# 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();
```
# Objective
- Add unit tests for ambiguity detection reporting.
- Incremental implementation of #4299.
## Solution
- Refactor ambiguity detection internals to make it testable. As a bonus, this should make it easier to extend in the future.
## Notes
* This code was copy-pasted from #4299 and modified. Credit goes to @alice-i-cecile and @afonsolage, though I'm not sure who wrote what at this point.
## Objective
Fixes https://github.com/bevyengine/bevy/issues/6063
## Solution
- Use `then_some(x)` instead of `then( || x)`.
- Updated error logs from `bevy_ecs_compile_fail_tests`.
## Migration Guide
From Rust 1.63 to 1.64, a new Clippy error was added; now one should use `then_some(x)` instead of `then( || x)`.
# 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`.
# Objective
The doc comments for `Command` methods are a bit inconsistent on the format, they sometimes go out of scope, and most importantly they are wrong, in the sense that they claim to perform the action described by the command, while in reality, they just push a command to perform the action.
- Follow-up of #5938.
- Related to #5913.
## Solution
- Where applicable, only stated that a `Command` is pushed.
- Added a “See also” section for similar methods.
- Added a missing “Panics” section for `Commands::entity`.
- Removed a wrong comment about `Commands::get_or_spawn` returning `None` (It does not return an option).
- Removed polluting descriptions of other items.
- Misc formatting changes.
## Future possibilities
Since the `Command` implementors (`Spawn`, `InsertBundle`, `InitResource`, ...) are public, I thought that it might be appropriate to describe the action of the command there instead of the method, and to add a `method → command struct` link to fill the gap.
If that seems too far-fetched, we may opt to make them private, if possible, or `#[doc(hidden)]`.
@BoxyUwU this is your fault.
Also cart didn't arrive in time to tell us not to do this.
# Objective
- Fix#2974
## Solution
- The first commit just does the actual change
- Follow up commits do steps to prove that this method works to unify as required, but this does not remove `insert_bundle`.
## Changelog
### Changed
Nested bundles now collapse automatically, and every `Component` now implements `Bundle`.
This means that you can combine bundles and components arbitrarily, for example:
```rust
// before:
.insert(A).insert_bundle(MyBBundle{..})
// after:
.insert_bundle((A, MyBBundle {..}))
```
Note that there will be a follow up PR that removes the current `insert` impl and renames `insert_bundle` to `insert`.
### Removed
The `bundle` attribute in `derive(Bundle)`.
## Migration guide
In `derive(Bundle)`, the `bundle` attribute has been removed. Nested bundles are not collapsed automatically. You should remove `#[bundle]` attributes.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# 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.
# Objective
While using the ParallelExecutor, systems do not actually start until `prepare_systems` completes. In stages where there are large numbers of "empty" systems with very little work to do, this delay adds significant overhead, which can add up over many stages.
## Solution
Immediately and synchronously signal the start of systems that can run without dependencies inside `prepare_systems` instead of waiting for the first executor iteration after `prepare_systems` completes. Any system that is dependent on them still cannot run until after `prepare_systems` completes, but there are a large number of unconstrained systems in the base engine where this is a general benefit in almost every case.
## Performance
This change was tested against `many_foxes` in the default configuration. As this change is sensitive to the overhead around scheduling systems, the spans for measuring system timing, system overhead, and system commands were all commented out for these measurements.
The median stage timings between `main` and this PR are as follows:
|stage|main|this PR|
|:--|:--|:--|
|First|75.54 us|61.61 us|
|LoadAssets|51.05 us|42.32 us|
|PreUpdate|54.6 us|55.56 us|
|Update|61.89 us|51.5 us|
|PostUpdate|7.27 ms|6.71 ms|
|AssetEvents|47.82 us|35.95 us|
|Last|39.19 us|37.71 us|
|reserve_and_flush|57.83 us|48.2 us|
|Extract|1.41 ms|1.28 ms|
|Prepare|554.49 us|502.53 us|
|Queue|216.29 us|207.51 us|
|Sort|67.03 us|60.99 us|
|Render|1.73 ms|1.58 ms|
|Cleanup|33.55 us|30.76 us|
|Clear Entities|18.56 us|17.05 us|
|**full frame**|**11.9 ms**|**10.91 ms**|
For the first few stages, the benefit is small but cumulative over each. For PostUpdate in particular, this allows `parent_update` to run while prepare_systems is running, which is required for the animation and transform propagation systems, which dominate the time spent in the stage, but also frontloads the contention as the other "empty" systems are also running while `parent_update` is running. For Render, where there is just a single large exclusive system, the benefit comes from not waiting on a spuriously scheduled task on the task pool to kick off the system: it's immediately scheduled to run.
# Objective
EntityMut::world takes &mut self instead of &self I don't see any reason for this.
EntityRef is overly restrictive with fn world and could return &'w World
---
## Changelog
- EntityRef now implements Copy and Clone
- EntityRef::world is now fn(&self) -> &'w World instead of fn(&mut self) -> &World
- EntityMut::world is now fn(&self) -> &World instead of fn(&mut self) -> &World
# Objective
Currently, `Local` has a `Sync` bound. Theoretically this is unnecessary as a local can only ever be accessed from its own system, ensuring exclusive access on one thread. This PR removes this restriction.
## Solution
- By removing the `Resource` bound from `Local` and adding the new `SyncCell` threading primative, `Local` can have the `Sync` bound removed.
## Changelog
### Added
- Added `SyncCell` to `bevy_utils`
### Changed
- Removed `Resource` bound from `Local`
- `Local` is now wrapped in a `SyncCell`
## Migration Guide
- Any code relying on `Local<T>` having `T: Resource` may have to be changed, but this is unlikely.
Co-authored-by: PROMETHIA-27 <42193387+PROMETHIA-27@users.noreply.github.com>
# Objective
- Make people stop believing that commands are applied immediately (hopefully).
- Close#5913.
- Alternative to #5930.
## Solution
I added the clause “to perform impactful changes to the `World`” to the first line to subliminally help the reader accept the fact that some operations cannot be performed immediately without messing up everything.
Then I explicitely said that applying a command requires exclusive `World` access, and finally I proceeded to show when these commands are automatically applied.
I also added a brief paragraph about how commands can be applied manually, if they want.
---
### Further possibilities
If you agree, we can also change the text of the method documentation (in a separate PR) to stress about enqueueing an action instead of just performing it. For example, in `Commands::spawn`:
> Creates a new `Entity`
would be changed to something like:
> Issues a `Command` to spawn a new `Entity`
This may even have a greater effect, since when typing in an IDE, the docs of the method pop up and the programmer can read them on the fly.
# Objective
I wanted to run the code
```rust
let reflect_resource: ReflectResource = ...;
let value: Mut<dyn Reflect> = reflect_resource.reflect(world);
value.deref();
// ^ ERROR: deref method doesn't exist because `dyn Reflect` doesnt satisfy `: Sized`.
```
## Solution
Relax `Sized` bounds in all the methods and trait implementations for `Mut` and friends.
# Objective
This code is very disjoint, and the `stage.rs` file that it's in is already very long.
All I've done is move the code and clean up the compiler errors that result.
Followup to #5916, split out from #4299.
# Objective
Ambiguity sets are used to ignore system order ambiguities between groups of systems. However, they are not very useful: they are clunky, poorly integrated, and generally hampered by the difficulty using (or discovering) the ambiguity detector.
As a first step to the work in #4299, we're removing them.
## Migration Guide
Ambiguity sets have been removed.
# Objective
- Our existing change detection API is not flexible enough for advanced users: particularly those attempting to do rollback networking.
- This is an important use case, and with adequate warnings we can make mucking about with change ticks scary enough that users generally won't do it.
- Fixes#5633.
- Closes#2363.
## Changelog
- added `ChangeDetection::set_last_changed` to manually mutate the `last_change_ticks` field"
- the `ChangeDetection` trait now requires an `Inner` associated type, which contains the value being wrapped.
- added `ChangeDetection::bypass_change_detection`, which hands out a raw `&mut Inner`
## Migration Guide
Add the `Inner` associated type and new methods to any type that you've implemented `DetectChanges` for.
Make API users aware that the type aliases `QueryItem` and `QueryFetch` can be used instead of the more bloated alternative with `WorldQueryGats`.
Fixes#5842
# Objective
Clean up taffy nodes when the associated UI node gets removed. The current UI code will keep the taffy nodes around forever.
## Solution
Use `RemovedComponents<Node>` to iterate over nodes that are no longer valid UI nodes or that have been despawned, and remove them from taffy and the internal hash map.
## Implementation Notes
Do note that using `despawn()` instead of `despawn_recursive()` on a UI node that has children will result in a [warnings spam](https://github.com/bevyengine/bevy/blob/main/crates/bevy_ui/src/flex/mod.rs#L120) since the children will not be part of a proper UI hierarchy anymore.
---
## Changelog
- Fixed memory leak when nodes are removed in bevy_ui
# Objective
- Increase consistency across documentation of `Query` methods.
- Fixes#5506
## Solution
- See #4989. This PR is derived from it. It just includes changes to the `Query` methods' docs.
# Objective
- Update `Query` docs with better terminology
- add some performance remarks (Fixes#4742)
## Solution
- See #4989. This PR is derived from it. It just includes changes to the `Query` struct docs.
# Objective
- Fixes#5850
## Solution
- As described in the issue, added a `get_entity` method on `Commands` that returns an `Option<EntityCommands>`
## Changelog
- Added the new method with a simple doc test
- I have re-used `get_entity` in `entity`, similarly to how `get_single` is used in `single` while additionally preserving the error message
- Add `#[inline]` to both functions
Entities that have commands queued to despawn system will still return commands when `get_entity` is called but that is representative of the fact that the entity is still around until those commands are flushed.
A potential `contains_entity` could also be added in this PR if desired, that would effectively be replacing Entities.contains but may be more discoverable if this is a common use case.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
I'm build a UI system for bevy. In this UI system there is a concept of a system per UI entity. I had an issue where change detection wasn't working how I would expect and it's because when a function system is ran the `last_change_tick` is updated with the latest tick(from world). In my particular case I want to "wait" to update the `last_change_tick` until after my system runs for each entity.
## Solution
Initially I thought bypassing the change detection all together would be a good fix, but on talking to some users in discord a simpler fix is to just expose `last_change_tick` to the end users. This is achieved by adding the following to the `System` trait:
```rust
/// Allows users to get the system's last change tick.
fn get_last_change_tick(&self) -> u32;
/// Allows users to set the system's last change tick.
fn set_last_change_tick(&mut self, last_change_tick: u32);
```
This causes a bit of weirdness with two implementors of `System`. `FixedTimestep` and `ChainSystem` both implement system and thus it's required that some sort of implementation be given for the new functions. I solved this by outputting a warning and not doing anything for these systems.
I think it's important to understand why I can't add the new functions only to the function system and not to the `System` trait. In my code I store the systems generically as `Box<dyn System<...>>`. I do this because I have differing parameters that are being passed in depending on the UI widget's system. As far as I can tell there isn't a way to take a system trait and cast it into a specific type without knowing what those parameters are.
In my own code this ends up looking something like:
```rust
// Runs per entity.
let old_tick = widget_system.get_last_change_tick();
should_update_children = widget_system.run((widget_tree.clone(), entity.0), world);
widget_system.set_last_change_tick(old_tick);
// later on after all the entities have been processed:
for system in context.systems.values_mut() {
system.set_last_change_tick(world.read_change_tick());
}
```
## Changelog
- Added `get_last_change_tick` and `set_last_change_tick` to `System`'s.
# Objective
- `for_each` methods inconsistently used an actual generic param or `impl Trait` change it to use `impl Trait` always, change them to be consistent
- some methods returned `'w 's` or `'_ '_`, change them to return `'_ 's`
## Solution
- Do what i just said
---
## Changelog
- `iter_unsafe` and `get_unchecked` no longer return borrows tied to `'w`
## Migration Guide
transmute the returned borrow from `iter_unsafe` and `get_unchecked` if this broke you (although preferably find a way to write your code that doesnt need to do this...)
# Objective
remove `insert_resource_with_id` because `insert_resource_by_id` exists and does almost exactly the same thing
blocked on #5587 because otherwise we will leak a resource when it's inserted
## Solution
remove the function and also add a safety invariant of to `insert_resource_by_id` that the id be valid for the world.
I didn't see any discussion in #4447 about this safety invariant being left off in favor of a panic so I'm curious if there was one or if it just seemed nicer to have less safety invariants for callers to uphold 😅
---
## Changelog
- safety invariant added to `insert_resource_by_id` requiring the id to be valid for world
## Migration Guide
- audit any calls to `insert_resource_by_id` making sure that the id is valid for the world
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Fixes#5687
## Solution
Update the methods on the `Entity` struct to be `const`, so we can
define compile-time constants and more generally use them in a const
context.
---
## Changelog
### Added
- Most `Entity` methods are now `const fn`.
# Objective
- Reduce debugging burden when using events by telling user when they missed an event.
## Solution
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Document `QueryCombinationIter`
## Solution
- Describe the item, add usage and examples
- Copy notes about the number of query items generated from the corresponding query methods (they will be removed in #5742 ([motivation]))
## Additional notes
- Derived from #4989
[motivation]: https://github.com/bevyengine/bevy/pull/4989#issuecomment-1208421496
# Objective
Right now, users have to implement basic system adapters such as `Option` <-> `Result` conversions by themselves. This is slightly annoying and discourages the use of system chaining.
## Solution
Add the module `system_adapter` to the prelude, which contains a collection of common adapters. This is very ergonomic in practice.
## Examples
Convenient early returning.
```rust
use bevy::prelude::*;
App::new()
// If the system fails, just try again next frame.
.add_system(pet_dog.chain(system_adapter::ignore))
.run();
#[derive(Component)]
struct Dog;
fn pet_dog(dogs: Query<(&Name, Option<&Parent>), With<Dog>>) -> Option<()> {
let (dog, dad) = dogs.iter().next()?;
println!("You pet {dog}. He/she/they are a good boy/girl/pupper.");
let (dad, _) = dogs.get(dad?.get()).ok()?;
println!("Their dad's name is {dad}");
Some(())
}
```
Converting the output of a system
```rust
use bevy::prelude::*;
App::new()
.add_system(
find_name
.chain(system_adapter::new(String::from))
.chain(spawn_with_name),
)
.run();
fn find_name() -> &'static str { /* ... */ }
fn spawn_with_name(In(name): In<String>, mut commands: Commands) {
commands.spawn().insert(Name::new(name));
}
```
---
## Changelog
* Added the module `bevy_ecs::prelude::system_adapter`, which contains a collection of common system chaining adapters.
* `new` - Converts a regular fn to a system adapter.
* `unwrap` - Similar to `Result::unwrap`
* `ignore` - Discards the output of the previous system.
# Objective
- Fixes#4451
## Solution
- Conditionally compile entity ID cursor as `AtomicI32` when compiling on a platform that does not support 64-bit atomics.
- This effectively raises the MSRV to 1.60 as it uses a `#[cfg]` that was only just stabilized there. (should this be noted in changelog?)
---
## Changelog
- Added `bevy_ecs` support for platforms without 64-bit atomic ints
## Migration Guide
N/A
# Objective
- Fixes#5365
- The `assert!()` when the resource from `World::resource_scope` is inserted into the world is not descriptive.
## Solution
- Add more context to the assert inside of `World::resource_scope` when the `FnOnce` param inserts the resource.
# Objective
- Similar to `SystemChangeTick`, probably somewhat useful for debugging messages.
---
## Changelog
- Added `SystemName` which copies the `SystemMeta::name` field so it can be accessed within a system.
# Objective
Rust 1.63 resolved [an issue](https://github.com/rust-lang/rust/issues/83701) that prevents you from combining explicit generic arguments with `impl Trait` arguments.
Now, we no longer need to use dynamic dispatch to work around this.
## Migration Guide
The methods `Schedule::get_stage` and `get_stage_mut` now accept `impl StageLabel` instead of `&dyn StageLabel`.
### Before
```rust
let stage = schedule.get_stage_mut::<SystemStage>(&MyLabel)?;
```
### After
```rust
let stage = schedule.get_stage_mut::<SystemStage>(MyLabel)?;
```
# Objective
Make CI pass on bevy main.
Update to rust-1.63, updated clippy to 1.63 which introduced the following enhancements:
- [undocumented_unsafe_blocks](https://rust-lang.github.io/rust-clippy/master/index.html#undocumented_unsafe_blocks): Now also lints on unsafe trait implementations
This caught two incorrectly written ( but existing) safety comments for unsafe traits.
## Solution
Fix the comment to use `SAFETY:`
# Objective
While trying out the lint `unsafe_op_in_unsafe_fn` I noticed that `insert_resource_by_id` didn't drop the old value if it already existed, and reimplemented `Column::replace` manually for no apparent reason.
## Solution
- use `Column::replace` and add a test expecting the correct drop count
---
## Changelog
- `World::insert_resource_by_id` will now correctly drop the old resource value, if one already existed
# Objective
- `ReflectMut` served no purpose that wasn't met by `Mut<dyn Reflect>` which is easier to understand since you have to deal with fewer types
- there is another `ReflectMut` type that could be confused with this one
## Solution/Changelog
- relax `T: ?Sized` bound in `Mut<T>`
- replace all instances of `ReflectMut` with `Mut<dyn Reflect>`
# Objective
Provide a safe API to access an `EntityMut`'s `World`.
## Solution
* Add `EntityMut::into_world_mut` for safe access to the entity's world.
---
## Changelog
* Add `EntityMut::into_world_mut` for safe access to the entity's world.
*This PR description is an edited copy of #5007, written by @alice-i-cecile.*
# Objective
Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds.
While ergonomic, this results in several drawbacks:
* it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource
* it is challenging to discover if a type is intended to be used as a resource
* we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component).
* dependencies can use the same Rust type as a resource in invisibly conflicting ways
* raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values
* we cannot capture a definitive list of possible resources to display to users in an editor
## Notes to reviewers
* Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits.
*ira: My commits are not as well organized :')*
* I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does.
* I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981.
## Changelog
`Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro.
## Migration Guide
Add `#[derive(Resource)]` to all types you are using as a resource.
If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics.
`ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing.
Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead.
Co-authored-by: Alice <alice.i.cecile@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: devil-ira <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Simplify the worldquery trait hierarchy as much as possible by putting it all in one trait. If/when gats are stabilised this can be trivially migrated over to use them, although that's not why I made this PR, those reasons are:
- Moves all of the conceptually related unsafe code for a worldquery next to eachother
- Removes now unnecessary traits simplifying the "type system magic" in bevy_ecs
---
## Changelog
All methods/functions/types/consts on `FetchState` and `Fetch` traits have been moved to the `WorldQuery` trait and the other traits removed. `WorldQueryGats` now only contains an `Item` and `Fetch` assoc type.
## Migration Guide
Implementors should move items in impls to the `WorldQuery/Gats` traits and remove any `Fetch`/`FetchState` impls
Any use sites of items in the `Fetch`/`FetchState` traits should be updated to use the `WorldQuery` trait items instead
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Currently, actually using a `Local` on a system requires that it be `T: FromWorld`, but that requirement is only expressed on the `SystemParam` machinery, which leads to the confusing error message for when the user attempts to add an invalid system. By adding these bounds to `Local` directly, it improves clarity on usage and semantics.
## Solution
- Add `T: FromWorld` bound to `Local`'s definition
## Migration Guide
- It might be possible for references to `Local`s without `T: FromWorld` to exist, but these should be exceedingly rare and probably dead code. In the event that one of these is encountered, the easiest solutions are to delete the code or wrap the inner `T` in an `Option` to allow it to be default constructed to `None`.
# 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>
# Objective
`ReadOnlyWorldQuery` should have required `Self::ReadOnly = Self` so that calling `.iter()` on a readonly query is equivelent to calling `iter_mut()`.
## Solution
add `ReadOnly = Self` to the definition of `ReadOnlyWorldQuery`
---
## Changelog
ReadOnlyWorldQuery's `ReadOnly` assoc type is now always equal to `Self`
## Migration Guide
Make `Self::ReadOnly = Self` hold
# Objective
Enable treating components and resources equally, which can
simplify the implementation of some systems where only the change
detection feature is relevant and not the kind of object (resource or
component).
## Solution
Implement `From<ResMut<T>>` and `From<NonSendMut<T>>` for
`Mut`. Since the 3 structs are similar, and only differ by their system
param role, the conversion is trivial.
---
## Changelog
Added - `From<ResMut>` and `From<NonSendMut>` for `Mut<T>`.