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//! Implementation of stage abstraction for running collections of systems over a [`World`].
use std::collections::VecDeque;
use crate::prelude::*;
/// Resource that is automatically added to the world while a system stage is being run
/// that specifies the unique ID of the stage that being run.
///
/// If the stage is `Ulid(0)`, the default ID, then that means the startup stage is being run.
#[derive(Deref, DerefMut, Clone, Copy, HasSchema, Default)]
pub struct CurrentSystemStage(pub Ulid);
/// Builder for [`SystemStages`]. It is immutable once created,
pub struct SystemStagesBuilder {
/// The stages in the collection, in the order that they will be run.
stages: Vec<Box<dyn SystemStage>>,
/// The systems that should run at startup.
/// They will be executed next step based on if [`SessionStarted`] resource in world says session has not started, or if resource does not exist.
startup_systems: Vec<StaticSystem<(), ()>>,
/// Resources installed during session plugin installs. Copied to world as first step on startup of stages' execution.
startup_resources: UntypedResourceSet,
/// Systems that are continously run until they succeed(return Some). These run before all stages. Uses Option to allow for easy usage of `?`.
single_success_systems: Vec<StaticSystem<(), Option<()>>>,
}
impl Default for SystemStagesBuilder {
fn default() -> Self {
Self::with_core_stages()
}
}
impl SystemStagesBuilder {
/// Create a [`SystemStagesBuilder`] for [`SystemStages`] collection, initialized with a stage for each [`CoreStage`].
pub fn with_core_stages() -> Self {
Self {
stages: vec![
Box::new(SimpleSystemStage::new(CoreStage::First)),
Box::new(SimpleSystemStage::new(CoreStage::PreUpdate)),
Box::new(SimpleSystemStage::new(CoreStage::Update)),
Box::new(SimpleSystemStage::new(CoreStage::PostUpdate)),
Box::new(SimpleSystemStage::new(CoreStage::Last)),
],
startup_resources: default(),
startup_systems: default(),
single_success_systems: Vec::new(),
}
}
/// Finish building and convert to [`SystemStages`]
pub fn finish(self) -> SystemStages {
SystemStages {
stages: self.stages,
startup_systems: self.startup_systems,
startup_resources: self.startup_resources,
single_success_systems: self.single_success_systems,
}
}
/// Create [`SystemStagesBuilder`] by taking existing [`SystemStages`].
pub fn from_stages(stages: SystemStages) -> Self {
Self {
stages: stages.stages,
startup_systems: stages.startup_systems,
startup_resources: stages.startup_resources,
single_success_systems: stages.single_success_systems,
}
}
/// Add a system that will run only once, before all of the other non-startup systems.
/// If wish to reset session and run again, can modify [`SessionStarted`] resource in world.
pub fn add_startup_system<Args, S>(&mut self, system: S) -> &mut Self
where
S: IntoSystem<Args, (), (), Sys = StaticSystem<(), ()>>,
{
self.startup_systems.push(system.system());
self
}
/// Add a system that will run each frame until it succeeds (returns Some). Runs before all stages. Uses Option to allow for easy usage of `?`.
pub fn add_single_success_system<Args, S>(&mut self, system: S) -> &mut Self
where
S: IntoSystem<Args, (), Option<()>, Sys = StaticSystem<(), Option<()>>>,
{
self.single_success_systems.push(system.system());
self
}
/// Add a [`System`] to the stage with the given label.
pub fn add_system_to_stage<Args, S>(&mut self, label: impl StageLabel, system: S) -> &mut Self
where
S: IntoSystem<Args, (), (), Sys = StaticSystem<(), ()>>,
{
let name = label.name();
let id = label.id();
let mut stage = None;
for st in &mut self.stages {
if st.id() == id {
stage = Some(st);
}
}
let Some(stage) = stage else {
panic!("Stage with label `{}` ( {} ) doesn't exist.", name, id);
};
stage.add_system(system.system());
self
}
/// Insert a new stage, before another existing stage
#[track_caller]
pub fn insert_stage_before<L: StageLabel, S: SystemStage + 'static>(
&mut self,
label: L,
stage: S,
) -> &mut Self {
let stage_idx = self
.stages
.iter()
.position(|x| x.id() == label.id())
.unwrap_or_else(|| panic!("Could not find stage with label `{}`", label.name()));
self.stages.insert(stage_idx, Box::new(stage));
self
}
/// Insert a new stage, after another existing stage
#[track_caller]
pub fn insert_stage_after<L: StageLabel, S: SystemStage + 'static>(
&mut self,
label: L,
stage: S,
) -> &mut Self {
let stage_idx = self
.stages
.iter()
.position(|x| x.id() == label.id())
.unwrap_or_else(|| panic!("Could not find stage with label `{}`", label.name()));
self.stages.insert(stage_idx + 1, Box::new(stage));
self
}
/// Insert a startup resource. On stage / session startup (first step), will be inserted into [`World`].
///
/// If already exists, will be overwritten.
pub fn insert_startup_resource<T: HasSchema>(&mut self, resource: T) {
self.startup_resources.insert_resource(resource);
}
/// Init startup resource with default, and return mutable ref for modification.
/// If already exists, returns mutable ref to existing resource.
pub fn init_startup_resource<T: HasSchema + Default>(&mut self) -> RefMut<T> {
self.startup_resources.init_resource::<T>()
}
/// Get mutable reference to startup resource if found.
#[track_caller]
pub fn startup_resource_mut<T: HasSchema>(&self) -> Option<RefMut<T>> {
self.startup_resources.resource_mut()
}
}
/// An ordered collection of [`SystemStage`]s.
pub struct SystemStages {
/// The stages in the collection, in the order that they will be run.
stages: Vec<Box<dyn SystemStage>>,
/// The systems that should run at startup.
/// They will be executed next step based on if [`SessionStarted`] resource in world says session has not started, or if resource does not exist.
startup_systems: Vec<StaticSystem<(), ()>>,
/// Resources installed during session plugin installs. Copied to world as first step on startup of stages' execution.
startup_resources: UntypedResourceSet,
/// Systems that are continously run until they succeed(return Some). These run before all stages. Uses Option to allow for easy usage of `?`.
single_success_systems: Vec<StaticSystem<(), Option<()>>>,
}
impl std::fmt::Debug for SystemStages {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
f.debug_struct("SystemStages")
// TODO: Add list of stages to the debug render for `SystemStages`.
// We can at least list the names of each stage for `SystemStages` debug
// implementation.
.finish()
}
}
impl Default for SystemStages {
fn default() -> Self {
SystemStagesBuilder::default().finish()
}
}
impl SystemStages {
/// Create builder for construction of [`SystemStages`].
pub fn builder() -> SystemStagesBuilder {
SystemStagesBuilder::default()
}
/// Execute the systems on the given `world`.
pub fn run(&mut self, world: &mut World) {
// If we haven't run startup systems and setup resources yet, do so
self.handle_startup(world);
// Run single success systems
for (index, system) in self.single_success_systems.iter_mut().enumerate() {
let should_run = !Self::has_single_success_system_succeeded(index, world);
if should_run && system.run(world, ()).is_some() {
Self::mark_single_success_system_succeeded(index, world);
}
}
// Run each stage
for stage in &mut self.stages {
// Set the current stage resource
world.insert_resource(CurrentSystemStage(stage.id()));
// Run the stage
stage.run(world);
}
// Cleanup killed entities
world.maintain();
// Remove the current system stage resource
world.resources.remove::<CurrentSystemStage>();
}
/// If [`SessionStarted`] resource indicates have not yet started,
/// perform startup tasks (insert startup resources, run startup systems).
///
/// For advanced use cases in which want to only insert startup resources, or run startup systems and split this
/// behavior, see [`SystemStages::handle_startup_systems`] and `[SystemStages::handle_startup_resources`].
///
///
/// While this is used internally by [`SystemStages::run`], this is also used
/// for resetting world. This allows world to immediately startup and re-initialize after reset.
///
/// # Panics
///
/// May panic if resources are borrowed, should not borrow resources when calling.
pub fn handle_startup(&mut self, world: &mut World) {
self.handle_startup_resources(world);
self.handle_startup_systems(world);
}
/// If [`SessionStarted`] resource indicates startup resources have not yet been inserted, will do so and update `SessionStarted`.
///
/// This function contains only half of stage's startup behavior, see [`SystemStages::handle_startup`] if not intending to split
/// resource insertion from startup systems (Splitting these is more for advanced special cases).
///
/// # Panics
///
/// May panic if resources are borrowed, should not borrow resources when calling.
pub fn handle_startup_resources(&mut self, world: &mut World) {
let (mut resources_inserted, systems_run) = match world.get_resource_mut::<SessionStarted>()
{
Some(session_started) => (
session_started.startup_resources_inserted,
session_started.startup_systems_executed,
),
None => (false, false),
};
if !resources_inserted {
self.insert_startup_resources(world);
resources_inserted = true;
world.insert_resource(SessionStarted {
startup_systems_executed: systems_run,
startup_resources_inserted: resources_inserted,
});
}
}
/// If [`SessionStarted`] resource indicates startup systems have not yet been executed, will do so and update `SessionStarted`.
///
/// This function contains only half of stage's startup behavior, see [`SystemStages::handle_startup`] if not intending to split
/// startup system execution from startup resource insertion (Splitting these is more for advanced special cases).
///
/// # Panics
///
/// May panic if resources are borrowed, should not borrow resources when calling.
pub fn handle_startup_systems(&mut self, world: &mut World) {
let (resources_inserted, mut systems_run) = match world.get_resource_mut::<SessionStarted>()
{
Some(session_started) => (
session_started.startup_resources_inserted,
session_started.startup_systems_executed,
),
None => (false, false),
};
if !systems_run {
// Set the current stage resource
world.insert_resource(CurrentSystemStage(Ulid(0)));
// For each startup system
for system in &mut self.startup_systems {
// Run the system
system.run(world, ());
}
systems_run = true;
world.resources.remove::<CurrentSystemStage>();
world.insert_resource(SessionStarted {
startup_systems_executed: systems_run,
startup_resources_inserted: resources_inserted,
});
}
}
/// Check if single success system is marked as succeeded in [`SingleSuccessSystems`] [`Resource`].
fn has_single_success_system_succeeded(system_index: usize, world: &World) -> bool {
if let Some(system_success) = world.get_resource::<SingleSuccessSystems>() {
return system_success.has_system_succeeded(system_index);
}
false
}
/// Mark a single success system as succeeded in [`SingleSuccessSystems`] [`Resource`].
fn mark_single_success_system_succeeded(system_index: usize, world: &mut World) {
if let Some(mut system_succes) = world.get_resource_mut::<SingleSuccessSystems>() {
system_succes.set_system_completed(system_index);
return;
}
// Resource does not exist - must initialize it
world
.init_resource::<SingleSuccessSystems>()
.set_system_completed(system_index);
}
/// Insert the startup resources that [`SystemStages`] and session were built with into [`World`].
///
/// This will update [`SessionStarted`] resource to flag that startup resources are inserted.
fn insert_startup_resources(&self, world: &mut World) {
for resource in self.startup_resources.resources().iter() {
// Deep copy startup resource and insert into world.
let resource_copy = resource.clone_data().unwrap();
let resource_cell = world.resources.untyped().get_cell(resource.schema());
let prev_val = resource_cell.insert(resource_copy).unwrap();
// Warn on already existing resource
if prev_val.is_some() {
let schema_name = resource.schema().full_name;
tracing::warn!("SystemStages` attempted to inserted resource {schema_name} on startup that already exists in world - startup resource not inserted.
When building new session, startup resources should be initialized on `SessionBuilder`.");
}
}
}
}
/// Trait for system stages. A stage is a
pub trait SystemStage: Sync + Send {
/// The unique identifier for the stage.
fn id(&self) -> Ulid;
/// The human-readable name for the stage, used for error messages when something goes wrong.
fn name(&self) -> String;
/// Execute the systems on the given `world`.
fn run(&mut self, world: &World);
/// Add a system to this stage.
fn add_system(&mut self, system: StaticSystem<(), ()>);
/// Remove all systems from this stage.
fn remove_all_systems(&mut self);
}
/// A collection of systems that will be run in order.
pub struct SimpleSystemStage {
/// The unique identifier for the stage.
pub id: Ulid,
/// The human-readable name for the stage, used for error messages when something goes wrong.
pub name: String,
/// The list of systems in the stage.
///
/// Each system will be run in the order that they are in in this list.
pub systems: Vec<StaticSystem<(), ()>>,
}
impl SimpleSystemStage {
/// Create a new, empty stage, for the given label.
pub fn new<L: StageLabel>(label: L) -> Self {
Self {
id: label.id(),
name: label.name(),
systems: Default::default(),
}
}
}
impl SystemStage for SimpleSystemStage {
fn id(&self) -> Ulid {
self.id
}
fn name(&self) -> String {
self.name.clone()
}
fn run(&mut self, world: &World) {
// Run the systems
for system in &mut self.systems {
system.run(world, ());
}
// Drain the command queue
let queue = world.resources.get_mut::<CommandQueue>();
if let Some(mut command_queue) = queue {
for mut system in command_queue.queue.drain(..) {
system.run(world, ());
}
}
}
fn add_system(&mut self, system: StaticSystem<(), ()>) {
self.systems.push(system);
}
fn remove_all_systems(&mut self) {
self.systems.clear();
}
}
/// Trait for things that may be used to identify a system stage.
pub trait StageLabel {
/// Returns the human-readable name of the label, used in error messages.
fn name(&self) -> String;
/// Returns a unique identifier for the stage.
fn id(&self) -> Ulid;
}
/// A [`StageLabel`] for the 5 core stages.
#[derive(Copy, Clone, Debug, PartialEq, Eq)]
pub enum CoreStage {
/// The first stage
First,
/// The second stage
PreUpdate,
/// The third stage
Update,
/// The fourth stage
PostUpdate,
/// The fifth stage
Last,
}
impl StageLabel for CoreStage {
fn name(&self) -> String {
format!("{:?}", self)
}
fn id(&self) -> Ulid {
match self {
CoreStage::First => Ulid(2021715391084198804812356024998495966),
CoreStage::PreUpdate => Ulid(2021715401330719559452824437611089988),
CoreStage::Update => Ulid(2021715410160177201728645950400543948),
CoreStage::PostUpdate => Ulid(2021715423103233646561968734173322317),
CoreStage::Last => Ulid(2021715433398666914977687392909851554),
}
}
}
/// A resource containing the [`Commands`] command queue.
///
/// You can use [`Commands`] as a [`SystemParam`] as a shortcut to [`ResMut<CommandQueue>`].
#[derive(HasSchema, Default)]
pub struct CommandQueue {
/// The system queue that will be run at the end of the stage
pub queue: VecDeque<StaticSystem<(), ()>>,
}
impl Clone for CommandQueue {
fn clone(&self) -> Self {
if self.queue.is_empty() {
Self {
queue: VecDeque::with_capacity(self.queue.capacity()),
}
} else {
panic!(
"Cannot clone CommandQueue. This probably happened because you are \
trying to clone a World while a system stage is still executing."
)
}
}
}
impl CommandQueue {
/// Add a system to be run at the end of the stage.
pub fn add<Args, S>(&mut self, system: S)
where
S: IntoSystem<Args, (), (), Sys = StaticSystem<(), ()>>,
{
self.queue.push_back(system.system());
}
}
/// A [`SystemParam`] that can be used to schedule systems that will be run at the end of the
/// current [`SystemStage`].
///
/// This is a shortcut for [`ResMut<CommandQueue>`].
#[derive(Deref, DerefMut)]
pub struct Commands<'a>(RefMut<'a, CommandQueue>);
impl<'a> SystemParam for Commands<'a> {
type State = AtomicResource<CommandQueue>;
type Param<'s> = Commands<'s>;
fn get_state(world: &World) -> Self::State {
let cell = world.resources.get_cell::<CommandQueue>();
cell.init(world);
cell
}
fn borrow<'s>(_world: &'s World, state: &'s mut Self::State) -> Self::Param<'s> {
Commands(state.borrow_mut().unwrap())
}
}
/// Resource tracking if Session has started (startup systems executed and resources inserted).
/// If field is set to false, that operation needs to be handled on next stage run.
/// If resource is not present, assumed to have not started (and will be initialized upon next stage execution).
#[derive(Copy, Clone, HasSchema, Default)]
pub struct SessionStarted {
/// Have startup systems executed?
pub startup_systems_executed: bool,
/// Have startup resources beeen inserted into [`World`]?
pub startup_resources_inserted: bool,
}
/// Resource tracking which of single success systems in `Session`'s [`SystemStages`] have completed.
/// Success is tracked to
#[derive(HasSchema, Clone, Default)]
pub struct SingleSuccessSystems {
/// Set of indices of [`SystemStages`]'s single success systems that have succeeded.
pub systems_succeeded: HashSet<usize>,
}
impl SingleSuccessSystems {
/// Reset single success systems completion status. so they run again until success.
#[allow(dead_code)]
pub fn reset(&mut self) {
self.systems_succeeded.clear();
}
/// Check if system has completed
pub fn has_system_succeeded(&self, index: usize) -> bool {
self.systems_succeeded.contains(&index)
}
/// Mark system as completed.
pub fn set_system_completed(&mut self, index: usize) {
self.systems_succeeded.insert(index);
}
}