Commit graph

350 commits

Author SHA1 Message Date
Carter Anderson
8009af3879 Merge New Renderer 2021-11-22 23:57:42 -08:00
dataphract
1076a8f2b5 Document the new pipelined renderer (#3094)
This is a squash-and-rebase of @Ku95's documentation of the new renderer onto the latest `pipelined-rendering` branch.

Original PR is #2884.

Co-authored-by: dataphract <dataphract@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-11-16 03:37:48 +00:00
Niklas Eicker
d0f423d653 Assert compiler errors for compile_fail tests (#3067)
# Objective

bevy_ecs has several compile_fail tests that assert lifetime safety. In the past, these tests have been green for the wrong reasons (see e.g. #2984). This PR makes sure, that they will fail if the compiler error changes.

## Solution

Use [trybuild](https://crates.io/crates/trybuild) to assert the compiler errors.

The UI tests are in a separate crate that is not part of the Bevy workspace. This is to ensure that they do not break Bevy's crater builds. The tests get executed by the CI workflow on the stable toolchain.
2021-11-13 22:43:19 +00:00
François
ac06ea3d17 default features from bevy_asset and bevy_ecs can actually be disabled (#3097)
# Objective

- `bevy_ecs` exposes as an optional feature `bevy_reflect`. Disabling it doesn't compile.
- `bevy_asset` exposes as an optional feature `filesystem_watcher`. Disabling it doesn't compile. It is also not possible to disable this feature from Bevy

## Solution

- Fix compilation errors when disabling the default features. Make it possible to disable the feature `filesystem_watcher` from Bevy
2021-11-13 21:15:22 +00:00
François
b3cd48228b add detailed errors (#2994)
# Objective

- Improve error descriptions and help understand how to fix them
- I noticed one today that could be expanded, it seemed like a good starting point

## Solution

- Start something like https://github.com/rust-lang/rust/tree/master/compiler/rustc_error_codes/src/error_codes
- Remove sentence about Rust mutability rules which is not very helpful in the error message

I decided to start the error code with B for Bevy so that they're not confused with error code from rust (which starts with E)


Longer term, there are a few more evolutions that can continue this:
- the code samples should be compiled check, and even executed for some of them to check they have the correct error code in a panic
- the error could be build on a page in the website like https://doc.rust-lang.org/error-index.html
- most panic should have their own error code
2021-11-06 20:53:11 +00:00
Carter Anderson
fde5d2fe46 Add System Command apply and RenderGraph node spans (#3069)
This fills in most of the gaps in tracing visualizations and should help with discovering bottlenecks.
2021-11-06 20:15:36 +00:00
Marc Parenteau
225d6a138f remove Box from ExclusiveSystemFn (#3063)
Minor refactor to remove the boxing of the function pointer stored in ExclusiveSystemFn.
2021-11-04 20:55:28 +00:00
Yoh Deadfall
ffde86efa0 Update to edition 2021 on master (#3028)
Objective
During work on #3009 I've found that not all jobs use actions-rs, and therefore, an previous version of Rust is used for them. So while compilation and other stuff can pass, checking markup and Android build may fail with compilation errors.

Solution
This PR adds `action-rs` for any job running cargo, and updates the edition to 2021.
2021-10-27 00:12:14 +00:00
François
2f4bcc5bf7 Update for edition 2021 (#2997)
# Objective

- update for Edition 2021

## Solution

- remove the `resolver = "2"`
- update for https://doc.rust-lang.org/edition-guide/rust-2021/reserving-syntax.html by adding a few ` `
2021-10-25 18:00:13 +00:00
MinerSebas
6a8a8c9d21 Fix compile_fail tests (#2984)
# Objective

- Bevy has several `compile_fail` test
- #2254 added `#[derive(Component)]`
- Those tests now fail for a different reason.
- This was not caught as these test still "successfully" failed to compile.

## Solution

- Add `#[derive(Component)]` to the doctest
- Also changed their cfg attribute from `doc` to `doctest`, so that these tests don't appear when running `cargo doc` with `--document-private-items`
2021-10-18 20:39:51 +00:00
Boxy
099386f184 Fix unsound lifetime annotation on Query::get_component (#2964)
#2605 changed the lifetime annotations on `get_component` introducing unsoundness as you could keep the returned borrow even after using the query.

Example unsoundness:
```rust
use bevy::prelude::*;

fn main() {
    App::new()
        .add_startup_system(startup)
        .add_system(unsound)
        .run();
}

#[derive(Debug, Component, PartialEq, Eq)]
struct Foo(Vec<u32>);

fn startup(mut c: Commands) {
    let e = c.spawn().insert(Foo(vec![10])).id();
    c.insert_resource(e);
}

fn unsound(mut q: Query<&mut Foo>, res: Res<Entity>) {
    let foo = q.get_component::<Foo>(*res).unwrap();
    let mut foo2 = q.iter_mut().next().unwrap();

    let first_elem = &foo.0[0];
    for _ in 0..16 {
        foo2.0.push(12);
    }
    dbg!(*first_elem);
}
```
output:
`[src/main.rs:26] *first_elem = 0`
2021-10-15 16:59:29 +00:00
Jerome Humbert
f4776f2ec4 Add entity ID to expect() message (#2943)
Add the entity ID and generation to the expect() message of two
world accessors, to make it easier to debug use-after-free issues.
Coupled with e.g. bevy-inspector-egui which also displays the entity ID,
this makes it much easier to identify what entity is being misused.

# Objective

Make it easier to identity an entity being accessed after being deleted.

## Solution

Augment the error message of some `expect()` call with the entity ID and
generation. Combined with some external tool like `bevy-inspector-egui`, which
also displays the entity ID, this increases the chances to be able to identify
the entity, and therefore find the error that led to a use-after-despawn.
2021-10-10 23:04:05 +00:00
terrarier2111
db013b664e Fix typo (#2944) 2021-10-10 22:42:01 +00:00
Christopher Durham
0887f41b58 Fix bevy_ecs::schedule::executor_parallel::system span management (#2905)
# Objective

- Fixes #2904 (see for context)

## Solution

- Simply hoist span creation out of the threaded task
- Confirmed to solve the issue locally

Now all events have the full span parent tree up through `bevy_ecs::schedule::stage` all the way to `bevy_app::app::bevy_app` (and its parents in bevy-consumer code, if any).
2021-10-06 19:00:35 +00:00
Christopher Durham
a60fe30ada Avoid some format! into immediate format! (#2913)
# Objective

- Avoid usages of `format!` that ~immediately get passed to another `format!`. This avoids a temporary allocation and is just generally cleaner.

## Solution

- `bevy_derive::shader_defs` does a `format!("{}", val.to_string())`, which is better written as just `format!("{}", val)`
- `bevy_diagnostic::log_diagnostics_plugin` does a `format!("{:>}", format!(...))`, which is better written as `format!("{:>}", format_args!(...))`
- `bevy_ecs::schedule` does `tracing::info!(..., name = &*format!("{:?}", val))`, which is better written with the tracing shorthand `tracing::info!(..., name = ?val)`
- `bevy_reflect::reflect` does `f.write_str(&format!(...))`, which is better written as `write!(f, ...)` (this could also be written using `f.debug_tuple`, but I opted to maintain alt debug behavior)
- `bevy_reflect::serde::{ser, de}` do `serde::Error::custom(format!(...))`, which is better written as `Error::custom(format_args!(...))`, as `Error::custom` takes `impl Display` and just immediately calls `format!` again
2021-10-06 18:34:33 +00:00
Paweł Grabarz
07ed1d053e Implement and require #[derive(Component)] on all component structs (#2254)
This implements the most minimal variant of #1843 - a derive for marker trait. This is a prerequisite to more complicated features like statically defined storage type or opt-out component reflection.

In order to make component struct's purpose explicit and avoid misuse, it must be annotated with `#[derive(Component)]` (manual impl is discouraged for compatibility). Right now this is just a marker trait, but in the future it might be expanded. Making this change early allows us to make further changes later without breaking backward compatibility for derive macro users.

This already prevents a lot of issues, like using bundles in `insert` calls. Primitive types are no longer valid components as well. This can be easily worked around by adding newtype wrappers and deriving `Component` for them.

One funny example of prevented bad code (from our own tests) is when an newtype struct or enum variant is used. Previously, it was possible to write `insert(Newtype)` instead of `insert(Newtype(value))`. That code compiled, because function pointers (in this case newtype struct constructor) implement `Send + Sync + 'static`, so we allowed them to be used as components. This is no longer the case and such invalid code will trigger a compile error.


Co-authored-by: = <=>
Co-authored-by: TheRawMeatball <therawmeatball@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-10-03 19:23:44 +00:00
Daniel McNab
5ba2b9adcf Unique WorldId (#2827)
# Objective

Fixes these issues:
- `WorldId`s currently aren't necessarily unique
    - I want to guarantee that they're unique to safeguard my librarified version of https://github.com/bevyengine/bevy/discussions/2805
    - There probably hasn't been a collision yet, but they could technically collide
- `SystemId` isn't used for anything
  - It's no longer used now that `Locals` are stored within the `System`.
- `bevy_ecs` depends on rand

## Solution

- Instead of randomly generating `WorldId`s, just use an incrementing atomic counter, panicing on overflow.
- Remove `SystemId` 
    - We do need to allow Locals for exclusive systems at some point, but exclusive systems couldn't access their own `SystemId` anyway.
- Now that these don't depend on rand, move it to a dev-dependency

## Todo

Determine if `WorldId` should be `u32` based instead
2021-09-30 20:54:47 +00:00
Will Dixon
d158e0893e Fix panic on is_resource_* calls (#2828) (#2863)
Changed out unwraps to use if let syntax instead. Returning false when None.

Also modified an existing test to encompass these methods

This PR fixes #2828
2021-09-24 20:42:58 +00:00
Carter Anderson
08969a24b8 Modular Rendering (#2831)
This changes how render logic is composed to make it much more modular. Previously, all extraction logic was centralized for a given "type" of rendered thing. For example, we extracted meshes into a vector of ExtractedMesh, which contained the mesh and material asset handles, the transform, etc. We looked up bindings for "drawn things" using their index in the `Vec<ExtractedMesh>`. This worked fine for built in rendering, but made it hard to reuse logic for "custom" rendering. It also prevented us from reusing things like "extracted transforms" across contexts.

To make rendering more modular, I made a number of changes:

* Entities now drive rendering:
  * We extract "render components" from "app components" and store them _on_ entities. No more centralized uber lists! We now have true "ECS-driven rendering"
  * To make this perform well, I implemented #2673 in upstream Bevy for fast batch insertions into specific entities. This was merged into the `pipelined-rendering` branch here: #2815
* Reworked the `Draw` abstraction:
  * Generic `PhaseItems`: each draw phase can define its own type of "rendered thing", which can define its own "sort key"
  * Ported the 2d, 3d, and shadow phases to the new PhaseItem impl (currently Transparent2d, Transparent3d, and Shadow PhaseItems)
  * `Draw` trait and and `DrawFunctions` are now generic on PhaseItem
  * Modular / Ergonomic `DrawFunctions` via `RenderCommands`
    * RenderCommand is a trait that runs an ECS query and produces one or more RenderPass calls. Types implementing this trait can be composed to create a final DrawFunction. For example the DrawPbr DrawFunction is created from the following DrawCommand tuple. Const generics are used to set specific bind group locations:
        ```rust
         pub type DrawPbr = (
            SetPbrPipeline,
            SetMeshViewBindGroup<0>,
            SetStandardMaterialBindGroup<1>,
            SetTransformBindGroup<2>,
            DrawMesh,
        );
        ```
    * The new `custom_shader_pipelined` example illustrates how the commands above can be reused to create a custom draw function:
       ```rust
       type DrawCustom = (
           SetCustomMaterialPipeline,
           SetMeshViewBindGroup<0>,
           SetTransformBindGroup<2>,
           DrawMesh,
       );
       ``` 
* ExtractComponentPlugin and UniformComponentPlugin:
  * Simple, standardized ways to easily extract individual components and write them to GPU buffers
* Ported PBR and Sprite rendering to the new primitives above.
* Removed staging buffer from UniformVec in favor of direct Queue usage
  * Makes UniformVec much easier to use and more ergonomic. Completely removes the need for custom render graph nodes in these contexts (see the PbrNode and view Node removals and the much simpler call patterns in the relevant Prepare systems).
* Added a many_cubes_pipelined example to benchmark baseline 3d rendering performance and ensure there were no major regressions during this port. Avoiding regressions was challenging given that the old approach of extracting into centralized vectors is basically the "optimal" approach. However thanks to a various ECS optimizations and render logic rephrasing, we pretty much break even on this benchmark!
* Lifetimeless SystemParams: this will be a bit divisive, but as we continue to embrace "trait driven systems" (ex: ExtractComponentPlugin, UniformComponentPlugin, DrawCommand), the ergonomics of `(Query<'static, 'static, (&'static A, &'static B, &'static)>, Res<'static, C>)` were getting very hard to bear. As a compromise, I added "static type aliases" for the relevant SystemParams. The previous example can now be expressed like this: `(SQuery<(Read<A>, Read<B>)>, SRes<C>)`. If anyone has better ideas / conflicting opinions, please let me know!
* RunSystem trait: a way to define Systems via a trait with a SystemParam associated type. This is used to implement the various plugins mentioned above. I also added SystemParamItem and QueryItem type aliases to make "trait stye" ecs interactions nicer on the eyes (and fingers).
* RenderAsset retrying: ensures that render assets are only created when they are "ready" and allows us to create bind groups directly inside render assets (which significantly simplified the StandardMaterial code). I think ultimately we should swap this out on "asset dependency" events to wait for dependencies to load, but this will require significant asset system changes.
* Updated some built in shaders to account for missing MeshUniform fields
2021-09-23 06:16:11 +00:00
TheRawMeatball
29d4faa077 Make events reuse buffers (#2850)
I'm really curious why this wasn't the case already...
2021-09-22 21:45:37 +00:00
Federico Rinaldi
615d43b998 Improve bevy_ecs and bevy_app API docs where referenced by the new Bevy Book (#2365)
## Objective

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

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

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

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

## Solution

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

## Collaboration

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

---

### Related issues

- Fixes #2246
2021-09-17 18:00:29 +00:00
Hoidigan
34f0085ba0 Doc warnings (#2577)
Fixes #2576 

Add <> to links where needed, fix typo and refactored names, and add docs.rs links for external items.
2021-09-14 22:46:18 +00:00
Carter Anderson
11b41206eb Add upstream bevy_ecs and prepare for custom-shaders merge (#2815)
This updates the `pipelined-rendering` branch to use the latest `bevy_ecs` from `main`. This accomplishes a couple of goals:

1. prepares for upcoming `custom-shaders` branch changes, which were what drove many of the recent bevy_ecs changes on `main`
2. prepares for the soon-to-happen merge of `pipelined-rendering` into `main`. By including bevy_ecs changes now, we make that merge simpler / easier to review. 

I split this up into 3 commits:

1. **add upstream bevy_ecs**: please don't bother reviewing this content. it has already received thorough review on `main` and is a literal copy/paste of the relevant folders (the old folders were deleted so the directories are literally exactly the same as `main`).
2. **support manual buffer application in stages**: this is used to enable the Extract step. we've already reviewed this once on the `pipelined-rendering` branch, but its worth looking at one more time in the new context of (1).
3. **support manual archetype updates in QueryState**: same situation as (2).
2021-09-14 06:14:19 +00:00
taryn
b91541b6ef fix typo in events test assert message (#2821)
Fixing a 1-character typo in the failure message of an `assert_eq!` in the events tests.
2021-09-13 17:37:51 +00:00
Daniel McNab
e74f7a7335 Fix the new nightly CI errors (#2811)
# Objective

- CI is failing again
- These failures result from https://github.com/rust-lang/rust/pull/85200

## Solution

- Fix the errors which result from this by using the given fields
- I also removed the now unused `Debug` impl.

I suspect that we shouldn't use -D warnings for nightly CI - ideally we'd get a discord webhook message into some (non-#github) dedicated channel on warnings. 

But this does not implement that.
2021-09-12 23:40:22 +00:00
Charles Giguere
51a5070cd2 add get_single variant (#2793)
# Objective

The vast majority of `.single()` usage I've seen is immediately followed by a `.unwrap()`. Since it seems most people use it without handling the error, I think making it easier to just get what you want fast while also having a more verbose alternative when you want to handle the error could help.

## Solution

Instead of having a lot of `.unwrap()` everywhere, this PR introduces a `try_single()` variant that behaves like the current `.single()` and make the new `.single()` panic on error.
2021-09-10 20:23:50 +00:00
willolisp
cbe9e56d85 Fixes to World's documentation (#2790)
# Objective

Fixes #2787.

## Solution

Fixed doc syntax for `World`'s `get` and `get_mut` methods.
2021-09-09 12:26:43 +00:00
Daniel McNab
af20cad830 Add error messages for the spooky insertions (#2581)
# Objective

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

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

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

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

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

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

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

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

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

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

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

## Solution

- Give a better error message
2021-09-01 20:59:25 +00:00
bilsen
35979922df Fix Option<NonSend<T>> and Option<NonSendMut<T>> (#2757)
# Objective
Fix `Option<NonSend<T>>` to work when T isn't `Send`
Fix `Option<NonSendMut<T>>` to work when T isnt in the world.

## Solution
Simple two row fix, properly initialize T in `OptionNonSendState` and remove `T: Component` bound for `Option<NonSendMut<T>>`
also added a rudimentary test


Co-authored-by: Ïvar Källström <ivar.kallstrom@gmail.com>
2021-08-31 20:52:21 +00:00
bilsen
c563dd094f Fix comment typos (#2737)
Fix some typos in system_param.rs

Co-authored-by: Ïvar Källström <ivar.kallstrom@gmail.com>
2021-08-31 20:09:38 +00:00
James Leflang
f38a6e670b Document QueryState (#2298)
# Objective

- QueryState is lacking documentation.

Fixes #2090 

## Solution

- Provide documentation that mirrors Query (as suggested in #2090) and modify as needed.


Co-authored-by: James Leflang <59455417+jleflang@users.noreply.github.com>
2021-08-25 23:56:24 +00:00
Carter Anderson
b47217bfab Spawn specific entities: spawn or insert operations, refactor spawn internals, world clearing (#2673)
This upstreams the code changes used by the new renderer to enable cross-app Entity reuse:

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

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

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

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

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

After these changes, Bevy ECS is basically ready to accommodate the new renderer. I think the biggest missing piece at this point is "sub apps".
2021-08-25 23:34:02 +00:00
Garett Cooper
47ccebf486 Implement IntoSystemDescriptor for SystemDescriptor (#2718)
# Objective

- Fixes  #2716

## Solution

- Implements the the IntoSystemDescriptor trait for SystemDescriptor, which simply returns itself
2021-08-24 17:46:53 +00:00
Zicklag
e290a7e29c Implement Sub-App Labels (#2695)
This is a rather simple but wide change, and it involves adding a new `bevy_app_macros` crate. Let me know if there is a better way to do any of this!

---

# Objective

- Allow adding and accessing sub-apps by using a label instead of an index

## Solution

- Migrate the bevy label implementation and derive code to the `bevy_utils` and `bevy_macro_utils` crates and then add a new `SubAppLabel` trait to the `bevy_app` crate that is used when adding or getting a sub-app from an app.
2021-08-24 00:31:21 +00:00
bjorn3
d84c7f9066 Reduce visibility of various types and fields (#2690)
See the individual commits.
2021-08-19 20:02:25 +00:00
Georg Friedrich Schuppe
98a08cf495 feat: remove_component for ReflectComponent (#2682)
# Objective

While implementing a plugin for my rollback networking library, I needed to load/save parts of the world. For this, I made a WorldSnapshot that works quite like the current DynamicScene. Using a TypeRegistry to register component types I want to save/load and then using ReflectComponents methods to add or apply components of the given types. 

However, I noticed there is no method to remove components from entities through the ReflectComponent.

## Solution

I added a `remove_component` field to the `ReflectComponent` struct, as well as a `pub fn remove_component(&self, world: &mut World, entity: Entity)` to call that function in `remove_component`. This follows exactly the same pattern all other methods/fields in this struct look like.

This is an example how it could be used (at least how I would use it):
6c003f86f1/src/world_snapshot.rs (L133)
2021-08-18 20:57:58 +00:00
Carter Anderson
9d453530fa System Param Lifetime Split (#2605)
# Objective

Enable using exact World lifetimes during read-only access . This is motivated by the new renderer's need to allow read-only world-only queries to outlive the query itself (but still be constrained by the world lifetime).

For example:
115b170d1f/pipelined/bevy_pbr2/src/render/mod.rs (L774)

## Solution

Split out SystemParam state and world lifetimes and pipe those lifetimes up to read-only Query ops (and add into_inner for Res). According to every safety test I've run so far (except one), this is safe (see the temporary safety test commit). Note that changing the mutable variants to the new lifetimes would allow aliased mutable pointers (try doing that to see how it affects the temporary safety tests).

The new state lifetime on SystemParam does make `#[derive(SystemParam)]` more cumbersome (the current impl requires PhantomData if you don't use both lifetimes). We can make this better by detecting whether or not a lifetime is used in the derive and adjusting accordingly, but that should probably be done in its own pr.  

## Why is this a draft?

The new lifetimes break QuerySet safety in one very specific case (see the query_set system in system_safety_test). We need to solve this before we can use the lifetimes given.

This is due to the fact that QuerySet is just a wrapper over Query, which now relies on world lifetimes instead of `&self` lifetimes to prevent aliasing (but in systems, each Query has its own implied lifetime, not a centralized world lifetime).  I believe the fix is to rewrite QuerySet to have its own World lifetime (and own the internal reference). This will complicate the impl a bit, but I think it is doable. I'm curious if anyone else has better ideas.

Personally, I think these new lifetimes need to happen. We've gotta have a way to directly tie read-only World queries to the World lifetime. The new renderer is the first place this has come up, but I doubt it will be the last. Worst case scenario we can come up with a second `WorldLifetimeQuery<Q, F = ()>` parameter to enable these read-only scenarios, but I'd rather not add another type to the type zoo.
2021-08-15 20:51:53 +00:00
Carter Anderson
a89a954a17 Not me ... us (#2654)
I don't see much of a reason at this point to boost my name over anyone elses. We are all Bevy Contributors.
2021-08-15 20:08:52 +00:00
Martin Svanberg
96f0e02728 Implement Clone for Fetches (#2641)
# Objective

This:

```rust
use bevy::prelude::*;

fn main() {
    App::new()
    .add_system(test)
    .run();
}

fn test(entities: Query<Entity>) {
    let mut combinations = entities.iter_combinations_mut();
    while let Some([e1, e2]) = combinations.fetch_next() {    
        dbg!(e1);
    }
}
```

fails with the message "the trait bound `bevy::ecs::query::EntityFetch: std::clone::Clone` is not satisfied". 


## Solution

It works after adding the naive clone implementation to EntityFetch. I'm not super familiar with ECS internals, so I'd appreciate input on this.
2021-08-14 03:14:16 +00:00
Piotr Balcer
b13472dae4 fix missing paths in ECS SystemParam derive macro v2 (#2550)
This is an updated version of #1434 PR. I've encountered this macro problem while trying to use @woubuc's bevy-event-set crate.

Co-authored-by: Piotr Balcer <piotr@balcer.eu>
2021-08-11 01:32:58 +00:00
Hoidigan
49038d03f5 Remove with bundle filter (#2623)
# Objective

Fixes #2620

## Solution

Remove WithBundle filter and temporarily remove example for query_bundle.
2021-08-10 01:55:52 +00:00
Protowalker
03e2045c8d fix typo (paramater to parameter) (#2590)
there was a typo 👀 i fixed it 👀
2021-08-06 20:55:24 +00:00
Boxy
0b800e547b Fix some nightly clippy lints (#2522)
on nightly these two clippy lints fail:
- [needless_borrow](https://rust-lang.github.io/rust-clippy/master/#needless_borrow)
- [unused_unit](https://rust-lang.github.io/rust-clippy/master/#unused_unit)
2021-07-29 19:36:39 -07:00
Boxy
155068a090 Add 's (state) lifetime to Fetch (#2515)
Allows iterators to return things that borrow data from `QueryState`, needed this in my relations PR figure might be worth landing separately maybe
2021-07-29 21:14:22 +00:00
Boxy
5ffff03b33 Fix some nightly clippy lints (#2522)
on nightly these two clippy lints fail:
- [needless_borrow](https://rust-lang.github.io/rust-clippy/master/#needless_borrow)
- [unused_unit](https://rust-lang.github.io/rust-clippy/master/#unused_unit)
2021-07-29 20:52:15 +00:00
bjorn3
86cc70b902 Refactor ECS to reduce the dependency on a 1-to-1 mapping between components and real rust types (#2490)
# Objective

There is currently a 1-to-1 mapping between components and real rust types. This means that it is impossible for multiple components to be represented by the same rust type or for a component to not have a rust type at all. This means that component types can't be defined in languages other than rust like necessary for scripting or sandboxed (wasm?) plugins.

## Solution

Refactor `ComponentDescriptor` and `Bundle` to remove `TypeInfo`. `Bundle` now uses `ComponentId` instead. `ComponentDescriptor` is now always created from a rust type instead of through the `TypeInfo` indirection. A future PR may make it possible to construct a `ComponentDescriptor` from it's fields without a rust type being involved.
2021-07-28 19:29:12 +00:00
Boxy
4b6238d35a Remove empty module (#2558)
self explanatory
2021-07-28 03:10:55 +00:00
François
b724a0f586 Down with the system! (#2496)
# Objective

- Remove all the `.system()` possible.
- Check for remaining missing cases.

## Solution

- Remove all `.system()`, fix compile errors
- 32 calls to `.system()` remains, mostly internals, the few others should be removed after #2446
2021-07-27 23:42:36 +00:00
François
234b2efa71 Inline world get (#2520)
# Objective

While looking at the code of `World`, I noticed two basic functions (`get` and `get_mut`) that are probably called a lot and with simple code that are not `inline`

## Solution

- Add benchmark to check impact
- Add `#[inline]`


```
group                                            this pr                                main
-----                                            ----                                   ----
world_entity/50000_entities                      1.00   115.9±11.90µs        ? ?/sec    1.71   198.5±29.54µs        ? ?/sec
world_get/50000_entities_SparseSet               1.00   409.9±46.96µs        ? ?/sec    1.18   483.5±36.41µs        ? ?/sec
world_get/50000_entities_Table                   1.00   391.3±29.83µs        ? ?/sec    1.16   455.6±57.85µs        ? ?/sec
world_query_for_each/50000_entities_SparseSet    1.02   121.3±18.36µs        ? ?/sec    1.00   119.4±13.88µs        ? ?/sec
world_query_for_each/50000_entities_Table        1.03     13.8±0.96µs        ? ?/sec    1.00     13.3±0.54µs        ? ?/sec
world_query_get/50000_entities_SparseSet         1.00   666.9±54.36µs        ? ?/sec    1.03   687.1±57.77µs        ? ?/sec
world_query_get/50000_entities_Table             1.01   584.4±55.12µs        ? ?/sec    1.00   576.3±36.13µs        ? ?/sec
world_query_iter/50000_entities_SparseSet        1.01   169.7±19.50µs        ? ?/sec    1.00   168.6±32.56µs        ? ?/sec
world_query_iter/50000_entities_Table            1.00     26.2±1.38µs        ? ?/sec    1.91     50.0±4.40µs        ? ?/sec
```

I didn't add benchmarks for the mutable path but I don't see how it could hurt to make it inline too...
2021-07-27 23:19:26 +00:00
bjorn3
6d6bc2a8b4 Merge AppBuilder into App (#2531)
This is extracted out of eb8f973646476b4a4926ba644a77e2b3a5772159 and includes some additional changes to remove all references to AppBuilder and fix examples that still used App::build() instead of App::new(). In addition I didn't extract the sub app feature as it isn't ready yet.

You can use `git diff --diff-filter=M eb8f973646476b4a4926ba644a77e2b3a5772159` to find all differences in this PR. The `--diff-filtered=M` filters all files added in the original commit but not in this commit away.

Co-Authored-By: Carter Anderson <mcanders1@gmail.com>
2021-07-27 20:21:06 +00:00