2023-01-17 01:39:17 +00:00
|
|
|
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,
|
Base Sets (#7466)
# Objective
NOTE: This depends on #7267 and should not be merged until #7267 is merged. If you are reviewing this before that is merged, I highly recommend viewing the Base Sets commit instead of trying to find my changes amongst those from #7267.
"Default sets" as described by the [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) have some [unfortunate consequences](https://github.com/bevyengine/bevy/discussions/7365).
## Solution
This adds "base sets" as a variant of `SystemSet`:
A set is a "base set" if `SystemSet::is_base` returns `true`. Typically this will be opted-in to using the `SystemSet` derive:
```rust
#[derive(SystemSet, Clone, Hash, Debug, PartialEq, Eq)]
#[system_set(base)]
enum MyBaseSet {
A,
B,
}
```
**Base sets are exclusive**: a system can belong to at most one "base set". Adding a system to more than one will result in an error. When possible we fail immediately during system-config-time with a nice file + line number. For the more nested graph-ey cases, this will fail at the final schedule build.
**Base sets cannot belong to other sets**: this is where the word "base" comes from
Systems and Sets can only be added to base sets using `in_base_set`. Calling `in_set` with a base set will fail. As will calling `in_base_set` with a normal set.
```rust
app.add_system(foo.in_base_set(MyBaseSet::A))
// X must be a normal set ... base sets cannot be added to base sets
.configure_set(X.in_base_set(MyBaseSet::A))
```
Base sets can still be configured like normal sets:
```rust
app.add_system(MyBaseSet::B.after(MyBaseSet::Ap))
```
The primary use case for base sets is enabling a "default base set":
```rust
schedule.set_default_base_set(CoreSet::Update)
// this will belong to CoreSet::Update by default
.add_system(foo)
// this will override the default base set with PostUpdate
.add_system(bar.in_base_set(CoreSet::PostUpdate))
```
This allows us to build apis that work by default in the standard Bevy style. This is a rough analog to the "default stage" model, but it use the new "stageless sets" model instead, with all of the ordering flexibility (including exclusive systems) that it provides.
---
## Changelog
- Added "base sets" and ported CoreSet to use them.
## Migration Guide
TODO
2023-02-06 03:10:08 +00:00
|
|
|
pub(crate) add_default_base_set: bool,
|
|
|
|
pub(crate) base_set: Option<BoxedSystemSet>,
|
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
|
|
|
}
|
|
|
|
|
|
|
|
impl Default for GraphInfo {
|
|
|
|
fn default() -> Self {
|
|
|
|
GraphInfo {
|
|
|
|
sets: Vec::new(),
|
Base Sets (#7466)
# Objective
NOTE: This depends on #7267 and should not be merged until #7267 is merged. If you are reviewing this before that is merged, I highly recommend viewing the Base Sets commit instead of trying to find my changes amongst those from #7267.
"Default sets" as described by the [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) have some [unfortunate consequences](https://github.com/bevyengine/bevy/discussions/7365).
## Solution
This adds "base sets" as a variant of `SystemSet`:
A set is a "base set" if `SystemSet::is_base` returns `true`. Typically this will be opted-in to using the `SystemSet` derive:
```rust
#[derive(SystemSet, Clone, Hash, Debug, PartialEq, Eq)]
#[system_set(base)]
enum MyBaseSet {
A,
B,
}
```
**Base sets are exclusive**: a system can belong to at most one "base set". Adding a system to more than one will result in an error. When possible we fail immediately during system-config-time with a nice file + line number. For the more nested graph-ey cases, this will fail at the final schedule build.
**Base sets cannot belong to other sets**: this is where the word "base" comes from
Systems and Sets can only be added to base sets using `in_base_set`. Calling `in_set` with a base set will fail. As will calling `in_base_set` with a normal set.
```rust
app.add_system(foo.in_base_set(MyBaseSet::A))
// X must be a normal set ... base sets cannot be added to base sets
.configure_set(X.in_base_set(MyBaseSet::A))
```
Base sets can still be configured like normal sets:
```rust
app.add_system(MyBaseSet::B.after(MyBaseSet::Ap))
```
The primary use case for base sets is enabling a "default base set":
```rust
schedule.set_default_base_set(CoreSet::Update)
// this will belong to CoreSet::Update by default
.add_system(foo)
// this will override the default base set with PostUpdate
.add_system(bar.in_base_set(CoreSet::PostUpdate))
```
This allows us to build apis that work by default in the standard Bevy style. This is a rough analog to the "default stage" model, but it use the new "stageless sets" model instead, with all of the ordering flexibility (including exclusive systems) that it provides.
---
## Changelog
- Added "base sets" and ported CoreSet to use them.
## Migration Guide
TODO
2023-02-06 03:10:08 +00:00
|
|
|
base_set: None,
|
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
|
|
|
dependencies: Vec::new(),
|
|
|
|
ambiguous_with: Ambiguity::default(),
|
Base Sets (#7466)
# Objective
NOTE: This depends on #7267 and should not be merged until #7267 is merged. If you are reviewing this before that is merged, I highly recommend viewing the Base Sets commit instead of trying to find my changes amongst those from #7267.
"Default sets" as described by the [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) have some [unfortunate consequences](https://github.com/bevyengine/bevy/discussions/7365).
## Solution
This adds "base sets" as a variant of `SystemSet`:
A set is a "base set" if `SystemSet::is_base` returns `true`. Typically this will be opted-in to using the `SystemSet` derive:
```rust
#[derive(SystemSet, Clone, Hash, Debug, PartialEq, Eq)]
#[system_set(base)]
enum MyBaseSet {
A,
B,
}
```
**Base sets are exclusive**: a system can belong to at most one "base set". Adding a system to more than one will result in an error. When possible we fail immediately during system-config-time with a nice file + line number. For the more nested graph-ey cases, this will fail at the final schedule build.
**Base sets cannot belong to other sets**: this is where the word "base" comes from
Systems and Sets can only be added to base sets using `in_base_set`. Calling `in_set` with a base set will fail. As will calling `in_base_set` with a normal set.
```rust
app.add_system(foo.in_base_set(MyBaseSet::A))
// X must be a normal set ... base sets cannot be added to base sets
.configure_set(X.in_base_set(MyBaseSet::A))
```
Base sets can still be configured like normal sets:
```rust
app.add_system(MyBaseSet::B.after(MyBaseSet::Ap))
```
The primary use case for base sets is enabling a "default base set":
```rust
schedule.set_default_base_set(CoreSet::Update)
// this will belong to CoreSet::Update by default
.add_system(foo)
// this will override the default base set with PostUpdate
.add_system(bar.in_base_set(CoreSet::PostUpdate))
```
This allows us to build apis that work by default in the standard Bevy style. This is a rough analog to the "default stage" model, but it use the new "stageless sets" model instead, with all of the ordering flexibility (including exclusive systems) that it provides.
---
## Changelog
- Added "base sets" and ported CoreSet to use them.
## Migration Guide
TODO
2023-02-06 03:10:08 +00:00
|
|
|
add_default_base_set: true,
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
impl GraphInfo {
|
|
|
|
pub(crate) fn system() -> GraphInfo {
|
|
|
|
GraphInfo {
|
|
|
|
// systems get the default base set automatically
|
|
|
|
add_default_base_set: true,
|
|
|
|
..Default::default()
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
pub(crate) fn system_set() -> GraphInfo {
|
|
|
|
GraphInfo {
|
|
|
|
// sets do not get the default base set automatically
|
|
|
|
add_default_base_set: false,
|
|
|
|
..Default::default()
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#[track_caller]
|
|
|
|
pub(crate) fn set_base_set(&mut self, set: BoxedSystemSet) {
|
|
|
|
if let Some(current) = &self.base_set {
|
|
|
|
panic!(
|
|
|
|
"Cannot set the base set because base set {current:?} has already been configured."
|
|
|
|
);
|
|
|
|
} else {
|
|
|
|
self.base_set = Some(set);
|
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
|
|
|
}
|
|
|
|
}
|
2023-01-17 01:39:17 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/// 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,
|
|
|
|
}
|
|
|
|
}
|