bevy/crates/bevy_ecs/src/schedule_v3/graph_utils.rs

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use std::fmt::Debug;
use bevy_utils::{
petgraph::{graphmap::NodeTrait, prelude::*},
HashMap, HashSet,
};
use fixedbitset::FixedBitSet;
use crate::schedule_v3::set::*;
/// Unique identifier for a system or system set.
#[derive(Debug, Clone, Copy, PartialEq, Eq, PartialOrd, Ord, Hash)]
pub(crate) enum NodeId {
System(usize),
Set(usize),
}
impl NodeId {
/// Returns the internal integer value.
pub fn index(&self) -> usize {
match self {
NodeId::System(index) | NodeId::Set(index) => *index,
}
}
/// Returns `true` if the identified node is a system.
pub const fn is_system(&self) -> bool {
matches!(self, NodeId::System(_))
}
/// Returns `true` if the identified node is a system set.
pub const fn is_set(&self) -> bool {
matches!(self, NodeId::Set(_))
}
}
/// Specifies what kind of edge should be added to the dependency graph.
#[derive(Debug, Clone, Copy, Eq, PartialEq, PartialOrd, Ord, Hash)]
pub(crate) enum DependencyKind {
/// A node that should be preceded.
Before,
/// A node that should be succeeded.
After,
}
/// An edge to be added to the dependency graph.
#[derive(Clone)]
pub(crate) struct Dependency {
pub(crate) kind: DependencyKind,
pub(crate) set: BoxedSystemSet,
}
impl Dependency {
pub fn new(kind: DependencyKind, set: BoxedSystemSet) -> Self {
Self { kind, set }
}
}
/// Configures ambiguity detection for a single system.
#[derive(Clone, Debug, Default)]
pub(crate) enum Ambiguity {
#[default]
Check,
/// Ignore warnings with systems in any of these system sets. May contain duplicates.
IgnoreWithSet(Vec<BoxedSystemSet>),
/// Ignore all warnings.
IgnoreAll,
}
#[derive(Clone)]
pub(crate) struct GraphInfo {
pub(crate) sets: Vec<BoxedSystemSet>,
pub(crate) dependencies: Vec<Dependency>,
pub(crate) ambiguous_with: Ambiguity,
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
pub(crate) add_default_set: bool,
}
impl Default for GraphInfo {
fn default() -> Self {
GraphInfo {
sets: Vec::new(),
dependencies: Vec::new(),
ambiguous_with: Ambiguity::default(),
add_default_set: true,
}
}
}
/// Converts 2D row-major pair of indices into a 1D array index.
pub(crate) fn index(row: usize, col: usize, num_cols: usize) -> usize {
debug_assert!(col < num_cols);
(row * num_cols) + col
}
/// Converts a 1D array index into a 2D row-major pair of indices.
pub(crate) fn row_col(index: usize, num_cols: usize) -> (usize, usize) {
(index / num_cols, index % num_cols)
}
/// Stores the results of the graph analysis.
pub(crate) struct CheckGraphResults<V> {
/// Boolean reachability matrix for the graph.
pub(crate) reachable: FixedBitSet,
/// Pairs of nodes that have a path connecting them.
pub(crate) connected: HashSet<(V, V)>,
/// Pairs of nodes that don't have a path connecting them.
pub(crate) disconnected: HashSet<(V, V)>,
/// Edges that are redundant because a longer path exists.
pub(crate) transitive_edges: Vec<(V, V)>,
/// Variant of the graph with no transitive edges.
pub(crate) transitive_reduction: DiGraphMap<V, ()>,
/// Variant of the graph with all possible transitive edges.
// TODO: this will very likely be used by "if-needed" ordering
#[allow(dead_code)]
pub(crate) transitive_closure: DiGraphMap<V, ()>,
}
impl<V: NodeTrait + Debug> Default for CheckGraphResults<V> {
fn default() -> Self {
Self {
reachable: FixedBitSet::new(),
connected: HashSet::new(),
disconnected: HashSet::new(),
transitive_edges: Vec::new(),
transitive_reduction: DiGraphMap::new(),
transitive_closure: DiGraphMap::new(),
}
}
}
/// Processes a DAG and computes its:
/// - transitive reduction (along with the set of removed edges)
/// - transitive closure
/// - reachability matrix (as a bitset)
/// - pairs of nodes connected by a path
/// - pairs of nodes not connected by a path
///
/// The algorithm implemented comes from
/// ["On the calculation of transitive reduction-closure of orders"][1] by Habib, Morvan and Rampon.
///
/// [1]: https://doi.org/10.1016/0012-365X(93)90164-O
pub(crate) fn check_graph<V>(
graph: &DiGraphMap<V, ()>,
topological_order: &[V],
) -> CheckGraphResults<V>
where
V: NodeTrait + Debug,
{
if graph.node_count() == 0 {
return CheckGraphResults::default();
}
let n = graph.node_count();
// build a copy of the graph where the nodes and edges appear in topsorted order
let mut map = HashMap::with_capacity(n);
let mut topsorted = DiGraphMap::<V, ()>::new();
// iterate nodes in topological order
for (i, &node) in topological_order.iter().enumerate() {
map.insert(node, i);
topsorted.add_node(node);
// insert nodes as successors to their predecessors
for pred in graph.neighbors_directed(node, Direction::Incoming) {
topsorted.add_edge(pred, node, ());
}
}
let mut reachable = FixedBitSet::with_capacity(n * n);
let mut connected = HashSet::new();
let mut disconnected = HashSet::new();
let mut transitive_edges = Vec::new();
let mut transitive_reduction = DiGraphMap::<V, ()>::new();
let mut transitive_closure = DiGraphMap::<V, ()>::new();
let mut visited = FixedBitSet::with_capacity(n);
// iterate nodes in topological order
for node in topsorted.nodes() {
transitive_reduction.add_node(node);
transitive_closure.add_node(node);
}
// iterate nodes in reverse topological order
for a in topsorted.nodes().rev() {
let index_a = *map.get(&a).unwrap();
// iterate their successors in topological order
for b in topsorted.neighbors_directed(a, Direction::Outgoing) {
let index_b = *map.get(&b).unwrap();
debug_assert!(index_a < index_b);
if !visited[index_b] {
// edge <a, b> is not redundant
transitive_reduction.add_edge(a, b, ());
transitive_closure.add_edge(a, b, ());
reachable.insert(index(index_a, index_b, n));
let successors = transitive_closure
.neighbors_directed(b, Direction::Outgoing)
.collect::<Vec<_>>();
for c in successors {
let index_c = *map.get(&c).unwrap();
debug_assert!(index_b < index_c);
if !visited[index_c] {
visited.insert(index_c);
transitive_closure.add_edge(a, c, ());
reachable.insert(index(index_a, index_c, n));
}
}
} else {
// edge <a, b> is redundant
transitive_edges.push((a, b));
}
}
visited.clear();
}
// partition pairs of nodes into "connected by path" and "not connected by path"
for i in 0..(n - 1) {
// reachable is upper triangular because the nodes were topsorted
for index in index(i, i + 1, n)..=index(i, n - 1, n) {
let (a, b) = row_col(index, n);
let pair = (topological_order[a], topological_order[b]);
if reachable[index] {
connected.insert(pair);
} else {
disconnected.insert(pair);
}
}
}
// fill diagonal (nodes reach themselves)
// for i in 0..n {
// reachable.set(index(i, i, n), true);
// }
CheckGraphResults {
reachable,
connected,
disconnected,
transitive_edges,
transitive_reduction,
transitive_closure,
}
}