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 Additionally, `Events::get_reader` has been replaced by `Events::get_cursor`.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