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