pub struct Schedule { /* private fields */ }
Expand description
A collection of systems, and the metadata and executor needed to run them in a certain order under certain conditions.
§Schedule labels
Each schedule has a ScheduleLabel
value. This value is used to uniquely identify the
schedule when added to a World
’s Schedules
, and may be used to specify which schedule
a system should be added to.
§Example
Here is an example of a Schedule
running a “Hello world” system:
fn hello_world() { println!("Hello world!") }
fn main() {
let mut world = World::new();
let mut schedule = Schedule::default();
schedule.add_systems(hello_world);
schedule.run(&mut world);
}
A schedule can also run several systems in an ordered way:
fn system_one() { println!("System 1 works!") }
fn system_two() { println!("System 2 works!") }
fn system_three() { println!("System 3 works!") }
fn main() {
let mut world = World::new();
let mut schedule = Schedule::default();
schedule.add_systems((
system_two,
system_one.before(system_two),
system_three.after(system_two),
));
schedule.run(&mut world);
}
Schedules are often inserted into a World
and identified by their ScheduleLabel
only:
use bevy_ecs::schedule::ScheduleLabel;
// Declare a new schedule label.
#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash, Default)]
struct Update;
// This system shall be part of the schedule.
fn an_update_system() {
println!("Hello world!");
}
fn main() {
let mut world = World::new();
// Add a system to the schedule with that label (creating it automatically).
world.get_resource_or_init::<Schedules>().add_systems(Update, an_update_system);
// Run the schedule, and therefore run the system.
world.run_schedule(Update);
}
Implementations§
Source§impl Schedule
impl Schedule
Sourcepub fn new(label: impl ScheduleLabel) -> Schedule
pub fn new(label: impl ScheduleLabel) -> Schedule
Constructs an empty Schedule
.
Examples found in repository?
16fn main() {
17 let mut app = App::new();
18
19 // Create a new [`Schedule`]. For demonstration purposes, we configure it to use a single threaded executor so that
20 // systems in this schedule are never run in parallel. However, this is not a requirement for custom schedules in
21 // general.
22 let mut custom_update_schedule = Schedule::new(SingleThreadedUpdate);
23 custom_update_schedule.set_executor_kind(ExecutorKind::SingleThreaded);
24
25 // Adding the schedule to the app does not automatically run the schedule. This merely registers the schedule so
26 // that systems can look it up using the `Schedules` resource.
27 app.add_schedule(custom_update_schedule);
28
29 // Bevy `App`s have a `main_schedule_label` field that configures which schedule is run by the App's `runner`.
30 // By default, this is `Main`. The `Main` schedule is responsible for running Bevy's main schedules such as
31 // `Update`, `Startup` or `Last`.
32 //
33 // We can configure the `Main` schedule to run our custom update schedule relative to the existing ones by modifying
34 // the `MainScheduleOrder` resource.
35 //
36 // Note that we modify `MainScheduleOrder` directly in `main` and not in a startup system. The reason for this is
37 // that the `MainScheduleOrder` cannot be modified from systems that are run as part of the `Main` schedule.
38 let mut main_schedule_order = app.world_mut().resource_mut::<MainScheduleOrder>();
39 main_schedule_order.insert_after(Update, SingleThreadedUpdate);
40
41 // Adding a custom startup schedule works similarly, but needs to use `insert_startup_after`
42 // instead of `insert_after`.
43 app.add_schedule(Schedule::new(CustomStartup));
44
45 let mut main_schedule_order = app.world_mut().resource_mut::<MainScheduleOrder>();
46 main_schedule_order.insert_startup_after(PreStartup, CustomStartup);
47
48 app.add_systems(SingleThreadedUpdate, single_threaded_update_system)
49 .add_systems(CustomStartup, custom_startup_system)
50 .add_systems(PreStartup, pre_startup_system)
51 .add_systems(Startup, startup_system)
52 .add_systems(First, first_system)
53 .add_systems(Update, update_system)
54 .add_systems(Last, last_system)
55 .run();
56}
More examples
80fn stress_test(num_entities: u32, num_components: u32, num_systems: u32) {
81 let mut rng = ChaCha8Rng::seed_from_u64(42);
82 let mut app = App::default();
83 let world = app.world_mut();
84
85 // register a bunch of components
86 let component_ids: Vec<ComponentId> = (1..=num_components)
87 .map(|i| {
88 world.register_component_with_descriptor(
89 // SAFETY:
90 // * We don't implement a drop function
91 // * u8 is Sync and Send
92 unsafe {
93 ComponentDescriptor::new_with_layout(
94 format!("Component{i}").to_string(),
95 StorageType::Table,
96 Layout::new::<u8>(),
97 None,
98 true, // is mutable
99 ComponentCloneBehavior::Default,
100 )
101 },
102 )
103 })
104 .collect();
105
106 // fill the schedule with systems
107 let mut schedule = Schedule::new(Update);
108 for _ in 1..=num_systems {
109 let num_access_components = rng.random_range(1..10);
110 let access_components: Vec<ComponentId> = component_ids
111 .choose_multiple(&mut rng, num_access_components)
112 .copied()
113 .collect();
114 let system = (QueryParamBuilder::new(|builder| {
115 for &access_component in &access_components {
116 if rand::random::<bool>() {
117 builder.mut_id(access_component);
118 } else {
119 builder.ref_id(access_component);
120 }
121 }
122 }),)
123 .build_state(world)
124 .build_any_system(base_system);
125 schedule.add_systems((move || access_components.clone()).pipe(system));
126 }
127
128 // spawn a bunch of entities
129 for _ in 1..=num_entities {
130 let num_components = rng.random_range(1..10);
131 let components: Vec<ComponentId> = component_ids
132 .choose_multiple(&mut rng, num_components)
133 .copied()
134 .collect();
135
136 let mut entity = world.spawn_empty();
137 // We use `ManuallyDrop` here as we need to avoid dropping the u8's when `values` is dropped
138 // since ownership of the values is passed to the world in `insert_by_ids`.
139 // But we do want to deallocate the memory when values is dropped.
140 let mut values: Vec<ManuallyDrop<u8>> = components
141 .iter()
142 .map(|_id| ManuallyDrop::new(rng.random_range(0..255)))
143 .collect();
144 let ptrs: Vec<OwningPtr> = values
145 .iter_mut()
146 .map(|value| {
147 // SAFETY:
148 // * We don't read/write `values` binding after this and values are `ManuallyDrop`,
149 // so we have the right to drop/move the values
150 unsafe { PtrMut::from(value).promote() }
151 })
152 .collect();
153 // SAFETY:
154 // * component_id's are from the same world
155 // * `values` was initialized above, so references are valid
156 unsafe {
157 entity.insert_by_ids(&components, ptrs.into_iter());
158 }
159 }
160
161 // overwrite Update schedule in the app
162 app.add_schedule(schedule);
163 app.add_plugins(MinimalPlugins)
164 .add_plugins(DiagnosticsPlugin)
165 .add_plugins(LogPlugin::default())
166 .add_plugins(FrameTimeDiagnosticsPlugin::default())
167 .add_plugins(LogDiagnosticsPlugin::filtered(HashSet::from_iter([
168 DiagnosticPath::new("fps"),
169 ])));
170 app.run();
171}
Sourcepub fn label(&self) -> Interned<dyn ScheduleLabel>
pub fn label(&self) -> Interned<dyn ScheduleLabel>
Returns the InternedScheduleLabel
for this Schedule
,
corresponding to the ScheduleLabel
this schedule was created with.
Sourcepub fn add_systems<M>(
&mut self,
systems: impl IntoScheduleConfigs<Box<dyn System<Out = (), In = ()>>, M>,
) -> &mut Schedule
pub fn add_systems<M>( &mut self, systems: impl IntoScheduleConfigs<Box<dyn System<Out = (), In = ()>>, M>, ) -> &mut Schedule
Add a collection of systems to the schedule.
Examples found in repository?
80fn stress_test(num_entities: u32, num_components: u32, num_systems: u32) {
81 let mut rng = ChaCha8Rng::seed_from_u64(42);
82 let mut app = App::default();
83 let world = app.world_mut();
84
85 // register a bunch of components
86 let component_ids: Vec<ComponentId> = (1..=num_components)
87 .map(|i| {
88 world.register_component_with_descriptor(
89 // SAFETY:
90 // * We don't implement a drop function
91 // * u8 is Sync and Send
92 unsafe {
93 ComponentDescriptor::new_with_layout(
94 format!("Component{i}").to_string(),
95 StorageType::Table,
96 Layout::new::<u8>(),
97 None,
98 true, // is mutable
99 ComponentCloneBehavior::Default,
100 )
101 },
102 )
103 })
104 .collect();
105
106 // fill the schedule with systems
107 let mut schedule = Schedule::new(Update);
108 for _ in 1..=num_systems {
109 let num_access_components = rng.random_range(1..10);
110 let access_components: Vec<ComponentId> = component_ids
111 .choose_multiple(&mut rng, num_access_components)
112 .copied()
113 .collect();
114 let system = (QueryParamBuilder::new(|builder| {
115 for &access_component in &access_components {
116 if rand::random::<bool>() {
117 builder.mut_id(access_component);
118 } else {
119 builder.ref_id(access_component);
120 }
121 }
122 }),)
123 .build_state(world)
124 .build_any_system(base_system);
125 schedule.add_systems((move || access_components.clone()).pipe(system));
126 }
127
128 // spawn a bunch of entities
129 for _ in 1..=num_entities {
130 let num_components = rng.random_range(1..10);
131 let components: Vec<ComponentId> = component_ids
132 .choose_multiple(&mut rng, num_components)
133 .copied()
134 .collect();
135
136 let mut entity = world.spawn_empty();
137 // We use `ManuallyDrop` here as we need to avoid dropping the u8's when `values` is dropped
138 // since ownership of the values is passed to the world in `insert_by_ids`.
139 // But we do want to deallocate the memory when values is dropped.
140 let mut values: Vec<ManuallyDrop<u8>> = components
141 .iter()
142 .map(|_id| ManuallyDrop::new(rng.random_range(0..255)))
143 .collect();
144 let ptrs: Vec<OwningPtr> = values
145 .iter_mut()
146 .map(|value| {
147 // SAFETY:
148 // * We don't read/write `values` binding after this and values are `ManuallyDrop`,
149 // so we have the right to drop/move the values
150 unsafe { PtrMut::from(value).promote() }
151 })
152 .collect();
153 // SAFETY:
154 // * component_id's are from the same world
155 // * `values` was initialized above, so references are valid
156 unsafe {
157 entity.insert_by_ids(&components, ptrs.into_iter());
158 }
159 }
160
161 // overwrite Update schedule in the app
162 app.add_schedule(schedule);
163 app.add_plugins(MinimalPlugins)
164 .add_plugins(DiagnosticsPlugin)
165 .add_plugins(LogPlugin::default())
166 .add_plugins(FrameTimeDiagnosticsPlugin::default())
167 .add_plugins(LogDiagnosticsPlugin::filtered(HashSet::from_iter([
168 DiagnosticPath::new("fps"),
169 ])));
170 app.run();
171}
Sourcepub fn ignore_ambiguity<M1, M2, S1, S2>(
&mut self,
a: S1,
b: S2,
) -> &mut Schedulewhere
S1: IntoSystemSet<M1>,
S2: IntoSystemSet<M2>,
pub fn ignore_ambiguity<M1, M2, S1, S2>(
&mut self,
a: S1,
b: S2,
) -> &mut Schedulewhere
S1: IntoSystemSet<M1>,
S2: IntoSystemSet<M2>,
Suppress warnings and errors that would result from systems in these sets having ambiguities
(conflicting access but indeterminate order) with systems in set
.
Sourcepub fn configure_sets<M>(
&mut self,
sets: impl IntoScheduleConfigs<Interned<dyn SystemSet>, M>,
) -> &mut Schedule
pub fn configure_sets<M>( &mut self, sets: impl IntoScheduleConfigs<Interned<dyn SystemSet>, M>, ) -> &mut Schedule
Configures a collection of system sets in this schedule, adding them if they does not exist.
Sourcepub fn add_build_pass<T>(&mut self, pass: T) -> &mut Schedulewhere
T: ScheduleBuildPass,
pub fn add_build_pass<T>(&mut self, pass: T) -> &mut Schedulewhere
T: ScheduleBuildPass,
Add a custom build pass to the schedule.
Sourcepub fn remove_build_pass<T>(&mut self)where
T: ScheduleBuildPass,
pub fn remove_build_pass<T>(&mut self)where
T: ScheduleBuildPass,
Remove a custom build pass.
Sourcepub fn set_build_settings(
&mut self,
settings: ScheduleBuildSettings,
) -> &mut Schedule
pub fn set_build_settings( &mut self, settings: ScheduleBuildSettings, ) -> &mut Schedule
Changes miscellaneous build settings.
If settings.auto_insert_apply_deferred
is false
, this clears *_ignore_deferred
edge settings configured so far.
Generally this method should be used before adding systems or set configurations to the schedule, not after.
Examples found in repository?
More examples
20fn main() {
21 App::new()
22 // We can modify the reporting strategy for system execution order ambiguities on a per-schedule basis.
23 // You must do this for each schedule you want to inspect; child schedules executed within an inspected
24 // schedule do not inherit this modification.
25 .edit_schedule(Update, |schedule| {
26 schedule.set_build_settings(ScheduleBuildSettings {
27 ambiguity_detection: LogLevel::Warn,
28 ..default()
29 });
30 })
31 .init_resource::<A>()
32 .init_resource::<B>()
33 .add_systems(
34 Update,
35 (
36 // This pair of systems has an ambiguous order,
37 // as their data access conflicts, and there's no order between them.
38 reads_a,
39 writes_a,
40 // This pair of systems has conflicting data access,
41 // but it's resolved with an explicit ordering:
42 // the .after relationship here means that we will always double after adding.
43 adds_one_to_b,
44 doubles_b.after(adds_one_to_b),
45 // This system isn't ambiguous with adds_one_to_b,
46 // due to the transitive ordering created by our constraints:
47 // if A is before B is before C, then A must be before C as well.
48 reads_b.after(doubles_b),
49 // This system will conflict with all of our writing systems
50 // but we've silenced its ambiguity with adds_one_to_b.
51 // This should only be done in the case of clear false positives:
52 // leave a comment in your code justifying the decision!
53 reads_a_and_b.ambiguous_with(adds_one_to_b),
54 ),
55 )
56 // Be mindful, internal ambiguities are reported too!
57 // If there are any ambiguities due solely to DefaultPlugins,
58 // or between DefaultPlugins and any of your third party plugins,
59 // please file a bug with the repo responsible!
60 // Only *you* can prevent nondeterministic bugs due to greedy parallelism.
61 .add_plugins(DefaultPlugins)
62 .run();
63}
Sourcepub fn get_build_settings(&self) -> ScheduleBuildSettings
pub fn get_build_settings(&self) -> ScheduleBuildSettings
Returns the schedule’s current ScheduleBuildSettings
.
Sourcepub fn get_executor_kind(&self) -> ExecutorKind
pub fn get_executor_kind(&self) -> ExecutorKind
Returns the schedule’s current execution strategy.
Sourcepub fn set_executor_kind(&mut self, executor: ExecutorKind) -> &mut Schedule
pub fn set_executor_kind(&mut self, executor: ExecutorKind) -> &mut Schedule
Sets the schedule’s execution strategy.
Examples found in repository?
16fn main() {
17 let mut app = App::new();
18
19 // Create a new [`Schedule`]. For demonstration purposes, we configure it to use a single threaded executor so that
20 // systems in this schedule are never run in parallel. However, this is not a requirement for custom schedules in
21 // general.
22 let mut custom_update_schedule = Schedule::new(SingleThreadedUpdate);
23 custom_update_schedule.set_executor_kind(ExecutorKind::SingleThreaded);
24
25 // Adding the schedule to the app does not automatically run the schedule. This merely registers the schedule so
26 // that systems can look it up using the `Schedules` resource.
27 app.add_schedule(custom_update_schedule);
28
29 // Bevy `App`s have a `main_schedule_label` field that configures which schedule is run by the App's `runner`.
30 // By default, this is `Main`. The `Main` schedule is responsible for running Bevy's main schedules such as
31 // `Update`, `Startup` or `Last`.
32 //
33 // We can configure the `Main` schedule to run our custom update schedule relative to the existing ones by modifying
34 // the `MainScheduleOrder` resource.
35 //
36 // Note that we modify `MainScheduleOrder` directly in `main` and not in a startup system. The reason for this is
37 // that the `MainScheduleOrder` cannot be modified from systems that are run as part of the `Main` schedule.
38 let mut main_schedule_order = app.world_mut().resource_mut::<MainScheduleOrder>();
39 main_schedule_order.insert_after(Update, SingleThreadedUpdate);
40
41 // Adding a custom startup schedule works similarly, but needs to use `insert_startup_after`
42 // instead of `insert_after`.
43 app.add_schedule(Schedule::new(CustomStartup));
44
45 let mut main_schedule_order = app.world_mut().resource_mut::<MainScheduleOrder>();
46 main_schedule_order.insert_startup_after(PreStartup, CustomStartup);
47
48 app.add_systems(SingleThreadedUpdate, single_threaded_update_system)
49 .add_systems(CustomStartup, custom_startup_system)
50 .add_systems(PreStartup, pre_startup_system)
51 .add_systems(Startup, startup_system)
52 .add_systems(First, first_system)
53 .add_systems(Update, update_system)
54 .add_systems(Last, last_system)
55 .run();
56}
Sourcepub fn set_apply_final_deferred(
&mut self,
apply_final_deferred: bool,
) -> &mut Schedule
pub fn set_apply_final_deferred( &mut self, apply_final_deferred: bool, ) -> &mut Schedule
Set whether the schedule applies deferred system buffers on final time or not. This is a catch-all
in case a system uses commands but was not explicitly ordered before an instance of
ApplyDeferred
. By default this
setting is true, but may be disabled if needed.
Sourcepub fn run(&mut self, world: &mut World)
pub fn run(&mut self, world: &mut World)
Runs all systems in this schedule on the world
, using its current execution strategy.
Sourcepub fn initialize(
&mut self,
world: &mut World,
) -> Result<(), ScheduleBuildError>
pub fn initialize( &mut self, world: &mut World, ) -> Result<(), ScheduleBuildError>
Initializes any newly-added systems and conditions, rebuilds the executable schedule, and re-initializes the executor.
Moves all systems and run conditions out of the ScheduleGraph
.
Sourcepub fn graph_mut(&mut self) -> &mut ScheduleGraph
pub fn graph_mut(&mut self) -> &mut ScheduleGraph
Returns a mutable reference to the ScheduleGraph
.
Sourcepub fn check_change_ticks(&mut self, check: CheckChangeTicks)
pub fn check_change_ticks(&mut self, check: CheckChangeTicks)
Iterates the change ticks of all systems in the schedule and clamps any older than
MAX_CHANGE_AGE
.
This prevents overflow and thus prevents false positives.
Sourcepub fn apply_deferred(&mut self, world: &mut World)
pub fn apply_deferred(&mut self, world: &mut World)
Directly applies any accumulated Deferred
system parameters (like Commands
) to the world
.
Like always, deferred system parameters are applied in the “topological sort order” of the schedule graph. As a result, buffers from one system are only guaranteed to be applied before those of other systems if there is an explicit system ordering between the two systems.
This is used in rendering to extract data from the main world, storing the data in system buffers, before applying their buffers in a different world.
Sourcepub fn systems(
&self,
) -> Result<impl Iterator<Item = (SystemKey, &Box<dyn System<Out = (), In = ()>>)>, ScheduleNotInitialized>
pub fn systems( &self, ) -> Result<impl Iterator<Item = (SystemKey, &Box<dyn System<Out = (), In = ()>>)>, ScheduleNotInitialized>
Returns an iterator over all systems in this schedule.
Note: this method will return ScheduleNotInitialized
if the
schedule has never been initialized or run.
Examples found in repository?
99fn build_ui(
100 mut commands: Commands,
101 asset_server: Res<AssetServer>,
102 schedules: Res<Schedules>,
103 mut stepping: ResMut<Stepping>,
104 mut state: ResMut<State>,
105) {
106 let mut text_spans = Vec::new();
107 let mut always_run: Vec<(
108 bevy_ecs::intern::Interned<dyn ScheduleLabel + 'static>,
109 NodeId,
110 )> = Vec::new();
111
112 let Ok(schedule_order) = stepping.schedules() else {
113 return;
114 };
115
116 // go through the stepping schedules and construct a list of systems for
117 // each label
118 for label in schedule_order {
119 let schedule = schedules.get(*label).unwrap();
120 text_spans.push((
121 TextSpan(format!("{label:?}\n")),
122 TextFont {
123 font: asset_server.load(FONT_BOLD),
124 ..default()
125 },
126 TextColor(FONT_COLOR),
127 ));
128
129 // grab the list of systems in the schedule, in the order the
130 // single-threaded executor would run them.
131 let Ok(systems) = schedule.systems() else {
132 return;
133 };
134
135 for (key, system) in systems {
136 // skip bevy default systems; we don't want to step those
137 #[cfg(feature = "debug")]
138 if system.name().as_string().starts_with("bevy") {
139 always_run.push((*label, NodeId::System(key)));
140 continue;
141 }
142
143 // Add an entry to our systems list so we can find where to draw
144 // the cursor when the stepping cursor is at this system
145 // we add plus 1 to account for the empty root span
146 state
147 .systems
148 .push((*label, NodeId::System(key), text_spans.len() + 1));
149
150 // Add a text section for displaying the cursor for this system
151 text_spans.push((
152 TextSpan::new(" "),
153 TextFont::default(),
154 TextColor(FONT_COLOR),
155 ));
156
157 // add the name of the system to the ui
158 text_spans.push((
159 TextSpan(format!("{}\n", system.name())),
160 TextFont::default(),
161 TextColor(FONT_COLOR),
162 ));
163 }
164 }
165
166 for (label, node) in always_run.drain(..) {
167 stepping.always_run_node(label, node);
168 }
169
170 commands.spawn((
171 Text::default(),
172 SteppingUi,
173 Node {
174 position_type: PositionType::Absolute,
175 top: state.ui_top,
176 left: state.ui_left,
177 padding: UiRect::all(px(10)),
178 ..default()
179 },
180 BackgroundColor(Color::srgba(1.0, 1.0, 1.0, 0.33)),
181 Visibility::Hidden,
182 Children::spawn(text_spans),
183 ));
184}
Sourcepub fn systems_len(&self) -> usize
pub fn systems_len(&self) -> usize
Returns the number of systems in this schedule.
Sourcepub fn warnings(&self) -> &[ScheduleBuildWarning]
pub fn warnings(&self) -> &[ScheduleBuildWarning]
Returns warnings that were generated during the last call to
Schedule::initialize
.
Trait Implementations§
Source§impl Default for Schedule
impl Default for Schedule
Source§fn default() -> Schedule
fn default() -> Schedule
Creates a schedule with a default label. Only use in situations where
you don’t care about the ScheduleLabel
. Inserting a default schedule
into the world risks overwriting another schedule. For most situations
you should use Schedule::new
.
Auto Trait Implementations§
impl Freeze for Schedule
impl !RefUnwindSafe for Schedule
impl Send for Schedule
impl Sync for Schedule
impl Unpin for Schedule
impl !UnwindSafe for Schedule
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