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			# Objective The [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) involves allowing exclusive systems to be referenced and ordered relative to parallel systems. We've agreed that unifying systems under `System` is the right move. This is an alternative to #4166 (see rationale in the comments I left there). Note that this builds on the learnings established there (and borrows some patterns). ## Solution This unifies parallel and exclusive systems under the shared `System` trait, removing the old `ExclusiveSystem` trait / impls. This is accomplished by adding a new `ExclusiveFunctionSystem` impl similar to `FunctionSystem`. It is backed by `ExclusiveSystemParam`, which is similar to `SystemParam`. There is a new flattened out SystemContainer api (which cuts out a lot of trait and type complexity). This means you can remove all cases of `exclusive_system()`: ```rust // before commands.add_system(some_system.exclusive_system()); // after commands.add_system(some_system); ``` I've also implemented `ExclusiveSystemParam` for `&mut QueryState` and `&mut SystemState`, which makes this possible in exclusive systems: ```rust fn some_exclusive_system( world: &mut World, transforms: &mut QueryState<&Transform>, state: &mut SystemState<(Res<Time>, Query<&Player>)>, ) { for transform in transforms.iter(world) { println!("{transform:?}"); } let (time, players) = state.get(world); for player in players.iter() { println!("{player:?}"); } } ``` Note that "exclusive function systems" assume `&mut World` is present (and the first param). I think this is a fair assumption, given that the presence of `&mut World` is what defines the need for an exclusive system. I added some targeted SystemParam `static` constraints, which removed the need for this: ``` rust fn some_exclusive_system(state: &mut SystemState<(Res<'static, Time>, Query<&'static Player>)>) {} ``` ## Related - #2923 - #3001 - #3946 ## Changelog - `ExclusiveSystem` trait (and implementations) has been removed in favor of sharing the `System` trait. - `ExclusiveFunctionSystem` and `ExclusiveSystemParam` were added, enabling flexible exclusive function systems - `&mut SystemState` and `&mut QueryState` now implement `ExclusiveSystemParam` - Exclusive and parallel System configuration is now done via a unified `SystemDescriptor`, `IntoSystemDescriptor`, and `SystemContainer` api. ## Migration Guide Calling `.exclusive_system()` is no longer required (or supported) for converting exclusive system functions to exclusive systems: ```rust // Old (0.8) app.add_system(some_exclusive_system.exclusive_system()); // New (0.9) app.add_system(some_exclusive_system); ``` Converting "normal" parallel systems to exclusive systems is done by calling the exclusive ordering apis: ```rust // Old (0.8) app.add_system(some_system.exclusive_system().at_end()); // New (0.9) app.add_system(some_system.at_end()); ``` Query state in exclusive systems can now be cached via ExclusiveSystemParams, which should be preferred for clarity and performance reasons: ```rust // Old (0.8) fn some_system(world: &mut World) { let mut transforms = world.query::<&Transform>(); for transform in transforms.iter(world) { } } // New (0.9) fn some_system(world: &mut World, transforms: &mut QueryState<&Transform>) { for transform in transforms.iter(world) { } } ```
		
			
				
	
	
		
			146 lines
		
	
	
		
			5.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			146 lines
		
	
	
		
			5.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! This example illustrates loading scenes from files.
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| use std::fs::File;
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| use std::io::Write;
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| 
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| use bevy::{prelude::*, tasks::IoTaskPool, utils::Duration};
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| 
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| fn main() {
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|     App::new()
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|         // This tells the AssetServer to watch for changes to assets.
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|         // It enables our scenes to automatically reload in game when we modify their files.
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|         // AssetServerSettings must be inserted before the DefaultPlugins are added.
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|         .insert_resource(AssetServerSettings {
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|             watch_for_changes: true,
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|             ..default()
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|         })
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|         .add_plugins(DefaultPlugins)
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|         .register_type::<ComponentA>()
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|         .register_type::<ComponentB>()
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|         .add_startup_system(save_scene_system)
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|         .add_startup_system(load_scene_system)
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|         .add_startup_system(infotext_system)
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|         .add_system(log_system)
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|         .run();
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| }
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| 
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| // Registered components must implement the `Reflect` and `FromWorld` traits.
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| // The `Reflect` trait enables serialization, deserialization, and dynamic property access.
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| // `Reflect` enable a bunch of cool behaviors, so its worth checking out the dedicated `reflect.rs`
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| // example. The `FromWorld` trait determines how your component is constructed when it loads.
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| // For simple use cases you can just implement the `Default` trait (which automatically implements
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| // FromResources). The simplest registered component just needs these two derives:
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| #[derive(Component, Reflect, Default)]
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| #[reflect(Component)] // this tells the reflect derive to also reflect component behaviors
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| struct ComponentA {
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|     pub x: f32,
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|     pub y: f32,
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| }
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| 
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| // Some components have fields that cannot (or should not) be written to scene files. These can be
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| // ignored with the #[reflect(skip_serializing)] attribute. This is also generally where the `FromWorld`
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| // trait comes into play. `FromWorld` gives you access to your App's current ECS `Resources`
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| // when you construct your component.
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| #[derive(Component, Reflect)]
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| #[reflect(Component)]
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| struct ComponentB {
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|     pub value: String,
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|     #[reflect(skip_serializing)]
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|     pub _time_since_startup: Duration,
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| }
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| 
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| impl FromWorld for ComponentB {
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|     fn from_world(world: &mut World) -> Self {
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|         let time = world.resource::<Time>();
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|         ComponentB {
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|             _time_since_startup: time.time_since_startup(),
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|             value: "Default Value".to_string(),
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|         }
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|     }
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| }
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| 
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| // The initial scene file will be loaded below and not change when the scene is saved
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| const SCENE_FILE_PATH: &str = "scenes/load_scene_example.scn.ron";
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| 
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| // The new, updated scene data will be saved here so that you can see the changes
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| const NEW_SCENE_FILE_PATH: &str = "scenes/load_scene_example-new.scn.ron";
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| 
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| fn load_scene_system(mut commands: Commands, asset_server: Res<AssetServer>) {
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|     // "Spawning" a scene bundle creates a new entity and spawns new instances
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|     // of the given scene's entities as children of that entity.
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|     commands.spawn(DynamicSceneBundle {
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|         // Scenes are loaded just like any other asset.
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|         scene: asset_server.load(SCENE_FILE_PATH),
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|         ..default()
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|     });
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| }
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| 
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| // This system logs all ComponentA components in our world. Try making a change to a ComponentA in
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| // load_scene_example.scn. You should immediately see the changes appear in the console.
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| fn log_system(query: Query<(Entity, &ComponentA), Changed<ComponentA>>) {
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|     for (entity, component_a) in &query {
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|         info!("  Entity({})", entity.id());
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|         info!(
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|             "    ComponentA: {{ x: {} y: {} }}\n",
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|             component_a.x, component_a.y
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|         );
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|     }
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| }
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| 
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| fn save_scene_system(world: &mut World) {
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|     // Scenes can be created from any ECS World. You can either create a new one for the scene or
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|     // use the current World.
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|     let mut scene_world = World::new();
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|     let mut component_b = ComponentB::from_world(world);
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|     component_b.value = "hello".to_string();
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|     scene_world.spawn((
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|         component_b,
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|         ComponentA { x: 1.0, y: 2.0 },
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|         Transform::IDENTITY,
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|     ));
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|     scene_world.spawn(ComponentA { x: 3.0, y: 4.0 });
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| 
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|     // The TypeRegistry resource contains information about all registered types (including
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|     // components). This is used to construct scenes.
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|     let type_registry = world.resource::<AppTypeRegistry>();
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|     let scene = DynamicScene::from_world(&scene_world, type_registry);
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| 
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|     // Scenes can be serialized like this:
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|     let serialized_scene = scene.serialize_ron(type_registry).unwrap();
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| 
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|     // Showing the scene in the console
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|     info!("{}", serialized_scene);
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| 
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|     // Writing the scene to a new file. Using a task to avoid calling the filesystem APIs in a system
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|     // as they are blocking
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|     // This can't work in WASM as there is no filesystem access
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|     #[cfg(not(target_arch = "wasm32"))]
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|     IoTaskPool::get()
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|         .spawn(async move {
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|             // Write the scene RON data to file
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|             File::create(format!("assets/{}", NEW_SCENE_FILE_PATH))
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|                 .and_then(|mut file| file.write(serialized_scene.as_bytes()))
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|                 .expect("Error while writing scene to file");
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|         })
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|         .detach();
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| }
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| 
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| // This is only necessary for the info message in the UI. See examples/ui/text.rs for a standalone
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| // text example.
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| fn infotext_system(mut commands: Commands, asset_server: Res<AssetServer>) {
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|     commands.spawn(Camera2dBundle::default());
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|     commands.spawn(
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|         TextBundle::from_section(
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|             "Nothing to see in this window! Check the console output!",
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|             TextStyle {
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|                 font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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|                 font_size: 50.0,
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|                 color: Color::WHITE,
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|             },
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|         )
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|         .with_style(Style {
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|             align_self: AlignSelf::FlexEnd,
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|             ..default()
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|         }),
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|     );
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| }
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