# Objective - Bevy should not have any "internal" execution order ambiguities. These clutter the output of user-facing error reporting, and can result in nasty, nondetermistic, very difficult to solve bugs. - Verifying this currently involves repeated non-trivial manual work. ## Solution - [x] add an example to quickly check this - ~~[ ] ensure that this example panics if there are any unresolved ambiguities~~ - ~~[ ] run the example in CI 😈~~ There's one tricky ambiguity left, between UI and animation. I don't have the tools to fix this without system set configuration, so the remaining work is going to be left to #7267 or another PR after that. ``` 2023-01-27T18:38:42.989405Z INFO bevy_ecs::schedule::ambiguity_detection: Execution order ambiguities detected, you might want to add an explicit dependency relation between some of these systems: * Parallel systems: -- "bevy_animation::animation_player" and "bevy_ui::flex::flex_node_system" conflicts: ["bevy_transform::components::transform::Transform"] ``` ## Changelog Resolved internal execution order ambiguities for: 1. Transform propagation (ignored, we need smarter filter checking). 2. Gamepad processing (fixed). 3. bevy_winit's window handling (fixed). 4. Cascaded shadow maps and perspectives (fixed). Also fixed a desynchronized state bug that could occur when the `Window` component is removed and then added to the same entity in a single frame.
		
			
				
	
	
		
			86 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			86 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! By default, Bevy systems run in parallel with each other.
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//! Unless the order is explicitly specified, their relative order is nondeterministic.
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//!
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//! In many cases, this doesn't matter and is in fact desirable!
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//! Consider two systems, one which writes to resource A, and the other which writes to resource B.
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//! By allowing their order to be arbitrary, we can evaluate them greedily, based on the data that is free.
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//! Because their data accesses are **compatible**, there is no **observable** difference created based on the order they are run.
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//!
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//! But if instead we have two systems mutating the same data, or one reading it and the other mutating,
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//! then the actual observed value will vary based on the nondeterministic order of evaluation.
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//! These observable conflicts are called **system execution order ambiguities**.
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//!
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//! This example demonstrates how you might detect and resolve (or silence) these ambiguities.
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use bevy::{ecs::schedule::ReportExecutionOrderAmbiguities, prelude::*};
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fn main() {
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    App::new()
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        // This resource controls the reporting strategy for system execution order ambiguities
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        .insert_resource(ReportExecutionOrderAmbiguities)
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        .init_resource::<A>()
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        .init_resource::<B>()
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        // This pair of systems has an ambiguous order,
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        // as their data access conflicts, and there's no order between them.
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        .add_system(reads_a)
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        .add_system(writes_a)
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        // This pair of systems has conflicting data access,
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        // but it's resolved with an explicit ordering:
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        // the .after relationship here means that we will always double after adding.
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        .add_system(adds_one_to_b)
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        .add_system(doubles_b.after(adds_one_to_b))
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        // This system isn't ambiguous with adds_one_to_b,
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        // due to the transitive ordering created by our constraints:
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        // if A is before B is before C, then A must be before C as well.
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        .add_system(reads_b.after(doubles_b))
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        // This system will conflict with all of our writing systems
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        // but we've silenced its ambiguity with adds_one_to_b.
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        // This should only be done in the case of clear false positives:
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        // leave a comment in your code justifying the decision!
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        .add_system(reads_a_and_b.ambiguous_with(adds_one_to_b))
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        // Be mindful, internal ambiguities are reported too!
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        // If there are any ambiguities due solely to DefaultPlugins,
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        // or between DefaultPlugins and any of your third party plugins,
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        // please file a bug with the repo responsible!
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        // Only *you* can prevent nondeterministic bugs due to greedy parallelism.
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        .add_plugins(DefaultPlugins)
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        .run();
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}
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#[derive(Resource, Debug, Default)]
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struct A(usize);
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#[derive(Resource, Debug, Default)]
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struct B(usize);
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// Data access is determined solely on the basis of the types of the system's parameters
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// Every implementation of the `SystemParam` and `WorldQuery` traits must declare which data is used
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// and whether or not it is mutably accessed.
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fn reads_a(_a: Res<A>) {}
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fn writes_a(mut a: ResMut<A>) {
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    a.0 += 1;
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}
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fn adds_one_to_b(mut b: ResMut<B>) {
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    b.0 = b.0.saturating_add(1);
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}
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fn doubles_b(mut b: ResMut<B>) {
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    // This will overflow pretty rapidly otherwise
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    b.0 = b.0.saturating_mul(2);
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}
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fn reads_b(b: Res<B>) {
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    // This invariant is always true,
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    // because we've fixed the system order so doubling always occurs after adding.
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    assert!((b.0 % 2 == 0) || (b.0 == usize::MAX));
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}
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fn reads_a_and_b(a: Res<A>, b: Res<B>) {
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    // Only display the first few steps to avoid burying the ambiguities in the console
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    if b.0 < 10 {
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        info!("{}, {}", a.0, b.0);
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    }
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}
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