
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.
112 lines
4.2 KiB
Rust
112 lines
4.2 KiB
Rust
use bevy_ecs::{prelude::*, schedule_v3::IntoSystemConfig};
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use rand::Rng;
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use std::ops::Deref;
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// In this example we will simulate a population of entities. In every tick we will:
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// 1. spawn a new entity with a certain possibility
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// 2. age all entities
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// 3. despawn entities with age > 2
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//
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// To demonstrate change detection, there are some console outputs based on changes in
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// the EntityCounter resource and updated Age components
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fn main() {
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// Create a new empty World to hold our Entities, Components and Resources
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let mut world = World::new();
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// Add the counter resource to remember how many entities where spawned
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world.insert_resource(EntityCounter { value: 0 });
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// Create a new Schedule, which stores systems and controls their relative ordering
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let mut schedule = Schedule::default();
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// Add systems to the Stage to execute our app logic
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// We can label our systems to force a specific run-order between some of them
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schedule.add_system(spawn_entities.in_set(SimulationSystem::Spawn));
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schedule.add_system(print_counter_when_changed.after(SimulationSystem::Spawn));
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schedule.add_system(age_all_entities.in_set(SimulationSystem::Age));
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schedule.add_system(remove_old_entities.after(SimulationSystem::Age));
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schedule.add_system(print_changed_entities.after(SimulationSystem::Age));
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// Simulate 10 frames in our world
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for iteration in 1..=10 {
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println!("Simulating frame {iteration}/10");
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schedule.run(&mut world);
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}
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}
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// This struct will be used as a Resource keeping track of the total amount of spawned entities
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#[derive(Debug, Resource)]
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struct EntityCounter {
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pub value: i32,
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}
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// This struct represents a Component and holds the age in frames of the entity it gets assigned to
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#[derive(Component, Default, Debug)]
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struct Age {
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frames: i32,
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}
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// System sets can be used to group systems and configured to control relative ordering
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#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
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enum SimulationSystem {
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Spawn,
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Age,
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}
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// This system randomly spawns a new entity in 60% of all frames
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// The entity will start with an age of 0 frames
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// If an entity gets spawned, we increase the counter in the EntityCounter resource
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fn spawn_entities(mut commands: Commands, mut entity_counter: ResMut<EntityCounter>) {
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if rand::thread_rng().gen_bool(0.6) {
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let entity_id = commands.spawn(Age::default()).id();
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println!(" spawning {entity_id:?}");
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entity_counter.value += 1;
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}
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}
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// This system prints out changes in our entity collection
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// For every entity that just got the Age component added we will print that it's the
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// entities first birthday. These entities where spawned in the previous frame.
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// For every entity with a changed Age component we will print the new value.
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// In this example the Age component is changed in every frame, so we don't actually
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// need the `Changed` here, but it is still used for the purpose of demonstration.
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fn print_changed_entities(
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entity_with_added_component: Query<Entity, Added<Age>>,
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entity_with_mutated_component: Query<(Entity, &Age), Changed<Age>>,
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) {
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for entity in &entity_with_added_component {
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println!(" {entity:?} has it's first birthday!");
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}
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for (entity, value) in &entity_with_mutated_component {
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println!(" {entity:?} is now {value:?} frames old");
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}
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}
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// This system iterates over all entities and increases their age in every frame
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fn age_all_entities(mut entities: Query<&mut Age>) {
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for mut age in &mut entities {
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age.frames += 1;
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}
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}
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// This system iterates over all entities in every frame and despawns entities older than 2 frames
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fn remove_old_entities(mut commands: Commands, entities: Query<(Entity, &Age)>) {
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for (entity, age) in &entities {
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if age.frames > 2 {
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println!(" despawning {entity:?} due to age > 2");
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commands.entity(entity).despawn();
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}
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}
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}
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// This system will print the new counter value everytime it was changed since
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// the last execution of the system.
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fn print_counter_when_changed(entity_counter: Res<EntityCounter>) {
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if entity_counter.is_changed() {
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println!(
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" total number of entities spawned: {}",
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entity_counter.deref().value
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);
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}
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}
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