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eb82ec047e
# Objective Fix #11931 ## Solution - Make stepping a non-default feature - Adjust documentation and examples - In particular, make the breakout example not show the stepping prompt if compiled without the feature (shows a log message instead) --- ## Changelog - Removed `bevy_debug_stepping` from default features ## Migration Guide The system-by-system stepping feature is now disabled by default; to use it, enable the `bevy_debug_stepping` feature explicitly: ```toml [dependencies] bevy = { version = "0.14", features = ["bevy_debug_stepping"] } ``` Code using [`Stepping`](https://docs.rs/bevy/latest/bevy/ecs/schedule/struct.Stepping.html) will still compile with the feature disabled, but will print a runtime error message to the console if the application attempts to enable stepping. --------- Co-authored-by: James Liu <contact@jamessliu.com> Co-authored-by: François Mockers <francois.mockers@vleue.com>
208 lines
7.6 KiB
Rust
208 lines
7.6 KiB
Rust
//! Demonstrate stepping through systems in order of execution.
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//!
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//! To run this example, you must enable the `bevy_debug_stepping` feature.
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use bevy::{ecs::schedule::Stepping, log::LogPlugin, prelude::*};
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fn main() {
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let mut app = App::new();
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app
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// to display log messages from Stepping resource
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.add_plugins(LogPlugin::default())
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.add_systems(
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Update,
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(
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update_system_one,
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// establish a dependency here to simplify descriptions below
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update_system_two.after(update_system_one),
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update_system_three.after(update_system_two),
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update_system_four,
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),
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)
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.add_systems(PreUpdate, pre_update_system);
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// For the simplicity of this example, we directly modify the `Stepping`
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// resource here and run the systems with `App::update()`. Each call to
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// `App::update()` is the equivalent of a single frame render when using
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// `App::run()`.
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//
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// In a real-world situation, the `Stepping` resource would be modified by
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// a system based on input from the user. A full demonstration of this can
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// be found in the breakout example.
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println!(
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r#"
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Actions: call app.update()
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Result: All systems run normally"#
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);
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app.update();
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println!(
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r#"
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Actions: Add the Stepping resource then call app.update()
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Result: All systems run normally. Stepping has no effect unless explicitly
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configured for a Schedule, and Stepping has been enabled."#
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);
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app.insert_resource(Stepping::new());
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app.update();
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println!(
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r#"
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Actions: Add the Update Schedule to Stepping; enable Stepping; call
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app.update()
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Result: Only the systems in PreUpdate run. When Stepping is enabled,
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systems in the configured schedules will not run unless:
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* Stepping::step_frame() is called
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* Stepping::continue_frame() is called
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* System has been configured to always run"#
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);
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let mut stepping = app.world_mut().resource_mut::<Stepping>();
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stepping.add_schedule(Update).enable();
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app.update();
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println!(
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r#"
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Actions: call Stepping.step_frame(); call app.update()
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Result: The PreUpdate systems run, and one Update system will run. In
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Stepping, step means run the next system across all the schedules
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that have been added to the Stepping resource."#
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);
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let mut stepping = app.world_mut().resource_mut::<Stepping>();
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stepping.step_frame();
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app.update();
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println!(
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r#"
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Actions: call app.update()
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Result: Only the PreUpdate systems run. The previous call to
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Stepping::step_frame() only applies for the next call to
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app.update()/the next frame rendered.
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"#
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);
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app.update();
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println!(
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r#"
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Actions: call Stepping::continue_frame(); call app.update()
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Result: PreUpdate system will run, and all remaining Update systems will
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run. Stepping::continue_frame() tells stepping to run all systems
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starting after the last run system until it hits the end of the
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frame, or it encounters a system with a breakpoint set. In this
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case, we previously performed a step, running one system in Update.
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This continue will cause all remaining systems in Update to run."#
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);
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let mut stepping = app.world_mut().resource_mut::<Stepping>();
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stepping.continue_frame();
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app.update();
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println!(
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r#"
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Actions: call Stepping::step_frame() & app.update() four times in a row
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Result: PreUpdate system runs every time we call app.update(), along with
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one system from the Update schedule each time. This shows what
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execution would look like to step through an entire frame of
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systems."#
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);
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for _ in 0..4 {
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let mut stepping = app.world_mut().resource_mut::<Stepping>();
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stepping.step_frame();
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app.update();
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}
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println!(
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r#"
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Actions: Stepping::always_run(Update, update_system_two); step through all
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systems
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Result: PreUpdate system and update_system_two() will run every time we
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call app.update(). We'll also only need to step three times to
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execute all systems in the frame. Stepping::always_run() allows
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us to granularly allow systems to run when stepping is enabled."#
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);
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let mut stepping = app.world_mut().resource_mut::<Stepping>();
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stepping.always_run(Update, update_system_two);
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for _ in 0..3 {
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let mut stepping = app.world_mut().resource_mut::<Stepping>();
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stepping.step_frame();
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app.update();
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}
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println!(
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r#"
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Actions: Stepping::never_run(Update, update_system_two); continue through
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all systems
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Result: All systems except update_system_two() will execute.
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Stepping::never_run() allows us to disable systems while Stepping
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is enabled."#
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);
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let mut stepping = app.world_mut().resource_mut::<Stepping>();
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stepping.never_run(Update, update_system_two);
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stepping.continue_frame();
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app.update();
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println!(
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r#"
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Actions: Stepping::set_breakpoint(Update, update_system_two); continue,
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step, continue
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Result: During the first continue, pre_update_system() and
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update_system_one() will run. update_system_four() may also run
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as it has no dependency on update_system_two() or
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update_system_three(). Nether update_system_two() nor
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update_system_three() will run in the first app.update() call as
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they form a chained dependency on update_system_one() and run
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in order of one, two, three. Stepping stops system execution in
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the Update schedule when it encounters the breakpoint for
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update_system_three().
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During the step we run update_system_two() along with the
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pre_update_system().
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During the final continue pre_update_system() and
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update_system_three() run."#
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);
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let mut stepping = app.world_mut().resource_mut::<Stepping>();
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stepping.set_breakpoint(Update, update_system_two);
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stepping.continue_frame();
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app.update();
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let mut stepping = app.world_mut().resource_mut::<Stepping>();
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stepping.step_frame();
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app.update();
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let mut stepping = app.world_mut().resource_mut::<Stepping>();
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stepping.continue_frame();
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app.update();
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println!(
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r#"
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Actions: Stepping::clear_breakpoint(Update, update_system_two); continue
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through all systems
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Result: All systems will run"#
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);
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let mut stepping = app.world_mut().resource_mut::<Stepping>();
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stepping.clear_breakpoint(Update, update_system_two);
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stepping.continue_frame();
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app.update();
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println!(
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r#"
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Actions: Stepping::disable(); app.update()
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Result: All systems will run. With Stepping disabled, there's no need to
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call Stepping::step_frame() or Stepping::continue_frame() to run
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systems in the Update schedule."#
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);
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let mut stepping = app.world_mut().resource_mut::<Stepping>();
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stepping.disable();
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app.update();
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}
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fn pre_update_system() {
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println!("▶ pre_update_system");
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}
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fn update_system_one() {
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println!("▶ update_system_one");
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}
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fn update_system_two() {
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println!("▶ update_system_two");
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}
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fn update_system_three() {
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println!("▶ update_system_three");
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}
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fn update_system_four() {
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println!("▶ update_system_four");
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}
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