
# Objective Prevents duplicate implementation between IntoSystemConfigs and IntoSystemSetConfigs using a generic, adds a NodeType trait for more config flexibility (opening the door to implement https://github.com/bevyengine/bevy/issues/14195?). ## Solution Followed writeup by @ItsDoot: https://hackmd.io/@doot/rJeefFHc1x Removes IntoSystemConfigs and IntoSystemSetConfigs, instead using IntoNodeConfigs with generics. ## Testing Pending --- ## Showcase N/A ## Migration Guide SystemSetConfigs -> NodeConfigs<InternedSystemSet> SystemConfigs -> NodeConfigs<ScheduleSystem> IntoSystemSetConfigs -> IntoNodeConfigs<InternedSystemSet, M> IntoSystemConfigs -> IntoNodeConfigs<ScheduleSystem, M> --------- Co-authored-by: Christian Hughes <9044780+ItsDoot@users.noreply.github.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
472 lines
19 KiB
Rust
472 lines
19 KiB
Rust
use crate::{App, Plugin};
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use alloc::{vec, vec::Vec};
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use bevy_ecs::{
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resource::Resource,
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schedule::{
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ExecutorKind, InternedScheduleLabel, IntoScheduleConfigs, Schedule, ScheduleLabel,
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SystemSet,
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},
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system::Local,
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world::{Mut, World},
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};
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/// The schedule that contains the app logic that is evaluated each tick of [`App::update()`].
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///
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/// By default, it will run the following schedules in the given order:
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///
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/// On the first run of the schedule (and only on the first run), it will run:
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/// * [`PreStartup`]
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/// * [`Startup`]
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/// * [`PostStartup`]
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///
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/// Then it will run:
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/// * [`First`]
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/// * [`PreUpdate`]
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/// * [`StateTransition`]
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/// * [`RunFixedMainLoop`]
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/// * This will run [`FixedMain`] zero to many times, based on how much time has elapsed.
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/// * [`Update`]
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/// * [`PostUpdate`]
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/// * [`Last`]
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///
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/// # Rendering
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///
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/// Note rendering is not executed in the main schedule by default.
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/// Instead, rendering is performed in a separate [`SubApp`]
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/// which exchanges data with the main app in between the main schedule runs.
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///
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/// See [`RenderPlugin`] and [`PipelinedRenderingPlugin`] for more details.
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///
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/// [`StateTransition`]: https://docs.rs/bevy/latest/bevy/prelude/struct.StateTransition.html
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/// [`RenderPlugin`]: https://docs.rs/bevy/latest/bevy/render/struct.RenderPlugin.html
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/// [`PipelinedRenderingPlugin`]: https://docs.rs/bevy/latest/bevy/render/pipelined_rendering/struct.PipelinedRenderingPlugin.html
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/// [`SubApp`]: crate::SubApp
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#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
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pub struct Main;
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/// The schedule that runs before [`Startup`].
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///
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/// See the [`Main`] schedule for some details about how schedules are run.
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#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
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pub struct PreStartup;
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/// The schedule that runs once when the app starts.
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///
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/// See the [`Main`] schedule for some details about how schedules are run.
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#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
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pub struct Startup;
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/// The schedule that runs once after [`Startup`].
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///
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/// See the [`Main`] schedule for some details about how schedules are run.
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#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
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pub struct PostStartup;
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/// Runs first in the schedule.
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///
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/// See the [`Main`] schedule for some details about how schedules are run.
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#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
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pub struct First;
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/// The schedule that contains logic that must run before [`Update`]. For example, a system that reads raw keyboard
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/// input OS events into an `Events` resource. This enables systems in [`Update`] to consume the events from the `Events`
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/// resource without actually knowing about (or taking a direct scheduler dependency on) the "os-level keyboard event system".
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///
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/// [`PreUpdate`] exists to do "engine/plugin preparation work" that ensures the APIs consumed in [`Update`] are "ready".
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/// [`PreUpdate`] abstracts out "pre work implementation details".
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///
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/// See the [`Main`] schedule for some details about how schedules are run.
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#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
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pub struct PreUpdate;
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/// Runs the [`FixedMain`] schedule in a loop according until all relevant elapsed time has been "consumed".
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///
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/// If you need to order your variable timestep systems
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/// before or after the fixed update logic, use the [`RunFixedMainLoopSystem`] system set.
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///
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/// Note that in contrast to most other Bevy schedules, systems added directly to
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/// [`RunFixedMainLoop`] will *not* be parallelized between each other.
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///
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/// See the [`Main`] schedule for some details about how schedules are run.
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#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
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pub struct RunFixedMainLoop;
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/// Runs first in the [`FixedMain`] schedule.
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///
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/// See the [`FixedMain`] schedule for details on how fixed updates work.
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/// See the [`Main`] schedule for some details about how schedules are run.
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#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
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pub struct FixedFirst;
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/// The schedule that contains logic that must run before [`FixedUpdate`].
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///
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/// See the [`FixedMain`] schedule for details on how fixed updates work.
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/// See the [`Main`] schedule for some details about how schedules are run.
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#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
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pub struct FixedPreUpdate;
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/// The schedule that contains most gameplay logic, which runs at a fixed rate rather than every render frame.
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/// For logic that should run once per render frame, use the [`Update`] schedule instead.
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///
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/// Examples of systems that should run at a fixed rate include (but are not limited to):
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/// - Physics
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/// - AI
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/// - Networking
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/// - Game rules
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///
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/// See the [`Update`] schedule for examples of systems that *should not* use this schedule.
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/// See the [`FixedMain`] schedule for details on how fixed updates work.
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/// See the [`Main`] schedule for some details about how schedules are run.
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#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
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pub struct FixedUpdate;
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/// The schedule that runs after the [`FixedUpdate`] schedule, for reacting
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/// to changes made in the main update logic.
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///
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/// See the [`FixedMain`] schedule for details on how fixed updates work.
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/// See the [`Main`] schedule for some details about how schedules are run.
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#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
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pub struct FixedPostUpdate;
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/// The schedule that runs last in [`FixedMain`]
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///
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/// See the [`FixedMain`] schedule for details on how fixed updates work.
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/// See the [`Main`] schedule for some details about how schedules are run.
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#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
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pub struct FixedLast;
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/// The schedule that contains systems which only run after a fixed period of time has elapsed.
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///
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/// This is run by the [`RunFixedMainLoop`] schedule. If you need to order your variable timestep systems
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/// before or after the fixed update logic, use the [`RunFixedMainLoopSystem`] system set.
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///
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/// Frequency of execution is configured by inserting `Time<Fixed>` resource, 64 Hz by default.
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/// See [this example](https://github.com/bevyengine/bevy/blob/latest/examples/time/time.rs).
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///
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/// See the [`Main`] schedule for some details about how schedules are run.
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#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
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pub struct FixedMain;
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/// The schedule that contains any app logic that must run once per render frame.
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/// For most gameplay logic, consider using [`FixedUpdate`] instead.
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///
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/// Examples of systems that should run once per render frame include (but are not limited to):
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/// - UI
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/// - Input handling
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/// - Audio control
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///
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/// See the [`FixedUpdate`] schedule for examples of systems that *should not* use this schedule.
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/// See the [`Main`] schedule for some details about how schedules are run.
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#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
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pub struct Update;
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/// The schedule that contains scene spawning.
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///
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/// See the [`Main`] schedule for some details about how schedules are run.
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#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
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pub struct SpawnScene;
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/// The schedule that contains logic that must run after [`Update`]. For example, synchronizing "local transforms" in a hierarchy
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/// to "global" absolute transforms. This enables the [`PostUpdate`] transform-sync system to react to "local transform" changes in
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/// [`Update`] without the [`Update`] systems needing to know about (or add scheduler dependencies for) the "global transform sync system".
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///
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/// [`PostUpdate`] exists to do "engine/plugin response work" to things that happened in [`Update`].
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/// [`PostUpdate`] abstracts out "implementation details" from users defining systems in [`Update`].
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///
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/// See the [`Main`] schedule for some details about how schedules are run.
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#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
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pub struct PostUpdate;
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/// Runs last in the schedule.
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///
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/// See the [`Main`] schedule for some details about how schedules are run.
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#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
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pub struct Last;
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/// Animation system set. This exists in [`PostUpdate`].
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#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
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pub struct Animation;
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/// Defines the schedules to be run for the [`Main`] schedule, including
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/// their order.
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#[derive(Resource, Debug)]
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pub struct MainScheduleOrder {
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/// The labels to run for the main phase of the [`Main`] schedule (in the order they will be run).
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pub labels: Vec<InternedScheduleLabel>,
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/// The labels to run for the startup phase of the [`Main`] schedule (in the order they will be run).
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pub startup_labels: Vec<InternedScheduleLabel>,
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}
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impl Default for MainScheduleOrder {
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fn default() -> Self {
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Self {
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labels: vec![
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First.intern(),
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PreUpdate.intern(),
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RunFixedMainLoop.intern(),
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Update.intern(),
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SpawnScene.intern(),
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PostUpdate.intern(),
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Last.intern(),
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],
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startup_labels: vec![PreStartup.intern(), Startup.intern(), PostStartup.intern()],
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}
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}
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}
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impl MainScheduleOrder {
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/// Adds the given `schedule` after the `after` schedule in the main list of schedules.
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pub fn insert_after(&mut self, after: impl ScheduleLabel, schedule: impl ScheduleLabel) {
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let index = self
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.labels
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.iter()
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.position(|current| (**current).eq(&after))
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.unwrap_or_else(|| panic!("Expected {after:?} to exist"));
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self.labels.insert(index + 1, schedule.intern());
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}
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/// Adds the given `schedule` before the `before` schedule in the main list of schedules.
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pub fn insert_before(&mut self, before: impl ScheduleLabel, schedule: impl ScheduleLabel) {
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let index = self
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.labels
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.iter()
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.position(|current| (**current).eq(&before))
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.unwrap_or_else(|| panic!("Expected {before:?} to exist"));
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self.labels.insert(index, schedule.intern());
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}
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/// Adds the given `schedule` after the `after` schedule in the list of startup schedules.
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pub fn insert_startup_after(
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&mut self,
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after: impl ScheduleLabel,
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schedule: impl ScheduleLabel,
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) {
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let index = self
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.startup_labels
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.iter()
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.position(|current| (**current).eq(&after))
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.unwrap_or_else(|| panic!("Expected {after:?} to exist"));
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self.startup_labels.insert(index + 1, schedule.intern());
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}
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/// Adds the given `schedule` before the `before` schedule in the list of startup schedules.
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pub fn insert_startup_before(
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&mut self,
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before: impl ScheduleLabel,
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schedule: impl ScheduleLabel,
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) {
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let index = self
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.startup_labels
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.iter()
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.position(|current| (**current).eq(&before))
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.unwrap_or_else(|| panic!("Expected {before:?} to exist"));
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self.startup_labels.insert(index, schedule.intern());
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}
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}
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impl Main {
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/// A system that runs the "main schedule"
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pub fn run_main(world: &mut World, mut run_at_least_once: Local<bool>) {
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if !*run_at_least_once {
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world.resource_scope(|world, order: Mut<MainScheduleOrder>| {
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for &label in &order.startup_labels {
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let _ = world.try_run_schedule(label);
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}
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});
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*run_at_least_once = true;
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}
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world.resource_scope(|world, order: Mut<MainScheduleOrder>| {
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for &label in &order.labels {
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let _ = world.try_run_schedule(label);
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}
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});
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}
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}
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/// Initializes the [`Main`] schedule, sub schedules, and resources for a given [`App`].
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pub struct MainSchedulePlugin;
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impl Plugin for MainSchedulePlugin {
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fn build(&self, app: &mut App) {
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// simple "facilitator" schedules benefit from simpler single threaded scheduling
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let mut main_schedule = Schedule::new(Main);
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main_schedule.set_executor_kind(ExecutorKind::SingleThreaded);
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let mut fixed_main_schedule = Schedule::new(FixedMain);
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fixed_main_schedule.set_executor_kind(ExecutorKind::SingleThreaded);
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let mut fixed_main_loop_schedule = Schedule::new(RunFixedMainLoop);
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fixed_main_loop_schedule.set_executor_kind(ExecutorKind::SingleThreaded);
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app.add_schedule(main_schedule)
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.add_schedule(fixed_main_schedule)
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.add_schedule(fixed_main_loop_schedule)
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.init_resource::<MainScheduleOrder>()
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.init_resource::<FixedMainScheduleOrder>()
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.add_systems(Main, Main::run_main)
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.add_systems(FixedMain, FixedMain::run_fixed_main)
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.configure_sets(
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RunFixedMainLoop,
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(
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RunFixedMainLoopSystem::BeforeFixedMainLoop,
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RunFixedMainLoopSystem::FixedMainLoop,
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RunFixedMainLoopSystem::AfterFixedMainLoop,
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)
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.chain(),
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);
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#[cfg(feature = "bevy_debug_stepping")]
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{
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use bevy_ecs::schedule::{IntoScheduleConfigs, Stepping};
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app.add_systems(Main, Stepping::begin_frame.before(Main::run_main));
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}
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}
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}
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/// Defines the schedules to be run for the [`FixedMain`] schedule, including
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/// their order.
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#[derive(Resource, Debug)]
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pub struct FixedMainScheduleOrder {
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/// The labels to run for the [`FixedMain`] schedule (in the order they will be run).
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pub labels: Vec<InternedScheduleLabel>,
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}
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impl Default for FixedMainScheduleOrder {
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fn default() -> Self {
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Self {
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labels: vec![
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FixedFirst.intern(),
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FixedPreUpdate.intern(),
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FixedUpdate.intern(),
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FixedPostUpdate.intern(),
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FixedLast.intern(),
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],
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}
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}
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}
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impl FixedMainScheduleOrder {
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/// Adds the given `schedule` after the `after` schedule
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pub fn insert_after(&mut self, after: impl ScheduleLabel, schedule: impl ScheduleLabel) {
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let index = self
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.labels
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.iter()
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.position(|current| (**current).eq(&after))
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.unwrap_or_else(|| panic!("Expected {after:?} to exist"));
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self.labels.insert(index + 1, schedule.intern());
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}
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/// Adds the given `schedule` before the `before` schedule
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pub fn insert_before(&mut self, before: impl ScheduleLabel, schedule: impl ScheduleLabel) {
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let index = self
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.labels
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.iter()
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.position(|current| (**current).eq(&before))
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.unwrap_or_else(|| panic!("Expected {before:?} to exist"));
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self.labels.insert(index, schedule.intern());
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}
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}
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impl FixedMain {
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/// A system that runs the fixed timestep's "main schedule"
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pub fn run_fixed_main(world: &mut World) {
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world.resource_scope(|world, order: Mut<FixedMainScheduleOrder>| {
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for &label in &order.labels {
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let _ = world.try_run_schedule(label);
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}
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});
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}
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}
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/// Set enum for the systems that want to run inside [`RunFixedMainLoop`],
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/// but before or after the fixed update logic. Systems in this set
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/// will run exactly once per frame, regardless of the number of fixed updates.
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/// They will also run under a variable timestep.
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///
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/// This is useful for handling things that need to run every frame, but
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/// also need to be read by the fixed update logic. See the individual variants
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/// for examples of what kind of systems should be placed in each.
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///
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/// Note that in contrast to most other Bevy schedules, systems added directly to
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/// [`RunFixedMainLoop`] will *not* be parallelized between each other.
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#[derive(Debug, Hash, PartialEq, Eq, Copy, Clone, SystemSet)]
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pub enum RunFixedMainLoopSystem {
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/// Runs before the fixed update logic.
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///
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/// A good example of a system that fits here
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/// is camera movement, which needs to be updated in a variable timestep,
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/// as you want the camera to move with as much precision and updates as
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/// the frame rate allows. A physics system that needs to read the camera
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/// position and orientation, however, should run in the fixed update logic,
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/// as it needs to be deterministic and run at a fixed rate for better stability.
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/// Note that we are not placing the camera movement system in `Update`, as that
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/// would mean that the physics system already ran at that point.
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///
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/// # Example
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/// ```
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/// # use bevy_app::prelude::*;
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/// # use bevy_ecs::prelude::*;
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/// App::new()
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/// .add_systems(
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/// RunFixedMainLoop,
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/// update_camera_rotation.in_set(RunFixedMainLoopSystem::BeforeFixedMainLoop))
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/// .add_systems(FixedUpdate, update_physics);
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///
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/// # fn update_camera_rotation() {}
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/// # fn update_physics() {}
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/// ```
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BeforeFixedMainLoop,
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/// Contains the fixed update logic.
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/// Runs [`FixedMain`] zero or more times based on delta of
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/// [`Time<Virtual>`] and [`Time::overstep`].
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///
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/// Don't place systems here, use [`FixedUpdate`] and friends instead.
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/// Use this system instead to order your systems to run specifically inbetween the fixed update logic and all
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/// other systems that run in [`RunFixedMainLoopSystem::BeforeFixedMainLoop`] or [`RunFixedMainLoopSystem::AfterFixedMainLoop`].
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///
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/// [`Time<Virtual>`]: https://docs.rs/bevy/latest/bevy/prelude/struct.Virtual.html
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/// [`Time::overstep`]: https://docs.rs/bevy/latest/bevy/time/struct.Time.html#method.overstep
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/// # Example
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/// ```
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/// # use bevy_app::prelude::*;
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/// # use bevy_ecs::prelude::*;
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/// App::new()
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/// .add_systems(FixedUpdate, update_physics)
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/// .add_systems(
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/// RunFixedMainLoop,
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/// (
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/// // This system will be called before all interpolation systems
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/// // that third-party plugins might add.
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/// prepare_for_interpolation
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/// .after(RunFixedMainLoopSystem::FixedMainLoop)
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/// .before(RunFixedMainLoopSystem::AfterFixedMainLoop),
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/// )
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/// );
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///
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/// # fn prepare_for_interpolation() {}
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/// # fn update_physics() {}
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/// ```
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FixedMainLoop,
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/// Runs after the fixed update logic.
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///
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/// A good example of a system that fits here
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/// is a system that interpolates the transform of an entity between the last and current fixed update.
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/// See the [fixed timestep example] for more details.
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///
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/// [fixed timestep example]: https://github.com/bevyengine/bevy/blob/main/examples/movement/physics_in_fixed_timestep.rs
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///
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/// # Example
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/// ```
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/// # use bevy_app::prelude::*;
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/// # use bevy_ecs::prelude::*;
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/// App::new()
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/// .add_systems(FixedUpdate, update_physics)
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/// .add_systems(
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/// RunFixedMainLoop,
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/// interpolate_transforms.in_set(RunFixedMainLoopSystem::AfterFixedMainLoop));
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///
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/// # fn interpolate_transforms() {}
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/// # fn update_physics() {}
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/// ```
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AfterFixedMainLoop,
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}
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