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https://github.com/bevyengine/bevy
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5c52d0aeee
# Objective Add interactive system debugging capabilities to bevy, providing step/break/continue style capabilities to running system schedules. * Original implementation: #8063 - `ignore_stepping()` everywhere was too much complexity * Schedule-config & Resource discussion: #8168 - Decided on selective adding of Schedules & Resource-based control ## Solution Created `Stepping` Resource. This resource can be used to enable stepping on a per-schedule basis. Systems within schedules can be individually configured to: * AlwaysRun: Ignore any stepping state and run every frame * NeverRun: Never run while stepping is enabled - this allows for disabling of systems while debugging * Break: If we're running the full frame, stop before this system is run Stepping provides two modes of execution that reflect traditional debuggers: * Step-based: Only execute one system at a time * Continue/Break: Run all systems, but stop before running a system marked as Break ### Demo https://user-images.githubusercontent.com/857742/233630981-99f3bbda-9ca6-4cc4-a00f-171c4946dc47.mov Breakout has been modified to use Stepping. The game runs normally for a couple of seconds, then stepping is enabled and the game appears to pause. A list of Schedules & Systems appears with a cursor at the first System in the list. The demo then steps forward full frames using the spacebar until the ball is about to hit a brick. Then we step system by system as the ball impacts a brick, showing the cursor moving through the individual systems. Finally the demo switches back to frame stepping as the ball changes course. ### Limitations Due to architectural constraints in bevy, there are some cases systems stepping will not function as a user would expect. #### Event-driven systems Stepping does not support systems that are driven by `Event`s as events are flushed after 1-2 frames. Although game systems are not running while stepping, ignored systems are still running every frame, so events will be flushed. This presents to the user as stepping the event-driven system never executes the system. It does execute, but the events have already been flushed. This can be resolved by changing event handling to use a buffer for events, and only dropping an event once all readers have read it. The work-around to allow these systems to properly execute during stepping is to have them ignore stepping: `app.add_systems(event_driven_system.ignore_stepping())`. This was done in the breakout example to ensure sound played even while stepping. #### Conditional Systems When a system is stepped, it is given an opportunity to run. If the conditions of the system say it should not run, it will not. Similar to Event-driven systems, if a system is conditional, and that condition is only true for a very small time window, then stepping the system may not execute the system. This includes depending on any sort of external clock. This exhibits to the user as the system not always running when it is stepped. A solution to this limitation is to ensure any conditions are consistent while stepping is enabled. For example, all systems that modify any state the condition uses should also enable stepping. #### State-transition Systems Stepping is configured on the per-`Schedule` level, requiring the user to have a `ScheduleLabel`. To support state-transition systems, bevy generates needed schedules dynamically. Currently it’s very difficult (if not impossible, I haven’t verified) for the user to get the labels for these schedules. Without ready access to the dynamically generated schedules, and a resolution for the `Event` lifetime, **stepping of the state-transition systems is not supported** --- ## Changelog - `Schedule::run()` updated to consult `Stepping` Resource to determine which Systems to run each frame - Added `Schedule.label` as a `BoxedSystemLabel`, along with supporting `Schedule::set_label()` and `Schedule::label()` methods - `Stepping` needed to know which `Schedule` was running, and prior to this PR, `Schedule` didn't track its own label - Would have preferred to add `Schedule::with_label()` and remove `Schedule::new()`, but this PR touches enough already - Added calls to `Schedule.set_label()` to `App` and `World` as needed - Added `Stepping` resource - Added `Stepping::begin_frame()` system to `MainSchedulePlugin` - Run before `Main::run_main()` - Notifies any `Stepping` Resource a new render frame is starting ## Migration Guide - Add a call to `Schedule::set_label()` for any custom `Schedule` - This is only required if the `Schedule` will be stepped --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
273 lines
8.4 KiB
Rust
273 lines
8.4 KiB
Rust
use bevy::{app::MainScheduleOrder, ecs::schedule::*, prelude::*};
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/// Independent [`Schedule`] for stepping systems.
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///
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/// The stepping systems must run in their own schedule to be able to inspect
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/// all the other schedules in the [`App`]. This is because the currently
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/// executing schedule is removed from the [`Schedules`] resource while it is
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/// being run.
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#[derive(Debug, Hash, PartialEq, Eq, Clone, ScheduleLabel)]
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struct DebugSchedule;
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/// Plugin to add a stepping UI to an example
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#[derive(Default)]
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pub struct SteppingPlugin {
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schedule_labels: Vec<InternedScheduleLabel>,
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top: Val,
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left: Val,
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}
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impl SteppingPlugin {
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/// add a schedule to be stepped when stepping is enabled
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pub fn add_schedule(mut self, label: impl ScheduleLabel) -> SteppingPlugin {
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self.schedule_labels.push(label.intern());
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self
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}
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/// Set the location of the stepping UI when activated
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pub fn at(self, left: Val, top: Val) -> SteppingPlugin {
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SteppingPlugin { top, left, ..self }
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}
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}
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impl Plugin for SteppingPlugin {
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fn build(&self, app: &mut App) {
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// create and insert our debug schedule into the main schedule order.
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// We need an independent schedule so we have access to all other
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// schedules through the `Stepping` resource
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app.init_schedule(DebugSchedule);
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let mut order = app.world.resource_mut::<MainScheduleOrder>();
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order.insert_after(Update, DebugSchedule);
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// create our stepping resource
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let mut stepping = Stepping::new();
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for label in &self.schedule_labels {
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stepping.add_schedule(*label);
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}
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app.insert_resource(stepping);
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// add our startup & stepping systems
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app.insert_resource(State {
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ui_top: self.top,
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ui_left: self.left,
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systems: Vec::new(),
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})
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.add_systems(Startup, build_help)
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.add_systems(
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DebugSchedule,
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(
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build_ui.run_if(not(initialized)),
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handle_input,
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update_ui.run_if(initialized),
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)
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.chain(),
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);
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}
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}
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/// Struct for maintaining stepping state
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#[derive(Resource, Debug)]
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struct State {
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// vector of schedule/nodeid -> text index offset
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systems: Vec<(InternedScheduleLabel, NodeId, usize)>,
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// ui positioning
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ui_top: Val,
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ui_left: Val,
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}
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/// condition to check if the stepping UI has been constructed
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fn initialized(state: Res<State>) -> bool {
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!state.systems.is_empty()
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}
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const FONT_SIZE: f32 = 20.0;
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const FONT_COLOR: Color = Color::rgb(0.2, 0.2, 0.2);
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const FONT_BOLD: &str = "fonts/FiraSans-Bold.ttf";
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const FONT_MEDIUM: &str = "fonts/FiraMono-Medium.ttf";
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#[derive(Component)]
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struct SteppingUi;
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/// Construct the stepping UI elements from the [`Schedules`] resource.
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///
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/// This system may run multiple times before constructing the UI as all of the
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/// data may not be available on the first run of the system. This happens if
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/// one of the stepping schedules has not yet been run.
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fn build_ui(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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schedules: Res<Schedules>,
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mut stepping: ResMut<Stepping>,
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mut state: ResMut<State>,
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) {
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let mut text_sections = Vec::new();
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let mut always_run = Vec::new();
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let Ok(schedule_order) = stepping.schedules() else {
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return;
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};
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// go through the stepping schedules and construct a list of systems for
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// each label
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for label in schedule_order {
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let schedule = schedules.get(*label).unwrap();
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text_sections.push(TextSection::new(
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format!("{:?}\n", label),
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TextStyle {
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font: asset_server.load(FONT_BOLD),
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font_size: FONT_SIZE,
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color: FONT_COLOR,
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},
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));
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// grab the list of systems in the schedule, in the order the
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// single-threaded executor would run them.
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let Ok(systems) = schedule.systems() else {
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return;
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};
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for (node_id, system) in systems {
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// skip bevy default systems; we don't want to step those
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if system.name().starts_with("bevy") {
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always_run.push((*label, node_id));
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continue;
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}
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// Add an entry to our systems list so we can find where to draw
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// the cursor when the stepping cursor is at this system
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state.systems.push((*label, node_id, text_sections.len()));
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// Add a text section for displaying the cursor for this system
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text_sections.push(TextSection::new(
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" ",
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TextStyle {
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font: asset_server.load(FONT_MEDIUM),
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font_size: FONT_SIZE,
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color: FONT_COLOR,
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},
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));
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// add the name of the system to the ui
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text_sections.push(TextSection::new(
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format!("{}\n", system.name()),
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TextStyle {
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font: asset_server.load(FONT_MEDIUM),
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font_size: FONT_SIZE,
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color: FONT_COLOR,
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},
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));
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}
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}
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for (label, node) in always_run.drain(..) {
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stepping.always_run_node(label, node);
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}
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commands.spawn((
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SteppingUi,
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TextBundle {
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text: Text::from_sections(text_sections),
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style: Style {
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position_type: PositionType::Absolute,
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top: state.ui_top,
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left: state.ui_left,
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padding: UiRect::all(Val::Px(10.0)),
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..default()
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},
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background_color: BackgroundColor(Color::rgba(1.0, 1.0, 1.0, 0.33)),
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visibility: Visibility::Hidden,
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..default()
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},
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));
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}
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fn build_help(mut commands: Commands, asset_server: Res<AssetServer>) {
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// stepping description box
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commands.spawn((TextBundle::from_sections([TextSection::new(
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"Press ` to toggle stepping mode (S: step system, Space: step frame)",
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TextStyle {
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font: asset_server.load(FONT_MEDIUM),
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font_size: 18.0,
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color: FONT_COLOR,
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},
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)])
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.with_style(Style {
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position_type: PositionType::Absolute,
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bottom: Val::Px(5.0),
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left: Val::Px(5.0),
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..default()
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}),));
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}
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fn handle_input(keyboard_input: Res<ButtonInput<KeyCode>>, mut stepping: ResMut<Stepping>) {
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if keyboard_input.just_pressed(KeyCode::Slash) {
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info!("{:#?}", stepping);
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}
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// grave key to toggle stepping mode for the FixedUpdate schedule
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if keyboard_input.just_pressed(KeyCode::Backquote) {
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if stepping.is_enabled() {
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stepping.disable();
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debug!("disabled stepping");
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} else {
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stepping.enable();
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debug!("enabled stepping");
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}
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}
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if !stepping.is_enabled() {
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return;
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}
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// space key will step the remainder of this frame
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if keyboard_input.just_pressed(KeyCode::Space) {
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debug!("continue");
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stepping.continue_frame();
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} else if keyboard_input.just_pressed(KeyCode::KeyS) {
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debug!("stepping frame");
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stepping.step_frame();
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}
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}
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fn update_ui(
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mut commands: Commands,
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state: Res<State>,
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stepping: Res<Stepping>,
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mut ui: Query<(Entity, &mut Text, &Visibility), With<SteppingUi>>,
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) {
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if ui.is_empty() {
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return;
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}
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// ensure the UI is only visible when stepping is enabled
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let (ui, mut text, vis) = ui.single_mut();
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match (vis, stepping.is_enabled()) {
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(Visibility::Hidden, true) => {
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commands.entity(ui).insert(Visibility::Inherited);
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}
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(Visibility::Hidden, false) | (_, true) => (),
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(_, false) => {
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commands.entity(ui).insert(Visibility::Hidden);
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}
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}
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// if we're not stepping, there's nothing more to be done here.
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if !stepping.is_enabled() {
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return;
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}
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let (cursor_schedule, cursor_system) = match stepping.cursor() {
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// no cursor means stepping isn't enabled, so we're done here
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None => return,
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Some(c) => c,
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};
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for (schedule, system, text_index) in &state.systems {
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let mark = if &cursor_schedule == schedule && *system == cursor_system {
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"-> "
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} else {
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" "
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};
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text.sections[*text_index].value = mark.to_string();
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}
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}
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