mirror of
https://github.com/bevyengine/bevy
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# Objective The [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) involves allowing exclusive systems to be referenced and ordered relative to parallel systems. We've agreed that unifying systems under `System` is the right move. This is an alternative to #4166 (see rationale in the comments I left there). Note that this builds on the learnings established there (and borrows some patterns). ## Solution This unifies parallel and exclusive systems under the shared `System` trait, removing the old `ExclusiveSystem` trait / impls. This is accomplished by adding a new `ExclusiveFunctionSystem` impl similar to `FunctionSystem`. It is backed by `ExclusiveSystemParam`, which is similar to `SystemParam`. There is a new flattened out SystemContainer api (which cuts out a lot of trait and type complexity). This means you can remove all cases of `exclusive_system()`: ```rust // before commands.add_system(some_system.exclusive_system()); // after commands.add_system(some_system); ``` I've also implemented `ExclusiveSystemParam` for `&mut QueryState` and `&mut SystemState`, which makes this possible in exclusive systems: ```rust fn some_exclusive_system( world: &mut World, transforms: &mut QueryState<&Transform>, state: &mut SystemState<(Res<Time>, Query<&Player>)>, ) { for transform in transforms.iter(world) { println!("{transform:?}"); } let (time, players) = state.get(world); for player in players.iter() { println!("{player:?}"); } } ``` Note that "exclusive function systems" assume `&mut World` is present (and the first param). I think this is a fair assumption, given that the presence of `&mut World` is what defines the need for an exclusive system. I added some targeted SystemParam `static` constraints, which removed the need for this: ``` rust fn some_exclusive_system(state: &mut SystemState<(Res<'static, Time>, Query<&'static Player>)>) {} ``` ## Related - #2923 - #3001 - #3946 ## Changelog - `ExclusiveSystem` trait (and implementations) has been removed in favor of sharing the `System` trait. - `ExclusiveFunctionSystem` and `ExclusiveSystemParam` were added, enabling flexible exclusive function systems - `&mut SystemState` and `&mut QueryState` now implement `ExclusiveSystemParam` - Exclusive and parallel System configuration is now done via a unified `SystemDescriptor`, `IntoSystemDescriptor`, and `SystemContainer` api. ## Migration Guide Calling `.exclusive_system()` is no longer required (or supported) for converting exclusive system functions to exclusive systems: ```rust // Old (0.8) app.add_system(some_exclusive_system.exclusive_system()); // New (0.9) app.add_system(some_exclusive_system); ``` Converting "normal" parallel systems to exclusive systems is done by calling the exclusive ordering apis: ```rust // Old (0.8) app.add_system(some_system.exclusive_system().at_end()); // New (0.9) app.add_system(some_system.at_end()); ``` Query state in exclusive systems can now be cached via ExclusiveSystemParams, which should be preferred for clarity and performance reasons: ```rust // Old (0.8) fn some_system(world: &mut World) { let mut transforms = world.query::<&Transform>(); for transform in transforms.iter(world) { } } // New (0.9) fn some_system(world: &mut World, transforms: &mut QueryState<&Transform>) { for transform in transforms.iter(world) { } } ```
285 lines
9.4 KiB
Rust
285 lines
9.4 KiB
Rust
use crate::{
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archetype::ArchetypeComponentId,
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component::ComponentId,
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query::Access,
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system::{IntoSystem, System},
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world::World,
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};
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use std::borrow::Cow;
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/// A [`System`] that chains two systems together, creating a new system that routes the output of
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/// the first system into the input of the second system, yielding the output of the second system.
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///
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/// Given two systems `A` and `B`, A may be chained with `B` as `A.chain(B)` if the output type of `A` is
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/// equal to the input type of `B`.
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///
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/// Note that for [`FunctionSystem`](crate::system::FunctionSystem)s the output is the return value
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/// of the function and the input is the first [`SystemParam`](crate::system::SystemParam) if it is
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/// tagged with [`In`](crate::system::In) or `()` if the function has no designated input parameter.
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///
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/// # Examples
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///
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/// ```
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/// use std::num::ParseIntError;
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///
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/// use bevy_ecs::prelude::*;
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///
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/// fn main() {
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/// let mut world = World::default();
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/// world.insert_resource(Message("42".to_string()));
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///
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/// // chain the `parse_message_system`'s output into the `filter_system`s input
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/// let mut chained_system = parse_message_system.chain(filter_system);
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/// chained_system.initialize(&mut world);
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/// assert_eq!(chained_system.run((), &mut world), Some(42));
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/// }
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///
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/// #[derive(Resource)]
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/// struct Message(String);
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///
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/// fn parse_message_system(message: Res<Message>) -> Result<usize, ParseIntError> {
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/// message.0.parse::<usize>()
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/// }
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///
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/// fn filter_system(In(result): In<Result<usize, ParseIntError>>) -> Option<usize> {
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/// result.ok().filter(|&n| n < 100)
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/// }
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/// ```
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pub struct ChainSystem<SystemA, SystemB> {
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system_a: SystemA,
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system_b: SystemB,
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name: Cow<'static, str>,
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component_access: Access<ComponentId>,
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archetype_component_access: Access<ArchetypeComponentId>,
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}
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impl<SystemA: System, SystemB: System<In = SystemA::Out>> System for ChainSystem<SystemA, SystemB> {
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type In = SystemA::In;
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type Out = SystemB::Out;
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fn name(&self) -> Cow<'static, str> {
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self.name.clone()
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}
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fn archetype_component_access(&self) -> &Access<ArchetypeComponentId> {
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&self.archetype_component_access
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}
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fn component_access(&self) -> &Access<ComponentId> {
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&self.component_access
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}
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fn is_send(&self) -> bool {
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self.system_a.is_send() && self.system_b.is_send()
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}
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fn is_exclusive(&self) -> bool {
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self.system_a.is_exclusive() || self.system_b.is_exclusive()
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}
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unsafe fn run_unsafe(&mut self, input: Self::In, world: &World) -> Self::Out {
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let out = self.system_a.run_unsafe(input, world);
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self.system_b.run_unsafe(out, world)
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}
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fn apply_buffers(&mut self, world: &mut World) {
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self.system_a.apply_buffers(world);
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self.system_b.apply_buffers(world);
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}
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fn initialize(&mut self, world: &mut World) {
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self.system_a.initialize(world);
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self.system_b.initialize(world);
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self.component_access
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.extend(self.system_a.component_access());
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self.component_access
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.extend(self.system_b.component_access());
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}
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fn update_archetype_component_access(&mut self, world: &World) {
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self.system_a.update_archetype_component_access(world);
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self.system_b.update_archetype_component_access(world);
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self.archetype_component_access
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.extend(self.system_a.archetype_component_access());
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self.archetype_component_access
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.extend(self.system_b.archetype_component_access());
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}
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fn check_change_tick(&mut self, change_tick: u32) {
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self.system_a.check_change_tick(change_tick);
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self.system_b.check_change_tick(change_tick);
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}
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fn get_last_change_tick(&self) -> u32 {
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self.system_a.get_last_change_tick()
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}
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fn set_last_change_tick(&mut self, last_change_tick: u32) {
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self.system_a.set_last_change_tick(last_change_tick);
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self.system_b.set_last_change_tick(last_change_tick);
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}
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}
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/// An extension trait providing the [`IntoChainSystem::chain`] method for convenient [`System`]
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/// chaining.
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///
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/// This trait is blanket implemented for all system pairs that fulfill the chaining requirement.
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///
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/// See [`ChainSystem`].
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pub trait IntoChainSystem<ParamA, Payload, SystemB, ParamB, Out>:
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IntoSystem<(), Payload, ParamA> + Sized
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where
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SystemB: IntoSystem<Payload, Out, ParamB>,
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{
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/// Chain this system `A` with another system `B` creating a new system that feeds system A's
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/// output into system `B`, returning the output of system `B`.
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fn chain(self, system: SystemB) -> ChainSystem<Self::System, SystemB::System>;
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}
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impl<SystemA, ParamA, Payload, SystemB, ParamB, Out>
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IntoChainSystem<ParamA, Payload, SystemB, ParamB, Out> for SystemA
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where
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SystemA: IntoSystem<(), Payload, ParamA>,
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SystemB: IntoSystem<Payload, Out, ParamB>,
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{
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fn chain(self, system: SystemB) -> ChainSystem<SystemA::System, SystemB::System> {
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let system_a = IntoSystem::into_system(self);
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let system_b = IntoSystem::into_system(system);
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ChainSystem {
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name: Cow::Owned(format!("Chain({}, {})", system_a.name(), system_b.name())),
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system_a,
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system_b,
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archetype_component_access: Default::default(),
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component_access: Default::default(),
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}
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}
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}
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/// A collection of common adapters for [chaining](super::ChainSystem) the result of a system.
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pub mod adapter {
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use crate::system::In;
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use std::fmt::Debug;
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/// Converts a regular function into a system adapter.
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///
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/// # Examples
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/// ```
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/// use bevy_ecs::prelude::*;
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///
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/// return1
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/// .chain(system_adapter::new(u32::try_from))
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/// .chain(system_adapter::unwrap)
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/// .chain(print);
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///
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/// fn return1() -> u64 { 1 }
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/// fn print(In(x): In<impl std::fmt::Debug>) {
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/// println!("{x:?}");
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/// }
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/// ```
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pub fn new<T, U>(mut f: impl FnMut(T) -> U) -> impl FnMut(In<T>) -> U {
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move |In(x)| f(x)
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}
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/// System adapter that unwraps the `Ok` variant of a [`Result`].
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/// This is useful for fallible systems that should panic in the case of an error.
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///
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/// There is no equivalent adapter for [`Option`]. Instead, it's best to provide
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/// an error message and convert to a `Result` using `ok_or{_else}`.
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///
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/// # Examples
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///
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/// Panicking on error
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///
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/// ```
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/// use bevy_ecs::prelude::*;
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/// #
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/// # #[derive(StageLabel)]
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/// # enum CoreStage { Update };
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///
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/// // Building a new schedule/app...
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/// # use bevy_ecs::schedule::SystemStage;
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/// # let mut sched = Schedule::default(); sched
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/// # .add_stage(CoreStage::Update, SystemStage::single_threaded())
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/// .add_system_to_stage(
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/// CoreStage::Update,
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/// // Panic if the load system returns an error.
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/// load_save_system.chain(system_adapter::unwrap)
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/// )
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/// // ...
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/// # ;
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/// # let mut world = World::new();
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/// # sched.run(&mut world);
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///
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/// // A system which may fail irreparably.
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/// fn load_save_system() -> Result<(), std::io::Error> {
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/// let save_file = open_file("my_save.json")?;
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/// dbg!(save_file);
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/// Ok(())
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/// }
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/// # fn open_file(name: &str) -> Result<&'static str, std::io::Error>
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/// # { Ok("hello world") }
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/// ```
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pub fn unwrap<T, E: Debug>(In(res): In<Result<T, E>>) -> T {
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res.unwrap()
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}
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/// System adapter that ignores the output of the previous system in a chain.
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/// This is useful for fallible systems that should simply return early in case of an `Err`/`None`.
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///
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/// # Examples
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///
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/// Returning early
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///
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/// ```
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/// use bevy_ecs::prelude::*;
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///
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/// // Marker component for an enemy entity.
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/// #[derive(Component)]
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/// struct Monster;
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/// #
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/// # #[derive(StageLabel)]
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/// # enum CoreStage { Update };
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///
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/// // Building a new schedule/app...
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/// # use bevy_ecs::schedule::SystemStage;
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/// # let mut sched = Schedule::default(); sched
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/// # .add_stage(CoreStage::Update, SystemStage::single_threaded())
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/// .add_system_to_stage(
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/// CoreStage::Update,
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/// // If the system fails, just move on and try again next frame.
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/// fallible_system.chain(system_adapter::ignore)
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/// )
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/// // ...
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/// # ;
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/// # let mut world = World::new();
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/// # sched.run(&mut world);
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///
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/// // A system which may return early. It's more convenient to use the `?` operator for this.
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/// fn fallible_system(
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/// q: Query<Entity, With<Monster>>
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/// ) -> Option<()> {
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/// let monster_id = q.iter().next()?;
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/// println!("Monster entity is {monster_id:?}");
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/// Some(())
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/// }
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/// ```
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pub fn ignore<T>(In(_): In<T>) {}
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#[cfg(test)]
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#[test]
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fn assert_systems() {
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use std::str::FromStr;
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use crate::{prelude::*, system::assert_is_system};
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/// Mocks a system that returns a value of type `T`.
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fn returning<T>() -> T {
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unimplemented!()
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}
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assert_is_system(returning::<Result<u32, std::io::Error>>.chain(unwrap));
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assert_is_system(returning::<Option<()>>.chain(ignore));
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assert_is_system(returning::<&str>.chain(new(u64::from_str)).chain(unwrap));
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}
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}
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