
You can now configure error handlers for fallible systems. These can be configured on several levels: - Globally via `App::set_systems_error_handler` - Per-schedule via `Schedule::set_error_handler` - Per-system via a piped system (this is existing functionality) The default handler of panicking on error keeps the same behavior as before this commit. The "fallible_systems" example demonstrates the new functionality. This builds on top of #17731, #16589, #17051. --------- Signed-off-by: Jean Mertz <git@jeanmertz.com>
134 lines
4.6 KiB
Rust
134 lines
4.6 KiB
Rust
//! Showcases how fallible systems can be make use of rust's powerful result handling syntax.
|
|
|
|
use bevy::math::sampling::UniformMeshSampler;
|
|
use bevy::prelude::*;
|
|
|
|
use rand::distributions::Distribution;
|
|
|
|
fn main() {
|
|
let mut app = App::new();
|
|
|
|
app.add_plugins(DefaultPlugins);
|
|
|
|
// Fallible systems can be used the same way as regular systems. The only difference is they
|
|
// return a `Result<(), Box<dyn Error>>` instead of a `()` (unit) type. Bevy will handle both
|
|
// types of systems the same way, except for the error handling.
|
|
app.add_systems(Startup, (setup, failing_system));
|
|
|
|
// By default, fallible systems that return an error will panic.
|
|
//
|
|
// We can change this by setting a custom error handler. This can be done globally for all
|
|
// systems in a given `App`. Here we set the global error handler using one of the built-in
|
|
// error handlers. Bevy provides built-in handlers for `panic`, `error`, `warn`, `info`,
|
|
// `debug`, `trace` and `ignore`.
|
|
app.set_system_error_handler(bevy::ecs::result::warn);
|
|
|
|
// Additionally, you can set a custom error handler per `Schedule`. This will take precedence
|
|
// over the global error handler.
|
|
//
|
|
// In this instance we provide our own non-capturing closure that coerces to the expected error
|
|
// handler function pointer:
|
|
//
|
|
// fn(bevy_ecs::result::Error, bevy_ecs::result::SystemErrorContext)
|
|
//
|
|
app.add_systems(PostStartup, failing_system)
|
|
.get_schedule_mut(PostStartup)
|
|
.unwrap()
|
|
.set_error_handler(|err, ctx| error!("{} failed: {err}", ctx.name));
|
|
|
|
// Individual systems can also be handled by piping the output result:
|
|
app.add_systems(
|
|
PostStartup,
|
|
failing_system.pipe(|result: In<Result>| {
|
|
let _ = result.0.inspect_err(|err| info!("captured error: {err}"));
|
|
}),
|
|
);
|
|
|
|
// If we run the app, we'll see the following output at startup:
|
|
//
|
|
// WARN Encountered an error in system `fallible_systems::failing_system`: "Resource not initialized"
|
|
// ERROR fallible_systems::failing_system failed: Resource not initialized
|
|
// INFO captured error: Resource not initialized
|
|
app.run();
|
|
}
|
|
|
|
/// An example of a system that calls several fallible functions with the question mark operator.
|
|
fn setup(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
) -> Result {
|
|
let mut rng = rand::thread_rng();
|
|
|
|
// Make a plane for establishing space.
|
|
commands.spawn((
|
|
Mesh3d(meshes.add(Plane3d::default().mesh().size(12.0, 12.0))),
|
|
MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
|
|
Transform::from_xyz(0.0, -2.5, 0.0),
|
|
));
|
|
|
|
// Spawn a light:
|
|
commands.spawn((
|
|
PointLight {
|
|
shadows_enabled: true,
|
|
..default()
|
|
},
|
|
Transform::from_xyz(4.0, 8.0, 4.0),
|
|
));
|
|
|
|
// Spawn a camera:
|
|
commands.spawn((
|
|
Camera3d::default(),
|
|
Transform::from_xyz(-2.0, 3.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
));
|
|
|
|
// Create a new sphere mesh:
|
|
let mut sphere_mesh = Sphere::new(1.0).mesh().ico(7)?;
|
|
sphere_mesh.generate_tangents()?;
|
|
|
|
// Spawn the mesh into the scene:
|
|
let mut sphere = commands.spawn((
|
|
Mesh3d(meshes.add(sphere_mesh.clone())),
|
|
MeshMaterial3d(materials.add(StandardMaterial::default())),
|
|
Transform::from_xyz(-1.0, 1.0, 0.0),
|
|
));
|
|
|
|
// Generate random sample points:
|
|
let triangles = sphere_mesh.triangles()?;
|
|
let distribution = UniformMeshSampler::try_new(triangles)?;
|
|
|
|
// Setup sample points:
|
|
let point_mesh = meshes.add(Sphere::new(0.01).mesh().ico(3)?);
|
|
let point_material = materials.add(StandardMaterial {
|
|
base_color: Srgba::RED.into(),
|
|
emissive: LinearRgba::rgb(1.0, 0.0, 0.0),
|
|
..default()
|
|
});
|
|
|
|
// Add sample points as children of the sphere:
|
|
for point in distribution.sample_iter(&mut rng).take(10000) {
|
|
sphere.with_child((
|
|
Mesh3d(point_mesh.clone()),
|
|
MeshMaterial3d(point_material.clone()),
|
|
Transform::from_translation(point),
|
|
));
|
|
}
|
|
|
|
// Indicate the system completed successfully:
|
|
Ok(())
|
|
}
|
|
|
|
#[derive(Resource)]
|
|
struct UninitializedResource;
|
|
|
|
fn failing_system(world: &mut World) -> Result {
|
|
world
|
|
// `get_resource` returns an `Option<T>`, so we use `ok_or` to convert it to a `Result` on
|
|
// which we can call `?` to propagate the error.
|
|
.get_resource::<UninitializedResource>()
|
|
// We can provide a `str` here because `Box<dyn Error>` implements `From<&str>`.
|
|
.ok_or("Resource not initialized")?;
|
|
|
|
Ok(())
|
|
}
|