
# Objective Improve performance scalability when adding new event types to a Bevy app. Currently, just using Bevy in the default configuration, all apps spend upwards of 100+us in the `First` schedule, every app tick, evaluating if it should update events or not, even if events are not being used for that particular frame, and this scales with the number of Events registered in the app. ## Solution As `Events::update` is guaranteed `O(1)` by just checking if a resource's value, swapping two Vecs, and then clearing one of them, the actual cost of running `event_update_system` is *very* cheap. The overhead of doing system dependency injection, task scheduling ,and the multithreaded executor outweighs the cost of running the system by a large margin. Create an `EventRegistry` resource that keeps a number of function pointers that update each event. Replace the per-event type `event_update_system` with a singular exclusive system uses the `EventRegistry` to update all events instead. Update `SubApp::add_event` to use `EventRegistry` instead. ## Performance This speeds reduces the cost of the `First` schedule in both many_foxes and many_cubes by over 80%. Note this is with system spans on. The majority of this is now context-switching costs from launching `time_system`, which should be mostly eliminated with #12869.  The actual `event_update_system` is usually *very* short, using only a few microseconds on average.  --- ## Changelog TODO ## Migration Guide TODO --------- Co-authored-by: Josh Matthews <josh@joshmatthews.net> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
198 lines
6.8 KiB
Rust
198 lines
6.8 KiB
Rust
#![doc = include_str!("../README.md")]
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#![cfg_attr(docsrs, feature(doc_auto_cfg))]
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#![forbid(unsafe_code)]
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#![doc(
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html_logo_url = "https://bevyengine.org/assets/icon.png",
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html_favicon_url = "https://bevyengine.org/assets/icon.png"
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)]
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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::signal_event_update_system;
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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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.add_systems(First, time_system.in_set(TimeSystem))
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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.add_systems(FixedPostUpdate, signal_event_update_system);
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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 real_time: ResMut<Time<Real>>,
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mut virtual_time: ResMut<Time<Virtual>>,
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mut time: ResMut<Time>,
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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 => real_time.update_with_instant(new_time),
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TimeUpdateStrategy::ManualInstant(instant) => real_time.update_with_instant(*instant),
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TimeUpdateStrategy::ManualDuration(duration) => real_time.update_with_duration(*duration),
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}
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update_virtual_time(&mut time, &mut virtual_time, &real_time);
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}
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#[cfg(test)]
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mod tests {
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use crate::{Fixed, Time, TimePlugin, TimeUpdateStrategy};
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use bevy_app::{App, Startup, Update};
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use bevy_ecs::event::{Event, EventReader, EventWriter};
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use std::error::Error;
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#[derive(Event)]
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struct TestEvent<T: Default> {
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sender: std::sync::mpsc::Sender<T>,
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}
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impl<T: Default> Drop for TestEvent<T> {
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fn drop(&mut self) {
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self.sender
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.send(T::default())
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.expect("Failed to send drop signal");
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}
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}
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#[test]
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fn events_get_dropped_regression_test_11528() -> Result<(), impl Error> {
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let (tx1, rx1) = std::sync::mpsc::channel();
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let (tx2, rx2) = std::sync::mpsc::channel();
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let mut app = App::new();
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app.add_plugins(TimePlugin)
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.add_event::<TestEvent<i32>>()
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.add_event::<TestEvent<()>>()
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.add_systems(Startup, move |mut ev2: EventWriter<TestEvent<()>>| {
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ev2.send(TestEvent {
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sender: tx2.clone(),
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});
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})
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.add_systems(Update, move |mut ev1: EventWriter<TestEvent<i32>>| {
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// Keep adding events so this event type is processed every update
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ev1.send(TestEvent {
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sender: tx1.clone(),
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});
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})
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.add_systems(
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Update,
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|mut ev1: EventReader<TestEvent<i32>>, mut ev2: EventReader<TestEvent<()>>| {
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// Read events so they can be dropped
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for _ in ev1.read() {}
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for _ in ev2.read() {}
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},
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)
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.insert_resource(TimeUpdateStrategy::ManualDuration(
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Time::<Fixed>::default().timestep(),
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));
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for _ in 0..10 {
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app.update();
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}
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// Check event type 1 as been dropped at least once
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let _drop_signal = rx1.try_recv()?;
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// Check event type 2 has been dropped
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rx2.try_recv()
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}
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}
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