# Objective
Clean up code surrounding fetch by pulling out the common parts into the iteration code.
## Solution
Merge `Fetch::table_fetch` and `Fetch::archetype_fetch` into a single API: `Fetch::fetch(&mut self, entity: &Entity, table_row: &usize)`. This provides everything any fetch requires to internally decide which storage to read from and get the underlying data. All of these functions are marked as `#[inline(always)]` and the arguments are passed as references to attempt to optimize out the argument that isn't being used.
External to `Fetch`, Query iteration has been changed to keep track of the table row and entity outside of fetch, which moves a lot of the expensive bookkeeping `Fetch` structs had previously done internally into the outer loop.
~~TODO: Benchmark, docs~~ Done.
---
## Changelog
Changed: `Fetch::table_fetch` and `Fetch::archetype_fetch` have been merged into a single `Fetch::fetch` function.
## Migration Guide
TODO
Co-authored-by: Brian Merchant <bhmerchang@gmail.com>
Co-authored-by: Saverio Miroddi <saverio.pub2@gmail.com>
# Objective
- Proactive changing of code to comply with warnings generated by beta of rustlang version of cargo clippy.
## Solution
- Code changed as recommended by `rustup update`, `rustup default beta`, `cargo run -p ci -- clippy`.
- Tested using `beta` and `stable`. No clippy warnings in either after changes made.
---
## Changelog
- Warnings fixed were: `clippy::explicit-auto-deref` (present in 11 files), `clippy::needless-borrow` (present in 2 files), and `clippy::only-used-in-recursion` (only 1 file).
# Objective
- Do not implement `Copy` or `Clone` for `Fetch` types as this is kind of sus soundness wise (it feels like cloning an `IterMut` in safe code to me). Cloning a fetch seems important to think about soundness wise when doing it so I prefer this over adding a `Clone` bound to the assoc type definition (i.e. `type Fetch: Clone`) even though that would also solve the other listed things here.
- Remove a bunch of `QueryFetch<'w, Q>: Clone` bounds from our API as now all fetches can be "cloned" for use in `iter_combinations`. This should also help avoid the type inference regression ptrification introduced where `for<'a> QueryFetch<'a, Q>: Trait` bounds misbehave since we no longer need any of those kind of higher ranked bounds (although in practice we had none anyway).
- Stop being able to "forget" to implement clone for fetches, we've had a lot of issues where either `derive(Clone)` was used instead of a manual impl (so we ended up with too tight bounds on the impl) or flat out forgot to implement Clone at all. With this change all fetches are able to be cloned for `iter_combinations` so this will no longer be possible to mess up.
On an unrelated note, while making this PR I realised we probably want safety invariants on `archetype/table_fetch` that nothing aliases the table_row/archetype_index according to the access we set.
---
## Changelog
`Clone` and `Copy` were removed from all `Fetch` types.
## Migration Guide
- Call `WorldQuery::clone_fetch` instead of `fetch.clone()`. Make sure to add safety comments :)
# Objective
I was trying to implement a collision system for my game, and believed that the iter_combinations method might be what I need. But I couldn't find a simple explanation of what a combination was in Bevy and thought it could use some more explanation.
## Solution
I added some description to the documentation that can hopefully further elaborate on what a combination is.
I also changed up the docs for the method because a combination is a different thing than a permutation but the Bevy docs seemed to use them interchangeably.
# Objective
- `QueryCombinationIter` can have sizes greater than `usize::MAX`.
- Fixes#5846
## Solution
- Only the implementation of `ExactSizeIterator` has been removed. Instead of using `query_combination.len()`, you can use `query_combination.size_hint().0` to get the same value as before.
---
## Migration Guide
- Switch to using other methods of getting the length.
# 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>
# Objective
- Improve #3953
## Solution
- The very specific circumstances under which the render world is reset meant that the flush_as_invalid function could be replaced with one that had a noop as its init method.
- This removes a double-writing issue leading to greatly increased performance.
Running the reproduction code in the linked issue, this change nearly doubles the framerate.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Fixes#5559
Replaces #5628
## Solution
Because the generated method from_components() creates an instance of Self my implementation requires any field type that is marked to be ignored to implement Default.
---
## Changelog
Added the possibility to ignore fields in a bundle with `#[bundle(ignore)]`. Typically used when `PhantomData` needs to be added to a `Bundle`.
# Objective
- Fix disabling features in bevy_ecs (broken by #5630)
- Add tests in CI for bevy_ecs, bevy_reflect and bevy as those crates could be use standalone
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
Speed up queries that are fragmented over many empty archetypes and tables.
## Solution
Add a early-out to check if the table or archetype is empty before iterating over it. This adds an extra branch for every archetype matched, but skips setting the archetype/table to the underlying state and any iteration over it.
This may not be worth it for the default `Query::iter` and maybe even the `Query::for_each` implementations, but this definitely avoids scheduling unnecessary tasks in the `Query::par_for_each` case.
Ideally, `matched_archetypes` should only contain archetypes where there's actually work to do, but this would add a `O(n)` flat cost to every call to `update_archetypes` that scales with the number of matched archetypes.
TODO: Benchmark
# Objective
- Fixes#6206
## Solution
- Create a constructor for creating `ReflectComponent` and `ReflectResource`
---
## Changelog
> This section is optional. If this was a trivial fix, or has no externally-visible impact, you can delete this section.
### Added
- Created constructors for `ReflectComponent` and `ReflectResource`, allowing for advanced scripting use-cases.
# Objective
There is currently no good way of getting the width (# of components) of a table outside of `bevy_ecs`.
# Solution
Added the methods `Table::{component_count, component_capacity}`
For consistency and clarity, renamed `Table::{len, capacity}` to `entity_count` and `entity_capacity`.
## Changelog
- Added the methods `Table::component_count` and `Table::component_capacity`
- Renamed `Table::len` and `Table::capacity` to `entity_count` and `entity_capacity`
## Migration Guide
Any use of `Table::len` should now be `Table::entity_count`. Any use of `Table::capacity` should now be `Table::entity_capacity`.
# Objective
- Add a way to iterate over all entities from &World
## Solution
- Added a function `iter_entities` on World which returns an iterator of `Entity` derived from the entities in the `World`'s `archetypes`
---
## Changelog
- Added a function `iter_entities` on World, allowing iterating over all entities in contexts where you only have read-only access to the World.
# 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
When designing an API, you may wish to provide access only to a specific field of a component or resource. The current options for doing this in safe code are
* `*Mut::into_inner`, which flags a change no matter what.
* `*Mut::bypass_change_detection`, which misses all changes.
## Solution
Add the method `map_unchanged`.
### Example
```rust
// When run, zeroes the translation of every entity.
fn reset_all(mut transforms: Query<&mut Transform>) {
for transform in &mut transforms {
// We pinky promise not to modify `t` within the closure.
let translation = transform.map_unchanged(|t| &mut t.translation);
// Only reset the translation if it isn't already zero.
translation.set_if_not_equal(Vec2::ZERO);
}
}
```
---
## Changelog
+ Added the method `map_unchanged` to types `Mut<T>`, `ResMut<T>`, and `NonSendMut<T>`.
# Background
Incremental implementation of #4299. The code is heavily borrowed from that PR.
# Objective
The execution order ambiguity checker often emits false positives, since bevy is not aware of invariants upheld by the user.
## Solution
Title
---
## Changelog
+ Added methods `SystemDescriptor::ignore_all_ambiguities` and `::ambiguous_with`. These allow you to silence warnings for specific system-order ambiguities.
## Migration Guide
***Note for maintainers**: This should replace the migration guide for #5916*
Ambiguity sets have been replaced with a simpler API.
```rust
// These systems technically conflict, but we don't care which order they run in.
fn jump_on_click(mouse: Res<Input<MouseButton>>, mut transforms: Query<&mut Transform>) { ... }
fn jump_on_spacebar(keys: Res<Input<KeyCode>>, mut transforms: Query<&mut Transform>) { ... }
//
// Before
#[derive(AmbiguitySetLabel)]
struct JumpSystems;
app
.add_system(jump_on_click.in_ambiguity_set(JumpSystems))
.add_system(jump_on_spacebar.in_ambiguity_set(JumpSystems));
//
// After
app
.add_system(jump_on_click.ambiguous_with(jump_on_spacebar))
.add_system(jump_on_spacebar);
```
# Objective
Relaxes the trait bound for `World::resource_scope` to allow non-send resources. Fixes#6037.
## Solution
No big changes in code had to be made. Added a check so that the non-send resources won't be accessed from a different thread.
---
## Changelog
- `World::resource_scope` accepts non-send resources now
- `World::resource_scope` verifies non-send access if the resource is non-send
- Two new tests are added, one for valid use of `World::resource_scope` with a non-send resource, and one for invalid use (calling it from a different thread, resulting in panic)
Co-authored-by: Dawid Piotrowski <41804418+Pietrek14@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
- Add ability to create nested spawns. This is needed for stageless. The current executor spawns tasks for each system early and runs the system by communicating through a channel. In stageless we want to spawn the task late, so that archetypes can be updated right before the task is run. The executor is run on a separate task, so this enables the scope to be passed to the spawned executor.
- Fixes#4301
## Solution
- Instantiate a single threaded executor on the scope and use that instead of the LocalExecutor. This allows the scope to be Send, but still able to spawn tasks onto the main thread the scope is run on. This works because while systems can access nonsend data. The systems themselves are Send. Because of this change we lose the ability to spawn nonsend tasks on the scope, but I don't think this is being used anywhere. Users would still be able to use spawn_local on TaskPools.
- Steals the lifetime tricks the `std:🧵:scope` uses to allow nested spawns, but disallow scope to be passed to tasks or threads not associated with the scope.
- Change the storage for the tasks to a `ConcurrentQueue`. This is to allow a &Scope to be passed for spawning instead of a &mut Scope. `ConcurrentQueue` was chosen because it was already in our dependency tree because `async_executor` depends on it.
- removed the optimizations for 0 and 1 spawned tasks. It did improve those cases, but made the cases of more than 1 task slower.
---
## Changelog
Add ability to nest spawns
```rust
fn main() {
let pool = TaskPool::new();
pool.scope(|scope| {
scope.spawn(async move {
// calling scope.spawn from an spawn task was not possible before
scope.spawn(async move {
// do something
});
});
})
}
```
## Migration Guide
If you were using explicit lifetimes and Passing Scope you'll need to specify two lifetimes now.
```rust
fn scoped_function<'scope>(scope: &mut Scope<'scope, ()>) {}
// should become
fn scoped_function<'scope>(scope: &Scope<'_, 'scope, ()>) {}
```
`scope.spawn_local` changed to `scope.spawn_on_scope` this should cover cases where you needed to run tasks on the local thread, but does not cover spawning Nonsend Futures.
## TODO
* [x] think real hard about all the lifetimes
* [x] add doc about what 'env and 'scope mean.
* [x] manually check that the single threaded task pool still works
* [x] Get updated perf numbers
* [x] check and make sure all the transmutes are necessary
* [x] move commented out test into a compile fail test
* [x] look through the tests for scope on std and see if I should add any more tests
Co-authored-by: Michael Hsu <myhsu@benjaminelectric.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# 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
- 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