
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.
171 lines
6.3 KiB
Rust
171 lines
6.3 KiB
Rust
use crate::{
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app::{App, AppExit},
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plugin::Plugin,
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};
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use bevy_ecs::event::{Events, ManualEventReader};
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use bevy_ecs::prelude::Resource;
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use bevy_utils::{Duration, Instant};
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#[cfg(target_arch = "wasm32")]
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use std::{cell::RefCell, rc::Rc};
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#[cfg(target_arch = "wasm32")]
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use wasm_bindgen::{prelude::*, JsCast};
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/// Determines the method used to run an [`App`]'s [`Schedule`](bevy_ecs::schedule_v3::Schedule).
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///
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/// It is used in the [`ScheduleRunnerSettings`].
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#[derive(Copy, Clone, Debug)]
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pub enum RunMode {
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/// Indicates that the [`App`]'s schedule should run repeatedly.
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Loop {
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/// The minimum [`Duration`] to wait after a [`Schedule`](bevy_ecs::schedule_v3::Schedule)
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/// has completed before repeating. A value of [`None`] will not wait.
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wait: Option<Duration>,
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},
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/// Indicates that the [`App`]'s schedule should run only once.
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Once,
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}
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impl Default for RunMode {
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fn default() -> Self {
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RunMode::Loop { wait: None }
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}
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}
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/// The configuration information for the [`ScheduleRunnerPlugin`].
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///
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/// It gets added as a [`Resource`](bevy_ecs::system::Resource) inside of the [`ScheduleRunnerPlugin`].
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#[derive(Copy, Clone, Default, Resource)]
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pub struct ScheduleRunnerSettings {
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/// Determines whether the [`Schedule`](bevy_ecs::schedule_v3::Schedule) is run once or repeatedly.
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pub run_mode: RunMode,
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}
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impl ScheduleRunnerSettings {
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/// See [`RunMode::Once`].
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pub fn run_once() -> Self {
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ScheduleRunnerSettings {
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run_mode: RunMode::Once,
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}
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}
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/// See [`RunMode::Loop`].
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pub fn run_loop(wait_duration: Duration) -> Self {
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ScheduleRunnerSettings {
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run_mode: RunMode::Loop {
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wait: Some(wait_duration),
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},
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}
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}
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}
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/// Configures an [`App`] to run its [`Schedule`](bevy_ecs::schedule_v3::Schedule) according to a given
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/// [`RunMode`].
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///
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/// [`ScheduleRunnerPlugin`] is included in the
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/// [`MinimalPlugins`](https://docs.rs/bevy/latest/bevy/struct.MinimalPlugins.html) plugin group.
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///
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/// [`ScheduleRunnerPlugin`] is *not* included in the
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/// [`DefaultPlugins`](https://docs.rs/bevy/latest/bevy/struct.DefaultPlugins.html) plugin group
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/// which assumes that the [`Schedule`](bevy_ecs::schedule_v3::Schedule) will be executed by other means:
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/// typically, the `winit` event loop
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/// (see [`WinitPlugin`](https://docs.rs/bevy/latest/bevy/winit/struct.WinitPlugin.html))
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/// executes the schedule making [`ScheduleRunnerPlugin`] unnecessary.
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#[derive(Default)]
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pub struct ScheduleRunnerPlugin;
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impl Plugin for ScheduleRunnerPlugin {
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fn build(&self, app: &mut App) {
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let settings = app
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.world
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.get_resource_or_insert_with(ScheduleRunnerSettings::default)
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.to_owned();
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app.set_runner(move |mut app: App| {
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let mut app_exit_event_reader = ManualEventReader::<AppExit>::default();
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match settings.run_mode {
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RunMode::Once => {
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app.update();
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}
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RunMode::Loop { wait } => {
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let mut tick = move |app: &mut App,
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wait: Option<Duration>|
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-> Result<Option<Duration>, AppExit> {
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let start_time = Instant::now();
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if let Some(app_exit_events) =
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app.world.get_resource_mut::<Events<AppExit>>()
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{
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if let Some(exit) = app_exit_event_reader.iter(&app_exit_events).last()
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{
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return Err(exit.clone());
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}
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}
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app.update();
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if let Some(app_exit_events) =
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app.world.get_resource_mut::<Events<AppExit>>()
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{
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if let Some(exit) = app_exit_event_reader.iter(&app_exit_events).last()
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{
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return Err(exit.clone());
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}
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}
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let end_time = Instant::now();
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if let Some(wait) = wait {
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let exe_time = end_time - start_time;
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if exe_time < wait {
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return Ok(Some(wait - exe_time));
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}
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}
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Ok(None)
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};
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#[cfg(not(target_arch = "wasm32"))]
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{
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while let Ok(delay) = tick(&mut app, wait) {
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if let Some(delay) = delay {
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std::thread::sleep(delay);
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}
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}
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}
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#[cfg(target_arch = "wasm32")]
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{
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fn set_timeout(f: &Closure<dyn FnMut()>, dur: Duration) {
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web_sys::window()
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.unwrap()
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.set_timeout_with_callback_and_timeout_and_arguments_0(
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f.as_ref().unchecked_ref(),
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dur.as_millis() as i32,
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)
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.expect("Should register `setTimeout`.");
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}
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let asap = Duration::from_millis(1);
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let mut rc = Rc::new(app);
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let f = Rc::new(RefCell::new(None));
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let g = f.clone();
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let c = move || {
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let mut app = Rc::get_mut(&mut rc).unwrap();
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let delay = tick(&mut app, wait);
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match delay {
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Ok(delay) => {
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set_timeout(f.borrow().as_ref().unwrap(), delay.unwrap_or(asap))
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}
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Err(_) => {}
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}
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};
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*g.borrow_mut() = Some(Closure::wrap(Box::new(c) as Box<dyn FnMut()>));
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set_timeout(g.borrow().as_ref().unwrap(), asap);
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};
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}
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}
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});
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}
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}
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