pebble/app.rs
1use crate::{
2 assets::required::RequiredResources,
3 ecs::{
4 events::{AsyncEventChannel, Events, drain_async_events},
5 plugin::Plugin,
6 resources::Resources,
7 system::{IntoSystem, System},
8 system_set::IntoSystemSet,
9 },
10};
11use std::collections::{BTreeMap, BinaryHeap, HashMap};
12
13/// Determines when during a frame a system is executed.
14///
15/// There's no dedicated "run once at startup" stage — instead, any system on
16/// any stage can be made to run at most once with [`.once()`](crate::ecs::system::OnceExt::once),
17/// which turns "have I already done this" into the function's own return
18/// value (`Some(())` = done, retire; `None` = not ready, try again next
19/// tick) instead of a special stage with its own rules. A `.once()` system
20/// naturally waits as many ticks as it needs to (an async GPU backend, a
21/// `LazyResource` that isn't built yet) using the exact same requirement
22/// checks as every other system on its stage.
23///
24/// [`AssetSync`](SystemStage::AssetSync)/[`AssetSyncDeps`](SystemStage::AssetSyncDeps)
25/// are prioritized: they're re-run to convergence (repeated until a full
26/// pass produces no new resources) at the front of every tick and again
27/// after every other stage, so newly queued asset/resource work is drained
28/// before gameplay stages continue rather than waiting for the next tick's
29/// front pass. All other stages run once per [`App::update`] tick, in the
30/// order declared below.
31#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, PartialOrd, Ord)]
32pub enum SystemStage {
33 /// Before the main update.
34 PreUpdate,
35 /// Main game-logic update.
36 Update,
37 /// After the main update.
38 PostUpdate,
39 /// Prepare rendering data and poll for the GPU backend.
40 /// The backend resource becomes available here on the tick it finishes
41 /// initialising, making it visible to the asset sync stages.
42 PreRender,
43 /// Upload CPU-side source assets to the GPU backend.
44 AssetSync,
45 /// Construct lazy GPU resources and upload assets that depend on other
46 /// processed assets. Runs in a convergence loop so dependency chains
47 /// (e.g. LazyResource A → LazyResource B) resolve within a single tick.
48 AssetSyncDeps,
49 /// Issue draw calls.
50 Render,
51 /// Cleanup or post-processing after rendering.
52 PostRender,
53}
54
55impl SystemStage {
56 /// Returns `true` for stages that are prioritized and re-run until a
57 /// full pass produces no new resources, instead of running once in
58 /// their declared position in the tick order. See the type-level docs
59 /// on [`SystemStage`].
60 pub fn is_convergent(self) -> bool {
61 matches!(self, Self::AssetSync | Self::AssetSyncDeps)
62 }
63}
64
65/// Fixed per-tick order for every stage *except* the convergent ones
66/// (`AssetSync`, `AssetSyncDeps`), which are driven separately by
67/// [`App::reconverge`] — at the front of the tick and again after each of
68/// these — rather than appearing in this list.
69const TICK_STAGES: [SystemStage; 6] = [
70 SystemStage::PreUpdate,
71 SystemStage::Update,
72 SystemStage::PostUpdate,
73 SystemStage::PreRender,
74 SystemStage::Render,
75 SystemStage::PostRender,
76];
77
78/// Whether a system is safe to run right now, given its declared
79/// [`System::requires`]. See [`App::check_readiness`].
80enum Readiness {
81 /// No unmet requirement — go ahead and run it.
82 Ready,
83 /// Missing a resource that some plugin has declared (via
84 /// [`RequiredResources::provides`]) it eventually provides — wait
85 /// quietly, no error, and try again next pass/tick.
86 WaitingOnLazy,
87 /// Missing a resource nothing has ever declared it will provide —
88 /// almost certainly a genuine oversight, not a timing issue.
89 MissingUnprovided {
90 system: &'static str,
91 resource: &'static str,
92 hint: Option<&'static str>,
93 },
94}
95
96/// Callback used to drive the application's main loop.
97///
98/// Set with [`App::set_runner`]. The default runner calls [`App::update`] in
99/// an infinite loop.
100pub type AppRunner = Box<dyn FnOnce(App)>;
101
102/// The central application object.
103///
104/// `App` owns the ECS world, resources, plugins, and systems. The typical
105/// lifecycle is:
106///
107/// 1. Create with [`App::new`].
108/// 2. Register plugins with [`add_plugin`](App::add_plugin).
109/// 3. Call [`build`](App::build) to run all plugin registrations, execute
110/// validate required resources, and settle `AssetSync`/`AssetSyncDeps`
111/// as far as they can go synchronously.
112/// 4. Call [`run`](App::run) to hand control to the runner.
113pub struct App {
114 pub(crate) world: hecs::World,
115 pub(crate) resources: Resources,
116 plugins: Vec<Box<dyn Plugin>>,
117 systems: BTreeMap<SystemStage, Vec<Box<dyn System>>>,
118 runner: Option<AppRunner>,
119 pub(crate) required: RequiredResources,
120 /// One closure per event type registered via [`add_event`](App::add_event),
121 /// each calling that type's [`Events::update`] to age its buffers. Run
122 /// at the front of every [`update`](App::update) tick, before any user
123 /// system, so a reader anywhere in the tick sees a consistent view. Kept
124 /// here rather than as regular systems because they must run before
125 /// every stage, not just one, and ordering that generically against
126 /// arbitrary user systems isn't worth the complexity.
127 event_updaters: Vec<Box<dyn FnMut(&hecs::World, &Resources)>>,
128}
129
130impl Default for App {
131 fn default() -> Self {
132 Self::new()
133 }
134}
135
136impl App {
137 /// Create a new `App` with an empty world and a default infinite-loop runner.
138 ///
139 /// Builds in [`TimePlugin`](crate::time::TimePlugin) — `Res<Time>` works
140 /// without registering anything yourself — along with
141 /// [`GamepadPlugin`](crate::gamepad::GamepadPlugin) (`Res<Gamepads>`) and
142 /// [`AudioPlugin`](crate::audio::AudioPlugin) (`Res<AudioOutput>`), the
143 /// same way. Both degrade gracefully if the platform has no gamepad
144 /// backend / no audio output device at all (logs and leaves the
145 /// resource absent — `Option<Res<Gamepads>>`/`Option<Res<AudioOutput>>`
146 /// in systems that need to keep working either way); a gamepad backend
147 /// with zero controllers plugged in, or an audio device that's simply
148 /// never played to, are both the ordinary, fully-supported case.
149 pub fn new() -> Self {
150 let mut world = hecs::World::default();
151 let mut resources = Resources::new(&mut world);
152 resources.insert_resource(&mut world, ());
153
154 let mut app = Self {
155 world: world,
156 resources: resources,
157 plugins: Vec::new(),
158 systems: BTreeMap::new(),
159 runner: Some(Box::new(|mut app| {
160 loop {
161 app.update();
162 }
163 })),
164 required: RequiredResources::new(),
165 event_updaters: Vec::new(),
166 };
167 app.add_plugin(crate::time::TimePlugin);
168 app.add_plugin(crate::gamepad::GamepadPlugin);
169 app.add_plugin(crate::audio::AudioPlugin);
170 app
171 }
172
173 /// Check `system` against `required` without running it. See
174 /// [`Readiness`]. Used by [`run_stage_once`](App::run_stage_once) for
175 /// every stage.
176 ///
177 /// A free function (rather than a `&self` method) so it only borrows
178 /// `world`/`resources`/`required` — the specific fields still available
179 /// while a caller holds a `&mut` borrow of `self.systems` to iterate the
180 /// very system being checked.
181 fn check_readiness(
182 world: &hecs::World,
183 resources: &Resources,
184 required: &RequiredResources,
185 system: &dyn System,
186 ) -> Readiness {
187 for req in system.requires() {
188 if (req.present)(world, resources) {
189 continue;
190 }
191 if required.is_provided(req.type_id) {
192 return Readiness::WaitingOnLazy;
193 }
194 return Readiness::MissingUnprovided {
195 system: system.name(),
196 resource: req.name,
197 hint: req.hint,
198 };
199 }
200 Readiness::Ready
201 }
202
203 /// The advice appended to a "missing resource" panic when the
204 /// [`RequiredResource`](crate::ecs::system::RequiredResource) didn't
205 /// supply its own more specific `hint` — the generic fallback,
206 /// appropriate for a plain `Res<T>`/`ResMut<T>` on an arbitrary
207 /// resource type with no dedicated registration method of its own.
208 fn generic_missing_resource_hint(resource: &'static str) -> String {
209 format!(
210 "If `{resource}` genuinely arrives later (an async backend, a LazyResource, \
211 an Asset upload), call `app.required.provides::<{resource}>()` in whichever \
212 plugin inserts it, and this will wait instead of erroring. Otherwise, insert \
213 it via App::add_resource before this stage runs."
214 )
215 }
216
217 /// Panic with a message naming both the offending system and resource,
218 /// plus either its param-specific `hint` (e.g. "call `app.add_event::<T>()`")
219 /// or, absent that, the generic fallback advice.
220 fn panic_missing_unprovided(
221 stage: SystemStage,
222 system: &'static str,
223 resource: &'static str,
224 hint: Option<&'static str>,
225 ) -> ! {
226 let advice = hint
227 .map(str::to_string)
228 .unwrap_or_else(|| Self::generic_missing_resource_hint(resource));
229 panic!(
230 "{stage:?}: system `{system}` requires `{resource}`, which nothing has \
231 registered as provided.\n\n{advice}"
232 );
233 }
234
235 /// Pre-flight check, run once at the end of [`build`](Self::build): walk
236 /// every registered system in every stage and evaluate its
237 /// [`System::requires`] via [`check_readiness`](Self::check_readiness),
238 /// the same logic [`run_stage_once`](Self::run_stage_once) applies lazily
239 /// as each stage actually runs. A system waiting on a resource that
240 /// something else has [declared it provides](RequiredResources::provides)
241 /// is left alone — it'll show up once that plugin's async/lazy work
242 /// settles. A system requiring a resource that *nothing* provides and
243 /// that isn't already present is a genuine configuration mistake, and
244 /// every such mistake across the whole app is collected into one panic
245 /// here — instead of each one surfacing separately, one at a time, the
246 /// first time its particular stage happens to run.
247 fn validate_requirements(&self) {
248 let mut missing = Vec::new();
249
250 for (stage, systems) in self.systems.iter() {
251 for system in systems.iter() {
252 if let Readiness::MissingUnprovided { system, resource, hint } =
253 Self::check_readiness(&self.world, &self.resources, &self.required, system.as_ref())
254 {
255 missing.push((*stage, system, resource, hint));
256 }
257 }
258 }
259
260 if missing.is_empty() {
261 return;
262 }
263
264 let mut message = String::from(
265 "Pebble startup validation failed — the following systems require resources \
266 that nothing has registered as provided:\n",
267 );
268 for (stage, system, resource, hint) in &missing {
269 let advice = hint
270 .map(str::to_string)
271 .unwrap_or_else(|| Self::generic_missing_resource_hint(resource));
272 message.push_str(&format!("\n{stage:?}: system `{system}` requires `{resource}`\n {advice}\n"));
273 }
274 panic!("{message}");
275 }
276
277 /// Run every system in `stage` once, flush the command buffer, and return
278 /// `true` if any resource was newly inserted during this pass.
279 ///
280 /// A system with an unmet hard [`Res`](crate::ecs::system::Res)/[`ResMut`](crate::ecs::system::ResMut)
281 /// requirement is skipped for this pass if the resource is registered as
282 /// [provided](RequiredResources::provides) somewhere (it'll get there —
283 /// just not yet), or panics immediately, naming the system and resource,
284 /// if nothing ever declared it would provide that resource at all.
285 ///
286 /// [`Commands::insert_resource`](crate::ecs::system::Commands::insert_resource)
287 /// bumps the generation counter at queue time, so both direct inserts and
288 /// deferred command-buffer inserts are detected here with no world
289 /// introspection needed after the flush.
290 fn run_stage_once(&mut self, stage: SystemStage) -> bool {
291 let gen_before = self.resources.generation();
292
293 if let Some(systems) = self.systems.get_mut(&stage) {
294 for system in systems.iter_mut() {
295 match Self::check_readiness(&self.world, &self.resources, &self.required, system.as_ref()) {
296 Readiness::Ready => {}
297 Readiness::WaitingOnLazy => continue,
298 Readiness::MissingUnprovided { system, resource, hint } => {
299 Self::panic_missing_unprovided(stage, system, resource, hint)
300 }
301 }
302 let _guard = crate::ecs::resources::set_current_system(system.name());
303 system.run(&self.world, &self.resources);
304 }
305 }
306 self.resources.get_command_buffer().run_on(&mut self.world);
307
308 self.resources.generation() != gen_before
309 }
310
311 /// Run `AssetSync`, then `AssetSyncDeps`, repeating both until a full
312 /// pass produces no new resources, up to `max_passes`. Logs a warning if
313 /// the limit is reached — that usually means a [`LazyResource`](crate::assets::singleton_asset::LazyResource)
314 /// whose `construct()` or an [`Asset`](crate::assets::upload::Asset)
315 /// whose `upload()` always returns `None`.
316 ///
317 /// Called at the front of every tick and again after every stage in
318 /// [`update`](App::update) (and once during [`build`](App::build)), so
319 /// newly-queued asset/resource work is drained immediately instead of
320 /// waiting for the next tick's front pass.
321 fn reconverge(&mut self, max_passes: u32) {
322 for pass in 0..max_passes {
323 let gen_before = self.resources.generation();
324
325 self.run_stage_once(SystemStage::AssetSync);
326 self.run_stage_once(SystemStage::AssetSyncDeps);
327
328 if self.resources.generation() == gen_before {
329 return;
330 }
331 if pass == max_passes - 1 {
332 tracing::warn!(
333 "AssetSync/AssetSyncDeps did not settle after {max_passes} passes — a \
334 dependency may be permanently unsatisfiable. Check for a LazyResource \
335 whose construct() or an Asset whose upload() always returns None."
336 );
337 }
338 }
339 }
340
341 /// Queue a plugin to be built during [`build`](App::build).
342 pub fn add_plugin(&mut self, plugin: impl Plugin) -> &mut Self {
343 self.plugins.push(Box::new(plugin));
344 self
345 }
346
347 /// Insert a resource into the world immediately.
348 pub fn add_resource(&mut self, res: impl hecs::Component) -> &mut Self {
349 self.resources.insert_resource(&mut self.world, res);
350 self
351 }
352
353 /// Borrow resource `T`, panicking if it is absent.
354 pub fn get_resource<'a, T: hecs::Component>(&'a self) -> hecs::Ref<'a, T> {
355 self.resources.get_resource(&self.world)
356 }
357
358 /// Mutably borrow resource `T`, panicking if it is absent.
359 pub fn get_resource_mut<'a, T: hecs::Component>(&'a self) -> hecs::RefMut<'a, T> {
360 self.resources.get_resource_mut(&self.world)
361 }
362
363 /// Insert resource `T` only if it is not already present.
364 ///
365 /// Returns `true` if the resource was inserted.
366 pub fn try_insert_resource<T: hecs::Component>(&mut self, res: T) -> bool {
367 self.resources.try_insert(&mut self.world, res)
368 }
369
370 /// Declare that resource type `T` is expected to be inserted later —
371 /// possibly asynchronously (a background thread's result, a hand-rolled
372 /// lazy resource) rather than up front. A system elsewhere with a hard
373 /// `Res<T>`/`ResMut<T>` requirement on `T` will then wait quietly for it
374 /// instead of `App` treating the absence as a configuration mistake and
375 /// panicking.
376 ///
377 /// [`GraphicsPlugin`](crate::rendering::graphics_plugin::GraphicsPlugin)
378 /// and [`LazyResourcePlugin`](crate::assets::singleton_asset::LazyResourcePlugin)
379 /// already call this for the backend and lazy resource types they
380 /// manage — reach for this directly only for your own resource types
381 /// that arrive outside of those.
382 pub fn provides<T: 'static>(&mut self) -> &mut Self {
383 self.required.provides::<T>();
384 self
385 }
386
387 /// Register event type `T`, making [`EventWriter<T>`](crate::ecs::events::EventWriter)
388 /// and [`EventReader<T>`](crate::ecs::events::EventReader) usable as
389 /// system parameters.
390 ///
391 /// Inserts the backing [`Events<T>`] resource (a no-op if `T` was
392 /// already registered) and schedules its per-tick aging, which is what
393 /// gives events sent during tick `N` a consistent two-tick lifetime —
394 /// visible for the rest of `N` and all of `N + 1` — regardless of which
395 /// stage the writer or reader runs in.
396 pub fn add_event<T: hecs::Component>(&mut self) -> &mut Self {
397 self.try_insert_resource(Events::<T>::default());
398 self.event_updaters.push(Box::new(|world, resources| {
399 resources.get_resource_mut::<Events<T>>(world).update();
400 }));
401 self
402 }
403
404 /// Register event type `T` as in [`add_event`](Self::add_event), and
405 /// additionally make [`AsyncEventWriter<T>`](crate::ecs::events::AsyncEventWriter)
406 /// usable as a system parameter — the friendly way to turn a background
407 /// task's result into a `T` event once it resolves, instead of hand-
408 /// rolling a pending-task resource and poll system yourself.
409 ///
410 /// Requires [`BackgroundTasksPlugin`](crate::threading::BackgroundTasksPlugin)
411 /// to be registered before any system using `AsyncEventWriter<T>` runs —
412 /// that's what [`AsyncEventWriter::spawn`](crate::ecs::events::AsyncEventWriter::spawn)
413 /// drives the future through.
414 pub fn add_async_event<T: hecs::Component>(&mut self) -> &mut Self {
415 self.add_event::<T>();
416 self.try_insert_resource(AsyncEventChannel::<T>::new());
417 self.add_system(SystemStage::PreUpdate, drain_async_events::<T>);
418 self
419 }
420
421 /// Register a single system to run at `stage`.
422 pub fn add_system<Marker>(
423 &mut self,
424 stage: SystemStage,
425 system: impl IntoSystem<Marker> + 'static,
426 ) -> &mut Self {
427 self.systems
428 .entry(stage)
429 .or_default()
430 .push(Box::new(system.into_system()));
431 self
432 }
433
434 /// Register multiple systems to run at `stage`.
435 ///
436 /// Accepts a tuple of systems via [`IntoSystemSet`].
437 pub fn add_systems<Marker>(
438 &mut self,
439 stage: SystemStage,
440 systems: impl IntoSystemSet<Marker>,
441 ) -> &mut Self {
442 let entry = self.systems.entry(stage).or_default();
443 entry.extend(systems.into_system_set());
444 self
445 }
446
447 /// Topologically sort `systems` by each system's [`System::after_ids`]/[`System::before_ids`]
448 /// constraints (referencing other systems' [`System::ordering_id`] within
449 /// the same stage), breaking ties by original registration order.
450 ///
451 /// Panics if the constraints form a cycle, naming every system still
452 /// stuck once no more zero-dependency systems remain.
453 fn sort_stage(stage: SystemStage, systems: &mut Vec<Box<dyn System>>) {
454 let id_index: HashMap<std::any::TypeId, usize> = systems
455 .iter()
456 .enumerate()
457 .map(|(i, s)| (s.ordering_id(), i))
458 .collect();
459
460 let n = systems.len();
461 let mut adjacency: Vec<Vec<usize>> = vec![Vec::new(); n];
462 let mut in_degree = vec![0usize; n];
463
464 for (i, system) in systems.iter().enumerate() {
465 for id in system.after_ids() {
466 if let Some(&dep) = id_index.get(id) {
467 adjacency[dep].push(i);
468 in_degree[i] += 1;
469 }
470 }
471 for id in system.before_ids() {
472 if let Some(&dependent) = id_index.get(id) {
473 adjacency[i].push(dependent);
474 in_degree[dependent] += 1;
475 }
476 }
477 }
478
479 // Min-heap on original index so ties resolve to registration order.
480 let mut ready: BinaryHeap<std::cmp::Reverse<usize>> = in_degree
481 .iter()
482 .enumerate()
483 .filter(|(_, d)| **d == 0)
484 .map(|(i, _)| std::cmp::Reverse(i))
485 .collect();
486
487 let mut order = Vec::with_capacity(n);
488 while let Some(std::cmp::Reverse(u)) = ready.pop() {
489 order.push(u);
490 for &v in &adjacency[u] {
491 in_degree[v] -= 1;
492 if in_degree[v] == 0 {
493 ready.push(std::cmp::Reverse(v));
494 }
495 }
496 }
497
498 if order.len() != n {
499 let stuck: Vec<&'static str> = (0..n)
500 .filter(|i| in_degree[*i] > 0)
501 .map(|i| systems[i].name())
502 .collect();
503 panic!(
504 "{stage:?}: system ordering constraints form a cycle among: {stuck:?}"
505 );
506 }
507
508 let mut taken: Vec<Option<Box<dyn System>>> = systems.drain(..).map(Some).collect();
509 for i in order {
510 systems.push(taken[i].take().unwrap());
511 }
512 }
513
514 /// Build all plugins and validate required resources.
515 ///
516 /// Plugins may register additional plugins during their `build` call; this
517 /// repeats until no new plugins are added, up to a hard limit of 64 passes
518 /// to catch accidental infinite registration cycles.
519 pub fn build(&mut self) -> &mut Self {
520 let mut iterations = 0;
521 const MAX_PLUGIN_BUILD_ITERATIONS: u32 = 64;
522
523 while !self.plugins.is_empty() {
524 iterations += 1;
525 if iterations > MAX_PLUGIN_BUILD_ITERATIONS {
526 panic!(
527 "App::build() exceeded {MAX_PLUGIN_BUILD_ITERATIONS} plugin-registration passes — \
528 likely a cycle where plugins keep registering each other. Check for a plugin whose \
529 build() unconditionally re-adds itself or another plugin that re-adds it."
530 );
531 }
532 let plugins: Vec<_> = self.plugins.drain(..).collect();
533 for plugin in plugins {
534 plugin.build(self);
535 }
536 }
537
538 for (stage, systems) in self.systems.iter_mut() {
539 Self::sort_stage(*stage, systems);
540 }
541
542 // Resolve as much as possible synchronously (headless/CPU-only
543 // backends, tests) so resources are ready immediately after
544 // build(). Anything still pending (an async GPU backend, say)
545 // keeps getting retried every tick by update().
546 self.reconverge(64);
547
548 self.validate_requirements();
549
550 self
551 }
552
553 /// Run every stage once per tick, in [`TICK_STAGES`] order. Before every
554 /// tick, and again after every stage, [`reconverge`](App::reconverge)
555 /// drains `AssetSync`/`AssetSyncDeps` — so newly-queued asset or
556 /// resource work is handled immediately rather than waiting for the
557 /// next tick's front pass.
558 pub fn update(&mut self) {
559 for updater in self.event_updaters.iter_mut() {
560 updater(&self.world, &self.resources);
561 }
562
563 self.reconverge(64);
564
565 for stage in TICK_STAGES {
566 self.run_stage_once(stage);
567 self.reconverge(64);
568 }
569 }
570
571 /// Replace the default runner with a custom one.
572 ///
573 /// The runner receives ownership of the `App` and is responsible for
574 /// calling [`update`](App::update) at the appropriate cadence (e.g. driven
575 /// by a window event loop).
576 pub fn set_runner<F>(&mut self, runner: F) -> &mut Self
577 where
578 F: FnOnce(App) + 'static,
579 {
580 self.runner = Some(Box::new(runner));
581 self
582 }
583
584 /// Consume the app and hand it to the configured runner.
585 ///
586 /// Panics if no runner has been set.
587 pub fn run(&mut self) {
588 let mut owned_app = std::mem::take(self);
589 let runner = owned_app.runner.take().expect("No runner found!");
590 runner(owned_app);
591 }
592}
593
594#[cfg(test)]
595mod tests {
596 use super::*;
597 use crate::ecs::system::{ResMut, SystemOrderingExt};
598
599 struct Order(Vec<&'static str>);
600
601 fn sys_a(mut o: ResMut<Order>) {
602 o.0.push("a");
603 }
604 fn sys_b(mut o: ResMut<Order>) {
605 o.0.push("b");
606 }
607 fn sys_c(mut o: ResMut<Order>) {
608 o.0.push("c");
609 }
610
611 #[test]
612 fn systems_run_in_declared_order() {
613 let mut app = App::new();
614 app.add_resource(Order(Vec::new()));
615
616 // Registered in a-b-c order, but both a and b declare they must run
617 // after c — the sort should move c first while leaving a before b
618 // (their relative registration order) intact.
619 app.add_system(SystemStage::Update, sys_a.after(sys_c));
620 app.add_system(SystemStage::Update, sys_b.after(sys_c));
621 app.add_system(SystemStage::Update, sys_c);
622
623 app.build();
624 app.update();
625
626 let order = app.get_resource::<Order>();
627 assert_eq!(order.0, vec!["c", "a", "b"]);
628 }
629
630 #[test]
631 #[should_panic(expected = "cycle")]
632 fn cyclic_ordering_constraints_panic() {
633 let mut app = App::new();
634 app.add_resource(Order(Vec::new()));
635
636 app.add_system(SystemStage::Update, sys_a.after(sys_b));
637 app.add_system(SystemStage::Update, sys_b.after(sys_a));
638
639 app.build();
640 }
641
642 #[test]
643 fn time_plugin_is_already_built_into_a_fresh_app() {
644 let mut app = App::new();
645 app.build();
646
647 // Doesn't panic — `Time` exists without anyone calling
648 // `add_plugin(TimePlugin)` themselves.
649 let _ = app.get_resource::<crate::time::Time>();
650 }
651
652 #[test]
653 fn registering_time_plugin_again_does_not_double_register_its_system() {
654 // Baseline: however many PreUpdate systems App::new()'s own
655 // automatic plugins (Time, Gamepad, ...) register on their own —
656 // not hardcoded, so this stays correct as more get added.
657 let mut baseline = App::new();
658 baseline.build();
659 let baseline_count = baseline.systems.get(&SystemStage::PreUpdate).map_or(0, Vec::len);
660
661 let mut app = App::new();
662 app.add_plugin(crate::time::TimePlugin); // redundant - App::new() already built it in
663 app.build();
664
665 // If TimePlugin weren't idempotent, this would be one more than baseline.
666 let tick_systems = app.systems.get(&SystemStage::PreUpdate).map_or(0, Vec::len);
667 assert_eq!(tick_systems, baseline_count);
668 }
669}