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[Merged by Bors] - Added the ability to get or set the last change tick of a system. #5838
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Related to: #5633 |
@@ -106,6 +108,15 @@ impl<SystemA: System, SystemB: System<In = SystemA::Out>> System for ChainSystem | |||
self.system_a.check_change_tick(change_tick); | |||
self.system_b.check_change_tick(change_tick); | |||
} | |||
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fn get_last_change_tick(&self) -> u32 { |
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I would argue that if we can't implement these functions for every System, they aren't System functions.
That being said, it seems like chained systems should just assume a shared change tick? At the very least, setting last_change_tick for both seems correct.
@@ -224,6 +224,15 @@ impl System for FixedTimestep { | |||
fn check_change_tick(&mut self, change_tick: u32) { | |||
self.internal_system.check_change_tick(change_tick); | |||
} | |||
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fn get_last_change_tick(&self) -> u32 { |
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Same here. Why can't we just pipe through the internal system's last_change_tick?
@DJMcNab, would this benefit from the removal of chained systems as a hardcoded object? |
I think it would just (effectively) implicitly do what @StarArawn did in the latest commit. |
/// Allows users to get the system's last change tick. | ||
fn get_last_change_tick(&self) -> u32; | ||
/// Allows users to set the system's last change tick. | ||
fn set_last_change_tick(&mut self, last_change_tick: u32); |
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As mentioned in #5633, I think this deserves some level of warning around the effects this will have on change detection / that setting it manually could break things if you aren't careful.
crates/bevy_ecs/src/system/system.rs
Outdated
@@ -59,6 +60,10 @@ pub trait System: Send + Sync + 'static { | |||
fn default_labels(&self) -> Vec<SystemLabelId> { | |||
Vec::new() | |||
} | |||
/// Allows users to get the system's last change tick. |
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"Users" in this context is implicit. I think this should just say something like "Gets the system's last change tick". Same for the set method.
So the context here is running the same system multiple times within a single 'logical step'? I think in terms of chain system, this should be equivalent. I'm a little bit unsure why it can't just fall call the child's versions. Making chain system be a normal system would fix that. I've just now tried to resolve chain system, and it's still blocked on TAIT ( I'm tempted to say that the correct fix here is to make systems not track their own change tick at all, and always take it as an argument. That is, make the semantics be Then again, we don't support use case cases where people run systems on their own outside of schedules, so if people want to have their fun, why not let them. |
This was the first idea I had however it felt a bit more breaking and I wanted to limit my scope here as much as possible. |
bors r+ |
) # Objective I'm build a UI system for bevy. In this UI system there is a concept of a system per UI entity. I had an issue where change detection wasn't working how I would expect and it's because when a function system is ran the `last_change_tick` is updated with the latest tick(from world). In my particular case I want to "wait" to update the `last_change_tick` until after my system runs for each entity. ## Solution Initially I thought bypassing the change detection all together would be a good fix, but on talking to some users in discord a simpler fix is to just expose `last_change_tick` to the end users. This is achieved by adding the following to the `System` trait: ```rust /// Allows users to get the system's last change tick. fn get_last_change_tick(&self) -> u32; /// Allows users to set the system's last change tick. fn set_last_change_tick(&mut self, last_change_tick: u32); ``` This causes a bit of weirdness with two implementors of `System`. `FixedTimestep` and `ChainSystem` both implement system and thus it's required that some sort of implementation be given for the new functions. I solved this by outputting a warning and not doing anything for these systems. I think it's important to understand why I can't add the new functions only to the function system and not to the `System` trait. In my code I store the systems generically as `Box<dyn System<...>>`. I do this because I have differing parameters that are being passed in depending on the UI widget's system. As far as I can tell there isn't a way to take a system trait and cast it into a specific type without knowing what those parameters are. In my own code this ends up looking something like: ```rust // Runs per entity. let old_tick = widget_system.get_last_change_tick(); should_update_children = widget_system.run((widget_tree.clone(), entity.0), world); widget_system.set_last_change_tick(old_tick); // later on after all the entities have been processed: for system in context.systems.values_mut() { system.set_last_change_tick(world.read_change_tick()); } ``` ## Changelog - Added `get_last_change_tick` and `set_last_change_tick` to `System`'s.
Pull request successfully merged into main. Build succeeded: |
…vyengine#5838) # Objective I'm build a UI system for bevy. In this UI system there is a concept of a system per UI entity. I had an issue where change detection wasn't working how I would expect and it's because when a function system is ran the `last_change_tick` is updated with the latest tick(from world). In my particular case I want to "wait" to update the `last_change_tick` until after my system runs for each entity. ## Solution Initially I thought bypassing the change detection all together would be a good fix, but on talking to some users in discord a simpler fix is to just expose `last_change_tick` to the end users. This is achieved by adding the following to the `System` trait: ```rust /// Allows users to get the system's last change tick. fn get_last_change_tick(&self) -> u32; /// Allows users to set the system's last change tick. fn set_last_change_tick(&mut self, last_change_tick: u32); ``` This causes a bit of weirdness with two implementors of `System`. `FixedTimestep` and `ChainSystem` both implement system and thus it's required that some sort of implementation be given for the new functions. I solved this by outputting a warning and not doing anything for these systems. I think it's important to understand why I can't add the new functions only to the function system and not to the `System` trait. In my code I store the systems generically as `Box<dyn System<...>>`. I do this because I have differing parameters that are being passed in depending on the UI widget's system. As far as I can tell there isn't a way to take a system trait and cast it into a specific type without knowing what those parameters are. In my own code this ends up looking something like: ```rust // Runs per entity. let old_tick = widget_system.get_last_change_tick(); should_update_children = widget_system.run((widget_tree.clone(), entity.0), world); widget_system.set_last_change_tick(old_tick); // later on after all the entities have been processed: for system in context.systems.values_mut() { system.set_last_change_tick(world.read_change_tick()); } ``` ## Changelog - Added `get_last_change_tick` and `set_last_change_tick` to `System`'s.
…vyengine#5838) # Objective I'm build a UI system for bevy. In this UI system there is a concept of a system per UI entity. I had an issue where change detection wasn't working how I would expect and it's because when a function system is ran the `last_change_tick` is updated with the latest tick(from world). In my particular case I want to "wait" to update the `last_change_tick` until after my system runs for each entity. ## Solution Initially I thought bypassing the change detection all together would be a good fix, but on talking to some users in discord a simpler fix is to just expose `last_change_tick` to the end users. This is achieved by adding the following to the `System` trait: ```rust /// Allows users to get the system's last change tick. fn get_last_change_tick(&self) -> u32; /// Allows users to set the system's last change tick. fn set_last_change_tick(&mut self, last_change_tick: u32); ``` This causes a bit of weirdness with two implementors of `System`. `FixedTimestep` and `ChainSystem` both implement system and thus it's required that some sort of implementation be given for the new functions. I solved this by outputting a warning and not doing anything for these systems. I think it's important to understand why I can't add the new functions only to the function system and not to the `System` trait. In my code I store the systems generically as `Box<dyn System<...>>`. I do this because I have differing parameters that are being passed in depending on the UI widget's system. As far as I can tell there isn't a way to take a system trait and cast it into a specific type without knowing what those parameters are. In my own code this ends up looking something like: ```rust // Runs per entity. let old_tick = widget_system.get_last_change_tick(); should_update_children = widget_system.run((widget_tree.clone(), entity.0), world); widget_system.set_last_change_tick(old_tick); // later on after all the entities have been processed: for system in context.systems.values_mut() { system.set_last_change_tick(world.read_change_tick()); } ``` ## Changelog - Added `get_last_change_tick` and `set_last_change_tick` to `System`'s.
Objective
I'm build a UI system for bevy. In this UI system there is a concept of a system per UI entity. I had an issue where change detection wasn't working how I would expect and it's because when a function system is ran the
last_change_tick
is updated with the latest tick(from world). In my particular case I want to "wait" to update thelast_change_tick
until after my system runs for each entity.Solution
Initially I thought bypassing the change detection all together would be a good fix, but on talking to some users in discord a simpler fix is to just expose
last_change_tick
to the end users. This is achieved by adding the following to theSystem
trait:This causes a bit of weirdness with two implementors of
System
.FixedTimestep
andChainSystem
both implement system and thus it's required that some sort of implementation be given for the new functions. I solved this by outputting a warning and not doing anything for these systems.I think it's important to understand why I can't add the new functions only to the function system and not to the
System
trait. In my code I store the systems generically asBox<dyn System<...>>
. I do this because I have differing parameters that are being passed in depending on the UI widget's system. As far as I can tell there isn't a way to take a system trait and cast it into a specific type without knowing what those parameters are.In my own code this ends up looking something like:
Changelog
get_last_change_tick
andset_last_change_tick
toSystem
's.