bevy/crates/bevy_ecs
Gino Valente df61117850
bevy_reflect: Function registry (#14098)
# Objective

#13152 added support for reflecting functions. Now, we need a way to
register those functions such that they may be accessed anywhere within
the ECS.

## Solution

Added a `FunctionRegistry` type similar to `TypeRegistry`.

This allows a function to be registered and retrieved by name.

```rust
fn foo() -> i32 {
    123
}

let mut registry = FunctionRegistry::default();
registry.register("my_function", foo);

let function = registry.get_mut("my_function").unwrap();
let value = function.call(ArgList::new()).unwrap().unwrap_owned();
assert_eq!(value.downcast_ref::<i32>(), Some(&123));
```

Additionally, I added an `AppFunctionRegistry` resource which wraps a
`FunctionRegistryArc`. Functions can be registered into this resource
using `App::register_function` or by getting a mutable reference to the
resource itself.

### Limitations

#### `Send + Sync`

In order to get this registry to work across threads, it needs to be
`Send + Sync`. This means that `DynamicFunction` needs to be `Send +
Sync`, which means that its internal function also needs to be `Send +
Sync`.

In most cases, this won't be an issue because standard Rust functions
(the type most likely to be registered) are always `Send + Sync`.
Additionally, closures tend to be `Send + Sync` as well, granted they
don't capture any `!Send` or `!Sync` variables.

This PR adds this `Send + Sync` requirement, but as mentioned above, it
hopefully shouldn't be too big of an issue.

#### Closures

Unfortunately, closures can't be registered yet. This will likely be
explored and added in a followup PR.

### Future Work

Besides addressing the limitations listed above, another thing we could
look into is improving the lookup of registered functions. One aspect is
in the performance of hashing strings. The other is in the developer
experience of having to call `std::any::type_name_of_val` to get the
name of their function (assuming they didn't give it a custom name).

## Testing

You can run the tests locally with:

```
cargo test --package bevy_reflect
```

---

## Changelog

- Added `FunctionRegistry`
- Added `AppFunctionRegistry` (a `Resource` available from `bevy_ecs`)
- Added `FunctionRegistryArc`
- Added `FunctionRegistrationError`
- Added `reflect_functions` feature to `bevy_ecs` and `bevy_app`
- `FunctionInfo` is no longer `Default`
- `DynamicFunction` now requires its wrapped function be `Send + Sync`

## Internal Migration Guide

> [!important]
> Function reflection was introduced as part of the 0.15 dev cycle. This
migration guide was written for developers relying on `main` during this
cycle, and is not a breaking change coming from 0.14.

`DynamicFunction` (both those created manually and those created with
`IntoFunction`), now require `Send + Sync`. All standard Rust functions
should meet that requirement. Closures, on the other hand, may not if
they capture any `!Send` or `!Sync` variables from its environment.
2024-08-06 01:09:48 +00:00
..
compile_fail Specify test group names in github summary for compile fail tests (#14330) 2024-07-15 16:13:03 +00:00
examples Fix uses of "it's" vs "its". (#13033) 2024-04-19 18:17:31 +00:00
macros Generate links to definition in source code pages on docs.rs and dev-docs.bevyengine.org (#12965) 2024-07-29 23:10:16 +00:00
src bevy_reflect: Function registry (#14098) 2024-08-06 01:09:48 +00:00
Cargo.toml bevy_reflect: Function registry (#14098) 2024-08-06 01:09:48 +00:00
README.md Generalised ECS reactivity with Observers (#10839) 2024-06-15 01:33:26 +00:00

Bevy ECS

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What is Bevy ECS?

Bevy ECS is an Entity Component System custom-built for the Bevy game engine. It aims to be simple to use, ergonomic, fast, massively parallel, opinionated, and featureful. It was created specifically for Bevy's needs, but it can easily be used as a standalone crate in other projects.

ECS

All app logic in Bevy uses the Entity Component System paradigm, which is often shortened to ECS. ECS is a software pattern that involves breaking your program up into Entities, Components, and Systems. Entities are unique "things" that are assigned groups of Components, which are then processed using Systems.

For example, one entity might have a Position and Velocity component, whereas another entity might have a Position and UI component. You might have a movement system that runs on all entities with a Position and Velocity component.

The ECS pattern encourages clean, decoupled designs by forcing you to break up your app data and logic into its core components. It also helps make your code faster by optimizing memory access patterns and making parallelism easier.

Concepts

Bevy ECS is Bevy's implementation of the ECS pattern. Unlike other Rust ECS implementations, which often require complex lifetimes, traits, builder patterns, or macros, Bevy ECS uses normal Rust data types for all of these concepts:

Components

Components are normal Rust structs. They are data stored in a World and specific instances of Components correlate to Entities.

use bevy_ecs::prelude::*;

#[derive(Component)]
struct Position { x: f32, y: f32 }

Worlds

Entities, Components, and Resources are stored in a World. Worlds, much like std::collections's HashSet and Vec, expose operations to insert, read, write, and remove the data they store.

use bevy_ecs::world::World;

let world = World::default();

Entities

Entities are unique identifiers that correlate to zero or more Components.

use bevy_ecs::prelude::*;

#[derive(Component)]
struct Position { x: f32, y: f32 }
#[derive(Component)]
struct Velocity { x: f32, y: f32 }

let mut world = World::new();

let entity = world
    .spawn((Position { x: 0.0, y: 0.0 }, Velocity { x: 1.0, y: 0.0 }))
    .id();

let entity_ref = world.entity(entity);
let position = entity_ref.get::<Position>().unwrap();
let velocity = entity_ref.get::<Velocity>().unwrap();

Systems

Systems are normal Rust functions. Thanks to the Rust type system, Bevy ECS can use function parameter types to determine what data needs to be sent to the system. It also uses this "data access" information to determine what Systems can run in parallel with each other.

use bevy_ecs::prelude::*;

#[derive(Component)]
struct Position { x: f32, y: f32 }

fn print_position(query: Query<(Entity, &Position)>) {
    for (entity, position) in &query {
        println!("Entity {:?} is at position: x {}, y {}", entity, position.x, position.y);
    }
}

Resources

Apps often require unique resources, such as asset collections, renderers, audio servers, time, etc. Bevy ECS makes this pattern a first class citizen. Resource is a special kind of component that does not belong to any entity. Instead, it is identified uniquely by its type:

use bevy_ecs::prelude::*;

#[derive(Resource, Default)]
struct Time {
    seconds: f32,
}

let mut world = World::new();

world.insert_resource(Time::default());

let time = world.get_resource::<Time>().unwrap();

// You can also access resources from Systems
fn print_time(time: Res<Time>) {
    println!("{}", time.seconds);
}

The resources.rs example illustrates how to read and write a Counter resource from Systems.

Schedules

Schedules run a set of Systems according to some execution strategy. Systems can be added to any number of System Sets, which are used to control their scheduling metadata.

The built in "parallel executor" considers dependencies between systems and (by default) run as many of them in parallel as possible. This maximizes performance, while keeping the system execution safe. To control the system ordering, define explicit dependencies between systems and their sets.

Using Bevy ECS

Bevy ECS should feel very natural for those familiar with Rust syntax:

use bevy_ecs::prelude::*;

#[derive(Component)]
struct Position { x: f32, y: f32 }
#[derive(Component)]
struct Velocity { x: f32, y: f32 }

// This system moves each entity with a Position and Velocity component
fn movement(mut query: Query<(&mut Position, &Velocity)>) {
    for (mut position, velocity) in &mut query {
        position.x += velocity.x;
        position.y += velocity.y;
    }
}

fn main() {
    // Create a new empty World to hold our Entities and Components
    let mut world = World::new();

    // Spawn an entity with Position and Velocity components
    world.spawn((
        Position { x: 0.0, y: 0.0 },
        Velocity { x: 1.0, y: 0.0 },
    ));

    // Create a new Schedule, which defines an execution strategy for Systems
    let mut schedule = Schedule::default();

    // Add our system to the schedule
    schedule.add_systems(movement);

    // Run the schedule once. If your app has a "loop", you would run this once per loop
    schedule.run(&mut world);
}

Features

Query Filters

use bevy_ecs::prelude::*;

#[derive(Component)]
struct Position { x: f32, y: f32 }
#[derive(Component)]
struct Player;
#[derive(Component)]
struct Alive;

// Gets the Position component of all Entities with Player component and without the Alive
// component. 
fn system(query: Query<&Position, (With<Player>, Without<Alive>)>) {
    for position in &query {
    }
}

Change Detection

Bevy ECS tracks all changes to Components and Resources.

Queries can filter for changed Components:

use bevy_ecs::prelude::*;

#[derive(Component)]
struct Position { x: f32, y: f32 }
#[derive(Component)]
struct Velocity { x: f32, y: f32 }

// Gets the Position component of all Entities whose Velocity has changed since the last run of the System
fn system_changed(query: Query<&Position, Changed<Velocity>>) {
    for position in &query {
    }
}

// Gets the Position component of all Entities that had a Velocity component added since the last run of the System
fn system_added(query: Query<&Position, Added<Velocity>>) {
    for position in &query {
    }
}

Resources also expose change state:

use bevy_ecs::prelude::*;

#[derive(Resource)]
struct Time(f32);

// Prints "time changed!" if the Time resource has changed since the last run of the System
fn system(time: Res<Time>) {
    if time.is_changed() {
        println!("time changed!");
    }
}

The change_detection.rs example shows how to query only for updated entities and react on changes in resources.

Component Storage

Bevy ECS supports multiple component storage types.

Components can be stored in:

  • Tables: Fast and cache friendly iteration, but slower adding and removing of components. This is the default storage type.
  • Sparse Sets: Fast adding and removing of components, but slower iteration.

Component storage types are configurable, and they default to table storage if the storage is not manually defined.

use bevy_ecs::prelude::*;

#[derive(Component)]
struct TableStoredComponent;

#[derive(Component)]
#[component(storage = "SparseSet")]
struct SparseStoredComponent;

Component Bundles

Define sets of Components that should be added together.

use bevy_ecs::prelude::*;

#[derive(Default, Component)]
struct Player;
#[derive(Default, Component)]
struct Position { x: f32, y: f32 }
#[derive(Default, Component)]
struct Velocity { x: f32, y: f32 }

#[derive(Bundle, Default)]
struct PlayerBundle {
    player: Player,
    position: Position,
    velocity: Velocity,
}

let mut world = World::new();

// Spawn a new entity and insert the default PlayerBundle
world.spawn(PlayerBundle::default());

// Bundles play well with Rust's struct update syntax
world.spawn(PlayerBundle {
    position: Position { x: 1.0, y: 1.0 },
    ..Default::default()
});

Events

Events offer a communication channel between one or more systems. Events can be sent using the system parameter EventWriter and received with EventReader.

use bevy_ecs::prelude::*;

#[derive(Event)]
struct MyEvent {
    message: String,
}

fn writer(mut writer: EventWriter<MyEvent>) {
    writer.send(MyEvent {
        message: "hello!".to_string(),
    });
}

fn reader(mut reader: EventReader<MyEvent>) {
    for event in reader.read() {
    }
}

A minimal set up using events can be seen in events.rs.

Observers

Observers are systems that listen for a "trigger" of a specific Event:

use bevy_ecs::prelude::*;

#[derive(Event)]
struct MyEvent {
    message: String
}

let mut world = World::new();

world.observe(|trigger: Trigger<MyEvent>| {
    println!("{}", trigger.event().message);
});

world.flush();

world.trigger(MyEvent {
    message: "hello!".to_string(),
});

These differ from EventReader and EventWriter in that they are "reactive". Rather than happening at a specific point in a schedule, they happen immediately whenever a trigger happens. Triggers can trigger other triggers, and they all will be evaluated at the same time!

Events can also be triggered to target specific entities:

use bevy_ecs::prelude::*;

#[derive(Event)]
struct Explode;

let mut world = World::new();
let entity = world.spawn_empty().id();

world.observe(|trigger: Trigger<Explode>, mut commands: Commands| {
    println!("Entity {:?} goes BOOM!", trigger.entity());
    commands.entity(trigger.entity()).despawn();
});

world.flush();

world.trigger_targets(Explode, entity);