bevy/examples/ecs/send_and_receive_events.rs
Bob Gardner ec1aa48fc6
Created an EventMutator for when you want to mutate an event before reading (#13818)
# Objective

- Often in games you will want to create chains of systems that modify
some event. For example, a chain of damage systems that handle a
DamageEvent and modify the underlying value before the health system
finally consumes the event. Right now this requires either:

* Using a component added to the entity
* Consuming and refiring events

Neither is ideal when really all we want to do is read the events value,
modify it, and write it back.

## Solution

- Create an EventMutator class similar to EventReader but with ResMut<T>
and iterators that return &mut so that events can be mutated.

## Testing

- I replicated all the existing tests for EventReader to make sure
behavior was the same (I believe) and added a number of tests specific
to testing that 1) events can actually be mutated, and that 2)
EventReader sees changes from EventMutator for events it hasn't already
seen.

## Migration Guide

Users currently using `ManualEventReader` should use `EventCursor`
instead. `ManualEventReader` will be removed in Bevy 0.16. Additionally,
`Events::get_reader` has been replaced by `Events::get_cursor`.

Users currently directly accessing the `Events` resource for mutation
should move to `EventMutator` if possible.

---------

Co-authored-by: poopy <gonesbird@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-07-08 14:53:06 +00:00

167 lines
6 KiB
Rust

//! From time to time, you may find that you want to both send and receive an event of the same type in a single system.
//!
//! Of course, this results in an error: the borrows of [`EventWriter`] and [`EventReader`] overlap,
//! if and only if the [`Event`] type is the same.
//! One system parameter borrows the [`Events`] resource mutably, and another system parameter borrows the [`Events`] resource immutably.
//! If Bevy allowed this, this would violate Rust's rules against aliased mutability.
//! In other words, this would be Undefined Behavior (UB)!
//!
//! There are two ways to solve this problem:
//!
//! 1. Use [`ParamSet`] to check out the [`EventWriter`] and [`EventReader`] one at a time.
//! 2. Use a [`Local`] [`EventCursor`] instead of an [`EventReader`], and use [`ResMut`] to access [`Events`].
//!
//! In the first case, you're being careful to only check out only one of the [`EventWriter`] or [`EventReader`] at a time.
//! By "temporally" separating them, you avoid the overlap.
//!
//! In the second case, you only ever have one access to the underlying [`Events`] resource at a time.
//! But in exchange, you have to manually keep track of which events you've already read.
//!
//! Let's look at an example of each.
use bevy::core::FrameCount;
use bevy::ecs::event::EventCursor;
use bevy::prelude::*;
fn main() {
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_event::<DebugEvent>()
.add_event::<A>()
.add_event::<B>()
.add_systems(Update, read_and_write_different_event_types)
.add_systems(
Update,
(
send_events,
debug_events,
send_and_receive_param_set,
debug_events,
send_and_receive_manual_event_reader,
debug_events,
)
.chain(),
);
// We're just going to run a few frames, so we can see and understand the output.
app.update();
// By running for longer than one frame, we can see that we're caching our cursor in the event queue properly.
app.update();
}
#[derive(Event)]
struct A;
#[derive(Event)]
struct B;
// This works fine, because the types are different,
// so the borrows of the `EventWriter` and `EventReader` don't overlap.
// Note that these borrowing rules are checked at system initialization time,
// not at compile time, as Bevy uses internal unsafe code to split the `World` into disjoint pieces.
fn read_and_write_different_event_types(mut a: EventWriter<A>, mut b: EventReader<B>) {
for _ in b.read() {}
a.send(A);
}
/// A dummy event type.
#[derive(Debug, Clone, Event)]
struct DebugEvent {
resend_from_param_set: bool,
resend_from_local_event_reader: bool,
times_sent: u8,
}
/// A system that sends all combinations of events.
fn send_events(mut events: EventWriter<DebugEvent>, frame_count: Res<FrameCount>) {
println!("Sending events for frame {:?}", frame_count.0);
events.send(DebugEvent {
resend_from_param_set: false,
resend_from_local_event_reader: false,
times_sent: 1,
});
events.send(DebugEvent {
resend_from_param_set: true,
resend_from_local_event_reader: false,
times_sent: 1,
});
events.send(DebugEvent {
resend_from_param_set: false,
resend_from_local_event_reader: true,
times_sent: 1,
});
events.send(DebugEvent {
resend_from_param_set: true,
resend_from_local_event_reader: true,
times_sent: 1,
});
}
/// A system that prints all events sent since the last time this system ran.
///
/// Note that some events will be printed twice, because they were sent twice.
fn debug_events(mut events: EventReader<DebugEvent>) {
for event in events.read() {
println!("{:?}", event);
}
}
/// A system that both sends and receives events using [`ParamSet`].
fn send_and_receive_param_set(
mut param_set: ParamSet<(EventReader<DebugEvent>, EventWriter<DebugEvent>)>,
frame_count: Res<FrameCount>,
) {
println!(
"Sending and receiving events for frame {} with a `ParamSet`",
frame_count.0
);
// We must collect the events to resend, because we can't access the writer while we're iterating over the reader.
let mut events_to_resend = Vec::new();
// This is p0, as the first parameter in the `ParamSet` is the reader.
for event in param_set.p0().read() {
if event.resend_from_param_set {
events_to_resend.push(event.clone());
}
}
// This is p1, as the second parameter in the `ParamSet` is the writer.
for mut event in events_to_resend {
event.times_sent += 1;
param_set.p1().send(event);
}
}
/// A system that both sends and receives events using a [`Local`] [`EventCursor`].
fn send_and_receive_manual_event_reader(
// The `Local` `SystemParam` stores state inside the system itself, rather than in the world.
// `EventCursor<T>` is the internal state of `EventReader<T>`, which tracks which events have been seen.
mut local_event_reader: Local<EventCursor<DebugEvent>>,
// We can access the `Events` resource mutably, allowing us to both read and write its contents.
mut events: ResMut<Events<DebugEvent>>,
frame_count: Res<FrameCount>,
) {
println!(
"Sending and receiving events for frame {} with a `Local<EventCursor>",
frame_count.0
);
// We must collect the events to resend, because we can't mutate events while we're iterating over the events.
let mut events_to_resend = Vec::new();
for event in local_event_reader.read(&events) {
if event.resend_from_local_event_reader {
// For simplicity, we're cloning the event.
// In this case, since we have mutable access to the `Events` resource,
// we could also just mutate the event in-place,
// or drain the event queue into our `events_to_resend` vector.
events_to_resend.push(event.clone());
}
}
for mut event in events_to_resend {
event.times_sent += 1;
events.send(event);
}
}