_unchanged` to turn a `MutUntyped` into a
`Mut<T>` by mapping the `PtrMut<'a>` to a `&'a mut T`
      This can be used like this:


```rust
// SAFETY: ptr is of type `u8`
let val: Mut<u8> = mut_untyped.map_unchanged(|ptr| unsafe { ptr.deref_mut::<u8>() });

// SAFETY: from the context it is known that `ReflectFromPtr` was made for the type of the `MutUntyped`
let val: Mut<dyn Reflect> = mut_untyped.map_unchanged(|ptr| unsafe { reflect_from_ptr.as_reflect_ptr_mut(ptr) });
```

Note that nothing prevents you from doing

```rust
mut_untyped.map_unchanged(|ptr| &mut ());
```

or using any other mutable reference you can get, but IMO that is fine
since that will only result in a `Mut` that will dereference to that
value and mark the original value as changed. The lifetimes here prevent
anything bad from happening.
## Alternatives

1. Make `Ticks` public and provide a method to get construct a `Mut`
from `Ticks` and `&mut T`. More powerful and more easy to misuse.
2. Do nothing. People can still do everything they want, but they need
to pass (`&mut dyn Reflect, impl FnMut() + '_)` around instead of
`Mut<dyn Reflect>`

## Changelog

- add `MutUntyped::map_unchanged` to turn a `MutUntyped` into its typed
counterpart

---------

Co-authored-by: Jakob Hellermann <jakob.hellermann@protonmail.com>
Co-authored-by: JoJoJet <21144246+JoJoJet@users.noreply.github.com>
2023-07-23 01:17:31 +00:00
Ryan Devenney
264195ed77
replace parens with square brackets when referencing _mut on Query docs #9200 (#9223)
# Objective

Fixes #9200 
Switches ()'s to []'s when talking about the optional `_mut` suffix in
the ECS Query Struct page to have more idiomatic docs.

## Solution

Replace `()` with `[]` in appropriate doc pages.
2023-07-20 21:41:07 +00:00
FlippinBerger
fd35e582dc
Add the Has world query to bevy_ecs::prelude (#9204)
# Objective
Addresses #9196 by adding query::Has to the bevy_ecs::prelude.
2023-07-19 11:54:40 +00:00
Mike
c720e7fb5e
delete code deprecated in 0.11 (#9128)
# Objective

- remove code deprecated in 0.11

## Changelog

- remove code that was deprecated
2023-07-13 23:35:06 +00:00
Tristan Guichaoua
30d897a8bf
fix clippy::default_constructed_unit_structs and trybuild errors (#9144)
# Objective

With Rust `1.71.0` ([released a few minutes
ago](https://github.com/rust-lang/rust/releases/tag/1.71.0)), clippy
introduced a new lint
([`default_constructed_unit_structs`](https://rust-lang.github.io/rust-clippy/master/index.html#/default_constructed_unit_structs))
wich prevent calling `default()` on unit structs (e.g.
`PhantomData::default()`).

## Solution

Apply the lint suggestion.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-07-13 22:23:04 +00:00
Carter Anderson
7c3131a761
Bump Version after Release (#9106)
CI-capable version of #9086

---------

Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: François <mockersf@gmail.com>
2023-07-10 21:19:27 +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
Carter Anderson
8ba9571eed
Release 0.11.0 (#9080)
I created this manually as Github didn't want to run CI for the
workflow-generated PR. I'm guessing we didn't hit this in previous
releases because we used bors.

Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
2023-07-09 08:43:47 +00:00
James Liu
d33f5c759c
Add optional single-threaded feature to bevy_ecs/bevy_tasks (#6690)
# Objective
Fixes #6689.

## Solution
Add `single-threaded` as an optional non-default feature to `bevy_ecs`
and `bevy_tasks` that:
 
 - disable the `ParallelExecutor` as a default runner
 - disables the multi-threaded `TaskPool`
- internally replace `QueryParIter::for_each` calls with
`Query::for_each`.

Removed the `Mutex` and `Arc` usage in the single-threaded task pool.


![image](https://user-images.githubusercontent.com/3137680/202833253-dd2d520f-75e6-4c7b-be2d-5ce1523cbd38.png)

## Future Work/TODO
Create type aliases for `Mutex`, `Arc` that change to single-threaaded
equivalents where possible.

---

## Changelog
Added: Optional default feature `multi-theaded` to that enables
multithreaded parallelism in the engine. Disabling it disables all
multithreading in exchange for higher single threaded performance. Does
nothing on WASM targets.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-07-09 04:22:15 +00:00
Chris Juchem
ca3068a1fc
Derive Eq, PartialEq for Tick (#9020)
# Objective

- Remove need to call `.get()` on two ticks to compare them for
equality.

## Solution

- Derive `Eq` and `PartialEq`.

---

## Changelog

> `Tick` now implements `Eq` and `PartialEq`
2023-07-04 19:08:51 +00:00
jnhyatt
01eb1bfb8c
Remove reference to base sets (#9032)
# Objective

- Remove all references to base sets following schedule-first rework

## Solution

- Remove last references to base sets in `GraphInfo`
2023-07-03 20:44:10 +00:00
Gino Valente
aeeb20ec4c
bevy_reflect: FromReflect Ergonomics Implementation (#6056)
# Objective

**This implementation is based on
https://github.com/bevyengine/rfcs/pull/59.**

---

Resolves #4597

Full details and motivation can be found in the RFC, but here's a brief
summary.

`FromReflect` is a very powerful and important trait within the
reflection API. It allows Dynamic types (e.g., `DynamicList`, etc.) to
be formed into Real ones (e.g., `Vec<i32>`, etc.).

This mainly comes into play concerning deserialization, where the
reflection deserializers both return a `Box<dyn Reflect>` that almost
always contain one of these Dynamic representations of a Real type. To
convert this to our Real type, we need to use `FromReflect`.

It also sneaks up in other ways. For example, it's a required bound for
`T` in `Vec<T>` so that `Vec<T>` as a whole can be made `FromReflect`.
It's also required by all fields of an enum as it's used as part of the
`Reflect::apply` implementation.

So in other words, much like `GetTypeRegistration` and `Typed`, it is
very much a core reflection trait.

The problem is that it is not currently treated like a core trait and is
not automatically derived alongside `Reflect`. This makes using it a bit
cumbersome and easy to forget.

## Solution

Automatically derive `FromReflect` when deriving `Reflect`.

Users can then choose to opt-out if needed using the
`#[reflect(from_reflect = false)]` attribute.

```rust
#[derive(Reflect)]
struct Foo;

#[derive(Reflect)]
#[reflect(from_reflect = false)]
struct Bar;

fn test<T: FromReflect>(value: T) {}

test(Foo); // <-- OK
test(Bar); // <-- Panic! Bar does not implement trait `FromReflect`
```

#### `ReflectFromReflect`

This PR also automatically adds the `ReflectFromReflect` (introduced in
#6245) registration to the derived `GetTypeRegistration` impl— if the
type hasn't opted out of `FromReflect` of course.

<details>
<summary><h4>Improved Deserialization</h4></summary>

> **Warning**
> This section includes changes that have since been descoped from this
PR. They will likely be implemented again in a followup PR. I am mainly
leaving these details in for archival purposes, as well as for reference
when implementing this logic again.

And since we can do all the above, we might as well improve
deserialization. We can now choose to deserialize into a Dynamic type or
automatically convert it using `FromReflect` under the hood.

`[Un]TypedReflectDeserializer::new` will now perform the conversion and
return the `Box`'d Real type.

`[Un]TypedReflectDeserializer::new_dynamic` will work like what we have
now and simply return the `Box`'d Dynamic type.

```rust
// Returns the Real type
let reflect_deserializer = UntypedReflectDeserializer::new(&registry);
let mut deserializer = ron:🇩🇪:Deserializer::from_str(input)?;

let output: SomeStruct = reflect_deserializer.deserialize(&mut deserializer)?.take()?;

// Returns the Dynamic type
let reflect_deserializer = UntypedReflectDeserializer::new_dynamic(&registry);
let mut deserializer = ron:🇩🇪:Deserializer::from_str(input)?;

let output: DynamicStruct = reflect_deserializer.deserialize(&mut deserializer)?.take()?;
```

</details>

---

## Changelog

* `FromReflect` is now automatically derived within the `Reflect` derive
macro
* This includes auto-registering `ReflectFromReflect` in the derived
`GetTypeRegistration` impl
* ~~Renamed `TypedReflectDeserializer::new` and
`UntypedReflectDeserializer::new` to
`TypedReflectDeserializer::new_dynamic` and
`UntypedReflectDeserializer::new_dynamic`, respectively~~ **Descoped**
* ~~Changed `TypedReflectDeserializer::new` and
`UntypedReflectDeserializer::new` to automatically convert the
deserialized output using `FromReflect`~~ **Descoped**

## Migration Guide

* `FromReflect` is now automatically derived within the `Reflect` derive
macro. Items with both derives will need to remove the `FromReflect`
one.

  ```rust
  // OLD
  #[derive(Reflect, FromReflect)]
  struct Foo;
  
  // NEW
  #[derive(Reflect)]
  struct Foo;
  ```

If using a manual implementation of `FromReflect` and the `Reflect`
derive, users will need to opt-out of the automatic implementation.

  ```rust
  // OLD
  #[derive(Reflect)]
  struct Foo;
  
  impl FromReflect for Foo {/* ... */}
  
  // NEW
  #[derive(Reflect)]
  #[reflect(from_reflect = false)]
  struct Foo;
  
  impl FromReflect for Foo {/* ... */}
  ```

<details>
<summary><h4>Removed Migrations</h4></summary>

> **Warning**
> This section includes changes that have since been descoped from this
PR. They will likely be implemented again in a followup PR. I am mainly
leaving these details in for archival purposes, as well as for reference
when implementing this logic again.

* The reflect deserializers now perform a `FromReflect` conversion
internally. The expected output of `TypedReflectDeserializer::new` and
`UntypedReflectDeserializer::new` is no longer a Dynamic (e.g.,
`DynamicList`), but its Real counterpart (e.g., `Vec<i32>`).

  ```rust
let reflect_deserializer =
UntypedReflectDeserializer::new_dynamic(&registry);
  let mut deserializer = ron:🇩🇪:Deserializer::from_str(input)?;
  
  // OLD
let output: DynamicStruct = reflect_deserializer.deserialize(&mut
deserializer)?.take()?;
  
  // NEW
let output: SomeStruct = reflect_deserializer.deserialize(&mut
deserializer)?.take()?;
  ```

Alternatively, if this behavior isn't desired, use the
`TypedReflectDeserializer::new_dynamic` and
`UntypedReflectDeserializer::new_dynamic` methods instead:

  ```rust
  // OLD
  let reflect_deserializer = UntypedReflectDeserializer::new(&registry);
  
  // NEW
let reflect_deserializer =
UntypedReflectDeserializer::new_dynamic(&registry);
  ```

</details>

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-29 01:31:34 +00:00
JoJoJet
de1dcb986a
Provide access to world storages via UnsafeWorldCell (#8987)
# Objective

Title. This is necessary in order to update
[`bevy-trait-query`](https://crates.io/crates/bevy-trait-query) to Bevy
0.11.

---

## Changelog

Added the unsafe function `UnsafeWorldCell::storages`, which provides
unchecked access to the internal data stores of a `World`.
2023-06-29 01:29:34 +00:00
Konstantin Kostiuk
9237778e14
Fix typo in Archetypes documentation (#8990)
# Objective

This PR fixes small typo in [Archetypes
documentation](https://docs.rs/bevy/latest/bevy/ecs/archetype/struct.Archetypes.html)
because of which link to `module level documentation` is not clickable
2023-06-28 19:33:18 +00:00
0xc0001a2040
15be0d1a61
Add/fix track_caller attribute on panicking entity accessor methods (#8951)
# Objective

`World::entity`, `World::entity_mut` and `Commands::entity` should be
marked with `track_caller` to display where (in user code) the call with
the invalid `Entity` was made. `Commands::entity` already has the
attibute, but it does nothing due to the call to `unwrap_or_else`.

## Solution

- Apply the `track_caller` attribute to the `World::entity_mut` and
`World::entity`.
- Remove the call to `unwrap_or_else` which makes the `track_caller`
attribute useless (because `unwrap_or_else` is not `track_caller`
itself). The avoid eager evaluation of the panicking branch it is never
inlined.

---------

Co-authored-by: Giacomo Stevanato <giaco.stevanato@gmail.com>
2023-06-26 18:35:11 +00:00
Nicola Papale
4b1a502a49
extract common code from a if block (#8959)
Some code could be improved.

## Solution

Improve the code
2023-06-26 15:17:56 +00:00
Hennadii Chernyshchyk
8a1f0a2997
Fix any_component_removed (#8939)
# Objective

`any_component_removed` condition is inversed.

## Solution

Remove extra `!`.

---

## Changelog

### Fixed

Fix `any_component_removed` condition.
2023-06-23 17:08:47 +00:00
James Liu
70f91b2b9e
Implement WorldQuery for EntityRef (#6960)
# Objective
Partially address #5504. Fix #4278. Provide "whole entity" access in
queries. This can be useful when you don't know at compile time what
you're accessing (i.e. reflection via `ReflectComponent`).

## Solution
Implement `WorldQuery` for `EntityRef`. 

- This provides read-only access to the entire entity, and supports
anything that `EntityRef` can normally do.
- It matches all archetypes and tables and will densely iterate when
possible.
- It marks all of the ArchetypeComponentIds of a matched archetype as
read.
- Adding it to a query will cause it to panic if used in conjunction
with any other mutable access.
 - Expanded the docs on Query to advertise this feature.
 - Added tests to ensure the panics were working as intended.
 - Added `EntityRef` to the ECS prelude.

To make this safe, `EntityRef::world` was removed as it gave potential
`UnsafeCell`-like access to other parts of the `World` including aliased
mutable access to the components it would otherwise read safely.

## Performance
Not great beyond the additional parallelization opportunity over
exclusive systems. The `EntityRef` is fetched from `Entities` like any
other call to `World::entity`, which can be very random access heavy.
This could be simplified if `ArchetypeRow` is available in
`WorldQuery::fetch`'s arguments, but that's likely not something we
should optimize for.

## Future work
An equivalent API where it gives mutable access to all components on a
entity can be done with a scoped version of `EntityMut` where it does
not provide `&mut World` access nor allow for structural changes to the
entity is feasible as well. This could be done as a safe alternative to
exclusive system when structural mutation isn't required or the target
set of entities is scoped.

---

## Changelog
Added: `Access::has_any_write`
Added: `EntityRef` now implements `WorldQuery`. Allows read-only access
to the entire entity, incompatible with any other mutable access, can be
mixed with `With`/`Without` filters for more targeted use.
Added: `EntityRef` to `bevy::ecs::prelude`.
Removed: `EntityRef::world`

## Migration Guide
TODO

---------

Co-authored-by: Carter Weinberg <weinbergcarter@gmail.com>
Co-authored-by: Jakob Hellermann <jakob.hellermann@protonmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-22 21:20:00 +00:00
Nicola Papale
0294bb191d
Move AppTypeRegistry to bevy_ecs (#8901)
# Objective

- Use `AppTypeRegistry` on API defined in `bevy_ecs`
(https://github.com/bevyengine/bevy/pull/8895#discussion_r1234748418)

A lot of the API on `Reflect` depends on a registry. When it comes to
the ECS. We should use `AppTypeRegistry` in the general case.

This is however impossible in `bevy_ecs`, since `AppTypeRegistry` is
defined in `bevy_app`.

## Solution

- Move `AppTypeRegistry` resource definition from `bevy_app` to
`bevy_ecs`
- Still add the resource in the `App` plugin, since bevy_ecs itself
doesn't know of plugins

Note that `bevy_ecs` is a dependency of `bevy_app`, so nothing
revolutionary happens.

## Alternative

- Define the API as a trait in `bevy_app` over `bevy_ecs`. (though this
prevents us from using bevy_ecs internals)
- Do not rely on `AppTypeRegistry` for the API in question, requring
users to extract themselves the resource and pass it to the API methods.

---

## Changelog

- Moved `AppTypeRegistry` resource definition from `bevy_app` to
`bevy_ecs`

## Migration Guide

- If you were **not** using a `prelude::*` to import `AppTypeRegistry`,
you should update your imports:

```diff
- use bevy::app::AppTypeRegistry;
+ use bevy::ecs::reflect::AppTypeRegistry
```
2023-06-21 17:25:01 +00:00
JoJoJet
f63656051a
Deprecate type aliases for WorldQuery::Fetch (#8843)
# Objective

`WorldQuery::Fetch` is a type used to optimize the implementation of
queries. These types are hidden and not intended to be outside of the
engine, so there is no need to provide type aliases to make it easier to
refer to them. If a user absolutely needs to refer to one of these
types, they can always just refer to the associated type directly.

## Solution

Deprecate these type aliases.

---

## Changelog

- Deprecated the type aliases `QueryFetch` and `ROQueryFetch`.

## Migration Guide

The type aliases `bevy_ecs::query::QueryFetch` and `ROQueryFetch` have
been deprecated. If you need to refer to a `WorldQuery` struct's fetch
type, refer to the associated type defined on `WorldQuery` directly:

```rust
// Before:
type MyFetch<'w> = QueryFetch<'w, MyQuery>;
type MyFetchReadOnly<'w> = ROQueryFetch<'w, MyQuery>;

// After:
type MyFetch<'w> = <MyQuery as WorldQuery>::Fetch;
type MyFetchReadOnly<'w> = <<MyQuery as WorldQuery>::ReadOnly as WorldQuery>::Fetch;
```
2023-06-19 22:46:08 +00:00
Nicola Papale
28e9c522f7
Make function pointers of ecs Reflect* public (#8687)
Repetitively fetching ReflectResource and ReflectComponent from the
TypeRegistry is costly.

We want to access the underlying `fn`s. to do so, we expose the
`ReflectResourceFns` and `ReflectComponentFns` stored in ReflectResource
and ReflectComponent.

---

## Changelog

- Add the `fn_pointers` methods to `ReflectResource` and
`ReflectComponent` returning the underlying `ReflectResourceFns` and
`ReflectComponentFns`
2023-06-19 14:06:58 +00:00
Mark Wainwright
6529d2e7f0
Added Has<T> WorldQuery type (#8844)
# Objective

- Fixes #7811 

## Solution

- I added `Has<T>` (and `HasFetch<T>` ) and implemented `WorldQuery`,
`ReadonlyWorldQuery`, and `ArchetypeFilter` it
- I also added documentation with an example and a unit test


I believe I've done everything right but this is my first contribution
and I'm not an ECS expert so someone who is should probably check my
implementation. I based it on what `Or<With<T>,>`, would do. The only
difference is that `Has` does not update component access - adding `Has`
to a query should never affect whether or not it is disjoint with
another query *I think*.

---

## Changelog

## Added
- Added `Has<T>` WorldQuery to find out whether or not an entity has a
particular component.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: JoJoJet <21144246+JoJoJet@users.noreply.github.com>
2023-06-19 13:56:20 +00:00
Nicola Papale
08962f1e50
Split the bevy_ecs reflect.rs module (#8834)
# Objective

- Cleanup the `reflect.rs` file in `bevy_ecs`, it's very large and can
get difficult to navigate

## Solution

- Split the file into 3 modules, re-export the types in the
`reflect/mod.rs` to keep a perfectly identical API.
- Add **internal** architecture doc explaining how `ReflectComponent`
works. Note that this doc is internal only, since `component.rs` is not
exposed publicly.

### Tips to reviewers

To review this change properly, you need to compare it to the previous
version of `reflect.rs`. The diff from this PR does not help at all!
What you will need to do is compare `reflect.rs` individually with each
newly created file.

Here is how I did it:

- Adding my fork as remote `git remote add nicopap
https://github.com/nicopap/bevy.git`
- Checkout out the branch `git checkout nicopap/split_ecs_reflect`
- Checkout the old `reflect.rs` by running `git checkout HEAD~1 --
crates/bevy_ecs/src/reflect.rs`
- Compare the old with the new with `git diff --no-index
crates/bevy_ecs/src/reflect.rs crates/bevy_ecs/src/reflect/component.rs`

You could also concatenate everything into a single file and compare
against it:

- `cat
crates/bevy_ecs/src/reflect/{component,resource,map_entities,mod}.rs >
new_reflect.rs`
- `git diff --no-index  crates/bevy_ecs/src/reflect.rs new_reflect.rs`
2023-06-18 23:43:10 +00:00
Thierry Berger
17e1d211c5
doc: update a reference from add_system to add_systems (#8881)
Small fix for a forgotten documentation comment.
2023-06-18 17:17:02 +00:00
JoJoJet
8ec81496ff
Add a method to run read-only systems using &World (#8849)
# Objective

Resolves #7558.

Systems that are known to never modify the world implement the trait
`ReadOnlySystem`. This is a perfect place to add a safe API for running
a system with a shared reference to a World.

---

## Changelog

- Added the trait method `ReadOnlySystem::run_readonly`, which allows a
system to be run using `&World`.
2023-06-15 22:54:53 +00:00
JoJoJet
5291110002
Make QueryParIter::for_each_unchecked private (#8848)
# Objective

- The function `QueryParIter::for_each_unchecked` is a footgun: the only
ways to use it soundly can be done in safe code using `for_each` or
`for_each_mut`. See [this discussion on
discord](https://discord.com/channels/691052431525675048/749335865876021248/1118642977275924583).

## Solution

- Make `for_each_unchecked` private.

---

## Changelog

- Removed `QueryParIter::for_each_unchecked`. All use-cases of this
method were either unsound or doable in safe code using `for_each` or
`for_each_mut`.

## Migration Guide

The method `QueryParIter::for_each_unchecked` has been removed -- use
`for_each` or `for_each_mut` instead. If your use case can not be
achieved using either of these, then your code was likely unsound.

If you have a use-case for `for_each_unchecked` that you believe is
sound, please [open an
issue](https://github.com/bevyengine/bevy/issues/new/choose).
2023-06-15 13:44:42 +00:00
JoJoJet
96a9d0405a
Simplify the ComponentIdFor type (#8845)
# Objective

`ComponentIdFor` is a type that gives you access to a component's
`ComponentId` in a system. It is currently awkward to use, since it must
be wrapped in a `Local<>` to be used.

## Solution

Make `ComponentIdFor` a proper SystemParam.

---

## Changelog

- Refactored the type `ComponentIdFor` in order to simplify how it is
used.

## Migration Guide

The type `ComponentIdFor<T>` now implements `SystemParam` instead of
`FromWorld` -- this means it should be used as the parameter for a
system directly instead of being used in a `Local`.

```rust
// Before:
fn my_system(
    component_id: Local<ComponentIdFor<MyComponent>>,
) {
    let component_id = **component_id;
}

// After:
fn my_system(
    component_id: ComponentIdFor<MyComponent>,
) {
    let component_id = component_id.get();
}
```
2023-06-15 12:57:47 +00:00
JoJoJet
db8d3651e0
Migrate the rest of the engine to UnsafeWorldCell (#8833)
# Objective

Follow-up to #6404 and #8292.

Mutating the world through a shared reference is surprising, and it
makes the meaning of `&World` unclear: sometimes it gives read-only
access to the entire world, and sometimes it gives interior mutable
access to only part of it.

This is an up-to-date version of #6972.

## Solution

Use `UnsafeWorldCell` for all interior mutability. Now, `&World`
*always* gives you read-only access to the entire world.

---

## Changelog

TODO - do we still care about changelogs?

## Migration Guide

Mutating any world data using `&World` is now considered unsound -- the
type `UnsafeWorldCell` must be used to achieve interior mutability. The
following methods now accept `UnsafeWorldCell` instead of `&World`:

- `QueryState`: `get_unchecked`, `iter_unchecked`,
`iter_combinations_unchecked`, `for_each_unchecked`,
`get_single_unchecked`, `get_single_unchecked_manual`.
- `SystemState`: `get_unchecked_manual`

```rust
let mut world = World::new();
let mut query = world.query::<&mut T>();

// Before:
let t1 = query.get_unchecked(&world, entity_1);
let t2 = query.get_unchecked(&world, entity_2);

// After:
let world_cell = world.as_unsafe_world_cell();
let t1 = query.get_unchecked(world_cell, entity_1);
let t2 = query.get_unchecked(world_cell, entity_2);
```

The methods `QueryState::validate_world` and
`SystemState::matches_world` now take a `WorldId` instead of `&World`:

```rust
// Before:
query_state.validate_world(&world);

// After:
query_state.validate_world(world.id());
```

The methods `QueryState::update_archetypes` and
`SystemState::update_archetypes` now take `UnsafeWorldCell` instead of
`&World`:

```rust
// Before:
query_state.update_archetypes(&world);

// After:
query_state.update_archetypes(world.as_unsafe_world_cell_readonly());
```
2023-06-15 01:31:56 +00:00