
# Objective - Provide an expressive way to register dynamic behavior in response to ECS changes that is consistent with existing bevy types and traits as to provide a smooth user experience. - Provide a mechanism for immediate changes in response to events during command application in order to facilitate improved query caching on the path to relations. ## Solution - A new fundamental ECS construct, the `Observer`; inspired by flec's observers but adapted to better fit bevy's access patterns and rust's type system. --- ## Examples There are 3 main ways to register observers. The first is a "component observer" that looks like this: ```rust world.observe(|trigger: Trigger<OnAdd, Transform>, query: Query<&Transform>| { let transform = query.get(trigger.entity()).unwrap(); }); ``` The above code will spawn a new entity representing the observer that will run it's callback whenever the `Transform` component is added to an entity. This is a system-like function that supports dependency injection for all the standard bevy types: `Query`, `Res`, `Commands` etc. It also has a `Trigger` parameter that provides information about the trigger such as the target entity, and the event being triggered. Importantly these systems run during command application which is key for their future use to keep ECS internals up to date. There are similar events for `OnInsert` and `OnRemove`, and this will be expanded with things such as `ArchetypeCreated`, `TableEmpty` etc. in follow up PRs. Another way to register an observer is an "entity observer" that looks like this: ```rust world.entity_mut(entity).observe(|trigger: Trigger<Resize>| { // ... }); ``` Entity observers run whenever an event of their type is triggered targeting that specific entity. This type of observer will de-spawn itself if the entity (or entities) it is observing is ever de-spawned so as to not leave dangling observers. Entity observers can also be spawned from deferred contexts such as other observers, systems, or hooks using commands: ```rust commands.entity(entity).observe(|trigger: Trigger<Resize>| { // ... }); ``` Observers are not limited to in built event types, they can be used with any type that implements `Event` (which has been extended to implement Component). This means events can also carry data: ```rust #[derive(Event)] struct Resize { x: u32, y: u32 } commands.entity(entity).observe(|trigger: Trigger<Resize>, query: Query<&mut Size>| { let event = trigger.event(); // ... }); // Will trigger the observer when commands are applied. commands.trigger_targets(Resize { x: 10, y: 10 }, entity); ``` You can also trigger events that target more than one entity at a time: ```rust commands.trigger_targets(Resize { x: 10, y: 10 }, [e1, e2]); ``` Additionally, Observers don't _need_ entity targets: ```rust app.observe(|trigger: Trigger<Quit>| { }) commands.trigger(Quit); ``` In these cases, `trigger.entity()` will be a placeholder. Observers are actually just normal entities with an `ObserverState` and `Observer` component! The `observe()` functions above are just shorthand for: ```rust world.spawn(Observer::new(|trigger: Trigger<Resize>| {}); ``` This will spawn the `Observer` system and use an `on_add` hook to add the `ObserverState` component. Dynamic components and trigger types are also fully supported allowing for runtime defined trigger types. ## Possible Follow-ups 1. Deprecate `RemovedComponents`, observers should fulfill all use cases while being more flexible and performant. 2. Queries as entities: Swap queries to entities and begin using observers listening to archetype creation triggers to keep their caches in sync, this allows unification of `ObserverState` and `QueryState` as well as unlocking several API improvements for `Query` and the management of `QueryState`. 3. Trigger bubbling: For some UI use cases in particular users are likely to want some form of bubbling for entity observers, this is trivial to implement naively but ideally this includes an acceleration structure to cache hierarchy traversals. 4. All kinds of other in-built trigger types. 5. Optimization; in order to not bloat the complexity of the PR I have kept the implementation straightforward, there are several areas where performance can be improved. The focus for this PR is to get the behavior implemented and not incur a performance cost for users who don't use observers. I am leaving each of these to follow up PR's in order to keep each of them reviewable as this already includes significant changes. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: MiniaczQ <xnetroidpl@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
181 lines
4.9 KiB
Rust
181 lines
4.9 KiB
Rust
use std::borrow::Cow;
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use super::{ReadOnlySystem, System};
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use crate::{schedule::InternedSystemSet, world::unsafe_world_cell::UnsafeWorldCell};
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/// Customizes the behavior of an [`AdapterSystem`]
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///
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/// # Examples
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///
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/// ```
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/// # use bevy_ecs::prelude::*;
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/// use bevy_ecs::system::{Adapt, AdapterSystem};
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///
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/// // A system adapter that inverts the result of a system.
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/// // NOTE: Instead of manually implementing this, you can just use `bevy_ecs::schedule::common_conditions::not`.
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/// pub type NotSystem<S> = AdapterSystem<NotMarker, S>;
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///
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/// // This struct is used to customize the behavior of our adapter.
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/// pub struct NotMarker;
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///
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/// impl<S> Adapt<S> for NotMarker
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/// where
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/// S: System,
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/// S::Out: std::ops::Not,
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/// {
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/// type In = S::In;
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/// type Out = <S::Out as std::ops::Not>::Output;
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///
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/// fn adapt(
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/// &mut self,
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/// input: Self::In,
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/// run_system: impl FnOnce(S::In) -> S::Out,
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/// ) -> Self::Out {
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/// !run_system(input)
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/// }
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/// }
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/// # let mut world = World::new();
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/// # let mut system = NotSystem::new(NotMarker, IntoSystem::into_system(|| false), "".into());
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/// # system.initialize(&mut world);
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/// # assert!(system.run((), &mut world));
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/// ```
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#[diagnostic::on_unimplemented(
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message = "`{Self}` can not adapt a system of type `{S}`",
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label = "invalid system adapter"
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)]
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pub trait Adapt<S: System>: Send + Sync + 'static {
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/// The [input](System::In) type for an [`AdapterSystem`].
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type In;
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/// The [output](System::Out) type for an [`AdapterSystem`].
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type Out;
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/// When used in an [`AdapterSystem`], this function customizes how the system
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/// is run and how its inputs/outputs are adapted.
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fn adapt(&mut self, input: Self::In, run_system: impl FnOnce(S::In) -> S::Out) -> Self::Out;
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}
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/// A [`System`] that takes the output of `S` and transforms it by applying `Func` to it.
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#[derive(Clone)]
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pub struct AdapterSystem<Func, S> {
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func: Func,
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system: S,
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name: Cow<'static, str>,
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}
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impl<Func, S> AdapterSystem<Func, S>
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where
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Func: Adapt<S>,
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S: System,
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{
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/// Creates a new [`System`] that uses `func` to adapt `system`, via the [`Adapt`] trait.
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pub const fn new(func: Func, system: S, name: Cow<'static, str>) -> Self {
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Self { func, system, name }
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}
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}
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impl<Func, S> System for AdapterSystem<Func, S>
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where
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Func: Adapt<S>,
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S: System,
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{
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type In = Func::In;
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type Out = Func::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 component_access(&self) -> &crate::query::Access<crate::component::ComponentId> {
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self.system.component_access()
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}
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#[inline]
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fn archetype_component_access(
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&self,
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) -> &crate::query::Access<crate::archetype::ArchetypeComponentId> {
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self.system.archetype_component_access()
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}
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fn is_send(&self) -> bool {
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self.system.is_send()
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}
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fn is_exclusive(&self) -> bool {
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self.system.is_exclusive()
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}
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fn has_deferred(&self) -> bool {
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self.system.has_deferred()
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}
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#[inline]
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unsafe fn run_unsafe(&mut self, input: Self::In, world: UnsafeWorldCell) -> Self::Out {
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// SAFETY: `system.run_unsafe` has the same invariants as `self.run_unsafe`.
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self.func.adapt(input, |input| unsafe {
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self.system.run_unsafe(input, world)
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})
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}
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#[inline]
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fn run(&mut self, input: Self::In, world: &mut crate::prelude::World) -> Self::Out {
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self.func
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.adapt(input, |input| self.system.run(input, world))
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}
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#[inline]
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fn apply_deferred(&mut self, world: &mut crate::prelude::World) {
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self.system.apply_deferred(world);
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}
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#[inline]
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fn queue_deferred(&mut self, world: crate::world::DeferredWorld) {
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self.system.queue_deferred(world);
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}
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fn initialize(&mut self, world: &mut crate::prelude::World) {
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self.system.initialize(world);
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}
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#[inline]
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fn update_archetype_component_access(&mut self, world: UnsafeWorldCell) {
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self.system.update_archetype_component_access(world);
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}
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fn check_change_tick(&mut self, change_tick: crate::component::Tick) {
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self.system.check_change_tick(change_tick);
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}
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fn default_system_sets(&self) -> Vec<InternedSystemSet> {
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self.system.default_system_sets()
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}
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fn get_last_run(&self) -> crate::component::Tick {
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self.system.get_last_run()
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}
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fn set_last_run(&mut self, last_run: crate::component::Tick) {
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self.system.set_last_run(last_run);
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}
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}
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// SAFETY: The inner system is read-only.
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unsafe impl<Func, S> ReadOnlySystem for AdapterSystem<Func, S>
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where
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Func: Adapt<S>,
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S: ReadOnlySystem,
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{
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}
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impl<F, S, Out> Adapt<S> for F
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where
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S: System,
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F: Send + Sync + 'static + FnMut(S::Out) -> Out,
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{
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type In = S::In;
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type Out = Out;
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fn adapt(&mut self, input: S::In, run_system: impl FnOnce(S::In) -> S::Out) -> Out {
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self(run_system(input))
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}
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}
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