Commit Graph

207 Commits

Author SHA1 Message Date
Liam Gallagher
0918b30e29
Tests for Run Conditions (#8035) 2023-03-13 15:39:25 +00:00
François
d8b7fed4fe
don't panic on unknown ambiguity (#7950) 2023-03-12 15:24:52 +00:00
JoJoJet
fd1af7c8b8
Replace multiple calls to add_system with add_systems (#8001) 2023-03-10 18:15:22 +00:00
Christian Hughes
8aa217cc8b
Add OnTransition schedule that is ran between OnExit and OnEnter (#7936) 2023-03-10 09:06:23 +00:00
JoJoJet
2e7b915ba4
Increase type safety and clarity for change detection (#7905) 2023-03-09 17:17:02 +00:00
JoJoJet
85c8fb9dfa Revise docs for system set marker traits (#7882)
# Objective

#7863 introduced a potential footgun. When trying to incorrectly add a user-defined type using `in_base_set`, the compiler will suggest that the user implement `BaseSystemSet` for their type. This is a reasonable-sounding suggestion, however this is not the correct way to make a base set, and will lead to a confusing panic message when a marker trait is implemented for the wrong type.

## Solution

Rewrite the documentation for these traits, making it more clear that `BaseSystemSet` is a marker for types that are already base sets, and not a way to define a base set.
2023-03-03 14:43:54 +00:00
JoJoJet
7cd2ee2bbd Use default-implemented methods for IntoSystemConfig<> (#7870)
# Objective

The trait `IntoSystemConfig<>` requires each implementer to repeat every single member method, even though they can all be implemented by just deferring to `SystemConfig`.

## Solution

Add default implementations to most member methods.
2023-03-02 17:19:47 +00:00
JoJoJet
9733613c07 Add marker traits to distinguish base sets from regular system sets (#7863)
# Objective

Base sets, added in #7466  are a special type of system set. Systems can only be added to base sets via `in_base_set`, while non-base sets can only be added via `in_set`. Unfortunately this is currently guarded by a runtime panic, which presents an unfortunate toe-stub when the wrong method is used. The delayed response between writing code and encountering the error (possibly hours) makes the distinction between base sets and other sets much more difficult to learn.

## Solution

Add the marker traits `BaseSystemSet` and `FreeSystemSet`. `in_base_set` and `in_set` now respectively accept these traits, which moves the runtime panic to a compile time error.

---

## Changelog

+ Added the marker trait `BaseSystemSet`, which is distinguished from a `FreeSystemSet`. These are both subtraits of `SystemSet`.

## Migration Guide

None if merged with 0.10
2023-03-02 13:22:58 +00:00
shuo
239b070674 Fix asset_debug_server hang. There should be at most one ThreadExecut… (#7825)
…or's ticker for one thread.

# Objective

- Fix debug_asset_server hang.

## Solution

- Reuse the thread_local executor for MainThreadExecutor resource, so there will be only one ThreadExecutor for main thread. 
- If ThreadTickers from same executor, they are conflict with each other. Then only tick one.
2023-03-02 08:40:25 +00:00
JoJoJet
4fd12d099d Improve the panic message for schedule build errors (#7860)
# Objective

The `ScheduleBuildError` type has a `Display` implementation which beautifully formats the error. However, schedule build errors are currently reported using `unwrap()`, which uses the `Debug` implementation and makes the error message look unfished.

## Solution

Use `unwrap_or_else` so we can customize the formatting of the error message.
2023-03-01 20:18:15 +00:00
shuo
002c9d8b7f fix whitespaces in comment (#7853)
fix double whitespaces in comments. (I know it's dumb commit, while reading code, double spaces hurts a little... :P)
2023-03-01 10:20:56 +00:00
JoJoJet
9e6ad4607f Use correct terminology for a NonSend run condition panic (#7841)
# Objective

There is a panic that occurs when creating a run condition that accesses `NonSend` resources, but it refers to them as 'thread-local' resources instead.

## Solution

Correct the terminology.
2023-02-28 03:38:02 +00:00
James Liu
107cdc10bc Use a bounded channel in the multithreaded executor (#7829)
# Objective
This is a follow-up to #7745. An unbounded `async_channel`  occasionally allocates whenever it exceeds the capacity of the current buffer in it's internal linked list. This is avoidable.

This also used to be a bounded channel before stageless, which was introduced in #4919.

## Solution
Use a bounded channel to avoid allocations on system completion.

This shouldn't conflict with #7745, as it's impossible for the scheduler to exceed the channel capacity, even if somehow every system completed at the same time.
2023-02-27 23:59:04 +00:00
shuo
de10dce10d use try_send to replace send.await, unbounded channel should always b… (#7745)
…e sendable, this improves performance

# Objective

- From prev experience, `.await` is not free, also I did a profiling a half year ago, bevy's multithread executor spend lots cycles on ArcWaker.

## Solution

-  this pr replace `sender.send().await` to `sender.try_send()` to cut some future/await cost.

benchmarked on `empty system`
```bash
➜ critcmp send_base send_optimize
group                                         send_base                              send_optimize
-----                                         ---------                              -------------
empty_systems/000_systems                     1.01      2.8±0.03ns        ? ?/sec    1.00      2.8±0.02ns        ? ?/sec
empty_systems/001_systems                     1.00      5.9±0.21µs        ? ?/sec    1.01      5.9±0.23µs        ? ?/sec
empty_systems/002_systems                     1.03      6.4±0.26µs        ? ?/sec    1.00      6.2±0.19µs        ? ?/sec
empty_systems/003_systems                     1.01      6.5±0.17µs        ? ?/sec    1.00      6.4±0.20µs        ? ?/sec
empty_systems/004_systems                     1.03      7.0±0.24µs        ? ?/sec    1.00      6.8±0.18µs        ? ?/sec
empty_systems/005_systems                     1.04      7.4±0.35µs        ? ?/sec    1.00      7.2±0.21µs        ? ?/sec
empty_systems/010_systems                     1.00      9.0±0.28µs        ? ?/sec    1.00      9.1±0.80µs        ? ?/sec
empty_systems/015_systems                     1.01     10.9±0.36µs        ? ?/sec    1.00     10.8±1.29µs        ? ?/sec
empty_systems/020_systems                     1.12     12.7±0.67µs        ? ?/sec    1.00     11.3±0.37µs        ? ?/sec
empty_systems/025_systems                     1.12     14.6±0.39µs        ? ?/sec    1.00     13.0±1.02µs        ? ?/sec
empty_systems/030_systems                     1.12     16.2±0.39µs        ? ?/sec    1.00     14.4±0.37µs        ? ?/sec
empty_systems/035_systems                     1.19     18.2±0.97µs        ? ?/sec    1.00     15.3±0.48µs        ? ?/sec
empty_systems/040_systems                     1.12     20.6±0.58µs        ? ?/sec    1.00     18.3±1.87µs        ? ?/sec
empty_systems/045_systems                     1.18     22.7±0.57µs        ? ?/sec    1.00     19.2±0.46µs        ? ?/sec
empty_systems/050_systems                     1.03     21.9±0.92µs        ? ?/sec    1.00     21.3±0.96µs        ? ?/sec
empty_systems/055_systems                     1.13     25.7±1.00µs        ? ?/sec    1.00     22.8±0.50µs        ? ?/sec
empty_systems/060_systems                     1.35     30.0±2.57µs        ? ?/sec    1.00     22.2±1.04µs        ? ?/sec
empty_systems/065_systems                     1.28     31.7±0.76µs        ? ?/sec    1.00     24.8±0.79µs        ? ?/sec
empty_systems/070_systems                     1.33    36.8±10.37µs        ? ?/sec    1.00     27.6±0.55µs        ? ?/sec
empty_systems/075_systems                     1.25     38.0±0.83µs        ? ?/sec    1.00     30.3±0.63µs        ? ?/sec
empty_systems/080_systems                     1.33     41.7±1.22µs        ? ?/sec    1.00     31.4±1.01µs        ? ?/sec
empty_systems/085_systems                     1.27     45.6±2.54µs        ? ?/sec    1.00     35.8±4.06µs        ? ?/sec
empty_systems/090_systems                     1.29     48.3±5.33µs        ? ?/sec    1.00     37.6±5.32µs        ? ?/sec
empty_systems/095_systems                     1.16     45.7±0.97µs        ? ?/sec    1.00     39.4±2.75µs        ? ?/sec
empty_systems/100_systems                     1.14     49.5±4.26µs        ? ?/sec    1.00     43.5±1.06µs        ? ?/sec
```
2023-02-27 09:26:32 +00:00
JoJoJet
b8263b55fb Support system.in_schedule() and system.on_startup() (#7790)
# Objective

Support the following syntax for adding systems:

```rust
App::new()
    .add_system(setup.on_startup())
    .add_systems((
        show_menu.in_schedule(OnEnter(GameState::Paused)),
        menu_ssytem.in_set(OnUpdate(GameState::Paused)),
        hide_menu.in_schedule(OnExit(GameState::Paused)),
    ))
```

## Solution

Add the traits `IntoSystemAppConfig{s}`, which provide the extension methods necessary for configuring which schedule a system belongs to. These extension methods return `IntoSystemAppConfig{s}`, which `App::add_system{s}` uses to choose which schedule to add systems to.

---

## Changelog

+ Added the extension methods `in_schedule(label)` and  `on_startup()` for configuring the schedule a system belongs to.

## Future Work

* Replace all uses of `add_startup_system` in the engine.
* Deprecate this method
2023-02-24 18:33:55 +00:00
JoJoJet
e27e04a4a7 Remove a duplicate lookup in apply_state_transitions (#7800)
# Objective

Remove a duplicate resource lookup and an unnecessary panic.
2023-02-24 10:49:14 +00:00
JoJoJet
695d30bd54 Clean up marker generics for systems (#7789)
# Objective

While we use `#[doc(hidden)]` to try and hide marker generics from the user, these types reveal themselves in compiler errors, adding visual noise and confusion.

## Solution

Replace the `AlreadyWasSystem` marker generic with `()`, to reduce visual noise in error messages. This also makes it possible to return `impl Condition<()>` from combinators.

For function systems, use their function signature as the marker type. This should drastically improve the legibility of some error messages.  
The `InputMarker` type has been removed, since it is unnecessary.
2023-02-23 05:11:12 +00:00
JoJoJet
ee4c8c5ecd Use consistent names for marker generics (#7788)
# Objective

Several places in the ECS use marker generics to avoid overlapping trait implementations, but different places alternately refer to it as `Params` and `Marker`. This is potentially confusing, since it might not be clear that the same pattern is being used. Additionally, users might be misled into thinking that the `Params` type corresponds to the `SystemParam`s of a system.

## Solution

Rename `Params` to `Marker`.
2023-02-23 04:37:08 +00:00
remiCzn
a0606393d7 Add example in Schedule docs (#7775)
# Objective

Fixes #3980

## Solution

Added examples to show how to run a `Schedule`, one with a unique system, and another with several systems

---

## Changelog

- Added: examples in docs to show how to run a `Schedule`


Co-authored-by: remiCzn <77072160+remiCzn@users.noreply.github.com>
2023-02-22 15:52:37 +00:00
JoJoJet
588af17aa3 Make boxed conditions read-only (#7786)
# Objective

The `BoxedCondition` type alias does not require the underlying system to be read-only.

## Solution

Define the type alias using `ReadOnlySystem` instead of `System`.
2023-02-22 15:25:40 +00:00
Cameron
3ec87e49ca Stageless: prettier cycle reporting (#7463)
Graph theory make head hurty. Closes #7367.

Basically, when we topologically sort the dependency graph, we already find its strongly-connected components (a really [neat algorithm][1]). This PR adds an algorithm that can dissect those into simple cycles, giving us more useful error reports.

test: `system_build_errors::dependency_cycle`
```
schedule has 1 before/after cycle(s):
cycle 1: system set 'A' must run before itself
system set 'A'
 ... which must run before system set 'B'
 ... which must run before system set 'A'
```
```
schedule has 1 before/after cycle(s):
cycle 1: system 'foo' must run before itself
system 'foo'
 ... which must run before system 'bar'
 ... which must run before system 'foo'
```

test: `system_build_errors::hierarchy_cycle`
```
schedule has 1 in_set cycle(s):
cycle 1: system set 'A' contains itself
system set 'A'
 ... which contains system set 'B'
 ... which contains system set 'A'
 ```

[1]: https://en.wikipedia.org/wiki/Tarjan%27s_strongly_connected_components_algorithm
2023-02-21 13:42:20 +00:00
Rob Parrett
b39f83640f Fix some typos (#7763)
# Objective

Stumbled on a typo and went on a typo hunt.

## Solution

Fix em
2023-02-20 22:56:57 +00:00
Ida "Iyes
17d1fa4a8b Add more "common run conditions" (#7579)
Add some more useful common run conditions.

Some of these existed in `iyes_loopless`. I know people used them, and it would be a regression for those users, when they try to migrate to new Bevy stageless, if they are missing.

I also took the opportunity to add a few more new ones.

---

## Changelog

### Added
 - More "common run conditions": on_event, resource change detection, state_changed, any_with_component
2023-02-20 22:56:56 +00:00
JoJoJet
0c98f9a225 Add AND/OR combinators for run conditions (#7605)
# Objective

Fix #7584.

## Solution

Add an abstraction for creating custom system combinators with minimal boilerplate. Use this to implement AND/OR combinators. Use this to simplify the implementation of `PipeSystem`.

## Example

Feel free to bikeshed on the syntax.

I chose the names `and_then`/`or_else` to emphasize the fact that these short-circuit, while I chose method syntax to empasize that the arguments are *not* treated equally.

```rust
app.add_systems((
    my_system.run_if(resource_exists::<R>().and_then(resource_equals(R(0)))),
    our_system.run_if(resource_exists::<R>().or_else(resource_exists::<S>())),
));
```

---

## Todo

- [ ] Decide on a syntax
- [x] Write docs
- [x] Write tests

## Changelog

+ Added the extension methods `.and_then(...)` and `.or_else(...)` to run conditions, which allows combining run conditions with short-circuiting behavior.
+ Added the trait `Combine`, which can be used with the new `CombinatorSystem` to create system combinators with custom behavior.
2023-02-20 18:16:11 +00:00
Edgar Geier
acff2210c0 Add report_sets option to ScheduleBuildSettings (#7756)
# Objective

- Fixes #7442.

## Solution

- Added `report_sets` option to `ScheduleBuildSettings` like described in the linked issue.

The output of the `3d_scene` example when reporting ambiguities with `report_sets` and `use_shortnames` set to `true` (and with #7755 applied) now looks like this: 
```
82 pairs of systems with conflicting data access have indeterminate execution order. Consider adding `before`, `after`, or `ambiguous_with` relationships between these:
 -- filesystem_watcher_system (LoadAssets) and apply_system_buffers (FirstFlush)
    conflict on: bevy_ecs::world::World
 -- update_asset_storage_system<DynamicScene> (LoadAssets) and apply_system_buffers (FirstFlush)
    conflict on: bevy_ecs::world::World
 -- update_asset_storage_system<Scene> (LoadAssets) and apply_system_buffers (FirstFlush)
    conflict on: bevy_ecs::world::World
 -- update_asset_storage_system<Shader> (LoadAssets) and apply_system_buffers (FirstFlush)
    conflict on: bevy_ecs::world::World
 -- update_asset_storage_system<Mesh> (LoadAssets) and apply_system_buffers (FirstFlush)
    conflict on: bevy_ecs::world::World
 -- update_asset_storage_system<SkinnedMeshInverseBindposes> (LoadAssets) and apply_system_buffers (FirstFlush)
    conflict on: bevy_ecs::world::World
 -- update_asset_storage_system<Image> (LoadAssets) and apply_system_buffers (FirstFlush)
    conflict on: bevy_ecs::world::World
 -- update_asset_storage_system<TextureAtlas> (LoadAssets) and apply_system_buffers (FirstFlush)
    conflict on: bevy_ecs::world::World
 -- update_asset_storage_system<ColorMaterial> (LoadAssets) and apply_system_buffers (FirstFlush)
    conflict on: bevy_ecs::world::World
 -- update_asset_storage_system<Font> (LoadAssets) and apply_system_buffers (FirstFlush)
    conflict on: bevy_ecs::world::World
 -- update_asset_storage_system<FontAtlasSet> (LoadAssets) and apply_system_buffers (FirstFlush)
    conflict on: bevy_ecs::world::World
 -- update_asset_storage_system<StandardMaterial> (LoadAssets) and apply_system_buffers (FirstFlush)
    conflict on: bevy_ecs::world::World
 -- update_asset_storage_system<Gltf> (LoadAssets) and apply_system_buffers (FirstFlush)
    conflict on: bevy_ecs::world::World
 -- update_asset_storage_system<GltfNode> (LoadAssets) and apply_system_buffers (FirstFlush)
    conflict on: bevy_ecs::world::World
 -- update_asset_storage_system<GltfPrimitive> (LoadAssets) and apply_system_buffers (FirstFlush)
    conflict on: bevy_ecs::world::World
 -- update_asset_storage_system<GltfMesh> (LoadAssets) and apply_system_buffers (FirstFlush)
    conflict on: bevy_ecs::world::World
 -- update_asset_storage_system<AudioSource> (LoadAssets) and apply_system_buffers (FirstFlush)
    conflict on: bevy_ecs::world::World
 -- update_asset_storage_system<AudioSink> (LoadAssets) and apply_system_buffers (FirstFlush)
    conflict on: bevy_ecs::world::World
 -- update_asset_storage_system<AnimationClip> (LoadAssets) and apply_system_buffers (FirstFlush)
    conflict on: bevy_ecs::world::World
 -- scene_spawner_system (Update) and close_when_requested (Update)
    conflict on: bevy_ecs::world::World
 -- exit_on_all_closed (PostUpdate) and apply_system_buffers (CalculateBoundsFlush, PostUpdate)
    conflict on: bevy_ecs::world::World
 -- exit_on_all_closed (PostUpdate) and apply_system_buffers (AddClustersFlush, PostUpdate)
    conflict on: bevy_ecs::world::World
 -- camera_system<Projection> (CameraUpdateSystem, PostUpdate) and apply_system_buffers (CalculateBoundsFlush, PostUpdate)
    conflict on: bevy_ecs::world::World
 -- camera_system<Projection> (CameraUpdateSystem, PostUpdate) and apply_system_buffers (AddClustersFlush, PostUpdate)
    conflict on: bevy_ecs::world::World
 -- camera_system<OrthographicProjection> (CameraUpdateSystem, PostUpdate) and apply_system_buffers (CalculateBoundsFlush, PostUpdate)
    conflict on: bevy_ecs::world::World
 -- camera_system<OrthographicProjection> (CameraUpdateSystem, PostUpdate) and apply_system_buffers (AddClustersFlush, PostUpdate)
    conflict on: bevy_ecs::world::World
 -- camera_system<PerspectiveProjection> (CameraUpdateSystem, PostUpdate) and apply_system_buffers (CalculateBoundsFlush, PostUpdate)
    conflict on: bevy_ecs::world::World
 -- camera_system<PerspectiveProjection> (CameraUpdateSystem, PostUpdate) and apply_system_buffers (AddClustersFlush, PostUpdate)
    conflict on: bevy_ecs::world::World
 -- calculate_bounds (CalculateBounds, PostUpdate) and apply_system_buffers (AddClustersFlush, PostUpdate)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (CalculateBoundsFlush, PostUpdate) and visibility_propagate_system (PostUpdate, VisibilityPropagate)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (CalculateBoundsFlush, PostUpdate) and update_text2d_layout (PostUpdate)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (CalculateBoundsFlush, PostUpdate) and ui_stack_system (PostUpdate, Stack)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (CalculateBoundsFlush, PostUpdate) and text_system (PostUpdate)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (CalculateBoundsFlush, PostUpdate) and update_image_calculated_size_system (PostUpdate)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (CalculateBoundsFlush, PostUpdate) and flex_node_system (Flex, PostUpdate)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (CalculateBoundsFlush, PostUpdate) and add_clusters (AddClusters, PostUpdate)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (CalculateBoundsFlush, PostUpdate) and apply_system_buffers (AddClustersFlush, PostUpdate)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (CalculateBoundsFlush, PostUpdate) and play_queued_audio_system<AudioSource> (PostUpdate)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (CalculateBoundsFlush, PostUpdate) and animation_player (PostUpdate)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (CalculateBoundsFlush, PostUpdate) and propagate_transforms (PostUpdate, TransformPropagate)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (CalculateBoundsFlush, PostUpdate) and sync_simple_transforms (PostUpdate, TransformPropagate)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (CalculateBoundsFlush, PostUpdate) and update_directional_light_cascades (PostUpdate, UpdateDirectionalLightCascades)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (CalculateBoundsFlush, PostUpdate) and update_clipping_system (PostUpdate)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (CalculateBoundsFlush, PostUpdate) and update_frusta<Projection> (PostUpdate, UpdateProjectionFrusta)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (CalculateBoundsFlush, PostUpdate) and update_frusta<PerspectiveProjection> (PostUpdate, UpdatePerspectiveFrusta)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (CalculateBoundsFlush, PostUpdate) and update_frusta<OrthographicProjection> (PostUpdate, UpdateOrthographicFrusta)
    conflict on: bevy_ecs::world::World
 -- visibility_propagate_system (PostUpdate, VisibilityPropagate) and apply_system_buffers (AddClustersFlush, PostUpdate)
    conflict on: bevy_ecs::world::World
 -- update_text2d_layout (PostUpdate) and apply_system_buffers (AddClustersFlush, PostUpdate)
    conflict on: bevy_ecs::world::World
 -- ui_stack_system (PostUpdate, Stack) and apply_system_buffers (AddClustersFlush, PostUpdate)
    conflict on: bevy_ecs::world::World
 -- text_system (PostUpdate) and apply_system_buffers (AddClustersFlush, PostUpdate)
    conflict on: bevy_ecs::world::World
 -- update_image_calculated_size_system (PostUpdate) and apply_system_buffers (AddClustersFlush, PostUpdate)
    conflict on: bevy_ecs::world::World
 -- flex_node_system (Flex, PostUpdate) and apply_system_buffers (AddClustersFlush, PostUpdate)
    conflict on: bevy_ecs::world::World
 -- flex_node_system (Flex, PostUpdate) and animation_player (PostUpdate)
    conflict on: ["bevy_transform::components::transform::Transform"]
 -- apply_system_buffers (AddClustersFlush, PostUpdate) and play_queued_audio_system<AudioSource> (PostUpdate)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (AddClustersFlush, PostUpdate) and animation_player (PostUpdate)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (AddClustersFlush, PostUpdate) and propagate_transforms (PostUpdate, TransformPropagate)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (AddClustersFlush, PostUpdate) and sync_simple_transforms (PostUpdate, TransformPropagate)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (AddClustersFlush, PostUpdate) and update_directional_light_cascades (PostUpdate, UpdateDirectionalLightCascades)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (AddClustersFlush, PostUpdate) and update_clipping_system (PostUpdate)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (AddClustersFlush, PostUpdate) and update_frusta<Projection> (PostUpdate, UpdateProjectionFrusta)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (AddClustersFlush, PostUpdate) and update_frusta<PerspectiveProjection> (PostUpdate, UpdatePerspectiveFrusta)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (AddClustersFlush, PostUpdate) and update_frusta<OrthographicProjection> (PostUpdate, UpdateOrthographicFrusta)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (AddClustersFlush, PostUpdate) and check_visibility (CheckVisibility, PostUpdate)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (AddClustersFlush, PostUpdate) and update_directional_light_frusta (PostUpdate, UpdateLightFrusta)
    conflict on: bevy_ecs::world::World
 -- Assets<Scene>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
    conflict on: bevy_ecs::world::World
 -- Assets<Shader>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
    conflict on: bevy_ecs::world::World
 -- Assets<Mesh>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
    conflict on: bevy_ecs::world::World
 -- Assets<SkinnedMeshInverseBindposes>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
    conflict on: bevy_ecs::world::World
 -- Assets<Image>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
    conflict on: bevy_ecs::world::World
 -- Assets<TextureAtlas>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
    conflict on: bevy_ecs::world::World
 -- Assets<ColorMaterial>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
    conflict on: bevy_ecs::world::World
 -- Assets<Font>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
    conflict on: bevy_ecs::world::World
 -- Assets<FontAtlasSet>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
    conflict on: bevy_ecs::world::World
 -- Assets<StandardMaterial>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
    conflict on: bevy_ecs::world::World
 -- Assets<Gltf>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
    conflict on: bevy_ecs::world::World
 -- Assets<GltfNode>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
    conflict on: bevy_ecs::world::World
 -- Assets<GltfPrimitive>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
    conflict on: bevy_ecs::world::World
 -- Assets<GltfMesh>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
    conflict on: bevy_ecs::world::World
 -- Assets<AudioSource>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
    conflict on: bevy_ecs::world::World
 -- Assets<AudioSink>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
    conflict on: bevy_ecs::world::World
 -- Assets<AnimationClip>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
    conflict on: bevy_ecs::world::World
 -- Assets<DynamicScene>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
    conflict on: bevy_ecs::world::World
```

Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-02-20 15:31:10 +00:00
shuo
d46427b4e4 for disconnected, use Vec instead of HashSet to reduce insert overhead (#7744)
# Objective

- Improve `Schedule::initialize` performance

## Solution

- replace `disconnected`'s type from HashSet to Vec in `check_graph`
2023-02-19 16:35:39 +00:00
shuo
bd54c4d2d1 extract topsort logic to a new method, one pass to detect cycles and … (#7727)
…top sort. reduce mem alloc

# Objective

- Reduce alloc count.
- Improve code quality.

## Solution

- use `TarjanScc::run` directly, which calls a closure with each scc, in closure, we can detect cycles and flatten nodes
2023-02-19 16:35:38 +00:00
Edgar Geier
67a89e9c58 Add distributive_run_if to IntoSystemConfigs (#7724)
# Objective

- Fixes #7659.

## Solution

- This PR extracted the `distributive_run_if` part of #7676, because it does not require the controversial introduction of anonymous system sets.
- The distinctive name should make the user aware about the differences between `IntoSystemConfig::run_if` and `IntoSystemConfigs::distributive_run_if`.
- The documentation explains in detail the consequences of using the API and possible pit falls when using it.
- A test demonstrates the possibility of changing the condition result, resulting in some of the systems not being run.

---

## Changelog

### Added
- Add `distributive_run_if` to `IntoSystemConfigs` to enable adding a run condition to each system when using `add_systems`.
2023-02-18 21:33:09 +00:00
Jakob Hellermann
b2e1694c12 make ScheduleGraph::initialize public (#7723)
follow-up to https://github.com/bevyengine/bevy/pull/7716

# Objective

System access is only populated in `System::initialize`, so without calling `initialize` it's actually impossible to see most ambiguities.

## Solution


- make `initialize` public. The method is idempotent, so calling it multiple times doesn't hurt
2023-02-17 20:25:28 +00:00
James Liu
04256735f6 Cleanup ScheduleBuildSettings (#7721)
# Objective
Fix #7440. Fix #7441. 

## Solution

 * Remove builder functions on `ScheduleBuildSettings` in favor of public fields, move docs to the fields.
 * Add `use_shortnames` and use it in `get_node_name` to feed it through `bevy_utils::get_short_name`.
2023-02-17 15:17:52 +00:00
James Liu
69d3a15eae Default to using ExecutorKind::SingleThreaded on wasm32 (#7717)
# Objective
Web builds do not support running on multiple threads right now. Defaulting to the multi-threaded executor has significant overhead without any benefit.

## Solution
Default to the single threaded executor on wasm32 builds.
2023-02-17 00:22:56 +00:00
Jakob Hellermann
45442f7367 expose ambiguities of ScheduleGraph (#7716)
# Objective

- other tools (bevy_mod_debugdump) would like to have access to the ambiguities so that they can do their own reporting/visualization

## Solution

- store `conflicting_systems` in `ScheduleGraph` after calling `build_schedule`

The solution isn't very pretty and as pointed out it https://github.com/bevyengine/bevy/pull/7522, there may be a better way of exposing this, but this is the quick and dirty way if we want to have this functionality exposed in 0.10.
2023-02-17 00:22:55 +00:00
Jakob Hellermann
b1646e9cee change is_system_type() -> bool to system_type() -> Option<TypeId> (#7715)
# Objective

- it would be nice to be able to associate a `NodeId` of a system type set to the `NodeId` of the actual system (used in bevy_mod_debugdump)

## Solution

- make `system_type` return the type id of the system
  - that way you can check if a `dyn SystemSet` is the system type set of a `dyn System`
- I don't know if this information is already present somewhere else in the scheduler or if there is a better way to expose it
2023-02-16 22:25:48 +00:00
Edgar Geier
6a63940367 Allow adding systems to multiple sets that share the same base set (#7709)
# Objective

Fixes #7702.

## Solution

- Added an test that ensures that no error is returned if a system or set is inside two different sets that share the same base set.
- Added an check to only return an error if the two base sets are not equal.
2023-02-16 17:09:46 +00:00
Jakob Hellermann
b35818c0a3 expose ScheduleGraph for third party dependencies (#7522)
# Objective

The `ScheduleGraph` should be expose so that crates like [bevy_mod_debugdump](https://github.com/jakobhellermann/bevy_mod_debugdump/blob/stageless/docs/README.md) can access useful information. 

## Solution

- expose `ScheduleGraph`, `NodeId`, `BaseSetMembership`, `Dag`
- add accessor functions for sets and systems

## Changelog

- expose `ScheduleGraph` for use in third party tools

This does expose our use of `petgraph` as a graph library, so we can only change that as a breaking change.
2023-02-16 17:09:45 +00:00
dis-da-moe
8853bef6df implement TypeUuid for primitives and fix multiple-parameter generics having the same TypeUuid (#6633)
# Objective

- Fixes #5432 
- Fixes #6680

## Solution

- move code responsible for generating the `impl TypeUuid` from `type_uuid_derive` into a new function, `gen_impl_type_uuid`.
- this allows the new proc macro, `impl_type_uuid`, to call the code for generation.
- added struct `TypeUuidDef` and implemented `syn::Parse` to allow parsing of the input for the new macro.
- finally, used the new macro `impl_type_uuid` to implement `TypeUuid` for the standard library (in `crates/bevy_reflect/src/type_uuid_impl.rs`).
- fixes #6680 by doing a wrapping add of the param's index to its `TYPE_UUID`

Co-authored-by: dis-da-moe <84386186+dis-da-moe@users.noreply.github.com>
2023-02-16 17:09:44 +00:00
JoJoJet
81307290e2 Fix trait bounds for run conditions (#7688)
# Objective

The trait `Condition<>` is implemented for any type that can be converted into a `ReadOnlySystem` which takes no inputs and returns a bool. However, due to the current implementation, consumers of the trait cannot rely on the fact that `<T as Condition>::System` implements `ReadOnlySystem`. In cases such as the `not` combinator (added in #7559), we are required to add redundant `T::System: ReadOnlySystem` trait bounds, even though this should be implied by the `Condition<>` trait.

## Solution

Add a hidden associated type which allows the compiler to figure out that the `System` associated type implements `ReadOnlySystem`.
2023-02-16 16:45:48 +00:00
JoJoJet
4f57f380c7 Simplify generics for the SystemParamFunction trait (#7675)
# Objective

The `SystemParamFunction` (and `ExclusiveSystemParamFunction`) trait is very cumbersome to use, due to it requiring four generic type parameters. These are currently all used as marker parameters to satisfy rust's trait coherence rules.

### Example (before)

```rust
pub fn pipe<AIn, Shared, BOut, A, AParam, AMarker, B, BParam, BMarker>(
    mut system_a: A,
    mut system_b: B,
) -> impl FnMut(In<AIn>, ParamSet<(AParam, BParam)>) -> BOut
where
    A: SystemParamFunction<AIn, Shared, AParam, AMarker>,
    B: SystemParamFunction<Shared, BOut, BParam, BMarker>,
    AParam: SystemParam,
    BParam: SystemParam,
```

## Solution

Turn the `In`, `Out`, and `Param` generics into associated types. Merge the marker types together to retain coherence.

### Example (after)

```rust
pub fn pipe<A, B, AMarker, BMarker>(
    mut system_a: A,
    mut system_b: B,
) -> impl FnMut(In<A::In>, ParamSet<(A::Param, B::Param)>) -> B::Out
where
    A: SystemParamFunction<AMarker>,
    B: SystemParamFunction<BMarker, In = A::Out>,
```

---

## Changelog

+ Simplified the `SystemParamFunction` and `ExclusiveSystemParamFunction` traits.

## Migration Guide

For users of the `SystemParamFunction` trait, the generic type parameters `In`, `Out`, and `Param` have been turned into associated types. The same has been done with the `ExclusiveSystemParamFunction` trait.
2023-02-15 19:41:15 +00:00
Niklas Eicker
f1c0850b81 Rename state_equals condition to in_state (#7677)
# Objective

- Improve readability of the run condition for systems only running in a certain state

## Solution

- Rename `state_equals` to `in_state` (see [comment by cart](https://github.com/bevyengine/bevy/pull/7634#issuecomment-1428740311) in #7634 )
- `.run_if(state_equals(variant))` now is `.run_if(in_state(variant))`

This breaks the naming pattern a bit with the related conditions `state_exists` and `state_exists_and_equals` but I could not think of better names for those and think the improved readability of `in_state` is worth it.
2023-02-14 21:30:14 +00:00
Alice Cecile
0a9c469d19 Remove .on_update method to improve API consistency and clarity (#7667)
# Objective

Fixes #7632.

As discussed in #7634, it can be quite challenging for users to intuit the mental model of how states now work.

## Solution

Rather than change the behavior of the `OnUpdate` system set, instead work on making sure it's easy to understand what's going on.

Two things have been done:

1. Remove the `.on_update` method from our bevy of system building traits. This was special-cased and made states feel much more magical than they need to.
2. Improve the docs for the `OnUpdate` system set.
2023-02-14 00:13:10 +00:00
张林伟
14a7689e1a Derive Debug for State and NextState (#7651)
# Objective

- Derive Debug for State and NextState
2023-02-13 18:20:31 +00:00
Hennadii Chernyshchyk
1ffeff19f9 Add condition negation (#7559)
# Objective

Closes #7202

## Solution

~~Introduce a `not` helper to pipe conditions. Opened mostly for discussion. Maybe create an extension trait with `not` method? Please, advice.~~
Introduce `not(condition)` condition that inverses the result of the passed.

---

## Changelog

### Added

- `not` condition.
2023-02-08 23:24:36 +00:00
Andrew Jakubowicz
978f7cd8bf Remove unused test resource in a bevy_ecs schedule unit test (#7551)
Small commit to remove an unused resource scoped within a single bevy_ecs unit test. Also rearranged the initialization to follow initialization conventions of surrounding tests. World/Schedule initialization followed by resource initialization.

This change was tested locally with `cargo test`, and `cargo fmt` was run.

Risk should be tiny as change is scoped to a single unit test and very tiny, and I can't see any way that this resource is being used in the test.

Thank you so much!
2023-02-07 22:59:19 +00:00
JoJoJet
5efc226290 Allow piping run conditions (#7547)
# Objective

Run conditions are a special type of system that do not modify the world, and which return a bool. Due to the way they are currently implemented, you can *only* use bare function systems as a run condition. Among other things, this prevents the use of system piping with run conditions. This make very basic constructs impossible, such as `my_system.run_if(my_condition.pipe(not))`.

Unblocks a basic solution for #7202.

## Solution

Add the trait `ReadOnlySystem`, which is implemented for any system whose parameters all implement `ReadOnlySystemParam`. Allow any `-> bool` system implementing this trait to be used as a run condition.

---

## Changelog

+ Added the trait `ReadOnlySystem`, which is implemented for any `System` type whose parameters all implement `ReadOnlySystemParam`.
+ Added the function `bevy::ecs::system::assert_is_read_only_system`.
2023-02-07 22:22:16 +00:00
SpecificProtagonist
6314f50e7b States derive macro (#7535)
# Objective
Implementing `States` manually is repetitive, so let's not.

One thing I'm unsure of is whether the macro import statement is in the right place.
2023-02-07 14:02:21 +00:00
Mike
d95df29fc0 early return from multithreaded executor (#7521)
# Objective

- There is a small perf cost for starting the multithreaded executor.

## Solution

- We can skip that cost when there are zero systems in the schedule. Overall not a big perf boost unless there are a lot of empty schedules that are trying to run, but it is something.

Below is a tracy trace of the run_fixed_update_schedule for many_foxes which has zero systems in it. Yellow is main and red is this pr. The time difference between the peaks of the humps is around 15us.

![image](https://user-images.githubusercontent.com/2180432/216884536-f3af8f5e-6224-4d0f-8fbd-67b0beb90baf.png)
2023-02-06 20:50:08 +00:00
张林伟
aa4170d9a4 Rename schedule v3 to schedule (#7519)
# Objective

- Follow up of https://github.com/bevyengine/bevy/pull/7267

## Solution

- Rename schedule_v3 to schedule
- Suppress "module inception" lint
2023-02-06 18:44:40 +00:00
Alice Cecile
206c7ce219 Migrate engine to Schedule v3 (#7267)
Huge thanks to @maniwani, @devil-ira, @hymm, @cart, @superdump and @jakobhellermann for the help with this PR.

# Objective

- Followup #6587.
- Minimal integration for the Stageless Scheduling RFC: https://github.com/bevyengine/rfcs/pull/45

## Solution

- [x]  Remove old scheduling module
- [x] Migrate new methods to no longer use extension methods
- [x] Fix compiler errors
- [x] Fix benchmarks
- [x] Fix examples
- [x] Fix docs
- [x] Fix tests

## Changelog

### Added

- a large number of methods on `App` to work with schedules ergonomically
- the `CoreSchedule` enum
- `App::add_extract_system` via the `RenderingAppExtension` trait extension method
- the private `prepare_view_uniforms` system now has a public system set for scheduling purposes, called `ViewSet::PrepareUniforms`

### Removed

- stages, and all code that mentions stages
- states have been dramatically simplified, and no longer use a stack
- `RunCriteriaLabel`
- `AsSystemLabel` trait
- `on_hierarchy_reports_enabled` run criteria (now just uses an ad hoc resource checking run condition)
- systems in `RenderSet/Stage::Extract` no longer warn when they do not read data from the main world
- `RunCriteriaLabel`
- `transform_propagate_system_set`: this was a nonstandard pattern that didn't actually provide enough control. The systems are already `pub`: the docs have been updated to ensure that the third-party usage is clear.

### Changed

- `System::default_labels` is now `System::default_system_sets`.
- `App::add_default_labels` is now `App::add_default_sets`
- `CoreStage` and `StartupStage` enums are now `CoreSet` and `StartupSet`
- `App::add_system_set` was renamed to `App::add_systems`
- The `StartupSchedule` label is now defined as part of the `CoreSchedules` enum
-  `.label(SystemLabel)` is now referred to as `.in_set(SystemSet)`
- `SystemLabel` trait was replaced by `SystemSet`
- `SystemTypeIdLabel<T>` was replaced by `SystemSetType<T>`
- The `ReportHierarchyIssue` resource now has a public constructor (`new`), and implements `PartialEq`
- Fixed time steps now use a schedule (`CoreSchedule::FixedTimeStep`) rather than a run criteria.
- Adding rendering extraction systems now panics rather than silently failing if no subapp with the `RenderApp` label is found.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. 
- `SceneSpawnerSystem` now runs under `CoreSet::Update`, rather than `CoreStage::PreUpdate.at_end()`.
- `bevy_pbr::add_clusters` is no longer an exclusive system
- the top level `bevy_ecs::schedule` module was replaced with `bevy_ecs::scheduling`
- `tick_global_task_pools_on_main_thread` is no longer run as an exclusive system. Instead, it has been replaced by `tick_global_task_pools`, which uses a `NonSend` resource to force running on the main thread.

## Migration Guide

- Calls to `.label(MyLabel)` should be replaced with `.in_set(MySet)`
- Stages have been removed. Replace these with system sets, and then add command flushes using the `apply_system_buffers` exclusive system where needed.
- The `CoreStage`, `StartupStage, `RenderStage` and `AssetStage`  enums have been replaced with `CoreSet`, `StartupSet, `RenderSet` and `AssetSet`. The same scheduling guarantees have been preserved.
  - Systems are no longer added to `CoreSet::Update` by default. Add systems manually if this behavior is needed, although you should consider adding your game logic systems to `CoreSchedule::FixedTimestep` instead for more reliable framerate-independent behavior.
  - Similarly, startup systems are no longer part of `StartupSet::Startup` by default. In most cases, this won't matter to you.
  - For example, `add_system_to_stage(CoreStage::PostUpdate, my_system)` should be replaced with 
  - `add_system(my_system.in_set(CoreSet::PostUpdate)`
- When testing systems or otherwise running them in a headless fashion, simply construct and run a schedule using `Schedule::new()` and `World::run_schedule` rather than constructing stages
- Run criteria have been renamed to run conditions. These can now be combined with each other and with states.
- Looping run criteria and state stacks have been removed. Use an exclusive system that runs a schedule if you need this level of control over system control flow.
- For app-level control flow over which schedules get run when (such as for rollback networking), create your own schedule and insert it under the `CoreSchedule::Outer` label.
- Fixed timesteps are now evaluated in a schedule, rather than controlled via run criteria. The `run_fixed_timestep` system runs this schedule between `CoreSet::First` and `CoreSet::PreUpdate` by default.
- Command flush points introduced by `AssetStage` have been removed. If you were relying on these, add them back manually.
- Adding extract systems is now typically done directly on the main app. Make sure the `RenderingAppExtension` trait is in scope, then call `app.add_extract_system(my_system)`.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. You may need to order your movement systems to occur before this system in order to avoid system order ambiguities in culling behavior.
- the `RenderLabel` `AppLabel` was renamed to `RenderApp` for clarity
- `App::add_state` now takes 0 arguments: the starting state is set based on the `Default` impl.
- Instead of creating `SystemSet` containers for systems that run in stages, simply use `.on_enter::<State::Variant>()` or its `on_exit` or `on_update` siblings.
- `SystemLabel` derives should be replaced with `SystemSet`. You will also need to add the `Debug`, `PartialEq`, `Eq`, and `Hash` traits to satisfy the new trait bounds.
- `with_run_criteria` has been renamed to `run_if`. Run criteria have been renamed to run conditions for clarity, and should now simply return a bool.
- States have been dramatically simplified: there is no longer a "state stack". To queue a transition to the next state, call `NextState::set`

## TODO

- [x] remove dead methods on App and World
- [x] add `App::add_system_to_schedule` and `App::add_systems_to_schedule`
- [x] avoid adding the default system set at inappropriate times
- [x] remove any accidental cycles in the default plugins schedule
- [x] migrate benchmarks
- [x] expose explicit labels for the built-in command flush points
- [x] migrate engine code
- [x] remove all mentions of stages from the docs
- [x] verify docs for States
- [x] fix uses of exclusive systems that use .end / .at_start / .before_commands
- [x] migrate RenderStage and AssetStage
- [x] migrate examples
- [x] ensure that transform propagation is exported in a sufficiently public way (the systems are already pub)
- [x] ensure that on_enter schedules are run at least once before the main app
- [x] re-enable opt-in to execution order ambiguities
- [x] revert change to `update_bounds` to ensure it runs in `PostUpdate`
- [x] test all examples
  - [x] unbreak directional lights
  - [x] unbreak shadows (see 3d_scene, 3d_shape, lighting, transparaency_3d examples)
  - [x] game menu example shows loading screen and menu simultaneously
  - [x] display settings menu is a blank screen
  - [x] `without_winit` example panics
- [x] ensure all tests pass
  - [x] SubApp doc test fails
  - [x] runs_spawn_local tasks fails
  - [x] [Fix panic_when_hierachy_cycle test hanging](https://github.com/alice-i-cecile/bevy/pull/120)

## Points of Difficulty and Controversy

**Reviewers, please give feedback on these and look closely**

1.  Default sets, from the RFC, have been removed. These added a tremendous amount of implicit complexity and result in hard to debug scheduling errors. They're going to be tackled in the form of "base sets" by @cart in a followup.
2. The outer schedule controls which schedule is run when `App::update` is called.
3. I implemented `Label for `Box<dyn Label>` for our label types. This enables us to store schedule labels in concrete form, and then later run them. I ran into the same set of problems when working with one-shot systems. We've previously investigated this pattern in depth, and it does not appear to lead to extra indirection with nested boxes.
4. `SubApp::update` simply runs the default schedule once. This sucks, but this whole API is incomplete and this was the minimal changeset.
5. `time_system` and `tick_global_task_pools_on_main_thread` no longer use exclusive systems to attempt to force scheduling order
6. Implemetnation strategy for fixed timesteps
7. `AssetStage` was migrated to `AssetSet` without reintroducing command flush points. These did not appear to be used, and it's nice to remove these bottlenecks.
8. Migration of `bevy_render/lib.rs` and pipelined rendering. The logic here is unusually tricky, as we have complex scheduling requirements.

## Future Work (ideally before 0.10)

- Rename schedule_v3 module to schedule or scheduling
- Add a derive macro to states, and likely a `EnumIter` trait of some form
- Figure out what exactly to do with the "systems added should basically work by default" problem
- Improve ergonomics for working with fixed timesteps and states
- Polish FixedTime API to match Time
- Rebase and merge #7415
- Resolve all internal ambiguities (blocked on better tools, especially #7442)
- Add "base sets" to replace the removed default sets.
2023-02-06 02:04:50 +00:00
Mike
e1b0bbf5ed Stageless: add a method to scope to always run a task on the scope thread (#7415)
# Objective

- Currently exclusive systems and applying buffers run outside of the multithreaded executor and just calls the funtions on the thread the schedule is running on. Stageless changes this to run these using tasks in a scope. Specifically It uses `spawn_on_scope` to run these. For the render thread this is incorrect as calling `spawn_on_scope` there runs tasks on the main thread. It should instead run these on the render thread and only run nonsend systems on the main thread.
 
## Solution

- Add another executor to `Scope` for spawning tasks on the scope. `spawn_on_scope` now always runs the task on the thread the scope is running on. `spawn_on_external` spawns onto the external executor than is optionally passed in. If None is passed `spawn_on_external` will spawn onto the scope executor.
- Eventually this new machinery will be able to be removed. This will happen once a fix for removing NonSend resources from the world lands. So this is a temporary fix to support stageless.

---

## Changelog

- add a spawn_on_external method to allow spawning on the scope's thread or an external thread

## Migration Guide

> No migration guide. The main thread executor was introduced in pipelined rendering which was merged for 0.10. spawn_on_scope now behaves the same way as on 0.9.
2023-02-05 21:44:46 +00:00
Mike
4f3ed196fa Stageless: move MainThreadExecutor to schedule_v3 (#7444)
# Objective

- Trying to move some of the fixes from https://github.com/bevyengine/bevy/pull/7267 to make that one easier to review
- The MainThreadExecutor is how the render world runs nonsend systems on the main thread for pipelined rendering.
- The multithread executor for stageless wasn't using the MainThreadExecutor.
- MainThreadExecutor was declared in the old executor_parallel module that is getting deleted.
- The way the MainThreadExecutor was getting passed to the scope was actually unsound as the resource could be dropped from the World while the schedule was running

## Solution

- Move MainThreadExecutor to the new multithreaded_executor's file.
- Make the multithreaded executor use the MainThreadExecutor
- Clone the MainThreadExecutor onto the stack and pass that ref in

## Changelog

- Move MainThreadExecutor for stageless migration.
2023-02-03 03:19:41 +00:00