2023-01-17 01:39:17 +00:00
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mod condition;
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mod config;
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mod executor;
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mod graph_utils;
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2023-02-06 18:44:40 +00:00
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#[allow(clippy::module_inception)]
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2023-01-17 01:39:17 +00:00
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mod schedule;
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mod set;
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mod state;
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pub use self::condition::*;
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pub use self::config::*;
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pub use self::executor::*;
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use self::graph_utils::*;
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pub use self::schedule::*;
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pub use self::set::*;
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pub use self::state::*;
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2023-02-16 17:09:45 +00:00
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pub use self::graph_utils::NodeId;
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2023-01-17 01:39:17 +00:00
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#[cfg(test)]
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mod tests {
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use super::*;
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use std::sync::atomic::{AtomicU32, Ordering};
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pub use crate as bevy_ecs;
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2023-02-06 18:44:40 +00:00
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pub use crate::schedule::{IntoSystemConfig, IntoSystemSetConfig, Schedule, SystemSet};
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2023-01-17 01:39:17 +00:00
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pub use crate::system::{Res, ResMut};
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pub use crate::{prelude::World, system::Resource};
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#[derive(SystemSet, Clone, Debug, PartialEq, Eq, Hash)]
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enum TestSet {
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A,
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B,
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C,
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D,
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X,
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}
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#[derive(Resource, Default)]
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struct SystemOrder(Vec<u32>);
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#[derive(Resource, Default)]
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struct RunConditionBool(pub bool);
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#[derive(Resource, Default)]
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struct Counter(pub AtomicU32);
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fn make_exclusive_system(tag: u32) -> impl FnMut(&mut World) {
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move |world| world.resource_mut::<SystemOrder>().0.push(tag)
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}
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fn make_function_system(tag: u32) -> impl FnMut(ResMut<SystemOrder>) {
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move |mut resource: ResMut<SystemOrder>| resource.0.push(tag)
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}
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fn named_system(mut resource: ResMut<SystemOrder>) {
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resource.0.push(u32::MAX);
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}
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fn named_exclusive_system(world: &mut World) {
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world.resource_mut::<SystemOrder>().0.push(u32::MAX);
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}
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fn counting_system(counter: Res<Counter>) {
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counter.0.fetch_add(1, Ordering::Relaxed);
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}
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mod system_execution {
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use super::*;
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#[test]
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fn run_system() {
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let mut world = World::default();
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let mut schedule = Schedule::default();
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world.init_resource::<SystemOrder>();
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schedule.add_system(make_function_system(0));
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schedule.run(&mut world);
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assert_eq!(world.resource::<SystemOrder>().0, vec![0]);
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}
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#[test]
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fn run_exclusive_system() {
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let mut world = World::default();
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let mut schedule = Schedule::default();
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world.init_resource::<SystemOrder>();
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schedule.add_system(make_exclusive_system(0));
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schedule.run(&mut world);
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assert_eq!(world.resource::<SystemOrder>().0, vec![0]);
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}
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#[test]
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#[cfg(not(miri))]
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fn parallel_execution() {
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use bevy_tasks::{ComputeTaskPool, TaskPool};
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use std::sync::{Arc, Barrier};
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let mut world = World::default();
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let mut schedule = Schedule::default();
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let thread_count = ComputeTaskPool::init(TaskPool::default).thread_num();
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let barrier = Arc::new(Barrier::new(thread_count));
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for _ in 0..thread_count {
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let inner = barrier.clone();
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schedule.add_system(move || {
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inner.wait();
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});
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}
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schedule.run(&mut world);
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}
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}
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mod system_ordering {
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use super::*;
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#[test]
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fn order_systems() {
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let mut world = World::default();
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let mut schedule = Schedule::default();
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world.init_resource::<SystemOrder>();
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schedule.add_system(named_system);
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schedule.add_system(make_function_system(1).before(named_system));
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schedule.add_system(
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make_function_system(0)
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.after(named_system)
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.in_set(TestSet::A),
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);
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schedule.run(&mut world);
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assert_eq!(world.resource::<SystemOrder>().0, vec![1, u32::MAX, 0]);
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world.insert_resource(SystemOrder::default());
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assert_eq!(world.resource::<SystemOrder>().0, vec![]);
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// modify the schedule after it's been initialized and test ordering with sets
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schedule.configure_set(TestSet::A.after(named_system));
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schedule.add_system(
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make_function_system(3)
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.before(TestSet::A)
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.after(named_system),
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);
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schedule.add_system(make_function_system(4).after(TestSet::A));
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schedule.run(&mut world);
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assert_eq!(
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world.resource::<SystemOrder>().0,
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vec![1, u32::MAX, 3, 0, 4]
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);
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}
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#[test]
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fn order_exclusive_systems() {
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let mut world = World::default();
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let mut schedule = Schedule::default();
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world.init_resource::<SystemOrder>();
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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
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schedule.add_systems((
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named_exclusive_system,
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make_exclusive_system(1).before(named_exclusive_system),
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make_exclusive_system(0).after(named_exclusive_system),
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));
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2023-01-17 01:39:17 +00:00
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schedule.run(&mut world);
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assert_eq!(world.resource::<SystemOrder>().0, vec![1, u32::MAX, 0]);
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}
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#[test]
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fn add_systems_correct_order() {
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let mut world = World::new();
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2023-02-07 22:59:19 +00:00
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let mut schedule = Schedule::new();
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2023-01-17 01:39:17 +00:00
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world.init_resource::<SystemOrder>();
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schedule.add_systems(
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(
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make_function_system(0),
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make_function_system(1),
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make_exclusive_system(2),
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make_function_system(3),
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)
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.chain(),
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);
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schedule.run(&mut world);
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assert_eq!(world.resource::<SystemOrder>().0, vec![0, 1, 2, 3]);
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}
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}
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mod conditions {
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2023-01-17 17:54:53 +00:00
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use crate::change_detection::DetectChanges;
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2023-01-17 01:39:17 +00:00
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use super::*;
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#[test]
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fn system_with_condition() {
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let mut world = World::default();
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let mut schedule = Schedule::default();
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world.init_resource::<RunConditionBool>();
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world.init_resource::<SystemOrder>();
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schedule.add_system(
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make_function_system(0).run_if(|condition: Res<RunConditionBool>| condition.0),
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);
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schedule.run(&mut world);
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assert_eq!(world.resource::<SystemOrder>().0, vec![]);
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world.resource_mut::<RunConditionBool>().0 = true;
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schedule.run(&mut world);
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assert_eq!(world.resource::<SystemOrder>().0, vec![0]);
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}
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#[test]
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fn run_exclusive_system_with_condition() {
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let mut world = World::default();
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let mut schedule = Schedule::default();
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world.init_resource::<RunConditionBool>();
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world.init_resource::<SystemOrder>();
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schedule.add_system(
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make_exclusive_system(0).run_if(|condition: Res<RunConditionBool>| condition.0),
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);
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schedule.run(&mut world);
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assert_eq!(world.resource::<SystemOrder>().0, vec![]);
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world.resource_mut::<RunConditionBool>().0 = true;
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schedule.run(&mut world);
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assert_eq!(world.resource::<SystemOrder>().0, vec![0]);
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}
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#[test]
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fn multiple_conditions_on_system() {
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let mut world = World::default();
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let mut schedule = Schedule::default();
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world.init_resource::<Counter>();
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schedule.add_system(counting_system.run_if(|| false).run_if(|| false));
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schedule.add_system(counting_system.run_if(|| true).run_if(|| false));
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schedule.add_system(counting_system.run_if(|| false).run_if(|| true));
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schedule.add_system(counting_system.run_if(|| true).run_if(|| true));
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schedule.run(&mut world);
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assert_eq!(world.resource::<Counter>().0.load(Ordering::Relaxed), 1);
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}
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#[test]
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fn multiple_conditions_on_system_sets() {
|
|
|
|
let mut world = World::default();
|
|
|
|
let mut schedule = Schedule::default();
|
|
|
|
|
|
|
|
world.init_resource::<Counter>();
|
|
|
|
|
|
|
|
schedule.configure_set(TestSet::A.run_if(|| false).run_if(|| false));
|
|
|
|
schedule.add_system(counting_system.in_set(TestSet::A));
|
|
|
|
schedule.configure_set(TestSet::B.run_if(|| true).run_if(|| false));
|
|
|
|
schedule.add_system(counting_system.in_set(TestSet::B));
|
|
|
|
schedule.configure_set(TestSet::C.run_if(|| false).run_if(|| true));
|
|
|
|
schedule.add_system(counting_system.in_set(TestSet::C));
|
|
|
|
schedule.configure_set(TestSet::D.run_if(|| true).run_if(|| true));
|
|
|
|
schedule.add_system(counting_system.in_set(TestSet::D));
|
|
|
|
|
|
|
|
schedule.run(&mut world);
|
|
|
|
assert_eq!(world.resource::<Counter>().0.load(Ordering::Relaxed), 1);
|
|
|
|
}
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
fn systems_nested_in_system_sets() {
|
|
|
|
let mut world = World::default();
|
|
|
|
let mut schedule = Schedule::default();
|
|
|
|
|
|
|
|
world.init_resource::<Counter>();
|
|
|
|
|
|
|
|
schedule.configure_set(TestSet::A.run_if(|| false));
|
|
|
|
schedule.add_system(counting_system.in_set(TestSet::A).run_if(|| false));
|
|
|
|
schedule.configure_set(TestSet::B.run_if(|| true));
|
|
|
|
schedule.add_system(counting_system.in_set(TestSet::B).run_if(|| false));
|
|
|
|
schedule.configure_set(TestSet::C.run_if(|| false));
|
|
|
|
schedule.add_system(counting_system.in_set(TestSet::C).run_if(|| true));
|
|
|
|
schedule.configure_set(TestSet::D.run_if(|| true));
|
|
|
|
schedule.add_system(counting_system.in_set(TestSet::D).run_if(|| true));
|
|
|
|
|
|
|
|
schedule.run(&mut world);
|
|
|
|
assert_eq!(world.resource::<Counter>().0.load(Ordering::Relaxed), 1);
|
|
|
|
}
|
2023-01-17 17:54:53 +00:00
|
|
|
|
|
|
|
#[test]
|
|
|
|
fn system_conditions_and_change_detection() {
|
|
|
|
#[derive(Resource, Default)]
|
|
|
|
struct Bool2(pub bool);
|
|
|
|
|
|
|
|
let mut world = World::default();
|
|
|
|
world.init_resource::<Counter>();
|
|
|
|
world.init_resource::<RunConditionBool>();
|
|
|
|
world.init_resource::<Bool2>();
|
|
|
|
let mut schedule = Schedule::default();
|
|
|
|
|
|
|
|
schedule.add_system(
|
|
|
|
counting_system
|
|
|
|
.run_if(|res1: Res<RunConditionBool>| res1.is_changed())
|
|
|
|
.run_if(|res2: Res<Bool2>| res2.is_changed()),
|
|
|
|
);
|
|
|
|
|
|
|
|
// both resource were just added.
|
|
|
|
schedule.run(&mut world);
|
|
|
|
assert_eq!(world.resource::<Counter>().0.load(Ordering::Relaxed), 1);
|
|
|
|
|
|
|
|
// nothing has changed
|
|
|
|
schedule.run(&mut world);
|
|
|
|
assert_eq!(world.resource::<Counter>().0.load(Ordering::Relaxed), 1);
|
|
|
|
|
|
|
|
// RunConditionBool has changed, but counting_system did not run
|
|
|
|
world.get_resource_mut::<RunConditionBool>().unwrap().0 = false;
|
|
|
|
schedule.run(&mut world);
|
|
|
|
assert_eq!(world.resource::<Counter>().0.load(Ordering::Relaxed), 1);
|
|
|
|
|
|
|
|
// internal state for the bool2 run criteria was updated in the
|
|
|
|
// previous run, so system still does not run
|
|
|
|
world.get_resource_mut::<Bool2>().unwrap().0 = false;
|
|
|
|
schedule.run(&mut world);
|
|
|
|
assert_eq!(world.resource::<Counter>().0.load(Ordering::Relaxed), 1);
|
|
|
|
|
|
|
|
// internal state for bool2 was updated, so system still does not run
|
|
|
|
world.get_resource_mut::<RunConditionBool>().unwrap().0 = false;
|
|
|
|
schedule.run(&mut world);
|
|
|
|
assert_eq!(world.resource::<Counter>().0.load(Ordering::Relaxed), 1);
|
|
|
|
|
|
|
|
// now check that it works correctly changing Bool2 first and then RunConditionBool
|
|
|
|
world.get_resource_mut::<Bool2>().unwrap().0 = false;
|
|
|
|
world.get_resource_mut::<RunConditionBool>().unwrap().0 = false;
|
|
|
|
schedule.run(&mut world);
|
|
|
|
assert_eq!(world.resource::<Counter>().0.load(Ordering::Relaxed), 2);
|
|
|
|
}
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
fn system_set_conditions_and_change_detection() {
|
|
|
|
#[derive(Resource, Default)]
|
|
|
|
struct Bool2(pub bool);
|
|
|
|
|
|
|
|
let mut world = World::default();
|
|
|
|
world.init_resource::<Counter>();
|
|
|
|
world.init_resource::<RunConditionBool>();
|
|
|
|
world.init_resource::<Bool2>();
|
|
|
|
let mut schedule = Schedule::default();
|
|
|
|
|
|
|
|
schedule.configure_set(
|
|
|
|
TestSet::A
|
|
|
|
.run_if(|res1: Res<RunConditionBool>| res1.is_changed())
|
|
|
|
.run_if(|res2: Res<Bool2>| res2.is_changed()),
|
|
|
|
);
|
|
|
|
|
|
|
|
schedule.add_system(counting_system.in_set(TestSet::A));
|
|
|
|
|
|
|
|
// both resource were just added.
|
|
|
|
schedule.run(&mut world);
|
|
|
|
assert_eq!(world.resource::<Counter>().0.load(Ordering::Relaxed), 1);
|
|
|
|
|
|
|
|
// nothing has changed
|
|
|
|
schedule.run(&mut world);
|
|
|
|
assert_eq!(world.resource::<Counter>().0.load(Ordering::Relaxed), 1);
|
|
|
|
|
|
|
|
// RunConditionBool has changed, but counting_system did not run
|
|
|
|
world.get_resource_mut::<RunConditionBool>().unwrap().0 = false;
|
|
|
|
schedule.run(&mut world);
|
|
|
|
assert_eq!(world.resource::<Counter>().0.load(Ordering::Relaxed), 1);
|
|
|
|
|
|
|
|
// internal state for the bool2 run criteria was updated in the
|
|
|
|
// previous run, so system still does not run
|
|
|
|
world.get_resource_mut::<Bool2>().unwrap().0 = false;
|
|
|
|
schedule.run(&mut world);
|
|
|
|
assert_eq!(world.resource::<Counter>().0.load(Ordering::Relaxed), 1);
|
|
|
|
|
|
|
|
// internal state for bool2 was updated, so system still does not run
|
|
|
|
world.get_resource_mut::<RunConditionBool>().unwrap().0 = false;
|
|
|
|
schedule.run(&mut world);
|
|
|
|
assert_eq!(world.resource::<Counter>().0.load(Ordering::Relaxed), 1);
|
|
|
|
|
|
|
|
// the system only runs when both are changed on the same run
|
|
|
|
world.get_resource_mut::<Bool2>().unwrap().0 = false;
|
|
|
|
world.get_resource_mut::<RunConditionBool>().unwrap().0 = false;
|
|
|
|
schedule.run(&mut world);
|
|
|
|
assert_eq!(world.resource::<Counter>().0.load(Ordering::Relaxed), 2);
|
|
|
|
}
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
fn mixed_conditions_and_change_detection() {
|
|
|
|
#[derive(Resource, Default)]
|
|
|
|
struct Bool2(pub bool);
|
|
|
|
|
|
|
|
let mut world = World::default();
|
|
|
|
world.init_resource::<Counter>();
|
|
|
|
world.init_resource::<RunConditionBool>();
|
|
|
|
world.init_resource::<Bool2>();
|
|
|
|
let mut schedule = Schedule::default();
|
|
|
|
|
|
|
|
schedule
|
|
|
|
.configure_set(TestSet::A.run_if(|res1: Res<RunConditionBool>| res1.is_changed()));
|
|
|
|
|
|
|
|
schedule.add_system(
|
|
|
|
counting_system
|
|
|
|
.run_if(|res2: Res<Bool2>| res2.is_changed())
|
|
|
|
.in_set(TestSet::A),
|
|
|
|
);
|
|
|
|
|
|
|
|
// both resource were just added.
|
|
|
|
schedule.run(&mut world);
|
|
|
|
assert_eq!(world.resource::<Counter>().0.load(Ordering::Relaxed), 1);
|
|
|
|
|
|
|
|
// nothing has changed
|
|
|
|
schedule.run(&mut world);
|
|
|
|
assert_eq!(world.resource::<Counter>().0.load(Ordering::Relaxed), 1);
|
|
|
|
|
|
|
|
// RunConditionBool has changed, but counting_system did not run
|
|
|
|
world.get_resource_mut::<RunConditionBool>().unwrap().0 = false;
|
|
|
|
schedule.run(&mut world);
|
|
|
|
assert_eq!(world.resource::<Counter>().0.load(Ordering::Relaxed), 1);
|
|
|
|
|
|
|
|
// we now only change bool2 and the system also should not run
|
|
|
|
world.get_resource_mut::<Bool2>().unwrap().0 = false;
|
|
|
|
schedule.run(&mut world);
|
|
|
|
assert_eq!(world.resource::<Counter>().0.load(Ordering::Relaxed), 1);
|
|
|
|
|
|
|
|
// internal state for the bool2 run criteria was updated in the
|
|
|
|
// previous run, so system still does not run
|
|
|
|
world.get_resource_mut::<RunConditionBool>().unwrap().0 = false;
|
|
|
|
schedule.run(&mut world);
|
|
|
|
assert_eq!(world.resource::<Counter>().0.load(Ordering::Relaxed), 1);
|
|
|
|
|
|
|
|
// the system only runs when both are changed on the same run
|
|
|
|
world.get_resource_mut::<Bool2>().unwrap().0 = false;
|
|
|
|
world.get_resource_mut::<RunConditionBool>().unwrap().0 = false;
|
|
|
|
schedule.run(&mut world);
|
|
|
|
assert_eq!(world.resource::<Counter>().0.load(Ordering::Relaxed), 2);
|
|
|
|
}
|
2023-01-17 01:39:17 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
mod schedule_build_errors {
|
|
|
|
use super::*;
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
#[should_panic]
|
|
|
|
fn dependency_loop() {
|
|
|
|
let mut schedule = Schedule::new();
|
|
|
|
schedule.configure_set(TestSet::X.after(TestSet::X));
|
|
|
|
}
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
fn dependency_cycle() {
|
|
|
|
let mut world = World::new();
|
|
|
|
let mut schedule = Schedule::new();
|
|
|
|
|
|
|
|
schedule.configure_set(TestSet::A.after(TestSet::B));
|
|
|
|
schedule.configure_set(TestSet::B.after(TestSet::A));
|
|
|
|
|
|
|
|
let result = schedule.initialize(&mut world);
|
|
|
|
assert!(matches!(result, Err(ScheduleBuildError::DependencyCycle)));
|
|
|
|
|
|
|
|
fn foo() {}
|
|
|
|
fn bar() {}
|
|
|
|
|
|
|
|
let mut world = World::new();
|
|
|
|
let mut schedule = Schedule::new();
|
|
|
|
|
|
|
|
schedule.add_systems((foo.after(bar), bar.after(foo)));
|
|
|
|
let result = schedule.initialize(&mut world);
|
|
|
|
assert!(matches!(result, Err(ScheduleBuildError::DependencyCycle)));
|
|
|
|
}
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
#[should_panic]
|
|
|
|
fn hierarchy_loop() {
|
|
|
|
let mut schedule = Schedule::new();
|
|
|
|
schedule.configure_set(TestSet::X.in_set(TestSet::X));
|
|
|
|
}
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
fn hierarchy_cycle() {
|
|
|
|
let mut world = World::new();
|
|
|
|
let mut schedule = Schedule::new();
|
|
|
|
|
|
|
|
schedule.configure_set(TestSet::A.in_set(TestSet::B));
|
|
|
|
schedule.configure_set(TestSet::B.in_set(TestSet::A));
|
|
|
|
|
|
|
|
let result = schedule.initialize(&mut world);
|
|
|
|
assert!(matches!(result, Err(ScheduleBuildError::HierarchyCycle)));
|
|
|
|
}
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
fn system_type_set_ambiguity() {
|
|
|
|
// Define some systems.
|
|
|
|
fn foo() {}
|
|
|
|
fn bar() {}
|
|
|
|
|
|
|
|
let mut world = World::new();
|
|
|
|
let mut schedule = Schedule::new();
|
|
|
|
|
|
|
|
// Schedule `bar` to run after `foo`.
|
|
|
|
schedule.add_system(foo);
|
|
|
|
schedule.add_system(bar.after(foo));
|
|
|
|
|
|
|
|
// There's only one `foo`, so it's fine.
|
|
|
|
let result = schedule.initialize(&mut world);
|
|
|
|
assert!(result.is_ok());
|
|
|
|
|
|
|
|
// Schedule another `foo`.
|
|
|
|
schedule.add_system(foo);
|
|
|
|
|
|
|
|
// When there are multiple instances of `foo`, dependencies on
|
|
|
|
// `foo` are no longer allowed. Too much ambiguity.
|
|
|
|
let result = schedule.initialize(&mut world);
|
|
|
|
assert!(matches!(
|
|
|
|
result,
|
|
|
|
Err(ScheduleBuildError::SystemTypeSetAmbiguity(_))
|
|
|
|
));
|
|
|
|
|
|
|
|
// same goes for `ambiguous_with`
|
|
|
|
let mut schedule = Schedule::new();
|
|
|
|
schedule.add_system(foo);
|
|
|
|
schedule.add_system(bar.ambiguous_with(foo));
|
|
|
|
let result = schedule.initialize(&mut world);
|
|
|
|
assert!(result.is_ok());
|
|
|
|
schedule.add_system(foo);
|
|
|
|
let result = schedule.initialize(&mut world);
|
|
|
|
assert!(matches!(
|
|
|
|
result,
|
|
|
|
Err(ScheduleBuildError::SystemTypeSetAmbiguity(_))
|
|
|
|
));
|
|
|
|
}
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
#[should_panic]
|
|
|
|
fn in_system_type_set() {
|
|
|
|
fn foo() {}
|
|
|
|
fn bar() {}
|
|
|
|
|
|
|
|
let mut schedule = Schedule::new();
|
|
|
|
schedule.add_system(foo.in_set(bar.into_system_set()));
|
|
|
|
}
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
#[should_panic]
|
|
|
|
fn configure_system_type_set() {
|
|
|
|
fn foo() {}
|
|
|
|
let mut schedule = Schedule::new();
|
|
|
|
schedule.configure_set(foo.into_system_set());
|
|
|
|
}
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
fn hierarchy_redundancy() {
|
|
|
|
let mut world = World::new();
|
|
|
|
let mut schedule = Schedule::new();
|
|
|
|
|
|
|
|
schedule.set_build_settings(
|
|
|
|
ScheduleBuildSettings::new().with_hierarchy_detection(LogLevel::Error),
|
|
|
|
);
|
|
|
|
|
|
|
|
// Add `A`.
|
|
|
|
schedule.configure_set(TestSet::A);
|
|
|
|
|
|
|
|
// Add `B` as child of `A`.
|
|
|
|
schedule.configure_set(TestSet::B.in_set(TestSet::A));
|
|
|
|
|
|
|
|
// Add `X` as child of both `A` and `B`.
|
|
|
|
schedule.configure_set(TestSet::X.in_set(TestSet::A).in_set(TestSet::B));
|
|
|
|
|
|
|
|
// `X` cannot be the `A`'s child and grandchild at the same time.
|
|
|
|
let result = schedule.initialize(&mut world);
|
|
|
|
assert!(matches!(
|
|
|
|
result,
|
|
|
|
Err(ScheduleBuildError::HierarchyRedundancy)
|
|
|
|
));
|
|
|
|
}
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
fn cross_dependency() {
|
|
|
|
let mut world = World::new();
|
|
|
|
let mut schedule = Schedule::new();
|
|
|
|
|
|
|
|
// Add `B` and give it both kinds of relationships with `A`.
|
|
|
|
schedule.configure_set(TestSet::B.in_set(TestSet::A));
|
|
|
|
schedule.configure_set(TestSet::B.after(TestSet::A));
|
|
|
|
let result = schedule.initialize(&mut world);
|
|
|
|
assert!(matches!(
|
|
|
|
result,
|
|
|
|
Err(ScheduleBuildError::CrossDependency(_, _))
|
|
|
|
));
|
|
|
|
}
|
|
|
|
|
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
|
|
|
#[test]
|
|
|
|
fn sets_have_order_but_intersect() {
|
|
|
|
let mut world = World::new();
|
|
|
|
let mut schedule = Schedule::new();
|
|
|
|
|
|
|
|
fn foo() {}
|
|
|
|
|
|
|
|
// Add `foo` to both `A` and `C`.
|
|
|
|
schedule.add_system(foo.in_set(TestSet::A).in_set(TestSet::C));
|
|
|
|
|
|
|
|
// Order `A -> B -> C`.
|
|
|
|
schedule.configure_sets((
|
|
|
|
TestSet::A,
|
|
|
|
TestSet::B.after(TestSet::A),
|
|
|
|
TestSet::C.after(TestSet::B),
|
|
|
|
));
|
|
|
|
|
|
|
|
let result = schedule.initialize(&mut world);
|
|
|
|
// `foo` can't be in both `A` and `C` because they can't run at the same time.
|
|
|
|
assert!(matches!(
|
|
|
|
result,
|
|
|
|
Err(ScheduleBuildError::SetsHaveOrderButIntersect(_, _))
|
|
|
|
));
|
|
|
|
}
|
|
|
|
|
2023-01-17 01:39:17 +00:00
|
|
|
#[test]
|
|
|
|
fn ambiguity() {
|
|
|
|
#[derive(Resource)]
|
|
|
|
struct X;
|
|
|
|
|
|
|
|
fn res_ref(_x: Res<X>) {}
|
|
|
|
fn res_mut(_x: ResMut<X>) {}
|
|
|
|
|
|
|
|
let mut world = World::new();
|
|
|
|
let mut schedule = Schedule::new();
|
|
|
|
|
|
|
|
schedule.set_build_settings(
|
|
|
|
ScheduleBuildSettings::new().with_ambiguity_detection(LogLevel::Error),
|
|
|
|
);
|
|
|
|
|
|
|
|
schedule.add_systems((res_ref, res_mut));
|
|
|
|
let result = schedule.initialize(&mut world);
|
|
|
|
assert!(matches!(result, Err(ScheduleBuildError::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
|
|
|
|
|
|
|
mod base_sets {
|
|
|
|
use super::*;
|
|
|
|
|
|
|
|
#[derive(SystemSet, Hash, Debug, Eq, PartialEq, Clone)]
|
|
|
|
#[system_set(base)]
|
|
|
|
enum Base {
|
|
|
|
A,
|
|
|
|
B,
|
|
|
|
}
|
|
|
|
|
|
|
|
#[derive(SystemSet, Hash, Debug, Eq, PartialEq, Clone)]
|
|
|
|
enum Normal {
|
|
|
|
X,
|
|
|
|
Y,
|
|
|
|
Z,
|
|
|
|
}
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
#[should_panic]
|
|
|
|
fn disallow_adding_base_sets_to_system_with_in_set() {
|
|
|
|
let mut schedule = Schedule::new();
|
|
|
|
schedule.add_system(named_system.in_set(Base::A));
|
|
|
|
}
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
#[should_panic]
|
|
|
|
fn disallow_adding_sets_to_system_with_in_base_set() {
|
|
|
|
let mut schedule = Schedule::new();
|
|
|
|
schedule.add_system(named_system.in_base_set(Normal::X));
|
|
|
|
}
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
#[should_panic]
|
|
|
|
fn disallow_adding_base_sets_to_systems_with_in_set() {
|
|
|
|
let mut schedule = Schedule::new();
|
|
|
|
schedule.add_systems((named_system, named_system).in_set(Base::A));
|
|
|
|
}
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
#[should_panic]
|
|
|
|
fn disallow_adding_sets_to_systems_with_in_base_set() {
|
|
|
|
let mut schedule = Schedule::new();
|
|
|
|
schedule.add_systems((named_system, named_system).in_base_set(Normal::X));
|
|
|
|
}
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
#[should_panic]
|
|
|
|
fn disallow_adding_base_sets_to_set_with_in_set() {
|
|
|
|
let mut schedule = Schedule::new();
|
|
|
|
schedule.configure_set(Normal::Y.in_set(Base::A));
|
|
|
|
}
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
#[should_panic]
|
|
|
|
fn disallow_adding_sets_to_set_with_in_base_set() {
|
|
|
|
let mut schedule = Schedule::new();
|
|
|
|
schedule.configure_set(Normal::Y.in_base_set(Normal::X));
|
|
|
|
}
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
#[should_panic]
|
|
|
|
fn disallow_adding_base_sets_to_sets_with_in_set() {
|
|
|
|
let mut schedule = Schedule::new();
|
|
|
|
schedule.configure_sets((Normal::X, Normal::Y).in_set(Base::A));
|
|
|
|
}
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
#[should_panic]
|
|
|
|
fn disallow_adding_sets_to_sets_with_in_base_set() {
|
|
|
|
let mut schedule = Schedule::new();
|
|
|
|
schedule.configure_sets((Normal::X, Normal::Y).in_base_set(Normal::Z));
|
|
|
|
}
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
#[should_panic]
|
|
|
|
fn disallow_adding_base_sets_to_sets() {
|
|
|
|
let mut schedule = Schedule::new();
|
|
|
|
schedule.configure_set(Base::A.in_set(Normal::X));
|
|
|
|
}
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
#[should_panic]
|
|
|
|
fn disallow_adding_base_sets_to_base_sets() {
|
|
|
|
let mut schedule = Schedule::new();
|
|
|
|
schedule.configure_set(Base::A.in_base_set(Base::B));
|
|
|
|
}
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
#[should_panic]
|
|
|
|
fn disallow_adding_set_to_multiple_base_sets() {
|
|
|
|
let mut schedule = Schedule::new();
|
|
|
|
schedule.configure_set(Normal::X.in_base_set(Base::A).in_base_set(Base::B));
|
|
|
|
}
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
#[should_panic]
|
|
|
|
fn disallow_adding_sets_to_multiple_base_sets() {
|
|
|
|
let mut schedule = Schedule::new();
|
|
|
|
schedule.configure_sets(
|
|
|
|
(Normal::X, Normal::Y)
|
|
|
|
.in_base_set(Base::A)
|
|
|
|
.in_base_set(Base::B),
|
|
|
|
);
|
|
|
|
}
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
#[should_panic]
|
|
|
|
fn disallow_adding_system_to_multiple_base_sets() {
|
|
|
|
let mut schedule = Schedule::new();
|
|
|
|
schedule.add_system(named_system.in_base_set(Base::A).in_base_set(Base::B));
|
|
|
|
}
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
#[should_panic]
|
|
|
|
fn disallow_adding_systems_to_multiple_base_sets() {
|
|
|
|
let mut schedule = Schedule::new();
|
|
|
|
schedule.add_systems(
|
|
|
|
(make_function_system(0), make_function_system(1))
|
|
|
|
.in_base_set(Base::A)
|
|
|
|
.in_base_set(Base::B),
|
|
|
|
);
|
|
|
|
}
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
fn disallow_multiple_base_sets() {
|
|
|
|
let mut world = World::new();
|
|
|
|
|
|
|
|
let mut schedule = Schedule::new();
|
|
|
|
schedule
|
|
|
|
.configure_set(Normal::X.in_base_set(Base::A))
|
|
|
|
.configure_set(Normal::Y.in_base_set(Base::B))
|
|
|
|
.add_system(named_system.in_set(Normal::X).in_set(Normal::Y));
|
|
|
|
|
|
|
|
let result = schedule.initialize(&mut world);
|
|
|
|
assert!(matches!(
|
|
|
|
result,
|
|
|
|
Err(ScheduleBuildError::SystemInMultipleBaseSets { .. })
|
|
|
|
));
|
|
|
|
|
|
|
|
let mut schedule = Schedule::new();
|
|
|
|
schedule
|
|
|
|
.configure_set(Normal::X.in_base_set(Base::A))
|
|
|
|
.configure_set(Normal::Y.in_base_set(Base::B).in_set(Normal::X));
|
|
|
|
|
|
|
|
let result = schedule.initialize(&mut world);
|
|
|
|
assert!(matches!(
|
|
|
|
result,
|
|
|
|
Err(ScheduleBuildError::SetInMultipleBaseSets { .. })
|
|
|
|
));
|
|
|
|
}
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
fn default_base_set_ordering() {
|
|
|
|
let mut world = World::default();
|
|
|
|
let mut schedule = Schedule::default();
|
|
|
|
|
|
|
|
world.init_resource::<SystemOrder>();
|
|
|
|
|
|
|
|
schedule
|
|
|
|
.set_default_base_set(Base::A)
|
|
|
|
.configure_set(Base::A.before(Base::B))
|
|
|
|
.add_system(make_function_system(0).in_base_set(Base::B))
|
|
|
|
.add_system(make_function_system(1));
|
|
|
|
schedule.run(&mut world);
|
|
|
|
|
|
|
|
assert_eq!(world.resource::<SystemOrder>().0, vec![1, 0]);
|
|
|
|
}
|
|
|
|
}
|
2023-01-17 01:39:17 +00:00
|
|
|
}
|