bevy/errors/B0001.md
François b3cd48228b add detailed errors (#2994)
# Objective

- Improve error descriptions and help understand how to fix them
- I noticed one today that could be expanded, it seemed like a good starting point

## Solution

- Start something like https://github.com/rust-lang/rust/tree/master/compiler/rustc_error_codes/src/error_codes
- Remove sentence about Rust mutability rules which is not very helpful in the error message

I decided to start the error code with B for Bevy so that they're not confused with error code from rust (which starts with E)


Longer term, there are a few more evolutions that can continue this:
- the code samples should be compiled check, and even executed for some of them to check they have the correct error code in a panic
- the error could be build on a page in the website like https://doc.rust-lang.org/error-index.html
- most panic should have their own error code
2021-11-06 20:53:11 +00:00

2.3 KiB

B0001

To keep Rust rules on references (either one mutable reference or any number of immutable references) on a component, it is not possible to have two queries on the same component when one request mutable access to it in the same system.

Erroneous code example:

use bevy::prelude::*;

#[derive(Component)]
struct Player;

#[derive(Component)]
struct Enemy;

fn move_enemies_to_player(
    mut enemies: Query<&mut Transform, With<Enemy>>,
    player: Query<&Transform, With<Player>>,
) {
    // ...
}

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_system(move_enemies_to_player)
        .run();
}

This will panic, as it's not possible to have both a mutable and an immutable query on Transform at the same time.

You have two solutions:

Solution #1: use disjoint queries using Without

As a Player entity won't be an Enemy at the same time, those two queries will acutally never target the same entity. This can be encoded in the query filter with Without:

use bevy::prelude::*;

#[derive(Component)]
struct Player;

#[derive(Component)]
struct Enemy;

fn move_enemies_to_player(
    mut enemies: Query<&mut Transform, With<Enemy>>,
    player: Query<&Transform, (With<Player>, Without<Enemy>)>,
) {
    // ...
}

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_system(move_enemies_to_player)
        .run();
}

Solution #2: use a QuerySet

A QuerySet will let you have conflicting queries as a parameter, but you will still be responsible of not using them at the same time in your system.

use bevy::prelude::*;

#[derive(Component)]
struct Player;

#[derive(Component)]
struct Enemy;

fn move_enemies_to_player(
    mut transforms: QuerySet<(
        QueryState<&mut Transform, With<Enemy>>,
        QueryState<&Transform, With<Player>>,
    )>,
) {
    // ...
}

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_system(move_enemies_to_player)
        .run();
}