# Objective Fixes #16104 ## Solution I removed all instances of `:?` and put them back one by one where it caused an error. I removed some bevy_utils helper functions that were only used in 2 places and don't add value. See: #11478 ## Testing CI should catch the mistakes ## Migration Guide `bevy::utils::{dbg,info,warn,error}` were removed. Use `bevy::utils::tracing::{debug,info,warn,error}` instead. --------- Co-authored-by: SpecificProtagonist <vincentjunge@posteo.net>
		
			
				
	
	
		
			166 lines
		
	
	
		
			6.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			166 lines
		
	
	
		
			6.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! From time to time, you may find that you want to both send and receive an event of the same type in a single system.
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//!
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//! Of course, this results in an error: the borrows of [`EventWriter`] and [`EventReader`] overlap,
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//! if and only if the [`Event`] type is the same.
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//! One system parameter borrows the [`Events`] resource mutably, and another system parameter borrows the [`Events`] resource immutably.
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//! If Bevy allowed this, this would violate Rust's rules against aliased mutability.
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//! In other words, this would be Undefined Behavior (UB)!
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//!
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//! There are two ways to solve this problem:
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//!
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//! 1. Use [`ParamSet`] to check out the [`EventWriter`] and [`EventReader`] one at a time.
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//! 2. Use a [`Local`] [`EventCursor`] instead of an [`EventReader`], and use [`ResMut`] to access [`Events`].
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//!
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//! In the first case, you're being careful to only check out only one of the [`EventWriter`] or [`EventReader`] at a time.
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//! By "temporally" separating them, you avoid the overlap.
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//!
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//! In the second case, you only ever have one access to the underlying  [`Events`] resource at a time.
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//! But in exchange, you have to manually keep track of which events you've already read.
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//!
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//! Let's look at an example of each.
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use bevy::{diagnostic::FrameCount, ecs::event::EventCursor, prelude::*};
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fn main() {
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    let mut app = App::new();
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    app.add_plugins(MinimalPlugins)
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        .add_event::<DebugEvent>()
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        .add_event::<A>()
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        .add_event::<B>()
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        .add_systems(Update, read_and_write_different_event_types)
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        .add_systems(
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            Update,
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            (
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                send_events,
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                debug_events,
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                send_and_receive_param_set,
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                debug_events,
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                send_and_receive_manual_event_reader,
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                debug_events,
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            )
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                .chain(),
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        );
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    // We're just going to run a few frames, so we can see and understand the output.
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    app.update();
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    // By running for longer than one frame, we can see that we're caching our cursor in the event queue properly.
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    app.update();
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}
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#[derive(Event)]
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struct A;
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#[derive(Event)]
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struct B;
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// This works fine, because the types are different,
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// so the borrows of the `EventWriter` and `EventReader` don't overlap.
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// Note that these borrowing rules are checked at system initialization time,
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// not at compile time, as Bevy uses internal unsafe code to split the `World` into disjoint pieces.
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fn read_and_write_different_event_types(mut a: EventWriter<A>, mut b: EventReader<B>) {
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    for _ in b.read() {}
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    a.send(A);
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}
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/// A dummy event type.
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#[derive(Debug, Clone, Event)]
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struct DebugEvent {
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    resend_from_param_set: bool,
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    resend_from_local_event_reader: bool,
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    times_sent: u8,
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}
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/// A system that sends all combinations of events.
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fn send_events(mut events: EventWriter<DebugEvent>, frame_count: Res<FrameCount>) {
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    println!("Sending events for frame {}", frame_count.0);
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    events.send(DebugEvent {
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        resend_from_param_set: false,
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        resend_from_local_event_reader: false,
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        times_sent: 1,
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    });
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    events.send(DebugEvent {
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        resend_from_param_set: true,
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        resend_from_local_event_reader: false,
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        times_sent: 1,
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    });
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    events.send(DebugEvent {
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        resend_from_param_set: false,
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        resend_from_local_event_reader: true,
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        times_sent: 1,
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    });
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    events.send(DebugEvent {
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        resend_from_param_set: true,
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        resend_from_local_event_reader: true,
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        times_sent: 1,
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    });
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}
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/// A system that prints all events sent since the last time this system ran.
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///
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/// Note that some events will be printed twice, because they were sent twice.
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fn debug_events(mut events: EventReader<DebugEvent>) {
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    for event in events.read() {
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        println!("{event:?}");
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    }
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}
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/// A system that both sends and receives events using [`ParamSet`].
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fn send_and_receive_param_set(
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    mut param_set: ParamSet<(EventReader<DebugEvent>, EventWriter<DebugEvent>)>,
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    frame_count: Res<FrameCount>,
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) {
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    println!(
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        "Sending and receiving events for frame {} with a `ParamSet`",
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        frame_count.0
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    );
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    // We must collect the events to resend, because we can't access the writer while we're iterating over the reader.
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    let mut events_to_resend = Vec::new();
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    // This is p0, as the first parameter in the `ParamSet` is the reader.
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    for event in param_set.p0().read() {
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        if event.resend_from_param_set {
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            events_to_resend.push(event.clone());
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        }
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    }
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    // This is p1, as the second parameter in the `ParamSet` is the writer.
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    for mut event in events_to_resend {
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        event.times_sent += 1;
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        param_set.p1().send(event);
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    }
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}
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/// A system that both sends and receives events using a [`Local`] [`EventCursor`].
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fn send_and_receive_manual_event_reader(
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    // The `Local` `SystemParam` stores state inside the system itself, rather than in the world.
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    // `EventCursor<T>` is the internal state of `EventReader<T>`, which tracks which events have been seen.
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    mut local_event_reader: Local<EventCursor<DebugEvent>>,
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    // We can access the `Events` resource mutably, allowing us to both read and write its contents.
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    mut events: ResMut<Events<DebugEvent>>,
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    frame_count: Res<FrameCount>,
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) {
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    println!(
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        "Sending and receiving events for frame {} with a `Local<EventCursor>",
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        frame_count.0
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    );
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    // We must collect the events to resend, because we can't mutate events while we're iterating over the events.
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    let mut events_to_resend = Vec::new();
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    for event in local_event_reader.read(&events) {
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        if event.resend_from_local_event_reader {
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            // For simplicity, we're cloning the event.
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            // In this case, since we have mutable access to the `Events` resource,
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            // we could also just mutate the event in-place,
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            // or drain the event queue into our `events_to_resend` vector.
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            events_to_resend.push(event.clone());
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        }
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    }
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    for mut event in events_to_resend {
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        event.times_sent += 1;
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        events.send(event);
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    }
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}
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