Remove unnecessary system labels (#4340)

# Objective

- Since #4224, using labels which only refer to one system doesn't make sense.

## Solution

- Remove some of those.

## Future work

- We should remove the ability to use strings as system labels entirely. I haven't in this PR because there are tests which use this, and that's a lot of code to change.
   - The only use cases for labels are either intra-crate, which use #4224, or inter-crate, which should either use #4224 or explicit types. Neither of those should use strings.
This commit is contained in:
Daniel McNab 2022-04-01 21:11:05 +00:00
parent dd2001f2f1
commit c26be39719
7 changed files with 25 additions and 54 deletions

View file

@ -21,8 +21,8 @@ fn main() {
// Add systems sending and receiving events to a "second" Stage
let mut second = SystemStage::parallel();
second.add_system(sending_system.label(EventSystem::Sending));
second.add_system(receiving_system.after(EventSystem::Sending));
second.add_system(sending_system);
second.add_system(receiving_system.after(sending_system));
// Run the "second" Stage after the "first" Stage, so our Events always get updated before we use them
schedule.add_stage_after("first", "second", second);
@ -34,12 +34,6 @@ fn main() {
}
}
// System label to enforce a run order of our systems
#[derive(SystemLabel, Debug, Clone, PartialEq, Eq, Hash)]
enum EventSystem {
Sending,
}
// This is our event that we will send and receive in systems
struct MyEvent {
pub message: String,

View file

@ -16,8 +16,8 @@ fn main() {
let mut update = SystemStage::parallel();
// Add systems to increase the counter and to print out the current value
update.add_system(increase_counter.label(CounterSystem::Increase));
update.add_system(print_counter.after(CounterSystem::Increase));
update.add_system(increase_counter);
update.add_system(print_counter.after(increase_counter));
schedule.add_stage("update", update);
for iteration in 1..=10 {
@ -32,12 +32,6 @@ struct Counter {
pub value: i32,
}
// System label to enforce a run order of our systems
#[derive(SystemLabel, Debug, Clone, PartialEq, Eq, Hash)]
enum CounterSystem {
Increase,
}
fn increase_counter(mut counter: ResMut<Counter>) {
if rand::thread_rng().gen_bool(0.5) {
counter.value += 1;

View file

@ -17,8 +17,8 @@ fn main() {
.add_plugin(FrameTimeDiagnosticsPlugin::default())
.add_plugins(DefaultPlugins)
.add_startup_system(setup)
.add_system(print_sprite_count.label("Tick"))
.add_system(move_camera.after("Tick"))
.add_system(print_sprite_count)
.add_system(move_camera.after(print_sprite_count))
.run();
}

View file

@ -20,18 +20,10 @@ use std::{fmt::Debug, marker::PhantomData};
fn main() {
App::new()
.add_startup_system(spawn)
.add_system(print_components_read_only.label("print_components_read_only"))
.add_system(
print_components_iter_mut
.label("print_components_iter_mut")
.after("print_components_read_only"),
)
.add_system(
print_components_iter
.label("print_components_iter")
.after("print_components_iter_mut"),
)
.add_system(print_components_tuple.after("print_components_iter"))
.add_system(print_components_read_only)
.add_system(print_components_iter_mut.after(print_components_read_only))
.add_system(print_components_iter.after(print_components_iter_mut))
.add_system(print_components_tuple.after(print_components_iter))
.run();
}

View file

@ -255,11 +255,6 @@ enum MyStage {
AfterRound,
}
#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemLabel)]
enum MyLabels {
ScoreCheck,
}
// Our Bevy app's entry point
fn main() {
// Bevy apps are created using the builder pattern. We use the builder to add systems,
@ -331,22 +326,18 @@ fn main() {
.add_system_to_stage(MyStage::BeforeRound, new_player_system)
.add_system_to_stage(
MyStage::BeforeRound,
// Systems which take `&mut World` as an argument must call `.exclusive_system()`.
// The following will not compile.
//.add_system_to_stage(MyStage::BeforeRound, exclusive_player_system)
exclusive_player_system.exclusive_system(),
)
// Systems which take `&mut World` as an argument must call `.exclusive_system()`.
// The following will not compile.
//.add_system_to_stage(MyStage::BeforeRound, exclusive_player_system)
//
// We can ensure that game_over system runs after score_check_system using explicit ordering
// constraints First, we label the system we want to refer to using `.label`
// Then, we use either `.before` or `.after` to describe the order we want the relationship
.add_system_to_stage(MyStage::AfterRound, score_check_system)
.add_system_to_stage(
// We can ensure that `game_over_system` runs after `score_check_system` using explicit ordering
// To do this we use either `.before` or `.after` to describe the order we want the relationship
// Since we are using `after`, `game_over_system` runs after `score_check_system`
MyStage::AfterRound,
score_check_system.label(MyLabels::ScoreCheck),
)
.add_system_to_stage(
MyStage::AfterRound,
game_over_system.after(MyLabels::ScoreCheck),
game_over_system.after(score_check_system),
)
// We can check our systems for execution order ambiguities by examining the output produced
// in the console by using the `LogPlugin` and adding the following Resource to our App :)

View file

@ -45,9 +45,9 @@ Controls:
.add_startup_system(setup)
.add_system_to_stage(CoreStage::PreUpdate, scene_load_check)
.add_system_to_stage(CoreStage::PreUpdate, camera_spawn_check)
.add_system(camera_controller_check.label(CameraControllerCheckSystem))
.add_system(check_camera_controller)
.add_system(update_lights)
.add_system(camera_controller.after(CameraControllerCheckSystem))
.add_system(camera_controller.after(check_camera_controller))
.run();
}
@ -221,7 +221,7 @@ fn camera_spawn_check(
}
}
fn camera_controller_check(
fn check_camera_controller(
mut commands: Commands,
camera: Query<Entity, (With<Camera>, Without<CameraController>)>,
mut found_camera: Local<bool>,

View file

@ -32,8 +32,8 @@ fn did_hurt_enemy() {
// Setup stage with our two systems
let mut update_stage = SystemStage::parallel();
update_stage.add_system(hurt_enemies.before("death"));
update_stage.add_system(despawn_dead_enemies.label("death"));
update_stage.add_system(hurt_enemies.before(despawn_dead_enemies));
update_stage.add_system(despawn_dead_enemies);
// Setup test entities
let enemy_id = world.spawn().insert(Enemy { hit_points: 5 }).id();
@ -53,8 +53,8 @@ fn did_despawn_enemy() {
// Setup stage with our two systems
let mut update_stage = SystemStage::parallel();
update_stage.add_system(hurt_enemies.before("death"));
update_stage.add_system(despawn_dead_enemies.label("death"));
update_stage.add_system(hurt_enemies.before(despawn_dead_enemies));
update_stage.add_system(despawn_dead_enemies);
// Setup test entities
let enemy_id = world.spawn().insert(Enemy { hit_points: 1 }).id();