
# Objective > System chaining is a confusing name: it implies the ability to construct non-linear graphs, and suggests a sense of system ordering that is only incidentally true. Instead, it actually works by passing data from one system to the next, much like the pipe operator. > In the accepted [stageless RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/45-stageless.md), this concept is renamed to piping, and "system chaining" is used to construct groups of systems with ordering dependencies between them. Fixes #6225. ## Changelog System chaining has been renamed to system piping to improve clarity (and free up the name for new ordering APIs). ## Migration Guide The `.chain(handler_system)` method on systems is now `.pipe(handler_system)`. The `IntoChainSystem` trait is now `IntoPipeSystem`, and the `ChainSystem` struct is now `PipeSystem`.
288 lines
9.4 KiB
Rust
288 lines
9.4 KiB
Rust
use crate::{
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archetype::ArchetypeComponentId,
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component::ComponentId,
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query::Access,
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system::{IntoSystem, System},
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world::World,
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};
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use std::borrow::Cow;
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/// A [`System`] created by piping the output of the first system into the input of the second.
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///
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/// This can be repeated indefinitely, but system pipes cannot branch: the output is consumed by the receiving system.
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///
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/// Given two systems `A` and `B`, A may be piped into `B` as `A.pipe(B)` if the output type of `A` is
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/// equal to the input type of `B`.
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///
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/// Note that for [`FunctionSystem`](crate::system::FunctionSystem)s the output is the return value
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/// of the function and the input is the first [`SystemParam`](crate::system::SystemParam) if it is
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/// tagged with [`In`](crate::system::In) or `()` if the function has no designated input parameter.
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///
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/// # Examples
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///
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/// ```
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/// use std::num::ParseIntError;
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///
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/// use bevy_ecs::prelude::*;
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///
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/// fn main() {
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/// let mut world = World::default();
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/// world.insert_resource(Message("42".to_string()));
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///
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/// // pipe the `parse_message_system`'s output into the `filter_system`s input
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/// let mut piped_system = parse_message_system.pipe(filter_system);
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/// piped_system.initialize(&mut world);
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/// assert_eq!(piped_system.run((), &mut world), Some(42));
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/// }
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///
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/// #[derive(Resource)]
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/// struct Message(String);
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///
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/// fn parse_message_system(message: Res<Message>) -> Result<usize, ParseIntError> {
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/// message.0.parse::<usize>()
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/// }
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///
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/// fn filter_system(In(result): In<Result<usize, ParseIntError>>) -> Option<usize> {
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/// result.ok().filter(|&n| n < 100)
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/// }
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/// ```
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pub struct PipeSystem<SystemA, SystemB> {
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system_a: SystemA,
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system_b: SystemB,
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name: Cow<'static, str>,
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component_access: Access<ComponentId>,
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archetype_component_access: Access<ArchetypeComponentId>,
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}
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impl<SystemA: System, SystemB: System<In = SystemA::Out>> System for PipeSystem<SystemA, SystemB> {
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type In = SystemA::In;
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type Out = SystemB::Out;
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fn name(&self) -> Cow<'static, str> {
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self.name.clone()
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}
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fn archetype_component_access(&self) -> &Access<ArchetypeComponentId> {
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&self.archetype_component_access
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}
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fn component_access(&self) -> &Access<ComponentId> {
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&self.component_access
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}
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fn is_send(&self) -> bool {
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self.system_a.is_send() && self.system_b.is_send()
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}
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fn is_exclusive(&self) -> bool {
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self.system_a.is_exclusive() || self.system_b.is_exclusive()
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}
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unsafe fn run_unsafe(&mut self, input: Self::In, world: &World) -> Self::Out {
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let out = self.system_a.run_unsafe(input, world);
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self.system_b.run_unsafe(out, world)
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}
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fn apply_buffers(&mut self, world: &mut World) {
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self.system_a.apply_buffers(world);
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self.system_b.apply_buffers(world);
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}
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fn initialize(&mut self, world: &mut World) {
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self.system_a.initialize(world);
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self.system_b.initialize(world);
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self.component_access
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.extend(self.system_a.component_access());
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self.component_access
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.extend(self.system_b.component_access());
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}
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fn update_archetype_component_access(&mut self, world: &World) {
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self.system_a.update_archetype_component_access(world);
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self.system_b.update_archetype_component_access(world);
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self.archetype_component_access
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.extend(self.system_a.archetype_component_access());
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self.archetype_component_access
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.extend(self.system_b.archetype_component_access());
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}
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fn check_change_tick(&mut self, change_tick: u32) {
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self.system_a.check_change_tick(change_tick);
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self.system_b.check_change_tick(change_tick);
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}
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fn get_last_change_tick(&self) -> u32 {
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self.system_a.get_last_change_tick()
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}
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fn set_last_change_tick(&mut self, last_change_tick: u32) {
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self.system_a.set_last_change_tick(last_change_tick);
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self.system_b.set_last_change_tick(last_change_tick);
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}
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}
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/// An extension trait providing the [`IntoPipeSystem::pipe`] method to pass input from one system into the next.
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///
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/// The first system must have return type `T`
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/// and the second system must have [`In<T>`](crate::system::In) as its first system parameter.
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///
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/// This trait is blanket implemented for all system pairs that fulfill the type requirements.
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///
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/// See [`PipeSystem`].
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pub trait IntoPipeSystem<ParamA, Payload, SystemB, ParamB, Out>:
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IntoSystem<(), Payload, ParamA> + Sized
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where
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SystemB: IntoSystem<Payload, Out, ParamB>,
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{
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/// Pass the output of this system `A` into a second system `B`, creating a new compound system.
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fn pipe(self, system: SystemB) -> PipeSystem<Self::System, SystemB::System>;
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}
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impl<SystemA, ParamA, Payload, SystemB, ParamB, Out>
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IntoPipeSystem<ParamA, Payload, SystemB, ParamB, Out> for SystemA
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where
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SystemA: IntoSystem<(), Payload, ParamA>,
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SystemB: IntoSystem<Payload, Out, ParamB>,
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{
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fn pipe(self, system: SystemB) -> PipeSystem<SystemA::System, SystemB::System> {
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let system_a = IntoSystem::into_system(self);
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let system_b = IntoSystem::into_system(system);
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PipeSystem {
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name: Cow::Owned(format!("Pipe({}, {})", system_a.name(), system_b.name())),
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system_a,
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system_b,
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archetype_component_access: Default::default(),
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component_access: Default::default(),
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}
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}
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}
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/// A collection of common adapters for [piping](super::PipeSystem) the result of a system.
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pub mod adapter {
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use crate::system::In;
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use std::fmt::Debug;
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/// Converts a regular function into a system adapter.
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///
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/// # Examples
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/// ```
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/// use bevy_ecs::prelude::*;
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///
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/// return1
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/// .pipe(system_adapter::new(u32::try_from))
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/// .pipe(system_adapter::unwrap)
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/// .pipe(print);
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///
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/// fn return1() -> u64 { 1 }
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/// fn print(In(x): In<impl std::fmt::Debug>) {
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/// println!("{x:?}");
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/// }
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/// ```
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pub fn new<T, U>(mut f: impl FnMut(T) -> U) -> impl FnMut(In<T>) -> U {
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move |In(x)| f(x)
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}
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/// System adapter that unwraps the `Ok` variant of a [`Result`].
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/// This is useful for fallible systems that should panic in the case of an error.
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///
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/// There is no equivalent adapter for [`Option`]. Instead, it's best to provide
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/// an error message and convert to a `Result` using `ok_or{_else}`.
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///
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/// # Examples
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///
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/// Panicking on error
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///
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/// ```
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/// use bevy_ecs::prelude::*;
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/// #
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/// # #[derive(StageLabel)]
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/// # enum CoreStage { Update };
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///
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/// // Building a new schedule/app...
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/// # use bevy_ecs::schedule::SystemStage;
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/// # let mut sched = Schedule::default(); sched
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/// # .add_stage(CoreStage::Update, SystemStage::single_threaded())
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/// .add_system_to_stage(
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/// CoreStage::Update,
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/// // Panic if the load system returns an error.
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/// load_save_system.pipe(system_adapter::unwrap)
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/// )
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/// // ...
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/// # ;
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/// # let mut world = World::new();
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/// # sched.run(&mut world);
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///
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/// // A system which may fail irreparably.
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/// fn load_save_system() -> Result<(), std::io::Error> {
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/// let save_file = open_file("my_save.json")?;
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/// dbg!(save_file);
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/// Ok(())
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/// }
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/// # fn open_file(name: &str) -> Result<&'static str, std::io::Error>
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/// # { Ok("hello world") }
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/// ```
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pub fn unwrap<T, E: Debug>(In(res): In<Result<T, E>>) -> T {
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res.unwrap()
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}
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/// System adapter that ignores the output of the previous system in a pipe.
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/// This is useful for fallible systems that should simply return early in case of an `Err`/`None`.
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///
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/// # Examples
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///
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/// Returning early
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///
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/// ```
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/// use bevy_ecs::prelude::*;
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///
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/// // Marker component for an enemy entity.
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/// #[derive(Component)]
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/// struct Monster;
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/// #
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/// # #[derive(StageLabel)]
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/// # enum CoreStage { Update };
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///
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/// // Building a new schedule/app...
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/// # use bevy_ecs::schedule::SystemStage;
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/// # let mut sched = Schedule::default(); sched
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/// # .add_stage(CoreStage::Update, SystemStage::single_threaded())
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/// .add_system_to_stage(
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/// CoreStage::Update,
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/// // If the system fails, just move on and try again next frame.
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/// fallible_system.pipe(system_adapter::ignore)
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/// )
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/// // ...
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/// # ;
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/// # let mut world = World::new();
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/// # sched.run(&mut world);
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///
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/// // A system which may return early. It's more convenient to use the `?` operator for this.
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/// fn fallible_system(
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/// q: Query<Entity, With<Monster>>
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/// ) -> Option<()> {
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/// let monster_id = q.iter().next()?;
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/// println!("Monster entity is {monster_id:?}");
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/// Some(())
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/// }
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/// ```
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pub fn ignore<T>(In(_): In<T>) {}
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#[cfg(test)]
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#[test]
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fn assert_systems() {
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use std::str::FromStr;
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use crate::{prelude::*, system::assert_is_system};
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/// Mocks a system that returns a value of type `T`.
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fn returning<T>() -> T {
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unimplemented!()
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}
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assert_is_system(returning::<Result<u32, std::io::Error>>.pipe(unwrap));
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assert_is_system(returning::<Option<()>>.pipe(ignore));
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assert_is_system(returning::<&str>.pipe(new(u64::from_str)).pipe(unwrap));
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}
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}
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