pub enum Phase {
Input,
Validate,
Simulate,
Process,
Output,
Post,
}Expand description
Execution phase within a game loop tick.
Systems are grouped by phase and run in phase order. Within a phase, independent systems can run in parallel.
Variants§
Input
Drain input channels and convert to events/state.
Validate
Validation checks (permissions, anti-cheat). Can cancel.
Simulate
Active simulation: physics, AI, pathfinding, block updates.
Process
Logical state mutations from event handlers.
Output
Collect diffs, encode packets, push to output channels.
Post
Side effects: logs, analytics, persistence.
Trait Implementations§
Source§impl Ord for Phase
impl Ord for Phase
Source§impl PartialOrd for Phase
impl PartialOrd for Phase
impl Copy for Phase
impl Eq for Phase
impl StructuralPartialEq for Phase
Auto Trait Implementations§
impl Freeze for Phase
impl RefUnwindSafe for Phase
impl Send for Phase
impl Sync for Phase
impl Unpin for Phase
impl UnsafeUnpin for Phase
impl UnwindSafe for Phase
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
Source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
Source§impl<Q, K> Comparable<K> for Q
impl<Q, K> Comparable<K> for Q
Source§impl<Q, K> Equivalent<K> for Q
impl<Q, K> Equivalent<K> for Q
Source§impl<Q, K> Equivalent<K> for Q
impl<Q, K> Equivalent<K> for Q
Source§fn equivalent(&self, key: &K) -> bool
fn equivalent(&self, key: &K) -> bool
Compare self to
key and return true if they are equal.