bevy/crates/bevy_app/src/main_schedule.rs

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use crate::{App, Plugin};
use bevy_ecs::{
Allow ordering variable timesteps around fixed timesteps (#14881) # Objective - Fixes #14873, see that issue for a whole lot of context ## Solution - Add a blessed system set for this stuff. See [this Discord discussion](https://discord.com/channels/691052431525675048/749335865876021248/1276262931327094908). Note that the gizmo systems, [LWIM](https://github.com/Leafwing-Studios/leafwing-input-manager/pull/522/files#diff-9b59ee4899ad0a5d008889ea89a124a7291316532e42f9f3d6ae842b906fb095R154) and now a new plugin I'm working on are all already ordering against `run_fixed_main_schedule`, so having a dedicated system set should be more robust and hopefully also more discoverable. --- ## ~~Showcase~~ ~~I can add a little video of a smooth camera later if this gets merged :)~~ Apparently a release note is not needed, so I'll leave it out. See the changes in the fixed timestep example for usage showcase and the video in #14873 for a more or less accurate video of the effect (it does not use the same solution though, so it is not quite the same) ## Migration Guide [run_fixed_main_schedule](https://docs.rs/bevy/latest/bevy/time/fn.run_fixed_main_schedule.html) is no longer public. If you used to order against it, use the new dedicated `RunFixedMainLoopSystem` system set instead. You can replace your usage of `run_fixed_main_schedule` one for one by `RunFixedMainLoopSystem::FixedMainLoop`, but it is now more idiomatic to place your systems in either `RunFixedMainLoopSystem::BeforeFixedMainLoop` or `RunFixedMainLoopSystem::AfterFixedMainLoop` Old: ```rust app.add_systems( RunFixedMainLoop, some_system.before(run_fixed_main_schedule) ); ``` New: ```rust app.add_systems( RunFixedMainLoop, some_system.in_set(RunFixedMainLoopSystem::BeforeFixedMainLoop) ); ``` --------- Co-authored-by: Tau Gärtli <git@tau.garden>
2024-08-23 16:19:42 +00:00
schedule::{
ExecutorKind, InternedScheduleLabel, IntoSystemSetConfigs, Schedule, ScheduleLabel,
SystemSet,
},
system::{Local, Resource},
world::{Mut, World},
};
/// The schedule that contains the app logic that is evaluated each tick of [`App::update()`].
///
/// By default, it will run the following schedules in the given order:
///
/// On the first run of the schedule (and only on the first run), it will run:
/// * [`PreStartup`]
/// * [`Startup`]
/// * [`PostStartup`]
///
/// Then it will run:
/// * [`First`]
/// * [`PreUpdate`]
/// * [`StateTransition`]
/// * [`RunFixedMainLoop`]
/// * This will run [`FixedMain`] zero to many times, based on how much time has elapsed.
/// * [`Update`]
/// * [`PostUpdate`]
/// * [`Last`]
///
/// # Rendering
///
/// Note rendering is not executed in the main schedule by default.
/// Instead, rendering is performed in a separate [`SubApp`]
/// which exchanges data with the main app in between the main schedule runs.
///
/// See [`RenderPlugin`] and [`PipelinedRenderingPlugin`] for more details.
///
/// [`StateTransition`]: https://docs.rs/bevy/latest/bevy/prelude/struct.StateTransition.html
/// [`RenderPlugin`]: https://docs.rs/bevy/latest/bevy/render/struct.RenderPlugin.html
/// [`PipelinedRenderingPlugin`]: https://docs.rs/bevy/latest/bevy/render/pipelined_rendering/struct.PipelinedRenderingPlugin.html
/// [`SubApp`]: crate::SubApp
#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
pub struct Main;
/// The schedule that runs before [`Startup`].
///
/// See the [`Main`] schedule for some details about how schedules are run.
#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
pub struct PreStartup;
/// The schedule that runs once when the app starts.
///
/// See the [`Main`] schedule for some details about how schedules are run.
#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
pub struct Startup;
/// The schedule that runs once after [`Startup`].
///
/// See the [`Main`] schedule for some details about how schedules are run.
#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
pub struct PostStartup;
/// Runs first in the schedule.
///
/// See the [`Main`] schedule for some details about how schedules are run.
#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
pub struct First;
/// The schedule that contains logic that must run before [`Update`]. For example, a system that reads raw keyboard
/// input OS events into an `Events` resource. This enables systems in [`Update`] to consume the events from the `Events`
/// resource without actually knowing about (or taking a direct scheduler dependency on) the "os-level keyboard event system".
///
/// [`PreUpdate`] exists to do "engine/plugin preparation work" that ensures the APIs consumed in [`Update`] are "ready".
/// [`PreUpdate`] abstracts out "pre work implementation details".
///
/// See the [`Main`] schedule for some details about how schedules are run.
#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
pub struct PreUpdate;
/// Runs the [`FixedMain`] schedule in a loop according until all relevant elapsed time has been "consumed".
///
Allow ordering variable timesteps around fixed timesteps (#14881) # Objective - Fixes #14873, see that issue for a whole lot of context ## Solution - Add a blessed system set for this stuff. See [this Discord discussion](https://discord.com/channels/691052431525675048/749335865876021248/1276262931327094908). Note that the gizmo systems, [LWIM](https://github.com/Leafwing-Studios/leafwing-input-manager/pull/522/files#diff-9b59ee4899ad0a5d008889ea89a124a7291316532e42f9f3d6ae842b906fb095R154) and now a new plugin I'm working on are all already ordering against `run_fixed_main_schedule`, so having a dedicated system set should be more robust and hopefully also more discoverable. --- ## ~~Showcase~~ ~~I can add a little video of a smooth camera later if this gets merged :)~~ Apparently a release note is not needed, so I'll leave it out. See the changes in the fixed timestep example for usage showcase and the video in #14873 for a more or less accurate video of the effect (it does not use the same solution though, so it is not quite the same) ## Migration Guide [run_fixed_main_schedule](https://docs.rs/bevy/latest/bevy/time/fn.run_fixed_main_schedule.html) is no longer public. If you used to order against it, use the new dedicated `RunFixedMainLoopSystem` system set instead. You can replace your usage of `run_fixed_main_schedule` one for one by `RunFixedMainLoopSystem::FixedMainLoop`, but it is now more idiomatic to place your systems in either `RunFixedMainLoopSystem::BeforeFixedMainLoop` or `RunFixedMainLoopSystem::AfterFixedMainLoop` Old: ```rust app.add_systems( RunFixedMainLoop, some_system.before(run_fixed_main_schedule) ); ``` New: ```rust app.add_systems( RunFixedMainLoop, some_system.in_set(RunFixedMainLoopSystem::BeforeFixedMainLoop) ); ``` --------- Co-authored-by: Tau Gärtli <git@tau.garden>
2024-08-23 16:19:42 +00:00
/// If you need to order your variable timestep systems
/// before or after the fixed update logic, use the [`RunFixedMainLoopSystem`] system set.
///
/// Note that in contrast to most other Bevy schedules, systems added directly to
/// [`RunFixedMainLoop`] will *not* be parallelized between each other.
///
/// See the [`Main`] schedule for some details about how schedules are run.
#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
pub struct RunFixedMainLoop;
/// Runs first in the [`FixedMain`] schedule.
///
/// See the [`FixedMain`] schedule for details on how fixed updates work.
/// See the [`Main`] schedule for some details about how schedules are run.
#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
pub struct FixedFirst;
/// The schedule that contains logic that must run before [`FixedUpdate`].
///
/// See the [`FixedMain`] schedule for details on how fixed updates work.
/// See the [`Main`] schedule for some details about how schedules are run.
#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
pub struct FixedPreUpdate;
/// The schedule that contains most gameplay logic, which runs at a fixed rate rather than every render frame.
/// For logic that should run once per render frame, use the [`Update`] schedule instead.
///
/// Examples of systems that should run at a fixed rate include (but are not limited to):
/// - Physics
/// - AI
/// - Networking
/// - Game rules
///
/// See the [`Update`] schedule for examples of systems that *should not* use this schedule.
/// See the [`FixedMain`] schedule for details on how fixed updates work.
/// See the [`Main`] schedule for some details about how schedules are run.
#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
pub struct FixedUpdate;
/// The schedule that runs after the [`FixedUpdate`] schedule, for reacting
/// to changes made in the main update logic.
///
/// See the [`FixedMain`] schedule for details on how fixed updates work.
/// See the [`Main`] schedule for some details about how schedules are run.
#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
pub struct FixedPostUpdate;
/// The schedule that runs last in [`FixedMain`]
///
/// See the [`FixedMain`] schedule for details on how fixed updates work.
/// See the [`Main`] schedule for some details about how schedules are run.
#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
pub struct FixedLast;
/// The schedule that contains systems which only run after a fixed period of time has elapsed.
///
Allow ordering variable timesteps around fixed timesteps (#14881) # Objective - Fixes #14873, see that issue for a whole lot of context ## Solution - Add a blessed system set for this stuff. See [this Discord discussion](https://discord.com/channels/691052431525675048/749335865876021248/1276262931327094908). Note that the gizmo systems, [LWIM](https://github.com/Leafwing-Studios/leafwing-input-manager/pull/522/files#diff-9b59ee4899ad0a5d008889ea89a124a7291316532e42f9f3d6ae842b906fb095R154) and now a new plugin I'm working on are all already ordering against `run_fixed_main_schedule`, so having a dedicated system set should be more robust and hopefully also more discoverable. --- ## ~~Showcase~~ ~~I can add a little video of a smooth camera later if this gets merged :)~~ Apparently a release note is not needed, so I'll leave it out. See the changes in the fixed timestep example for usage showcase and the video in #14873 for a more or less accurate video of the effect (it does not use the same solution though, so it is not quite the same) ## Migration Guide [run_fixed_main_schedule](https://docs.rs/bevy/latest/bevy/time/fn.run_fixed_main_schedule.html) is no longer public. If you used to order against it, use the new dedicated `RunFixedMainLoopSystem` system set instead. You can replace your usage of `run_fixed_main_schedule` one for one by `RunFixedMainLoopSystem::FixedMainLoop`, but it is now more idiomatic to place your systems in either `RunFixedMainLoopSystem::BeforeFixedMainLoop` or `RunFixedMainLoopSystem::AfterFixedMainLoop` Old: ```rust app.add_systems( RunFixedMainLoop, some_system.before(run_fixed_main_schedule) ); ``` New: ```rust app.add_systems( RunFixedMainLoop, some_system.in_set(RunFixedMainLoopSystem::BeforeFixedMainLoop) ); ``` --------- Co-authored-by: Tau Gärtli <git@tau.garden>
2024-08-23 16:19:42 +00:00
/// This is run by the [`RunFixedMainLoop`] schedule. If you need to order your variable timestep systems
/// before or after the fixed update logic, use the [`RunFixedMainLoopSystem`] system set.
///
/// Frequency of execution is configured by inserting `Time<Fixed>` resource, 64 Hz by default.
/// See [this example](https://github.com/bevyengine/bevy/blob/latest/examples/time/time.rs).
///
/// See the [`Main`] schedule for some details about how schedules are run.
#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
pub struct FixedMain;
/// The schedule that contains any app logic that must run once per render frame.
/// For most gameplay logic, consider using [`FixedUpdate`] instead.
///
/// Examples of systems that should run once per render frame include (but are not limited to):
/// - UI
/// - Input handling
/// - Audio control
///
/// See the [`FixedUpdate`] schedule for examples of systems that *should not* use this schedule.
/// See the [`Main`] schedule for some details about how schedules are run.
#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
pub struct Update;
/// The schedule that contains scene spawning.
///
/// See the [`Main`] schedule for some details about how schedules are run.
#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
pub struct SpawnScene;
/// The schedule that contains logic that must run after [`Update`]. For example, synchronizing "local transforms" in a hierarchy
/// to "global" absolute transforms. This enables the [`PostUpdate`] transform-sync system to react to "local transform" changes in
/// [`Update`] without the [`Update`] systems needing to know about (or add scheduler dependencies for) the "global transform sync system".
///
/// [`PostUpdate`] exists to do "engine/plugin response work" to things that happened in [`Update`].
/// [`PostUpdate`] abstracts out "implementation details" from users defining systems in [`Update`].
///
/// See the [`Main`] schedule for some details about how schedules are run.
#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
pub struct PostUpdate;
/// Runs last in the schedule.
///
/// See the [`Main`] schedule for some details about how schedules are run.
#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
pub struct Last;
AnimationEvent -> Event and other improvements (#16440) # Objective Needing to derive `AnimationEvent` for `Event` is unnecessary, and the trigger logic coupled to it feels like we're coupling "event producer" logic with the event itself, which feels wrong. It also comes with a bunch of complexity, which is again unnecessary. We can have the flexibility of "custom animation event trigger logic" without this coupling and complexity. The current `animation_events` example is also needlessly complicated, due to it needing to work around system ordering issues. The docs describing it are also slightly wrong. We can make this all a non-issue by solving the underlying ordering problem. Related to this, we use the `bevy_animation::Animation` system set to solve PostUpdate animation order-of-operations issues. If we move this to bevy_app as part of our "core schedule", we can cut out needless `bevy_animation` crate dependencies in these instances. ## Solution - Remove `AnimationEvent`, the derive, and all other infrastructure associated with it (such as the `bevy_animation/derive` crate) - Replace all instances of `AnimationEvent` traits with `Event + Clone` - Store and use functions for custom animation trigger logic (ex: `clip.add_event_fn()`). For "normal" cases users dont need to think about this and should use the simpler `clip.add_event()` - Run the `Animation` system set _before_ updating text - Move `bevy_animation::Animation` to `bevy_app::Animation`. Remove unnecessary `bevy_animation` dependency from `bevy_ui` - Adjust `animation_events` example to use the simpler `clip.add_event` API, as the workarounds are no longer necessary This is polishing work that will land in 0.15, and I think it is simple enough and valuable enough to land in 0.15 with it, in the interest of making the feature as compelling as possible.
2024-11-22 00:16:04 +00:00
/// Animation system set. This exists in [`PostUpdate`].
#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
pub struct Animation;
/// Defines the schedules to be run for the [`Main`] schedule, including
/// their order.
#[derive(Resource, Debug)]
pub struct MainScheduleOrder {
/// The labels to run for the main phase of the [`Main`] schedule (in the order they will be run).
Replace all labels with interned labels (#7762) # Objective First of all, this PR took heavy inspiration from #7760 and #5715. It intends to also fix #5569, but with a slightly different approach. This also fixes #9335 by reexporting `DynEq`. ## Solution The advantage of this API is that we can intern a value without allocating for zero-sized-types and for enum variants that have no fields. This PR does this automatically in the `SystemSet` and `ScheduleLabel` derive macros for unit structs and fieldless enum variants. So this should cover many internal and external use cases of `SystemSet` and `ScheduleLabel`. In these optimal use cases, no memory will be allocated. - The interning returns a `Interned<dyn SystemSet>`, which is just a wrapper around a `&'static dyn SystemSet`. - `Hash` and `Eq` are implemented in terms of the pointer value of the reference, similar to my first approach of anonymous system sets in #7676. - Therefore, `Interned<T>` does not implement `Borrow<T>`, only `Deref`. - The debug output of `Interned<T>` is the same as the interned value. Edit: - `AppLabel` is now also interned and the old `derive_label`/`define_label` macros were replaced with the new interning implementation. - Anonymous set ids are reused for different `Schedule`s, reducing the amount of leaked memory. ### Pros - `InternedSystemSet` and `InternedScheduleLabel` behave very similar to the current `BoxedSystemSet` and `BoxedScheduleLabel`, but can be copied without an allocation. - Many use cases don't allocate at all. - Very fast lookups and comparisons when using `InternedSystemSet` and `InternedScheduleLabel`. - The `intern` module might be usable in other areas. - `Interned{ScheduleLabel, SystemSet, AppLabel}` does implement `{ScheduleLabel, SystemSet, AppLabel}`, increasing ergonomics. ### Cons - Implementors of `SystemSet` and `ScheduleLabel` still need to implement `Hash` and `Eq` (and `Clone`) for it to work. ## Changelog ### Added - Added `intern` module to `bevy_utils`. - Added reexports of `DynEq` to `bevy_ecs` and `bevy_app`. ### Changed - Replaced `BoxedSystemSet` and `BoxedScheduleLabel` with `InternedSystemSet` and `InternedScheduleLabel`. - Replaced `impl AsRef<dyn ScheduleLabel>` with `impl ScheduleLabel`. - Replaced `AppLabelId` with `InternedAppLabel`. - Changed `AppLabel` to use `Debug` for error messages. - Changed `AppLabel` to use interning. - Changed `define_label`/`derive_label` to use interning. - Replaced `define_boxed_label`/`derive_boxed_label` with `define_label`/`derive_label`. - Changed anonymous set ids to be only unique inside a schedule, not globally. - Made interned label types implement their label trait. ### Removed - Removed `define_boxed_label` and `derive_boxed_label`. ## Migration guide - Replace `BoxedScheduleLabel` and `Box<dyn ScheduleLabel>` with `InternedScheduleLabel` or `Interned<dyn ScheduleLabel>`. - Replace `BoxedSystemSet` and `Box<dyn SystemSet>` with `InternedSystemSet` or `Interned<dyn SystemSet>`. - Replace `AppLabelId` with `InternedAppLabel` or `Interned<dyn AppLabel>`. - Types manually implementing `ScheduleLabel`, `AppLabel` or `SystemSet` need to implement: - `dyn_hash` directly instead of implementing `DynHash` - `as_dyn_eq` - Pass labels to `World::try_schedule_scope`, `World::schedule_scope`, `World::try_run_schedule`. `World::run_schedule`, `Schedules::remove`, `Schedules::remove_entry`, `Schedules::contains`, `Schedules::get` and `Schedules::get_mut` by value instead of by reference. --------- Co-authored-by: Joseph <21144246+JoJoJet@users.noreply.github.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-10-25 21:39:23 +00:00
pub labels: Vec<InternedScheduleLabel>,
/// The labels to run for the startup phase of the [`Main`] schedule (in the order they will be run).
pub startup_labels: Vec<InternedScheduleLabel>,
}
impl Default for MainScheduleOrder {
fn default() -> Self {
Self {
labels: vec![
Replace all labels with interned labels (#7762) # Objective First of all, this PR took heavy inspiration from #7760 and #5715. It intends to also fix #5569, but with a slightly different approach. This also fixes #9335 by reexporting `DynEq`. ## Solution The advantage of this API is that we can intern a value without allocating for zero-sized-types and for enum variants that have no fields. This PR does this automatically in the `SystemSet` and `ScheduleLabel` derive macros for unit structs and fieldless enum variants. So this should cover many internal and external use cases of `SystemSet` and `ScheduleLabel`. In these optimal use cases, no memory will be allocated. - The interning returns a `Interned<dyn SystemSet>`, which is just a wrapper around a `&'static dyn SystemSet`. - `Hash` and `Eq` are implemented in terms of the pointer value of the reference, similar to my first approach of anonymous system sets in #7676. - Therefore, `Interned<T>` does not implement `Borrow<T>`, only `Deref`. - The debug output of `Interned<T>` is the same as the interned value. Edit: - `AppLabel` is now also interned and the old `derive_label`/`define_label` macros were replaced with the new interning implementation. - Anonymous set ids are reused for different `Schedule`s, reducing the amount of leaked memory. ### Pros - `InternedSystemSet` and `InternedScheduleLabel` behave very similar to the current `BoxedSystemSet` and `BoxedScheduleLabel`, but can be copied without an allocation. - Many use cases don't allocate at all. - Very fast lookups and comparisons when using `InternedSystemSet` and `InternedScheduleLabel`. - The `intern` module might be usable in other areas. - `Interned{ScheduleLabel, SystemSet, AppLabel}` does implement `{ScheduleLabel, SystemSet, AppLabel}`, increasing ergonomics. ### Cons - Implementors of `SystemSet` and `ScheduleLabel` still need to implement `Hash` and `Eq` (and `Clone`) for it to work. ## Changelog ### Added - Added `intern` module to `bevy_utils`. - Added reexports of `DynEq` to `bevy_ecs` and `bevy_app`. ### Changed - Replaced `BoxedSystemSet` and `BoxedScheduleLabel` with `InternedSystemSet` and `InternedScheduleLabel`. - Replaced `impl AsRef<dyn ScheduleLabel>` with `impl ScheduleLabel`. - Replaced `AppLabelId` with `InternedAppLabel`. - Changed `AppLabel` to use `Debug` for error messages. - Changed `AppLabel` to use interning. - Changed `define_label`/`derive_label` to use interning. - Replaced `define_boxed_label`/`derive_boxed_label` with `define_label`/`derive_label`. - Changed anonymous set ids to be only unique inside a schedule, not globally. - Made interned label types implement their label trait. ### Removed - Removed `define_boxed_label` and `derive_boxed_label`. ## Migration guide - Replace `BoxedScheduleLabel` and `Box<dyn ScheduleLabel>` with `InternedScheduleLabel` or `Interned<dyn ScheduleLabel>`. - Replace `BoxedSystemSet` and `Box<dyn SystemSet>` with `InternedSystemSet` or `Interned<dyn SystemSet>`. - Replace `AppLabelId` with `InternedAppLabel` or `Interned<dyn AppLabel>`. - Types manually implementing `ScheduleLabel`, `AppLabel` or `SystemSet` need to implement: - `dyn_hash` directly instead of implementing `DynHash` - `as_dyn_eq` - Pass labels to `World::try_schedule_scope`, `World::schedule_scope`, `World::try_run_schedule`. `World::run_schedule`, `Schedules::remove`, `Schedules::remove_entry`, `Schedules::contains`, `Schedules::get` and `Schedules::get_mut` by value instead of by reference. --------- Co-authored-by: Joseph <21144246+JoJoJet@users.noreply.github.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-10-25 21:39:23 +00:00
First.intern(),
PreUpdate.intern(),
RunFixedMainLoop.intern(),
Replace all labels with interned labels (#7762) # Objective First of all, this PR took heavy inspiration from #7760 and #5715. It intends to also fix #5569, but with a slightly different approach. This also fixes #9335 by reexporting `DynEq`. ## Solution The advantage of this API is that we can intern a value without allocating for zero-sized-types and for enum variants that have no fields. This PR does this automatically in the `SystemSet` and `ScheduleLabel` derive macros for unit structs and fieldless enum variants. So this should cover many internal and external use cases of `SystemSet` and `ScheduleLabel`. In these optimal use cases, no memory will be allocated. - The interning returns a `Interned<dyn SystemSet>`, which is just a wrapper around a `&'static dyn SystemSet`. - `Hash` and `Eq` are implemented in terms of the pointer value of the reference, similar to my first approach of anonymous system sets in #7676. - Therefore, `Interned<T>` does not implement `Borrow<T>`, only `Deref`. - The debug output of `Interned<T>` is the same as the interned value. Edit: - `AppLabel` is now also interned and the old `derive_label`/`define_label` macros were replaced with the new interning implementation. - Anonymous set ids are reused for different `Schedule`s, reducing the amount of leaked memory. ### Pros - `InternedSystemSet` and `InternedScheduleLabel` behave very similar to the current `BoxedSystemSet` and `BoxedScheduleLabel`, but can be copied without an allocation. - Many use cases don't allocate at all. - Very fast lookups and comparisons when using `InternedSystemSet` and `InternedScheduleLabel`. - The `intern` module might be usable in other areas. - `Interned{ScheduleLabel, SystemSet, AppLabel}` does implement `{ScheduleLabel, SystemSet, AppLabel}`, increasing ergonomics. ### Cons - Implementors of `SystemSet` and `ScheduleLabel` still need to implement `Hash` and `Eq` (and `Clone`) for it to work. ## Changelog ### Added - Added `intern` module to `bevy_utils`. - Added reexports of `DynEq` to `bevy_ecs` and `bevy_app`. ### Changed - Replaced `BoxedSystemSet` and `BoxedScheduleLabel` with `InternedSystemSet` and `InternedScheduleLabel`. - Replaced `impl AsRef<dyn ScheduleLabel>` with `impl ScheduleLabel`. - Replaced `AppLabelId` with `InternedAppLabel`. - Changed `AppLabel` to use `Debug` for error messages. - Changed `AppLabel` to use interning. - Changed `define_label`/`derive_label` to use interning. - Replaced `define_boxed_label`/`derive_boxed_label` with `define_label`/`derive_label`. - Changed anonymous set ids to be only unique inside a schedule, not globally. - Made interned label types implement their label trait. ### Removed - Removed `define_boxed_label` and `derive_boxed_label`. ## Migration guide - Replace `BoxedScheduleLabel` and `Box<dyn ScheduleLabel>` with `InternedScheduleLabel` or `Interned<dyn ScheduleLabel>`. - Replace `BoxedSystemSet` and `Box<dyn SystemSet>` with `InternedSystemSet` or `Interned<dyn SystemSet>`. - Replace `AppLabelId` with `InternedAppLabel` or `Interned<dyn AppLabel>`. - Types manually implementing `ScheduleLabel`, `AppLabel` or `SystemSet` need to implement: - `dyn_hash` directly instead of implementing `DynHash` - `as_dyn_eq` - Pass labels to `World::try_schedule_scope`, `World::schedule_scope`, `World::try_run_schedule`. `World::run_schedule`, `Schedules::remove`, `Schedules::remove_entry`, `Schedules::contains`, `Schedules::get` and `Schedules::get_mut` by value instead of by reference. --------- Co-authored-by: Joseph <21144246+JoJoJet@users.noreply.github.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-10-25 21:39:23 +00:00
Update.intern(),
SpawnScene.intern(),
PostUpdate.intern(),
Last.intern(),
],
startup_labels: vec![PreStartup.intern(), Startup.intern(), PostStartup.intern()],
}
}
}
impl MainScheduleOrder {
/// Adds the given `schedule` after the `after` schedule in the main list of schedules.
pub fn insert_after(&mut self, after: impl ScheduleLabel, schedule: impl ScheduleLabel) {
let index = self
.labels
.iter()
.position(|current| (**current).eq(&after))
.unwrap_or_else(|| panic!("Expected {after:?} to exist"));
Replace all labels with interned labels (#7762) # Objective First of all, this PR took heavy inspiration from #7760 and #5715. It intends to also fix #5569, but with a slightly different approach. This also fixes #9335 by reexporting `DynEq`. ## Solution The advantage of this API is that we can intern a value without allocating for zero-sized-types and for enum variants that have no fields. This PR does this automatically in the `SystemSet` and `ScheduleLabel` derive macros for unit structs and fieldless enum variants. So this should cover many internal and external use cases of `SystemSet` and `ScheduleLabel`. In these optimal use cases, no memory will be allocated. - The interning returns a `Interned<dyn SystemSet>`, which is just a wrapper around a `&'static dyn SystemSet`. - `Hash` and `Eq` are implemented in terms of the pointer value of the reference, similar to my first approach of anonymous system sets in #7676. - Therefore, `Interned<T>` does not implement `Borrow<T>`, only `Deref`. - The debug output of `Interned<T>` is the same as the interned value. Edit: - `AppLabel` is now also interned and the old `derive_label`/`define_label` macros were replaced with the new interning implementation. - Anonymous set ids are reused for different `Schedule`s, reducing the amount of leaked memory. ### Pros - `InternedSystemSet` and `InternedScheduleLabel` behave very similar to the current `BoxedSystemSet` and `BoxedScheduleLabel`, but can be copied without an allocation. - Many use cases don't allocate at all. - Very fast lookups and comparisons when using `InternedSystemSet` and `InternedScheduleLabel`. - The `intern` module might be usable in other areas. - `Interned{ScheduleLabel, SystemSet, AppLabel}` does implement `{ScheduleLabel, SystemSet, AppLabel}`, increasing ergonomics. ### Cons - Implementors of `SystemSet` and `ScheduleLabel` still need to implement `Hash` and `Eq` (and `Clone`) for it to work. ## Changelog ### Added - Added `intern` module to `bevy_utils`. - Added reexports of `DynEq` to `bevy_ecs` and `bevy_app`. ### Changed - Replaced `BoxedSystemSet` and `BoxedScheduleLabel` with `InternedSystemSet` and `InternedScheduleLabel`. - Replaced `impl AsRef<dyn ScheduleLabel>` with `impl ScheduleLabel`. - Replaced `AppLabelId` with `InternedAppLabel`. - Changed `AppLabel` to use `Debug` for error messages. - Changed `AppLabel` to use interning. - Changed `define_label`/`derive_label` to use interning. - Replaced `define_boxed_label`/`derive_boxed_label` with `define_label`/`derive_label`. - Changed anonymous set ids to be only unique inside a schedule, not globally. - Made interned label types implement their label trait. ### Removed - Removed `define_boxed_label` and `derive_boxed_label`. ## Migration guide - Replace `BoxedScheduleLabel` and `Box<dyn ScheduleLabel>` with `InternedScheduleLabel` or `Interned<dyn ScheduleLabel>`. - Replace `BoxedSystemSet` and `Box<dyn SystemSet>` with `InternedSystemSet` or `Interned<dyn SystemSet>`. - Replace `AppLabelId` with `InternedAppLabel` or `Interned<dyn AppLabel>`. - Types manually implementing `ScheduleLabel`, `AppLabel` or `SystemSet` need to implement: - `dyn_hash` directly instead of implementing `DynHash` - `as_dyn_eq` - Pass labels to `World::try_schedule_scope`, `World::schedule_scope`, `World::try_run_schedule`. `World::run_schedule`, `Schedules::remove`, `Schedules::remove_entry`, `Schedules::contains`, `Schedules::get` and `Schedules::get_mut` by value instead of by reference. --------- Co-authored-by: Joseph <21144246+JoJoJet@users.noreply.github.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-10-25 21:39:23 +00:00
self.labels.insert(index + 1, schedule.intern());
}
/// Adds the given `schedule` before the `before` schedule in the main list of schedules.
pub fn insert_before(&mut self, before: impl ScheduleLabel, schedule: impl ScheduleLabel) {
let index = self
.labels
.iter()
.position(|current| (**current).eq(&before))
.unwrap_or_else(|| panic!("Expected {before:?} to exist"));
self.labels.insert(index, schedule.intern());
}
/// Adds the given `schedule` after the `after` schedule in the list of startup schedules.
pub fn insert_startup_after(
&mut self,
after: impl ScheduleLabel,
schedule: impl ScheduleLabel,
) {
let index = self
.startup_labels
.iter()
.position(|current| (**current).eq(&after))
.unwrap_or_else(|| panic!("Expected {after:?} to exist"));
self.startup_labels.insert(index + 1, schedule.intern());
}
/// Adds the given `schedule` before the `before` schedule in the list of startup schedules.
pub fn insert_startup_before(
&mut self,
before: impl ScheduleLabel,
schedule: impl ScheduleLabel,
) {
let index = self
.startup_labels
.iter()
.position(|current| (**current).eq(&before))
.unwrap_or_else(|| panic!("Expected {before:?} to exist"));
self.startup_labels.insert(index, schedule.intern());
}
}
impl Main {
/// A system that runs the "main schedule"
pub fn run_main(world: &mut World, mut run_at_least_once: Local<bool>) {
if !*run_at_least_once {
world.resource_scope(|world, order: Mut<MainScheduleOrder>| {
for &label in &order.startup_labels {
let _ = world.try_run_schedule(label);
}
});
*run_at_least_once = true;
}
world.resource_scope(|world, order: Mut<MainScheduleOrder>| {
Replace all labels with interned labels (#7762) # Objective First of all, this PR took heavy inspiration from #7760 and #5715. It intends to also fix #5569, but with a slightly different approach. This also fixes #9335 by reexporting `DynEq`. ## Solution The advantage of this API is that we can intern a value without allocating for zero-sized-types and for enum variants that have no fields. This PR does this automatically in the `SystemSet` and `ScheduleLabel` derive macros for unit structs and fieldless enum variants. So this should cover many internal and external use cases of `SystemSet` and `ScheduleLabel`. In these optimal use cases, no memory will be allocated. - The interning returns a `Interned<dyn SystemSet>`, which is just a wrapper around a `&'static dyn SystemSet`. - `Hash` and `Eq` are implemented in terms of the pointer value of the reference, similar to my first approach of anonymous system sets in #7676. - Therefore, `Interned<T>` does not implement `Borrow<T>`, only `Deref`. - The debug output of `Interned<T>` is the same as the interned value. Edit: - `AppLabel` is now also interned and the old `derive_label`/`define_label` macros were replaced with the new interning implementation. - Anonymous set ids are reused for different `Schedule`s, reducing the amount of leaked memory. ### Pros - `InternedSystemSet` and `InternedScheduleLabel` behave very similar to the current `BoxedSystemSet` and `BoxedScheduleLabel`, but can be copied without an allocation. - Many use cases don't allocate at all. - Very fast lookups and comparisons when using `InternedSystemSet` and `InternedScheduleLabel`. - The `intern` module might be usable in other areas. - `Interned{ScheduleLabel, SystemSet, AppLabel}` does implement `{ScheduleLabel, SystemSet, AppLabel}`, increasing ergonomics. ### Cons - Implementors of `SystemSet` and `ScheduleLabel` still need to implement `Hash` and `Eq` (and `Clone`) for it to work. ## Changelog ### Added - Added `intern` module to `bevy_utils`. - Added reexports of `DynEq` to `bevy_ecs` and `bevy_app`. ### Changed - Replaced `BoxedSystemSet` and `BoxedScheduleLabel` with `InternedSystemSet` and `InternedScheduleLabel`. - Replaced `impl AsRef<dyn ScheduleLabel>` with `impl ScheduleLabel`. - Replaced `AppLabelId` with `InternedAppLabel`. - Changed `AppLabel` to use `Debug` for error messages. - Changed `AppLabel` to use interning. - Changed `define_label`/`derive_label` to use interning. - Replaced `define_boxed_label`/`derive_boxed_label` with `define_label`/`derive_label`. - Changed anonymous set ids to be only unique inside a schedule, not globally. - Made interned label types implement their label trait. ### Removed - Removed `define_boxed_label` and `derive_boxed_label`. ## Migration guide - Replace `BoxedScheduleLabel` and `Box<dyn ScheduleLabel>` with `InternedScheduleLabel` or `Interned<dyn ScheduleLabel>`. - Replace `BoxedSystemSet` and `Box<dyn SystemSet>` with `InternedSystemSet` or `Interned<dyn SystemSet>`. - Replace `AppLabelId` with `InternedAppLabel` or `Interned<dyn AppLabel>`. - Types manually implementing `ScheduleLabel`, `AppLabel` or `SystemSet` need to implement: - `dyn_hash` directly instead of implementing `DynHash` - `as_dyn_eq` - Pass labels to `World::try_schedule_scope`, `World::schedule_scope`, `World::try_run_schedule`. `World::run_schedule`, `Schedules::remove`, `Schedules::remove_entry`, `Schedules::contains`, `Schedules::get` and `Schedules::get_mut` by value instead of by reference. --------- Co-authored-by: Joseph <21144246+JoJoJet@users.noreply.github.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-10-25 21:39:23 +00:00
for &label in &order.labels {
let _ = world.try_run_schedule(label);
}
});
}
}
/// Initializes the [`Main`] schedule, sub schedules, and resources for a given [`App`].
pub struct MainSchedulePlugin;
impl Plugin for MainSchedulePlugin {
fn build(&self, app: &mut App) {
// simple "facilitator" schedules benefit from simpler single threaded scheduling
let mut main_schedule = Schedule::new(Main);
main_schedule.set_executor_kind(ExecutorKind::SingleThreaded);
let mut fixed_main_schedule = Schedule::new(FixedMain);
fixed_main_schedule.set_executor_kind(ExecutorKind::SingleThreaded);
let mut fixed_main_loop_schedule = Schedule::new(RunFixedMainLoop);
fixed_main_loop_schedule.set_executor_kind(ExecutorKind::SingleThreaded);
app.add_schedule(main_schedule)
.add_schedule(fixed_main_schedule)
.add_schedule(fixed_main_loop_schedule)
.init_resource::<MainScheduleOrder>()
.init_resource::<FixedMainScheduleOrder>()
.add_systems(Main, Main::run_main)
Allow ordering variable timesteps around fixed timesteps (#14881) # Objective - Fixes #14873, see that issue for a whole lot of context ## Solution - Add a blessed system set for this stuff. See [this Discord discussion](https://discord.com/channels/691052431525675048/749335865876021248/1276262931327094908). Note that the gizmo systems, [LWIM](https://github.com/Leafwing-Studios/leafwing-input-manager/pull/522/files#diff-9b59ee4899ad0a5d008889ea89a124a7291316532e42f9f3d6ae842b906fb095R154) and now a new plugin I'm working on are all already ordering against `run_fixed_main_schedule`, so having a dedicated system set should be more robust and hopefully also more discoverable. --- ## ~~Showcase~~ ~~I can add a little video of a smooth camera later if this gets merged :)~~ Apparently a release note is not needed, so I'll leave it out. See the changes in the fixed timestep example for usage showcase and the video in #14873 for a more or less accurate video of the effect (it does not use the same solution though, so it is not quite the same) ## Migration Guide [run_fixed_main_schedule](https://docs.rs/bevy/latest/bevy/time/fn.run_fixed_main_schedule.html) is no longer public. If you used to order against it, use the new dedicated `RunFixedMainLoopSystem` system set instead. You can replace your usage of `run_fixed_main_schedule` one for one by `RunFixedMainLoopSystem::FixedMainLoop`, but it is now more idiomatic to place your systems in either `RunFixedMainLoopSystem::BeforeFixedMainLoop` or `RunFixedMainLoopSystem::AfterFixedMainLoop` Old: ```rust app.add_systems( RunFixedMainLoop, some_system.before(run_fixed_main_schedule) ); ``` New: ```rust app.add_systems( RunFixedMainLoop, some_system.in_set(RunFixedMainLoopSystem::BeforeFixedMainLoop) ); ``` --------- Co-authored-by: Tau Gärtli <git@tau.garden>
2024-08-23 16:19:42 +00:00
.add_systems(FixedMain, FixedMain::run_fixed_main)
.configure_sets(
RunFixedMainLoop,
(
RunFixedMainLoopSystem::BeforeFixedMainLoop,
RunFixedMainLoopSystem::FixedMainLoop,
RunFixedMainLoopSystem::AfterFixedMainLoop,
)
.chain(),
);
System Stepping implemented as Resource (#8453) # Objective Add interactive system debugging capabilities to bevy, providing step/break/continue style capabilities to running system schedules. * Original implementation: #8063 - `ignore_stepping()` everywhere was too much complexity * Schedule-config & Resource discussion: #8168 - Decided on selective adding of Schedules & Resource-based control ## Solution Created `Stepping` Resource. This resource can be used to enable stepping on a per-schedule basis. Systems within schedules can be individually configured to: * AlwaysRun: Ignore any stepping state and run every frame * NeverRun: Never run while stepping is enabled - this allows for disabling of systems while debugging * Break: If we're running the full frame, stop before this system is run Stepping provides two modes of execution that reflect traditional debuggers: * Step-based: Only execute one system at a time * Continue/Break: Run all systems, but stop before running a system marked as Break ### Demo https://user-images.githubusercontent.com/857742/233630981-99f3bbda-9ca6-4cc4-a00f-171c4946dc47.mov Breakout has been modified to use Stepping. The game runs normally for a couple of seconds, then stepping is enabled and the game appears to pause. A list of Schedules & Systems appears with a cursor at the first System in the list. The demo then steps forward full frames using the spacebar until the ball is about to hit a brick. Then we step system by system as the ball impacts a brick, showing the cursor moving through the individual systems. Finally the demo switches back to frame stepping as the ball changes course. ### Limitations Due to architectural constraints in bevy, there are some cases systems stepping will not function as a user would expect. #### Event-driven systems Stepping does not support systems that are driven by `Event`s as events are flushed after 1-2 frames. Although game systems are not running while stepping, ignored systems are still running every frame, so events will be flushed. This presents to the user as stepping the event-driven system never executes the system. It does execute, but the events have already been flushed. This can be resolved by changing event handling to use a buffer for events, and only dropping an event once all readers have read it. The work-around to allow these systems to properly execute during stepping is to have them ignore stepping: `app.add_systems(event_driven_system.ignore_stepping())`. This was done in the breakout example to ensure sound played even while stepping. #### Conditional Systems When a system is stepped, it is given an opportunity to run. If the conditions of the system say it should not run, it will not. Similar to Event-driven systems, if a system is conditional, and that condition is only true for a very small time window, then stepping the system may not execute the system. This includes depending on any sort of external clock. This exhibits to the user as the system not always running when it is stepped. A solution to this limitation is to ensure any conditions are consistent while stepping is enabled. For example, all systems that modify any state the condition uses should also enable stepping. #### State-transition Systems Stepping is configured on the per-`Schedule` level, requiring the user to have a `ScheduleLabel`. To support state-transition systems, bevy generates needed schedules dynamically. Currently it’s very difficult (if not impossible, I haven’t verified) for the user to get the labels for these schedules. Without ready access to the dynamically generated schedules, and a resolution for the `Event` lifetime, **stepping of the state-transition systems is not supported** --- ## Changelog - `Schedule::run()` updated to consult `Stepping` Resource to determine which Systems to run each frame - Added `Schedule.label` as a `BoxedSystemLabel`, along with supporting `Schedule::set_label()` and `Schedule::label()` methods - `Stepping` needed to know which `Schedule` was running, and prior to this PR, `Schedule` didn't track its own label - Would have preferred to add `Schedule::with_label()` and remove `Schedule::new()`, but this PR touches enough already - Added calls to `Schedule.set_label()` to `App` and `World` as needed - Added `Stepping` resource - Added `Stepping::begin_frame()` system to `MainSchedulePlugin` - Run before `Main::run_main()` - Notifies any `Stepping` Resource a new render frame is starting ## Migration Guide - Add a call to `Schedule::set_label()` for any custom `Schedule` - This is only required if the `Schedule` will be stepped --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-02-03 05:18:38 +00:00
#[cfg(feature = "bevy_debug_stepping")]
{
use bevy_ecs::schedule::{IntoSystemConfigs, Stepping};
app.add_systems(Main, Stepping::begin_frame.before(Main::run_main));
}
}
}
/// Defines the schedules to be run for the [`FixedMain`] schedule, including
/// their order.
#[derive(Resource, Debug)]
pub struct FixedMainScheduleOrder {
/// The labels to run for the [`FixedMain`] schedule (in the order they will be run).
pub labels: Vec<InternedScheduleLabel>,
}
impl Default for FixedMainScheduleOrder {
fn default() -> Self {
Self {
labels: vec![
FixedFirst.intern(),
FixedPreUpdate.intern(),
FixedUpdate.intern(),
FixedPostUpdate.intern(),
FixedLast.intern(),
],
}
}
}
impl FixedMainScheduleOrder {
/// Adds the given `schedule` after the `after` schedule
pub fn insert_after(&mut self, after: impl ScheduleLabel, schedule: impl ScheduleLabel) {
let index = self
.labels
.iter()
.position(|current| (**current).eq(&after))
.unwrap_or_else(|| panic!("Expected {after:?} to exist"));
self.labels.insert(index + 1, schedule.intern());
}
/// Adds the given `schedule` before the `before` schedule
pub fn insert_before(&mut self, before: impl ScheduleLabel, schedule: impl ScheduleLabel) {
let index = self
.labels
.iter()
.position(|current| (**current).eq(&before))
.unwrap_or_else(|| panic!("Expected {before:?} to exist"));
self.labels.insert(index, schedule.intern());
}
}
impl FixedMain {
/// A system that runs the fixed timestep's "main schedule"
pub fn run_fixed_main(world: &mut World) {
world.resource_scope(|world, order: Mut<FixedMainScheduleOrder>| {
for &label in &order.labels {
let _ = world.try_run_schedule(label);
}
});
}
}
Allow ordering variable timesteps around fixed timesteps (#14881) # Objective - Fixes #14873, see that issue for a whole lot of context ## Solution - Add a blessed system set for this stuff. See [this Discord discussion](https://discord.com/channels/691052431525675048/749335865876021248/1276262931327094908). Note that the gizmo systems, [LWIM](https://github.com/Leafwing-Studios/leafwing-input-manager/pull/522/files#diff-9b59ee4899ad0a5d008889ea89a124a7291316532e42f9f3d6ae842b906fb095R154) and now a new plugin I'm working on are all already ordering against `run_fixed_main_schedule`, so having a dedicated system set should be more robust and hopefully also more discoverable. --- ## ~~Showcase~~ ~~I can add a little video of a smooth camera later if this gets merged :)~~ Apparently a release note is not needed, so I'll leave it out. See the changes in the fixed timestep example for usage showcase and the video in #14873 for a more or less accurate video of the effect (it does not use the same solution though, so it is not quite the same) ## Migration Guide [run_fixed_main_schedule](https://docs.rs/bevy/latest/bevy/time/fn.run_fixed_main_schedule.html) is no longer public. If you used to order against it, use the new dedicated `RunFixedMainLoopSystem` system set instead. You can replace your usage of `run_fixed_main_schedule` one for one by `RunFixedMainLoopSystem::FixedMainLoop`, but it is now more idiomatic to place your systems in either `RunFixedMainLoopSystem::BeforeFixedMainLoop` or `RunFixedMainLoopSystem::AfterFixedMainLoop` Old: ```rust app.add_systems( RunFixedMainLoop, some_system.before(run_fixed_main_schedule) ); ``` New: ```rust app.add_systems( RunFixedMainLoop, some_system.in_set(RunFixedMainLoopSystem::BeforeFixedMainLoop) ); ``` --------- Co-authored-by: Tau Gärtli <git@tau.garden>
2024-08-23 16:19:42 +00:00
/// Set enum for the systems that want to run inside [`RunFixedMainLoop`],
/// but before or after the fixed update logic. Systems in this set
/// will run exactly once per frame, regardless of the number of fixed updates.
/// They will also run under a variable timestep.
///
/// This is useful for handling things that need to run every frame, but
/// also need to be read by the fixed update logic. See the individual variants
/// for examples of what kind of systems should be placed in each.
///
/// Note that in contrast to most other Bevy schedules, systems added directly to
/// [`RunFixedMainLoop`] will *not* be parallelized between each other.
#[derive(Debug, Hash, PartialEq, Eq, Copy, Clone, SystemSet)]
pub enum RunFixedMainLoopSystem {
/// Runs before the fixed update logic.
///
/// A good example of a system that fits here
/// is camera movement, which needs to be updated in a variable timestep,
/// as you want the camera to move with as much precision and updates as
/// the frame rate allows. A physics system that needs to read the camera
/// position and orientation, however, should run in the fixed update logic,
/// as it needs to be deterministic and run at a fixed rate for better stability.
/// Note that we are not placing the camera movement system in `Update`, as that
/// would mean that the physics system already ran at that point.
///
/// # Example
/// ```
/// # use bevy_app::prelude::*;
/// # use bevy_ecs::prelude::*;
/// App::new()
/// .add_systems(
/// RunFixedMainLoop,
/// update_camera_rotation.in_set(RunFixedMainLoopSystem::BeforeFixedMainLoop))
/// .add_systems(FixedUpdate, update_physics);
///
/// # fn update_camera_rotation() {}
/// # fn update_physics() {}
/// ```
BeforeFixedMainLoop,
/// Contains the fixed update logic.
/// Runs [`FixedMain`] zero or more times based on delta of
/// [`Time<Virtual>`] and [`Time::overstep`].
///
/// Don't place systems here, use [`FixedUpdate`] and friends instead.
/// Use this system instead to order your systems to run specifically inbetween the fixed update logic and all
/// other systems that run in [`RunFixedMainLoopSystem::BeforeFixedMainLoop`] or [`RunFixedMainLoopSystem::AfterFixedMainLoop`].
///
/// [`Time<Virtual>`]: https://docs.rs/bevy/latest/bevy/prelude/struct.Virtual.html
/// [`Time::overstep`]: https://docs.rs/bevy/latest/bevy/time/struct.Time.html#method.overstep
/// # Example
/// ```
/// # use bevy_app::prelude::*;
/// # use bevy_ecs::prelude::*;
/// App::new()
/// .add_systems(FixedUpdate, update_physics)
/// .add_systems(
/// RunFixedMainLoop,
/// (
/// // This system will be called before all interpolation systems
/// // that third-party plugins might add.
/// prepare_for_interpolation
/// .after(RunFixedMainLoopSystem::FixedMainLoop)
/// .before(RunFixedMainLoopSystem::AfterFixedMainLoop),
/// )
/// );
///
/// # fn prepare_for_interpolation() {}
/// # fn update_physics() {}
/// ```
FixedMainLoop,
/// Runs after the fixed update logic.
///
/// A good example of a system that fits here
/// is a system that interpolates the transform of an entity between the last and current fixed update.
/// See the [fixed timestep example] for more details.
///
/// [fixed timestep example]: https://github.com/bevyengine/bevy/blob/main/examples/movement/physics_in_fixed_timestep.rs
///
/// # Example
/// ```
/// # use bevy_app::prelude::*;
/// # use bevy_ecs::prelude::*;
/// App::new()
/// .add_systems(FixedUpdate, update_physics)
/// .add_systems(
/// RunFixedMainLoop,
/// interpolate_transforms.in_set(RunFixedMainLoopSystem::AfterFixedMainLoop));
///
/// # fn interpolate_transforms() {}
/// # fn update_physics() {}
/// ```
AfterFixedMainLoop,
}