bevy/crates/bevy_ecs/src/schedule/state.rs
Daniel McNab c1a4a2f6c5 Remove the config api (#3633)
# Objective

- Fix the ugliness of the `config` api. 
- Supercedes #2440, #2463, #2491

## Solution

- Since #2398, capturing closure systems have worked.
- Use those instead where we needed config before
- Remove the rest of the config api. 
- Related: #2777
2022-02-25 03:10:59 +00:00

759 lines
25 KiB
Rust

use crate::{
schedule::{
RunCriteriaDescriptor, RunCriteriaDescriptorCoercion, RunCriteriaLabel, ShouldRun,
SystemSet,
},
system::{In, IntoChainSystem, Local, Res, ResMut},
};
use std::{any::TypeId, fmt::Debug, hash::Hash};
use thiserror::Error;
pub trait StateData: Send + Sync + Clone + Eq + Debug + Hash + 'static {}
impl<T> StateData for T where T: Send + Sync + Clone + Eq + Debug + Hash + 'static {}
/// ### Stack based state machine
///
/// This state machine has four operations: Push, Pop, Set and Replace.
/// * Push pushes a new state to the state stack, pausing the previous state
/// * Pop removes the current state, and unpauses the last paused state
/// * Set replaces the active state with a new one
/// * Replace unwinds the state stack, and replaces the entire stack with a single new state
#[derive(Debug)]
pub struct State<T: StateData> {
transition: Option<StateTransition<T>>,
/// The current states in the stack.
///
/// There is always guaranteed to be at least one.
stack: Vec<T>,
scheduled: Option<ScheduledOperation<T>>,
end_next_loop: bool,
}
#[derive(Debug)]
enum StateTransition<T: StateData> {
PreStartup,
Startup,
// The parameter order is always (leaving, entering)
ExitingToResume(T, T),
ExitingFull(T, T),
Entering(T, T),
Resuming(T, T),
Pausing(T, T),
}
#[derive(Debug)]
enum ScheduledOperation<T: StateData> {
Set(T),
Replace(T),
Pop,
Push(T),
}
#[derive(Debug, PartialEq, Eq, Clone, Hash)]
enum StateCallback {
Update,
InactiveUpdate,
InStackUpdate,
Enter,
Exit,
Pause,
Resume,
}
impl StateCallback {
fn into_label<T>(self, state: T) -> StateRunCriteriaLabel<T>
where
T: StateData,
{
StateRunCriteriaLabel(state, self)
}
}
#[derive(Debug, PartialEq, Eq, Clone, Hash)]
struct StateRunCriteriaLabel<T>(T, StateCallback);
impl<T> RunCriteriaLabel for StateRunCriteriaLabel<T>
where
T: StateData,
{
fn dyn_clone(&self) -> Box<dyn RunCriteriaLabel> {
Box::new(self.clone())
}
}
#[derive(Debug, PartialEq, Eq, Clone, Hash)]
struct DriverLabel(TypeId);
impl RunCriteriaLabel for DriverLabel {
fn dyn_clone(&self) -> Box<dyn RunCriteriaLabel> {
Box::new(self.clone())
}
}
impl DriverLabel {
fn of<T: 'static>() -> Self {
Self(TypeId::of::<T>())
}
}
impl<T> State<T>
where
T: StateData,
{
pub fn on_update(pred: T) -> RunCriteriaDescriptor {
let pred_clone = pred.clone();
(move |state: Res<State<T>>| {
state.stack.last().unwrap() == &pred && state.transition.is_none()
})
.chain(should_run_adapter::<T>)
.after(DriverLabel::of::<T>())
.label_discard_if_duplicate(StateCallback::Update.into_label(pred_clone))
}
pub fn on_inactive_update(pred: T) -> RunCriteriaDescriptor {
let pred_clone = pred.clone();
(move |state: Res<State<T>>, mut is_inactive: Local<bool>| match &state.transition {
Some(StateTransition::Pausing(ref relevant, _))
| Some(StateTransition::Resuming(_, ref relevant)) => {
if relevant == &pred {
*is_inactive = !*is_inactive;
}
false
}
Some(_) => false,
None => *is_inactive,
})
.chain(should_run_adapter::<T>)
.after(DriverLabel::of::<T>())
.label_discard_if_duplicate(StateCallback::InactiveUpdate.into_label(pred_clone))
}
pub fn on_in_stack_update(pred: T) -> RunCriteriaDescriptor {
let pred_clone = pred.clone();
(move |state: Res<State<T>>, mut is_in_stack: Local<bool>| match &state.transition {
Some(StateTransition::Entering(ref relevant, _))
| Some(StateTransition::ExitingToResume(_, ref relevant)) => {
if relevant == &pred {
*is_in_stack = !*is_in_stack;
}
false
}
Some(StateTransition::ExitingFull(_, ref relevant)) => {
if relevant == &pred {
*is_in_stack = !*is_in_stack;
}
false
}
Some(StateTransition::Startup) => {
if state.stack.last().unwrap() == &pred {
*is_in_stack = !*is_in_stack;
}
false
}
Some(_) => false,
None => *is_in_stack,
})
.chain(should_run_adapter::<T>)
.after(DriverLabel::of::<T>())
.label_discard_if_duplicate(StateCallback::InStackUpdate.into_label(pred_clone))
}
pub fn on_enter(pred: T) -> RunCriteriaDescriptor {
let pred_clone = pred.clone();
(move |state: Res<State<T>>| {
state
.transition
.as_ref()
.map_or(false, |transition| match transition {
StateTransition::Entering(_, entering) => entering == &pred,
StateTransition::Startup => state.stack.last().unwrap() == &pred,
_ => false,
})
})
.chain(should_run_adapter::<T>)
.after(DriverLabel::of::<T>())
.label_discard_if_duplicate(StateCallback::Enter.into_label(pred_clone))
}
pub fn on_exit(pred: T) -> RunCriteriaDescriptor {
let pred_clone = pred.clone();
(move |state: Res<State<T>>| {
state
.transition
.as_ref()
.map_or(false, |transition| match transition {
StateTransition::ExitingToResume(exiting, _)
| StateTransition::ExitingFull(exiting, _) => exiting == &pred,
_ => false,
})
})
.chain(should_run_adapter::<T>)
.after(DriverLabel::of::<T>())
.label_discard_if_duplicate(StateCallback::Exit.into_label(pred_clone))
}
pub fn on_pause(pred: T) -> RunCriteriaDescriptor {
let pred_clone = pred.clone();
(move |state: Res<State<T>>| {
state
.transition
.as_ref()
.map_or(false, |transition| match transition {
StateTransition::Pausing(pausing, _) => pausing == &pred,
_ => false,
})
})
.chain(should_run_adapter::<T>)
.after(DriverLabel::of::<T>())
.label_discard_if_duplicate(StateCallback::Pause.into_label(pred_clone))
}
pub fn on_resume(pred: T) -> RunCriteriaDescriptor {
let pred_clone = pred.clone();
(move |state: Res<State<T>>| {
state
.transition
.as_ref()
.map_or(false, |transition| match transition {
StateTransition::Resuming(_, resuming) => resuming == &pred,
_ => false,
})
})
.chain(should_run_adapter::<T>)
.after(DriverLabel::of::<T>())
.label_discard_if_duplicate(StateCallback::Resume.into_label(pred_clone))
}
pub fn on_update_set(s: T) -> SystemSet {
SystemSet::new().with_run_criteria(Self::on_update(s))
}
pub fn on_inactive_update_set(s: T) -> SystemSet {
SystemSet::new().with_run_criteria(Self::on_inactive_update(s))
}
pub fn on_enter_set(s: T) -> SystemSet {
SystemSet::new().with_run_criteria(Self::on_enter(s))
}
pub fn on_exit_set(s: T) -> SystemSet {
SystemSet::new().with_run_criteria(Self::on_exit(s))
}
pub fn on_pause_set(s: T) -> SystemSet {
SystemSet::new().with_run_criteria(Self::on_pause(s))
}
pub fn on_resume_set(s: T) -> SystemSet {
SystemSet::new().with_run_criteria(Self::on_resume(s))
}
/// Creates a driver set for the State.
///
/// Important note: this set must be inserted **before** all other state-dependant sets to work
/// properly!
pub fn get_driver() -> SystemSet {
SystemSet::default().with_run_criteria(state_cleaner::<T>.label(DriverLabel::of::<T>()))
}
pub fn new(initial: T) -> Self {
Self {
stack: vec![initial],
transition: Some(StateTransition::PreStartup),
scheduled: None,
end_next_loop: false,
}
}
/// Schedule a state change that replaces the active state with the given state.
/// This will fail if there is a scheduled operation, or if the given `state` matches the
/// current state
pub fn set(&mut self, state: T) -> Result<(), StateError> {
if self.stack.last().unwrap() == &state {
return Err(StateError::AlreadyInState);
}
if self.scheduled.is_some() {
return Err(StateError::StateAlreadyQueued);
}
self.scheduled = Some(ScheduledOperation::Set(state));
Ok(())
}
/// Same as [`Self::set`], but if there is already a next state, it will be overwritten
/// instead of failing
pub fn overwrite_set(&mut self, state: T) -> Result<(), StateError> {
if self.stack.last().unwrap() == &state {
return Err(StateError::AlreadyInState);
}
self.scheduled = Some(ScheduledOperation::Set(state));
Ok(())
}
/// Schedule a state change that replaces the full stack with the given state.
/// This will fail if there is a scheduled operation, or if the given `state` matches the
/// current state
pub fn replace(&mut self, state: T) -> Result<(), StateError> {
if self.stack.last().unwrap() == &state {
return Err(StateError::AlreadyInState);
}
if self.scheduled.is_some() {
return Err(StateError::StateAlreadyQueued);
}
self.scheduled = Some(ScheduledOperation::Replace(state));
Ok(())
}
/// Same as [`Self::replace`], but if there is already a next state, it will be overwritten
/// instead of failing
pub fn overwrite_replace(&mut self, state: T) -> Result<(), StateError> {
if self.stack.last().unwrap() == &state {
return Err(StateError::AlreadyInState);
}
self.scheduled = Some(ScheduledOperation::Replace(state));
Ok(())
}
/// Same as [`Self::set`], but does a push operation instead of a next operation
pub fn push(&mut self, state: T) -> Result<(), StateError> {
if self.stack.last().unwrap() == &state {
return Err(StateError::AlreadyInState);
}
if self.scheduled.is_some() {
return Err(StateError::StateAlreadyQueued);
}
self.scheduled = Some(ScheduledOperation::Push(state));
Ok(())
}
/// Same as [`Self::push`], but if there is already a next state, it will be overwritten
/// instead of failing
pub fn overwrite_push(&mut self, state: T) -> Result<(), StateError> {
if self.stack.last().unwrap() == &state {
return Err(StateError::AlreadyInState);
}
self.scheduled = Some(ScheduledOperation::Push(state));
Ok(())
}
/// Same as [`Self::set`], but does a pop operation instead of a set operation
pub fn pop(&mut self) -> Result<(), StateError> {
if self.scheduled.is_some() {
return Err(StateError::StateAlreadyQueued);
}
if self.stack.len() == 1 {
return Err(StateError::StackEmpty);
}
self.scheduled = Some(ScheduledOperation::Pop);
Ok(())
}
/// Same as [`Self::pop`], but if there is already a next state, it will be overwritten
/// instead of failing
pub fn overwrite_pop(&mut self) -> Result<(), StateError> {
if self.stack.len() == 1 {
return Err(StateError::StackEmpty);
}
self.scheduled = Some(ScheduledOperation::Pop);
Ok(())
}
/// Schedule a state change that restarts the active state.
/// This will fail if there is a scheduled operation
pub fn restart(&mut self) -> Result<(), StateError> {
if self.scheduled.is_some() {
return Err(StateError::StateAlreadyQueued);
}
let state = self.stack.last().unwrap();
self.scheduled = Some(ScheduledOperation::Set(state.clone()));
Ok(())
}
/// Same as [`Self::restart`], but if there is already a scheduled state operation,
/// it will be overwritten instead of failing
pub fn overwrite_restart(&mut self) {
let state = self.stack.last().unwrap();
self.scheduled = Some(ScheduledOperation::Set(state.clone()));
}
pub fn current(&self) -> &T {
self.stack.last().unwrap()
}
pub fn inactives(&self) -> &[T] {
self.stack.split_last().map(|(_, rest)| rest).unwrap()
}
}
#[derive(Debug, Error)]
pub enum StateError {
#[error("Attempted to change the state to the current state.")]
AlreadyInState,
#[error("Attempted to queue a state change, but there was already a state queued.")]
StateAlreadyQueued,
#[error("Attempted to queue a pop, but there is nothing to pop.")]
StackEmpty,
}
fn should_run_adapter<T: StateData>(In(cmp_result): In<bool>, state: Res<State<T>>) -> ShouldRun {
if state.end_next_loop {
return ShouldRun::No;
}
if cmp_result {
ShouldRun::YesAndCheckAgain
} else {
ShouldRun::NoAndCheckAgain
}
}
fn state_cleaner<T: StateData>(
mut state: ResMut<State<T>>,
mut prep_exit: Local<bool>,
) -> ShouldRun {
if *prep_exit {
*prep_exit = false;
if state.scheduled.is_none() {
state.end_next_loop = true;
return ShouldRun::YesAndCheckAgain;
}
} else if state.end_next_loop {
state.end_next_loop = false;
return ShouldRun::No;
}
match state.scheduled.take() {
Some(ScheduledOperation::Set(next)) => {
state.transition = Some(StateTransition::ExitingFull(
state.stack.last().unwrap().clone(),
next,
));
}
Some(ScheduledOperation::Replace(next)) => {
if state.stack.len() <= 1 {
state.transition = Some(StateTransition::ExitingFull(
state.stack.last().unwrap().clone(),
next,
));
} else {
state.scheduled = Some(ScheduledOperation::Replace(next));
match state.transition.take() {
Some(StateTransition::ExitingToResume(p, n)) => {
state.stack.pop();
state.transition = Some(StateTransition::Resuming(p, n));
}
_ => {
state.transition = Some(StateTransition::ExitingToResume(
state.stack[state.stack.len() - 1].clone(),
state.stack[state.stack.len() - 2].clone(),
));
}
}
}
}
Some(ScheduledOperation::Push(next)) => {
let last_type_id = state.stack.last().unwrap().clone();
state.transition = Some(StateTransition::Pausing(last_type_id, next));
}
Some(ScheduledOperation::Pop) => {
state.transition = Some(StateTransition::ExitingToResume(
state.stack[state.stack.len() - 1].clone(),
state.stack[state.stack.len() - 2].clone(),
));
}
None => match state.transition.take() {
Some(StateTransition::ExitingFull(p, n)) => {
state.transition = Some(StateTransition::Entering(p, n.clone()));
*state.stack.last_mut().unwrap() = n;
}
Some(StateTransition::Pausing(p, n)) => {
state.transition = Some(StateTransition::Entering(p, n.clone()));
state.stack.push(n);
}
Some(StateTransition::ExitingToResume(p, n)) => {
state.stack.pop();
state.transition = Some(StateTransition::Resuming(p, n));
}
Some(StateTransition::PreStartup) => {
state.transition = Some(StateTransition::Startup);
}
_ => {}
},
};
if state.transition.is_none() {
*prep_exit = true;
}
ShouldRun::YesAndCheckAgain
}
#[cfg(test)]
mod test {
use super::*;
use crate::prelude::*;
#[derive(Debug, Clone, Copy, Eq, PartialEq, Hash)]
enum MyState {
S1,
S2,
S3,
S4,
S5,
S6,
Final,
}
#[test]
fn state_test() {
let mut world = World::default();
world.insert_resource(Vec::<&'static str>::new());
world.insert_resource(State::new(MyState::S1));
let mut stage = SystemStage::parallel();
stage.add_system_set(State::<MyState>::get_driver());
stage
.add_system_set(
State::on_enter_set(MyState::S1)
.with_system(|mut r: ResMut<Vec<&'static str>>| r.push("startup")),
)
.add_system_set(State::on_update_set(MyState::S1).with_system(
|mut r: ResMut<Vec<&'static str>>, mut s: ResMut<State<MyState>>| {
r.push("update S1");
s.overwrite_replace(MyState::S2).unwrap();
},
))
.add_system_set(
State::on_enter_set(MyState::S2)
.with_system(|mut r: ResMut<Vec<&'static str>>| r.push("enter S2")),
)
.add_system_set(State::on_update_set(MyState::S2).with_system(
|mut r: ResMut<Vec<&'static str>>, mut s: ResMut<State<MyState>>| {
r.push("update S2");
s.overwrite_replace(MyState::S3).unwrap();
},
))
.add_system_set(
State::on_exit_set(MyState::S2)
.with_system(|mut r: ResMut<Vec<&'static str>>| r.push("exit S2")),
)
.add_system_set(
State::on_enter_set(MyState::S3)
.with_system(|mut r: ResMut<Vec<&'static str>>| r.push("enter S3")),
)
.add_system_set(State::on_update_set(MyState::S3).with_system(
|mut r: ResMut<Vec<&'static str>>, mut s: ResMut<State<MyState>>| {
r.push("update S3");
s.overwrite_push(MyState::S4).unwrap();
},
))
.add_system_set(
State::on_pause_set(MyState::S3)
.with_system(|mut r: ResMut<Vec<&'static str>>| r.push("pause S3")),
)
.add_system_set(State::on_update_set(MyState::S4).with_system(
|mut r: ResMut<Vec<&'static str>>, mut s: ResMut<State<MyState>>| {
r.push("update S4");
s.overwrite_push(MyState::S5).unwrap();
},
))
.add_system_set(State::on_inactive_update_set(MyState::S4).with_system(
(|mut r: ResMut<Vec<&'static str>>| r.push("inactive S4")).label("inactive s4"),
))
.add_system_set(
State::on_update_set(MyState::S5).with_system(
(|mut r: ResMut<Vec<&'static str>>, mut s: ResMut<State<MyState>>| {
r.push("update S5");
s.overwrite_push(MyState::S6).unwrap();
})
.after("inactive s4"),
),
)
.add_system_set(
State::on_inactive_update_set(MyState::S5).with_system(
(|mut r: ResMut<Vec<&'static str>>| r.push("inactive S5"))
.label("inactive s5")
.after("inactive s4"),
),
)
.add_system_set(
State::on_update_set(MyState::S6).with_system(
(|mut r: ResMut<Vec<&'static str>>, mut s: ResMut<State<MyState>>| {
r.push("update S6");
s.overwrite_push(MyState::Final).unwrap();
})
.after("inactive s5"),
),
)
.add_system_set(
State::on_resume_set(MyState::S4)
.with_system(|mut r: ResMut<Vec<&'static str>>| r.push("resume S4")),
)
.add_system_set(
State::on_exit_set(MyState::S5)
.with_system(|mut r: ResMut<Vec<&'static str>>| r.push("exit S4")),
);
const EXPECTED: &[&str] = &[
//
"startup",
"update S1",
//
"enter S2",
"update S2",
//
"exit S2",
"enter S3",
"update S3",
//
"pause S3",
"update S4",
//
"inactive S4",
"update S5",
//
"inactive S4",
"inactive S5",
"update S6",
//
"inactive S4",
"inactive S5",
];
stage.run(&mut world);
let mut collected = world.get_resource_mut::<Vec<&'static str>>().unwrap();
let mut count = 0;
for (found, expected) in collected.drain(..).zip(EXPECTED) {
assert_eq!(found, *expected);
count += 1;
}
// If not equal, some elements weren't executed
assert_eq!(EXPECTED.len(), count);
assert_eq!(
world.get_resource::<State<MyState>>().unwrap().current(),
&MyState::Final
);
}
#[test]
fn issue_1753() {
#[derive(Clone, PartialEq, Eq, Debug, Hash)]
enum AppState {
Main,
}
fn should_run_once(mut flag: ResMut<bool>, test_name: Res<&'static str>) {
assert!(!*flag, "{:?}", *test_name);
*flag = true;
}
let mut world = World::new();
world.insert_resource(State::new(AppState::Main));
world.insert_resource(false);
world.insert_resource("control");
let mut stage = SystemStage::parallel().with_system(should_run_once);
stage.run(&mut world);
assert!(*world.get_resource::<bool>().unwrap(), "after control");
world.insert_resource(false);
world.insert_resource("test");
let mut stage = SystemStage::parallel()
.with_system_set(State::<AppState>::get_driver())
.with_system(should_run_once);
stage.run(&mut world);
assert!(*world.get_resource::<bool>().unwrap(), "after test");
}
#[test]
fn restart_state_tests() {
#[derive(Clone, PartialEq, Eq, Debug, Hash)]
enum LoadState {
Load,
Finish,
}
#[derive(PartialEq, Eq, Debug)]
enum LoadStatus {
EnterLoad,
ExitLoad,
EnterFinish,
}
let mut world = World::new();
world.insert_resource(Vec::<LoadStatus>::new());
world.insert_resource(State::new(LoadState::Load));
let mut stage = SystemStage::parallel();
stage.add_system_set(State::<LoadState>::get_driver());
// Systems to track loading status
stage
.add_system_set(
State::on_enter_set(LoadState::Load)
.with_system(|mut r: ResMut<Vec<LoadStatus>>| r.push(LoadStatus::EnterLoad)),
)
.add_system_set(
State::on_exit_set(LoadState::Load)
.with_system(|mut r: ResMut<Vec<LoadStatus>>| r.push(LoadStatus::ExitLoad)),
)
.add_system_set(
State::on_enter_set(LoadState::Finish)
.with_system(|mut r: ResMut<Vec<LoadStatus>>| r.push(LoadStatus::EnterFinish)),
);
stage.run(&mut world);
// A. Restart state
let mut state = world.get_resource_mut::<State<LoadState>>().unwrap();
let result = state.restart();
assert!(matches!(result, Ok(())));
stage.run(&mut world);
// B. Restart state (overwrite schedule)
let mut state = world.get_resource_mut::<State<LoadState>>().unwrap();
state.set(LoadState::Finish).unwrap();
state.overwrite_restart();
stage.run(&mut world);
// C. Fail restart state (transition already scheduled)
let mut state = world.get_resource_mut::<State<LoadState>>().unwrap();
state.set(LoadState::Finish).unwrap();
let result = state.restart();
assert!(matches!(result, Err(StateError::StateAlreadyQueued)));
stage.run(&mut world);
const EXPECTED: &[LoadStatus] = &[
LoadStatus::EnterLoad,
// A
LoadStatus::ExitLoad,
LoadStatus::EnterLoad,
// B
LoadStatus::ExitLoad,
LoadStatus::EnterLoad,
// C
LoadStatus::ExitLoad,
LoadStatus::EnterFinish,
];
let mut collected = world.get_resource_mut::<Vec<LoadStatus>>().unwrap();
let mut count = 0;
for (found, expected) in collected.drain(..).zip(EXPECTED) {
assert_eq!(found, *expected);
count += 1;
}
// If not equal, some elements weren't executed
assert_eq!(EXPECTED.len(), count);
assert_eq!(
world.get_resource::<State<LoadState>>().unwrap().current(),
&LoadState::Finish
);
}
}