2022-04-05 22:36:02 +00:00
|
|
|
//! This crate is about everything concerning the highest-level, application layer of a Bevy app.
|
|
|
|
|
2022-01-06 23:16:47 +00:00
|
|
|
#![warn(missing_docs)]
|
2021-09-17 18:00:29 +00:00
|
|
|
|
2020-04-06 03:19:02 +00:00
|
|
|
mod app;
|
|
|
|
mod plugin;
|
2020-10-29 20:04:28 +00:00
|
|
|
mod plugin_group;
|
2020-07-17 01:47:51 +00:00
|
|
|
mod schedule_runner;
|
2020-04-06 03:19:02 +00:00
|
|
|
|
2021-04-14 21:40:36 +00:00
|
|
|
#[cfg(feature = "bevy_ci_testing")]
|
|
|
|
mod ci_testing;
|
|
|
|
|
2020-04-06 03:19:02 +00:00
|
|
|
pub use app::*;
|
2020-08-08 03:22:17 +00:00
|
|
|
pub use bevy_derive::DynamicPlugin;
|
2020-04-06 21:20:53 +00:00
|
|
|
pub use plugin::*;
|
2020-10-29 20:04:28 +00:00
|
|
|
pub use plugin_group::*;
|
2020-07-17 01:47:51 +00:00
|
|
|
pub use schedule_runner::*;
|
|
|
|
|
2022-01-06 23:16:47 +00:00
|
|
|
#[allow(missing_docs)]
|
2020-07-17 01:47:51 +00:00
|
|
|
pub mod prelude {
|
Make `Resource` trait opt-in, requiring `#[derive(Resource)]` V2 (#5577)
*This PR description is an edited copy of #5007, written by @alice-i-cecile.*
# Objective
Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds.
While ergonomic, this results in several drawbacks:
* it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource
* it is challenging to discover if a type is intended to be used as a resource
* we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component).
* dependencies can use the same Rust type as a resource in invisibly conflicting ways
* raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values
* we cannot capture a definitive list of possible resources to display to users in an editor
## Notes to reviewers
* Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits.
*ira: My commits are not as well organized :')*
* I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does.
* I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981.
## Changelog
`Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro.
## Migration Guide
Add `#[derive(Resource)]` to all types you are using as a resource.
If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics.
`ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing.
Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead.
Co-authored-by: Alice <alice.i.cecile@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: devil-ira <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-08-08 21:36:35 +00:00
|
|
|
#[cfg(feature = "bevy_reflect")]
|
2022-11-02 20:40:45 +00:00
|
|
|
#[doc(hidden)]
|
Make `Resource` trait opt-in, requiring `#[derive(Resource)]` V2 (#5577)
*This PR description is an edited copy of #5007, written by @alice-i-cecile.*
# Objective
Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds.
While ergonomic, this results in several drawbacks:
* it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource
* it is challenging to discover if a type is intended to be used as a resource
* we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component).
* dependencies can use the same Rust type as a resource in invisibly conflicting ways
* raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values
* we cannot capture a definitive list of possible resources to display to users in an editor
## Notes to reviewers
* Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits.
*ira: My commits are not as well organized :')*
* I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does.
* I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981.
## Changelog
`Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro.
## Migration Guide
Add `#[derive(Resource)]` to all types you are using as a resource.
If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics.
`ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing.
Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead.
Co-authored-by: Alice <alice.i.cecile@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: devil-ira <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-08-08 21:36:35 +00:00
|
|
|
pub use crate::AppTypeRegistry;
|
2022-11-02 20:40:45 +00:00
|
|
|
#[doc(hidden)]
|
Move the CoreStage::Startup to a seperate StartupSchedule label (#2434)
# Objective
- `CoreStage::Startup` is unique in the `CoreStage` enum, in that it represents a `Schedule` and not a `SystemStage`.
- This can lead to confusion about how `CoreStage::Startup` and the `StartupStage` enum are related.
- Beginners sometimes try `.add_system_to_stage(CoreStage::Startup, setup.system())` instead of `.add_startup_system(setup.system())`, which causes a Panic:
```
thread 'main' panicked at 'Stage 'Startup' does not exist or is not a SystemStage', crates\bevy_ecs\src\schedule\mod.rs:153:13
stack backtrace:
0: std::panicking::begin_panic_handler
at /rustc/53cb7b09b00cbea8754ffb78e7e3cb521cb8af4b\/library\std\src\panicking.rs:493
1: std::panicking::begin_panic_fmt
at /rustc/53cb7b09b00cbea8754ffb78e7e3cb521cb8af4b\/library\std\src\panicking.rs:435
2: bevy_ecs::schedule::{{impl}}::add_system_to_stage::stage_not_found
at .\crates\bevy_ecs\src\schedule\mod.rs:153
3: bevy_ecs::schedule::{{impl}}::add_system_to_stage::{{closure}}<tuple<bevy_ecs::system::function_system::IsFunctionSystem, tuple<bevy_ecs::system::commands::Commands, bevy_ecs::change_detection::ResMut<bevy_asset::assets::Assets<bevy_render::mesh::mesh::Me
at .\crates\bevy_ecs\src\schedule\mod.rs:161
4: core::option::Option<mut bevy_ecs::schedule::stage::SystemStage*>::unwrap_or_else<mut bevy_ecs::schedule::stage::SystemStage*,closure-0>
at C:\Users\scher\.rustup\toolchains\stable-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\core\src\option.rs:427
5: bevy_ecs::schedule::Schedule::add_system_to_stage<tuple<bevy_ecs::system::function_system::IsFunctionSystem, tuple<bevy_ecs::system::commands::Commands, bevy_ecs::change_detection::ResMut<bevy_asset::assets::Assets<bevy_render::mesh::mesh::Mesh>>, bevy_ec
at .\crates\bevy_ecs\src\schedule\mod.rs:159
6: bevy_app::app_builder::AppBuilder::add_system_to_stage<tuple<bevy_ecs::system::function_system::IsFunctionSystem, tuple<bevy_ecs::system::commands::Commands, bevy_ecs::change_detection::ResMut<bevy_asset::assets::Assets<bevy_render::mesh::mesh::Mesh>>, be
at .\crates\bevy_app\src\app_builder.rs:196
7: 3d_scene::main
at .\examples\3d\3d_scene.rs:4
8: core::ops::function::FnOnce::call_once<fn(),tuple<>>
at C:\Users\scher\.rustup\toolchains\stable-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\core\src\ops\function.rs:227
```
## Solution
- Replace the `CoreStage::Startup` Label with the new `StartupSchedule` unit type.
Resolves #2229
2022-02-08 00:03:50 +00:00
|
|
|
pub use crate::{
|
Migrate engine to Schedule v3 (#7267)
Huge thanks to @maniwani, @devil-ira, @hymm, @cart, @superdump and @jakobhellermann for the help with this PR.
# Objective
- Followup #6587.
- Minimal integration for the Stageless Scheduling RFC: https://github.com/bevyengine/rfcs/pull/45
## Solution
- [x] Remove old scheduling module
- [x] Migrate new methods to no longer use extension methods
- [x] Fix compiler errors
- [x] Fix benchmarks
- [x] Fix examples
- [x] Fix docs
- [x] Fix tests
## Changelog
### Added
- a large number of methods on `App` to work with schedules ergonomically
- the `CoreSchedule` enum
- `App::add_extract_system` via the `RenderingAppExtension` trait extension method
- the private `prepare_view_uniforms` system now has a public system set for scheduling purposes, called `ViewSet::PrepareUniforms`
### Removed
- stages, and all code that mentions stages
- states have been dramatically simplified, and no longer use a stack
- `RunCriteriaLabel`
- `AsSystemLabel` trait
- `on_hierarchy_reports_enabled` run criteria (now just uses an ad hoc resource checking run condition)
- systems in `RenderSet/Stage::Extract` no longer warn when they do not read data from the main world
- `RunCriteriaLabel`
- `transform_propagate_system_set`: this was a nonstandard pattern that didn't actually provide enough control. The systems are already `pub`: the docs have been updated to ensure that the third-party usage is clear.
### Changed
- `System::default_labels` is now `System::default_system_sets`.
- `App::add_default_labels` is now `App::add_default_sets`
- `CoreStage` and `StartupStage` enums are now `CoreSet` and `StartupSet`
- `App::add_system_set` was renamed to `App::add_systems`
- The `StartupSchedule` label is now defined as part of the `CoreSchedules` enum
- `.label(SystemLabel)` is now referred to as `.in_set(SystemSet)`
- `SystemLabel` trait was replaced by `SystemSet`
- `SystemTypeIdLabel<T>` was replaced by `SystemSetType<T>`
- The `ReportHierarchyIssue` resource now has a public constructor (`new`), and implements `PartialEq`
- Fixed time steps now use a schedule (`CoreSchedule::FixedTimeStep`) rather than a run criteria.
- Adding rendering extraction systems now panics rather than silently failing if no subapp with the `RenderApp` label is found.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied.
- `SceneSpawnerSystem` now runs under `CoreSet::Update`, rather than `CoreStage::PreUpdate.at_end()`.
- `bevy_pbr::add_clusters` is no longer an exclusive system
- the top level `bevy_ecs::schedule` module was replaced with `bevy_ecs::scheduling`
- `tick_global_task_pools_on_main_thread` is no longer run as an exclusive system. Instead, it has been replaced by `tick_global_task_pools`, which uses a `NonSend` resource to force running on the main thread.
## Migration Guide
- Calls to `.label(MyLabel)` should be replaced with `.in_set(MySet)`
- Stages have been removed. Replace these with system sets, and then add command flushes using the `apply_system_buffers` exclusive system where needed.
- The `CoreStage`, `StartupStage, `RenderStage` and `AssetStage` enums have been replaced with `CoreSet`, `StartupSet, `RenderSet` and `AssetSet`. The same scheduling guarantees have been preserved.
- Systems are no longer added to `CoreSet::Update` by default. Add systems manually if this behavior is needed, although you should consider adding your game logic systems to `CoreSchedule::FixedTimestep` instead for more reliable framerate-independent behavior.
- Similarly, startup systems are no longer part of `StartupSet::Startup` by default. In most cases, this won't matter to you.
- For example, `add_system_to_stage(CoreStage::PostUpdate, my_system)` should be replaced with
- `add_system(my_system.in_set(CoreSet::PostUpdate)`
- When testing systems or otherwise running them in a headless fashion, simply construct and run a schedule using `Schedule::new()` and `World::run_schedule` rather than constructing stages
- Run criteria have been renamed to run conditions. These can now be combined with each other and with states.
- Looping run criteria and state stacks have been removed. Use an exclusive system that runs a schedule if you need this level of control over system control flow.
- For app-level control flow over which schedules get run when (such as for rollback networking), create your own schedule and insert it under the `CoreSchedule::Outer` label.
- Fixed timesteps are now evaluated in a schedule, rather than controlled via run criteria. The `run_fixed_timestep` system runs this schedule between `CoreSet::First` and `CoreSet::PreUpdate` by default.
- Command flush points introduced by `AssetStage` have been removed. If you were relying on these, add them back manually.
- Adding extract systems is now typically done directly on the main app. Make sure the `RenderingAppExtension` trait is in scope, then call `app.add_extract_system(my_system)`.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. You may need to order your movement systems to occur before this system in order to avoid system order ambiguities in culling behavior.
- the `RenderLabel` `AppLabel` was renamed to `RenderApp` for clarity
- `App::add_state` now takes 0 arguments: the starting state is set based on the `Default` impl.
- Instead of creating `SystemSet` containers for systems that run in stages, simply use `.on_enter::<State::Variant>()` or its `on_exit` or `on_update` siblings.
- `SystemLabel` derives should be replaced with `SystemSet`. You will also need to add the `Debug`, `PartialEq`, `Eq`, and `Hash` traits to satisfy the new trait bounds.
- `with_run_criteria` has been renamed to `run_if`. Run criteria have been renamed to run conditions for clarity, and should now simply return a bool.
- States have been dramatically simplified: there is no longer a "state stack". To queue a transition to the next state, call `NextState::set`
## TODO
- [x] remove dead methods on App and World
- [x] add `App::add_system_to_schedule` and `App::add_systems_to_schedule`
- [x] avoid adding the default system set at inappropriate times
- [x] remove any accidental cycles in the default plugins schedule
- [x] migrate benchmarks
- [x] expose explicit labels for the built-in command flush points
- [x] migrate engine code
- [x] remove all mentions of stages from the docs
- [x] verify docs for States
- [x] fix uses of exclusive systems that use .end / .at_start / .before_commands
- [x] migrate RenderStage and AssetStage
- [x] migrate examples
- [x] ensure that transform propagation is exported in a sufficiently public way (the systems are already pub)
- [x] ensure that on_enter schedules are run at least once before the main app
- [x] re-enable opt-in to execution order ambiguities
- [x] revert change to `update_bounds` to ensure it runs in `PostUpdate`
- [x] test all examples
- [x] unbreak directional lights
- [x] unbreak shadows (see 3d_scene, 3d_shape, lighting, transparaency_3d examples)
- [x] game menu example shows loading screen and menu simultaneously
- [x] display settings menu is a blank screen
- [x] `without_winit` example panics
- [x] ensure all tests pass
- [x] SubApp doc test fails
- [x] runs_spawn_local tasks fails
- [x] [Fix panic_when_hierachy_cycle test hanging](https://github.com/alice-i-cecile/bevy/pull/120)
## Points of Difficulty and Controversy
**Reviewers, please give feedback on these and look closely**
1. Default sets, from the RFC, have been removed. These added a tremendous amount of implicit complexity and result in hard to debug scheduling errors. They're going to be tackled in the form of "base sets" by @cart in a followup.
2. The outer schedule controls which schedule is run when `App::update` is called.
3. I implemented `Label for `Box<dyn Label>` for our label types. This enables us to store schedule labels in concrete form, and then later run them. I ran into the same set of problems when working with one-shot systems. We've previously investigated this pattern in depth, and it does not appear to lead to extra indirection with nested boxes.
4. `SubApp::update` simply runs the default schedule once. This sucks, but this whole API is incomplete and this was the minimal changeset.
5. `time_system` and `tick_global_task_pools_on_main_thread` no longer use exclusive systems to attempt to force scheduling order
6. Implemetnation strategy for fixed timesteps
7. `AssetStage` was migrated to `AssetSet` without reintroducing command flush points. These did not appear to be used, and it's nice to remove these bottlenecks.
8. Migration of `bevy_render/lib.rs` and pipelined rendering. The logic here is unusually tricky, as we have complex scheduling requirements.
## Future Work (ideally before 0.10)
- Rename schedule_v3 module to schedule or scheduling
- Add a derive macro to states, and likely a `EnumIter` trait of some form
- Figure out what exactly to do with the "systems added should basically work by default" problem
- Improve ergonomics for working with fixed timesteps and states
- Polish FixedTime API to match Time
- Rebase and merge #7415
- Resolve all internal ambiguities (blocked on better tools, especially #7442)
- Add "base sets" to replace the removed default sets.
2023-02-06 02:04:50 +00:00
|
|
|
app::App, CoreSchedule, CoreSet, DynamicPlugin, Plugin, PluginGroup, StartupSet,
|
Move the CoreStage::Startup to a seperate StartupSchedule label (#2434)
# Objective
- `CoreStage::Startup` is unique in the `CoreStage` enum, in that it represents a `Schedule` and not a `SystemStage`.
- This can lead to confusion about how `CoreStage::Startup` and the `StartupStage` enum are related.
- Beginners sometimes try `.add_system_to_stage(CoreStage::Startup, setup.system())` instead of `.add_startup_system(setup.system())`, which causes a Panic:
```
thread 'main' panicked at 'Stage 'Startup' does not exist or is not a SystemStage', crates\bevy_ecs\src\schedule\mod.rs:153:13
stack backtrace:
0: std::panicking::begin_panic_handler
at /rustc/53cb7b09b00cbea8754ffb78e7e3cb521cb8af4b\/library\std\src\panicking.rs:493
1: std::panicking::begin_panic_fmt
at /rustc/53cb7b09b00cbea8754ffb78e7e3cb521cb8af4b\/library\std\src\panicking.rs:435
2: bevy_ecs::schedule::{{impl}}::add_system_to_stage::stage_not_found
at .\crates\bevy_ecs\src\schedule\mod.rs:153
3: bevy_ecs::schedule::{{impl}}::add_system_to_stage::{{closure}}<tuple<bevy_ecs::system::function_system::IsFunctionSystem, tuple<bevy_ecs::system::commands::Commands, bevy_ecs::change_detection::ResMut<bevy_asset::assets::Assets<bevy_render::mesh::mesh::Me
at .\crates\bevy_ecs\src\schedule\mod.rs:161
4: core::option::Option<mut bevy_ecs::schedule::stage::SystemStage*>::unwrap_or_else<mut bevy_ecs::schedule::stage::SystemStage*,closure-0>
at C:\Users\scher\.rustup\toolchains\stable-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\core\src\option.rs:427
5: bevy_ecs::schedule::Schedule::add_system_to_stage<tuple<bevy_ecs::system::function_system::IsFunctionSystem, tuple<bevy_ecs::system::commands::Commands, bevy_ecs::change_detection::ResMut<bevy_asset::assets::Assets<bevy_render::mesh::mesh::Mesh>>, bevy_ec
at .\crates\bevy_ecs\src\schedule\mod.rs:159
6: bevy_app::app_builder::AppBuilder::add_system_to_stage<tuple<bevy_ecs::system::function_system::IsFunctionSystem, tuple<bevy_ecs::system::commands::Commands, bevy_ecs::change_detection::ResMut<bevy_asset::assets::Assets<bevy_render::mesh::mesh::Mesh>>, be
at .\crates\bevy_app\src\app_builder.rs:196
7: 3d_scene::main
at .\examples\3d\3d_scene.rs:4
8: core::ops::function::FnOnce::call_once<fn(),tuple<>>
at C:\Users\scher\.rustup\toolchains\stable-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\core\src\ops\function.rs:227
```
## Solution
- Replace the `CoreStage::Startup` Label with the new `StartupSchedule` unit type.
Resolves #2229
2022-02-08 00:03:50 +00:00
|
|
|
};
|
2020-07-17 01:47:51 +00:00
|
|
|
}
|
2021-02-18 21:20:37 +00:00
|
|
|
|
Migrate engine to Schedule v3 (#7267)
Huge thanks to @maniwani, @devil-ira, @hymm, @cart, @superdump and @jakobhellermann for the help with this PR.
# Objective
- Followup #6587.
- Minimal integration for the Stageless Scheduling RFC: https://github.com/bevyengine/rfcs/pull/45
## Solution
- [x] Remove old scheduling module
- [x] Migrate new methods to no longer use extension methods
- [x] Fix compiler errors
- [x] Fix benchmarks
- [x] Fix examples
- [x] Fix docs
- [x] Fix tests
## Changelog
### Added
- a large number of methods on `App` to work with schedules ergonomically
- the `CoreSchedule` enum
- `App::add_extract_system` via the `RenderingAppExtension` trait extension method
- the private `prepare_view_uniforms` system now has a public system set for scheduling purposes, called `ViewSet::PrepareUniforms`
### Removed
- stages, and all code that mentions stages
- states have been dramatically simplified, and no longer use a stack
- `RunCriteriaLabel`
- `AsSystemLabel` trait
- `on_hierarchy_reports_enabled` run criteria (now just uses an ad hoc resource checking run condition)
- systems in `RenderSet/Stage::Extract` no longer warn when they do not read data from the main world
- `RunCriteriaLabel`
- `transform_propagate_system_set`: this was a nonstandard pattern that didn't actually provide enough control. The systems are already `pub`: the docs have been updated to ensure that the third-party usage is clear.
### Changed
- `System::default_labels` is now `System::default_system_sets`.
- `App::add_default_labels` is now `App::add_default_sets`
- `CoreStage` and `StartupStage` enums are now `CoreSet` and `StartupSet`
- `App::add_system_set` was renamed to `App::add_systems`
- The `StartupSchedule` label is now defined as part of the `CoreSchedules` enum
- `.label(SystemLabel)` is now referred to as `.in_set(SystemSet)`
- `SystemLabel` trait was replaced by `SystemSet`
- `SystemTypeIdLabel<T>` was replaced by `SystemSetType<T>`
- The `ReportHierarchyIssue` resource now has a public constructor (`new`), and implements `PartialEq`
- Fixed time steps now use a schedule (`CoreSchedule::FixedTimeStep`) rather than a run criteria.
- Adding rendering extraction systems now panics rather than silently failing if no subapp with the `RenderApp` label is found.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied.
- `SceneSpawnerSystem` now runs under `CoreSet::Update`, rather than `CoreStage::PreUpdate.at_end()`.
- `bevy_pbr::add_clusters` is no longer an exclusive system
- the top level `bevy_ecs::schedule` module was replaced with `bevy_ecs::scheduling`
- `tick_global_task_pools_on_main_thread` is no longer run as an exclusive system. Instead, it has been replaced by `tick_global_task_pools`, which uses a `NonSend` resource to force running on the main thread.
## Migration Guide
- Calls to `.label(MyLabel)` should be replaced with `.in_set(MySet)`
- Stages have been removed. Replace these with system sets, and then add command flushes using the `apply_system_buffers` exclusive system where needed.
- The `CoreStage`, `StartupStage, `RenderStage` and `AssetStage` enums have been replaced with `CoreSet`, `StartupSet, `RenderSet` and `AssetSet`. The same scheduling guarantees have been preserved.
- Systems are no longer added to `CoreSet::Update` by default. Add systems manually if this behavior is needed, although you should consider adding your game logic systems to `CoreSchedule::FixedTimestep` instead for more reliable framerate-independent behavior.
- Similarly, startup systems are no longer part of `StartupSet::Startup` by default. In most cases, this won't matter to you.
- For example, `add_system_to_stage(CoreStage::PostUpdate, my_system)` should be replaced with
- `add_system(my_system.in_set(CoreSet::PostUpdate)`
- When testing systems or otherwise running them in a headless fashion, simply construct and run a schedule using `Schedule::new()` and `World::run_schedule` rather than constructing stages
- Run criteria have been renamed to run conditions. These can now be combined with each other and with states.
- Looping run criteria and state stacks have been removed. Use an exclusive system that runs a schedule if you need this level of control over system control flow.
- For app-level control flow over which schedules get run when (such as for rollback networking), create your own schedule and insert it under the `CoreSchedule::Outer` label.
- Fixed timesteps are now evaluated in a schedule, rather than controlled via run criteria. The `run_fixed_timestep` system runs this schedule between `CoreSet::First` and `CoreSet::PreUpdate` by default.
- Command flush points introduced by `AssetStage` have been removed. If you were relying on these, add them back manually.
- Adding extract systems is now typically done directly on the main app. Make sure the `RenderingAppExtension` trait is in scope, then call `app.add_extract_system(my_system)`.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. You may need to order your movement systems to occur before this system in order to avoid system order ambiguities in culling behavior.
- the `RenderLabel` `AppLabel` was renamed to `RenderApp` for clarity
- `App::add_state` now takes 0 arguments: the starting state is set based on the `Default` impl.
- Instead of creating `SystemSet` containers for systems that run in stages, simply use `.on_enter::<State::Variant>()` or its `on_exit` or `on_update` siblings.
- `SystemLabel` derives should be replaced with `SystemSet`. You will also need to add the `Debug`, `PartialEq`, `Eq`, and `Hash` traits to satisfy the new trait bounds.
- `with_run_criteria` has been renamed to `run_if`. Run criteria have been renamed to run conditions for clarity, and should now simply return a bool.
- States have been dramatically simplified: there is no longer a "state stack". To queue a transition to the next state, call `NextState::set`
## TODO
- [x] remove dead methods on App and World
- [x] add `App::add_system_to_schedule` and `App::add_systems_to_schedule`
- [x] avoid adding the default system set at inappropriate times
- [x] remove any accidental cycles in the default plugins schedule
- [x] migrate benchmarks
- [x] expose explicit labels for the built-in command flush points
- [x] migrate engine code
- [x] remove all mentions of stages from the docs
- [x] verify docs for States
- [x] fix uses of exclusive systems that use .end / .at_start / .before_commands
- [x] migrate RenderStage and AssetStage
- [x] migrate examples
- [x] ensure that transform propagation is exported in a sufficiently public way (the systems are already pub)
- [x] ensure that on_enter schedules are run at least once before the main app
- [x] re-enable opt-in to execution order ambiguities
- [x] revert change to `update_bounds` to ensure it runs in `PostUpdate`
- [x] test all examples
- [x] unbreak directional lights
- [x] unbreak shadows (see 3d_scene, 3d_shape, lighting, transparaency_3d examples)
- [x] game menu example shows loading screen and menu simultaneously
- [x] display settings menu is a blank screen
- [x] `without_winit` example panics
- [x] ensure all tests pass
- [x] SubApp doc test fails
- [x] runs_spawn_local tasks fails
- [x] [Fix panic_when_hierachy_cycle test hanging](https://github.com/alice-i-cecile/bevy/pull/120)
## Points of Difficulty and Controversy
**Reviewers, please give feedback on these and look closely**
1. Default sets, from the RFC, have been removed. These added a tremendous amount of implicit complexity and result in hard to debug scheduling errors. They're going to be tackled in the form of "base sets" by @cart in a followup.
2. The outer schedule controls which schedule is run when `App::update` is called.
3. I implemented `Label for `Box<dyn Label>` for our label types. This enables us to store schedule labels in concrete form, and then later run them. I ran into the same set of problems when working with one-shot systems. We've previously investigated this pattern in depth, and it does not appear to lead to extra indirection with nested boxes.
4. `SubApp::update` simply runs the default schedule once. This sucks, but this whole API is incomplete and this was the minimal changeset.
5. `time_system` and `tick_global_task_pools_on_main_thread` no longer use exclusive systems to attempt to force scheduling order
6. Implemetnation strategy for fixed timesteps
7. `AssetStage` was migrated to `AssetSet` without reintroducing command flush points. These did not appear to be used, and it's nice to remove these bottlenecks.
8. Migration of `bevy_render/lib.rs` and pipelined rendering. The logic here is unusually tricky, as we have complex scheduling requirements.
## Future Work (ideally before 0.10)
- Rename schedule_v3 module to schedule or scheduling
- Add a derive macro to states, and likely a `EnumIter` trait of some form
- Figure out what exactly to do with the "systems added should basically work by default" problem
- Improve ergonomics for working with fixed timesteps and states
- Polish FixedTime API to match Time
- Rebase and merge #7415
- Resolve all internal ambiguities (blocked on better tools, especially #7442)
- Add "base sets" to replace the removed default sets.
2023-02-06 02:04:50 +00:00
|
|
|
use bevy_ecs::{
|
|
|
|
schedule_v3::{
|
|
|
|
apply_system_buffers, IntoSystemConfig, IntoSystemSetConfig, Schedule, ScheduleLabel,
|
|
|
|
SystemSet,
|
|
|
|
},
|
|
|
|
system::Local,
|
|
|
|
world::World,
|
|
|
|
};
|
2021-02-18 21:20:37 +00:00
|
|
|
|
Migrate engine to Schedule v3 (#7267)
Huge thanks to @maniwani, @devil-ira, @hymm, @cart, @superdump and @jakobhellermann for the help with this PR.
# Objective
- Followup #6587.
- Minimal integration for the Stageless Scheduling RFC: https://github.com/bevyengine/rfcs/pull/45
## Solution
- [x] Remove old scheduling module
- [x] Migrate new methods to no longer use extension methods
- [x] Fix compiler errors
- [x] Fix benchmarks
- [x] Fix examples
- [x] Fix docs
- [x] Fix tests
## Changelog
### Added
- a large number of methods on `App` to work with schedules ergonomically
- the `CoreSchedule` enum
- `App::add_extract_system` via the `RenderingAppExtension` trait extension method
- the private `prepare_view_uniforms` system now has a public system set for scheduling purposes, called `ViewSet::PrepareUniforms`
### Removed
- stages, and all code that mentions stages
- states have been dramatically simplified, and no longer use a stack
- `RunCriteriaLabel`
- `AsSystemLabel` trait
- `on_hierarchy_reports_enabled` run criteria (now just uses an ad hoc resource checking run condition)
- systems in `RenderSet/Stage::Extract` no longer warn when they do not read data from the main world
- `RunCriteriaLabel`
- `transform_propagate_system_set`: this was a nonstandard pattern that didn't actually provide enough control. The systems are already `pub`: the docs have been updated to ensure that the third-party usage is clear.
### Changed
- `System::default_labels` is now `System::default_system_sets`.
- `App::add_default_labels` is now `App::add_default_sets`
- `CoreStage` and `StartupStage` enums are now `CoreSet` and `StartupSet`
- `App::add_system_set` was renamed to `App::add_systems`
- The `StartupSchedule` label is now defined as part of the `CoreSchedules` enum
- `.label(SystemLabel)` is now referred to as `.in_set(SystemSet)`
- `SystemLabel` trait was replaced by `SystemSet`
- `SystemTypeIdLabel<T>` was replaced by `SystemSetType<T>`
- The `ReportHierarchyIssue` resource now has a public constructor (`new`), and implements `PartialEq`
- Fixed time steps now use a schedule (`CoreSchedule::FixedTimeStep`) rather than a run criteria.
- Adding rendering extraction systems now panics rather than silently failing if no subapp with the `RenderApp` label is found.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied.
- `SceneSpawnerSystem` now runs under `CoreSet::Update`, rather than `CoreStage::PreUpdate.at_end()`.
- `bevy_pbr::add_clusters` is no longer an exclusive system
- the top level `bevy_ecs::schedule` module was replaced with `bevy_ecs::scheduling`
- `tick_global_task_pools_on_main_thread` is no longer run as an exclusive system. Instead, it has been replaced by `tick_global_task_pools`, which uses a `NonSend` resource to force running on the main thread.
## Migration Guide
- Calls to `.label(MyLabel)` should be replaced with `.in_set(MySet)`
- Stages have been removed. Replace these with system sets, and then add command flushes using the `apply_system_buffers` exclusive system where needed.
- The `CoreStage`, `StartupStage, `RenderStage` and `AssetStage` enums have been replaced with `CoreSet`, `StartupSet, `RenderSet` and `AssetSet`. The same scheduling guarantees have been preserved.
- Systems are no longer added to `CoreSet::Update` by default. Add systems manually if this behavior is needed, although you should consider adding your game logic systems to `CoreSchedule::FixedTimestep` instead for more reliable framerate-independent behavior.
- Similarly, startup systems are no longer part of `StartupSet::Startup` by default. In most cases, this won't matter to you.
- For example, `add_system_to_stage(CoreStage::PostUpdate, my_system)` should be replaced with
- `add_system(my_system.in_set(CoreSet::PostUpdate)`
- When testing systems or otherwise running them in a headless fashion, simply construct and run a schedule using `Schedule::new()` and `World::run_schedule` rather than constructing stages
- Run criteria have been renamed to run conditions. These can now be combined with each other and with states.
- Looping run criteria and state stacks have been removed. Use an exclusive system that runs a schedule if you need this level of control over system control flow.
- For app-level control flow over which schedules get run when (such as for rollback networking), create your own schedule and insert it under the `CoreSchedule::Outer` label.
- Fixed timesteps are now evaluated in a schedule, rather than controlled via run criteria. The `run_fixed_timestep` system runs this schedule between `CoreSet::First` and `CoreSet::PreUpdate` by default.
- Command flush points introduced by `AssetStage` have been removed. If you were relying on these, add them back manually.
- Adding extract systems is now typically done directly on the main app. Make sure the `RenderingAppExtension` trait is in scope, then call `app.add_extract_system(my_system)`.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. You may need to order your movement systems to occur before this system in order to avoid system order ambiguities in culling behavior.
- the `RenderLabel` `AppLabel` was renamed to `RenderApp` for clarity
- `App::add_state` now takes 0 arguments: the starting state is set based on the `Default` impl.
- Instead of creating `SystemSet` containers for systems that run in stages, simply use `.on_enter::<State::Variant>()` or its `on_exit` or `on_update` siblings.
- `SystemLabel` derives should be replaced with `SystemSet`. You will also need to add the `Debug`, `PartialEq`, `Eq`, and `Hash` traits to satisfy the new trait bounds.
- `with_run_criteria` has been renamed to `run_if`. Run criteria have been renamed to run conditions for clarity, and should now simply return a bool.
- States have been dramatically simplified: there is no longer a "state stack". To queue a transition to the next state, call `NextState::set`
## TODO
- [x] remove dead methods on App and World
- [x] add `App::add_system_to_schedule` and `App::add_systems_to_schedule`
- [x] avoid adding the default system set at inappropriate times
- [x] remove any accidental cycles in the default plugins schedule
- [x] migrate benchmarks
- [x] expose explicit labels for the built-in command flush points
- [x] migrate engine code
- [x] remove all mentions of stages from the docs
- [x] verify docs for States
- [x] fix uses of exclusive systems that use .end / .at_start / .before_commands
- [x] migrate RenderStage and AssetStage
- [x] migrate examples
- [x] ensure that transform propagation is exported in a sufficiently public way (the systems are already pub)
- [x] ensure that on_enter schedules are run at least once before the main app
- [x] re-enable opt-in to execution order ambiguities
- [x] revert change to `update_bounds` to ensure it runs in `PostUpdate`
- [x] test all examples
- [x] unbreak directional lights
- [x] unbreak shadows (see 3d_scene, 3d_shape, lighting, transparaency_3d examples)
- [x] game menu example shows loading screen and menu simultaneously
- [x] display settings menu is a blank screen
- [x] `without_winit` example panics
- [x] ensure all tests pass
- [x] SubApp doc test fails
- [x] runs_spawn_local tasks fails
- [x] [Fix panic_when_hierachy_cycle test hanging](https://github.com/alice-i-cecile/bevy/pull/120)
## Points of Difficulty and Controversy
**Reviewers, please give feedback on these and look closely**
1. Default sets, from the RFC, have been removed. These added a tremendous amount of implicit complexity and result in hard to debug scheduling errors. They're going to be tackled in the form of "base sets" by @cart in a followup.
2. The outer schedule controls which schedule is run when `App::update` is called.
3. I implemented `Label for `Box<dyn Label>` for our label types. This enables us to store schedule labels in concrete form, and then later run them. I ran into the same set of problems when working with one-shot systems. We've previously investigated this pattern in depth, and it does not appear to lead to extra indirection with nested boxes.
4. `SubApp::update` simply runs the default schedule once. This sucks, but this whole API is incomplete and this was the minimal changeset.
5. `time_system` and `tick_global_task_pools_on_main_thread` no longer use exclusive systems to attempt to force scheduling order
6. Implemetnation strategy for fixed timesteps
7. `AssetStage` was migrated to `AssetSet` without reintroducing command flush points. These did not appear to be used, and it's nice to remove these bottlenecks.
8. Migration of `bevy_render/lib.rs` and pipelined rendering. The logic here is unusually tricky, as we have complex scheduling requirements.
## Future Work (ideally before 0.10)
- Rename schedule_v3 module to schedule or scheduling
- Add a derive macro to states, and likely a `EnumIter` trait of some form
- Figure out what exactly to do with the "systems added should basically work by default" problem
- Improve ergonomics for working with fixed timesteps and states
- Polish FixedTime API to match Time
- Rebase and merge #7415
- Resolve all internal ambiguities (blocked on better tools, especially #7442)
- Add "base sets" to replace the removed default sets.
2023-02-06 02:04:50 +00:00
|
|
|
/// The names of the default [`App`] schedules.
|
2021-09-17 18:00:29 +00:00
|
|
|
///
|
Migrate engine to Schedule v3 (#7267)
Huge thanks to @maniwani, @devil-ira, @hymm, @cart, @superdump and @jakobhellermann for the help with this PR.
# Objective
- Followup #6587.
- Minimal integration for the Stageless Scheduling RFC: https://github.com/bevyengine/rfcs/pull/45
## Solution
- [x] Remove old scheduling module
- [x] Migrate new methods to no longer use extension methods
- [x] Fix compiler errors
- [x] Fix benchmarks
- [x] Fix examples
- [x] Fix docs
- [x] Fix tests
## Changelog
### Added
- a large number of methods on `App` to work with schedules ergonomically
- the `CoreSchedule` enum
- `App::add_extract_system` via the `RenderingAppExtension` trait extension method
- the private `prepare_view_uniforms` system now has a public system set for scheduling purposes, called `ViewSet::PrepareUniforms`
### Removed
- stages, and all code that mentions stages
- states have been dramatically simplified, and no longer use a stack
- `RunCriteriaLabel`
- `AsSystemLabel` trait
- `on_hierarchy_reports_enabled` run criteria (now just uses an ad hoc resource checking run condition)
- systems in `RenderSet/Stage::Extract` no longer warn when they do not read data from the main world
- `RunCriteriaLabel`
- `transform_propagate_system_set`: this was a nonstandard pattern that didn't actually provide enough control. The systems are already `pub`: the docs have been updated to ensure that the third-party usage is clear.
### Changed
- `System::default_labels` is now `System::default_system_sets`.
- `App::add_default_labels` is now `App::add_default_sets`
- `CoreStage` and `StartupStage` enums are now `CoreSet` and `StartupSet`
- `App::add_system_set` was renamed to `App::add_systems`
- The `StartupSchedule` label is now defined as part of the `CoreSchedules` enum
- `.label(SystemLabel)` is now referred to as `.in_set(SystemSet)`
- `SystemLabel` trait was replaced by `SystemSet`
- `SystemTypeIdLabel<T>` was replaced by `SystemSetType<T>`
- The `ReportHierarchyIssue` resource now has a public constructor (`new`), and implements `PartialEq`
- Fixed time steps now use a schedule (`CoreSchedule::FixedTimeStep`) rather than a run criteria.
- Adding rendering extraction systems now panics rather than silently failing if no subapp with the `RenderApp` label is found.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied.
- `SceneSpawnerSystem` now runs under `CoreSet::Update`, rather than `CoreStage::PreUpdate.at_end()`.
- `bevy_pbr::add_clusters` is no longer an exclusive system
- the top level `bevy_ecs::schedule` module was replaced with `bevy_ecs::scheduling`
- `tick_global_task_pools_on_main_thread` is no longer run as an exclusive system. Instead, it has been replaced by `tick_global_task_pools`, which uses a `NonSend` resource to force running on the main thread.
## Migration Guide
- Calls to `.label(MyLabel)` should be replaced with `.in_set(MySet)`
- Stages have been removed. Replace these with system sets, and then add command flushes using the `apply_system_buffers` exclusive system where needed.
- The `CoreStage`, `StartupStage, `RenderStage` and `AssetStage` enums have been replaced with `CoreSet`, `StartupSet, `RenderSet` and `AssetSet`. The same scheduling guarantees have been preserved.
- Systems are no longer added to `CoreSet::Update` by default. Add systems manually if this behavior is needed, although you should consider adding your game logic systems to `CoreSchedule::FixedTimestep` instead for more reliable framerate-independent behavior.
- Similarly, startup systems are no longer part of `StartupSet::Startup` by default. In most cases, this won't matter to you.
- For example, `add_system_to_stage(CoreStage::PostUpdate, my_system)` should be replaced with
- `add_system(my_system.in_set(CoreSet::PostUpdate)`
- When testing systems or otherwise running them in a headless fashion, simply construct and run a schedule using `Schedule::new()` and `World::run_schedule` rather than constructing stages
- Run criteria have been renamed to run conditions. These can now be combined with each other and with states.
- Looping run criteria and state stacks have been removed. Use an exclusive system that runs a schedule if you need this level of control over system control flow.
- For app-level control flow over which schedules get run when (such as for rollback networking), create your own schedule and insert it under the `CoreSchedule::Outer` label.
- Fixed timesteps are now evaluated in a schedule, rather than controlled via run criteria. The `run_fixed_timestep` system runs this schedule between `CoreSet::First` and `CoreSet::PreUpdate` by default.
- Command flush points introduced by `AssetStage` have been removed. If you were relying on these, add them back manually.
- Adding extract systems is now typically done directly on the main app. Make sure the `RenderingAppExtension` trait is in scope, then call `app.add_extract_system(my_system)`.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. You may need to order your movement systems to occur before this system in order to avoid system order ambiguities in culling behavior.
- the `RenderLabel` `AppLabel` was renamed to `RenderApp` for clarity
- `App::add_state` now takes 0 arguments: the starting state is set based on the `Default` impl.
- Instead of creating `SystemSet` containers for systems that run in stages, simply use `.on_enter::<State::Variant>()` or its `on_exit` or `on_update` siblings.
- `SystemLabel` derives should be replaced with `SystemSet`. You will also need to add the `Debug`, `PartialEq`, `Eq`, and `Hash` traits to satisfy the new trait bounds.
- `with_run_criteria` has been renamed to `run_if`. Run criteria have been renamed to run conditions for clarity, and should now simply return a bool.
- States have been dramatically simplified: there is no longer a "state stack". To queue a transition to the next state, call `NextState::set`
## TODO
- [x] remove dead methods on App and World
- [x] add `App::add_system_to_schedule` and `App::add_systems_to_schedule`
- [x] avoid adding the default system set at inappropriate times
- [x] remove any accidental cycles in the default plugins schedule
- [x] migrate benchmarks
- [x] expose explicit labels for the built-in command flush points
- [x] migrate engine code
- [x] remove all mentions of stages from the docs
- [x] verify docs for States
- [x] fix uses of exclusive systems that use .end / .at_start / .before_commands
- [x] migrate RenderStage and AssetStage
- [x] migrate examples
- [x] ensure that transform propagation is exported in a sufficiently public way (the systems are already pub)
- [x] ensure that on_enter schedules are run at least once before the main app
- [x] re-enable opt-in to execution order ambiguities
- [x] revert change to `update_bounds` to ensure it runs in `PostUpdate`
- [x] test all examples
- [x] unbreak directional lights
- [x] unbreak shadows (see 3d_scene, 3d_shape, lighting, transparaency_3d examples)
- [x] game menu example shows loading screen and menu simultaneously
- [x] display settings menu is a blank screen
- [x] `without_winit` example panics
- [x] ensure all tests pass
- [x] SubApp doc test fails
- [x] runs_spawn_local tasks fails
- [x] [Fix panic_when_hierachy_cycle test hanging](https://github.com/alice-i-cecile/bevy/pull/120)
## Points of Difficulty and Controversy
**Reviewers, please give feedback on these and look closely**
1. Default sets, from the RFC, have been removed. These added a tremendous amount of implicit complexity and result in hard to debug scheduling errors. They're going to be tackled in the form of "base sets" by @cart in a followup.
2. The outer schedule controls which schedule is run when `App::update` is called.
3. I implemented `Label for `Box<dyn Label>` for our label types. This enables us to store schedule labels in concrete form, and then later run them. I ran into the same set of problems when working with one-shot systems. We've previously investigated this pattern in depth, and it does not appear to lead to extra indirection with nested boxes.
4. `SubApp::update` simply runs the default schedule once. This sucks, but this whole API is incomplete and this was the minimal changeset.
5. `time_system` and `tick_global_task_pools_on_main_thread` no longer use exclusive systems to attempt to force scheduling order
6. Implemetnation strategy for fixed timesteps
7. `AssetStage` was migrated to `AssetSet` without reintroducing command flush points. These did not appear to be used, and it's nice to remove these bottlenecks.
8. Migration of `bevy_render/lib.rs` and pipelined rendering. The logic here is unusually tricky, as we have complex scheduling requirements.
## Future Work (ideally before 0.10)
- Rename schedule_v3 module to schedule or scheduling
- Add a derive macro to states, and likely a `EnumIter` trait of some form
- Figure out what exactly to do with the "systems added should basically work by default" problem
- Improve ergonomics for working with fixed timesteps and states
- Polish FixedTime API to match Time
- Rebase and merge #7415
- Resolve all internal ambiguities (blocked on better tools, especially #7442)
- Add "base sets" to replace the removed default sets.
2023-02-06 02:04:50 +00:00
|
|
|
/// The corresponding [`Schedule`](bevy_ecs::schedule_v3::Schedule) objects are added by [`App::add_default_schedules`].
|
|
|
|
#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
|
|
|
|
pub enum CoreSchedule {
|
|
|
|
/// The schedule that runs once when the app starts.
|
|
|
|
Startup,
|
|
|
|
/// The schedule that contains the app logic that is evaluated each tick of [`App::update()`].
|
|
|
|
Main,
|
|
|
|
/// The schedule that controls which schedules run.
|
|
|
|
///
|
|
|
|
/// This is typically created using the [`CoreSchedule::outer_schedule`] method,
|
|
|
|
/// and does not need to manipulated during ordinary use.
|
|
|
|
Outer,
|
|
|
|
/// The schedule that contains systems which only run after a fixed period of time has elapsed.
|
|
|
|
///
|
|
|
|
/// The exclusive `run_fixed_update_schedule` system runs this schedule during the [`CoreSet::FixedUpdate`] system set.
|
|
|
|
FixedUpdate,
|
|
|
|
}
|
|
|
|
|
|
|
|
impl CoreSchedule {
|
|
|
|
/// An exclusive system that controls which schedule should be running.
|
|
|
|
///
|
|
|
|
/// [`CoreSchedule::Main`] is always run.
|
|
|
|
///
|
|
|
|
/// If this is the first time this system has been run, [`CoreSchedule::Startup`] will run before [`CoreSchedule::Main`].
|
|
|
|
pub fn outer_loop(world: &mut World, mut run_at_least_once: Local<bool>) {
|
|
|
|
if !*run_at_least_once {
|
|
|
|
world.run_schedule(CoreSchedule::Startup);
|
|
|
|
*run_at_least_once = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
world.run_schedule(CoreSchedule::Main);
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Initializes a single threaded schedule for [`CoreSchedule::Outer`] that contains the [`outer_loop`](CoreSchedule::outer_loop) system.
|
|
|
|
pub fn outer_schedule() -> Schedule {
|
|
|
|
let mut schedule = Schedule::new();
|
|
|
|
schedule.set_executor_kind(bevy_ecs::schedule_v3::ExecutorKind::SingleThreaded);
|
|
|
|
schedule.add_system(Self::outer_loop);
|
|
|
|
schedule
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/// The names of the default [`App`] system sets.
|
|
|
|
///
|
|
|
|
/// These are ordered in the same order they are listed.
|
|
|
|
///
|
|
|
|
/// The corresponding [`SystemSets`](bevy_ecs::schedule_v3::SystemSet) are added by [`App::add_default_schedules`].
|
|
|
|
///
|
|
|
|
/// The `*Flush` sets are assigned to the copy of [`apply_system_buffers`]
|
|
|
|
/// that runs immediately after the matching system set.
|
|
|
|
/// These can be useful for ordering, but you almost never want to add your systems to these sets.
|
|
|
|
#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemSet)]
|
|
|
|
pub enum CoreSet {
|
|
|
|
/// Runs before all other members of this set.
|
2021-02-18 21:20:37 +00:00
|
|
|
First,
|
Migrate engine to Schedule v3 (#7267)
Huge thanks to @maniwani, @devil-ira, @hymm, @cart, @superdump and @jakobhellermann for the help with this PR.
# Objective
- Followup #6587.
- Minimal integration for the Stageless Scheduling RFC: https://github.com/bevyengine/rfcs/pull/45
## Solution
- [x] Remove old scheduling module
- [x] Migrate new methods to no longer use extension methods
- [x] Fix compiler errors
- [x] Fix benchmarks
- [x] Fix examples
- [x] Fix docs
- [x] Fix tests
## Changelog
### Added
- a large number of methods on `App` to work with schedules ergonomically
- the `CoreSchedule` enum
- `App::add_extract_system` via the `RenderingAppExtension` trait extension method
- the private `prepare_view_uniforms` system now has a public system set for scheduling purposes, called `ViewSet::PrepareUniforms`
### Removed
- stages, and all code that mentions stages
- states have been dramatically simplified, and no longer use a stack
- `RunCriteriaLabel`
- `AsSystemLabel` trait
- `on_hierarchy_reports_enabled` run criteria (now just uses an ad hoc resource checking run condition)
- systems in `RenderSet/Stage::Extract` no longer warn when they do not read data from the main world
- `RunCriteriaLabel`
- `transform_propagate_system_set`: this was a nonstandard pattern that didn't actually provide enough control. The systems are already `pub`: the docs have been updated to ensure that the third-party usage is clear.
### Changed
- `System::default_labels` is now `System::default_system_sets`.
- `App::add_default_labels` is now `App::add_default_sets`
- `CoreStage` and `StartupStage` enums are now `CoreSet` and `StartupSet`
- `App::add_system_set` was renamed to `App::add_systems`
- The `StartupSchedule` label is now defined as part of the `CoreSchedules` enum
- `.label(SystemLabel)` is now referred to as `.in_set(SystemSet)`
- `SystemLabel` trait was replaced by `SystemSet`
- `SystemTypeIdLabel<T>` was replaced by `SystemSetType<T>`
- The `ReportHierarchyIssue` resource now has a public constructor (`new`), and implements `PartialEq`
- Fixed time steps now use a schedule (`CoreSchedule::FixedTimeStep`) rather than a run criteria.
- Adding rendering extraction systems now panics rather than silently failing if no subapp with the `RenderApp` label is found.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied.
- `SceneSpawnerSystem` now runs under `CoreSet::Update`, rather than `CoreStage::PreUpdate.at_end()`.
- `bevy_pbr::add_clusters` is no longer an exclusive system
- the top level `bevy_ecs::schedule` module was replaced with `bevy_ecs::scheduling`
- `tick_global_task_pools_on_main_thread` is no longer run as an exclusive system. Instead, it has been replaced by `tick_global_task_pools`, which uses a `NonSend` resource to force running on the main thread.
## Migration Guide
- Calls to `.label(MyLabel)` should be replaced with `.in_set(MySet)`
- Stages have been removed. Replace these with system sets, and then add command flushes using the `apply_system_buffers` exclusive system where needed.
- The `CoreStage`, `StartupStage, `RenderStage` and `AssetStage` enums have been replaced with `CoreSet`, `StartupSet, `RenderSet` and `AssetSet`. The same scheduling guarantees have been preserved.
- Systems are no longer added to `CoreSet::Update` by default. Add systems manually if this behavior is needed, although you should consider adding your game logic systems to `CoreSchedule::FixedTimestep` instead for more reliable framerate-independent behavior.
- Similarly, startup systems are no longer part of `StartupSet::Startup` by default. In most cases, this won't matter to you.
- For example, `add_system_to_stage(CoreStage::PostUpdate, my_system)` should be replaced with
- `add_system(my_system.in_set(CoreSet::PostUpdate)`
- When testing systems or otherwise running them in a headless fashion, simply construct and run a schedule using `Schedule::new()` and `World::run_schedule` rather than constructing stages
- Run criteria have been renamed to run conditions. These can now be combined with each other and with states.
- Looping run criteria and state stacks have been removed. Use an exclusive system that runs a schedule if you need this level of control over system control flow.
- For app-level control flow over which schedules get run when (such as for rollback networking), create your own schedule and insert it under the `CoreSchedule::Outer` label.
- Fixed timesteps are now evaluated in a schedule, rather than controlled via run criteria. The `run_fixed_timestep` system runs this schedule between `CoreSet::First` and `CoreSet::PreUpdate` by default.
- Command flush points introduced by `AssetStage` have been removed. If you were relying on these, add them back manually.
- Adding extract systems is now typically done directly on the main app. Make sure the `RenderingAppExtension` trait is in scope, then call `app.add_extract_system(my_system)`.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. You may need to order your movement systems to occur before this system in order to avoid system order ambiguities in culling behavior.
- the `RenderLabel` `AppLabel` was renamed to `RenderApp` for clarity
- `App::add_state` now takes 0 arguments: the starting state is set based on the `Default` impl.
- Instead of creating `SystemSet` containers for systems that run in stages, simply use `.on_enter::<State::Variant>()` or its `on_exit` or `on_update` siblings.
- `SystemLabel` derives should be replaced with `SystemSet`. You will also need to add the `Debug`, `PartialEq`, `Eq`, and `Hash` traits to satisfy the new trait bounds.
- `with_run_criteria` has been renamed to `run_if`. Run criteria have been renamed to run conditions for clarity, and should now simply return a bool.
- States have been dramatically simplified: there is no longer a "state stack". To queue a transition to the next state, call `NextState::set`
## TODO
- [x] remove dead methods on App and World
- [x] add `App::add_system_to_schedule` and `App::add_systems_to_schedule`
- [x] avoid adding the default system set at inappropriate times
- [x] remove any accidental cycles in the default plugins schedule
- [x] migrate benchmarks
- [x] expose explicit labels for the built-in command flush points
- [x] migrate engine code
- [x] remove all mentions of stages from the docs
- [x] verify docs for States
- [x] fix uses of exclusive systems that use .end / .at_start / .before_commands
- [x] migrate RenderStage and AssetStage
- [x] migrate examples
- [x] ensure that transform propagation is exported in a sufficiently public way (the systems are already pub)
- [x] ensure that on_enter schedules are run at least once before the main app
- [x] re-enable opt-in to execution order ambiguities
- [x] revert change to `update_bounds` to ensure it runs in `PostUpdate`
- [x] test all examples
- [x] unbreak directional lights
- [x] unbreak shadows (see 3d_scene, 3d_shape, lighting, transparaency_3d examples)
- [x] game menu example shows loading screen and menu simultaneously
- [x] display settings menu is a blank screen
- [x] `without_winit` example panics
- [x] ensure all tests pass
- [x] SubApp doc test fails
- [x] runs_spawn_local tasks fails
- [x] [Fix panic_when_hierachy_cycle test hanging](https://github.com/alice-i-cecile/bevy/pull/120)
## Points of Difficulty and Controversy
**Reviewers, please give feedback on these and look closely**
1. Default sets, from the RFC, have been removed. These added a tremendous amount of implicit complexity and result in hard to debug scheduling errors. They're going to be tackled in the form of "base sets" by @cart in a followup.
2. The outer schedule controls which schedule is run when `App::update` is called.
3. I implemented `Label for `Box<dyn Label>` for our label types. This enables us to store schedule labels in concrete form, and then later run them. I ran into the same set of problems when working with one-shot systems. We've previously investigated this pattern in depth, and it does not appear to lead to extra indirection with nested boxes.
4. `SubApp::update` simply runs the default schedule once. This sucks, but this whole API is incomplete and this was the minimal changeset.
5. `time_system` and `tick_global_task_pools_on_main_thread` no longer use exclusive systems to attempt to force scheduling order
6. Implemetnation strategy for fixed timesteps
7. `AssetStage` was migrated to `AssetSet` without reintroducing command flush points. These did not appear to be used, and it's nice to remove these bottlenecks.
8. Migration of `bevy_render/lib.rs` and pipelined rendering. The logic here is unusually tricky, as we have complex scheduling requirements.
## Future Work (ideally before 0.10)
- Rename schedule_v3 module to schedule or scheduling
- Add a derive macro to states, and likely a `EnumIter` trait of some form
- Figure out what exactly to do with the "systems added should basically work by default" problem
- Improve ergonomics for working with fixed timesteps and states
- Polish FixedTime API to match Time
- Rebase and merge #7415
- Resolve all internal ambiguities (blocked on better tools, especially #7442)
- Add "base sets" to replace the removed default sets.
2023-02-06 02:04:50 +00:00
|
|
|
/// The copy of [`apply_system_buffers`] that runs immediately after `First`.
|
|
|
|
FirstFlush,
|
|
|
|
/// Runs before [`CoreSet::Update`].
|
2021-02-18 21:20:37 +00:00
|
|
|
PreUpdate,
|
Migrate engine to Schedule v3 (#7267)
Huge thanks to @maniwani, @devil-ira, @hymm, @cart, @superdump and @jakobhellermann for the help with this PR.
# Objective
- Followup #6587.
- Minimal integration for the Stageless Scheduling RFC: https://github.com/bevyengine/rfcs/pull/45
## Solution
- [x] Remove old scheduling module
- [x] Migrate new methods to no longer use extension methods
- [x] Fix compiler errors
- [x] Fix benchmarks
- [x] Fix examples
- [x] Fix docs
- [x] Fix tests
## Changelog
### Added
- a large number of methods on `App` to work with schedules ergonomically
- the `CoreSchedule` enum
- `App::add_extract_system` via the `RenderingAppExtension` trait extension method
- the private `prepare_view_uniforms` system now has a public system set for scheduling purposes, called `ViewSet::PrepareUniforms`
### Removed
- stages, and all code that mentions stages
- states have been dramatically simplified, and no longer use a stack
- `RunCriteriaLabel`
- `AsSystemLabel` trait
- `on_hierarchy_reports_enabled` run criteria (now just uses an ad hoc resource checking run condition)
- systems in `RenderSet/Stage::Extract` no longer warn when they do not read data from the main world
- `RunCriteriaLabel`
- `transform_propagate_system_set`: this was a nonstandard pattern that didn't actually provide enough control. The systems are already `pub`: the docs have been updated to ensure that the third-party usage is clear.
### Changed
- `System::default_labels` is now `System::default_system_sets`.
- `App::add_default_labels` is now `App::add_default_sets`
- `CoreStage` and `StartupStage` enums are now `CoreSet` and `StartupSet`
- `App::add_system_set` was renamed to `App::add_systems`
- The `StartupSchedule` label is now defined as part of the `CoreSchedules` enum
- `.label(SystemLabel)` is now referred to as `.in_set(SystemSet)`
- `SystemLabel` trait was replaced by `SystemSet`
- `SystemTypeIdLabel<T>` was replaced by `SystemSetType<T>`
- The `ReportHierarchyIssue` resource now has a public constructor (`new`), and implements `PartialEq`
- Fixed time steps now use a schedule (`CoreSchedule::FixedTimeStep`) rather than a run criteria.
- Adding rendering extraction systems now panics rather than silently failing if no subapp with the `RenderApp` label is found.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied.
- `SceneSpawnerSystem` now runs under `CoreSet::Update`, rather than `CoreStage::PreUpdate.at_end()`.
- `bevy_pbr::add_clusters` is no longer an exclusive system
- the top level `bevy_ecs::schedule` module was replaced with `bevy_ecs::scheduling`
- `tick_global_task_pools_on_main_thread` is no longer run as an exclusive system. Instead, it has been replaced by `tick_global_task_pools`, which uses a `NonSend` resource to force running on the main thread.
## Migration Guide
- Calls to `.label(MyLabel)` should be replaced with `.in_set(MySet)`
- Stages have been removed. Replace these with system sets, and then add command flushes using the `apply_system_buffers` exclusive system where needed.
- The `CoreStage`, `StartupStage, `RenderStage` and `AssetStage` enums have been replaced with `CoreSet`, `StartupSet, `RenderSet` and `AssetSet`. The same scheduling guarantees have been preserved.
- Systems are no longer added to `CoreSet::Update` by default. Add systems manually if this behavior is needed, although you should consider adding your game logic systems to `CoreSchedule::FixedTimestep` instead for more reliable framerate-independent behavior.
- Similarly, startup systems are no longer part of `StartupSet::Startup` by default. In most cases, this won't matter to you.
- For example, `add_system_to_stage(CoreStage::PostUpdate, my_system)` should be replaced with
- `add_system(my_system.in_set(CoreSet::PostUpdate)`
- When testing systems or otherwise running them in a headless fashion, simply construct and run a schedule using `Schedule::new()` and `World::run_schedule` rather than constructing stages
- Run criteria have been renamed to run conditions. These can now be combined with each other and with states.
- Looping run criteria and state stacks have been removed. Use an exclusive system that runs a schedule if you need this level of control over system control flow.
- For app-level control flow over which schedules get run when (such as for rollback networking), create your own schedule and insert it under the `CoreSchedule::Outer` label.
- Fixed timesteps are now evaluated in a schedule, rather than controlled via run criteria. The `run_fixed_timestep` system runs this schedule between `CoreSet::First` and `CoreSet::PreUpdate` by default.
- Command flush points introduced by `AssetStage` have been removed. If you were relying on these, add them back manually.
- Adding extract systems is now typically done directly on the main app. Make sure the `RenderingAppExtension` trait is in scope, then call `app.add_extract_system(my_system)`.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. You may need to order your movement systems to occur before this system in order to avoid system order ambiguities in culling behavior.
- the `RenderLabel` `AppLabel` was renamed to `RenderApp` for clarity
- `App::add_state` now takes 0 arguments: the starting state is set based on the `Default` impl.
- Instead of creating `SystemSet` containers for systems that run in stages, simply use `.on_enter::<State::Variant>()` or its `on_exit` or `on_update` siblings.
- `SystemLabel` derives should be replaced with `SystemSet`. You will also need to add the `Debug`, `PartialEq`, `Eq`, and `Hash` traits to satisfy the new trait bounds.
- `with_run_criteria` has been renamed to `run_if`. Run criteria have been renamed to run conditions for clarity, and should now simply return a bool.
- States have been dramatically simplified: there is no longer a "state stack". To queue a transition to the next state, call `NextState::set`
## TODO
- [x] remove dead methods on App and World
- [x] add `App::add_system_to_schedule` and `App::add_systems_to_schedule`
- [x] avoid adding the default system set at inappropriate times
- [x] remove any accidental cycles in the default plugins schedule
- [x] migrate benchmarks
- [x] expose explicit labels for the built-in command flush points
- [x] migrate engine code
- [x] remove all mentions of stages from the docs
- [x] verify docs for States
- [x] fix uses of exclusive systems that use .end / .at_start / .before_commands
- [x] migrate RenderStage and AssetStage
- [x] migrate examples
- [x] ensure that transform propagation is exported in a sufficiently public way (the systems are already pub)
- [x] ensure that on_enter schedules are run at least once before the main app
- [x] re-enable opt-in to execution order ambiguities
- [x] revert change to `update_bounds` to ensure it runs in `PostUpdate`
- [x] test all examples
- [x] unbreak directional lights
- [x] unbreak shadows (see 3d_scene, 3d_shape, lighting, transparaency_3d examples)
- [x] game menu example shows loading screen and menu simultaneously
- [x] display settings menu is a blank screen
- [x] `without_winit` example panics
- [x] ensure all tests pass
- [x] SubApp doc test fails
- [x] runs_spawn_local tasks fails
- [x] [Fix panic_when_hierachy_cycle test hanging](https://github.com/alice-i-cecile/bevy/pull/120)
## Points of Difficulty and Controversy
**Reviewers, please give feedback on these and look closely**
1. Default sets, from the RFC, have been removed. These added a tremendous amount of implicit complexity and result in hard to debug scheduling errors. They're going to be tackled in the form of "base sets" by @cart in a followup.
2. The outer schedule controls which schedule is run when `App::update` is called.
3. I implemented `Label for `Box<dyn Label>` for our label types. This enables us to store schedule labels in concrete form, and then later run them. I ran into the same set of problems when working with one-shot systems. We've previously investigated this pattern in depth, and it does not appear to lead to extra indirection with nested boxes.
4. `SubApp::update` simply runs the default schedule once. This sucks, but this whole API is incomplete and this was the minimal changeset.
5. `time_system` and `tick_global_task_pools_on_main_thread` no longer use exclusive systems to attempt to force scheduling order
6. Implemetnation strategy for fixed timesteps
7. `AssetStage` was migrated to `AssetSet` without reintroducing command flush points. These did not appear to be used, and it's nice to remove these bottlenecks.
8. Migration of `bevy_render/lib.rs` and pipelined rendering. The logic here is unusually tricky, as we have complex scheduling requirements.
## Future Work (ideally before 0.10)
- Rename schedule_v3 module to schedule or scheduling
- Add a derive macro to states, and likely a `EnumIter` trait of some form
- Figure out what exactly to do with the "systems added should basically work by default" problem
- Improve ergonomics for working with fixed timesteps and states
- Polish FixedTime API to match Time
- Rebase and merge #7415
- Resolve all internal ambiguities (blocked on better tools, especially #7442)
- Add "base sets" to replace the removed default sets.
2023-02-06 02:04:50 +00:00
|
|
|
/// The copy of [`apply_system_buffers`] that runs immediately after `PreUpdate`.
|
|
|
|
PreUpdateFlush,
|
|
|
|
/// Applies [`State`](bevy_ecs::schedule_v3::State) transitions
|
|
|
|
StateTransitions,
|
|
|
|
/// Runs systems that should only occur after a fixed period of time.
|
|
|
|
///
|
|
|
|
/// The `run_fixed_update_schedule` system runs the [`CoreSchedule::FixedUpdate`] system in this system set.
|
|
|
|
FixedUpdate,
|
|
|
|
/// Responsible for doing most app logic. Systems should be registered here by default.
|
2021-02-18 21:20:37 +00:00
|
|
|
Update,
|
Migrate engine to Schedule v3 (#7267)
Huge thanks to @maniwani, @devil-ira, @hymm, @cart, @superdump and @jakobhellermann for the help with this PR.
# Objective
- Followup #6587.
- Minimal integration for the Stageless Scheduling RFC: https://github.com/bevyengine/rfcs/pull/45
## Solution
- [x] Remove old scheduling module
- [x] Migrate new methods to no longer use extension methods
- [x] Fix compiler errors
- [x] Fix benchmarks
- [x] Fix examples
- [x] Fix docs
- [x] Fix tests
## Changelog
### Added
- a large number of methods on `App` to work with schedules ergonomically
- the `CoreSchedule` enum
- `App::add_extract_system` via the `RenderingAppExtension` trait extension method
- the private `prepare_view_uniforms` system now has a public system set for scheduling purposes, called `ViewSet::PrepareUniforms`
### Removed
- stages, and all code that mentions stages
- states have been dramatically simplified, and no longer use a stack
- `RunCriteriaLabel`
- `AsSystemLabel` trait
- `on_hierarchy_reports_enabled` run criteria (now just uses an ad hoc resource checking run condition)
- systems in `RenderSet/Stage::Extract` no longer warn when they do not read data from the main world
- `RunCriteriaLabel`
- `transform_propagate_system_set`: this was a nonstandard pattern that didn't actually provide enough control. The systems are already `pub`: the docs have been updated to ensure that the third-party usage is clear.
### Changed
- `System::default_labels` is now `System::default_system_sets`.
- `App::add_default_labels` is now `App::add_default_sets`
- `CoreStage` and `StartupStage` enums are now `CoreSet` and `StartupSet`
- `App::add_system_set` was renamed to `App::add_systems`
- The `StartupSchedule` label is now defined as part of the `CoreSchedules` enum
- `.label(SystemLabel)` is now referred to as `.in_set(SystemSet)`
- `SystemLabel` trait was replaced by `SystemSet`
- `SystemTypeIdLabel<T>` was replaced by `SystemSetType<T>`
- The `ReportHierarchyIssue` resource now has a public constructor (`new`), and implements `PartialEq`
- Fixed time steps now use a schedule (`CoreSchedule::FixedTimeStep`) rather than a run criteria.
- Adding rendering extraction systems now panics rather than silently failing if no subapp with the `RenderApp` label is found.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied.
- `SceneSpawnerSystem` now runs under `CoreSet::Update`, rather than `CoreStage::PreUpdate.at_end()`.
- `bevy_pbr::add_clusters` is no longer an exclusive system
- the top level `bevy_ecs::schedule` module was replaced with `bevy_ecs::scheduling`
- `tick_global_task_pools_on_main_thread` is no longer run as an exclusive system. Instead, it has been replaced by `tick_global_task_pools`, which uses a `NonSend` resource to force running on the main thread.
## Migration Guide
- Calls to `.label(MyLabel)` should be replaced with `.in_set(MySet)`
- Stages have been removed. Replace these with system sets, and then add command flushes using the `apply_system_buffers` exclusive system where needed.
- The `CoreStage`, `StartupStage, `RenderStage` and `AssetStage` enums have been replaced with `CoreSet`, `StartupSet, `RenderSet` and `AssetSet`. The same scheduling guarantees have been preserved.
- Systems are no longer added to `CoreSet::Update` by default. Add systems manually if this behavior is needed, although you should consider adding your game logic systems to `CoreSchedule::FixedTimestep` instead for more reliable framerate-independent behavior.
- Similarly, startup systems are no longer part of `StartupSet::Startup` by default. In most cases, this won't matter to you.
- For example, `add_system_to_stage(CoreStage::PostUpdate, my_system)` should be replaced with
- `add_system(my_system.in_set(CoreSet::PostUpdate)`
- When testing systems or otherwise running them in a headless fashion, simply construct and run a schedule using `Schedule::new()` and `World::run_schedule` rather than constructing stages
- Run criteria have been renamed to run conditions. These can now be combined with each other and with states.
- Looping run criteria and state stacks have been removed. Use an exclusive system that runs a schedule if you need this level of control over system control flow.
- For app-level control flow over which schedules get run when (such as for rollback networking), create your own schedule and insert it under the `CoreSchedule::Outer` label.
- Fixed timesteps are now evaluated in a schedule, rather than controlled via run criteria. The `run_fixed_timestep` system runs this schedule between `CoreSet::First` and `CoreSet::PreUpdate` by default.
- Command flush points introduced by `AssetStage` have been removed. If you were relying on these, add them back manually.
- Adding extract systems is now typically done directly on the main app. Make sure the `RenderingAppExtension` trait is in scope, then call `app.add_extract_system(my_system)`.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. You may need to order your movement systems to occur before this system in order to avoid system order ambiguities in culling behavior.
- the `RenderLabel` `AppLabel` was renamed to `RenderApp` for clarity
- `App::add_state` now takes 0 arguments: the starting state is set based on the `Default` impl.
- Instead of creating `SystemSet` containers for systems that run in stages, simply use `.on_enter::<State::Variant>()` or its `on_exit` or `on_update` siblings.
- `SystemLabel` derives should be replaced with `SystemSet`. You will also need to add the `Debug`, `PartialEq`, `Eq`, and `Hash` traits to satisfy the new trait bounds.
- `with_run_criteria` has been renamed to `run_if`. Run criteria have been renamed to run conditions for clarity, and should now simply return a bool.
- States have been dramatically simplified: there is no longer a "state stack". To queue a transition to the next state, call `NextState::set`
## TODO
- [x] remove dead methods on App and World
- [x] add `App::add_system_to_schedule` and `App::add_systems_to_schedule`
- [x] avoid adding the default system set at inappropriate times
- [x] remove any accidental cycles in the default plugins schedule
- [x] migrate benchmarks
- [x] expose explicit labels for the built-in command flush points
- [x] migrate engine code
- [x] remove all mentions of stages from the docs
- [x] verify docs for States
- [x] fix uses of exclusive systems that use .end / .at_start / .before_commands
- [x] migrate RenderStage and AssetStage
- [x] migrate examples
- [x] ensure that transform propagation is exported in a sufficiently public way (the systems are already pub)
- [x] ensure that on_enter schedules are run at least once before the main app
- [x] re-enable opt-in to execution order ambiguities
- [x] revert change to `update_bounds` to ensure it runs in `PostUpdate`
- [x] test all examples
- [x] unbreak directional lights
- [x] unbreak shadows (see 3d_scene, 3d_shape, lighting, transparaency_3d examples)
- [x] game menu example shows loading screen and menu simultaneously
- [x] display settings menu is a blank screen
- [x] `without_winit` example panics
- [x] ensure all tests pass
- [x] SubApp doc test fails
- [x] runs_spawn_local tasks fails
- [x] [Fix panic_when_hierachy_cycle test hanging](https://github.com/alice-i-cecile/bevy/pull/120)
## Points of Difficulty and Controversy
**Reviewers, please give feedback on these and look closely**
1. Default sets, from the RFC, have been removed. These added a tremendous amount of implicit complexity and result in hard to debug scheduling errors. They're going to be tackled in the form of "base sets" by @cart in a followup.
2. The outer schedule controls which schedule is run when `App::update` is called.
3. I implemented `Label for `Box<dyn Label>` for our label types. This enables us to store schedule labels in concrete form, and then later run them. I ran into the same set of problems when working with one-shot systems. We've previously investigated this pattern in depth, and it does not appear to lead to extra indirection with nested boxes.
4. `SubApp::update` simply runs the default schedule once. This sucks, but this whole API is incomplete and this was the minimal changeset.
5. `time_system` and `tick_global_task_pools_on_main_thread` no longer use exclusive systems to attempt to force scheduling order
6. Implemetnation strategy for fixed timesteps
7. `AssetStage` was migrated to `AssetSet` without reintroducing command flush points. These did not appear to be used, and it's nice to remove these bottlenecks.
8. Migration of `bevy_render/lib.rs` and pipelined rendering. The logic here is unusually tricky, as we have complex scheduling requirements.
## Future Work (ideally before 0.10)
- Rename schedule_v3 module to schedule or scheduling
- Add a derive macro to states, and likely a `EnumIter` trait of some form
- Figure out what exactly to do with the "systems added should basically work by default" problem
- Improve ergonomics for working with fixed timesteps and states
- Polish FixedTime API to match Time
- Rebase and merge #7415
- Resolve all internal ambiguities (blocked on better tools, especially #7442)
- Add "base sets" to replace the removed default sets.
2023-02-06 02:04:50 +00:00
|
|
|
/// The copy of [`apply_system_buffers`] that runs immediately after `Update`.
|
|
|
|
UpdateFlush,
|
|
|
|
/// Runs after [`CoreSet::Update`].
|
2021-02-18 21:20:37 +00:00
|
|
|
PostUpdate,
|
Migrate engine to Schedule v3 (#7267)
Huge thanks to @maniwani, @devil-ira, @hymm, @cart, @superdump and @jakobhellermann for the help with this PR.
# Objective
- Followup #6587.
- Minimal integration for the Stageless Scheduling RFC: https://github.com/bevyengine/rfcs/pull/45
## Solution
- [x] Remove old scheduling module
- [x] Migrate new methods to no longer use extension methods
- [x] Fix compiler errors
- [x] Fix benchmarks
- [x] Fix examples
- [x] Fix docs
- [x] Fix tests
## Changelog
### Added
- a large number of methods on `App` to work with schedules ergonomically
- the `CoreSchedule` enum
- `App::add_extract_system` via the `RenderingAppExtension` trait extension method
- the private `prepare_view_uniforms` system now has a public system set for scheduling purposes, called `ViewSet::PrepareUniforms`
### Removed
- stages, and all code that mentions stages
- states have been dramatically simplified, and no longer use a stack
- `RunCriteriaLabel`
- `AsSystemLabel` trait
- `on_hierarchy_reports_enabled` run criteria (now just uses an ad hoc resource checking run condition)
- systems in `RenderSet/Stage::Extract` no longer warn when they do not read data from the main world
- `RunCriteriaLabel`
- `transform_propagate_system_set`: this was a nonstandard pattern that didn't actually provide enough control. The systems are already `pub`: the docs have been updated to ensure that the third-party usage is clear.
### Changed
- `System::default_labels` is now `System::default_system_sets`.
- `App::add_default_labels` is now `App::add_default_sets`
- `CoreStage` and `StartupStage` enums are now `CoreSet` and `StartupSet`
- `App::add_system_set` was renamed to `App::add_systems`
- The `StartupSchedule` label is now defined as part of the `CoreSchedules` enum
- `.label(SystemLabel)` is now referred to as `.in_set(SystemSet)`
- `SystemLabel` trait was replaced by `SystemSet`
- `SystemTypeIdLabel<T>` was replaced by `SystemSetType<T>`
- The `ReportHierarchyIssue` resource now has a public constructor (`new`), and implements `PartialEq`
- Fixed time steps now use a schedule (`CoreSchedule::FixedTimeStep`) rather than a run criteria.
- Adding rendering extraction systems now panics rather than silently failing if no subapp with the `RenderApp` label is found.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied.
- `SceneSpawnerSystem` now runs under `CoreSet::Update`, rather than `CoreStage::PreUpdate.at_end()`.
- `bevy_pbr::add_clusters` is no longer an exclusive system
- the top level `bevy_ecs::schedule` module was replaced with `bevy_ecs::scheduling`
- `tick_global_task_pools_on_main_thread` is no longer run as an exclusive system. Instead, it has been replaced by `tick_global_task_pools`, which uses a `NonSend` resource to force running on the main thread.
## Migration Guide
- Calls to `.label(MyLabel)` should be replaced with `.in_set(MySet)`
- Stages have been removed. Replace these with system sets, and then add command flushes using the `apply_system_buffers` exclusive system where needed.
- The `CoreStage`, `StartupStage, `RenderStage` and `AssetStage` enums have been replaced with `CoreSet`, `StartupSet, `RenderSet` and `AssetSet`. The same scheduling guarantees have been preserved.
- Systems are no longer added to `CoreSet::Update` by default. Add systems manually if this behavior is needed, although you should consider adding your game logic systems to `CoreSchedule::FixedTimestep` instead for more reliable framerate-independent behavior.
- Similarly, startup systems are no longer part of `StartupSet::Startup` by default. In most cases, this won't matter to you.
- For example, `add_system_to_stage(CoreStage::PostUpdate, my_system)` should be replaced with
- `add_system(my_system.in_set(CoreSet::PostUpdate)`
- When testing systems or otherwise running them in a headless fashion, simply construct and run a schedule using `Schedule::new()` and `World::run_schedule` rather than constructing stages
- Run criteria have been renamed to run conditions. These can now be combined with each other and with states.
- Looping run criteria and state stacks have been removed. Use an exclusive system that runs a schedule if you need this level of control over system control flow.
- For app-level control flow over which schedules get run when (such as for rollback networking), create your own schedule and insert it under the `CoreSchedule::Outer` label.
- Fixed timesteps are now evaluated in a schedule, rather than controlled via run criteria. The `run_fixed_timestep` system runs this schedule between `CoreSet::First` and `CoreSet::PreUpdate` by default.
- Command flush points introduced by `AssetStage` have been removed. If you were relying on these, add them back manually.
- Adding extract systems is now typically done directly on the main app. Make sure the `RenderingAppExtension` trait is in scope, then call `app.add_extract_system(my_system)`.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. You may need to order your movement systems to occur before this system in order to avoid system order ambiguities in culling behavior.
- the `RenderLabel` `AppLabel` was renamed to `RenderApp` for clarity
- `App::add_state` now takes 0 arguments: the starting state is set based on the `Default` impl.
- Instead of creating `SystemSet` containers for systems that run in stages, simply use `.on_enter::<State::Variant>()` or its `on_exit` or `on_update` siblings.
- `SystemLabel` derives should be replaced with `SystemSet`. You will also need to add the `Debug`, `PartialEq`, `Eq`, and `Hash` traits to satisfy the new trait bounds.
- `with_run_criteria` has been renamed to `run_if`. Run criteria have been renamed to run conditions for clarity, and should now simply return a bool.
- States have been dramatically simplified: there is no longer a "state stack". To queue a transition to the next state, call `NextState::set`
## TODO
- [x] remove dead methods on App and World
- [x] add `App::add_system_to_schedule` and `App::add_systems_to_schedule`
- [x] avoid adding the default system set at inappropriate times
- [x] remove any accidental cycles in the default plugins schedule
- [x] migrate benchmarks
- [x] expose explicit labels for the built-in command flush points
- [x] migrate engine code
- [x] remove all mentions of stages from the docs
- [x] verify docs for States
- [x] fix uses of exclusive systems that use .end / .at_start / .before_commands
- [x] migrate RenderStage and AssetStage
- [x] migrate examples
- [x] ensure that transform propagation is exported in a sufficiently public way (the systems are already pub)
- [x] ensure that on_enter schedules are run at least once before the main app
- [x] re-enable opt-in to execution order ambiguities
- [x] revert change to `update_bounds` to ensure it runs in `PostUpdate`
- [x] test all examples
- [x] unbreak directional lights
- [x] unbreak shadows (see 3d_scene, 3d_shape, lighting, transparaency_3d examples)
- [x] game menu example shows loading screen and menu simultaneously
- [x] display settings menu is a blank screen
- [x] `without_winit` example panics
- [x] ensure all tests pass
- [x] SubApp doc test fails
- [x] runs_spawn_local tasks fails
- [x] [Fix panic_when_hierachy_cycle test hanging](https://github.com/alice-i-cecile/bevy/pull/120)
## Points of Difficulty and Controversy
**Reviewers, please give feedback on these and look closely**
1. Default sets, from the RFC, have been removed. These added a tremendous amount of implicit complexity and result in hard to debug scheduling errors. They're going to be tackled in the form of "base sets" by @cart in a followup.
2. The outer schedule controls which schedule is run when `App::update` is called.
3. I implemented `Label for `Box<dyn Label>` for our label types. This enables us to store schedule labels in concrete form, and then later run them. I ran into the same set of problems when working with one-shot systems. We've previously investigated this pattern in depth, and it does not appear to lead to extra indirection with nested boxes.
4. `SubApp::update` simply runs the default schedule once. This sucks, but this whole API is incomplete and this was the minimal changeset.
5. `time_system` and `tick_global_task_pools_on_main_thread` no longer use exclusive systems to attempt to force scheduling order
6. Implemetnation strategy for fixed timesteps
7. `AssetStage` was migrated to `AssetSet` without reintroducing command flush points. These did not appear to be used, and it's nice to remove these bottlenecks.
8. Migration of `bevy_render/lib.rs` and pipelined rendering. The logic here is unusually tricky, as we have complex scheduling requirements.
## Future Work (ideally before 0.10)
- Rename schedule_v3 module to schedule or scheduling
- Add a derive macro to states, and likely a `EnumIter` trait of some form
- Figure out what exactly to do with the "systems added should basically work by default" problem
- Improve ergonomics for working with fixed timesteps and states
- Polish FixedTime API to match Time
- Rebase and merge #7415
- Resolve all internal ambiguities (blocked on better tools, especially #7442)
- Add "base sets" to replace the removed default sets.
2023-02-06 02:04:50 +00:00
|
|
|
/// The copy of [`apply_system_buffers`] that runs immediately after `PostUpdate`.
|
|
|
|
PostUpdateFlush,
|
|
|
|
/// Runs after all other members of this set.
|
2021-02-18 21:20:37 +00:00
|
|
|
Last,
|
Migrate engine to Schedule v3 (#7267)
Huge thanks to @maniwani, @devil-ira, @hymm, @cart, @superdump and @jakobhellermann for the help with this PR.
# Objective
- Followup #6587.
- Minimal integration for the Stageless Scheduling RFC: https://github.com/bevyengine/rfcs/pull/45
## Solution
- [x] Remove old scheduling module
- [x] Migrate new methods to no longer use extension methods
- [x] Fix compiler errors
- [x] Fix benchmarks
- [x] Fix examples
- [x] Fix docs
- [x] Fix tests
## Changelog
### Added
- a large number of methods on `App` to work with schedules ergonomically
- the `CoreSchedule` enum
- `App::add_extract_system` via the `RenderingAppExtension` trait extension method
- the private `prepare_view_uniforms` system now has a public system set for scheduling purposes, called `ViewSet::PrepareUniforms`
### Removed
- stages, and all code that mentions stages
- states have been dramatically simplified, and no longer use a stack
- `RunCriteriaLabel`
- `AsSystemLabel` trait
- `on_hierarchy_reports_enabled` run criteria (now just uses an ad hoc resource checking run condition)
- systems in `RenderSet/Stage::Extract` no longer warn when they do not read data from the main world
- `RunCriteriaLabel`
- `transform_propagate_system_set`: this was a nonstandard pattern that didn't actually provide enough control. The systems are already `pub`: the docs have been updated to ensure that the third-party usage is clear.
### Changed
- `System::default_labels` is now `System::default_system_sets`.
- `App::add_default_labels` is now `App::add_default_sets`
- `CoreStage` and `StartupStage` enums are now `CoreSet` and `StartupSet`
- `App::add_system_set` was renamed to `App::add_systems`
- The `StartupSchedule` label is now defined as part of the `CoreSchedules` enum
- `.label(SystemLabel)` is now referred to as `.in_set(SystemSet)`
- `SystemLabel` trait was replaced by `SystemSet`
- `SystemTypeIdLabel<T>` was replaced by `SystemSetType<T>`
- The `ReportHierarchyIssue` resource now has a public constructor (`new`), and implements `PartialEq`
- Fixed time steps now use a schedule (`CoreSchedule::FixedTimeStep`) rather than a run criteria.
- Adding rendering extraction systems now panics rather than silently failing if no subapp with the `RenderApp` label is found.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied.
- `SceneSpawnerSystem` now runs under `CoreSet::Update`, rather than `CoreStage::PreUpdate.at_end()`.
- `bevy_pbr::add_clusters` is no longer an exclusive system
- the top level `bevy_ecs::schedule` module was replaced with `bevy_ecs::scheduling`
- `tick_global_task_pools_on_main_thread` is no longer run as an exclusive system. Instead, it has been replaced by `tick_global_task_pools`, which uses a `NonSend` resource to force running on the main thread.
## Migration Guide
- Calls to `.label(MyLabel)` should be replaced with `.in_set(MySet)`
- Stages have been removed. Replace these with system sets, and then add command flushes using the `apply_system_buffers` exclusive system where needed.
- The `CoreStage`, `StartupStage, `RenderStage` and `AssetStage` enums have been replaced with `CoreSet`, `StartupSet, `RenderSet` and `AssetSet`. The same scheduling guarantees have been preserved.
- Systems are no longer added to `CoreSet::Update` by default. Add systems manually if this behavior is needed, although you should consider adding your game logic systems to `CoreSchedule::FixedTimestep` instead for more reliable framerate-independent behavior.
- Similarly, startup systems are no longer part of `StartupSet::Startup` by default. In most cases, this won't matter to you.
- For example, `add_system_to_stage(CoreStage::PostUpdate, my_system)` should be replaced with
- `add_system(my_system.in_set(CoreSet::PostUpdate)`
- When testing systems or otherwise running them in a headless fashion, simply construct and run a schedule using `Schedule::new()` and `World::run_schedule` rather than constructing stages
- Run criteria have been renamed to run conditions. These can now be combined with each other and with states.
- Looping run criteria and state stacks have been removed. Use an exclusive system that runs a schedule if you need this level of control over system control flow.
- For app-level control flow over which schedules get run when (such as for rollback networking), create your own schedule and insert it under the `CoreSchedule::Outer` label.
- Fixed timesteps are now evaluated in a schedule, rather than controlled via run criteria. The `run_fixed_timestep` system runs this schedule between `CoreSet::First` and `CoreSet::PreUpdate` by default.
- Command flush points introduced by `AssetStage` have been removed. If you were relying on these, add them back manually.
- Adding extract systems is now typically done directly on the main app. Make sure the `RenderingAppExtension` trait is in scope, then call `app.add_extract_system(my_system)`.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. You may need to order your movement systems to occur before this system in order to avoid system order ambiguities in culling behavior.
- the `RenderLabel` `AppLabel` was renamed to `RenderApp` for clarity
- `App::add_state` now takes 0 arguments: the starting state is set based on the `Default` impl.
- Instead of creating `SystemSet` containers for systems that run in stages, simply use `.on_enter::<State::Variant>()` or its `on_exit` or `on_update` siblings.
- `SystemLabel` derives should be replaced with `SystemSet`. You will also need to add the `Debug`, `PartialEq`, `Eq`, and `Hash` traits to satisfy the new trait bounds.
- `with_run_criteria` has been renamed to `run_if`. Run criteria have been renamed to run conditions for clarity, and should now simply return a bool.
- States have been dramatically simplified: there is no longer a "state stack". To queue a transition to the next state, call `NextState::set`
## TODO
- [x] remove dead methods on App and World
- [x] add `App::add_system_to_schedule` and `App::add_systems_to_schedule`
- [x] avoid adding the default system set at inappropriate times
- [x] remove any accidental cycles in the default plugins schedule
- [x] migrate benchmarks
- [x] expose explicit labels for the built-in command flush points
- [x] migrate engine code
- [x] remove all mentions of stages from the docs
- [x] verify docs for States
- [x] fix uses of exclusive systems that use .end / .at_start / .before_commands
- [x] migrate RenderStage and AssetStage
- [x] migrate examples
- [x] ensure that transform propagation is exported in a sufficiently public way (the systems are already pub)
- [x] ensure that on_enter schedules are run at least once before the main app
- [x] re-enable opt-in to execution order ambiguities
- [x] revert change to `update_bounds` to ensure it runs in `PostUpdate`
- [x] test all examples
- [x] unbreak directional lights
- [x] unbreak shadows (see 3d_scene, 3d_shape, lighting, transparaency_3d examples)
- [x] game menu example shows loading screen and menu simultaneously
- [x] display settings menu is a blank screen
- [x] `without_winit` example panics
- [x] ensure all tests pass
- [x] SubApp doc test fails
- [x] runs_spawn_local tasks fails
- [x] [Fix panic_when_hierachy_cycle test hanging](https://github.com/alice-i-cecile/bevy/pull/120)
## Points of Difficulty and Controversy
**Reviewers, please give feedback on these and look closely**
1. Default sets, from the RFC, have been removed. These added a tremendous amount of implicit complexity and result in hard to debug scheduling errors. They're going to be tackled in the form of "base sets" by @cart in a followup.
2. The outer schedule controls which schedule is run when `App::update` is called.
3. I implemented `Label for `Box<dyn Label>` for our label types. This enables us to store schedule labels in concrete form, and then later run them. I ran into the same set of problems when working with one-shot systems. We've previously investigated this pattern in depth, and it does not appear to lead to extra indirection with nested boxes.
4. `SubApp::update` simply runs the default schedule once. This sucks, but this whole API is incomplete and this was the minimal changeset.
5. `time_system` and `tick_global_task_pools_on_main_thread` no longer use exclusive systems to attempt to force scheduling order
6. Implemetnation strategy for fixed timesteps
7. `AssetStage` was migrated to `AssetSet` without reintroducing command flush points. These did not appear to be used, and it's nice to remove these bottlenecks.
8. Migration of `bevy_render/lib.rs` and pipelined rendering. The logic here is unusually tricky, as we have complex scheduling requirements.
## Future Work (ideally before 0.10)
- Rename schedule_v3 module to schedule or scheduling
- Add a derive macro to states, and likely a `EnumIter` trait of some form
- Figure out what exactly to do with the "systems added should basically work by default" problem
- Improve ergonomics for working with fixed timesteps and states
- Polish FixedTime API to match Time
- Rebase and merge #7415
- Resolve all internal ambiguities (blocked on better tools, especially #7442)
- Add "base sets" to replace the removed default sets.
2023-02-06 02:04:50 +00:00
|
|
|
/// The copy of [`apply_system_buffers`] that runs immediately after `Last`.
|
|
|
|
LastFlush,
|
|
|
|
}
|
|
|
|
|
|
|
|
impl CoreSet {
|
|
|
|
/// Sets up the base structure of [`CoreSchedule::Main`].
|
|
|
|
///
|
|
|
|
/// The sets defined in this enum are configured to run in order,
|
|
|
|
/// and a copy of [`apply_system_buffers`] is inserted at each `*Flush` label.
|
|
|
|
pub fn base_schedule() -> Schedule {
|
|
|
|
use CoreSet::*;
|
|
|
|
let mut schedule = Schedule::new();
|
|
|
|
|
|
|
|
// Create "stage-like" structure using buffer flushes + ordering
|
|
|
|
schedule.add_system(apply_system_buffers.in_set(FirstFlush));
|
|
|
|
schedule.add_system(apply_system_buffers.in_set(PreUpdateFlush));
|
|
|
|
schedule.add_system(apply_system_buffers.in_set(UpdateFlush));
|
|
|
|
schedule.add_system(apply_system_buffers.in_set(PostUpdateFlush));
|
|
|
|
schedule.add_system(apply_system_buffers.in_set(LastFlush));
|
|
|
|
|
|
|
|
schedule.configure_set(First.before(FirstFlush));
|
|
|
|
schedule.configure_set(PreUpdate.after(FirstFlush).before(PreUpdateFlush));
|
|
|
|
schedule.configure_set(StateTransitions.after(PreUpdateFlush).before(FixedUpdate));
|
|
|
|
schedule.configure_set(FixedUpdate.after(StateTransitions).before(Update));
|
|
|
|
schedule.configure_set(Update.after(FixedUpdate).before(UpdateFlush));
|
|
|
|
schedule.configure_set(PostUpdate.after(UpdateFlush).before(PostUpdateFlush));
|
|
|
|
schedule.configure_set(Last.after(PostUpdateFlush).before(LastFlush));
|
|
|
|
|
|
|
|
schedule
|
|
|
|
}
|
2021-02-18 21:20:37 +00:00
|
|
|
}
|
Move the CoreStage::Startup to a seperate StartupSchedule label (#2434)
# Objective
- `CoreStage::Startup` is unique in the `CoreStage` enum, in that it represents a `Schedule` and not a `SystemStage`.
- This can lead to confusion about how `CoreStage::Startup` and the `StartupStage` enum are related.
- Beginners sometimes try `.add_system_to_stage(CoreStage::Startup, setup.system())` instead of `.add_startup_system(setup.system())`, which causes a Panic:
```
thread 'main' panicked at 'Stage 'Startup' does not exist or is not a SystemStage', crates\bevy_ecs\src\schedule\mod.rs:153:13
stack backtrace:
0: std::panicking::begin_panic_handler
at /rustc/53cb7b09b00cbea8754ffb78e7e3cb521cb8af4b\/library\std\src\panicking.rs:493
1: std::panicking::begin_panic_fmt
at /rustc/53cb7b09b00cbea8754ffb78e7e3cb521cb8af4b\/library\std\src\panicking.rs:435
2: bevy_ecs::schedule::{{impl}}::add_system_to_stage::stage_not_found
at .\crates\bevy_ecs\src\schedule\mod.rs:153
3: bevy_ecs::schedule::{{impl}}::add_system_to_stage::{{closure}}<tuple<bevy_ecs::system::function_system::IsFunctionSystem, tuple<bevy_ecs::system::commands::Commands, bevy_ecs::change_detection::ResMut<bevy_asset::assets::Assets<bevy_render::mesh::mesh::Me
at .\crates\bevy_ecs\src\schedule\mod.rs:161
4: core::option::Option<mut bevy_ecs::schedule::stage::SystemStage*>::unwrap_or_else<mut bevy_ecs::schedule::stage::SystemStage*,closure-0>
at C:\Users\scher\.rustup\toolchains\stable-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\core\src\option.rs:427
5: bevy_ecs::schedule::Schedule::add_system_to_stage<tuple<bevy_ecs::system::function_system::IsFunctionSystem, tuple<bevy_ecs::system::commands::Commands, bevy_ecs::change_detection::ResMut<bevy_asset::assets::Assets<bevy_render::mesh::mesh::Mesh>>, bevy_ec
at .\crates\bevy_ecs\src\schedule\mod.rs:159
6: bevy_app::app_builder::AppBuilder::add_system_to_stage<tuple<bevy_ecs::system::function_system::IsFunctionSystem, tuple<bevy_ecs::system::commands::Commands, bevy_ecs::change_detection::ResMut<bevy_asset::assets::Assets<bevy_render::mesh::mesh::Mesh>>, be
at .\crates\bevy_app\src\app_builder.rs:196
7: 3d_scene::main
at .\examples\3d\3d_scene.rs:4
8: core::ops::function::FnOnce::call_once<fn(),tuple<>>
at C:\Users\scher\.rustup\toolchains\stable-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\core\src\ops\function.rs:227
```
## Solution
- Replace the `CoreStage::Startup` Label with the new `StartupSchedule` unit type.
Resolves #2229
2022-02-08 00:03:50 +00:00
|
|
|
|
Migrate engine to Schedule v3 (#7267)
Huge thanks to @maniwani, @devil-ira, @hymm, @cart, @superdump and @jakobhellermann for the help with this PR.
# Objective
- Followup #6587.
- Minimal integration for the Stageless Scheduling RFC: https://github.com/bevyengine/rfcs/pull/45
## Solution
- [x] Remove old scheduling module
- [x] Migrate new methods to no longer use extension methods
- [x] Fix compiler errors
- [x] Fix benchmarks
- [x] Fix examples
- [x] Fix docs
- [x] Fix tests
## Changelog
### Added
- a large number of methods on `App` to work with schedules ergonomically
- the `CoreSchedule` enum
- `App::add_extract_system` via the `RenderingAppExtension` trait extension method
- the private `prepare_view_uniforms` system now has a public system set for scheduling purposes, called `ViewSet::PrepareUniforms`
### Removed
- stages, and all code that mentions stages
- states have been dramatically simplified, and no longer use a stack
- `RunCriteriaLabel`
- `AsSystemLabel` trait
- `on_hierarchy_reports_enabled` run criteria (now just uses an ad hoc resource checking run condition)
- systems in `RenderSet/Stage::Extract` no longer warn when they do not read data from the main world
- `RunCriteriaLabel`
- `transform_propagate_system_set`: this was a nonstandard pattern that didn't actually provide enough control. The systems are already `pub`: the docs have been updated to ensure that the third-party usage is clear.
### Changed
- `System::default_labels` is now `System::default_system_sets`.
- `App::add_default_labels` is now `App::add_default_sets`
- `CoreStage` and `StartupStage` enums are now `CoreSet` and `StartupSet`
- `App::add_system_set` was renamed to `App::add_systems`
- The `StartupSchedule` label is now defined as part of the `CoreSchedules` enum
- `.label(SystemLabel)` is now referred to as `.in_set(SystemSet)`
- `SystemLabel` trait was replaced by `SystemSet`
- `SystemTypeIdLabel<T>` was replaced by `SystemSetType<T>`
- The `ReportHierarchyIssue` resource now has a public constructor (`new`), and implements `PartialEq`
- Fixed time steps now use a schedule (`CoreSchedule::FixedTimeStep`) rather than a run criteria.
- Adding rendering extraction systems now panics rather than silently failing if no subapp with the `RenderApp` label is found.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied.
- `SceneSpawnerSystem` now runs under `CoreSet::Update`, rather than `CoreStage::PreUpdate.at_end()`.
- `bevy_pbr::add_clusters` is no longer an exclusive system
- the top level `bevy_ecs::schedule` module was replaced with `bevy_ecs::scheduling`
- `tick_global_task_pools_on_main_thread` is no longer run as an exclusive system. Instead, it has been replaced by `tick_global_task_pools`, which uses a `NonSend` resource to force running on the main thread.
## Migration Guide
- Calls to `.label(MyLabel)` should be replaced with `.in_set(MySet)`
- Stages have been removed. Replace these with system sets, and then add command flushes using the `apply_system_buffers` exclusive system where needed.
- The `CoreStage`, `StartupStage, `RenderStage` and `AssetStage` enums have been replaced with `CoreSet`, `StartupSet, `RenderSet` and `AssetSet`. The same scheduling guarantees have been preserved.
- Systems are no longer added to `CoreSet::Update` by default. Add systems manually if this behavior is needed, although you should consider adding your game logic systems to `CoreSchedule::FixedTimestep` instead for more reliable framerate-independent behavior.
- Similarly, startup systems are no longer part of `StartupSet::Startup` by default. In most cases, this won't matter to you.
- For example, `add_system_to_stage(CoreStage::PostUpdate, my_system)` should be replaced with
- `add_system(my_system.in_set(CoreSet::PostUpdate)`
- When testing systems or otherwise running them in a headless fashion, simply construct and run a schedule using `Schedule::new()` and `World::run_schedule` rather than constructing stages
- Run criteria have been renamed to run conditions. These can now be combined with each other and with states.
- Looping run criteria and state stacks have been removed. Use an exclusive system that runs a schedule if you need this level of control over system control flow.
- For app-level control flow over which schedules get run when (such as for rollback networking), create your own schedule and insert it under the `CoreSchedule::Outer` label.
- Fixed timesteps are now evaluated in a schedule, rather than controlled via run criteria. The `run_fixed_timestep` system runs this schedule between `CoreSet::First` and `CoreSet::PreUpdate` by default.
- Command flush points introduced by `AssetStage` have been removed. If you were relying on these, add them back manually.
- Adding extract systems is now typically done directly on the main app. Make sure the `RenderingAppExtension` trait is in scope, then call `app.add_extract_system(my_system)`.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. You may need to order your movement systems to occur before this system in order to avoid system order ambiguities in culling behavior.
- the `RenderLabel` `AppLabel` was renamed to `RenderApp` for clarity
- `App::add_state` now takes 0 arguments: the starting state is set based on the `Default` impl.
- Instead of creating `SystemSet` containers for systems that run in stages, simply use `.on_enter::<State::Variant>()` or its `on_exit` or `on_update` siblings.
- `SystemLabel` derives should be replaced with `SystemSet`. You will also need to add the `Debug`, `PartialEq`, `Eq`, and `Hash` traits to satisfy the new trait bounds.
- `with_run_criteria` has been renamed to `run_if`. Run criteria have been renamed to run conditions for clarity, and should now simply return a bool.
- States have been dramatically simplified: there is no longer a "state stack". To queue a transition to the next state, call `NextState::set`
## TODO
- [x] remove dead methods on App and World
- [x] add `App::add_system_to_schedule` and `App::add_systems_to_schedule`
- [x] avoid adding the default system set at inappropriate times
- [x] remove any accidental cycles in the default plugins schedule
- [x] migrate benchmarks
- [x] expose explicit labels for the built-in command flush points
- [x] migrate engine code
- [x] remove all mentions of stages from the docs
- [x] verify docs for States
- [x] fix uses of exclusive systems that use .end / .at_start / .before_commands
- [x] migrate RenderStage and AssetStage
- [x] migrate examples
- [x] ensure that transform propagation is exported in a sufficiently public way (the systems are already pub)
- [x] ensure that on_enter schedules are run at least once before the main app
- [x] re-enable opt-in to execution order ambiguities
- [x] revert change to `update_bounds` to ensure it runs in `PostUpdate`
- [x] test all examples
- [x] unbreak directional lights
- [x] unbreak shadows (see 3d_scene, 3d_shape, lighting, transparaency_3d examples)
- [x] game menu example shows loading screen and menu simultaneously
- [x] display settings menu is a blank screen
- [x] `without_winit` example panics
- [x] ensure all tests pass
- [x] SubApp doc test fails
- [x] runs_spawn_local tasks fails
- [x] [Fix panic_when_hierachy_cycle test hanging](https://github.com/alice-i-cecile/bevy/pull/120)
## Points of Difficulty and Controversy
**Reviewers, please give feedback on these and look closely**
1. Default sets, from the RFC, have been removed. These added a tremendous amount of implicit complexity and result in hard to debug scheduling errors. They're going to be tackled in the form of "base sets" by @cart in a followup.
2. The outer schedule controls which schedule is run when `App::update` is called.
3. I implemented `Label for `Box<dyn Label>` for our label types. This enables us to store schedule labels in concrete form, and then later run them. I ran into the same set of problems when working with one-shot systems. We've previously investigated this pattern in depth, and it does not appear to lead to extra indirection with nested boxes.
4. `SubApp::update` simply runs the default schedule once. This sucks, but this whole API is incomplete and this was the minimal changeset.
5. `time_system` and `tick_global_task_pools_on_main_thread` no longer use exclusive systems to attempt to force scheduling order
6. Implemetnation strategy for fixed timesteps
7. `AssetStage` was migrated to `AssetSet` without reintroducing command flush points. These did not appear to be used, and it's nice to remove these bottlenecks.
8. Migration of `bevy_render/lib.rs` and pipelined rendering. The logic here is unusually tricky, as we have complex scheduling requirements.
## Future Work (ideally before 0.10)
- Rename schedule_v3 module to schedule or scheduling
- Add a derive macro to states, and likely a `EnumIter` trait of some form
- Figure out what exactly to do with the "systems added should basically work by default" problem
- Improve ergonomics for working with fixed timesteps and states
- Polish FixedTime API to match Time
- Rebase and merge #7415
- Resolve all internal ambiguities (blocked on better tools, especially #7442)
- Add "base sets" to replace the removed default sets.
2023-02-06 02:04:50 +00:00
|
|
|
/// The names of the default [`App`] startup sets, which live in [`CoreSchedule::Startup`].
|
|
|
|
///
|
|
|
|
/// The corresponding [`SystemSets`](bevy_ecs::schedule_v3::SystemSet) are added by [`App::add_default_schedules`].
|
|
|
|
///
|
|
|
|
/// The `*Flush` sets are assigned to the copy of [`apply_system_buffers`]
|
|
|
|
/// that runs immediately after the matching system set.
|
|
|
|
/// These can be useful for ordering, but you almost never want to add your systems to these sets.
|
Move the CoreStage::Startup to a seperate StartupSchedule label (#2434)
# Objective
- `CoreStage::Startup` is unique in the `CoreStage` enum, in that it represents a `Schedule` and not a `SystemStage`.
- This can lead to confusion about how `CoreStage::Startup` and the `StartupStage` enum are related.
- Beginners sometimes try `.add_system_to_stage(CoreStage::Startup, setup.system())` instead of `.add_startup_system(setup.system())`, which causes a Panic:
```
thread 'main' panicked at 'Stage 'Startup' does not exist or is not a SystemStage', crates\bevy_ecs\src\schedule\mod.rs:153:13
stack backtrace:
0: std::panicking::begin_panic_handler
at /rustc/53cb7b09b00cbea8754ffb78e7e3cb521cb8af4b\/library\std\src\panicking.rs:493
1: std::panicking::begin_panic_fmt
at /rustc/53cb7b09b00cbea8754ffb78e7e3cb521cb8af4b\/library\std\src\panicking.rs:435
2: bevy_ecs::schedule::{{impl}}::add_system_to_stage::stage_not_found
at .\crates\bevy_ecs\src\schedule\mod.rs:153
3: bevy_ecs::schedule::{{impl}}::add_system_to_stage::{{closure}}<tuple<bevy_ecs::system::function_system::IsFunctionSystem, tuple<bevy_ecs::system::commands::Commands, bevy_ecs::change_detection::ResMut<bevy_asset::assets::Assets<bevy_render::mesh::mesh::Me
at .\crates\bevy_ecs\src\schedule\mod.rs:161
4: core::option::Option<mut bevy_ecs::schedule::stage::SystemStage*>::unwrap_or_else<mut bevy_ecs::schedule::stage::SystemStage*,closure-0>
at C:\Users\scher\.rustup\toolchains\stable-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\core\src\option.rs:427
5: bevy_ecs::schedule::Schedule::add_system_to_stage<tuple<bevy_ecs::system::function_system::IsFunctionSystem, tuple<bevy_ecs::system::commands::Commands, bevy_ecs::change_detection::ResMut<bevy_asset::assets::Assets<bevy_render::mesh::mesh::Mesh>>, bevy_ec
at .\crates\bevy_ecs\src\schedule\mod.rs:159
6: bevy_app::app_builder::AppBuilder::add_system_to_stage<tuple<bevy_ecs::system::function_system::IsFunctionSystem, tuple<bevy_ecs::system::commands::Commands, bevy_ecs::change_detection::ResMut<bevy_asset::assets::Assets<bevy_render::mesh::mesh::Mesh>>, be
at .\crates\bevy_app\src\app_builder.rs:196
7: 3d_scene::main
at .\examples\3d\3d_scene.rs:4
8: core::ops::function::FnOnce::call_once<fn(),tuple<>>
at C:\Users\scher\.rustup\toolchains\stable-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\core\src\ops\function.rs:227
```
## Solution
- Replace the `CoreStage::Startup` Label with the new `StartupSchedule` unit type.
Resolves #2229
2022-02-08 00:03:50 +00:00
|
|
|
///
|
Migrate engine to Schedule v3 (#7267)
Huge thanks to @maniwani, @devil-ira, @hymm, @cart, @superdump and @jakobhellermann for the help with this PR.
# Objective
- Followup #6587.
- Minimal integration for the Stageless Scheduling RFC: https://github.com/bevyengine/rfcs/pull/45
## Solution
- [x] Remove old scheduling module
- [x] Migrate new methods to no longer use extension methods
- [x] Fix compiler errors
- [x] Fix benchmarks
- [x] Fix examples
- [x] Fix docs
- [x] Fix tests
## Changelog
### Added
- a large number of methods on `App` to work with schedules ergonomically
- the `CoreSchedule` enum
- `App::add_extract_system` via the `RenderingAppExtension` trait extension method
- the private `prepare_view_uniforms` system now has a public system set for scheduling purposes, called `ViewSet::PrepareUniforms`
### Removed
- stages, and all code that mentions stages
- states have been dramatically simplified, and no longer use a stack
- `RunCriteriaLabel`
- `AsSystemLabel` trait
- `on_hierarchy_reports_enabled` run criteria (now just uses an ad hoc resource checking run condition)
- systems in `RenderSet/Stage::Extract` no longer warn when they do not read data from the main world
- `RunCriteriaLabel`
- `transform_propagate_system_set`: this was a nonstandard pattern that didn't actually provide enough control. The systems are already `pub`: the docs have been updated to ensure that the third-party usage is clear.
### Changed
- `System::default_labels` is now `System::default_system_sets`.
- `App::add_default_labels` is now `App::add_default_sets`
- `CoreStage` and `StartupStage` enums are now `CoreSet` and `StartupSet`
- `App::add_system_set` was renamed to `App::add_systems`
- The `StartupSchedule` label is now defined as part of the `CoreSchedules` enum
- `.label(SystemLabel)` is now referred to as `.in_set(SystemSet)`
- `SystemLabel` trait was replaced by `SystemSet`
- `SystemTypeIdLabel<T>` was replaced by `SystemSetType<T>`
- The `ReportHierarchyIssue` resource now has a public constructor (`new`), and implements `PartialEq`
- Fixed time steps now use a schedule (`CoreSchedule::FixedTimeStep`) rather than a run criteria.
- Adding rendering extraction systems now panics rather than silently failing if no subapp with the `RenderApp` label is found.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied.
- `SceneSpawnerSystem` now runs under `CoreSet::Update`, rather than `CoreStage::PreUpdate.at_end()`.
- `bevy_pbr::add_clusters` is no longer an exclusive system
- the top level `bevy_ecs::schedule` module was replaced with `bevy_ecs::scheduling`
- `tick_global_task_pools_on_main_thread` is no longer run as an exclusive system. Instead, it has been replaced by `tick_global_task_pools`, which uses a `NonSend` resource to force running on the main thread.
## Migration Guide
- Calls to `.label(MyLabel)` should be replaced with `.in_set(MySet)`
- Stages have been removed. Replace these with system sets, and then add command flushes using the `apply_system_buffers` exclusive system where needed.
- The `CoreStage`, `StartupStage, `RenderStage` and `AssetStage` enums have been replaced with `CoreSet`, `StartupSet, `RenderSet` and `AssetSet`. The same scheduling guarantees have been preserved.
- Systems are no longer added to `CoreSet::Update` by default. Add systems manually if this behavior is needed, although you should consider adding your game logic systems to `CoreSchedule::FixedTimestep` instead for more reliable framerate-independent behavior.
- Similarly, startup systems are no longer part of `StartupSet::Startup` by default. In most cases, this won't matter to you.
- For example, `add_system_to_stage(CoreStage::PostUpdate, my_system)` should be replaced with
- `add_system(my_system.in_set(CoreSet::PostUpdate)`
- When testing systems or otherwise running them in a headless fashion, simply construct and run a schedule using `Schedule::new()` and `World::run_schedule` rather than constructing stages
- Run criteria have been renamed to run conditions. These can now be combined with each other and with states.
- Looping run criteria and state stacks have been removed. Use an exclusive system that runs a schedule if you need this level of control over system control flow.
- For app-level control flow over which schedules get run when (such as for rollback networking), create your own schedule and insert it under the `CoreSchedule::Outer` label.
- Fixed timesteps are now evaluated in a schedule, rather than controlled via run criteria. The `run_fixed_timestep` system runs this schedule between `CoreSet::First` and `CoreSet::PreUpdate` by default.
- Command flush points introduced by `AssetStage` have been removed. If you were relying on these, add them back manually.
- Adding extract systems is now typically done directly on the main app. Make sure the `RenderingAppExtension` trait is in scope, then call `app.add_extract_system(my_system)`.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. You may need to order your movement systems to occur before this system in order to avoid system order ambiguities in culling behavior.
- the `RenderLabel` `AppLabel` was renamed to `RenderApp` for clarity
- `App::add_state` now takes 0 arguments: the starting state is set based on the `Default` impl.
- Instead of creating `SystemSet` containers for systems that run in stages, simply use `.on_enter::<State::Variant>()` or its `on_exit` or `on_update` siblings.
- `SystemLabel` derives should be replaced with `SystemSet`. You will also need to add the `Debug`, `PartialEq`, `Eq`, and `Hash` traits to satisfy the new trait bounds.
- `with_run_criteria` has been renamed to `run_if`. Run criteria have been renamed to run conditions for clarity, and should now simply return a bool.
- States have been dramatically simplified: there is no longer a "state stack". To queue a transition to the next state, call `NextState::set`
## TODO
- [x] remove dead methods on App and World
- [x] add `App::add_system_to_schedule` and `App::add_systems_to_schedule`
- [x] avoid adding the default system set at inappropriate times
- [x] remove any accidental cycles in the default plugins schedule
- [x] migrate benchmarks
- [x] expose explicit labels for the built-in command flush points
- [x] migrate engine code
- [x] remove all mentions of stages from the docs
- [x] verify docs for States
- [x] fix uses of exclusive systems that use .end / .at_start / .before_commands
- [x] migrate RenderStage and AssetStage
- [x] migrate examples
- [x] ensure that transform propagation is exported in a sufficiently public way (the systems are already pub)
- [x] ensure that on_enter schedules are run at least once before the main app
- [x] re-enable opt-in to execution order ambiguities
- [x] revert change to `update_bounds` to ensure it runs in `PostUpdate`
- [x] test all examples
- [x] unbreak directional lights
- [x] unbreak shadows (see 3d_scene, 3d_shape, lighting, transparaency_3d examples)
- [x] game menu example shows loading screen and menu simultaneously
- [x] display settings menu is a blank screen
- [x] `without_winit` example panics
- [x] ensure all tests pass
- [x] SubApp doc test fails
- [x] runs_spawn_local tasks fails
- [x] [Fix panic_when_hierachy_cycle test hanging](https://github.com/alice-i-cecile/bevy/pull/120)
## Points of Difficulty and Controversy
**Reviewers, please give feedback on these and look closely**
1. Default sets, from the RFC, have been removed. These added a tremendous amount of implicit complexity and result in hard to debug scheduling errors. They're going to be tackled in the form of "base sets" by @cart in a followup.
2. The outer schedule controls which schedule is run when `App::update` is called.
3. I implemented `Label for `Box<dyn Label>` for our label types. This enables us to store schedule labels in concrete form, and then later run them. I ran into the same set of problems when working with one-shot systems. We've previously investigated this pattern in depth, and it does not appear to lead to extra indirection with nested boxes.
4. `SubApp::update` simply runs the default schedule once. This sucks, but this whole API is incomplete and this was the minimal changeset.
5. `time_system` and `tick_global_task_pools_on_main_thread` no longer use exclusive systems to attempt to force scheduling order
6. Implemetnation strategy for fixed timesteps
7. `AssetStage` was migrated to `AssetSet` without reintroducing command flush points. These did not appear to be used, and it's nice to remove these bottlenecks.
8. Migration of `bevy_render/lib.rs` and pipelined rendering. The logic here is unusually tricky, as we have complex scheduling requirements.
## Future Work (ideally before 0.10)
- Rename schedule_v3 module to schedule or scheduling
- Add a derive macro to states, and likely a `EnumIter` trait of some form
- Figure out what exactly to do with the "systems added should basically work by default" problem
- Improve ergonomics for working with fixed timesteps and states
- Polish FixedTime API to match Time
- Rebase and merge #7415
- Resolve all internal ambiguities (blocked on better tools, especially #7442)
- Add "base sets" to replace the removed default sets.
2023-02-06 02:04:50 +00:00
|
|
|
/// [`apply_system_buffers`]: bevy_ecs::prelude::apply_system_buffers
|
|
|
|
#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemSet)]
|
|
|
|
pub enum StartupSet {
|
|
|
|
/// Runs once before [`StartupSet::Startup`].
|
2021-02-18 21:20:37 +00:00
|
|
|
PreStartup,
|
Migrate engine to Schedule v3 (#7267)
Huge thanks to @maniwani, @devil-ira, @hymm, @cart, @superdump and @jakobhellermann for the help with this PR.
# Objective
- Followup #6587.
- Minimal integration for the Stageless Scheduling RFC: https://github.com/bevyengine/rfcs/pull/45
## Solution
- [x] Remove old scheduling module
- [x] Migrate new methods to no longer use extension methods
- [x] Fix compiler errors
- [x] Fix benchmarks
- [x] Fix examples
- [x] Fix docs
- [x] Fix tests
## Changelog
### Added
- a large number of methods on `App` to work with schedules ergonomically
- the `CoreSchedule` enum
- `App::add_extract_system` via the `RenderingAppExtension` trait extension method
- the private `prepare_view_uniforms` system now has a public system set for scheduling purposes, called `ViewSet::PrepareUniforms`
### Removed
- stages, and all code that mentions stages
- states have been dramatically simplified, and no longer use a stack
- `RunCriteriaLabel`
- `AsSystemLabel` trait
- `on_hierarchy_reports_enabled` run criteria (now just uses an ad hoc resource checking run condition)
- systems in `RenderSet/Stage::Extract` no longer warn when they do not read data from the main world
- `RunCriteriaLabel`
- `transform_propagate_system_set`: this was a nonstandard pattern that didn't actually provide enough control. The systems are already `pub`: the docs have been updated to ensure that the third-party usage is clear.
### Changed
- `System::default_labels` is now `System::default_system_sets`.
- `App::add_default_labels` is now `App::add_default_sets`
- `CoreStage` and `StartupStage` enums are now `CoreSet` and `StartupSet`
- `App::add_system_set` was renamed to `App::add_systems`
- The `StartupSchedule` label is now defined as part of the `CoreSchedules` enum
- `.label(SystemLabel)` is now referred to as `.in_set(SystemSet)`
- `SystemLabel` trait was replaced by `SystemSet`
- `SystemTypeIdLabel<T>` was replaced by `SystemSetType<T>`
- The `ReportHierarchyIssue` resource now has a public constructor (`new`), and implements `PartialEq`
- Fixed time steps now use a schedule (`CoreSchedule::FixedTimeStep`) rather than a run criteria.
- Adding rendering extraction systems now panics rather than silently failing if no subapp with the `RenderApp` label is found.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied.
- `SceneSpawnerSystem` now runs under `CoreSet::Update`, rather than `CoreStage::PreUpdate.at_end()`.
- `bevy_pbr::add_clusters` is no longer an exclusive system
- the top level `bevy_ecs::schedule` module was replaced with `bevy_ecs::scheduling`
- `tick_global_task_pools_on_main_thread` is no longer run as an exclusive system. Instead, it has been replaced by `tick_global_task_pools`, which uses a `NonSend` resource to force running on the main thread.
## Migration Guide
- Calls to `.label(MyLabel)` should be replaced with `.in_set(MySet)`
- Stages have been removed. Replace these with system sets, and then add command flushes using the `apply_system_buffers` exclusive system where needed.
- The `CoreStage`, `StartupStage, `RenderStage` and `AssetStage` enums have been replaced with `CoreSet`, `StartupSet, `RenderSet` and `AssetSet`. The same scheduling guarantees have been preserved.
- Systems are no longer added to `CoreSet::Update` by default. Add systems manually if this behavior is needed, although you should consider adding your game logic systems to `CoreSchedule::FixedTimestep` instead for more reliable framerate-independent behavior.
- Similarly, startup systems are no longer part of `StartupSet::Startup` by default. In most cases, this won't matter to you.
- For example, `add_system_to_stage(CoreStage::PostUpdate, my_system)` should be replaced with
- `add_system(my_system.in_set(CoreSet::PostUpdate)`
- When testing systems or otherwise running them in a headless fashion, simply construct and run a schedule using `Schedule::new()` and `World::run_schedule` rather than constructing stages
- Run criteria have been renamed to run conditions. These can now be combined with each other and with states.
- Looping run criteria and state stacks have been removed. Use an exclusive system that runs a schedule if you need this level of control over system control flow.
- For app-level control flow over which schedules get run when (such as for rollback networking), create your own schedule and insert it under the `CoreSchedule::Outer` label.
- Fixed timesteps are now evaluated in a schedule, rather than controlled via run criteria. The `run_fixed_timestep` system runs this schedule between `CoreSet::First` and `CoreSet::PreUpdate` by default.
- Command flush points introduced by `AssetStage` have been removed. If you were relying on these, add them back manually.
- Adding extract systems is now typically done directly on the main app. Make sure the `RenderingAppExtension` trait is in scope, then call `app.add_extract_system(my_system)`.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. You may need to order your movement systems to occur before this system in order to avoid system order ambiguities in culling behavior.
- the `RenderLabel` `AppLabel` was renamed to `RenderApp` for clarity
- `App::add_state` now takes 0 arguments: the starting state is set based on the `Default` impl.
- Instead of creating `SystemSet` containers for systems that run in stages, simply use `.on_enter::<State::Variant>()` or its `on_exit` or `on_update` siblings.
- `SystemLabel` derives should be replaced with `SystemSet`. You will also need to add the `Debug`, `PartialEq`, `Eq`, and `Hash` traits to satisfy the new trait bounds.
- `with_run_criteria` has been renamed to `run_if`. Run criteria have been renamed to run conditions for clarity, and should now simply return a bool.
- States have been dramatically simplified: there is no longer a "state stack". To queue a transition to the next state, call `NextState::set`
## TODO
- [x] remove dead methods on App and World
- [x] add `App::add_system_to_schedule` and `App::add_systems_to_schedule`
- [x] avoid adding the default system set at inappropriate times
- [x] remove any accidental cycles in the default plugins schedule
- [x] migrate benchmarks
- [x] expose explicit labels for the built-in command flush points
- [x] migrate engine code
- [x] remove all mentions of stages from the docs
- [x] verify docs for States
- [x] fix uses of exclusive systems that use .end / .at_start / .before_commands
- [x] migrate RenderStage and AssetStage
- [x] migrate examples
- [x] ensure that transform propagation is exported in a sufficiently public way (the systems are already pub)
- [x] ensure that on_enter schedules are run at least once before the main app
- [x] re-enable opt-in to execution order ambiguities
- [x] revert change to `update_bounds` to ensure it runs in `PostUpdate`
- [x] test all examples
- [x] unbreak directional lights
- [x] unbreak shadows (see 3d_scene, 3d_shape, lighting, transparaency_3d examples)
- [x] game menu example shows loading screen and menu simultaneously
- [x] display settings menu is a blank screen
- [x] `without_winit` example panics
- [x] ensure all tests pass
- [x] SubApp doc test fails
- [x] runs_spawn_local tasks fails
- [x] [Fix panic_when_hierachy_cycle test hanging](https://github.com/alice-i-cecile/bevy/pull/120)
## Points of Difficulty and Controversy
**Reviewers, please give feedback on these and look closely**
1. Default sets, from the RFC, have been removed. These added a tremendous amount of implicit complexity and result in hard to debug scheduling errors. They're going to be tackled in the form of "base sets" by @cart in a followup.
2. The outer schedule controls which schedule is run when `App::update` is called.
3. I implemented `Label for `Box<dyn Label>` for our label types. This enables us to store schedule labels in concrete form, and then later run them. I ran into the same set of problems when working with one-shot systems. We've previously investigated this pattern in depth, and it does not appear to lead to extra indirection with nested boxes.
4. `SubApp::update` simply runs the default schedule once. This sucks, but this whole API is incomplete and this was the minimal changeset.
5. `time_system` and `tick_global_task_pools_on_main_thread` no longer use exclusive systems to attempt to force scheduling order
6. Implemetnation strategy for fixed timesteps
7. `AssetStage` was migrated to `AssetSet` without reintroducing command flush points. These did not appear to be used, and it's nice to remove these bottlenecks.
8. Migration of `bevy_render/lib.rs` and pipelined rendering. The logic here is unusually tricky, as we have complex scheduling requirements.
## Future Work (ideally before 0.10)
- Rename schedule_v3 module to schedule or scheduling
- Add a derive macro to states, and likely a `EnumIter` trait of some form
- Figure out what exactly to do with the "systems added should basically work by default" problem
- Improve ergonomics for working with fixed timesteps and states
- Polish FixedTime API to match Time
- Rebase and merge #7415
- Resolve all internal ambiguities (blocked on better tools, especially #7442)
- Add "base sets" to replace the removed default sets.
2023-02-06 02:04:50 +00:00
|
|
|
/// The copy of [`apply_system_buffers`] that runs immediately after `PreStartup`.
|
|
|
|
PreStartupFlush,
|
|
|
|
/// Runs once when an [`App`] starts up.
|
2021-02-18 21:20:37 +00:00
|
|
|
Startup,
|
Migrate engine to Schedule v3 (#7267)
Huge thanks to @maniwani, @devil-ira, @hymm, @cart, @superdump and @jakobhellermann for the help with this PR.
# Objective
- Followup #6587.
- Minimal integration for the Stageless Scheduling RFC: https://github.com/bevyengine/rfcs/pull/45
## Solution
- [x] Remove old scheduling module
- [x] Migrate new methods to no longer use extension methods
- [x] Fix compiler errors
- [x] Fix benchmarks
- [x] Fix examples
- [x] Fix docs
- [x] Fix tests
## Changelog
### Added
- a large number of methods on `App` to work with schedules ergonomically
- the `CoreSchedule` enum
- `App::add_extract_system` via the `RenderingAppExtension` trait extension method
- the private `prepare_view_uniforms` system now has a public system set for scheduling purposes, called `ViewSet::PrepareUniforms`
### Removed
- stages, and all code that mentions stages
- states have been dramatically simplified, and no longer use a stack
- `RunCriteriaLabel`
- `AsSystemLabel` trait
- `on_hierarchy_reports_enabled` run criteria (now just uses an ad hoc resource checking run condition)
- systems in `RenderSet/Stage::Extract` no longer warn when they do not read data from the main world
- `RunCriteriaLabel`
- `transform_propagate_system_set`: this was a nonstandard pattern that didn't actually provide enough control. The systems are already `pub`: the docs have been updated to ensure that the third-party usage is clear.
### Changed
- `System::default_labels` is now `System::default_system_sets`.
- `App::add_default_labels` is now `App::add_default_sets`
- `CoreStage` and `StartupStage` enums are now `CoreSet` and `StartupSet`
- `App::add_system_set` was renamed to `App::add_systems`
- The `StartupSchedule` label is now defined as part of the `CoreSchedules` enum
- `.label(SystemLabel)` is now referred to as `.in_set(SystemSet)`
- `SystemLabel` trait was replaced by `SystemSet`
- `SystemTypeIdLabel<T>` was replaced by `SystemSetType<T>`
- The `ReportHierarchyIssue` resource now has a public constructor (`new`), and implements `PartialEq`
- Fixed time steps now use a schedule (`CoreSchedule::FixedTimeStep`) rather than a run criteria.
- Adding rendering extraction systems now panics rather than silently failing if no subapp with the `RenderApp` label is found.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied.
- `SceneSpawnerSystem` now runs under `CoreSet::Update`, rather than `CoreStage::PreUpdate.at_end()`.
- `bevy_pbr::add_clusters` is no longer an exclusive system
- the top level `bevy_ecs::schedule` module was replaced with `bevy_ecs::scheduling`
- `tick_global_task_pools_on_main_thread` is no longer run as an exclusive system. Instead, it has been replaced by `tick_global_task_pools`, which uses a `NonSend` resource to force running on the main thread.
## Migration Guide
- Calls to `.label(MyLabel)` should be replaced with `.in_set(MySet)`
- Stages have been removed. Replace these with system sets, and then add command flushes using the `apply_system_buffers` exclusive system where needed.
- The `CoreStage`, `StartupStage, `RenderStage` and `AssetStage` enums have been replaced with `CoreSet`, `StartupSet, `RenderSet` and `AssetSet`. The same scheduling guarantees have been preserved.
- Systems are no longer added to `CoreSet::Update` by default. Add systems manually if this behavior is needed, although you should consider adding your game logic systems to `CoreSchedule::FixedTimestep` instead for more reliable framerate-independent behavior.
- Similarly, startup systems are no longer part of `StartupSet::Startup` by default. In most cases, this won't matter to you.
- For example, `add_system_to_stage(CoreStage::PostUpdate, my_system)` should be replaced with
- `add_system(my_system.in_set(CoreSet::PostUpdate)`
- When testing systems or otherwise running them in a headless fashion, simply construct and run a schedule using `Schedule::new()` and `World::run_schedule` rather than constructing stages
- Run criteria have been renamed to run conditions. These can now be combined with each other and with states.
- Looping run criteria and state stacks have been removed. Use an exclusive system that runs a schedule if you need this level of control over system control flow.
- For app-level control flow over which schedules get run when (such as for rollback networking), create your own schedule and insert it under the `CoreSchedule::Outer` label.
- Fixed timesteps are now evaluated in a schedule, rather than controlled via run criteria. The `run_fixed_timestep` system runs this schedule between `CoreSet::First` and `CoreSet::PreUpdate` by default.
- Command flush points introduced by `AssetStage` have been removed. If you were relying on these, add them back manually.
- Adding extract systems is now typically done directly on the main app. Make sure the `RenderingAppExtension` trait is in scope, then call `app.add_extract_system(my_system)`.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. You may need to order your movement systems to occur before this system in order to avoid system order ambiguities in culling behavior.
- the `RenderLabel` `AppLabel` was renamed to `RenderApp` for clarity
- `App::add_state` now takes 0 arguments: the starting state is set based on the `Default` impl.
- Instead of creating `SystemSet` containers for systems that run in stages, simply use `.on_enter::<State::Variant>()` or its `on_exit` or `on_update` siblings.
- `SystemLabel` derives should be replaced with `SystemSet`. You will also need to add the `Debug`, `PartialEq`, `Eq`, and `Hash` traits to satisfy the new trait bounds.
- `with_run_criteria` has been renamed to `run_if`. Run criteria have been renamed to run conditions for clarity, and should now simply return a bool.
- States have been dramatically simplified: there is no longer a "state stack". To queue a transition to the next state, call `NextState::set`
## TODO
- [x] remove dead methods on App and World
- [x] add `App::add_system_to_schedule` and `App::add_systems_to_schedule`
- [x] avoid adding the default system set at inappropriate times
- [x] remove any accidental cycles in the default plugins schedule
- [x] migrate benchmarks
- [x] expose explicit labels for the built-in command flush points
- [x] migrate engine code
- [x] remove all mentions of stages from the docs
- [x] verify docs for States
- [x] fix uses of exclusive systems that use .end / .at_start / .before_commands
- [x] migrate RenderStage and AssetStage
- [x] migrate examples
- [x] ensure that transform propagation is exported in a sufficiently public way (the systems are already pub)
- [x] ensure that on_enter schedules are run at least once before the main app
- [x] re-enable opt-in to execution order ambiguities
- [x] revert change to `update_bounds` to ensure it runs in `PostUpdate`
- [x] test all examples
- [x] unbreak directional lights
- [x] unbreak shadows (see 3d_scene, 3d_shape, lighting, transparaency_3d examples)
- [x] game menu example shows loading screen and menu simultaneously
- [x] display settings menu is a blank screen
- [x] `without_winit` example panics
- [x] ensure all tests pass
- [x] SubApp doc test fails
- [x] runs_spawn_local tasks fails
- [x] [Fix panic_when_hierachy_cycle test hanging](https://github.com/alice-i-cecile/bevy/pull/120)
## Points of Difficulty and Controversy
**Reviewers, please give feedback on these and look closely**
1. Default sets, from the RFC, have been removed. These added a tremendous amount of implicit complexity and result in hard to debug scheduling errors. They're going to be tackled in the form of "base sets" by @cart in a followup.
2. The outer schedule controls which schedule is run when `App::update` is called.
3. I implemented `Label for `Box<dyn Label>` for our label types. This enables us to store schedule labels in concrete form, and then later run them. I ran into the same set of problems when working with one-shot systems. We've previously investigated this pattern in depth, and it does not appear to lead to extra indirection with nested boxes.
4. `SubApp::update` simply runs the default schedule once. This sucks, but this whole API is incomplete and this was the minimal changeset.
5. `time_system` and `tick_global_task_pools_on_main_thread` no longer use exclusive systems to attempt to force scheduling order
6. Implemetnation strategy for fixed timesteps
7. `AssetStage` was migrated to `AssetSet` without reintroducing command flush points. These did not appear to be used, and it's nice to remove these bottlenecks.
8. Migration of `bevy_render/lib.rs` and pipelined rendering. The logic here is unusually tricky, as we have complex scheduling requirements.
## Future Work (ideally before 0.10)
- Rename schedule_v3 module to schedule or scheduling
- Add a derive macro to states, and likely a `EnumIter` trait of some form
- Figure out what exactly to do with the "systems added should basically work by default" problem
- Improve ergonomics for working with fixed timesteps and states
- Polish FixedTime API to match Time
- Rebase and merge #7415
- Resolve all internal ambiguities (blocked on better tools, especially #7442)
- Add "base sets" to replace the removed default sets.
2023-02-06 02:04:50 +00:00
|
|
|
/// The copy of [`apply_system_buffers`] that runs immediately after `Startup`.
|
|
|
|
StartupFlush,
|
|
|
|
/// Runs once after [`StartupSet::Startup`].
|
2021-02-18 21:20:37 +00:00
|
|
|
PostStartup,
|
Migrate engine to Schedule v3 (#7267)
Huge thanks to @maniwani, @devil-ira, @hymm, @cart, @superdump and @jakobhellermann for the help with this PR.
# Objective
- Followup #6587.
- Minimal integration for the Stageless Scheduling RFC: https://github.com/bevyengine/rfcs/pull/45
## Solution
- [x] Remove old scheduling module
- [x] Migrate new methods to no longer use extension methods
- [x] Fix compiler errors
- [x] Fix benchmarks
- [x] Fix examples
- [x] Fix docs
- [x] Fix tests
## Changelog
### Added
- a large number of methods on `App` to work with schedules ergonomically
- the `CoreSchedule` enum
- `App::add_extract_system` via the `RenderingAppExtension` trait extension method
- the private `prepare_view_uniforms` system now has a public system set for scheduling purposes, called `ViewSet::PrepareUniforms`
### Removed
- stages, and all code that mentions stages
- states have been dramatically simplified, and no longer use a stack
- `RunCriteriaLabel`
- `AsSystemLabel` trait
- `on_hierarchy_reports_enabled` run criteria (now just uses an ad hoc resource checking run condition)
- systems in `RenderSet/Stage::Extract` no longer warn when they do not read data from the main world
- `RunCriteriaLabel`
- `transform_propagate_system_set`: this was a nonstandard pattern that didn't actually provide enough control. The systems are already `pub`: the docs have been updated to ensure that the third-party usage is clear.
### Changed
- `System::default_labels` is now `System::default_system_sets`.
- `App::add_default_labels` is now `App::add_default_sets`
- `CoreStage` and `StartupStage` enums are now `CoreSet` and `StartupSet`
- `App::add_system_set` was renamed to `App::add_systems`
- The `StartupSchedule` label is now defined as part of the `CoreSchedules` enum
- `.label(SystemLabel)` is now referred to as `.in_set(SystemSet)`
- `SystemLabel` trait was replaced by `SystemSet`
- `SystemTypeIdLabel<T>` was replaced by `SystemSetType<T>`
- The `ReportHierarchyIssue` resource now has a public constructor (`new`), and implements `PartialEq`
- Fixed time steps now use a schedule (`CoreSchedule::FixedTimeStep`) rather than a run criteria.
- Adding rendering extraction systems now panics rather than silently failing if no subapp with the `RenderApp` label is found.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied.
- `SceneSpawnerSystem` now runs under `CoreSet::Update`, rather than `CoreStage::PreUpdate.at_end()`.
- `bevy_pbr::add_clusters` is no longer an exclusive system
- the top level `bevy_ecs::schedule` module was replaced with `bevy_ecs::scheduling`
- `tick_global_task_pools_on_main_thread` is no longer run as an exclusive system. Instead, it has been replaced by `tick_global_task_pools`, which uses a `NonSend` resource to force running on the main thread.
## Migration Guide
- Calls to `.label(MyLabel)` should be replaced with `.in_set(MySet)`
- Stages have been removed. Replace these with system sets, and then add command flushes using the `apply_system_buffers` exclusive system where needed.
- The `CoreStage`, `StartupStage, `RenderStage` and `AssetStage` enums have been replaced with `CoreSet`, `StartupSet, `RenderSet` and `AssetSet`. The same scheduling guarantees have been preserved.
- Systems are no longer added to `CoreSet::Update` by default. Add systems manually if this behavior is needed, although you should consider adding your game logic systems to `CoreSchedule::FixedTimestep` instead for more reliable framerate-independent behavior.
- Similarly, startup systems are no longer part of `StartupSet::Startup` by default. In most cases, this won't matter to you.
- For example, `add_system_to_stage(CoreStage::PostUpdate, my_system)` should be replaced with
- `add_system(my_system.in_set(CoreSet::PostUpdate)`
- When testing systems or otherwise running them in a headless fashion, simply construct and run a schedule using `Schedule::new()` and `World::run_schedule` rather than constructing stages
- Run criteria have been renamed to run conditions. These can now be combined with each other and with states.
- Looping run criteria and state stacks have been removed. Use an exclusive system that runs a schedule if you need this level of control over system control flow.
- For app-level control flow over which schedules get run when (such as for rollback networking), create your own schedule and insert it under the `CoreSchedule::Outer` label.
- Fixed timesteps are now evaluated in a schedule, rather than controlled via run criteria. The `run_fixed_timestep` system runs this schedule between `CoreSet::First` and `CoreSet::PreUpdate` by default.
- Command flush points introduced by `AssetStage` have been removed. If you were relying on these, add them back manually.
- Adding extract systems is now typically done directly on the main app. Make sure the `RenderingAppExtension` trait is in scope, then call `app.add_extract_system(my_system)`.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. You may need to order your movement systems to occur before this system in order to avoid system order ambiguities in culling behavior.
- the `RenderLabel` `AppLabel` was renamed to `RenderApp` for clarity
- `App::add_state` now takes 0 arguments: the starting state is set based on the `Default` impl.
- Instead of creating `SystemSet` containers for systems that run in stages, simply use `.on_enter::<State::Variant>()` or its `on_exit` or `on_update` siblings.
- `SystemLabel` derives should be replaced with `SystemSet`. You will also need to add the `Debug`, `PartialEq`, `Eq`, and `Hash` traits to satisfy the new trait bounds.
- `with_run_criteria` has been renamed to `run_if`. Run criteria have been renamed to run conditions for clarity, and should now simply return a bool.
- States have been dramatically simplified: there is no longer a "state stack". To queue a transition to the next state, call `NextState::set`
## TODO
- [x] remove dead methods on App and World
- [x] add `App::add_system_to_schedule` and `App::add_systems_to_schedule`
- [x] avoid adding the default system set at inappropriate times
- [x] remove any accidental cycles in the default plugins schedule
- [x] migrate benchmarks
- [x] expose explicit labels for the built-in command flush points
- [x] migrate engine code
- [x] remove all mentions of stages from the docs
- [x] verify docs for States
- [x] fix uses of exclusive systems that use .end / .at_start / .before_commands
- [x] migrate RenderStage and AssetStage
- [x] migrate examples
- [x] ensure that transform propagation is exported in a sufficiently public way (the systems are already pub)
- [x] ensure that on_enter schedules are run at least once before the main app
- [x] re-enable opt-in to execution order ambiguities
- [x] revert change to `update_bounds` to ensure it runs in `PostUpdate`
- [x] test all examples
- [x] unbreak directional lights
- [x] unbreak shadows (see 3d_scene, 3d_shape, lighting, transparaency_3d examples)
- [x] game menu example shows loading screen and menu simultaneously
- [x] display settings menu is a blank screen
- [x] `without_winit` example panics
- [x] ensure all tests pass
- [x] SubApp doc test fails
- [x] runs_spawn_local tasks fails
- [x] [Fix panic_when_hierachy_cycle test hanging](https://github.com/alice-i-cecile/bevy/pull/120)
## Points of Difficulty and Controversy
**Reviewers, please give feedback on these and look closely**
1. Default sets, from the RFC, have been removed. These added a tremendous amount of implicit complexity and result in hard to debug scheduling errors. They're going to be tackled in the form of "base sets" by @cart in a followup.
2. The outer schedule controls which schedule is run when `App::update` is called.
3. I implemented `Label for `Box<dyn Label>` for our label types. This enables us to store schedule labels in concrete form, and then later run them. I ran into the same set of problems when working with one-shot systems. We've previously investigated this pattern in depth, and it does not appear to lead to extra indirection with nested boxes.
4. `SubApp::update` simply runs the default schedule once. This sucks, but this whole API is incomplete and this was the minimal changeset.
5. `time_system` and `tick_global_task_pools_on_main_thread` no longer use exclusive systems to attempt to force scheduling order
6. Implemetnation strategy for fixed timesteps
7. `AssetStage` was migrated to `AssetSet` without reintroducing command flush points. These did not appear to be used, and it's nice to remove these bottlenecks.
8. Migration of `bevy_render/lib.rs` and pipelined rendering. The logic here is unusually tricky, as we have complex scheduling requirements.
## Future Work (ideally before 0.10)
- Rename schedule_v3 module to schedule or scheduling
- Add a derive macro to states, and likely a `EnumIter` trait of some form
- Figure out what exactly to do with the "systems added should basically work by default" problem
- Improve ergonomics for working with fixed timesteps and states
- Polish FixedTime API to match Time
- Rebase and merge #7415
- Resolve all internal ambiguities (blocked on better tools, especially #7442)
- Add "base sets" to replace the removed default sets.
2023-02-06 02:04:50 +00:00
|
|
|
/// The copy of [`apply_system_buffers`] that runs immediately after `PostStartup`.
|
|
|
|
PostStartupFlush,
|
|
|
|
}
|
|
|
|
|
|
|
|
impl StartupSet {
|
|
|
|
/// Sets up the base structure of [`CoreSchedule::Startup`].
|
|
|
|
///
|
|
|
|
/// The sets defined in this enum are configured to run in order,
|
|
|
|
/// and a copy of [`apply_system_buffers`] is inserted at each `*Flush` label.
|
|
|
|
pub fn base_schedule() -> Schedule {
|
|
|
|
use StartupSet::*;
|
|
|
|
let mut schedule = Schedule::new();
|
|
|
|
|
|
|
|
// Create "stage-like" structure using buffer flushes + ordering
|
|
|
|
schedule.add_system(apply_system_buffers.in_set(PreStartupFlush));
|
|
|
|
schedule.add_system(apply_system_buffers.in_set(StartupFlush));
|
|
|
|
schedule.add_system(apply_system_buffers.in_set(PostStartupFlush));
|
|
|
|
|
|
|
|
schedule.configure_set(PreStartup.before(PreStartupFlush));
|
|
|
|
schedule.configure_set(Startup.after(PreStartupFlush).before(StartupFlush));
|
|
|
|
schedule.configure_set(PostStartup.after(StartupFlush).before(PostStartupFlush));
|
|
|
|
|
|
|
|
schedule
|
|
|
|
}
|
2021-02-18 21:20:37 +00:00
|
|
|
}
|