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4 commits
Author | SHA1 | Message | Date | |
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JoJoJet
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1af73624fa |
Simplify trait hierarchy for SystemParam (#6865)
# Objective * Implementing a custom `SystemParam` by hand requires implementing three traits -- four if it is read-only. * The trait `SystemParamFetch<'w, 's>` is a workaround from before we had generic associated types, and is no longer necessary. ## Solution * Combine the trait `SystemParamFetch` with `SystemParamState`. * I decided to remove the `Fetch` name and keep the `State` name, since the former was consistently conflated with the latter. * Replace the trait `ReadOnlySystemParamFetch` with `ReadOnlySystemParam`, which simplifies trait bounds in generic code. --- ## Changelog - Removed the trait `SystemParamFetch`, moving its functionality to `SystemParamState`. - Replaced the trait `ReadOnlySystemParamFetch` with `ReadOnlySystemParam`. ## Migration Guide The trait `SystemParamFetch` has been removed, and its functionality has been transferred to `SystemParamState`. ```rust // Before impl SystemParamState for MyParamState { fn init(world: &mut World, system_meta: &mut SystemMeta) -> Self { ... } } impl<'w, 's> SystemParamFetch<'w, 's> for MyParamState { type Item = MyParam<'w, 's>; fn get_param(...) -> Self::Item; } // After impl SystemParamState for MyParamState { type Item<'w, 's> = MyParam<'w, 's>; // Generic associated types! fn init(world: &mut World, system_meta: &mut SystemMeta) -> Self { ... } fn get_param<'w, 's>(...) -> Self::Item<'w, 's>; } ``` The trait `ReadOnlySystemParamFetch` has been replaced with `ReadOnlySystemParam`. ```rust // Before unsafe impl ReadOnlySystemParamFetch for MyParamState {} // After unsafe impl<'w, 's> ReadOnlySystemParam for MyParam<'w, 's> {} ``` |
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Carter Anderson
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dc3f801239 |
Exclusive Systems Now Implement System . Flexible Exclusive System Params (#6083)
# Objective The [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) involves allowing exclusive systems to be referenced and ordered relative to parallel systems. We've agreed that unifying systems under `System` is the right move. This is an alternative to #4166 (see rationale in the comments I left there). Note that this builds on the learnings established there (and borrows some patterns). ## Solution This unifies parallel and exclusive systems under the shared `System` trait, removing the old `ExclusiveSystem` trait / impls. This is accomplished by adding a new `ExclusiveFunctionSystem` impl similar to `FunctionSystem`. It is backed by `ExclusiveSystemParam`, which is similar to `SystemParam`. There is a new flattened out SystemContainer api (which cuts out a lot of trait and type complexity). This means you can remove all cases of `exclusive_system()`: ```rust // before commands.add_system(some_system.exclusive_system()); // after commands.add_system(some_system); ``` I've also implemented `ExclusiveSystemParam` for `&mut QueryState` and `&mut SystemState`, which makes this possible in exclusive systems: ```rust fn some_exclusive_system( world: &mut World, transforms: &mut QueryState<&Transform>, state: &mut SystemState<(Res<Time>, Query<&Player>)>, ) { for transform in transforms.iter(world) { println!("{transform:?}"); } let (time, players) = state.get(world); for player in players.iter() { println!("{player:?}"); } } ``` Note that "exclusive function systems" assume `&mut World` is present (and the first param). I think this is a fair assumption, given that the presence of `&mut World` is what defines the need for an exclusive system. I added some targeted SystemParam `static` constraints, which removed the need for this: ``` rust fn some_exclusive_system(state: &mut SystemState<(Res<'static, Time>, Query<&'static Player>)>) {} ``` ## Related - #2923 - #3001 - #3946 ## Changelog - `ExclusiveSystem` trait (and implementations) has been removed in favor of sharing the `System` trait. - `ExclusiveFunctionSystem` and `ExclusiveSystemParam` were added, enabling flexible exclusive function systems - `&mut SystemState` and `&mut QueryState` now implement `ExclusiveSystemParam` - Exclusive and parallel System configuration is now done via a unified `SystemDescriptor`, `IntoSystemDescriptor`, and `SystemContainer` api. ## Migration Guide Calling `.exclusive_system()` is no longer required (or supported) for converting exclusive system functions to exclusive systems: ```rust // Old (0.8) app.add_system(some_exclusive_system.exclusive_system()); // New (0.9) app.add_system(some_exclusive_system); ``` Converting "normal" parallel systems to exclusive systems is done by calling the exclusive ordering apis: ```rust // Old (0.8) app.add_system(some_system.exclusive_system().at_end()); // New (0.9) app.add_system(some_system.at_end()); ``` Query state in exclusive systems can now be cached via ExclusiveSystemParams, which should be preferred for clarity and performance reasons: ```rust // Old (0.8) fn some_system(world: &mut World) { let mut transforms = world.query::<&Transform>(); for transform in transforms.iter(world) { } } // New (0.9) fn some_system(world: &mut World, transforms: &mut QueryState<&Transform>) { for transform in transforms.iter(world) { } } ``` |
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ira
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2b80a3f279 |
Implement IntoIterator for &Extract<P> (#6025)
# Objective Implement `IntoIterator` for `&Extract<P>` if the system parameter it wraps implements `IntoIterator`. Enables the use of `IntoIterator` with an extracted query. Co-authored-by: devil-ira <justthecooldude@gmail.com> |
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Daniel McNab
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7b2cf98896 |
Make RenderStage::Extract run on the render world (#4402)
# Objective - Currently, the `Extract` `RenderStage` is executed on the main world, with the render world available as a resource. - However, when needing access to resources in the render world (e.g. to mutate them), the only way to do so was to get exclusive access to the whole `RenderWorld` resource. - This meant that effectively only one extract which wrote to resources could run at a time. - We didn't previously make `Extract`ing writing to the world a non-happy path, even though we want to discourage that. ## Solution - Move the extract stage to run on the render world. - Add the main world as a `MainWorld` resource. - Add an `Extract` `SystemParam` as a convenience to access a (read only) `SystemParam` in the main world during `Extract`. ## Future work It should be possible to avoid needing to use `get_or_spawn` for the render commands, since now the `Commands`' `Entities` matches up with the world being executed on. We need to determine how this interacts with https://github.com/bevyengine/bevy/pull/3519 It's theoretically possible to remove the need for the `value` method on `Extract`. However, that requires slightly changing the `SystemParam` interface, which would make it more complicated. That would probably mess up the `SystemState` api too. ## Todo I still need to add doc comments to `Extract`. --- ## Changelog ### Changed - The `Extract` `RenderStage` now runs on the render world (instead of the main world as before). You must use the `Extract` `SystemParam` to access the main world during the extract phase. Resources on the render world can now be accessed using `ResMut` during extract. ### Removed - `Commands::spawn_and_forget`. Use `Commands::get_or_spawn(e).insert_bundle(bundle)` instead ## Migration Guide The `Extract` `RenderStage` now runs on the render world (instead of the main world as before). You must use the `Extract` `SystemParam` to access the main world during the extract phase. `Extract` takes a single type parameter, which is any system parameter (such as `Res`, `Query` etc.). It will extract this from the main world, and returns the result of this extraction when `value` is called on it. For example, if previously your extract system looked like: ```rust fn extract_clouds(mut commands: Commands, clouds: Query<Entity, With<Cloud>>) { for cloud in clouds.iter() { commands.get_or_spawn(cloud).insert(Cloud); } } ``` the new version would be: ```rust fn extract_clouds(mut commands: Commands, mut clouds: Extract<Query<Entity, With<Cloud>>>) { for cloud in clouds.value().iter() { commands.get_or_spawn(cloud).insert(Cloud); } } ``` The diff is: ```diff --- a/src/clouds.rs +++ b/src/clouds.rs @@ -1,5 +1,5 @@ -fn extract_clouds(mut commands: Commands, clouds: Query<Entity, With<Cloud>>) { - for cloud in clouds.iter() { +fn extract_clouds(mut commands: Commands, mut clouds: Extract<Query<Entity, With<Cloud>>>) { + for cloud in clouds.value().iter() { commands.get_or_spawn(cloud).insert(Cloud); } } ``` You can now also access resources from the render world using the normal system parameters during `Extract`: ```rust fn extract_assets(mut render_assets: ResMut<MyAssets>, source_assets: Extract<Res<MyAssets>>) { *render_assets = source_assets.clone(); } ``` Please note that all existing extract systems need to be updated to match this new style; even if they currently compile they will not run as expected. A warning will be emitted on a best-effort basis if this is not met. Co-authored-by: Carter Anderson <mcanders1@gmail.com> |