-
-
Notifications
You must be signed in to change notification settings - Fork 3.7k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Warn when WindowDescriptor
is inserted after adding WindowPlugin
.
#5885
Conversation
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
If we were to subject this PR to the same level of scrutiny as #5590, I'd ask you to create a ReportWindowDescriptionResource
resource, but I really think that would be extremely superfluous, so just some nits.
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
Co-authored-by: Afonso Lage <lage.afonso@gmail.com>
|
The alternative here is to enforce this behavior more robustly as a class, using #2988. This is my (fairly strong) preference here. This is a real problem, but I think we can introduce good systematic tools. |
Sorry, I wasn't being very clear. I was asking whether there's an alternative to using |
Adding the Controversial label here. #2988 is scheduled to be merged on October 21, and I much prefer that solution. |
# Objective Fixes #5884 #2879 Alternative to #2988 #5885 #2886 "Immutable" Plugin settings are currently represented as normal ECS resources, which are read as part of plugin init. This presents a number of problems: 1. If a user inserts the plugin settings resource after the plugin is initialized, it will be silently ignored (and use the defaults instead) 2. Users can modify the plugin settings resource after the plugin has been initialized. This creates a false sense of control over settings that can no longer be changed. (1) and (2) are especially problematic and confusing for the `WindowDescriptor` resource, but this is a general problem. ## Solution Immutable Plugin settings now live on each Plugin struct (ex: `WindowPlugin`). PluginGroups have been reworked to support overriding plugin values. This also removes the need for the `add_plugins_with` api, as the `add_plugins` api can use the builder pattern directly. Settings that can be used at runtime continue to be represented as ECS resources. Plugins are now configured like this: ```rust app.add_plugin(AssetPlugin { watch_for_changes: true, ..default() }) ``` PluginGroups are now configured like this: ```rust app.add_plugins(DefaultPlugins .set(AssetPlugin { watch_for_changes: true, ..default() }) ) ``` This is an alternative to #2988, which is similar. But I personally prefer this solution for a couple of reasons: * ~~#2988 doesn't solve (1)~~ #2988 does solve (1) and will panic in that case. I was wrong! * This PR directly ties plugin settings to Plugin types in a 1:1 relationship, rather than a loose "setup resource" <-> plugin coupling (where the setup resource is consumed by the first plugin that uses it). * I'm not a huge fan of overloading the ECS resource concept and implementation for something that has very different use cases and constraints.
# Objective Fixes #5884 #2879 Alternative to #2988 #5885 #2886 "Immutable" Plugin settings are currently represented as normal ECS resources, which are read as part of plugin init. This presents a number of problems: 1. If a user inserts the plugin settings resource after the plugin is initialized, it will be silently ignored (and use the defaults instead) 2. Users can modify the plugin settings resource after the plugin has been initialized. This creates a false sense of control over settings that can no longer be changed. (1) and (2) are especially problematic and confusing for the `WindowDescriptor` resource, but this is a general problem. ## Solution Immutable Plugin settings now live on each Plugin struct (ex: `WindowPlugin`). PluginGroups have been reworked to support overriding plugin values. This also removes the need for the `add_plugins_with` api, as the `add_plugins` api can use the builder pattern directly. Settings that can be used at runtime continue to be represented as ECS resources. Plugins are now configured like this: ```rust app.add_plugin(AssetPlugin { watch_for_changes: true, ..default() }) ``` PluginGroups are now configured like this: ```rust app.add_plugins(DefaultPlugins .set(AssetPlugin { watch_for_changes: true, ..default() }) ) ``` This is an alternative to #2988, which is similar. But I personally prefer this solution for a couple of reasons: * ~~#2988 doesn't solve (1)~~ #2988 does solve (1) and will panic in that case. I was wrong! * This PR directly ties plugin settings to Plugin types in a 1:1 relationship, rather than a loose "setup resource" <-> plugin coupling (where the setup resource is consumed by the first plugin that uses it). * I'm not a huge fan of overloading the ECS resource concept and implementation for something that has very different use cases and constraints. ## Changelog - PluginGroups can now be configured directly using the builder pattern. Individual plugin values can be overridden by using `plugin_group.set(SomePlugin {})`, which enables overriding default plugin values. - `WindowDescriptor` plugin settings have been moved to `WindowPlugin` and `AssetServerSettings` have been moved to `AssetPlugin` - `app.add_plugins_with` has been replaced by using `add_plugins` with the builder pattern. ## Migration Guide The `WindowDescriptor` settings have been moved from a resource to `WindowPlugin::window`: ```rust // Old (Bevy 0.8) app .insert_resource(WindowDescriptor { width: 400.0, ..default() }) .add_plugins(DefaultPlugins) // New (Bevy 0.9) app.add_plugins(DefaultPlugins.set(WindowPlugin { window: WindowDescriptor { width: 400.0, ..default() }, ..default() })) ``` The `AssetServerSettings` resource has been removed in favor of direct `AssetPlugin` configuration: ```rust // Old (Bevy 0.8) app .insert_resource(AssetServerSettings { watch_for_changes: true, ..default() }) .add_plugins(DefaultPlugins) // New (Bevy 0.9) app.add_plugins(DefaultPlugins.set(AssetPlugin { watch_for_changes: true, ..default() })) ``` `add_plugins_with` has been replaced by `add_plugins` in combination with the builder pattern: ```rust // Old (Bevy 0.8) app.add_plugins_with(DefaultPlugins, |group| group.disable::<AssetPlugin>()); // New (Bevy 0.9) app.add_plugins(DefaultPlugins.build().disable::<AssetPlugin>()); ```
# Objective Fixes #5884 #2879 Alternative to #2988 #5885 #2886 "Immutable" Plugin settings are currently represented as normal ECS resources, which are read as part of plugin init. This presents a number of problems: 1. If a user inserts the plugin settings resource after the plugin is initialized, it will be silently ignored (and use the defaults instead) 2. Users can modify the plugin settings resource after the plugin has been initialized. This creates a false sense of control over settings that can no longer be changed. (1) and (2) are especially problematic and confusing for the `WindowDescriptor` resource, but this is a general problem. ## Solution Immutable Plugin settings now live on each Plugin struct (ex: `WindowPlugin`). PluginGroups have been reworked to support overriding plugin values. This also removes the need for the `add_plugins_with` api, as the `add_plugins` api can use the builder pattern directly. Settings that can be used at runtime continue to be represented as ECS resources. Plugins are now configured like this: ```rust app.add_plugin(AssetPlugin { watch_for_changes: true, ..default() }) ``` PluginGroups are now configured like this: ```rust app.add_plugins(DefaultPlugins .set(AssetPlugin { watch_for_changes: true, ..default() }) ) ``` This is an alternative to #2988, which is similar. But I personally prefer this solution for a couple of reasons: * ~~#2988 doesn't solve (1)~~ #2988 does solve (1) and will panic in that case. I was wrong! * This PR directly ties plugin settings to Plugin types in a 1:1 relationship, rather than a loose "setup resource" <-> plugin coupling (where the setup resource is consumed by the first plugin that uses it). * I'm not a huge fan of overloading the ECS resource concept and implementation for something that has very different use cases and constraints. ## Changelog - PluginGroups can now be configured directly using the builder pattern. Individual plugin values can be overridden by using `plugin_group.set(SomePlugin {})`, which enables overriding default plugin values. - `WindowDescriptor` plugin settings have been moved to `WindowPlugin` and `AssetServerSettings` have been moved to `AssetPlugin` - `app.add_plugins_with` has been replaced by using `add_plugins` with the builder pattern. ## Migration Guide The `WindowDescriptor` settings have been moved from a resource to `WindowPlugin::window`: ```rust // Old (Bevy 0.8) app .insert_resource(WindowDescriptor { width: 400.0, ..default() }) .add_plugins(DefaultPlugins) // New (Bevy 0.9) app.add_plugins(DefaultPlugins.set(WindowPlugin { window: WindowDescriptor { width: 400.0, ..default() }, ..default() })) ``` The `AssetServerSettings` resource has been removed in favor of direct `AssetPlugin` configuration: ```rust // Old (Bevy 0.8) app .insert_resource(AssetServerSettings { watch_for_changes: true, ..default() }) .add_plugins(DefaultPlugins) // New (Bevy 0.9) app.add_plugins(DefaultPlugins.set(AssetPlugin { watch_for_changes: true, ..default() })) ``` `add_plugins_with` has been replaced by `add_plugins` in combination with the builder pattern: ```rust // Old (Bevy 0.8) app.add_plugins_with(DefaultPlugins, |group| group.disable::<AssetPlugin>()); // New (Bevy 0.9) app.add_plugins(DefaultPlugins.build().disable::<AssetPlugin>()); ```
# Objective Fixes bevyengine#5884 bevyengine#2879 Alternative to bevyengine#2988 bevyengine#5885 bevyengine#2886 "Immutable" Plugin settings are currently represented as normal ECS resources, which are read as part of plugin init. This presents a number of problems: 1. If a user inserts the plugin settings resource after the plugin is initialized, it will be silently ignored (and use the defaults instead) 2. Users can modify the plugin settings resource after the plugin has been initialized. This creates a false sense of control over settings that can no longer be changed. (1) and (2) are especially problematic and confusing for the `WindowDescriptor` resource, but this is a general problem. ## Solution Immutable Plugin settings now live on each Plugin struct (ex: `WindowPlugin`). PluginGroups have been reworked to support overriding plugin values. This also removes the need for the `add_plugins_with` api, as the `add_plugins` api can use the builder pattern directly. Settings that can be used at runtime continue to be represented as ECS resources. Plugins are now configured like this: ```rust app.add_plugin(AssetPlugin { watch_for_changes: true, ..default() }) ``` PluginGroups are now configured like this: ```rust app.add_plugins(DefaultPlugins .set(AssetPlugin { watch_for_changes: true, ..default() }) ) ``` This is an alternative to bevyengine#2988, which is similar. But I personally prefer this solution for a couple of reasons: * ~~bevyengine#2988 doesn't solve (1)~~ bevyengine#2988 does solve (1) and will panic in that case. I was wrong! * This PR directly ties plugin settings to Plugin types in a 1:1 relationship, rather than a loose "setup resource" <-> plugin coupling (where the setup resource is consumed by the first plugin that uses it). * I'm not a huge fan of overloading the ECS resource concept and implementation for something that has very different use cases and constraints. ## Changelog - PluginGroups can now be configured directly using the builder pattern. Individual plugin values can be overridden by using `plugin_group.set(SomePlugin {})`, which enables overriding default plugin values. - `WindowDescriptor` plugin settings have been moved to `WindowPlugin` and `AssetServerSettings` have been moved to `AssetPlugin` - `app.add_plugins_with` has been replaced by using `add_plugins` with the builder pattern. ## Migration Guide The `WindowDescriptor` settings have been moved from a resource to `WindowPlugin::window`: ```rust // Old (Bevy 0.8) app .insert_resource(WindowDescriptor { width: 400.0, ..default() }) .add_plugins(DefaultPlugins) // New (Bevy 0.9) app.add_plugins(DefaultPlugins.set(WindowPlugin { window: WindowDescriptor { width: 400.0, ..default() }, ..default() })) ``` The `AssetServerSettings` resource has been removed in favor of direct `AssetPlugin` configuration: ```rust // Old (Bevy 0.8) app .insert_resource(AssetServerSettings { watch_for_changes: true, ..default() }) .add_plugins(DefaultPlugins) // New (Bevy 0.9) app.add_plugins(DefaultPlugins.set(AssetPlugin { watch_for_changes: true, ..default() })) ``` `add_plugins_with` has been replaced by `add_plugins` in combination with the builder pattern: ```rust // Old (Bevy 0.8) app.add_plugins_with(DefaultPlugins, |group| group.disable::<AssetPlugin>()); // New (Bevy 0.9) app.add_plugins(DefaultPlugins.build().disable::<AssetPlugin>()); ```
# Objective Fixes bevyengine#5884 bevyengine#2879 Alternative to bevyengine#2988 bevyengine#5885 bevyengine#2886 "Immutable" Plugin settings are currently represented as normal ECS resources, which are read as part of plugin init. This presents a number of problems: 1. If a user inserts the plugin settings resource after the plugin is initialized, it will be silently ignored (and use the defaults instead) 2. Users can modify the plugin settings resource after the plugin has been initialized. This creates a false sense of control over settings that can no longer be changed. (1) and (2) are especially problematic and confusing for the `WindowDescriptor` resource, but this is a general problem. ## Solution Immutable Plugin settings now live on each Plugin struct (ex: `WindowPlugin`). PluginGroups have been reworked to support overriding plugin values. This also removes the need for the `add_plugins_with` api, as the `add_plugins` api can use the builder pattern directly. Settings that can be used at runtime continue to be represented as ECS resources. Plugins are now configured like this: ```rust app.add_plugin(AssetPlugin { watch_for_changes: true, ..default() }) ``` PluginGroups are now configured like this: ```rust app.add_plugins(DefaultPlugins .set(AssetPlugin { watch_for_changes: true, ..default() }) ) ``` This is an alternative to bevyengine#2988, which is similar. But I personally prefer this solution for a couple of reasons: * ~~bevyengine#2988 doesn't solve (1)~~ bevyengine#2988 does solve (1) and will panic in that case. I was wrong! * This PR directly ties plugin settings to Plugin types in a 1:1 relationship, rather than a loose "setup resource" <-> plugin coupling (where the setup resource is consumed by the first plugin that uses it). * I'm not a huge fan of overloading the ECS resource concept and implementation for something that has very different use cases and constraints. ## Changelog - PluginGroups can now be configured directly using the builder pattern. Individual plugin values can be overridden by using `plugin_group.set(SomePlugin {})`, which enables overriding default plugin values. - `WindowDescriptor` plugin settings have been moved to `WindowPlugin` and `AssetServerSettings` have been moved to `AssetPlugin` - `app.add_plugins_with` has been replaced by using `add_plugins` with the builder pattern. ## Migration Guide The `WindowDescriptor` settings have been moved from a resource to `WindowPlugin::window`: ```rust // Old (Bevy 0.8) app .insert_resource(WindowDescriptor { width: 400.0, ..default() }) .add_plugins(DefaultPlugins) // New (Bevy 0.9) app.add_plugins(DefaultPlugins.set(WindowPlugin { window: WindowDescriptor { width: 400.0, ..default() }, ..default() })) ``` The `AssetServerSettings` resource has been removed in favor of direct `AssetPlugin` configuration: ```rust // Old (Bevy 0.8) app .insert_resource(AssetServerSettings { watch_for_changes: true, ..default() }) .add_plugins(DefaultPlugins) // New (Bevy 0.9) app.add_plugins(DefaultPlugins.set(AssetPlugin { watch_for_changes: true, ..default() })) ``` `add_plugins_with` has been replaced by `add_plugins` in combination with the builder pattern: ```rust // Old (Bevy 0.8) app.add_plugins_with(DefaultPlugins, |group| group.disable::<AssetPlugin>()); // New (Bevy 0.9) app.add_plugins(DefaultPlugins.build().disable::<AssetPlugin>()); ```
# Objective Fixes bevyengine#5884 bevyengine#2879 Alternative to bevyengine#2988 bevyengine#5885 bevyengine#2886 "Immutable" Plugin settings are currently represented as normal ECS resources, which are read as part of plugin init. This presents a number of problems: 1. If a user inserts the plugin settings resource after the plugin is initialized, it will be silently ignored (and use the defaults instead) 2. Users can modify the plugin settings resource after the plugin has been initialized. This creates a false sense of control over settings that can no longer be changed. (1) and (2) are especially problematic and confusing for the `WindowDescriptor` resource, but this is a general problem. ## Solution Immutable Plugin settings now live on each Plugin struct (ex: `WindowPlugin`). PluginGroups have been reworked to support overriding plugin values. This also removes the need for the `add_plugins_with` api, as the `add_plugins` api can use the builder pattern directly. Settings that can be used at runtime continue to be represented as ECS resources. Plugins are now configured like this: ```rust app.add_plugin(AssetPlugin { watch_for_changes: true, ..default() }) ``` PluginGroups are now configured like this: ```rust app.add_plugins(DefaultPlugins .set(AssetPlugin { watch_for_changes: true, ..default() }) ) ``` This is an alternative to bevyengine#2988, which is similar. But I personally prefer this solution for a couple of reasons: * ~~bevyengine#2988 doesn't solve (1)~~ bevyengine#2988 does solve (1) and will panic in that case. I was wrong! * This PR directly ties plugin settings to Plugin types in a 1:1 relationship, rather than a loose "setup resource" <-> plugin coupling (where the setup resource is consumed by the first plugin that uses it). * I'm not a huge fan of overloading the ECS resource concept and implementation for something that has very different use cases and constraints. ## Changelog - PluginGroups can now be configured directly using the builder pattern. Individual plugin values can be overridden by using `plugin_group.set(SomePlugin {})`, which enables overriding default plugin values. - `WindowDescriptor` plugin settings have been moved to `WindowPlugin` and `AssetServerSettings` have been moved to `AssetPlugin` - `app.add_plugins_with` has been replaced by using `add_plugins` with the builder pattern. ## Migration Guide The `WindowDescriptor` settings have been moved from a resource to `WindowPlugin::window`: ```rust // Old (Bevy 0.8) app .insert_resource(WindowDescriptor { width: 400.0, ..default() }) .add_plugins(DefaultPlugins) // New (Bevy 0.9) app.add_plugins(DefaultPlugins.set(WindowPlugin { window: WindowDescriptor { width: 400.0, ..default() }, ..default() })) ``` The `AssetServerSettings` resource has been removed in favor of direct `AssetPlugin` configuration: ```rust // Old (Bevy 0.8) app .insert_resource(AssetServerSettings { watch_for_changes: true, ..default() }) .add_plugins(DefaultPlugins) // New (Bevy 0.9) app.add_plugins(DefaultPlugins.set(AssetPlugin { watch_for_changes: true, ..default() })) ``` `add_plugins_with` has been replaced by `add_plugins` in combination with the builder pattern: ```rust // Old (Bevy 0.8) app.add_plugins_with(DefaultPlugins, |group| group.disable::<AssetPlugin>()); // New (Bevy 0.9) app.add_plugins(DefaultPlugins.build().disable::<AssetPlugin>()); ```
Objective
Warn the user when
WindowDescriptor
is inserted after adding theWindowPlugin
.As a bonus, panic when trying to access
WindowDescriptor
in a system.Fixes #5884.
Migration Guide
The
WindowDescriptor
resource is now removed after theWindowPlugin
is added.Use the
Windows
resource to edit or read info from the primary window.