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https://github.com/bevyengine/bevy
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34 commits
Author | SHA1 | Message | Date | |
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Zachary Harrold
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4c6b6fc24a
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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> |
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Mike
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33fdc5f5db
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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); ``` |
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Joseph
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ddbfa48711
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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... }); }); ``` |
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Mark Wainwright
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6529d2e7f0
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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> |
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JoJoJet
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32faf4cb5c
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Document every public item in bevy_ecs (#8731)
# Objective Title. --------- Co-authored-by: François <mockersf@gmail.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: James Liu <contact@jamessliu.com> |
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Chris Russell
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a63881905a
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Pass query change ticks to QueryParIter instead of always using change ticks from World . (#8029)
Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com> Co-authored-by: James Liu <contact@jamessliu.com> |
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Rob Parrett
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b39f83640f |
Fix some typos (#7763)
# Objective Stumbled on a typo and went on a typo hunt. ## Solution Fix em |
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James Liu
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dfea88c64d |
Basic adaptive batching for parallel query iteration (#4777)
# Objective Fixes #3184. Fixes #6640. Fixes #4798. Using `Query::par_for_each(_mut)` currently requires a `batch_size` parameter, which affects how it chunks up large archetypes and tables into smaller chunks to run in parallel. Tuning this value is difficult, as the performance characteristics entirely depends on the state of the `World` it's being run on. Typically, users will just use a flat constant and just tune it by hand until it performs well in some benchmarks. However, this is both error prone and risks overfitting the tuning on that benchmark. This PR proposes a naive automatic batch-size computation based on the current state of the `World`. ## Background `Query::par_for_each(_mut)` schedules a new Task for every archetype or table that it matches. Archetypes/tables larger than the batch size are chunked into smaller tasks. Assuming every entity matched by the query has an identical workload, this makes the worst case scenario involve using a batch size equal to the size of the largest matched archetype or table. Conversely, a batch size of `max {archetype, table} size / thread count * COUNT_PER_THREAD` is likely the sweetspot where the overhead of scheduling tasks is minimized, at least not without grouping small archetypes/tables together. There is also likely a strict minimum batch size below which the overhead of scheduling these tasks is heavier than running the entire thing single-threaded. ## Solution - [x] Remove the `batch_size` from `Query(State)::par_for_each` and friends. - [x] Add a check to compute `batch_size = max {archeytpe/table} size / thread count * COUNT_PER_THREAD` - [x] ~~Panic if thread count is 0.~~ Defer to `for_each` if the thread count is 1 or less. - [x] Early return if there is no matched table/archetype. - [x] Add override option for users have queries that strongly violate the initial assumption that all iterated entities have an equal workload. --- ## Changelog Changed: `Query::par_for_each(_mut)` has been changed to `Query::par_iter(_mut)` and will now automatically try to produce a batch size for callers based on the current `World` state. ## Migration Guide The `batch_size` parameter for `Query(State)::par_for_each(_mut)` has been removed. These calls will automatically compute a batch size for you. Remove these parameters from all calls to these functions. Before: ```rust fn parallel_system(query: Query<&MyComponent>) { query.par_for_each(32, |comp| { ... }); } ``` After: ```rust fn parallel_system(query: Query<&MyComponent>) { query.par_iter().for_each(|comp| { ... }); } ``` Co-authored-by: Arnav Choubey <56453634+x-52@users.noreply.github.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: François <mockersf@gmail.com> Co-authored-by: Corey Farwell <coreyf@rwell.org> Co-authored-by: Aevyrie <aevyrie@gmail.com> |
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Rob Parrett
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3dd8b42f72 |
Fix various typos (#7096)
I stumbled across a typo in some docs. Fixed some more while I was in there. |
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Nicola Papale
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15ea93a348 |
Fix size_hint for partially consumed QueryIter and QueryCombinationIter (#5214)
# Objective Fix #5149 ## Solution Instead of returning the **total count** of elements in the `QueryIter` in `size_hint`, we return the **count of remaining elements**. This Fixes #5149 even when #5148 gets merged. - https://github.com/bevyengine/bevy/issues/5149 - https://github.com/bevyengine/bevy/pull/5148 --- ## Changelog - Fix partially consumed `QueryIter` and `QueryCombinationIter` having invalid `size_hint` Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com> |
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JoJoJet
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0e41b79a35 |
debug_checked_unwrap should track its caller (#6452)
# Objective When an error causes `debug_checked_unreachable` to be called, the panic message unhelpfully points to the function definition instead of the place that caused the error. ## Solution Add the `#[track_caller]` attribute in debug mode. |
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James Liu
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ec8c8fbc8a |
Remove unnecesary branches/panics from Query accesses (#6461)
# Objective Supercedes #6452. Upon inspection of the [generated assembly](https://gist.github.com/james7132/c2740c6941b80d7912f1e8888e223cbb#file-original-s) of a [simple Bevy binary](https://gist.github.com/james7132/c2740c6941b80d7912f1e8888e223cbb#file-source-rs) compiled with `cargo rustc --release -- --emit asm`, it's apparent that there are multiple unnecessary branches in the generated assembly: ```assembly .LBB5_5: cmpq %r10, %r11 je .LBB5_15 movq (%r11), %rcx movq 328(%r15), %rdx cmpq %rdx, %rcx jae .LBB5_14 movq 312(%r15), %rdi leaq (%rcx,%rcx,2), %rcx shlq $5, %rcx movq 336(%r12), %rdx movq 64(%rdi,%rcx), %rax cmpq %rdx, %rax jbe .LBB5_4 leaq (%rdi,%rcx), %rsi movq 48(%rsi), %rbp shlq $4, %rdx cmpq $0, (%rbp,%rdx) je .LBB5_4 movq 344(%r12), %rbx cmpq %rbx, %rax jbe .LBB5_4 shlq $4, %rbx cmpq $0, (%rbp,%rbx) je .LBB5_4 addq $8, %r11 movq 88(%rdi,%rcx), %rcx testq %rcx, %rcx je .LBB5_5 movq (%rsi), %rax movq 8(%rbp,%rdx), %rdx leaq (%rdx,%rdx,4), %rdi shlq $4, %rdi movq 32(%rax,%rdi), %rdx movq 56(%rax,%rdi), %r8 movq 8(%rbp,%rbx), %rbp leaq (%rbp,%rbp,4), %rbp shlq $4, %rbp movq 32(%rax,%rbp), %r9 xorl %ebp, %ebp jmp .LBB5_13 .p2align 4, 0x90 ``` Almost every one of the instructions starting with `j` is a potential branch, which can significantly slow down accesses. Of these, two labels are both common and never used: ```asm .LBB5_14: leaq __unnamed_2(%rip), %r8 callq _ZN4core9panicking18panic_bounds_check17h70367088e72af65aE ud2 .LBB5_4: callq _ZN8bevy_ecs5query25debug_checked_unreachable17h0855ff520ceaea77E ud2 .seh_endproc ``` These correpsond to subprocedure calls to panicking due to out of bounds from indexing `Tables` and `debug_checked_unreadable`. Both of which should be inlined and optimized out, but are not. ## Solution Make `debug_checked_unreachable` a macro to forcibly inline either `unreachable!()` in debug builds, and `std::hint::unreachable_unchecked()` in release mode. Replace the `Tables` and `Archetype` index access with `get(id).unwrap_or_else(|| debug_checked_unreachable!())` to assume that the table or archetype provided exists. This has no external breaking change of any kind. The equivalent section of code with these changes removes most of the conditional jump instructions: ```asm .LBB5_5: movss (%rbx,%rbp,4), %xmm0 movl %r14d, 4(%r8,%rbp,8) addss (%rdi,%rbp,4), %xmm0 movss %xmm0, (%rdi,%rbp,4) incq %rbp .LBB5_1: cmpq %rdx, %rbp jne .LBB5_5 .p2align 4, 0x90 .LBB5_2: cmpq %rcx, %rax je .LBB5_6 movq (%rax), %rdx addq $8, %rax movq 312(%rsi), %rbp leaq (%rdx,%rdx,2), %rbx shlq $5, %rbx movq 88(%rbp,%rbx), %rdx testq %rdx, %rdx je .LBB5_2 leaq (%rbx,%rbp), %r8 movq 336(%r15), %rdi movq 344(%r15), %r9 movq 48(%rbp,%rbx), %r10 shlq $4, %rdi movq (%r8), %rbx movq 8(%r10,%rdi), %rdi leaq (%rdi,%rdi,4), %rbp shlq $4, %rbp movq 32(%rbx,%rbp), %rdi movq 56(%rbx,%rbp), %r8 shlq $4, %r9 movq 8(%r10,%r9), %rbp leaq (%rbp,%rbp,4), %rbp shlq $4, %rbp movq 32(%rbx,%rbp), %rbx xorl %ebp, %ebp jmp .LBB5_5 .LBB5_6: addq $40, %rsp popq %rbx popq %rbp popq %rdi popq %rsi popq %r14 popq %r15 retq .seh_endproc ``` ## Performance Microbenchmarks results: <details> ``` group main no-panic-query ----- ---- -------------- busy_systems/01x_entities_03_systems 1.20 42.4±2.66µs ? ?/sec 1.00 35.3±1.68µs ? ?/sec busy_systems/01x_entities_06_systems 1.32 83.8±3.50µs ? ?/sec 1.00 63.6±1.72µs ? ?/sec busy_systems/01x_entities_09_systems 1.15 113.3±8.90µs ? ?/sec 1.00 98.2±6.15µs ? ?/sec busy_systems/01x_entities_12_systems 1.27 160.8±32.44µs ? ?/sec 1.00 126.6±4.70µs ? ?/sec busy_systems/01x_entities_15_systems 1.12 179.6±3.71µs ? ?/sec 1.00 160.3±11.03µs ? ?/sec busy_systems/02x_entities_03_systems 1.18 76.8±3.14µs ? ?/sec 1.00 65.2±3.17µs ? ?/sec busy_systems/02x_entities_06_systems 1.16 144.6±6.10µs ? ?/sec 1.00 124.5±5.14µs ? ?/sec busy_systems/02x_entities_09_systems 1.19 215.3±9.18µs ? ?/sec 1.00 181.5±5.67µs ? ?/sec busy_systems/02x_entities_12_systems 1.20 266.7±8.33µs ? ?/sec 1.00 222.0±9.53µs ? ?/sec busy_systems/02x_entities_15_systems 1.23 338.8±10.53µs ? ?/sec 1.00 276.3±6.94µs ? ?/sec busy_systems/03x_entities_03_systems 1.43 113.5±5.06µs ? ?/sec 1.00 79.6±1.49µs ? ?/sec busy_systems/03x_entities_06_systems 1.38 217.3±12.67µs ? ?/sec 1.00 157.5±3.07µs ? ?/sec busy_systems/03x_entities_09_systems 1.23 308.8±24.75µs ? ?/sec 1.00 251.6±8.93µs ? ?/sec busy_systems/03x_entities_12_systems 1.05 347.7±12.43µs ? ?/sec 1.00 330.6±11.43µs ? ?/sec busy_systems/03x_entities_15_systems 1.13 455.5±13.88µs ? ?/sec 1.00 401.7±17.29µs ? ?/sec busy_systems/04x_entities_03_systems 1.24 144.7±5.89µs ? ?/sec 1.00 116.9±6.29µs ? ?/sec busy_systems/04x_entities_06_systems 1.24 282.8±21.40µs ? ?/sec 1.00 228.6±21.31µs ? ?/sec busy_systems/04x_entities_09_systems 1.35 431.8±14.10µs ? ?/sec 1.00 319.6±9.83µs ? ?/sec busy_systems/04x_entities_12_systems 1.16 493.8±22.87µs ? ?/sec 1.00 424.9±15.24µs ? ?/sec busy_systems/04x_entities_15_systems 1.10 587.5±23.25µs ? ?/sec 1.00 531.7±16.32µs ? ?/sec busy_systems/05x_entities_03_systems 1.14 148.2±9.61µs ? ?/sec 1.00 129.5±4.32µs ? ?/sec busy_systems/05x_entities_06_systems 1.31 359.7±17.46µs ? ?/sec 1.00 273.6±10.55µs ? ?/sec busy_systems/05x_entities_09_systems 1.22 473.5±23.11µs ? ?/sec 1.00 389.3±13.62µs ? ?/sec busy_systems/05x_entities_12_systems 1.05 562.9±20.76µs ? ?/sec 1.00 536.5±24.35µs ? ?/sec busy_systems/05x_entities_15_systems 1.23 818.5±28.70µs ? ?/sec 1.00 666.6±45.87µs ? ?/sec contrived/01x_entities_03_systems 1.27 27.5±0.49µs ? ?/sec 1.00 21.6±1.71µs ? ?/sec contrived/01x_entities_06_systems 1.22 49.9±1.18µs ? ?/sec 1.00 40.7±2.62µs ? ?/sec contrived/01x_entities_09_systems 1.30 72.3±2.39µs ? ?/sec 1.00 55.4±2.60µs ? ?/sec contrived/01x_entities_12_systems 1.28 94.3±9.44µs ? ?/sec 1.00 73.7±3.62µs ? ?/sec contrived/01x_entities_15_systems 1.25 118.0±2.43µs ? ?/sec 1.00 94.1±3.99µs ? ?/sec contrived/02x_entities_03_systems 1.23 41.6±1.71µs ? ?/sec 1.00 33.7±2.30µs ? ?/sec contrived/02x_entities_06_systems 1.19 78.6±2.63µs ? ?/sec 1.00 65.9±2.35µs ? ?/sec contrived/02x_entities_09_systems 1.28 113.6±3.60µs ? ?/sec 1.00 88.6±3.60µs ? ?/sec contrived/02x_entities_12_systems 1.20 146.4±5.75µs ? ?/sec 1.00 121.7±3.35µs ? ?/sec contrived/02x_entities_15_systems 1.23 178.5±4.86µs ? ?/sec 1.00 145.7±4.00µs ? ?/sec contrived/03x_entities_03_systems 1.42 58.3±2.77µs ? ?/sec 1.00 41.1±1.54µs ? ?/sec contrived/03x_entities_06_systems 1.32 108.5±7.30µs ? ?/sec 1.00 82.4±4.86µs ? ?/sec contrived/03x_entities_09_systems 1.23 153.7±4.61µs ? ?/sec 1.00 125.0±4.76µs ? ?/sec contrived/03x_entities_12_systems 1.18 197.5±5.12µs ? ?/sec 1.00 166.8±8.14µs ? ?/sec contrived/03x_entities_15_systems 1.23 238.8±6.38µs ? ?/sec 1.00 194.6±4.55µs ? ?/sec contrived/04x_entities_03_systems 1.34 66.4±3.42µs ? ?/sec 1.00 49.5±1.98µs ? ?/sec contrived/04x_entities_06_systems 1.27 134.3±4.86µs ? ?/sec 1.00 105.8±3.58µs ? ?/sec contrived/04x_entities_09_systems 1.26 193.2±3.83µs ? ?/sec 1.00 153.0±5.60µs ? ?/sec contrived/04x_entities_12_systems 1.16 237.1±5.78µs ? ?/sec 1.00 204.9±18.77µs ? ?/sec contrived/04x_entities_15_systems 1.17 289.2±4.76µs ? ?/sec 1.00 246.3±8.57µs ? ?/sec contrived/05x_entities_03_systems 1.26 80.4±2.90µs ? ?/sec 1.00 63.7±3.07µs ? ?/sec contrived/05x_entities_06_systems 1.27 161.6±13.47µs ? ?/sec 1.00 127.2±5.59µs ? ?/sec contrived/05x_entities_09_systems 1.22 228.0±7.76µs ? ?/sec 1.00 186.2±7.68µs ? ?/sec contrived/05x_entities_12_systems 1.20 289.5±6.21µs ? ?/sec 1.00 241.8±7.52µs ? ?/sec contrived/05x_entities_15_systems 1.18 357.3±11.24µs ? ?/sec 1.00 302.7±7.21µs ? ?/sec heavy_compute/base 1.01 302.4±3.52µs ? ?/sec 1.00 300.2±3.40µs ? ?/sec iter_fragmented/base 1.00 348.1±7.51ns ? ?/sec 1.01 351.9±8.32ns ? ?/sec iter_fragmented/foreach 1.03 239.8±23.78ns ? ?/sec 1.00 233.8±18.12ns ? ?/sec iter_fragmented/foreach_wide 1.00 3.9±0.13µs ? ?/sec 1.02 4.0±0.22µs ? ?/sec iter_fragmented/wide 1.18 4.6±0.15µs ? ?/sec 1.00 3.9±0.10µs ? ?/sec iter_fragmented_sparse/base 1.02 8.1±0.15ns ? ?/sec 1.00 7.9±0.56ns ? ?/sec iter_fragmented_sparse/foreach 1.00 7.8±0.22ns ? ?/sec 1.01 7.9±0.62ns ? ?/sec iter_fragmented_sparse/foreach_wide 1.00 37.2±1.17ns ? ?/sec 1.10 40.9±0.95ns ? ?/sec iter_fragmented_sparse/wide 1.09 48.4±2.13ns ? ?/sec 1.00 44.5±18.34ns ? ?/sec iter_simple/base 1.02 8.4±0.10µs ? ?/sec 1.00 8.2±0.14µs ? ?/sec iter_simple/foreach 1.01 8.3±0.07µs ? ?/sec 1.00 8.2±0.09µs ? ?/sec iter_simple/foreach_sparse_set 1.00 25.3±0.32µs ? ?/sec 1.02 25.7±0.42µs ? ?/sec iter_simple/foreach_wide 1.03 41.1±0.94µs ? ?/sec 1.00 39.9±0.41µs ? ?/sec iter_simple/foreach_wide_sparse_set 1.05 123.6±2.05µs ? ?/sec 1.00 118.1±2.78µs ? ?/sec iter_simple/sparse_set 1.14 30.5±1.40µs ? ?/sec 1.00 26.9±0.64µs ? ?/sec iter_simple/system 1.01 8.4±0.25µs ? ?/sec 1.00 8.4±0.11µs ? ?/sec iter_simple/wide 1.18 48.2±0.62µs ? ?/sec 1.00 40.7±0.38µs ? ?/sec iter_simple/wide_sparse_set 1.12 140.8±21.56µs ? ?/sec 1.00 126.0±2.30µs ? ?/sec query_get/50000_entities_sparse 1.17 378.6±7.60µs ? ?/sec 1.00 324.1±23.17µs ? ?/sec query_get/50000_entities_table 1.08 330.9±10.90µs ? ?/sec 1.00 306.8±4.98µs ? ?/sec query_get_component/50000_entities_sparse 1.00 976.7±19.55µs ? ?/sec 1.00 979.8±35.87µs ? ?/sec query_get_component/50000_entities_table 1.00 1029.0±15.11µs ? ?/sec 1.05 1080.0±59.18µs ? ?/sec query_get_component_simple/system 1.13 839.7±14.18µs ? ?/sec 1.00 742.8±10.72µs ? ?/sec query_get_component_simple/unchecked 1.01 909.0±15.17µs ? ?/sec 1.00 898.0±13.56µs ? ?/sec query_get_many_10/50000_calls_sparse 1.04 5.5±0.54ms ? ?/sec 1.00 5.3±0.67ms ? ?/sec query_get_many_10/50000_calls_table 1.01 4.9±0.49ms ? ?/sec 1.00 4.8±0.45ms ? ?/sec query_get_many_2/50000_calls_sparse 1.28 848.4±210.89µs ? ?/sec 1.00 664.8±47.69µs ? ?/sec query_get_many_2/50000_calls_table 1.05 779.0±73.85µs ? ?/sec 1.00 739.2±83.02µs ? ?/sec query_get_many_5/50000_calls_sparse 1.05 2.4±0.37ms ? ?/sec 1.00 2.3±0.33ms ? ?/sec query_get_many_5/50000_calls_table 1.00 1939.9±75.22µs ? ?/sec 1.04 2.0±0.19ms ? ?/sec run_criteria/yes_using_query/001_systems 1.00 3.7±0.38µs ? ?/sec 1.30 4.9±0.14µs ? ?/sec run_criteria/yes_using_query/006_systems 1.00 8.9±0.40µs ? ?/sec 1.17 10.3±0.57µs ? ?/sec run_criteria/yes_using_query/011_systems 1.00 13.9±0.49µs ? ?/sec 1.08 15.0±0.89µs ? ?/sec run_criteria/yes_using_query/016_systems 1.00 18.8±0.74µs ? ?/sec 1.00 18.8±1.43µs ? ?/sec run_criteria/yes_using_query/021_systems 1.07 24.1±0.87µs ? ?/sec 1.00 22.6±1.58µs ? ?/sec run_criteria/yes_using_query/026_systems 1.04 27.9±0.62µs ? ?/sec 1.00 26.8±1.71µs ? ?/sec run_criteria/yes_using_query/031_systems 1.09 33.3±1.03µs ? ?/sec 1.00 30.5±2.18µs ? ?/sec run_criteria/yes_using_query/036_systems 1.14 38.7±0.80µs ? ?/sec 1.00 33.9±1.75µs ? ?/sec run_criteria/yes_using_query/041_systems 1.18 43.7±1.07µs ? ?/sec 1.00 37.0±2.39µs ? ?/sec run_criteria/yes_using_query/046_systems 1.14 47.6±1.16µs ? ?/sec 1.00 41.9±2.09µs ? ?/sec run_criteria/yes_using_query/051_systems 1.17 52.9±2.04µs ? ?/sec 1.00 45.3±1.75µs ? ?/sec run_criteria/yes_using_query/056_systems 1.25 59.2±2.38µs ? ?/sec 1.00 47.2±2.01µs ? ?/sec run_criteria/yes_using_query/061_systems 1.28 66.1±15.84µs ? ?/sec 1.00 51.5±2.47µs ? ?/sec run_criteria/yes_using_query/066_systems 1.28 70.2±2.57µs ? ?/sec 1.00 54.7±2.58µs ? ?/sec run_criteria/yes_using_query/071_systems 1.30 75.5±2.27µs ? ?/sec 1.00 58.2±3.31µs ? ?/sec run_criteria/yes_using_query/076_systems 1.26 81.5±2.66µs ? ?/sec 1.00 64.5±3.13µs ? ?/sec run_criteria/yes_using_query/081_systems 1.29 89.7±2.58µs ? ?/sec 1.00 69.3±3.47µs ? ?/sec run_criteria/yes_using_query/086_systems 1.33 95.6±3.39µs ? ?/sec 1.00 71.8±3.48µs ? ?/sec run_criteria/yes_using_query/091_systems 1.25 102.0±3.67µs ? ?/sec 1.00 81.4±4.82µs ? ?/sec run_criteria/yes_using_query/096_systems 1.33 111.7±3.29µs ? ?/sec 1.00 83.8±4.15µs ? ?/sec run_criteria/yes_using_query/101_systems 1.29 113.2±12.04µs ? ?/sec 1.00 87.7±5.15µs ? ?/sec world_query_for_each/50000_entities_sparse 1.00 47.4±0.51µs ? ?/sec 1.00 47.3±0.33µs ? ?/sec world_query_for_each/50000_entities_table 1.00 27.2±0.50µs ? ?/sec 1.00 27.2±0.17µs ? ?/sec world_query_get/50000_entities_sparse_wide 1.09 210.5±1.78µs ? ?/sec 1.00 192.5±2.61µs ? ?/sec world_query_get/50000_entities_table 1.00 127.7±2.09µs ? ?/sec 1.07 136.2±5.95µs ? ?/sec world_query_get/50000_entities_table_wide 1.00 209.8±2.37µs ? ?/sec 1.15 240.6±2.04µs ? ?/sec world_query_iter/50000_entities_sparse 1.00 54.2±0.36µs ? ?/sec 1.01 54.7±0.61µs ? ?/sec world_query_iter/50000_entities_table 1.00 27.2±0.31µs ? ?/sec 1.00 27.3±0.64µs ? ?/sec ``` </details> NOTE: This PR includes a change to enable LTO on our benchmarks to get a "fully optimized" baseline for our benchmarks. Both the main and the current PR's results were with LTO enabled. |
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JoJoJet
|
336049da68 |
Remove outdated uses of single-tuple bundles (#6406)
# Objective Bevy still has many instances of using single-tuples `(T,)` to create a bundle. Due to #2975, this is no longer necessary. ## Solution Search for regex `\(.+\s*,\)`. This should have found every instance. |
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Boxy
|
54cf45c5b3 |
Avoid making Fetch s Clone (#5593)
# Objective - Do not implement `Copy` or `Clone` for `Fetch` types as this is kind of sus soundness wise (it feels like cloning an `IterMut` in safe code to me). Cloning a fetch seems important to think about soundness wise when doing it so I prefer this over adding a `Clone` bound to the assoc type definition (i.e. `type Fetch: Clone`) even though that would also solve the other listed things here. - Remove a bunch of `QueryFetch<'w, Q>: Clone` bounds from our API as now all fetches can be "cloned" for use in `iter_combinations`. This should also help avoid the type inference regression ptrification introduced where `for<'a> QueryFetch<'a, Q>: Trait` bounds misbehave since we no longer need any of those kind of higher ranked bounds (although in practice we had none anyway). - Stop being able to "forget" to implement clone for fetches, we've had a lot of issues where either `derive(Clone)` was used instead of a manual impl (so we ended up with too tight bounds on the impl) or flat out forgot to implement Clone at all. With this change all fetches are able to be cloned for `iter_combinations` so this will no longer be possible to mess up. On an unrelated note, while making this PR I realised we probably want safety invariants on `archetype/table_fetch` that nothing aliases the table_row/archetype_index according to the access we set. --- ## Changelog `Clone` and `Copy` were removed from all `Fetch` types. ## Migration Guide - Call `WorldQuery::clone_fetch` instead of `fetch.clone()`. Make sure to add safety comments :) |
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Theo Ottah
|
45e5eb1db3 |
Remove ExactSizeIterator from QueryCombinationIter (#5895)
# Objective - `QueryCombinationIter` can have sizes greater than `usize::MAX`. - Fixes #5846 ## Solution - Only the implementation of `ExactSizeIterator` has been removed. Instead of using `query_combination.len()`, you can use `query_combination.size_hint().0` to get the same value as before. --- ## Migration Guide - Switch to using other methods of getting the length. |
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Carter Anderson
|
01aedc8431 |
Spawn now takes a Bundle (#6054)
# Objective Now that we can consolidate Bundles and Components under a single insert (thanks to #2975 and #6039), almost 100% of world spawns now look like `world.spawn().insert((Some, Tuple, Here))`. Spawning an entity without any components is an extremely uncommon pattern, so it makes sense to give spawn the "first class" ergonomic api. This consolidated api should be made consistent across all spawn apis (such as World and Commands). ## Solution All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input: ```rust // before: commands .spawn() .insert((A, B, C)); world .spawn() .insert((A, B, C); // after commands.spawn((A, B, C)); world.spawn((A, B, C)); ``` All existing instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api. A new `spawn_empty` has been added, replacing the old `spawn` api. By allowing `world.spawn(some_bundle)` to replace `world.spawn().insert(some_bundle)`, this opened the door to removing the initial entity allocation in the "empty" archetype / table done in `spawn()` (and subsequent move to the actual archetype in `.insert(some_bundle)`). This improves spawn performance by over 10%: ![image](https://user-images.githubusercontent.com/2694663/191627587-4ab2f949-4ccd-4231-80eb-80dd4d9ad6b9.png) To take this measurement, I added a new `world_spawn` benchmark. Unfortunately, optimizing `Commands::spawn` is slightly less trivial, as Commands expose the Entity id of spawned entities prior to actually spawning. Doing the optimization would (naively) require assurances that the `spawn(some_bundle)` command is applied before all other commands involving the entity (which would not necessarily be true, if memory serves). Optimizing `Commands::spawn` this way does feel possible, but it will require careful thought (and maybe some additional checks), which deserves its own PR. For now, it has the same performance characteristics of the current `Commands::spawn_bundle` on main. **Note that 99% of this PR is simple renames and refactors. The only code that needs careful scrutiny is the new `World::spawn()` impl, which is relatively straightforward, but it has some new unsafe code (which re-uses battle tested BundlerSpawner code path).** --- ## Changelog - All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input - All instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api - World and Commands now have `spawn_empty()`, which is equivalent to the old `spawn()` behavior. ## Migration Guide ```rust // Old (0.8): commands .spawn() .insert_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): commands.spawn_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): let entity = commands.spawn().id(); // New (0.9) let entity = commands.spawn_empty().id(); // Old (0.8) let entity = world.spawn().id(); // New (0.9) let entity = world.spawn_empty(); ``` |
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Carter Anderson
|
cd15f0f5be |
Accept Bundles for insert and remove. Deprecate insert/remove_bundle (#6039)
# Objective Take advantage of the "impl Bundle for Component" changes in #2975 / add the follow up changes discussed there. ## Solution - Change `insert` and `remove` to accept a Bundle instead of a Component (for both Commands and World) - Deprecate `insert_bundle`, `remove_bundle`, and `remove_bundle_intersection` - Add `remove_intersection` --- ## Changelog - Change `insert` and `remove` now accept a Bundle instead of a Component (for both Commands and World) - `insert_bundle` and `remove_bundle` are deprecated ## Migration Guide Replace `insert_bundle` with `insert`: ```rust // Old (0.8) commands.spawn().insert_bundle(SomeBundle::default()); // New (0.9) commands.spawn().insert(SomeBundle::default()); ``` Replace `remove_bundle` with `remove`: ```rust // Old (0.8) commands.entity(some_entity).remove_bundle::<SomeBundle>(); // New (0.9) commands.entity(some_entity).remove::<SomeBundle>(); ``` Replace `remove_bundle_intersection` with `remove_intersection`: ```rust // Old (0.8) world.entity_mut(some_entity).remove_bundle_intersection::<SomeBundle>(); // New (0.9) world.entity_mut(some_entity).remove_intersection::<SomeBundle>(); ``` Consider consolidating as many operations as possible to improve ergonomics and cut down on archetype moves: ```rust // Old (0.8) commands.spawn() .insert_bundle(SomeBundle::default()) .insert(SomeComponent); // New (0.9) - Option 1 commands.spawn().insert(( SomeBundle::default(), SomeComponent, )) // New (0.9) - Option 2 commands.spawn_bundle(( SomeBundle::default(), SomeComponent, )) ``` ## Next Steps Consider changing `spawn` to accept a bundle and deprecate `spawn_bundle`. |
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targrub
|
d0e294c86b |
Query filter types must be ReadOnlyWorldQuery (#6008)
# Objective Fixes Issue #6005. ## Solution Replaced WorldQuery with ReadOnlyWorldQuery on F generic in Query filters and QueryState to restrict its trait bound. ## Migration Guide Query filter (`F`) generics are now bound by `ReadOnlyWorldQuery`, rather than `WorldQuery`. If for some reason you were requesting `Query<&A, &mut B>`, please use `Query<&A, With<B>>` instead. |
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ira
|
83a9e16158 |
Replace many_for_each_mut with iter_many_mut . (#5402)
# Objective Replace `many_for_each_mut` with `iter_many_mut` using the same tricks to avoid aliased mutability that `iter_combinations_mut` uses. <sub>I tried rebasing the draft PR I made for this before and it died. F</sub> ## Why `many_for_each_mut` is worse for a few reasons: 1. The closure prevents the use of `continue`, `break`, and `return` behaves like a limited `continue`. 2. rustfmt will crumple it and double the indentation when the line gets too long. ```rust query.many_for_each_mut( &entity_list, |(mut transform, velocity, mut component_c)| { // Double trouble. }, ); ``` 3. It is more surprising to have `many_for_each_mut` as a mutable counterpart to `iter_many` than `iter_many_mut`. 4. It required a separate unsafe fn; more unsafe code to maintain. 5. The `iter_many_mut` API matches the existing `iter_combinations_mut` API. Co-authored-by: devil-ira <justthecooldude@gmail.com> |
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Boxy
|
1ac8a476cf |
remove QF generics from all Query/State methods and types (#5170)
# Objective remove `QF` generics from a bunch of types and methods on query related items. this has a few benefits: - simplifies type signatures `fn iter(&self) -> QueryIter<'_, 's, Q::ReadOnly, F::ReadOnly>` is (imo) conceptually simpler than `fn iter(&self) -> QueryIter<'_, 's, Q, ROQueryFetch<'_, Q>, F>` - `Fetch` is mostly an implementation detail but previously we had to expose it on every `iter` `get` etc method - Allows us to potentially in the future simplify the `WorldQuery` trait hierarchy by removing the `Fetch` trait ## Solution remove the `QF` generic and add a way to (unsafely) turn `&QueryState<Q1, F1>` into `&QueryState<Q2, F2>` --- ## Changelog/Migration Guide The `QF` generic was removed from various `Query` iterator types and some methods, you should update your code to use the type of the corresponding worldquery of the fetch type that was being used, or call `as_readonly`/`as_nop` to convert a querystate to the appropriate type. For example: `.get_single_unchecked_manual::<ROQueryFetch<Q>>(..)` -> `.as_readonly().get_single_unchecked_manual(..)` `my_field: QueryIter<'w, 's, Q, ROQueryFetch<'w, Q>, F>` -> `my_field: QueryIter<'w, 's, Q::ReadOnly, F::ReadOnly>` |
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Nicola Papale
|
6c06fc5b7c |
Add ExactSizeIterator implementation for QueryCombinatonIter (#5148)
Following https://github.com/bevyengine/bevy/pull/5124 I decided to add the `ExactSizeIterator` impl for `QueryCombinationIter`. Also: - Clean up the tests for `size_hint` and `len` for both the normal `QueryIter` and `QueryCombinationIter`. - Add tests to `QueryCombinationIter` when it shouldn't be `ExactSizeIterator` --- ## Changelog - Added `ExactSizeIterator` implementation for `QueryCombinatonIter` |
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harudagondi
|
1dbb1f7b20 |
Allow iter combinations on custom world queries (#5286)
# Objective - `.iter_combinations_*()` cannot be used on custom derived `WorldQuery`, so this fixes that - Fixes #5284 ## Solution - `#[derive(Clone)]` on the `Fetch` of the proc macro derive. - `#[derive(Clone)]` for `AnyOf` to satisfy tests. |
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harudagondi
|
6e50b249a4 |
Update ExactSizeIterator impl to support archetypal filters (With, Without) (#5124)
# Objective - Fixes #3142 ## Solution - Done according to #3142 - Created new marker trait `ArchetypeFilter` - Implement said trait to: - `With<T>` - `Without<T>` - tuples containing only types that implement `ArchetypeFilter`, from 0 to 15 elements - `Or<T>` where T is a tuple as described previously - Changed `ExactSizeIterator` impl to include a new generic that must implement `WorldQuery` and `ArchetypeFilter` - Added new tests --- ## Changelog ### Added - `Query`s with archetypal filters can now use `.iter().len()` to get the exact size of the iterator. |
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James Liu
|
9eb69282ef |
Directly copy moved Table components to the target location (#5056)
# Objective Speed up entity moves between tables by reducing the number of copies conducted. Currently three separate copies are conducted: `src[index] -> swap scratch`, `src[last] -> src[index]`, and `swap scratch -> dst[target]`. The first and last copies can be merged by directly using the copy `src[index] -> dst[target]`, which can save quite some time if the component(s) in question are large. ## Solution This PR does the following: - Adds `BlobVec::swap_remove_unchecked(usize, PtrMut<'_>)`, which is identical to `swap_remove_and_forget_unchecked`, but skips the `swap_scratch` and directly copies the component into the provided `PtrMut<'_>`. - Build `Column::initialize_from_unchecked(&mut Column, usize, usize)` on top of it, which uses the above to directly initialize a row from another column. - Update most of the table move APIs to use `initialize_from_unchecked` instead of a combination of `swap_remove_and_forget_unchecked` and `initialize`. This is an alternative, though orthogonal, approach to achieve the same performance gains as seen in #4853. This (hopefully) shouldn't run into the same Miri limitations that said PR currently does. After this PR, `swap_remove_and_forget_unchecked` is still in use for Resources and swap_scratch likely still should be removed, so #4853 still has use, even if this PR is merged. ## Performance TODO: Microbenchmark This PR shows similar improvements to commands that add or remove table components that result in a table move. When tested on `many_cubes sphere`, some of the more command heavy systems saw notable improvements. In particular, `prepare_uniform_components<T>`, this saw a reduction in time from 1.35ms to 1.13ms (a 16.3% improvement) on my local machine, a similar if not slightly better gain than what #4853 showed [here](https://github.com/bevyengine/bevy/pull/4853#issuecomment-1159346106). ![image](https://user-images.githubusercontent.com/3137680/174570088-1c4c6fd7-3215-478c-9eb7-8bd9fe486b32.png) The command heavy `Extract` stage also saw a smaller overall improvement: ![image](https://user-images.githubusercontent.com/3137680/174572261-8a48f004-ab9f-4cb2-b304-a882b6d78065.png) --- ## Changelog Added: `BlobVec::swap_remove_unchecked`. Added: `Column::initialize_from_unchecked`. |
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ira
|
92ddfe8ad4 |
Add methods for querying lists of entities. (#4879)
# Objective Improve querying ergonomics around collections and iterators of entities. Example how queries over Children might be done currently. ```rust fn system(foo_query: Query<(&Foo, &Children)>, bar_query: Query<(&Bar, &Children)>) { for (foo, children) in &foo_query { for child in children.iter() { if let Ok((bar, children)) = bar_query.get(*child) { for child in children.iter() { if let Ok((foo, children)) = foo_query.get(*child) { // D: } } } } } } ``` Answers #4868 Partially addresses #4864 Fixes #1470 ## Solution Based on the great work by @deontologician in #2563 Added `iter_many` and `many_for_each_mut` to `Query`. These take a list of entities (Anything that implements `IntoIterator<Item: Borrow<Entity>>`). `iter_many` returns a `QueryManyIter` iterator over immutable results of a query (mutable data will be cast to an immutable form). `many_for_each_mut` calls a closure for every result of the query, ensuring not aliased mutability. This iterator goes over the list of entities in order and returns the result from the query for it. Skipping over any entities that don't match the query. Also added `unsafe fn iter_many_unsafe`. ### Examples ```rust #[derive(Component)] struct Counter { value: i32 } #[derive(Component)] struct Friends { list: Vec<Entity>, } fn system( friends_query: Query<&Friends>, mut counter_query: Query<&mut Counter>, ) { for friends in &friends_query { for counter in counter_query.iter_many(&friends.list) { println!("Friend's counter: {:?}", counter.value); } counter_query.many_for_each_mut(&friends.list, |mut counter| { counter.value += 1; println!("Friend's counter: {:?}", counter.value); }); } } ``` Here's how example in the Objective section can be written with this PR. ```rust fn system(foo_query: Query<(&Foo, &Children)>, bar_query: Query<(&Bar, &Children)>) { for (foo, children) in &foo_query { for (bar, children) in bar_query.iter_many(children) { for (foo, children) in foo_query.iter_many(children) { // :D } } } } ``` ## Additional changes Implemented `IntoIterator` for `&Children` because why not. ## Todo - Bikeshed! Co-authored-by: deontologician <deontologician@gmail.com> Co-authored-by: devil-ira <justthecooldude@gmail.com> |
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Félix Lescaudey de Maneville
|
f000c2b951 |
Clippy improvements (#4665)
# Objective Follow up to my previous MR #3718 to add new clippy warnings to bevy: - [x] [~~option_if_let_else~~](https://rust-lang.github.io/rust-clippy/master/#option_if_let_else) (reverted) - [x] [redundant_else](https://rust-lang.github.io/rust-clippy/master/#redundant_else) - [x] [match_same_arms](https://rust-lang.github.io/rust-clippy/master/#match_same_arms) - [x] [semicolon_if_nothing_returned](https://rust-lang.github.io/rust-clippy/master/#semicolon_if_nothing_returned) - [x] [explicit_iter_loop](https://rust-lang.github.io/rust-clippy/master/#explicit_iter_loop) - [x] [map_flatten](https://rust-lang.github.io/rust-clippy/master/#map_flatten) There is one commit per clippy warning, and the matching flags are added to the CI execution. To test the CI execution you may run `cargo run -p ci -- clippy` at the root. I choose the add the flags in the `ci` tool crate to avoid having them in every `lib.rs` but I guess it could become an issue with suprise warnings coming up after a commit/push Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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Boxy
|
b9102b8836 |
Introduce tests for derive(WorldQuery) (#4625)
The only tests we had for `derive(WorldQuery)` checked that the derive doesnt panic/emit a `compiler_error!`. This PR adds tests that actually assert the returned values of a query using the derived `WorldQuery` impl. Also adds a compile fail test to check that we correctly error on read only world queries containing mutable world queries. |
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TheRawMeatball
|
73c78c3667 |
Use lifetimed, type erased pointers in bevy_ecs (#3001)
# Objective
`bevy_ecs` has large amounts of unsafe code which is hard to get right and makes it difficult to audit for soundness.
## Solution
Introduce lifetimed, type-erased pointers: `Ptr<'a>` `PtrMut<'a>` `OwningPtr<'a>'` and `ThinSlicePtr<'a, T>` which are newtypes around a raw pointer with a lifetime and conceptually representing strong invariants about the pointee and validity of the pointer.
The process of converting bevy_ecs to use these has already caught multiple cases of unsound behavior.
## Changelog
TL;DR for release notes: `bevy_ecs` now uses lifetimed, type-erased pointers internally, significantly improving safety and legibility without sacrificing performance. This should have approximately no end user impact, unless you were meddling with the (unfortunately public) internals of `bevy_ecs`.
- `Fetch`, `FilterFetch` and `ReadOnlyFetch` trait no longer have a `'state` lifetime
- this was unneeded
- `ReadOnly/Fetch` associated types on `WorldQuery` are now on a new `WorldQueryGats<'world>` trait
- was required to work around lack of Generic Associated Types (we wish to express `type Fetch<'a>: Fetch<'a>`)
- `derive(WorldQuery)` no longer requires `'w` lifetime on struct
- this was unneeded, and improves the end user experience
- `EntityMut::get_unchecked_mut` returns `&'_ mut T` not `&'w mut T`
- allows easier use of unsafe API with less footguns, and can be worked around via lifetime transmutery as a user
- `Bundle::from_components` now takes a `ctx` parameter to pass to the `FnMut` closure
- required because closure return types can't borrow from captures
- `Fetch::init` takes `&'world World`, `Fetch::set_archetype` takes `&'world Archetype` and `&'world Tables`, `Fetch::set_table` takes `&'world Table`
- allows types implementing `Fetch` to store borrows into world
- `WorldQuery` trait now has a `shrink` fn to shorten the lifetime in `Fetch::<'a>::Item`
- this works around lack of subtyping of assoc types, rust doesnt allow you to turn `<T as Fetch<'static>>::Item'` into `<T as Fetch<'a>>::Item'`
- `QueryCombinationsIter` requires this
- Most types implementing `Fetch` now have a lifetime `'w`
- allows the fetches to store borrows of world data instead of using raw pointers
## Migration guide
- `EntityMut::get_unchecked_mut` returns a more restricted lifetime, there is no general way to migrate this as it depends on your code
- `Bundle::from_components` implementations must pass the `ctx` arg to `func`
- `Bundle::from_components` callers have to use a fn arg instead of closure captures for borrowing from world
- Remove lifetime args on `derive(WorldQuery)` structs as it is nonsensical
- `<Q as WorldQuery>::ReadOnly/Fetch` should be changed to either `RO/QueryFetch<'world>` or `<Q as WorldQueryGats<'world>>::ReadOnly/Fetch`
- `<F as Fetch<'w, 's>>` should be changed to `<F as Fetch<'w>>`
- Change the fn sigs of `Fetch::init/set_archetype/set_table` to match respective trait fn sigs
- Implement the required `fn shrink` on any `WorldQuery` implementations
- Move assoc types `Fetch` and `ReadOnlyFetch` on `WorldQuery` impls to `WorldQueryGats` impls
- Pass an appropriate `'world` lifetime to whatever fetch struct you are for some reason using
### Type inference regression
in some cases rustc may give spurrious errors when attempting to infer the `F` parameter on a query/querystate this can be fixed by manually specifying the type, i.e. `QueryState:🆕:<_, ()>(world)`. The error is rather confusing:
```rust=
error[E0271]: type mismatch resolving `<() as Fetch<'_>>::Item == bool`
--> crates/bevy_pbr/src/render/light.rs:1413:30
|
1413 | main_view_query: QueryState::new(world),
| ^^^^^^^^^^^^^^^ expected `bool`, found `()`
|
= note: required because of the requirements on the impl of `for<'x> FilterFetch<'x>` for `<() as WorldQueryGats<'x>>::Fetch`
note: required by a bound in `bevy_ecs::query::QueryState::<Q, F>::new`
--> crates/bevy_ecs/src/query/state.rs:49:32
|
49 | for<'x> QueryFetch<'x, F>: FilterFetch<'x>,
| ^^^^^^^^^^^^^^^ required by this bound in `bevy_ecs::query::QueryState::<Q, F>::new`
```
---
Made with help from @BoxyUwU and @alice-i-cecile
Co-authored-by: Boxy <supbscripter@gmail.com>
|
||
Nicola Papale
|
71a246ce9e |
Improve QueryIter size_hint hints (#4244)
## Objective This fixes #1686. `size_hint` can be useful even if a little niche. For example, `collect::<Vec<_>>()` uses the `size_hint` of Iterator it collects from to pre-allocate a memory slice large enough to not require re-allocating when pushing all the elements of the iterator. ## Solution To this effect I made the following changes: * Add a `IS_ARCHETYPAL` associated constant to the `Fetch` trait, this constant tells us when it is safe to assume that the `Fetch` relies exclusively on archetypes to filter queried entities * Add `IS_ARCHETYPAL` to all the implementations of `Fetch` * Use that constant in `QueryIter::size_hint` to provide a more useful ## Migration guide The new associated constant is an API breaking change. For the user, if they implemented a custom `Fetch`, it means they have to add this associated constant to their implementation. Either `true` if it doesn't limit the number of entities returned in a query beyond that of archetypes, or `false` for when it does. |
||
harudagondi
|
64d217823d |
Allow iter combinations on queries with filters (#3656)
# Objective - Previously, `iter_combinations()` does not work on queries that have filters. - Fixes #3651 ## Solution - Derived Copy on all `*Fetch<T>` structs, and manually implemented `Clone` to allow the test to pass (`.count()` does not work on `QueryCombinationIter` when `Clone` is derived) Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
||
TheRawMeatball
|
7604665880 |
Implement AnyOf queries (#2889)
Implements a new Queryable called AnyOf, which will return an item as long as at least one of it's requested Queryables returns something. For example, a `Query<AnyOf<(&A, &B, &C)>>` will return items with type `(Option<&A>, Option<&B>, Option<&C>)`, and will guarantee that for every element at least one of the option s is Some. This is a shorthand for queries like `Query<(Option<&A>, Option<&B>, Option<&C>), Or<(With<A>, With<B>, With&C>)>>`. Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
||
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> |
||
Paweł Grabarz
|
a81fb7aa7e |
Add a method iter_combinations on query to iterate over combinations of query results (#1763)
Related to [discussion on discord](https://discord.com/channels/691052431525675048/742569353878437978/824731187724681289) With const generics, it is now possible to write generic iterator over multiple entities at once. This enables patterns of query iterations like ```rust for [e1, e2, e3] in query.iter_combinations() { // do something with relation of all three entities } ``` The compiler is able to infer the correct iterator for given size of array, so either of those work ```rust for [e1, e2] in query.iter_combinations() { ... } for [e1, e2, e3] in query.iter_combinations() { ... } ``` This feature can be very useful for systems like collision detection. When you ask for permutations of size K of N entities: - if K == N, you get one result of all entities - if K < N, you get all possible subsets of N with size K, without repetition - if K > N, the result set is empty (no permutation of size K exist) Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
||
Carter Anderson
|
3a2a68852c |
Bevy ECS V2 (#1525)
# Bevy ECS V2 This is a rewrite of Bevy ECS (basically everything but the new executor/schedule, which are already awesome). The overall goal was to improve the performance and versatility of Bevy ECS. Here is a quick bulleted list of changes before we dive into the details: * Complete World rewrite * Multiple component storage types: * Tables: fast cache friendly iteration, slower add/removes (previously called Archetypes) * Sparse Sets: fast add/remove, slower iteration * Stateful Queries (caches query results for faster iteration. fragmented iteration is _fast_ now) * Stateful System Params (caches expensive operations. inspired by @DJMcNab's work in #1364) * Configurable System Params (users can set configuration when they construct their systems. once again inspired by @DJMcNab's work) * Archetypes are now "just metadata", component storage is separate * Archetype Graph (for faster archetype changes) * Component Metadata * Configure component storage type * Retrieve information about component size/type/name/layout/send-ness/etc * Components are uniquely identified by a densely packed ComponentId * TypeIds are now totally optional (which should make implementing scripting easier) * Super fast "for_each" query iterators * Merged Resources into World. Resources are now just a special type of component * EntityRef/EntityMut builder apis (more efficient and more ergonomic) * Fast bitset-backed `Access<T>` replaces old hashmap-based approach everywhere * Query conflicts are determined by component access instead of archetype component access (to avoid random failures at runtime) * With/Without are still taken into account for conflicts, so this should still be comfy to use * Much simpler `IntoSystem` impl * Significantly reduced the amount of hashing throughout the ecs in favor of Sparse Sets (indexed by densely packed ArchetypeId, ComponentId, BundleId, and TableId) * Safety Improvements * Entity reservation uses a normal world reference instead of unsafe transmute * QuerySets no longer transmute lifetimes * Made traits "unsafe" where relevant * More thorough safety docs * WorldCell * Exposes safe mutable access to multiple resources at a time in a World * Replaced "catch all" `System::update_archetypes(world: &World)` with `System::new_archetype(archetype: &Archetype)` * Simpler Bundle implementation * Replaced slow "remove_bundle_one_by_one" used as fallback for Commands::remove_bundle with fast "remove_bundle_intersection" * Removed `Mut<T>` query impl. it is better to only support one way: `&mut T` * Removed with() from `Flags<T>` in favor of `Option<Flags<T>>`, which allows querying for flags to be "filtered" by default * Components now have is_send property (currently only resources support non-send) * More granular module organization * New `RemovedComponents<T>` SystemParam that replaces `query.removed::<T>()` * `world.resource_scope()` for mutable access to resources and world at the same time * WorldQuery and QueryFilter traits unified. FilterFetch trait added to enable "short circuit" filtering. Auto impled for cases that don't need it * Significantly slimmed down SystemState in favor of individual SystemParam state * System Commands changed from `commands: &mut Commands` back to `mut commands: Commands` (to allow Commands to have a World reference) Fixes #1320 ## `World` Rewrite This is a from-scratch rewrite of `World` that fills the niche that `hecs` used to. Yes, this means Bevy ECS is no longer a "fork" of hecs. We're going out our own! (the only shared code between the projects is the entity id allocator, which is already basically ideal) A huge shout out to @SanderMertens (author of [flecs](https://github.com/SanderMertens/flecs)) for sharing some great ideas with me (specifically hybrid ecs storage and archetype graphs). He also helped advise on a number of implementation details. ## Component Storage (The Problem) Two ECS storage paradigms have gained a lot of traction over the years: * **Archetypal ECS**: * Stores components in "tables" with static schemas. Each "column" stores components of a given type. Each "row" is an entity. * Each "archetype" has its own table. Adding/removing an entity's component changes the archetype. * Enables super-fast Query iteration due to its cache-friendly data layout * Comes at the cost of more expensive add/remove operations for an Entity's components, because all components need to be copied to the new archetype's "table" * **Sparse Set ECS**: * Stores components of the same type in densely packed arrays, which are sparsely indexed by densely packed unsigned integers (Entity ids) * Query iteration is slower than Archetypal ECS because each entity's component could be at any position in the sparse set. This "random access" pattern isn't cache friendly. Additionally, there is an extra layer of indirection because you must first map the entity id to an index in the component array. * Adding/removing components is a cheap, constant time operation Bevy ECS V1, hecs, legion, flec, and Unity DOTS are all "archetypal ecs-es". I personally think "archetypal" storage is a good default for game engines. An entity's archetype doesn't need to change frequently in general, and it creates "fast by default" query iteration (which is a much more common operation). It is also "self optimizing". Users don't need to think about optimizing component layouts for iteration performance. It "just works" without any extra boilerplate. Shipyard and EnTT are "sparse set ecs-es". They employ "packing" as a way to work around the "suboptimal by default" iteration performance for specific sets of components. This helps, but I didn't think this was a good choice for a general purpose engine like Bevy because: 1. "packs" conflict with each other. If bevy decides to internally pack the Transform and GlobalTransform components, users are then blocked if they want to pack some custom component with Transform. 2. users need to take manual action to optimize Developers selecting an ECS framework are stuck with a hard choice. Select an "archetypal" framework with "fast iteration everywhere" but without the ability to cheaply add/remove components, or select a "sparse set" framework to cheaply add/remove components but with slower iteration performance. ## Hybrid Component Storage (The Solution) In Bevy ECS V2, we get to have our cake and eat it too. It now has _both_ of the component storage types above (and more can be added later if needed): * **Tables** (aka "archetypal" storage) * The default storage. If you don't configure anything, this is what you get * Fast iteration by default * Slower add/remove operations * **Sparse Sets** * Opt-in * Slower iteration * Faster add/remove operations These storage types complement each other perfectly. By default Query iteration is fast. If developers know that they want to add/remove a component at high frequencies, they can set the storage to "sparse set": ```rust world.register_component( ComponentDescriptor:🆕:<MyComponent>(StorageType::SparseSet) ).unwrap(); ``` ## Archetypes Archetypes are now "just metadata" ... they no longer store components directly. They do store: * The `ComponentId`s of each of the Archetype's components (and that component's storage type) * Archetypes are uniquely defined by their component layouts * For example: entities with "table" components `[A, B, C]` _and_ "sparse set" components `[D, E]` will always be in the same archetype. * The `TableId` associated with the archetype * For now each archetype has exactly one table (which can have no components), * There is a 1->Many relationship from Tables->Archetypes. A given table could have any number of archetype components stored in it: * Ex: an entity with "table storage" components `[A, B, C]` and "sparse set" components `[D, E]` will share the same `[A, B, C]` table as an entity with `[A, B, C]` table component and `[F]` sparse set components. * This 1->Many relationship is how we preserve fast "cache friendly" iteration performance when possible (more on this later) * A list of entities that are in the archetype and the row id of the table they are in * ArchetypeComponentIds * unique densely packed identifiers for (ArchetypeId, ComponentId) pairs * used by the schedule executor for cheap system access control * "Archetype Graph Edges" (see the next section) ## The "Archetype Graph" Archetype changes in Bevy (and a number of other archetypal ecs-es) have historically been expensive to compute. First, you need to allocate a new vector of the entity's current component ids, add or remove components based on the operation performed, sort it (to ensure it is order-independent), then hash it to find the archetype (if it exists). And thats all before we get to the _already_ expensive full copy of all components to the new table storage. The solution is to build a "graph" of archetypes to cache these results. @SanderMertens first exposed me to the idea (and he got it from @gjroelofs, who came up with it). They propose adding directed edges between archetypes for add/remove component operations. If `ComponentId`s are densely packed, you can use sparse sets to cheaply jump between archetypes. Bevy takes this one step further by using add/remove `Bundle` edges instead of `Component` edges. Bevy encourages the use of `Bundles` to group add/remove operations. This is largely for "clearer game logic" reasons, but it also helps cut down on the number of archetype changes required. `Bundles` now also have densely-packed `BundleId`s. This allows us to use a _single_ edge for each bundle operation (rather than needing to traverse N edges ... one for each component). Single component operations are also bundles, so this is strictly an improvement over a "component only" graph. As a result, an operation that used to be _heavy_ (both for allocations and compute) is now two dirt-cheap array lookups and zero allocations. ## Stateful Queries World queries are now stateful. This allows us to: 1. Cache archetype (and table) matches * This resolves another issue with (naive) archetypal ECS: query performance getting worse as the number of archetypes goes up (and fragmentation occurs). 2. Cache Fetch and Filter state * The expensive parts of fetch/filter operations (such as hashing the TypeId to find the ComponentId) now only happen once when the Query is first constructed 3. Incrementally build up state * When new archetypes are added, we only process the new archetypes (no need to rebuild state for old archetypes) As a result, the direct `World` query api now looks like this: ```rust let mut query = world.query::<(&A, &mut B)>(); for (a, mut b) in query.iter_mut(&mut world) { } ``` Requiring `World` to generate stateful queries (rather than letting the `QueryState` type be constructed separately) allows us to ensure that _all_ queries are properly initialized (and the relevant world state, such as ComponentIds). This enables QueryState to remove branches from its operations that check for initialization status (and also enables query.iter() to take an immutable world reference because it doesn't need to initialize anything in world). However in systems, this is a non-breaking change. State management is done internally by the relevant SystemParam. ## Stateful SystemParams Like Queries, `SystemParams` now also cache state. For example, `Query` system params store the "stateful query" state mentioned above. Commands store their internal `CommandQueue`. This means you can now safely use as many separate `Commands` parameters in your system as you want. `Local<T>` system params store their `T` value in their state (instead of in Resources). SystemParam state also enabled a significant slim-down of SystemState. It is much nicer to look at now. Per-SystemParam state naturally insulates us from an "aliased mut" class of errors we have hit in the past (ex: using multiple `Commands` system params). (credit goes to @DJMcNab for the initial idea and draft pr here #1364) ## Configurable SystemParams @DJMcNab also had the great idea to make SystemParams configurable. This allows users to provide some initial configuration / values for system parameters (when possible). Most SystemParams have no config (the config type is `()`), but the `Local<T>` param now supports user-provided parameters: ```rust fn foo(value: Local<usize>) { } app.add_system(foo.system().config(|c| c.0 = Some(10))); ``` ## Uber Fast "for_each" Query Iterators Developers now have the choice to use a fast "for_each" iterator, which yields ~1.5-3x iteration speed improvements for "fragmented iteration", and minor ~1.2x iteration speed improvements for unfragmented iteration. ```rust fn system(query: Query<(&A, &mut B)>) { // you now have the option to do this for a speed boost query.for_each_mut(|(a, mut b)| { }); // however normal iterators are still available for (a, mut b) in query.iter_mut() { } } ``` I think in most cases we should continue to encourage "normal" iterators as they are more flexible and more "rust idiomatic". But when that extra "oomf" is needed, it makes sense to use `for_each`. We should also consider using `for_each` for internal bevy systems to give our users a nice speed boost (but that should be a separate pr). ## Component Metadata `World` now has a `Components` collection, which is accessible via `world.components()`. This stores mappings from `ComponentId` to `ComponentInfo`, as well as `TypeId` to `ComponentId` mappings (where relevant). `ComponentInfo` stores information about the component, such as ComponentId, TypeId, memory layout, send-ness (currently limited to resources), and storage type. ## Significantly Cheaper `Access<T>` We used to use `TypeAccess<TypeId>` to manage read/write component/archetype-component access. This was expensive because TypeIds must be hashed and compared individually. The parallel executor got around this by "condensing" type ids into bitset-backed access types. This worked, but it had to be re-generated from the `TypeAccess<TypeId>`sources every time archetypes changed. This pr removes TypeAccess in favor of faster bitset access everywhere. We can do this thanks to the move to densely packed `ComponentId`s and `ArchetypeComponentId`s. ## Merged Resources into World Resources had a lot of redundant functionality with Components. They stored typed data, they had access control, they had unique ids, they were queryable via SystemParams, etc. In fact the _only_ major difference between them was that they were unique (and didn't correlate to an entity). Separate resources also had the downside of requiring a separate set of access controls, which meant the parallel executor needed to compare more bitsets per system and manage more state. I initially got the "separate resources" idea from `legion`. I think that design was motivated by the fact that it made the direct world query/resource lifetime interactions more manageable. It certainly made our lives easier when using Resources alongside hecs/bevy_ecs. However we already have a construct for safely and ergonomically managing in-world lifetimes: systems (which use `Access<T>` internally). This pr merges Resources into World: ```rust world.insert_resource(1); world.insert_resource(2.0); let a = world.get_resource::<i32>().unwrap(); let mut b = world.get_resource_mut::<f64>().unwrap(); *b = 3.0; ``` Resources are now just a special kind of component. They have their own ComponentIds (and their own resource TypeId->ComponentId scope, so they don't conflict wit components of the same type). They are stored in a special "resource archetype", which stores components inside the archetype using a new `unique_components` sparse set (note that this sparse set could later be used to implement Tags). This allows us to keep the code size small by reusing existing datastructures (namely Column, Archetype, ComponentFlags, and ComponentInfo). This allows us the executor to use a single `Access<ArchetypeComponentId>` per system. It should also make scripting language integration easier. _But_ this merge did create problems for people directly interacting with `World`. What if you need mutable access to multiple resources at the same time? `world.get_resource_mut()` borrows World mutably! ## WorldCell WorldCell applies the `Access<ArchetypeComponentId>` concept to direct world access: ```rust let world_cell = world.cell(); let a = world_cell.get_resource_mut::<i32>().unwrap(); let b = world_cell.get_resource_mut::<f64>().unwrap(); ``` This adds cheap runtime checks (a sparse set lookup of `ArchetypeComponentId` and a counter) to ensure that world accesses do not conflict with each other. Each operation returns a `WorldBorrow<'w, T>` or `WorldBorrowMut<'w, T>` wrapper type, which will release the relevant ArchetypeComponentId resources when dropped. World caches the access sparse set (and only one cell can exist at a time), so `world.cell()` is a cheap operation. WorldCell does _not_ use atomic operations. It is non-send, does a mutable borrow of world to prevent other accesses, and uses a simple `Rc<RefCell<ArchetypeComponentAccess>>` wrapper in each WorldBorrow pointer. The api is currently limited to resource access, but it can and should be extended to queries / entity component access. ## Resource Scopes WorldCell does not yet support component queries, and even when it does there are sometimes legitimate reasons to want a mutable world ref _and_ a mutable resource ref (ex: bevy_render and bevy_scene both need this). In these cases we could always drop down to the unsafe `world.get_resource_unchecked_mut()`, but that is not ideal! Instead developers can use a "resource scope" ```rust world.resource_scope(|world: &mut World, a: &mut A| { }) ``` This temporarily removes the `A` resource from `World`, provides mutable pointers to both, and re-adds A to World when finished. Thanks to the move to ComponentIds/sparse sets, this is a cheap operation. If multiple resources are required, scopes can be nested. We could also consider adding a "resource tuple" to the api if this pattern becomes common and the boilerplate gets nasty. ## Query Conflicts Use ComponentId Instead of ArchetypeComponentId For safety reasons, systems cannot contain queries that conflict with each other without wrapping them in a QuerySet. On bevy `main`, we use ArchetypeComponentIds to determine conflicts. This is nice because it can take into account filters: ```rust // these queries will never conflict due to their filters fn filter_system(a: Query<&mut A, With<B>>, b: Query<&mut B, Without<B>>) { } ``` But it also has a significant downside: ```rust // these queries will not conflict _until_ an entity with A, B, and C is spawned fn maybe_conflicts_system(a: Query<(&mut A, &C)>, b: Query<(&mut A, &B)>) { } ``` The system above will panic at runtime if an entity with A, B, and C is spawned. This makes it hard to trust that your game logic will run without crashing. In this pr, I switched to using `ComponentId` instead. This _is_ more constraining. `maybe_conflicts_system` will now always fail, but it will do it consistently at startup. Naively, it would also _disallow_ `filter_system`, which would be a significant downgrade in usability. Bevy has a number of internal systems that rely on disjoint queries and I expect it to be a common pattern in userspace. To resolve this, I added a new `FilteredAccess<T>` type, which wraps `Access<T>` and adds with/without filters. If two `FilteredAccess` have with/without values that prove they are disjoint, they will no longer conflict. ## EntityRef / EntityMut World entity operations on `main` require that the user passes in an `entity` id to each operation: ```rust let entity = world.spawn((A, )); // create a new entity with A world.get::<A>(entity); world.insert(entity, (B, C)); world.insert_one(entity, D); ``` This means that each operation needs to look up the entity location / verify its validity. The initial spawn operation also requires a Bundle as input. This can be awkward when no components are required (or one component is required). These operations have been replaced by `EntityRef` and `EntityMut`, which are "builder-style" wrappers around world that provide read and read/write operations on a single, pre-validated entity: ```rust // spawn now takes no inputs and returns an EntityMut let entity = world.spawn() .insert(A) // insert a single component into the entity .insert_bundle((B, C)) // insert a bundle of components into the entity .id() // id returns the Entity id // Returns EntityMut (or panics if the entity does not exist) world.entity_mut(entity) .insert(D) .insert_bundle(SomeBundle::default()); { // returns EntityRef (or panics if the entity does not exist) let d = world.entity(entity) .get::<D>() // gets the D component .unwrap(); // world.get still exists for ergonomics let d = world.get::<D>(entity).unwrap(); } // These variants return Options if you want to check existence instead of panicing world.get_entity_mut(entity) .unwrap() .insert(E); if let Some(entity_ref) = world.get_entity(entity) { let d = entity_ref.get::<D>().unwrap(); } ``` This _does not_ affect the current Commands api or terminology. I think that should be a separate conversation as that is a much larger breaking change. ## Safety Improvements * Entity reservation in Commands uses a normal world borrow instead of an unsafe transmute * QuerySets no longer transmutes lifetimes * Made traits "unsafe" when implementing a trait incorrectly could cause unsafety * More thorough safety docs ## RemovedComponents SystemParam The old approach to querying removed components: `query.removed:<T>()` was confusing because it had no connection to the query itself. I replaced it with the following, which is both clearer and allows us to cache the ComponentId mapping in the SystemParamState: ```rust fn system(removed: RemovedComponents<T>) { for entity in removed.iter() { } } ``` ## Simpler Bundle implementation Bundles are no longer responsible for sorting (or deduping) TypeInfo. They are just a simple ordered list of component types / data. This makes the implementation smaller and opens the door to an easy "nested bundle" implementation in the future (which i might even add in this pr). Duplicate detection is now done once per bundle type by World the first time a bundle is used. ## Unified WorldQuery and QueryFilter types (don't worry they are still separate type _parameters_ in Queries .. this is a non-breaking change) WorldQuery and QueryFilter were already basically identical apis. With the addition of `FetchState` and more storage-specific fetch methods, the overlap was even clearer (and the redundancy more painful). QueryFilters are now just `F: WorldQuery where F::Fetch: FilterFetch`. FilterFetch requires `Fetch<Item = bool>` and adds new "short circuit" variants of fetch methods. This enables a filter tuple like `(With<A>, Without<B>, Changed<C>)` to stop evaluating the filter after the first mismatch is encountered. FilterFetch is automatically implemented for `Fetch` implementations that return bool. This forces fetch implementations that return things like `(bool, bool, bool)` (such as the filter above) to manually implement FilterFetch and decide whether or not to short-circuit. ## More Granular Modules World no longer globs all of the internal modules together. It now exports `core`, `system`, and `schedule` separately. I'm also considering exporting `core` submodules directly as that is still pretty "glob-ey" and unorganized (feedback welcome here). ## Remaining Draft Work (to be done in this pr) * ~~panic on conflicting WorldQuery fetches (&A, &mut A)~~ * ~~bevy `main` and hecs both currently allow this, but we should protect against it if possible~~ * ~~batch_iter / par_iter (currently stubbed out)~~ * ~~ChangedRes~~ * ~~I skipped this while we sort out #1313. This pr should be adapted to account for whatever we land on there~~. * ~~The `Archetypes` and `Tables` collections use hashes of sorted lists of component ids to uniquely identify each archetype/table. This hash is then used as the key in a HashMap to look up the relevant ArchetypeId or TableId. (which doesn't handle hash collisions properly)~~ * ~~It is currently unsafe to generate a Query from "World A", then use it on "World B" (despite the api claiming it is safe). We should probably close this gap. This could be done by adding a randomly generated WorldId to each world, then storing that id in each Query. They could then be compared to each other on each `query.do_thing(&world)` operation. This _does_ add an extra branch to each query operation, so I'm open to other suggestions if people have them.~~ * ~~Nested Bundles (if i find time)~~ ## Potential Future Work * Expand WorldCell to support queries. * Consider not allocating in the empty archetype on `world.spawn()` * ex: return something like EntityMutUninit, which turns into EntityMut after an `insert` or `insert_bundle` op * this actually regressed performance last time i tried it, but in theory it should be faster * Optimize SparseSet::insert (see `PERF` comment on insert) * Replace SparseArray `Option<T>` with T::MAX to cut down on branching * would enable cheaper get_unchecked() operations * upstream fixedbitset optimizations * fixedbitset could be allocation free for small block counts (store blocks in a SmallVec) * fixedbitset could have a const constructor * Consider implementing Tags (archetype-specific by-value data that affects archetype identity) * ex: ArchetypeA could have `[A, B, C]` table components and `[D(1)]` "tag" component. ArchetypeB could have `[A, B, C]` table components and a `[D(2)]` tag component. The archetypes are different, despite both having D tags because the value inside D is different. * this could potentially build on top of the `archetype.unique_components` added in this pr for resource storage. * Consider reverting `all_tuples` proc macro in favor of the old `macro_rules` implementation * all_tuples is more flexible and produces cleaner documentation (the macro_rules version produces weird type parameter orders due to parser constraints) * but unfortunately all_tuples also appears to make Rust Analyzer sad/slow when working inside of `bevy_ecs` (does not affect user code) * Consider "resource queries" and/or "mixed resource and entity component queries" as an alternative to WorldCell * this is basically just "systems" so maybe it's not worth it * Add more world ops * `world.clear()` * `world.reserve<T: Bundle>(count: usize)` * Try using the old archetype allocation strategy (allocate new memory on resize and copy everything over). I expect this to improve batch insertion performance at the cost of unbatched performance. But thats just a guess. I'm not an allocation perf pro :) * Adapt Commands apis for consistency with new World apis ## Benchmarks key: * `bevy_old`: bevy `main` branch * `bevy`: this branch * `_foreach`: uses an optimized for_each iterator * ` _sparse`: uses sparse set storage (if unspecified assume table storage) * `_system`: runs inside a system (if unspecified assume test happens via direct world ops) ### Simple Insert (from ecs_bench_suite) ![image](https://user-images.githubusercontent.com/2694663/109245573-9c3ce100-7795-11eb-9003-bfd41cd5c51f.png) ### Simpler Iter (from ecs_bench_suite) ![image](https://user-images.githubusercontent.com/2694663/109245795-ffc70e80-7795-11eb-92fb-3ffad09aabf7.png) ### Fragment Iter (from ecs_bench_suite) ![image](https://user-images.githubusercontent.com/2694663/109245849-0fdeee00-7796-11eb-8d25-eb6b7a682c48.png) ### Sparse Fragmented Iter Iterate a query that matches 5 entities from a single matching archetype, but there are 100 unmatching archetypes ![image](https://user-images.githubusercontent.com/2694663/109245916-2b49f900-7796-11eb-9a8f-ed89c203f940.png) ### Schedule (from ecs_bench_suite) ![image](https://user-images.githubusercontent.com/2694663/109246428-1fab0200-7797-11eb-8841-1b2161e90fa4.png) ### Add Remove Component (from ecs_bench_suite) ![image](https://user-images.githubusercontent.com/2694663/109246492-39e4e000-7797-11eb-8985-2706bd0495ab.png) ### Add Remove Component Big Same as the test above, but each entity has 5 "large" matrix components and 1 "large" matrix component is added and removed ![image](https://user-images.githubusercontent.com/2694663/109246517-449f7500-7797-11eb-835e-28b6790daeaa.png) ### Get Component Looks up a single component value a large number of times ![image](https://user-images.githubusercontent.com/2694663/109246129-87ad1880-7796-11eb-9fcb-c38012aa7c70.png) |