# Objective
The type `Local<T>` unnecessarily has the bound `T: Sync` when the local is used in an exclusive system.
## Solution
Lift the bound.
---
## Changelog
Removed the bound `T: Sync` from `Local<T>` when used as an `ExclusiveSystemParam`.
# Objective
Fixes#3310. Fixes#6282. Fixes#6278. Fixes#3666.
## Solution
Split out `!Send` resources into `NonSendResources`. Add a `origin_thread_id` to all `!Send` Resources, check it on dropping `NonSendResourceData`, if there's a mismatch, panic. Moved all of the checks that `MainThreadValidator` would do into `NonSendResources` instead.
All `!Send` resources now individually track which thread they were inserted from. This is validated against for every access, mutation, and drop that could be done against the value.
A regression test using an altered version of the example from #3310 has been added.
This is a stopgap solution for the current status quo. A full solution may involve fully removing `!Send` resources/components from `World`, which will likely require a much more thorough design on how to handle the existing in-engine and ecosystem use cases.
This PR also introduces another breaking change:
```rust
use bevy_ecs::prelude::*;
#[derive(Resource)]
struct Resource(u32);
fn main() {
let mut world = World::new();
world.insert_resource(Resource(1));
world.insert_non_send_resource(Resource(2));
let res = world.get_resource_mut::<Resource>().unwrap();
assert_eq!(res.0, 2);
}
```
This code will run correctly on 0.9.1 but not with this PR, since NonSend resources and normal resources have become actual distinct concepts storage wise.
## Changelog
Changed: Fix soundness bug with `World: Send`. Dropping a `World` that contains a `!Send` resource on the wrong thread will now panic.
## Migration Guide
Normal resources and `NonSend` resources no longer share the same backing storage. If `R: Resource`, then `NonSend<R>` and `Res<R>` will return different instances from each other. If you are using both `Res<T>` and `NonSend<T>` (or their mutable variants), to fetch the same resources, it's strongly advised to use `Res<T>`.
Spiritual successor to #5205.
Actual successor to #6865.
# Objective
Currently, system params are defined using three traits: `SystemParam`, `ReadOnlySystemParam`, `SystemParamState`. The behavior for each param is specified by the `SystemParamState` trait, while `SystemParam` simply defers to the state.
Splitting the traits in this way makes it easier to implement within macros, but it increases the cognitive load. Worst of all, this approach requires each `MySystemParam` to have a public `MySystemParamState` type associated with it.
## Solution
* Merge the trait `SystemParamState` into `SystemParam`.
* Remove all trivial `SystemParam` state types.
* `OptionNonSendMutState<T>`: you will not be missed.
---
- [x] Fix/resolve the remaining test failure.
## Changelog
* Removed the trait `SystemParamState`, merging its functionality into `SystemParam`.
## Migration Guide
**Note**: this should replace the migration guide for #6865.
This is relative to Bevy 0.9, not main.
The traits `SystemParamState` and `SystemParamFetch` have been removed, and their functionality has been transferred to `SystemParam`.
```rust
// Before (0.9)
impl SystemParam for MyParam<'_, '_> {
type State = MyParamState;
}
unsafe impl SystemParamState for MyParamState {
fn init(world: &mut World, system_meta: &mut SystemMeta) -> Self { ... }
}
unsafe impl<'w, 's> SystemParamFetch<'w, 's> for MyParamState {
type Item = MyParam<'w, 's>;
fn get_param(&mut self, ...) -> Self::Item;
}
unsafe impl ReadOnlySystemParamFetch for MyParamState { }
// After (0.10)
unsafe impl SystemParam for MyParam<'_, '_> {
type State = MyParamState;
type Item<'w, 's> = MyParam<'w, 's>;
fn init_state(world: &mut World, system_meta: &mut SystemMeta) -> Self::State { ... }
fn get_param<'w, 's>(state: &mut Self::State, ...) -> Self::Item<'w, 's>;
}
unsafe impl ReadOnlySystemParam for MyParam<'_, '_> { }
```
The trait `ReadOnlySystemParamFetch` has been replaced with `ReadOnlySystemParam`.
```rust
// Before
unsafe impl ReadOnlySystemParamFetch for MyParamState {}
// After
unsafe impl ReadOnlySystemParam for MyParam<'_, '_> {}
```
# Objective
`SystemParam` `Local`s documentation currently leaves out information that should be documented.
- What happens when multiple `SystemParam`s within the same system have the same `Local` type.
- What lifetime parameter is expected by `Local`.
## Solution
- Added sentences to documentation to communicate this information.
- Renamed `Local` lifetimes in code to `'s` where they previously were not. Users can get complicated incorrect suggested fixes if they pass the wrong lifetime. Some instance of the code had `'w` indicating the expected lifetime might not have been known to those that wrote the code either.
Co-authored-by: iiYese <83026177+iiYese@users.noreply.github.com>
# Objective
- Fix#4200
Currently, `#[derive(SystemParam)]` publicly exposes each field type, which makes it impossible to encapsulate private fields.
## Solution
Previously, the fields were leaked because they were used as an input generic type to the macro-generated `SystemParam::State` struct. That type has been changed to store its state in a field with a specific type, instead of a generic type.
---
## Changelog
- Fixed a bug that caused `#[derive(SystemParam)]` to leak the types of private fields.
# Objective
Resolve#6156.
The most common type of command is one that runs for a single entity. Built-in commands like this can be ergonomically added to the command queue using the `EntityCommands` struct. However, adding custom entity commands to the queue is quite cumbersome. You must first spawn an entity, store its ID in a local, then construct a command using that ID and add it to the queue. This prevents method chaining, which is the main benefit of using `EntityCommands`.
### Example (before)
```rust
struct MyCustomCommand(Entity);
impl Command for MyCustomCommand { ... }
let id = commands.spawn((...)).id();
commmands.add(MyCustomCommand(id));
```
## Solution
Add the `EntityCommand` trait, which allows directly adding per-entity commands to the `EntityCommands` struct.
### Example (after)
```rust
struct MyCustomCommand;
impl EntityCommand for MyCustomCommand { ... }
commands.spawn((...)).add(MyCustomCommand);
```
---
## Changelog
- Added the trait `EntityCommand`. This is a counterpart of `Command` for types that execute code for a single entity.
## Future Work
If we feel its necessary, we can simplify built-in commands (such as `Despawn`) to use this trait.
# Objective
Any closure with the signature `FnOnce(&mut World)` implicitly implements the trait `Command` due to a blanket implementation. However, this implementation unnecessarily has the `Sync` bound, which limits the types that can be used.
## Solution
Remove the bound.
---
## Changelog
- `Command` closures no longer need to implement the marker trait `std::marker::Sync`.
# Objective
* Currently, the `SystemParam` derive does not support types with const generic parameters.
* If you try to use const generics, the error message is cryptic and unhelpful.
* Continuation of the work started in #6867 and #6957.
## Solution
Allow const generic parameters to be used with `#[derive(SystemParam)]`.
# Objective
Fixes#4729.
Continuation of #4854.
## Solution
Add documentation to `ParamSet` and its methods. Includes examples suggested by community members in the original PR.
Co-authored-by: Nanox19435 <50684926+Nanox19435@users.noreply.github.com>
Co-authored-by: JoJoJet <21144246+JoJoJet@users.noreply.github.com>
# Objective
* The `SystemParam` derive internally uses tuples, which means it is constrained by the 16-field limit on `all_tuples`.
* The error message if you exceed this limit is abysmal.
* Supercedes #5965 -- this does the same thing, but is simpler.
## Solution
If any tuples have more than 16 fields, they are folded into tuples of tuples until they are under the 16-field limit.
# Objective
Currently, only named structs can be used with the `SystemParam` derive macro.
## Solution
Remove the restriction. Tuple structs and unit structs are now supported.
---
## Changelog
+ Added support for tuple structs and unit structs to the `SystemParam` derive macro.
# Objective
A separate `tracing` span for running a system's commands is created, even if the system doesn't have commands. This is adding extra measuring overhead (see #4892) where it's not needed.
## Solution
Move the span into `ParallelCommandState` and `CommandQueue`'s `SystemParamState::apply`. To get the right metadata for the span, a additional `&SystemMeta` parameter was added to `SystemParamState::apply`.
---
## Changelog
Added: `SystemMeta::name`
Changed: Systems without `Commands` and `ParallelCommands` will no longer show a "system_commands" span when profiling.
Changed: `SystemParamState::apply` now takes a `&SystemMeta` parameter in addition to the provided `&mut World`.
# Objective
- Fixes https://github.com/bevyengine/bevy/issues/6417
## Solution
- clear_trackers was not being called on the render world. This causes the removed components vecs to continuously grow. This PR adds clear trackers to the end of RenderStage::Cleanup
## Migration Guide
The call to `clear_trackers` in `App` has been moved from the schedule to App::update for the main world and calls to `clear_trackers` have been added for sub_apps in the same function. This was due to needing stronger guarantees. If clear_trackers isn't called on a world it can lead to memory leaks in `RemovedComponents`.
# Objective
* Implementing a custom `SystemParam` by hand requires implementing three traits -- four if it is read-only.
* The trait `SystemParamFetch<'w, 's>` is a workaround from before we had generic associated types, and is no longer necessary.
## Solution
* Combine the trait `SystemParamFetch` with `SystemParamState`.
* I decided to remove the `Fetch` name and keep the `State` name, since the former was consistently conflated with the latter.
* Replace the trait `ReadOnlySystemParamFetch` with `ReadOnlySystemParam`, which simplifies trait bounds in generic code.
---
## Changelog
- Removed the trait `SystemParamFetch`, moving its functionality to `SystemParamState`.
- Replaced the trait `ReadOnlySystemParamFetch` with `ReadOnlySystemParam`.
## Migration Guide
The trait `SystemParamFetch` has been removed, and its functionality has been transferred to `SystemParamState`.
```rust
// Before
impl SystemParamState for MyParamState {
fn init(world: &mut World, system_meta: &mut SystemMeta) -> Self { ... }
}
impl<'w, 's> SystemParamFetch<'w, 's> for MyParamState {
type Item = MyParam<'w, 's>;
fn get_param(...) -> Self::Item;
}
// After
impl SystemParamState for MyParamState {
type Item<'w, 's> = MyParam<'w, 's>; // Generic associated types!
fn init(world: &mut World, system_meta: &mut SystemMeta) -> Self { ... }
fn get_param<'w, 's>(...) -> Self::Item<'w, 's>;
}
```
The trait `ReadOnlySystemParamFetch` has been replaced with `ReadOnlySystemParam`.
```rust
// Before
unsafe impl ReadOnlySystemParamFetch for MyParamState {}
// After
unsafe impl<'w, 's> ReadOnlySystemParam for MyParam<'w, 's> {}
```
# Objective
It's not clear to users how to handle `!Sync` types as components and resources in the absence of engine level support for them.
## Solution
Added a section to `Component`'s and `Resource`'s type level docs on available options for making a type `Sync` when it holds `!Sync` fields, linking `bevy_utils::synccell::SyncCell` and the currently unstable `std::sync::Exclusive`.
Also added a compile_fail doctest that illustrates how to apply `SyncCell`. These will break when/if #6572 gets merged, at which point these docs should be updated.
# Objective
Fixes#6224, add ``dbg``, ``info``, ``warn`` and ``error`` system piping adapter variants to expand #5776, which call the corresponding re-exported [bevy_log macros](https://docs.rs/bevy/latest/bevy/log/macro.info.html) when the result is an error.
## Solution
* Added ``dbg``, ``info``, ``warn`` and ``error`` system piping adapter variants to ``system_piping.rs``.
* Modified and added tests for these under examples in ``system_piping.rs``.
# Objective
Currently, the `SystemParam` derive forces you to declare the lifetime parameters `<'w, 's>`, even if you don't use them.
If you don't follow this structure, the error message is quite nasty.
### Example (before):
```rust
#[derive(SystemParam)]
pub struct EventWriter<'w, 's, E: Event> {
events: ResMut<'w, Events<E>>,
// The derive forces us to declare the `'s` lifetime even though we don't use it,
// so we have to add this `PhantomData` to please rustc.
#[system_param(ignore)]
_marker: PhantomData<&'s ()>,
}
```
## Solution
* Allow the user to omit either lifetime.
* Emit a descriptive error if any lifetimes used are invalid.
### Example (after):
```rust
#[derive(SystemParam)]
pub struct EventWriter<'w, E: Event> {
events: ResMut<'w, Events<E>>,
}
```
---
## Changelog
* The `SystemParam` derive is now more flexible, allowing you to omit unused lifetime parameters.
Without this fix, piped systems containing exclusive systems fail to run, giving a runtime panic.
With this PR, running piped systems that contain exclusive systems now works.
## Explanation of the bug
This is because, unless overridden, the default implementation of `run` from the `System` trait simply calls `run_unsafe`. That is not valid for exclusive systems. They must always be called via `run`, as `run_unsafe` takes `&World` instead of `&mut World`.
Trivial reproduction example:
```rust
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_system(exclusive.pipe(another))
.run();
}
fn exclusive(_world: &mut World) {}
fn another() {}
```
If you run this, you will get a panic 'Cannot run exclusive systems with a shared World reference' and the backtrace shows how bevy (correctly) tries to call the `run` method (because the system is exclusive), but it is the implementation from the `System` trait (because `PipeSystem` does not have its own), which calls `run_unsafe` (incorrect):
- 3: <bevy_ecs::system::system_piping::PipeSystem<SystemA,SystemB> as bevy_ecs::system::system::System>::run_unsafe
- 4: bevy_ecs::system::system::System::run
# Objective
Fixes#4884. `ComponentTicks` stores both added and changed ticks contiguously in the same 8 bytes. This is convenient when passing around both together, but causes half the bytes fetched from memory for the purposes of change detection to effectively go unused. This is inefficient when most queries (no filter, mutating *something*) only write out to the changed ticks.
## Solution
Split the storage for change detection ticks into two separate `Vec`s inside `Column`. Fetch only what is needed during iteration.
This also potentially also removes one blocker from autovectorization of dense queries.
EDIT: This is confirmed to enable autovectorization of dense queries in `for_each` and `par_for_each` where possible. Unfortunately `iter` has other blockers that prevent it.
### TODO
- [x] Microbenchmark
- [x] Check if this allows query iteration to autovectorize simple loops.
- [x] Clean up all of the spurious tuples now littered throughout the API
### Open Questions
- ~~Is `Mut::is_added` absolutely necessary? Can we not just use `Added` or `ChangeTrackers`?~~ It's optimized out if unused.
- ~~Does the fetch of the added ticks get optimized out if not used?~~ Yes it is.
---
## Changelog
Added: `Tick`, a wrapper around a single change detection tick.
Added: `Column::get_added_ticks`
Added: `Column::get_column_ticks`
Added: `SparseSet::get_added_ticks`
Added: `SparseSet::get_column_ticks`
Changed: `Column` now stores added and changed ticks separately internally.
Changed: Most APIs returning `&UnsafeCell<ComponentTicks>` now returns `TickCells` instead, which contains two separate `&UnsafeCell<Tick>` for either component ticks.
Changed: `Query::for_each(_mut)`, `Query::par_for_each(_mut)` will now leverage autovectorization to speed up query iteration where possible.
## Migration Guide
TODO
# Objective
* Enable `Res` and `Query` parameter mutual exclusion
* Required for https://github.com/bevyengine/bevy/pull/5080
The `FilteredAccessSet::get_conflicts` methods didn't work properly with
`Res` and `ResMut` parameters. Because those added their access by using
the `combined_access_mut` method and directly modifying the global
access state of the FilteredAccessSet. This caused an inconsistency,
because get_conflicts assumes that ALL added access have a corresponding
`FilteredAccess` added to the `filtered_accesses` field.
In practice, that means that SystemParam that adds their access through
the `Access` returned by `combined_access_mut` and the ones that add
their access using the `add` method lived in two different universes. As
a result, they could never be mutually exclusive.
## Solution
This commit fixes it by removing the `combined_access_mut` method. This
ensures that the `combined_access` field of FilteredAccessSet is always
updated consistently with the addition of a filter. When checking for
filtered access, it is now possible to account for `Res` and `ResMut`
invalid access. This is currently not needed, but might be in the
future.
We add the `add_unfiltered_{read,write}` methods to replace previous
usages of `combined_access_mut`.
We also add improved Debug implementations on FixedBitSet so that their
meaning is much clearer in debug output.
---
## Changelog
* Fix `Res` and `Query` parameter never being mutually exclusive.
## Migration Guide
Note: this mostly changes ECS internals, but since the API is public, it is technically breaking:
* Removed `FilteredAccessSet::combined_access_mut`
* Replace _immutable_ usage of those by `combined_access`
* For _mutable_ usages, use the new `add_unfiltered_{read,write}` methods instead of `combined_access_mut` followed by `add_{read,write}`
* Move the despawn debug log from `World::despawn` to `EntityMut::despawn`.
* Move the despawn non-existent warning log from `Commands::despawn` to `World::despawn`.
This should make logging consistent regardless of which of the three `despawn` methods is used.
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
Replace `WorldQueryGats` trait with actual gats
## Solution
Replace `WorldQueryGats` trait with actual gats
---
## Changelog
- Replaced `WorldQueryGats` trait with actual gats
## Migration Guide
- Replace usage of `WorldQueryGats` assoc types with the actual gats on `WorldQuery` trait
# Objective
Right now, the `TaskPool` implementation allows panics to permanently kill worker threads upon panicking. This is currently non-recoverable without using a `std::panic::catch_unwind` in every scheduled task. This is poor ergonomics and even poorer developer experience. This is exacerbated by #2250 as these threads are global and cannot be replaced after initialization.
Removes the need for temporary fixes like #4998. Fixes#4996. Fixes#6081. Fixes#5285. Fixes#5054. Supersedes #2307.
## Solution
The current solution is to wrap `Executor::run` in `TaskPool` with a `catch_unwind`, and discarding the potential panic. This was taken straight from [smol](404c7bcc0a/src/spawn.rs (L44))'s current implementation. ~~However, this is not entirely ideal as:~~
- ~~the signaled to the awaiting task. We would need to change `Task<T>` to use `async_task::FallibleTask` internally, and even then it doesn't signal *why* it panicked, just that it did.~~ (See below).
- ~~no error is logged of any kind~~ (See below)
- ~~it's unclear if it drops other tasks in the executor~~ (it does not)
- ~~This allows the ECS parallel executor to keep chugging even though a system's task has been dropped. This inevitably leads to deadlock in the executor.~~ Assuming we don't catch the unwind in ParallelExecutor, this will naturally kill the main thread.
### Alternatives
A final solution likely will incorporate elements of any or all of the following.
#### ~~Log and Ignore~~
~~Log the panic, drop the task, keep chugging. This only addresses the discoverability of the panic. The process will continue to run, probably deadlocking the executor. tokio's detatched tasks operate in this fashion.~~
Panics already do this by default, even when caught by `catch_unwind`.
#### ~~`catch_unwind` in `ParallelExecutor`~~
~~Add another layer catching system-level panics into the `ParallelExecutor`. How the executor continues when a core dependency of many systems fails to run is up for debate.~~
`async_task::Task` bubbles up panics already, this will transitively push panics all the way to the main thread.
#### ~~Emulate/Copy `tokio::JoinHandle` with `Task<T>`~~
~~`tokio::JoinHandle<T>` bubbles up the panic from the underlying task when awaited. This can be transitively applied across other APIs that also use `Task<T>` like `Query::par_for_each` and `TaskPool::scope`, bubbling up the panic until it's either caught or it reaches the main thread.~~
`async_task::Task` bubbles up panics already, this will transitively push panics all the way to the main thread.
#### Abort on Panic
The nuclear option. Log the error, abort the entire process on any thread in the task pool panicking. Definitely avoids any additional infrastructure for passing the panic around, and might actually lead to more efficient code as any unwinding is optimized out. However gives the developer zero options for dealing with the issue, a seemingly poor choice for debuggability, and prevents graceful shutdown of the process. Potentially an option for handling very low-level task management (a la #4740). Roughly takes the shape of:
```rust
struct AbortOnPanic;
impl Drop for AbortOnPanic {
fn drop(&mut self) {
abort!();
}
}
let guard = AbortOnPanic;
// Run task
std::mem::forget(AbortOnPanic);
```
---
## Changelog
Changed: `bevy_tasks::TaskPool`'s threads will no longer terminate permanently when a task scheduled onto them panics.
Changed: `bevy_tasks::Task` and`bevy_tasks::Scope` will propagate panics in the spawned tasks/scopes to the parent thread.
# Objective
Fix the soundness issue outlined in #5866. In short the problem is that `query.to_readonly().get_component_mut::<T>()` can provide unsound mutable access to the component. This PR is an alternative to just removing the offending api. Given that `to_readonly` is a useful tool, I think this approach is a preferable short term solution. Long term I think theres a better solution out there, but we can find that on its own time.
## Solution
Add what amounts to a "dirty flag" that marks Queries that have been converted to their read-only variant via `to_readonly` as dirty. When this flag is set to true, `get_component_mut` will fail with an error, preventing the unsound access.
# Objective
- fix new clippy lints before they get stable and break CI
## Solution
- run `clippy --fix` to auto-fix machine-applicable lints
- silence `clippy::should_implement_trait` for `fn HandleId::default<T: Asset>`
## Changes
- always prefer `format!("{inline}")` over `format!("{}", not_inline)`
- prefer `Box::default` (or `Box::<T>::default` if necessary) over `Box::new(T::default())`
# Objective
Improve ergonomics by passing on the `IntoIterator` impl of the underlying type to wrapper types.
## Solution
Implement `IntoIterator` for ECS wrapper types (Mut, Local, Res, etc.).
Co-authored-by: devil-ira <justthecooldude@gmail.com>
Add the following message:
```
Items are returned in the order of the list of entities.
Entities that don't match the query are skipped.
```
Additionally, the docs in `iter.rs` and `state.rs` were updated to match those in `query.rs`.
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
At least partially addresses #6282.
Resources are currently stored as a dedicated Resource archetype (ID 1). This allows for easy code reusability, but unnecessarily adds 72 bytes (on 64-bit systems) to the struct that is only used for that one archetype. It also requires several fields to be `pub(crate)` which isn't ideal.
This should also remove one sparse-set lookup from fetching, inserting, and removing resources from a `World`.
## Solution
- Add `Resources` parallel to `Tables` and `SparseSets` and extract the functionality used by `Archetype` in it.
- Remove `unique_components` from `Archetype`
- Remove the `pub(crate)` on `Archetype::components`.
- Remove `ArchetypeId::RESOURCE`
- Remove `Archetypes::resource` and `Archetypes::resource_mut`
---
## Changelog
Added: `Resources` type to store resources.
Added: `Storages::resource`
Removed: `ArchetypeId::RESOURCE`
Removed: `Archetypes::resource` and `Archetypes::resources`
Removed: `Archetype::unique_components` and `Archetypes::unique_components_mut`
## Migration Guide
Resources have been moved to `Resources` under `Storages` in `World`. All code dependent on `Archetype::unique_components(_mut)` should access it via `world.storages().resources()` instead.
All APIs accessing the raw data of individual resources (mutable *and* read-only) have been removed as these APIs allowed for unsound unsafe code. All usages of these APIs should be changed to use `World::{get, insert, remove}_resource`.
# Objective
> System chaining is a confusing name: it implies the ability to construct non-linear graphs, and suggests a sense of system ordering that is only incidentally true. Instead, it actually works by passing data from one system to the next, much like the pipe operator.
> In the accepted [stageless RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/45-stageless.md), this concept is renamed to piping, and "system chaining" is used to construct groups of systems with ordering dependencies between them.
Fixes#6225.
## Changelog
System chaining has been renamed to system piping to improve clarity (and free up the name for new ordering APIs).
## Migration Guide
The `.chain(handler_system)` method on systems is now `.pipe(handler_system)`.
The `IntoChainSystem` trait is now `IntoPipeSystem`, and the `ChainSystem` struct is now `PipeSystem`.
# Objective
- Adding Debug implementations for App, Stage, Schedule, Query, QueryState.
- Fixes#1130.
## Solution
- Implemented std::fmt::Debug for a number of structures.
---
## Changelog
Also added Debug implementations for ParallelSystemExecutor, SingleThreadedExecutor, various RunCriteria structures, SystemContainer, and SystemDescriptor.
Opinions are sure to differ as to what information to provide in a Debug implementation. Best guess was taken for this initial version for these structures.
Co-authored-by: targrub <62773321+targrub@users.noreply.github.com>
# Objective
As explained by #5960, `Commands::get_or_spawn` may return a dangling `EntityCommands` that references a non-existing entities. As explained in [this comment], it may be undesirable to make the method return an `Option`.
- Addresses #5960
- Alternative to #5961
## Solution
This PR adds a doc comment to the method to inform the user that the returned `EntityCommands` is not guaranteed to be valid. It also adds panic doc comments on appropriate `EntityCommands` methods.
[this comment]: https://github.com/bevyengine/bevy/pull/5961#issuecomment-1259870849
# Objective
Make `Res` cloneable
## Solution
Add an associated fn `clone(self: &Self) -. Self` instead of `Copy + Clone` trait impls to avoid `res.clone()` failing to clone out the underlying `T`
# Objective
The [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) involves allowing exclusive systems to be referenced and ordered relative to parallel systems. We've agreed that unifying systems under `System` is the right move.
This is an alternative to #4166 (see rationale in the comments I left there). Note that this builds on the learnings established there (and borrows some patterns).
## Solution
This unifies parallel and exclusive systems under the shared `System` trait, removing the old `ExclusiveSystem` trait / impls. This is accomplished by adding a new `ExclusiveFunctionSystem` impl similar to `FunctionSystem`. It is backed by `ExclusiveSystemParam`, which is similar to `SystemParam`. There is a new flattened out SystemContainer api (which cuts out a lot of trait and type complexity).
This means you can remove all cases of `exclusive_system()`:
```rust
// before
commands.add_system(some_system.exclusive_system());
// after
commands.add_system(some_system);
```
I've also implemented `ExclusiveSystemParam` for `&mut QueryState` and `&mut SystemState`, which makes this possible in exclusive systems:
```rust
fn some_exclusive_system(
world: &mut World,
transforms: &mut QueryState<&Transform>,
state: &mut SystemState<(Res<Time>, Query<&Player>)>,
) {
for transform in transforms.iter(world) {
println!("{transform:?}");
}
let (time, players) = state.get(world);
for player in players.iter() {
println!("{player:?}");
}
}
```
Note that "exclusive function systems" assume `&mut World` is present (and the first param). I think this is a fair assumption, given that the presence of `&mut World` is what defines the need for an exclusive system.
I added some targeted SystemParam `static` constraints, which removed the need for this:
``` rust
fn some_exclusive_system(state: &mut SystemState<(Res<'static, Time>, Query<&'static Player>)>) {}
```
## Related
- #2923
- #3001
- #3946
## Changelog
- `ExclusiveSystem` trait (and implementations) has been removed in favor of sharing the `System` trait.
- `ExclusiveFunctionSystem` and `ExclusiveSystemParam` were added, enabling flexible exclusive function systems
- `&mut SystemState` and `&mut QueryState` now implement `ExclusiveSystemParam`
- Exclusive and parallel System configuration is now done via a unified `SystemDescriptor`, `IntoSystemDescriptor`, and `SystemContainer` api.
## Migration Guide
Calling `.exclusive_system()` is no longer required (or supported) for converting exclusive system functions to exclusive systems:
```rust
// Old (0.8)
app.add_system(some_exclusive_system.exclusive_system());
// New (0.9)
app.add_system(some_exclusive_system);
```
Converting "normal" parallel systems to exclusive systems is done by calling the exclusive ordering apis:
```rust
// Old (0.8)
app.add_system(some_system.exclusive_system().at_end());
// New (0.9)
app.add_system(some_system.at_end());
```
Query state in exclusive systems can now be cached via ExclusiveSystemParams, which should be preferred for clarity and performance reasons:
```rust
// Old (0.8)
fn some_system(world: &mut World) {
let mut transforms = world.query::<&Transform>();
for transform in transforms.iter(world) {
}
}
// New (0.9)
fn some_system(world: &mut World, transforms: &mut QueryState<&Transform>) {
for transform in transforms.iter(world) {
}
}
```
# 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
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)]`.
# 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
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
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
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
- 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
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:`
*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
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
- Allows conversion of mutable queries to immutable queries.
- Fixes#4606
## Solution
- Add `to_readonly` method on `Query`, which uses `QueryState::as_readonly`
- `AsRef` is not feasible because creation of new queries is needed.
---
## Changelog
### Added
- Allows conversion of mutable queries to immutable queries using `Query::to_readonly`.
# 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>`
# Objective
- Closes#4954
- Reduce the complexity of the `{System, App, *}Label` APIs.
## Solution
For the sake of brevity I will only refer to `SystemLabel`, but everything applies to all of the other label types as well.
- Add `SystemLabelId`, a lightweight, `copy` struct.
- Convert custom types into `SystemLabelId` using the trait `SystemLabel`.
## Changelog
- String literals implement `SystemLabel` for now, but this should be changed with #4409 .
## Migration Guide
- Any previous use of `Box<dyn SystemLabel>` should be replaced with `SystemLabelId`.
- `AsSystemLabel` trait has been modified.
- No more output generics.
- Method `as_system_label` now returns `SystemLabelId`, removing an unnecessary level of indirection.
- If you *need* a label that is determined at runtime, you can use `Box::leak`. Not recommended.
## Questions for later
* Should we generate a `Debug` impl along with `#[derive(*Label)]`?
* Should we rename `as_str()`?
* Should we remove the extra derives (such as `Hash`) from builtin `*Label` types?
* Should we automatically derive types like `Clone, Copy, PartialEq, Eq`?
* More-ergonomic comparisons between `Label` and `LabelId`.
* Move `Dyn{Eq, Hash,Clone}` somewhere else.
* Some API to make interning dynamic labels easier.
* Optimize string representation
* Empty string for unit structs -- no debug info but faster comparisons
* Don't show enum types -- same tradeoffs as asbove.
Add compile time check for if a system is an exclusive system. Resolves#4788
Co-authored-by: Daniel Liu <mr.picklepinosaur@gmail.com>
Co-authored-by: Daniel Liu <danieliu3120@gmail.com>
# Objective
Improve documentation, information users of the limitations in bevy's idiomatic patterns, and suggesting alternatives for when those limitations are encountered.
## Solution
* Add documentation to `Commands` informing the user of the option of writing one-shot commands with closures.
* Add documentation to `EventWriter` regarding the limitations of event types, and suggesting alternatives using commands.
# Objective
- Added a bunch of backticks to things that should have them, like equations, abstract variable names,
- Changed all small x, y, and z to capitals X, Y, Z.
This might be more annoying than helpful; Feel free to refuse this PR.
Remove unnecessary calls to `iter()`/`iter_mut()`.
Mainly updates the use of queries in our code, docs, and examples.
```rust
// From
for _ in list.iter() {
for _ in list.iter_mut() {
// To
for _ in &list {
for _ in &mut list {
```
We already enable the pedantic lint [clippy::explicit_iter_loop](https://rust-lang.github.io/rust-clippy/stable/) inside of Bevy. However, this only warns for a few known types from the standard library.
## Note for reviewers
As you can see the additions and deletions are exactly equal.
Maybe give it a quick skim to check I didn't sneak in a crypto miner, but you don't have to torture yourself by reading every line.
I already experienced enough pain making this PR :)
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
- Currently, the `Extract` `RenderStage` is executed on the main world, with the render world available as a resource.
- However, when needing access to resources in the render world (e.g. to mutate them), the only way to do so was to get exclusive access to the whole `RenderWorld` resource.
- This meant that effectively only one extract which wrote to resources could run at a time.
- We didn't previously make `Extract`ing writing to the world a non-happy path, even though we want to discourage that.
## Solution
- Move the extract stage to run on the render world.
- Add the main world as a `MainWorld` resource.
- Add an `Extract` `SystemParam` as a convenience to access a (read only) `SystemParam` in the main world during `Extract`.
## Future work
It should be possible to avoid needing to use `get_or_spawn` for the render commands, since now the `Commands`' `Entities` matches up with the world being executed on.
We need to determine how this interacts with https://github.com/bevyengine/bevy/pull/3519
It's theoretically possible to remove the need for the `value` method on `Extract`. However, that requires slightly changing the `SystemParam` interface, which would make it more complicated. That would probably mess up the `SystemState` api too.
## Todo
I still need to add doc comments to `Extract`.
---
## Changelog
### Changed
- The `Extract` `RenderStage` now runs on the render world (instead of the main world as before).
You must use the `Extract` `SystemParam` to access the main world during the extract phase.
Resources on the render world can now be accessed using `ResMut` during extract.
### Removed
- `Commands::spawn_and_forget`. Use `Commands::get_or_spawn(e).insert_bundle(bundle)` instead
## Migration Guide
The `Extract` `RenderStage` now runs on the render world (instead of the main world as before).
You must use the `Extract` `SystemParam` to access the main world during the extract phase. `Extract` takes a single type parameter, which is any system parameter (such as `Res`, `Query` etc.). It will extract this from the main world, and returns the result of this extraction when `value` is called on it.
For example, if previously your extract system looked like:
```rust
fn extract_clouds(mut commands: Commands, clouds: Query<Entity, With<Cloud>>) {
for cloud in clouds.iter() {
commands.get_or_spawn(cloud).insert(Cloud);
}
}
```
the new version would be:
```rust
fn extract_clouds(mut commands: Commands, mut clouds: Extract<Query<Entity, With<Cloud>>>) {
for cloud in clouds.value().iter() {
commands.get_or_spawn(cloud).insert(Cloud);
}
}
```
The diff is:
```diff
--- a/src/clouds.rs
+++ b/src/clouds.rs
@@ -1,5 +1,5 @@
-fn extract_clouds(mut commands: Commands, clouds: Query<Entity, With<Cloud>>) {
- for cloud in clouds.iter() {
+fn extract_clouds(mut commands: Commands, mut clouds: Extract<Query<Entity, With<Cloud>>>) {
+ for cloud in clouds.value().iter() {
commands.get_or_spawn(cloud).insert(Cloud);
}
}
```
You can now also access resources from the render world using the normal system parameters during `Extract`:
```rust
fn extract_assets(mut render_assets: ResMut<MyAssets>, source_assets: Extract<Res<MyAssets>>) {
*render_assets = source_assets.clone();
}
```
Please note that all existing extract systems need to be updated to match this new style; even if they currently compile they will not run as expected. A warning will be emitted on a best-effort basis if this is not met.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Help users fix issue when their app panic when executing a command on a despawned entity
## Solution
- Add an error code and a page describing how to debug the issue
# Objective
`SAFETY` comments are meant to be placed before `unsafe` blocks and should contain the reasoning of why in this case the usage of unsafe is okay. This is useful when reading the code because it makes it clear which assumptions are required for safety, and makes it easier to spot possible unsoundness holes. It also forces the code writer to think of something to write and maybe look at the safety contracts of any called unsafe methods again to double-check their correct usage.
There's a clippy lint called `undocumented_unsafe_blocks` which warns when using a block without such a comment.
## Solution
- since clippy expects `SAFETY` instead of `SAFE`, rename those
- add `SAFETY` comments in more places
- for the last remaining 3 places, add an `#[allow()]` and `// TODO` since I wasn't comfortable enough with the code to justify their safety
- add ` #![warn(clippy::undocumented_unsafe_blocks)]` to `bevy_ecs`
### Note for reviewers
The first commit only renames `SAFETY` to `SAFE` so it doesn't need a thorough review.
cb042a416e..55cef2d6fa is the diff for all other changes.
### Safety comments where I'm not too familiar with the code
774012ece5/crates/bevy_ecs/src/entity/mod.rs (L540-L546)774012ece5/crates/bevy_ecs/src/world/entity_ref.rs (L249-L252)
### Locations left undocumented with a `TODO` comment
5dde944a30/crates/bevy_ecs/src/schedule/executor_parallel.rs (L196-L199)5dde944a30/crates/bevy_ecs/src/world/entity_ref.rs (L287-L289)5dde944a30/crates/bevy_ecs/src/world/entity_ref.rs (L413-L415)
Co-authored-by: Jakob Hellermann <hellermann@sipgate.de>
# Objective
- Provide a way to see the components of an entity.
- Fixes#1467
## Solution
- Add `World::inspect_entity`. It accepts an `Entity` and returns a vector of `&ComponentInfo` that the entity has.
- Add `EntityCommands::log_components`. It logs the component names of the entity. (info level)
---
## Changelog
### Added
- Ability to inspect components of an entity through `World::inspect_entity` or `EntityCommands::log_components`
# Objective
- Fix a type inference regression introduced by #3001
- Make read only bounds on world queries more user friendly
ptrification required you to write `Q::Fetch: ReadOnlyFetch` as `for<'w> QueryFetch<'w, Q>: ReadOnlyFetch` which has the same type inference problem as `for<'w> QueryFetch<'w, Q>: FilterFetch<'w>` had, i.e. the following code would error:
```rust
#[derive(Component)]
struct Foo;
fn bar(a: Query<(&Foo, Without<Foo>)>) {
foo(a);
}
fn foo<Q: WorldQuery>(a: Query<Q, ()>)
where
for<'w> QueryFetch<'w, Q>: ReadOnlyFetch,
{
}
```
`for<..>` bounds are also rather user unfriendly..
## Solution
Remove the `ReadOnlyFetch` trait in favour of a `ReadOnlyWorldQuery` trait, and remove `WorldQueryGats::ReadOnlyFetch` in favor of `WorldQuery::ReadOnly` allowing the previous code snippet to be written as:
```rust
#[derive(Component)]
struct Foo;
fn bar(a: Query<(&Foo, Without<Foo>)>) {
foo(a);
}
fn foo<Q: ReadOnlyWorldQuery>(a: Query<Q, ()>) {}
```
This avoids the `for<...>` bound which makes the code simpler and also fixes the type inference issue.
The reason for moving the two functions out of `FetchState` and into `WorldQuery` is to allow the world query `&mut T` to share a `State` with the `&T` world query so that it can have `type ReadOnly = &T`. Presumably it would be possible to instead have a `ReadOnlyRefMut<T>` world query and then do `type ReadOnly = ReadOnlyRefMut<T>` much like how (before this PR) we had a `ReadOnlyWriteFetch<T>`. A side benefit of the current solution in this PR is that it will likely make it easier in the future to support an API such as `Query<&mut T> -> Query<&T>`. The primary benefit IMO is just that `ReadOnlyRefMut<T>` and its associated fetch would have to reimplement all of the logic that the `&T` world query impl does but this solution avoids that :)
---
## Changelog/Migration Guide
The trait `ReadOnlyFetch` has been replaced with `ReadOnlyWorldQuery` along with the `WorldQueryGats::ReadOnlyFetch` assoc type which has been replaced with `<WorldQuery::ReadOnly as WorldQueryGats>::Fetch`
- Any where clauses such as `QueryFetch<Q>: ReadOnlyFetch` should be replaced with `Q: ReadOnlyWorldQuery`.
- Any custom world query impls should implement `ReadOnlyWorldQuery` insead of `ReadOnlyFetch`
Functions `update_component_access` and `update_archetype_component_access` have been moved from the `FetchState` trait to `WorldQuery`
- Any callers should now call `Q::update_component_access(state` instead of `state.update_component_access` (and `update_archetype_component_access` respectively)
- Any custom world query impls should move the functions from the `FetchState` impl to `WorldQuery` impl
`WorldQuery` has been made an `unsafe trait`, `FetchState` has been made a safe `trait`. (I think this is how it should have always been, but regardless this is _definitely_ necessary now that the two functions have been moved to `WorldQuery`)
- If you have a custom `FetchState` impl make it a normal `impl` instead of `unsafe impl`
- If you have a custom `WorldQuery` impl make it an `unsafe impl`, if your code was sound before it is going to still be sound
Right now, a direct reference to the target TaskPool is required to launch tasks on the pools, despite the three newtyped pools (AsyncComputeTaskPool, ComputeTaskPool, and IoTaskPool) effectively acting as global instances. The need to pass a TaskPool reference adds notable friction to spawning subtasks within existing tasks. Possible use cases for this may include chaining tasks within the same pool like spawning separate send/receive I/O tasks after waiting on a network connection to be established, or allowing cross-pool dependent tasks like starting dependent multi-frame computations following a long I/O load.
Other task execution runtimes provide static access to spawning tasks (i.e. `tokio::spawn`), which is notably easier to use than the reference passing required by `bevy_tasks` right now.
This PR makes does the following:
* Adds `*TaskPool::init` which initializes a `OnceCell`'ed with a provided TaskPool. Failing if the pool has already been initialized.
* Adds `*TaskPool::get` which fetches the initialized global pool of the respective type or panics. This generally should not be an issue in normal Bevy use, as the pools are initialized before they are accessed.
* Updated default task pool initialization to either pull the global handles and save them as resources, or if they are already initialized, pull the a cloned global handle as the resource.
This should make it notably easier to build more complex task hierarchies for dependent tasks. It should also make writing bevy-adjacent, but not strictly bevy-only plugin crates easier, as the global pools ensure it's all running on the same threads.
One alternative considered is keeping a thread-local reference to the pool for all threads in each pool to enable the same `tokio::spawn` interface. This would spawn tasks on the same pool that a task is currently running in. However this potentially leads to potential footgun situations where long running blocking tasks run on `ComputeTaskPool`.
# 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 #4864Fixes#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>
(follow-up to #4423)
# Objective
Currently, it isn't possible to easily fire commands from within par_for_each blocks. This PR allows for issuing commands from within parallel scopes.
# Objective
This PR aims to improve the soundness of `CommandQueue`. In particular it aims to:
- make it sound to store commands that contain padding or uninitialized bytes;
- avoid uses of commands after moving them in the queue's buffer (`std::mem::forget` is technically a use of its argument);
- remove useless checks: `self.bytes.as_mut_ptr().is_null()` is always `false` because even `Vec`s that haven't allocated use a dangling pointer. Moreover the same pointer was used to write the command, so it ought to be valid for reads if it was for writes.
## Solution
- To soundly store padding or uninitialized bytes `CommandQueue` was changed to contain a `Vec<MaybeUninit<u8>>` instead of `Vec<u8>`;
- To avoid uses of the command through `std::mem::forget`, `ManuallyDrop` was used.
## Other observations
While writing this PR I noticed that `CommandQueue` doesn't seem to drop the commands that weren't applied. While this is a pretty niche case (you would have to be manually using `CommandQueue`/`std::mem::swap`ping one), I wonder if it should be documented anyway.
# Objective
- Higher order system could not be created by users.
- However, a simple change to `SystemParamFunction` allows this.
- Higher order systems in this case mean functions which return systems created using other systems, such as `chain` (which is basically equivalent to map)
## Solution
- Change `SystemParamFunction` to be a safe abstraction over `FnMut([In<In>,] ...params)->Out`.
- Note that I believe `SystemParamFunction` should not have been counted as part of our public api before this PR.
- This is because its only use was an unsafe function without an actionable safety comment.
- The safety comment was basically 'call this within bevy code'.
- I also believe that there are no external users in its current form.
- A quick search on Google and in the discord confirmed this.
## See also
- https://github.com/bevyengine/bevy/pull/4666, which uses this and subsumes the example here
---
## Changelog
### Added
- `SystemParamFunction`, which can be used to create higher order systems.
# Objective
Fixes#3183. Requiring a `&TaskPool` parameter is sort of meaningless if the only correct one is to use the one provided by `Res<ComputeTaskPool>` all the time.
## Solution
Have `QueryState` save a clone of the `ComputeTaskPool` which is used for all `par_for_each` functions.
~~Adds a small overhead of the internal `Arc` clone as a part of the startup, but the ergonomics win should be well worth this hardly-noticable overhead.~~
Updated the docs to note that it will panic the task pool is not present as a resource.
# Future Work
If https://github.com/bevyengine/rfcs/pull/54 is approved, we can replace these resource lookups with a static function call instead to get the `ComputeTaskPool`.
---
## Changelog
Removed: The `task_pool` parameter of `Query(State)::par_for_each(_mut)`. These calls will use the `World`'s `ComputeTaskPool` resource instead.
## Migration Guide
The `task_pool` parameter for `Query(State)::par_for_each(_mut)` has been removed. Remove these parameters from all calls to these functions.
Before:
```rust
fn parallel_system(
task_pool: Res<ComputeTaskPool>,
query: Query<&MyComponent>,
) {
query.par_for_each(&task_pool, 32, |comp| {
...
});
}
```
After:
```rust
fn parallel_system(query: Query<&MyComponent>) {
query.par_for_each(32, |comp| {
...
});
}
```
If using `Query(State)` outside of a system run by the scheduler, you may need to manually configure and initialize a `ComputeTaskPool` as a resource in the `World`.
# Objective
- Rebase of #3159.
- Fixes https://github.com/bevyengine/bevy/issues/3156
- add #[inline] to single related functions so that they matches with other function defs
## Solution
* added functions to QueryState
* get_single_unchecked_manual
* get_single_unchecked
* get_single
* get_single_mut
* single
* single_mut
* make Query::get_single use QueryState::get_single_unchecked_manual
* added #[inline]
---
## Changelog
### Added
Functions `QueryState::single`, `QueryState::get_single`, `QueryState::single_mut`, `QueryState::get_single_mut`, `QueryState::get_single_unchecked`, `QueryState::get_single_unchecked_manual`.
### Changed
`QuerySingleError` is now in the `state` module.
## Migration Guide
Change `query::QuerySingleError` to `state::QuerySingleError`
Co-authored-by: 2ne1ugly <chattermin@gmail.com>
Co-authored-by: 2ne1ugly <47616772+2ne1ugly@users.noreply.github.com>
# Objective
Fixes#4657
Example code that wasnt panic'ing before this PR (and so was unsound):
```rust
#[test]
#[should_panic = "error[B0001]"]
fn option_has_no_filter_with() {
fn sys(_1: Query<(Option<&A>, &mut B)>, _2: Query<&mut B, Without<A>>) {}
let mut world = World::default();
run_system(&mut world, sys);
}
#[test]
#[should_panic = "error[B0001]"]
fn any_of_has_no_filter_with() {
fn sys(_1: Query<(AnyOf<(&A, ())>, &mut B)>, _2: Query<&mut B, Without<A>>) {}
let mut world = World::default();
run_system(&mut world, sys);
}
#[test]
#[should_panic = "error[B0001]"]
fn or_has_no_filter_with() {
fn sys(_1: Query<&mut B, Or<(With<A>, With<B>)>>, _2: Query<&mut B, Without<A>>) {}
let mut world = World::default();
run_system(&mut world, sys);
}
```
## Solution
- Only add the intersection of `with`/`without` accesses of all the elements in `Or/AnyOf` to the world query's `FilteredAccess<ComponentId>` instead of the union.
- `Option`'s fix can be thought of the same way since its basically `AnyOf<T, ()>` but its impl is just simpler as `()` has no `with`/`without` accesses
---
## Changelog
- `Or`/`AnyOf`/`Option` will now report more query conflicts in order to fix unsoundness
## Migration Guide
- If you are now getting query conflicts from `Or`/`AnyOf`/`Option` rip to you and ur welcome for it now being caught
# Objective
- (Eventually) reduce noise in reporting access conflicts between unordered systems.
- `SystemStage` only looks at unfiltered `ComponentId` access, any conflicts reported are potentially `false`.
- the systems could still be accessing disjoint archetypes
- Comparing systems' filtered access sets can maybe avoid that (for statically known component types).
- #4204
## Solution
- Modify `SparseSetIndex` trait to require `PartialEq`, `Eq`, and `Hash` (all internal types except `BundleId` already did).
- Add `is_compatible` and `get_conflicts` methods to `FilteredAccessSet<T>`
- (existing method renamed to `get_conflicts_single`)
- Add docs for those and all the other methods while I'm at it.
## Objective
- ~~Make absurdly long-lived changes stay detectable for even longer (without leveling up to `u64`).~~
- Give all changes a consistent maximum lifespan.
- Improve code clarity.
## Solution
- ~~Increase the frequency of `check_tick` scans to increase the oldest reliably-detectable change.~~
(Deferred until we can benchmark the cost of a scan.)
- Ignore changes older than the maximum reliably-detectable age.
- General refactoring—name the constants, use them everywhere, and update the docs.
- Update test cases to check for the specified behavior.
## Related
This PR addresses (at least partially) the concerns raised in:
- #3071
- #3082 (and associated PR #3084)
## Background
- #1471
Given the minimum interval between `check_ticks` scans, `N`, the oldest reliably-detectable change is `u32::MAX - (2 * N - 1)` (or `MAX_CHANGE_AGE`). Reducing `N` from ~530 million (current value) to something like ~2 million would extend the lifetime of changes by a billion.
| minimum `check_ticks` interval | oldest reliably-detectable change | usable % of `u32::MAX` |
| --- | --- | --- |
| `u32::MAX / 8` (536,870,911) | `(u32::MAX / 4) * 3` | 75.0% |
| `2_000_000` | `u32::MAX - 3_999_999` | 99.9% |
Similarly, changes are still allowed to be between `MAX_CHANGE_AGE`-old and `u32::MAX`-old in the interim between `check_tick` scans. While we prevent their age from overflowing, the test to detect changes still compares raw values. This makes failure ultimately unreliable, since when ancient changes stop being detected varies depending on when the next scan occurs.
## Open Question
Currently, systems and system states are incorrectly initialized with their `last_change_tick` set to `0`, which doesn't handle wraparound correctly.
For consistent behavior, they should either be initialized to the world's `last_change_tick` (and detect no changes) or to `MAX_CHANGE_AGE` behind the world's current `change_tick` (and detect everything as a change). I've currently gone with the latter since that was closer to the existing behavior.
## Follow-up Work
(Edited: entire section)
We haven't actually profiled how long a `check_ticks` scan takes on a "large" `World` , so we don't know if it's safe to increase their frequency. However, we are currently relying on play sessions not lasting long enough to trigger a scan and apps not having enough entities/archetypes for it to be "expensive" (our assumption). That isn't a real solution. (Either scanning never costs enough to impact frame times or we provide an option to use `u64` change ticks. Nobody will accept random hiccups.)
To further extend the lifetime of changes, we actually only need to increment the world tick if a system has `Fetch: !ReadOnlySystemParamFetch`. The behavior will be identical because all writes are sequenced, but I'm not sure how to implement that in a way that the compiler can optimize the branch out.
Also, since having no false positives depends on a `check_ticks` scan running at least every `2 * N - 1` ticks, a `last_check_tick` should also be stored in the `World` so that any lull in system execution (like a command flush) could trigger a scan if needed. To be completely robust, all the systems initialized on the world should be scanned, not just those in the current stage.
# Objective
The pointer types introduced in #3001 are useful not just in `bevy_ecs`, but also in crates like `bevy_reflect` (#4475) or even outside of bevy.
## Solution
Extract `Ptr<'a>`, `PtrMut<'a>`, `OwnedPtr<'a>`, `ThinSlicePtr<'a, T>` and `UnsafeCellDeref` from `bevy_ecs::ptr` into `bevy_ptr`.
**Note:** `bevy_ecs` still reexports the `bevy_ptr` as `bevy_ecs::ptr` so that crates like `bevy_transform` can use the `Bundle` derive without needing to depend on `bevy_ptr` themselves.
# Objective
1. Previously, the `change_tick` and `last_change_tick` fields on `SystemChangeTick` [were `pub`](https://docs.rs/bevy/0.6.1/bevy/ecs/system/struct.SystemChangeTick.html).
1. This was actively misleading, as while this can be fetched as a `SystemParam`, a copy is returned instead
2. This information could be useful for debugging, but there was no way to investigate when data was changed.
3. There were no docs!
## Solution
1. Move these to a getter method.
2. Add `last_changed` method to the `DetectChanges` trait to enable inspection of when data was last changed.
3. Add docs.
# Changelog
`SystemChangeTick` now provides getter methods for the current and previous change tick, rather than public fields.
This can be combined with `DetectChanges::last_changed()` to debug the timing of changes.
# Migration guide
The `change_tick` and `last_change_tick` fields on `SystemChangeTick` are now private, use the corresponding getter method instead.
# Objective
- Manually running systems is a somewhat obscure process: systems must be initialized before they are run
- The unwrap is rather hard to debug.
## Solution
- Replace unwraps in `FunctionSystem` methods with expects (progress towards #3892).
- Briefly document this requirement.
# 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>
# Objective
Reduce from scratch build time.
## Solution
Reduce the size of the critical path by removing dependencies between crates where not necessary. For `cargo check --no-default-features` this reduced build time from ~51s to ~45s. For some commits I am not completely sure if the tradeoff between build time reduction and convenience caused by the commit is acceptable. If not, I can drop them.
# Objective
- The current API docs of `Commands` is very short and is very opaque to newcomers.
## Solution
- Try to explain what it is without requiring knowledge of other parts of `bevy_ecs` like `World` or `SystemParam`.
Co-authored-by: Charles <IceSentry@users.noreply.github.com>
Free at last!
# Objective
- Using `.system()` is no longer needed anywhere, and anyone using it will have already gotten a deprecation warning.
- https://github.com/bevyengine/bevy/pull/3302 was a super special case for `.system()`, since it was so prevelant. However, that's no reason.
- Despite it being deprecated, another couple of uses of it have already landed, including in the deprecating PR.
- These have all been because of doc examples having warnings not breaking CI - 🎟️?
## Solution
- Remove it.
- It's gone
---
## Changelog
- You can no longer use `.system()`
## Migration Guide
- You can no longer use `.system()`. It was deprecated in 0.7.0, and you should have followed the deprecation warning then. You can just remove the method call.
![image](https://user-images.githubusercontent.com/36049421/163688197-3e774a04-6f8f-40a6-b7a4-1330e0b7acf0.png)
- Thanks to the @TheRawMeatball for producing
# Objective
- Make it possible to use `System`s outside of the scheduler/executor without having to define logic to track new archetypes and call `System::add_archetype()` for each.
## Solution
- Replace `System::add_archetype(&Archetype)` with `System::update_archetypes(&World)`, making systems responsible for tracking their own most recent archetype generation the way that `SystemState` already does.
This has minimal (or simplifying) effect on most of the code with the exception of `FunctionSystem`, which must now track the latest `ArchetypeGeneration` it saw instead of relying on the executor to do it.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>