bevy/crates/bevy_time/src/lib.rs
Aceeri fe28e0ec32
Add First/Pre/Post/Last schedules to the Fixed timestep (#10977)
Fixes https://github.com/bevyengine/bevy/issues/10974

# Objective
Duplicate the ordering logic of the `Main` schedule into the `FixedMain`
schedule.

---

## Changelog
- `FixedUpdate` is no longer the main schedule ran in
`RunFixedUpdateLoop`, `FixedMain` has replaced this and has a similar
structure to `Main`.

## Migration Guide
- Usage of `RunFixedUpdateLoop` should be renamed to `RunFixedMainLoop`.
2023-12-14 04:35:40 +00:00

145 lines
5.1 KiB
Rust

#![warn(missing_docs)]
#![doc = include_str!("../README.md")]
/// Common run conditions
pub mod common_conditions;
mod fixed;
mod real;
mod stopwatch;
#[allow(clippy::module_inception)]
mod time;
mod timer;
mod virt;
pub use fixed::*;
pub use real::*;
pub use stopwatch::*;
pub use time::*;
pub use timer::*;
pub use virt::*;
pub mod prelude {
//! The Bevy Time Prelude.
#[doc(hidden)]
pub use crate::{Fixed, Real, Time, Timer, TimerMode, Virtual};
}
use bevy_app::{prelude::*, RunFixedMainLoop};
use bevy_ecs::event::{event_queue_update_system, EventUpdateSignal};
use bevy_ecs::prelude::*;
use bevy_utils::{tracing::warn, Duration, Instant};
pub use crossbeam_channel::TrySendError;
use crossbeam_channel::{Receiver, Sender};
/// Adds time functionality to Apps.
#[derive(Default)]
pub struct TimePlugin;
#[derive(Debug, PartialEq, Eq, Clone, Hash, SystemSet)]
/// Updates the elapsed time. Any system that interacts with [`Time`] component should run after
/// this.
pub struct TimeSystem;
impl Plugin for TimePlugin {
fn build(&self, app: &mut App) {
app.init_resource::<Time>()
.init_resource::<Time<Real>>()
.init_resource::<Time<Virtual>>()
.init_resource::<Time<Fixed>>()
.init_resource::<TimeUpdateStrategy>()
.register_type::<Time>()
.register_type::<Time<Real>>()
.register_type::<Time<Virtual>>()
.register_type::<Time<Fixed>>()
.register_type::<Timer>()
.register_type::<Stopwatch>()
.add_systems(
First,
(time_system, virtual_time_system.after(time_system)).in_set(TimeSystem),
)
.add_systems(RunFixedMainLoop, run_fixed_main_schedule);
// ensure the events are not dropped until `FixedMain` systems can observe them
app.init_resource::<EventUpdateSignal>()
.add_systems(FixedPostUpdate, event_queue_update_system);
#[cfg(feature = "bevy_ci_testing")]
if let Some(ci_testing_config) = app
.world
.get_resource::<bevy_app::ci_testing::CiTestingConfig>()
{
if let Some(frame_time) = ci_testing_config.frame_time {
app.world
.insert_resource(TimeUpdateStrategy::ManualDuration(Duration::from_secs_f32(
frame_time,
)));
}
}
}
}
/// Configuration resource used to determine how the time system should run.
///
/// For most cases, [`TimeUpdateStrategy::Automatic`] is fine. When writing tests, dealing with
/// networking or similar, you may prefer to set the next [`Time`] value manually.
#[derive(Resource, Default)]
pub enum TimeUpdateStrategy {
/// [`Time`] will be automatically updated each frame using an [`Instant`] sent from the render world via a [`TimeSender`].
/// If nothing is sent, the system clock will be used instead.
#[default]
Automatic,
/// [`Time`] will be updated to the specified [`Instant`] value each frame.
/// In order for time to progress, this value must be manually updated each frame.
///
/// Note that the `Time` resource will not be updated until [`TimeSystem`] runs.
ManualInstant(Instant),
/// [`Time`] will be incremented by the specified [`Duration`] each frame.
ManualDuration(Duration),
}
/// Channel resource used to receive time from the render world.
#[derive(Resource)]
pub struct TimeReceiver(pub Receiver<Instant>);
/// Channel resource used to send time from the render world.
#[derive(Resource)]
pub struct TimeSender(pub Sender<Instant>);
/// Creates channels used for sending time between the render world and the main world.
pub fn create_time_channels() -> (TimeSender, TimeReceiver) {
// bound the channel to 2 since when pipelined the render phase can finish before
// the time system runs.
let (s, r) = crossbeam_channel::bounded::<Instant>(2);
(TimeSender(s), TimeReceiver(r))
}
/// The system used to update the [`Time`] used by app logic. If there is a render world the time is
/// sent from there to this system through channels. Otherwise the time is updated in this system.
fn time_system(
mut time: ResMut<Time<Real>>,
update_strategy: Res<TimeUpdateStrategy>,
time_recv: Option<Res<TimeReceiver>>,
mut has_received_time: Local<bool>,
) {
let new_time = if let Some(time_recv) = time_recv {
// TODO: Figure out how to handle this when using pipelined rendering.
if let Ok(new_time) = time_recv.0.try_recv() {
*has_received_time = true;
new_time
} else {
if *has_received_time {
warn!("time_system did not receive the time from the render world! Calculations depending on the time may be incorrect.");
}
Instant::now()
}
} else {
Instant::now()
};
match update_strategy.as_ref() {
TimeUpdateStrategy::Automatic => time.update_with_instant(new_time),
TimeUpdateStrategy::ManualInstant(instant) => time.update_with_instant(*instant),
TimeUpdateStrategy::ManualDuration(duration) => time.update_with_duration(*duration),
}
}