
# Objective Add interactive system debugging capabilities to bevy, providing step/break/continue style capabilities to running system schedules. * Original implementation: #8063 - `ignore_stepping()` everywhere was too much complexity * Schedule-config & Resource discussion: #8168 - Decided on selective adding of Schedules & Resource-based control ## Solution Created `Stepping` Resource. This resource can be used to enable stepping on a per-schedule basis. Systems within schedules can be individually configured to: * AlwaysRun: Ignore any stepping state and run every frame * NeverRun: Never run while stepping is enabled - this allows for disabling of systems while debugging * Break: If we're running the full frame, stop before this system is run Stepping provides two modes of execution that reflect traditional debuggers: * Step-based: Only execute one system at a time * Continue/Break: Run all systems, but stop before running a system marked as Break ### Demo https://user-images.githubusercontent.com/857742/233630981-99f3bbda-9ca6-4cc4-a00f-171c4946dc47.mov Breakout has been modified to use Stepping. The game runs normally for a couple of seconds, then stepping is enabled and the game appears to pause. A list of Schedules & Systems appears with a cursor at the first System in the list. The demo then steps forward full frames using the spacebar until the ball is about to hit a brick. Then we step system by system as the ball impacts a brick, showing the cursor moving through the individual systems. Finally the demo switches back to frame stepping as the ball changes course. ### Limitations Due to architectural constraints in bevy, there are some cases systems stepping will not function as a user would expect. #### Event-driven systems Stepping does not support systems that are driven by `Event`s as events are flushed after 1-2 frames. Although game systems are not running while stepping, ignored systems are still running every frame, so events will be flushed. This presents to the user as stepping the event-driven system never executes the system. It does execute, but the events have already been flushed. This can be resolved by changing event handling to use a buffer for events, and only dropping an event once all readers have read it. The work-around to allow these systems to properly execute during stepping is to have them ignore stepping: `app.add_systems(event_driven_system.ignore_stepping())`. This was done in the breakout example to ensure sound played even while stepping. #### Conditional Systems When a system is stepped, it is given an opportunity to run. If the conditions of the system say it should not run, it will not. Similar to Event-driven systems, if a system is conditional, and that condition is only true for a very small time window, then stepping the system may not execute the system. This includes depending on any sort of external clock. This exhibits to the user as the system not always running when it is stepped. A solution to this limitation is to ensure any conditions are consistent while stepping is enabled. For example, all systems that modify any state the condition uses should also enable stepping. #### State-transition Systems Stepping is configured on the per-`Schedule` level, requiring the user to have a `ScheduleLabel`. To support state-transition systems, bevy generates needed schedules dynamically. Currently it’s very difficult (if not impossible, I haven’t verified) for the user to get the labels for these schedules. Without ready access to the dynamically generated schedules, and a resolution for the `Event` lifetime, **stepping of the state-transition systems is not supported** --- ## Changelog - `Schedule::run()` updated to consult `Stepping` Resource to determine which Systems to run each frame - Added `Schedule.label` as a `BoxedSystemLabel`, along with supporting `Schedule::set_label()` and `Schedule::label()` methods - `Stepping` needed to know which `Schedule` was running, and prior to this PR, `Schedule` didn't track its own label - Would have preferred to add `Schedule::with_label()` and remove `Schedule::new()`, but this PR touches enough already - Added calls to `Schedule.set_label()` to `App` and `World` as needed - Added `Stepping` resource - Added `Stepping::begin_frame()` system to `MainSchedulePlugin` - Run before `Main::run_main()` - Notifies any `Stepping` Resource a new render frame is starting ## Migration Guide - Add a call to `Schedule::set_label()` for any custom `Schedule` - This is only required if the `Schedule` will be stepped --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
312 lines
12 KiB
Rust
312 lines
12 KiB
Rust
use crate::{App, Plugin};
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use bevy_ecs::{
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schedule::{ExecutorKind, InternedScheduleLabel, Schedule, ScheduleLabel},
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system::{Local, Resource},
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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`](crate::app::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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/// [`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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#[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 [state transitions](bevy_ecs::schedule::States).
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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 StateTransition;
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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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/// 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.
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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 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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/// The exclusive `run_fixed_main_schedule` system runs this schedule.
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/// This is run by the [`RunFixedMainLoop`] schedule.
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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 app logic. Ideally containing anything that must run once per
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/// render frame, such as UI.
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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 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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/// 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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StateTransition.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` 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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}
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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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#[cfg(feature = "bevy_debug_stepping")]
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{
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use bevy_ecs::schedule::{IntoSystemConfigs, 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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}
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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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