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https://github.com/bevyengine/bevy
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012ae07dc8
Right now, a direct reference to the target TaskPool is required to launch tasks on the pools, despite the three newtyped pools (AsyncComputeTaskPool, ComputeTaskPool, and IoTaskPool) effectively acting as global instances. The need to pass a TaskPool reference adds notable friction to spawning subtasks within existing tasks. Possible use cases for this may include chaining tasks within the same pool like spawning separate send/receive I/O tasks after waiting on a network connection to be established, or allowing cross-pool dependent tasks like starting dependent multi-frame computations following a long I/O load. Other task execution runtimes provide static access to spawning tasks (i.e. `tokio::spawn`), which is notably easier to use than the reference passing required by `bevy_tasks` right now. This PR makes does the following: * Adds `*TaskPool::init` which initializes a `OnceCell`'ed with a provided TaskPool. Failing if the pool has already been initialized. * Adds `*TaskPool::get` which fetches the initialized global pool of the respective type or panics. This generally should not be an issue in normal Bevy use, as the pools are initialized before they are accessed. * Updated default task pool initialization to either pull the global handles and save them as resources, or if they are already initialized, pull the a cloned global handle as the resource. This should make it notably easier to build more complex task hierarchies for dependent tasks. It should also make writing bevy-adjacent, but not strictly bevy-only plugin crates easier, as the global pools ensure it's all running on the same threads. One alternative considered is keeping a thread-local reference to the pool for all threads in each pool to enable the same `tokio::spawn` interface. This would spawn tasks on the same pool that a task is currently running in. However this potentially leads to potential footgun situations where long running blocking tasks run on `ComputeTaskPool`.
126 lines
4.5 KiB
Rust
126 lines
4.5 KiB
Rust
//! This example shows how to use the ECS and the [`AsyncComputeTaskPool`]
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//! to spawn, poll, and complete tasks across systems and system ticks.
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use bevy::{
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prelude::*,
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tasks::{AsyncComputeTaskPool, Task},
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};
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use futures_lite::future;
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use rand::Rng;
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use std::time::{Duration, Instant};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup_env)
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.add_startup_system(add_assets)
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.add_startup_system(spawn_tasks)
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.add_system(handle_tasks)
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.run();
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}
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// Number of cubes to spawn across the x, y, and z axis
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const NUM_CUBES: u32 = 6;
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#[derive(Deref)]
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struct BoxMeshHandle(Handle<Mesh>);
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#[derive(Deref)]
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struct BoxMaterialHandle(Handle<StandardMaterial>);
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/// Startup system which runs only once and generates our Box Mesh
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/// and Box Material assets, adds them to their respective Asset
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/// Resources, and stores their handles as resources so we can access
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/// them later when we're ready to render our Boxes
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fn add_assets(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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let box_mesh_handle = meshes.add(Mesh::from(shape::Cube { size: 0.25 }));
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commands.insert_resource(BoxMeshHandle(box_mesh_handle));
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let box_material_handle = materials.add(Color::rgb(1.0, 0.2, 0.3).into());
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commands.insert_resource(BoxMaterialHandle(box_material_handle));
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}
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#[derive(Component)]
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struct ComputeTransform(Task<Transform>);
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/// This system generates tasks simulating computationally intensive
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/// work that potentially spans multiple frames/ticks. A separate
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/// system, `handle_tasks`, will poll the spawned tasks on subsequent
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/// frames/ticks, and use the results to spawn cubes
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fn spawn_tasks(mut commands: Commands) {
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let thread_pool = AsyncComputeTaskPool::get();
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for x in 0..NUM_CUBES {
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for y in 0..NUM_CUBES {
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for z in 0..NUM_CUBES {
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// Spawn new task on the AsyncComputeTaskPool
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let task = thread_pool.spawn(async move {
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let mut rng = rand::thread_rng();
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let start_time = Instant::now();
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let duration = Duration::from_secs_f32(rng.gen_range(0.05..0.2));
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while start_time.elapsed() < duration {
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// Spinning for 'duration', simulating doing hard
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// compute work generating translation coords!
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}
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// Such hard work, all done!
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Transform::from_xyz(x as f32, y as f32, z as f32)
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});
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// Spawn new entity and add our new task as a component
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commands.spawn().insert(ComputeTransform(task));
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}
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}
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}
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}
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/// This system queries for entities that have our Task<Transform> component. It polls the
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/// tasks to see if they're complete. If the task is complete it takes the result, adds a
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/// new [`PbrBundle`] of components to the entity using the result from the task's work, and
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/// removes the task component from the entity.
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fn handle_tasks(
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mut commands: Commands,
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mut transform_tasks: Query<(Entity, &mut ComputeTransform)>,
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box_mesh_handle: Res<BoxMeshHandle>,
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box_material_handle: Res<BoxMaterialHandle>,
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) {
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for (entity, mut task) in transform_tasks.iter_mut() {
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if let Some(transform) = future::block_on(future::poll_once(&mut task.0)) {
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// Add our new PbrBundle of components to our tagged entity
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commands.entity(entity).insert_bundle(PbrBundle {
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mesh: box_mesh_handle.clone(),
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material: box_material_handle.clone(),
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transform,
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..default()
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});
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// Task is complete, so remove task component from entity
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commands.entity(entity).remove::<ComputeTransform>();
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}
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}
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}
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/// This system is only used to setup light and camera for the environment
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fn setup_env(mut commands: Commands) {
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// Used to center camera on spawned cubes
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let offset = if NUM_CUBES % 2 == 0 {
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(NUM_CUBES / 2) as f32 - 0.5
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} else {
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(NUM_CUBES / 2) as f32
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};
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// lights
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commands.spawn_bundle(PointLightBundle {
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transform: Transform::from_xyz(4.0, 12.0, 15.0),
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..default()
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});
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// camera
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commands.spawn_bundle(Camera3dBundle {
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transform: Transform::from_xyz(offset, offset, 15.0)
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.looking_at(Vec3::new(offset, offset, 0.0), Vec3::Y),
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..default()
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});
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}
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