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https://github.com/bevyengine/bevy
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Reduce internal system order ambiguities, and add an example explaining them (#7383)
# Objective - Bevy should not have any "internal" execution order ambiguities. These clutter the output of user-facing error reporting, and can result in nasty, nondetermistic, very difficult to solve bugs. - Verifying this currently involves repeated non-trivial manual work. ## Solution - [x] add an example to quickly check this - ~~[ ] ensure that this example panics if there are any unresolved ambiguities~~ - ~~[ ] run the example in CI 😈~~ There's one tricky ambiguity left, between UI and animation. I don't have the tools to fix this without system set configuration, so the remaining work is going to be left to #7267 or another PR after that. ``` 2023-01-27T18:38:42.989405Z INFO bevy_ecs::schedule::ambiguity_detection: Execution order ambiguities detected, you might want to add an explicit dependency relation between some of these systems: * Parallel systems: -- "bevy_animation::animation_player" and "bevy_ui::flex::flex_node_system" conflicts: ["bevy_transform::components::transform::Transform"] ``` ## Changelog Resolved internal execution order ambiguities for: 1. Transform propagation (ignored, we need smarter filter checking). 2. Gamepad processing (fixed). 3. bevy_winit's window handling (fixed). 4. Cascaded shadow maps and perspectives (fixed). Also fixed a desynchronized state bug that could occur when the `Window` component is removed and then added to the same entity in a single frame.
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8 changed files with 134 additions and 14 deletions
10
Cargo.toml
10
Cargo.toml
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@ -1454,6 +1454,16 @@ description = "Shows a visualization of gamepad buttons, sticks, and triggers"
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category = "Tools"
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wasm = false
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[[example]]
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name = "nondeterministic_system_order"
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path = "examples/ecs/nondeterministic_system_order.rs"
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[package.metadata.example.nondeterministic_system_order]
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name = "Nondeterministic System Order"
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description = "Systems run in paralell, but their order isn't always deteriministic. Here's how to detect and fix this."
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category = "ECS (Entity Component System)"
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wasm = false
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[[example]]
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name = "3d_rotation"
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path = "examples/transforms/3d_rotation.rs"
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@ -83,9 +83,17 @@ impl Plugin for InputPlugin {
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CoreStage::PreUpdate,
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SystemSet::new()
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.with_system(gamepad_event_system)
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.with_system(gamepad_button_event_system.after(gamepad_event_system))
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.with_system(gamepad_axis_event_system.after(gamepad_event_system))
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.with_system(gamepad_connection_system.after(gamepad_event_system))
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.with_system(
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gamepad_button_event_system
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.after(gamepad_event_system)
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.after(gamepad_connection_system),
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)
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.with_system(
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gamepad_axis_event_system
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.after(gamepad_event_system)
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.after(gamepad_connection_system),
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)
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.label(InputSystem),
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)
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// touch
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@ -194,7 +194,8 @@ impl Plugin for PbrPlugin {
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CoreStage::PostUpdate,
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update_directional_light_cascades
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.label(SimulationLightSystems::UpdateDirectionalLightCascades)
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.after(TransformSystem::TransformPropagate),
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.after(TransformSystem::TransformPropagate)
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.after(CameraUpdateSystem),
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)
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.add_system_to_stage(
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CoreStage::PostUpdate,
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@ -19,6 +19,7 @@ use bevy_app::prelude::*;
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use bevy_ecs::prelude::*;
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use bevy_hierarchy::ValidParentCheckPlugin;
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use prelude::{GlobalTransform, Transform};
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use systems::{propagate_transforms, sync_simple_transforms};
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/// A [`Bundle`] of the [`Transform`] and [`GlobalTransform`]
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/// [`Component`](bevy_ecs::component::Component)s, which describe the position of an entity.
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@ -101,19 +102,26 @@ impl Plugin for TransformPlugin {
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// add transform systems to startup so the first update is "correct"
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.add_startup_system_to_stage(
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StartupStage::PostStartup,
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systems::sync_simple_transforms.label(TransformSystem::TransformPropagate),
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sync_simple_transforms
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.label(TransformSystem::TransformPropagate)
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// FIXME: https://github.com/bevyengine/bevy/issues/4381
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// These systems cannot access the same entities,
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// due to subtle query filtering that is not yet correctly computed in the ambiguity detector
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.ambiguous_with(propagate_transforms),
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)
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.add_startup_system_to_stage(
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StartupStage::PostStartup,
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systems::propagate_transforms.label(TransformSystem::TransformPropagate),
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propagate_transforms.label(TransformSystem::TransformPropagate),
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)
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.add_system_to_stage(
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CoreStage::PostUpdate,
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systems::sync_simple_transforms.label(TransformSystem::TransformPropagate),
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sync_simple_transforms
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.label(TransformSystem::TransformPropagate)
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.ambiguous_with(propagate_transforms),
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)
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.add_system_to_stage(
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CoreStage::PostUpdate,
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systems::propagate_transforms.label(TransformSystem::TransformPropagate),
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propagate_transforms.label(TransformSystem::TransformPropagate),
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);
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}
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}
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@ -25,8 +25,8 @@ use bevy_utils::{
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Instant,
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};
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use bevy_window::{
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CursorEntered, CursorLeft, CursorMoved, FileDragAndDrop, Ime, ModifiesWindows,
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ReceivedCharacter, RequestRedraw, Window, WindowBackendScaleFactorChanged,
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exit_on_all_closed, CursorEntered, CursorLeft, CursorMoved, FileDragAndDrop, Ime,
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ModifiesWindows, ReceivedCharacter, RequestRedraw, Window, WindowBackendScaleFactorChanged,
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WindowCloseRequested, WindowCreated, WindowFocused, WindowMoved, WindowResized,
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WindowScaleFactorChanged,
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};
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@ -55,8 +55,11 @@ impl Plugin for WinitPlugin {
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CoreStage::PostUpdate,
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SystemSet::new()
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.label(ModifiesWindows)
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.with_system(changed_window)
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.with_system(despawn_window),
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// exit_on_all_closed only uses the query to determine if the query is empty,
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// and so doesn't care about ordering relative to changed_window
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.with_system(changed_window.ambiguous_with(exit_on_all_closed))
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// Update the state of the window before attempting to despawn to ensure consistent event ordering
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.with_system(despawn_window.after(changed_window)),
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);
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#[cfg(target_arch = "wasm32")]
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@ -87,14 +87,18 @@ pub struct WindowTitleCache(HashMap<Entity, String>);
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pub(crate) fn despawn_window(
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closed: RemovedComponents<Window>,
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window_entities: Query<&Window>,
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mut close_events: EventWriter<WindowClosed>,
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mut winit_windows: NonSendMut<WinitWindows>,
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) {
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for window in closed.iter() {
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info!("Closing window {:?}", window);
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winit_windows.remove_window(window);
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close_events.send(WindowClosed { window });
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// Guard to verify that the window is in fact actually gone,
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// rather than having the component added and removed in the same frame.
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if !window_entities.contains(window) {
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winit_windows.remove_window(window);
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close_events.send(WindowClosed { window });
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}
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}
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}
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@ -202,6 +202,7 @@ Example | Description
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[Generic System](../examples/ecs/generic_system.rs) | Shows how to create systems that can be reused with different types
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[Hierarchy](../examples/ecs/hierarchy.rs) | Creates a hierarchy of parents and children entities
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[Iter Combinations](../examples/ecs/iter_combinations.rs) | Shows how to iterate over combinations of query results
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[Nondeterministic System Order](../examples/ecs/nondeterministic_system_order.rs) | Systems run in paralell, but their order isn't always deteriministic. Here's how to detect and fix this.
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[Parallel Query](../examples/ecs/parallel_query.rs) | Illustrates parallel queries with `ParallelIterator`
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[Removal Detection](../examples/ecs/removal_detection.rs) | Query for entities that had a specific component removed in a previous stage during the current frame
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[Startup System](../examples/ecs/startup_system.rs) | Demonstrates a startup system (one that runs once when the app starts up)
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85
examples/ecs/nondeterministic_system_order.rs
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85
examples/ecs/nondeterministic_system_order.rs
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@ -0,0 +1,85 @@
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//! By default, Bevy systems run in parallel with each other.
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//! Unless the order is explicitly specified, their relative order is nondeterministic.
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//!
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//! In many cases, this doesn't matter and is in fact desirable!
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//! Consider two systems, one which writes to resource A, and the other which writes to resource B.
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//! By allowing their order to be arbitrary, we can evaluate them greedily, based on the data that is free.
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//! Because their data accesses are **compatible**, there is no **observable** difference created based on the order they are run.
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//!
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//! But if instead we have two systems mutating the same data, or one reading it and the other mutating,
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//! then the actual observed value will vary based on the nondeterministic order of evaluation.
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//! These observable conflicts are called **system execution order ambiguities**.
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//!
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//! This example demonstrates how you might detect and resolve (or silence) these ambiguities.
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use bevy::{ecs::schedule::ReportExecutionOrderAmbiguities, prelude::*};
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fn main() {
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App::new()
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// This resource controls the reporting strategy for system execution order ambiguities
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.insert_resource(ReportExecutionOrderAmbiguities)
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.init_resource::<A>()
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.init_resource::<B>()
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// This pair of systems has an ambiguous order,
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// as their data access conflicts, and there's no order between them.
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.add_system(reads_a)
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.add_system(writes_a)
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// This pair of systems has conflicting data access,
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// but it's resolved with an explicit ordering:
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// the .after relationship here means that we will always double after adding.
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.add_system(adds_one_to_b)
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.add_system(doubles_b.after(adds_one_to_b))
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// This system isn't ambiguous with adds_one_to_b,
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// due to the transitive ordering created by our constraints:
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// if A is before B is before C, then A must be before C as well.
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.add_system(reads_b.after(doubles_b))
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// This system will conflict with all of our writing systems
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// but we've silenced its ambiguity with adds_one_to_b.
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// This should only be done in the case of clear false positives:
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// leave a comment in your code justifying the decision!
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.add_system(reads_a_and_b.ambiguous_with(adds_one_to_b))
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// Be mindful, internal ambiguities are reported too!
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// If there are any ambiguities due solely to DefaultPlugins,
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// or between DefaultPlugins and any of your third party plugins,
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// please file a bug with the repo responsible!
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// Only *you* can prevent nondeterministic bugs due to greedy parallelism.
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.add_plugins(DefaultPlugins)
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.run();
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}
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#[derive(Resource, Debug, Default)]
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struct A(usize);
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#[derive(Resource, Debug, Default)]
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struct B(usize);
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// Data access is determined solely on the basis of the types of the system's parameters
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// Every implementation of the `SystemParam` and `WorldQuery` traits must declare which data is used
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// and whether or not it is mutably accessed.
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fn reads_a(_a: Res<A>) {}
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fn writes_a(mut a: ResMut<A>) {
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a.0 += 1;
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}
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fn adds_one_to_b(mut b: ResMut<B>) {
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b.0 = b.0.saturating_add(1);
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}
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fn doubles_b(mut b: ResMut<B>) {
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// This will overflow pretty rapidly otherwise
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b.0 = b.0.saturating_mul(2);
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}
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fn reads_b(b: Res<B>) {
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// This invariant is always true,
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// because we've fixed the system order so doubling always occurs after adding.
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assert!((b.0 % 2 == 0) || (b.0 == usize::MAX));
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}
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fn reads_a_and_b(a: Res<A>, b: Res<B>) {
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// Only display the first few steps to avoid burying the ambiguities in the console
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if b.0 < 10 {
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info!("{}, {}", a.0, b.0);
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}
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}
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