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use fixedbitset::FixedBitSet;
use std::any::TypeId;
use std::collections::HashMap;
use crate::{
schedule::{InternedScheduleLabel, NodeId, Schedule, ScheduleLabel},
system::{IntoSystem, ResMut, Resource},
};
use bevy_utils::{
thiserror::Error,
tracing::{error, info, warn},
TypeIdMap,
};
#[cfg(test)]
use bevy_utils::tracing::debug;
use crate as bevy_ecs;
#[derive(Debug, Default, PartialEq, Eq, Copy, Clone)]
enum Action {
/// Stepping is disabled; run all systems
#[default]
RunAll,
/// Stepping is enabled, but we're only running required systems this frame
Waiting,
/// Stepping is enabled; run all systems until the end of the frame, or
/// until we encounter a system marked with [`SystemBehavior::Break`] or all
/// systems in the frame have run.
Continue,
/// stepping is enabled; only run the next system in our step list
Step,
}
#[derive(Debug, Copy, Clone)]
enum SystemBehavior {
/// System will always run regardless of stepping action
AlwaysRun,
/// System will never run while stepping is enabled
NeverRun,
/// When [`Action::Waiting`] this system will not be run
/// When [`Action::Step`] this system will be stepped
/// When [`Action::Continue`] system execution will stop before executing
/// this system unless its the first system run when continuing
Break,
/// When [`Action::Waiting`] this system will not be run
/// When [`Action::Step`] this system will be stepped
/// When [`Action::Continue`] this system will be run
Continue,
}
// schedule_order index, and schedule start point
#[derive(Debug, Default, Clone, Copy)]
struct Cursor {
/// index within Stepping.schedule_order
pub schedule: usize,
/// index within the schedule's system list
pub system: usize,
}
// Two methods of referring to Systems, via TypeId, or per-Schedule NodeId
enum SystemIdentifier {
Type(TypeId),
Node(NodeId),
}
/// Updates to [`Stepping.schedule_states`] that will be applied at the start
/// of the next render frame
enum Update {
/// Set the action stepping will perform for this render frame
SetAction(Action),
/// Enable stepping for this schedule
AddSchedule(InternedScheduleLabel),
/// Disable stepping for this schedule
RemoveSchedule(InternedScheduleLabel),
/// Clear any system-specific behaviors for this schedule
ClearSchedule(InternedScheduleLabel),
/// Set a system-specific behavior for this schedule & system
SetBehavior(InternedScheduleLabel, SystemIdentifier, SystemBehavior),
/// Clear any system-specific behavior for this schedule & system
ClearBehavior(InternedScheduleLabel, SystemIdentifier),
}
#[derive(Error, Debug)]
#[error("not available until all configured schedules have been run; try again next frame")]
pub struct NotReady;
#[derive(Resource, Default)]
/// Resource for controlling system stepping behavior
pub struct Stepping {
// [`ScheduleState`] for each [`Schedule`] with stepping enabled
schedule_states: HashMap<InternedScheduleLabel, ScheduleState>,
// dynamically generated [`Schedule`] order
schedule_order: Vec<InternedScheduleLabel>,
// current position in the stepping frame
cursor: Cursor,
// index in [`schedule_order`] of the last schedule to call `skipped_systems()`
previous_schedule: Option<usize>,
// Action to perform during this render frame
action: Action,
// Updates apply at the start of the next render frame
updates: Vec<Update>,
}
impl std::fmt::Debug for Stepping {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
write!(
f,
"Stepping {{ action: {:?}, schedules: {:?}, order: {:?}",
self.action,
self.schedule_states.keys(),
self.schedule_order
)?;
if self.action != Action::RunAll {
let Cursor { schedule, system } = self.cursor;
match self.schedule_order.get(schedule) {
Some(label) => write!(f, "cursor: {:?}[{}], ", label, system)?,
None => write!(f, "cursor: None, ")?,
};
}
write!(f, "}}")
}
}
impl Stepping {
/// Create a new instance of the `Stepping` resource.
pub fn new() -> Self {
Stepping::default()
}
/// System to call denoting that a new render frame has begun
///
/// Note: This system is automatically added to the default `MainSchedule`.
pub fn begin_frame(stepping: Option<ResMut<Self>>) {
if let Some(mut stepping) = stepping {
stepping.next_frame();
}
}
/// Return the list of schedules with stepping enabled in the order
/// they are executed in.
pub fn schedules(&self) -> Result<&Vec<InternedScheduleLabel>, NotReady> {
if self.schedule_order.len() == self.schedule_states.len() {
Ok(&self.schedule_order)
} else {
Err(NotReady)
}
}
/// Return our current position within the stepping frame
///
/// NOTE: This function **will** return `None` during normal execution with
/// stepping enabled. This can happen at the end of the stepping frame
/// after the last system has been run, but before the start of the next
/// render frame.
pub fn cursor(&self) -> Option<(InternedScheduleLabel, NodeId)> {
if self.action == Action::RunAll {
return None;
}
let label = match self.schedule_order.get(self.cursor.schedule) {
None => return None,
Some(label) => label,
};
let state = match self.schedule_states.get(label) {
None => return None,
Some(state) => state,
};
state
.node_ids
.get(self.cursor.system)
.map(|node_id| (*label, *node_id))
}
/// Enable stepping for the provided schedule
pub fn add_schedule(&mut self, schedule: impl ScheduleLabel) -> &mut Self {
self.updates.push(Update::AddSchedule(schedule.intern()));
self
}
/// Disable stepping for the provided schedule
///
/// NOTE: This function will also clear any system-specific behaviors that
/// may have been configured.
pub fn remove_schedule(&mut self, schedule: impl ScheduleLabel) -> &mut Self {
self.updates.push(Update::RemoveSchedule(schedule.intern()));
self
}
/// Clear behavior set for all systems in the provided [`Schedule`]
pub fn clear_schedule(&mut self, schedule: impl ScheduleLabel) -> &mut Self {
self.updates.push(Update::ClearSchedule(schedule.intern()));
self
}
/// Begin stepping at the start of the next frame
pub fn enable(&mut self) -> &mut Self {
#[cfg(feature = "bevy_debug_stepping")]
self.updates.push(Update::SetAction(Action::Waiting));
#[cfg(not(feature = "bevy_debug_stepping"))]
error!(
"Stepping cannot be enabled; \
bevy was compiled without the bevy_debug_stepping feature"
);
self
}
/// Disable stepping, resume normal systems execution
pub fn disable(&mut self) -> &mut Self {
self.updates.push(Update::SetAction(Action::RunAll));
self
}
/// Check if stepping is enabled
pub fn is_enabled(&self) -> bool {
self.action != Action::RunAll
}
/// Run the next system during the next render frame
///
/// NOTE: This will have no impact unless stepping has been enabled
pub fn step_frame(&mut self) -> &mut Self {
self.updates.push(Update::SetAction(Action::Step));
self
}
/// Run all remaining systems in the stepping frame during the next render
/// frame
///
/// NOTE: This will have no impact unless stepping has been enabled
pub fn continue_frame(&mut self) -> &mut Self {
self.updates.push(Update::SetAction(Action::Continue));
self
}
/// Ensure this system always runs when stepping is enabled
///
/// Note: if the system is run multiple times in the [`Schedule`], this
/// will apply for all instances of the system.
pub fn always_run<Marker>(
&mut self,
schedule: impl ScheduleLabel,
system: impl IntoSystem<(), (), Marker>,
) -> &mut Self {
let type_id = system.system_type_id();
self.updates.push(Update::SetBehavior(
schedule.intern(),
SystemIdentifier::Type(type_id),
SystemBehavior::AlwaysRun,
));
self
}
/// Ensure this system instance always runs when stepping is enabled
pub fn always_run_node(&mut self, schedule: impl ScheduleLabel, node: NodeId) -> &mut Self {
self.updates.push(Update::SetBehavior(
schedule.intern(),
SystemIdentifier::Node(node),
SystemBehavior::AlwaysRun,
));
self
}
/// Ensure this system never runs when stepping is enabled
pub fn never_run<Marker>(
&mut self,
schedule: impl ScheduleLabel,
system: impl IntoSystem<(), (), Marker>,
) -> &mut Self {
let type_id = system.system_type_id();
self.updates.push(Update::SetBehavior(
schedule.intern(),
SystemIdentifier::Type(type_id),
SystemBehavior::NeverRun,
));
self
}
/// Ensure this system instance never runs when stepping is enabled
pub fn never_run_node(&mut self, schedule: impl ScheduleLabel, node: NodeId) -> &mut Self {
self.updates.push(Update::SetBehavior(
schedule.intern(),
SystemIdentifier::Node(node),
SystemBehavior::NeverRun,
));
self
}
/// Add a breakpoint for system
pub fn set_breakpoint<Marker>(
&mut self,
schedule: impl ScheduleLabel,
system: impl IntoSystem<(), (), Marker>,
) -> &mut Self {
let type_id = system.system_type_id();
self.updates.push(Update::SetBehavior(
schedule.intern(),
SystemIdentifier::Type(type_id),
SystemBehavior::Break,
));
self
}
/// Add a breakpoint for system instance
pub fn set_breakpoint_node(&mut self, schedule: impl ScheduleLabel, node: NodeId) -> &mut Self {
self.updates.push(Update::SetBehavior(
schedule.intern(),
SystemIdentifier::Node(node),
SystemBehavior::Break,
));
self
}
/// Clear a breakpoint for the system
pub fn clear_breakpoint<Marker>(
&mut self,
schedule: impl ScheduleLabel,
system: impl IntoSystem<(), (), Marker>,
) -> &mut Self {
self.clear_system(schedule, system);
self
}
/// clear a breakpoint for system instance
pub fn clear_breakpoint_node(
&mut self,
schedule: impl ScheduleLabel,
node: NodeId,
) -> &mut Self {
self.clear_node(schedule, node);
self
}
/// Clear any behavior set for the system
pub fn clear_system<Marker>(
&mut self,
schedule: impl ScheduleLabel,
system: impl IntoSystem<(), (), Marker>,
) -> &mut Self {
let type_id = system.system_type_id();
self.updates.push(Update::ClearBehavior(
schedule.intern(),
SystemIdentifier::Type(type_id),
));
self
}
/// clear a breakpoint for system instance
pub fn clear_node(&mut self, schedule: impl ScheduleLabel, node: NodeId) -> &mut Self {
self.updates.push(Update::ClearBehavior(
schedule.intern(),
SystemIdentifier::Node(node),
));
self
}
/// lookup the first system for the supplied schedule index
fn first_system_index_for_schedule(&self, index: usize) -> usize {
let label = match self.schedule_order.get(index) {
None => return 0,
Some(label) => label,
};
let state = match self.schedule_states.get(label) {
None => return 0,
Some(state) => state,
};
state.first.unwrap_or(0)
}
/// Move the cursor to the start of the first schedule
fn reset_cursor(&mut self) {
self.cursor = Cursor {
schedule: 0,
system: self.first_system_index_for_schedule(0),
};
}
/// Advance schedule states for the next render frame
fn next_frame(&mut self) {
// if stepping is enabled; reset our internal state for the start of
// the next frame
if self.action != Action::RunAll {
self.action = Action::Waiting;
self.previous_schedule = None;
// if the cursor passed the last schedule, reset it
if self.cursor.schedule >= self.schedule_order.len() {
self.reset_cursor();
}
}
if self.updates.is_empty() {
return;
}
let mut reset_cursor = false;
for update in self.updates.drain(..) {
match update {
Update::SetAction(Action::RunAll) => {
self.action = Action::RunAll;
reset_cursor = true;
}
Update::SetAction(action) => {
// This match block is really just to filter out invalid
// transitions, and add debugging messages for permitted
// transitions. Any action transition that falls through
// this match block will be performed.
match (self.action, action) {
// ignore non-transition updates, and prevent a call to
// enable() from overwriting a step or continue call
(Action::RunAll, Action::RunAll)
| (Action::Waiting, Action::Waiting)
| (Action::Continue, Action::Continue)
| (Action::Step, Action::Step)
| (Action::Continue, Action::Waiting)
| (Action::Step, Action::Waiting) => continue,
// when stepping is disabled
(Action::RunAll, Action::Waiting) => info!("enabled stepping"),
(Action::RunAll, _) => {
warn!(
"stepping not enabled; call Stepping::enable() \
before step_frame() or continue_frame()"
);
continue;
}
// stepping enabled; waiting
(Action::Waiting, Action::RunAll) => info!("disabled stepping"),
(Action::Waiting, Action::Continue) => info!("continue frame"),
(Action::Waiting, Action::Step) => info!("step frame"),
// stepping enabled; continue frame
(Action::Continue, Action::RunAll) => info!("disabled stepping"),
(Action::Continue, Action::Step) => {
warn!("ignoring step_frame(); already continuing next frame");
continue;
}
// stepping enabled; step frame
(Action::Step, Action::RunAll) => info!("disabled stepping"),
(Action::Step, Action::Continue) => {
warn!("ignoring continue_frame(); already stepping next frame");
continue;
}
}
// permitted action transition; make the change
self.action = action;
}
Update::AddSchedule(l) => {
self.schedule_states.insert(l, ScheduleState::default());
}
Update::RemoveSchedule(label) => {
self.schedule_states.remove(&label);
if let Some(index) = self.schedule_order.iter().position(|l| l == &label) {
self.schedule_order.remove(index);
}
reset_cursor = true;
}
Update::ClearSchedule(label) => match self.schedule_states.get_mut(&label) {
Some(state) => state.clear_behaviors(),
None => {
warn!(
"stepping is not enabled for schedule {:?}; \
use `.add_stepping({:?})` to enable stepping",
label, label
);
}
},
Update::SetBehavior(label, system, behavior) => {
match self.schedule_states.get_mut(&label) {
Some(state) => state.set_behavior(system, behavior),
None => {
warn!(
"stepping is not enabled for schedule {:?}; \
use `.add_stepping({:?})` to enable stepping",
label, label
);
}
}
}
Update::ClearBehavior(label, system) => {
match self.schedule_states.get_mut(&label) {
Some(state) => state.clear_behavior(system),
None => {
warn!(
"stepping is not enabled for schedule {:?}; \
use `.add_stepping({:?})` to enable stepping",
label, label
);
}
}
}
}
}
if reset_cursor {
self.reset_cursor();
}
}
/// get the list of systems this schedule should skip for this render
/// frame
pub fn skipped_systems(&mut self, schedule: &Schedule) -> Option<FixedBitSet> {
if self.action == Action::RunAll {
return None;
}
// grab the label and state for this schedule
let label = schedule.label();
let state = self.schedule_states.get_mut(&label)?;
// Stepping is enabled, and this schedule is supposed to be stepped.
//
// We need to maintain a list of schedules in the order that they call
// this function. We'll check the ordered list now to see if this
// schedule is present. If not, we'll add it after the last schedule
// that called this function. Finally we want to save off the index of
// this schedule in the ordered schedule list. This is used to
// determine if this is the schedule the cursor is pointed at.
let index = self.schedule_order.iter().position(|l| *l == label);
let index = match (index, self.previous_schedule) {
(Some(index), _) => index,
(None, None) => {
self.schedule_order.insert(0, label);
0
}
(None, Some(last)) => {
self.schedule_order.insert(last + 1, label);
last + 1
}
};
// Update the index of the previous schedule to be the index of this
// schedule for the next call
self.previous_schedule = Some(index);
#[cfg(test)]
debug!(
"cursor {:?}, index {}, label {:?}",
self.cursor, index, label
);
// if the stepping frame cursor is pointing at this schedule, we'll run
// the schedule with the current stepping action. If this is not the
// cursor schedule, we'll run the schedule with the waiting action.
let cursor = self.cursor;
let (skip_list, next_system) = if index == cursor.schedule {
let (skip_list, next_system) =
state.skipped_systems(schedule, cursor.system, self.action);
// if we just stepped this schedule, then we'll switch the action
// to be waiting
if self.action == Action::Step {
self.action = Action::Waiting;
}
(skip_list, next_system)
} else {
// we're not supposed to run any systems in this schedule, so pull
// the skip list, but ignore any changes it makes to the cursor.
let (skip_list, _) = state.skipped_systems(schedule, 0, Action::Waiting);
(skip_list, Some(cursor.system))
};
// update the stepping frame cursor based on if there are any systems
// remaining to be run in the schedule
// Note: Don't try to detect the end of the render frame here using the
// schedule index. We don't know all schedules have been added to the
// schedule_order, so only next_frame() knows its safe to reset the
// cursor.
match next_system {
Some(i) => self.cursor.system = i,
None => {
let index = cursor.schedule + 1;
self.cursor = Cursor {
schedule: index,
system: self.first_system_index_for_schedule(index),
};
#[cfg(test)]
debug!("advanced schedule index: {} -> {}", cursor.schedule, index);
}
}
Some(skip_list)
}
}
#[derive(Default)]
struct ScheduleState {
/// per-system [`SystemBehavior`]
behaviors: HashMap<NodeId, SystemBehavior>,
/// order of NodeIds in the schedule
///
/// This is a cached copy of SystemExecutable.system_ids. We need it
/// available here to be accessed by Stepping::cursor() so we can return
/// NodeIds to the caller.
node_ids: Vec<NodeId>,
/// changes to system behavior that should be applied the next time
/// [`ScheduleState::skipped_systems()`] is called
behavior_updates: TypeIdMap<Option<SystemBehavior>>,
/// This field contains the first steppable system in the schedule.
first: Option<usize>,
}
impl ScheduleState {
// set the stepping behavior for a system in this schedule
fn set_behavior(&mut self, system: SystemIdentifier, behavior: SystemBehavior) {
self.first = None;
match system {
SystemIdentifier::Node(node_id) => {
self.behaviors.insert(node_id, behavior);
}
// Behaviors are indexed by NodeId, but we cannot map a system
// TypeId to a NodeId without the `Schedule`. So queue this update
// to be processed the next time `skipped_systems()` is called.
SystemIdentifier::Type(type_id) => {
self.behavior_updates.insert(type_id, Some(behavior));
}
}
}
// clear the stepping behavior for a system in this schedule
fn clear_behavior(&mut self, system: SystemIdentifier) {
self.first = None;
match system {
SystemIdentifier::Node(node_id) => {
self.behaviors.remove(&node_id);
}
// queue TypeId updates to be processed later when we have Schedule
SystemIdentifier::Type(type_id) => {
self.behavior_updates.insert(type_id, None);
}
}
}
// clear all system behaviors
fn clear_behaviors(&mut self) {
self.behaviors.clear();
self.behavior_updates.clear();
self.first = None;
}
// apply system behavior updates by looking up the node id of the system in
// the schedule, and updating `systems`
fn apply_behavior_updates(&mut self, schedule: &Schedule) {
// Systems may be present multiple times within a schedule, so we
// iterate through all systems in the schedule, and check our behavior
// updates for the system TypeId.
// PERF: If we add a way to efficiently query schedule systems by their TypeId, we could remove the full
// system scan here
for (node_id, system) in schedule.systems().unwrap() {
let behavior = self.behavior_updates.get(&system.type_id());
match behavior {
None => continue,
Some(None) => {
self.behaviors.remove(&node_id);
}
Some(Some(behavior)) => {
self.behaviors.insert(node_id, *behavior);
}
}
}
self.behavior_updates.clear();
#[cfg(test)]
debug!("apply_updates(): {:?}", self.behaviors);
}
fn skipped_systems(
&mut self,
schedule: &Schedule,
start: usize,
mut action: Action,
) -> (FixedBitSet, Option<usize>) {
use std::cmp::Ordering;
// if our NodeId list hasn't been populated, copy it over from the
// schedule
if self.node_ids.len() != schedule.systems_len() {
self.node_ids = schedule.executable().system_ids.clone();
}
// Now that we have the schedule, apply any pending system behavior
// updates. The schedule is required to map from system `TypeId` to
// `NodeId`.
if !self.behavior_updates.is_empty() {
self.apply_behavior_updates(schedule);
}
// if we don't have a first system set, set it now
if self.first.is_none() {
for (i, (node_id, _)) in schedule.systems().unwrap().enumerate() {
match self.behaviors.get(&node_id) {
Some(SystemBehavior::AlwaysRun | SystemBehavior::NeverRun) => continue,
Some(_) | None => {
self.first = Some(i);
break;
}
}
}
}
let mut skip = FixedBitSet::with_capacity(schedule.systems_len());
let mut pos = start;
for (i, (node_id, _system)) in schedule.systems().unwrap().enumerate() {
let behavior = self
.behaviors
.get(&node_id)
.unwrap_or(&SystemBehavior::Continue);
#[cfg(test)]
debug!(
"skipped_systems(): systems[{}], pos {}, Action::{:?}, Behavior::{:?}, {}",
i,
pos,
action,
behavior,
_system.name()
);
match (action, behavior) {
// regardless of which action we're performing, if the system
// is marked as NeverRun, add it to the skip list.
// Also, advance the cursor past this system if it is our
// current position
(_, SystemBehavior::NeverRun) => {
skip.insert(i);
if i == pos {
pos += 1;
}
}
// similarly, ignore any system marked as AlwaysRun; they should
// never be added to the skip list
// Also, advance the cursor past this system if it is our
// current position
(_, SystemBehavior::AlwaysRun) => {
if i == pos {
pos += 1;
}
}
// if we're waiting, no other systems besides AlwaysRun should
// be run, so add systems to the skip list
(Action::Waiting, _) => skip.insert(i),
// If we're stepping, the remaining behaviors don't matter,
// we're only going to run the system at our cursor. Any system
// prior to the cursor is skipped. Once we encounter the system
// at the cursor, we'll advance the cursor, and set behavior to
// Waiting to skip remaining systems.
(Action::Step, _) => match i.cmp(&pos) {
Ordering::Less => skip.insert(i),
Ordering::Equal => {
pos += 1;
action = Action::Waiting;
}
Ordering::Greater => unreachable!(),
},
// If we're continuing, and the step behavior is continue, we
// want to skip any systems prior to our start position. That's
// where the stepping frame left off last time we ran anything.
(Action::Continue, SystemBehavior::Continue) => {
if i < start {
skip.insert(i);
}
}
// If we're continuing, and we encounter a breakpoint we may
// want to stop before executing the system. To do this we
// skip this system and set the action to Waiting.
//
// Note: if the cursor is pointing at this system, we will run
// it anyway. This allows the user to continue, hit a
// breakpoint, then continue again to run the breakpoint system
// and any following systems.
(Action::Continue, SystemBehavior::Break) => {
if i != start {
skip.insert(i);
// stop running systems if the breakpoint isn't the
// system under the cursor.
if i > start {
action = Action::Waiting;
}
}
}
// should have never gotten into this method if stepping is
// disabled
(Action::RunAll, _) => unreachable!(),
}
// If we're at the cursor position, and not waiting, advance the
// cursor.
if i == pos && action != Action::Waiting {
pos += 1;
}
}
// output is the skip list, and the index of the next system to run in
// this schedule.
if pos >= schedule.systems_len() {
(skip, None)
} else {
(skip, Some(pos))
}
}
}
#[cfg(all(test, feature = "bevy_debug_stepping"))]
mod tests {
use super::*;
use crate::prelude::*;
use crate::{schedule::ScheduleLabel, world::World};
pub use crate as bevy_ecs;
#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
struct TestSchedule;
#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
struct TestScheduleA;
#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
struct TestScheduleB;
#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
struct TestScheduleC;
#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
struct TestScheduleD;
fn first_system() {}
fn second_system() {}
fn third_system() {}
fn setup() -> (Schedule, World) {
let mut world = World::new();
let mut schedule = Schedule::new(TestSchedule);
schedule.add_systems((first_system, second_system).chain());
schedule.initialize(&mut world).unwrap();
(schedule, world)
}
// Helper for verifying skip_lists are equal, and if not, printing a human
// readable message.
macro_rules! assert_skip_list_eq {
($actual:expr, $expected:expr, $system_names:expr) => {
let actual = $actual;
let expected = $expected;
let systems: &Vec<&str> = $system_names;
if (actual != expected) {
use std::fmt::Write as _;
// mismatch, let's construct a human-readable message of what
// was returned
let mut msg = format!(
"Schedule:\n {:9} {:16}{:6} {:6} {:6}\n",
"index", "name", "expect", "actual", "result"
);
for (i, name) in systems.iter().enumerate() {
let _ = write!(msg, " system[{:1}] {:16}", i, name);
match (expected.contains(i), actual.contains(i)) {
(true, true) => msg.push_str("skip skip pass\n"),
(true, false) => {
msg.push_str("skip run FAILED; system should not have run\n")
}
(false, true) => {
msg.push_str("run skip FAILED; system should have run\n")
}
(false, false) => msg.push_str("run run pass\n"),
}
}
assert_eq!(actual, expected, "{}", msg);
}
};
}
// Helper for verifying that a set of systems will be run for a given skip
// list
macro_rules! assert_systems_run {
($schedule:expr, $skipped_systems:expr, $($system:expr),*) => {
// pull an ordered list of systems in the schedule, and save the
// system TypeId, and name.
let systems: Vec<(TypeId, std::borrow::Cow<'static, str>)> = $schedule.systems().unwrap()
.map(|(_, system)| {
(system.type_id(), system.name())
})
.collect();
// construct a list of systems that are expected to run
let mut expected = FixedBitSet::with_capacity(systems.len());
$(
let sys = IntoSystem::into_system($system);
for (i, (type_id, _)) in systems.iter().enumerate() {
if sys.type_id() == *type_id {
expected.insert(i);
}
}
)*
// flip the run list to get our skip list
expected.toggle_range(..);
// grab the list of skipped systems
let actual = match $skipped_systems {
None => FixedBitSet::with_capacity(systems.len()),
Some(b) => b,
};
let system_names: Vec<&str> = systems
.iter()
.map(|(_,n)| n.rsplit_once("::").unwrap().1)
.collect();
assert_skip_list_eq!(actual, expected, &system_names);
};
}
// Helper for verifying the expected systems will be run by the schedule
//
// This macro will construct an expected FixedBitSet for the systems that
// should be skipped, and compare it with the results from stepping the
// provided schedule. If they don't match, it generates a human-readable
// error message and asserts.
macro_rules! assert_schedule_runs {
($schedule:expr, $stepping:expr, $($system:expr),*) => {
// advance stepping to the next frame, and build the skip list for
// this schedule
$stepping.next_frame();
assert_systems_run!($schedule, $stepping.skipped_systems($schedule), $($system),*);
};
}
#[test]
fn stepping_disabled() {
let (schedule, _world) = setup();
let mut stepping = Stepping::new();
stepping.add_schedule(TestSchedule).disable().next_frame();
assert!(stepping.skipped_systems(&schedule).is_none());
assert!(stepping.cursor().is_none());
}
#[test]
fn unknown_schedule() {
let (schedule, _world) = setup();
let mut stepping = Stepping::new();
stepping.enable().next_frame();
assert!(stepping.skipped_systems(&schedule).is_none());
}
#[test]
fn disabled_always_run() {
let (schedule, _world) = setup();
let mut stepping = Stepping::new();
stepping
.add_schedule(TestSchedule)
.disable()
.always_run(TestSchedule, first_system);
assert_schedule_runs!(&schedule, &mut stepping, first_system, second_system);
}
#[test]
fn waiting_always_run() {
let (schedule, _world) = setup();
let mut stepping = Stepping::new();
stepping
.add_schedule(TestSchedule)
.enable()
.always_run(TestSchedule, first_system);
assert_schedule_runs!(&schedule, &mut stepping, first_system);
}
#[test]
fn step_always_run() {
let (schedule, _world) = setup();
let mut stepping = Stepping::new();
stepping
.add_schedule(TestSchedule)
.enable()
.always_run(TestSchedule, first_system)
.step_frame();
assert_schedule_runs!(&schedule, &mut stepping, first_system, second_system);
}
#[test]
fn continue_always_run() {
let (schedule, _world) = setup();
let mut stepping = Stepping::new();
stepping
.add_schedule(TestSchedule)
.enable()
.always_run(TestSchedule, first_system)
.continue_frame();
assert_schedule_runs!(&schedule, &mut stepping, first_system, second_system);
}
#[test]
fn disabled_never_run() {
let (schedule, _world) = setup();
let mut stepping = Stepping::new();
stepping
.add_schedule(TestSchedule)
.never_run(TestSchedule, first_system)
.disable();
assert_schedule_runs!(&schedule, &mut stepping, first_system, second_system);
}
#[test]
fn waiting_never_run() {
let (schedule, _world) = setup();
let mut stepping = Stepping::new();
stepping
.add_schedule(TestSchedule)
.enable()
.never_run(TestSchedule, first_system);
assert_schedule_runs!(&schedule, &mut stepping,);
}
#[test]
fn step_never_run() {
let (schedule, _world) = setup();
let mut stepping = Stepping::new();
stepping
.add_schedule(TestSchedule)
.enable()
.never_run(TestSchedule, first_system)
.step_frame();
assert_schedule_runs!(&schedule, &mut stepping, second_system);
}
#[test]
fn continue_never_run() {
let (schedule, _world) = setup();
let mut stepping = Stepping::new();
stepping
.add_schedule(TestSchedule)
.enable()
.never_run(TestSchedule, first_system)
.continue_frame();
assert_schedule_runs!(&schedule, &mut stepping, second_system);
}
#[test]
fn disabled_breakpoint() {
let (schedule, _world) = setup();
let mut stepping = Stepping::new();
stepping
.add_schedule(TestSchedule)
.disable()
.set_breakpoint(TestSchedule, second_system);
assert_schedule_runs!(&schedule, &mut stepping, first_system, second_system);
}
#[test]
fn waiting_breakpoint() {
let (schedule, _world) = setup();
let mut stepping = Stepping::new();
stepping
.add_schedule(TestSchedule)
.enable()
.set_breakpoint(TestSchedule, second_system);
assert_schedule_runs!(&schedule, &mut stepping,);
}
#[test]
fn step_breakpoint() {
let (schedule, _world) = setup();
let mut stepping = Stepping::new();
stepping
.add_schedule(TestSchedule)
.enable()
.set_breakpoint(TestSchedule, second_system)
.step_frame();
// since stepping stops at every system, breakpoints are ignored during
// stepping
assert_schedule_runs!(&schedule, &mut stepping, first_system);
stepping.step_frame();
assert_schedule_runs!(&schedule, &mut stepping, second_system);
// let's go again to verify that we wrap back around to the start of
// the frame
stepping.step_frame();
assert_schedule_runs!(&schedule, &mut stepping, first_system);
// should be back in a waiting state now that it ran first_system
assert_schedule_runs!(&schedule, &mut stepping,);
}
#[test]
fn continue_breakpoint() {
let (schedule, _world) = setup();
let mut stepping = Stepping::new();
stepping
.add_schedule(TestSchedule)
.enable()
.set_breakpoint(TestSchedule, second_system)
.continue_frame();
assert_schedule_runs!(&schedule, &mut stepping, first_system);
stepping.continue_frame();
assert_schedule_runs!(&schedule, &mut stepping, second_system);
stepping.continue_frame();
assert_schedule_runs!(&schedule, &mut stepping, first_system);
}
/// regression test for issue encountered while writing `system_stepping`
/// example
#[test]
fn continue_step_continue_with_breakpoint() {
let mut world = World::new();
let mut schedule = Schedule::new(TestSchedule);
schedule.add_systems((first_system, second_system, third_system).chain());
schedule.initialize(&mut world).unwrap();
let mut stepping = Stepping::new();
stepping
.add_schedule(TestSchedule)
.enable()
.set_breakpoint(TestSchedule, second_system);
stepping.continue_frame();
assert_schedule_runs!(&schedule, &mut stepping, first_system);
stepping.step_frame();
assert_schedule_runs!(&schedule, &mut stepping, second_system);
stepping.continue_frame();
assert_schedule_runs!(&schedule, &mut stepping, third_system);
}
#[test]
fn clear_breakpoint() {
let (schedule, _world) = setup();
let mut stepping = Stepping::new();
stepping
.add_schedule(TestSchedule)
.enable()
.set_breakpoint(TestSchedule, second_system)
.continue_frame();
assert_schedule_runs!(&schedule, &mut stepping, first_system);
stepping.continue_frame();
assert_schedule_runs!(&schedule, &mut stepping, second_system);
stepping.clear_breakpoint(TestSchedule, second_system);
stepping.continue_frame();
assert_schedule_runs!(&schedule, &mut stepping, first_system, second_system);
}
#[test]
fn clear_system() {
let (schedule, _world) = setup();
let mut stepping = Stepping::new();
stepping
.add_schedule(TestSchedule)
.enable()
.never_run(TestSchedule, second_system)
.continue_frame();
assert_schedule_runs!(&schedule, &mut stepping, first_system);
stepping.clear_system(TestSchedule, second_system);
stepping.continue_frame();
assert_schedule_runs!(&schedule, &mut stepping, first_system, second_system);
}
#[test]
fn clear_schedule() {
let (schedule, _world) = setup();
let mut stepping = Stepping::new();
stepping
.add_schedule(TestSchedule)
.enable()
.never_run(TestSchedule, first_system)
.never_run(TestSchedule, second_system)
.continue_frame();
assert_schedule_runs!(&schedule, &mut stepping,);
stepping.clear_schedule(TestSchedule);
stepping.continue_frame();
assert_schedule_runs!(&schedule, &mut stepping, first_system, second_system);
}
/// This was discovered in code-review, ensure that `clear_schedule` also
/// clears any pending changes too.
#[test]
fn set_behavior_then_clear_schedule() {
let (schedule, _world) = setup();
let mut stepping = Stepping::new();
stepping
.add_schedule(TestSchedule)
.enable()
.continue_frame();
assert_schedule_runs!(&schedule, &mut stepping, first_system, second_system);
stepping.never_run(TestSchedule, first_system);
stepping.clear_schedule(TestSchedule);
stepping.continue_frame();
assert_schedule_runs!(&schedule, &mut stepping, first_system, second_system);
}
/// Ensure that if they `clear_schedule` then make further changes to the
/// schedule, those changes after the clear are applied.
#[test]
fn clear_schedule_then_set_behavior() {
let (schedule, _world) = setup();
let mut stepping = Stepping::new();
stepping
.add_schedule(TestSchedule)
.enable()
.continue_frame();
assert_schedule_runs!(&schedule, &mut stepping, first_system, second_system);
stepping.clear_schedule(TestSchedule);
stepping.never_run(TestSchedule, first_system);
stepping.continue_frame();
assert_schedule_runs!(&schedule, &mut stepping, second_system);
}
// Schedules such as FixedUpdate can be called multiple times in a single
// render frame. Ensure we only run steppable systems the first time the
// schedule is run
#[test]
fn multiple_calls_per_frame_continue() {
let (schedule, _world) = setup();
let mut stepping = Stepping::new();
stepping
.add_schedule(TestSchedule)
.enable()
.always_run(TestSchedule, second_system)
.continue_frame();
// start a new frame, then run the schedule two times; first system
// should only run on the first one
stepping.next_frame();
assert_systems_run!(
&schedule,
stepping.skipped_systems(&schedule),
first_system,
second_system
);
assert_systems_run!(
&schedule,
stepping.skipped_systems(&schedule),
second_system
);
}
#[test]
fn multiple_calls_per_frame_step() {
let (schedule, _world) = setup();
let mut stepping = Stepping::new();
stepping.add_schedule(TestSchedule).enable().step_frame();
// start a new frame, then run the schedule two times; first system
// should only run on the first one
stepping.next_frame();
assert_systems_run!(&schedule, stepping.skipped_systems(&schedule), first_system);
assert_systems_run!(&schedule, stepping.skipped_systems(&schedule),);
}
#[test]
fn step_duplicate_systems() {
let mut world = World::new();
let mut schedule = Schedule::new(TestSchedule);
schedule.add_systems((first_system, first_system, second_system).chain());
schedule.initialize(&mut world).unwrap();
let mut stepping = Stepping::new();
stepping.add_schedule(TestSchedule).enable();
// needed for assert_skip_list_eq!
let system_names = vec!["first_system", "first_system", "second_system"];
// we're going to step three times, and each system in order should run
// only once
for system_index in 0..3 {
// build the skip list by setting all bits, then clearing our the
// one system that should run this step
let mut expected = FixedBitSet::with_capacity(3);
expected.set_range(.., true);
expected.set(system_index, false);
// step the frame and get the skip list
stepping.step_frame();
stepping.next_frame();
let skip_list = stepping
.skipped_systems(&schedule)
.expect("TestSchedule has been added to Stepping");
assert_skip_list_eq!(skip_list, expected, &system_names);
}
}
#[test]
fn step_run_if_false() {
let mut world = World::new();
let mut schedule = Schedule::new(TestSchedule);
// This needs to be a system test to confirm the interaction between
// the skip list and system conditions in Schedule::run(). That means
// all of our systems need real bodies that do things.
//
// first system will be configured as `run_if(|| false)`, so it can
// just panic if called
let first_system = move || panic!("first_system should not be run");
// The second system, we need to know when it has been called, so we'll
// add a resource for tracking if it has been run. The system will
// increment the run count.
#[derive(Resource)]
struct RunCount(usize);
world.insert_resource(RunCount(0));
let second_system = |mut run_count: ResMut<RunCount>| {
println!("I have run!");
run_count.0 += 1;
};
// build our schedule; first_system should never run, followed by
// second_system.
schedule.add_systems((first_system.run_if(|| false), second_system).chain());
schedule.initialize(&mut world).unwrap();
// set up stepping
let mut stepping = Stepping::new();
stepping.add_schedule(TestSchedule).enable();
world.insert_resource(stepping);
// if we step, and the run condition is false, we should not run
// second_system. The stepping cursor is at first_system, and if
// first_system wasn't able to run, that's ok.
let mut stepping = world.resource_mut::<Stepping>();
stepping.step_frame();
stepping.next_frame();
schedule.run(&mut world);
assert_eq!(
world.resource::<RunCount>().0,
0,
"second_system should not have run"
);
// now on the next step, second_system should run
let mut stepping = world.resource_mut::<Stepping>();
stepping.step_frame();
stepping.next_frame();
schedule.run(&mut world);
assert_eq!(
world.resource::<RunCount>().0,
1,
"second_system should have run"
);
}
#[test]
fn remove_schedule() {
let (schedule, _world) = setup();
let mut stepping = Stepping::new();
stepping.add_schedule(TestSchedule).enable();
// run the schedule once and verify all systems are skipped
assert_schedule_runs!(&schedule, &mut stepping,);
assert!(!stepping.schedules().unwrap().is_empty());
// remove the test schedule
stepping.remove_schedule(TestSchedule);
assert_schedule_runs!(&schedule, &mut stepping, first_system, second_system);
assert!(stepping.schedules().unwrap().is_empty());
}
// verify that Stepping can construct an ordered list of schedules
#[test]
fn schedules() {
let mut world = World::new();
// build & initialize a few schedules
let mut schedule_a = Schedule::new(TestScheduleA);
schedule_a.initialize(&mut world).unwrap();
let mut schedule_b = Schedule::new(TestScheduleB);
schedule_b.initialize(&mut world).unwrap();
let mut schedule_c = Schedule::new(TestScheduleC);
schedule_c.initialize(&mut world).unwrap();
let mut schedule_d = Schedule::new(TestScheduleD);
schedule_d.initialize(&mut world).unwrap();
// setup stepping and add all the schedules
let mut stepping = Stepping::new();
stepping
.add_schedule(TestScheduleA)
.add_schedule(TestScheduleB)
.add_schedule(TestScheduleC)
.add_schedule(TestScheduleD)
.enable()
.next_frame();
assert!(stepping.schedules().is_err());
stepping.skipped_systems(&schedule_b);
assert!(stepping.schedules().is_err());
stepping.skipped_systems(&schedule_a);
assert!(stepping.schedules().is_err());
stepping.skipped_systems(&schedule_c);
assert!(stepping.schedules().is_err());
// when we call the last schedule, Stepping should have enough data to
// return an ordered list of schedules
stepping.skipped_systems(&schedule_d);
assert!(stepping.schedules().is_ok());
assert_eq!(
*stepping.schedules().unwrap(),
vec![
TestScheduleB.intern(),
TestScheduleA.intern(),
TestScheduleC.intern(),
TestScheduleD.intern(),
]
);
}
#[test]
fn verify_cursor() {
// helper to build a cursor tuple for the supplied schedule
fn cursor(schedule: &Schedule, index: usize) -> (InternedScheduleLabel, NodeId) {
let node_id = schedule.executable().system_ids[index];
(schedule.label(), node_id)
}
let mut world = World::new();
// create two schedules with a number of systems in them
let mut schedule_a = Schedule::new(TestScheduleA);
schedule_a.add_systems((|| {}, || {}, || {}, || {}).chain());
schedule_a.initialize(&mut world).unwrap();
let mut schedule_b = Schedule::new(TestScheduleB);
schedule_b.add_systems((|| {}, || {}, || {}, || {}).chain());
schedule_b.initialize(&mut world).unwrap();
// setup stepping and add all schedules
let mut stepping = Stepping::new();
stepping
.add_schedule(TestScheduleA)
.add_schedule(TestScheduleB)
.enable();
assert!(stepping.cursor().is_none());
// step the system nine times, and verify the cursor before & after
// each step
let mut cursors = Vec::new();
for _ in 0..9 {
stepping.step_frame().next_frame();
cursors.push(stepping.cursor());
stepping.skipped_systems(&schedule_a);
stepping.skipped_systems(&schedule_b);
cursors.push(stepping.cursor());
}
#[rustfmt::skip]
assert_eq!(
cursors,
vec![
// before render frame // after render frame
None, Some(cursor(&schedule_a, 1)),
Some(cursor(&schedule_a, 1)), Some(cursor(&schedule_a, 2)),
Some(cursor(&schedule_a, 2)), Some(cursor(&schedule_a, 3)),
Some(cursor(&schedule_a, 3)), Some(cursor(&schedule_b, 0)),
Some(cursor(&schedule_b, 0)), Some(cursor(&schedule_b, 1)),
Some(cursor(&schedule_b, 1)), Some(cursor(&schedule_b, 2)),
Some(cursor(&schedule_b, 2)), Some(cursor(&schedule_b, 3)),
Some(cursor(&schedule_b, 3)), None,
Some(cursor(&schedule_a, 0)), Some(cursor(&schedule_a, 1)),
]
);
// reset our cursor (disable/enable), and update stepping to test if the
// cursor properly skips over AlwaysRun & NeverRun systems. Also set
// a Break system to ensure that shows properly in the cursor
stepping
// disable/enable to reset cursor
.disable()
.enable()
.set_breakpoint_node(TestScheduleA, NodeId::System(1))
.always_run_node(TestScheduleA, NodeId::System(3))
.never_run_node(TestScheduleB, NodeId::System(0));
let mut cursors = Vec::new();
for _ in 0..9 {
stepping.step_frame().next_frame();
cursors.push(stepping.cursor());
stepping.skipped_systems(&schedule_a);
stepping.skipped_systems(&schedule_b);
cursors.push(stepping.cursor());
}
#[rustfmt::skip]
assert_eq!(
cursors,
vec![
// before render frame // after render frame
Some(cursor(&schedule_a, 0)), Some(cursor(&schedule_a, 1)),
Some(cursor(&schedule_a, 1)), Some(cursor(&schedule_a, 2)),
Some(cursor(&schedule_a, 2)), Some(cursor(&schedule_b, 1)),
Some(cursor(&schedule_b, 1)), Some(cursor(&schedule_b, 2)),
Some(cursor(&schedule_b, 2)), Some(cursor(&schedule_b, 3)),
Some(cursor(&schedule_b, 3)), None,
Some(cursor(&schedule_a, 0)), Some(cursor(&schedule_a, 1)),
Some(cursor(&schedule_a, 1)), Some(cursor(&schedule_a, 2)),
Some(cursor(&schedule_a, 2)), Some(cursor(&schedule_b, 1)),
]
);
}
}