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| author | mat <27899617+mat-1@users.noreply.github.com> | 2023-02-04 19:32:27 -0600 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2023-02-04 19:32:27 -0600 |
| commit | a5672815ccef520b433363ac622dbb6d6af60c91 (patch) | |
| tree | f9bb1b41876d81423ac3f188f4d368e6d362eed1 /azalea-ecs/src | |
| parent | 7c7446ab1e467c29f86e9bfba260741fc469389a (diff) | |
| download | azalea-drasl-a5672815ccef520b433363ac622dbb6d6af60c91.tar.xz | |
Use an ECS (#52)
* add EntityData::kind
* start making metadata use hecs
* make entity codegen generate ecs stuff
* fix registry codegen
* get rid of worldhaver
it's not even used
* add bevy_ecs to deps
* rename Component to FormattedText
also start making the metadata use bevy_ecs but bevy_ecs doesn't let you query on Bundles so it's annoying
* generate metadata.rs correctly for bevy_ecs
* start switching more entity stuff to use ecs
* more ecs stuff for entity storage
* ok well it compiles but
it definitely doesn't work
* random fixes
* change a bunch of entity things to use the components
* some ecs stuff in az-client
* packet handler uses the ecs now
and other fun changes
i still need to make ticking use the ecs but that's tricker, i'm considering using bevy_ecs systems for those
bevy_ecs systems can't be async but the only async things in ticking is just sending packets which can just be done as a tokio task so that's not a big deal
* start converting some functions in az-client into systems
committing because i'm about to try something that might go horribly wrong
* start splitting client
i'm probably gonna change it so azalea entity ids are separate from minecraft entity ids next (so stuff like player ids can be consistent and we don't have to wait for the login packet)
* separate minecraft entity ids from azalea entity ids + more ecs stuff
i guess i'm using bevy_app now too huh
it's necessary for plugins and it lets us control the tick rate anyways so it's fine i think
i'm still not 100% sure how packet handling that interacts with the world will work, but i think if i can sneak the ecs world into there it'll be fine. Can't put packet handling in the schedule because that'd make it tick-bound, which it's not (technically it'd still work but it'd be wrong and anticheats might realize).
* packet handling
now it runs the schedule only when we get a tick or packet :smile:
also i systemified some more functions and did other random fixes so az-world and az-physics compile
making azalea-client use the ecs is almost done! all the hard parts are done now i hope, i just have to finish writing all the code so it actually works
* start figuring out how functions in Client will work
generally just lifetimes being annoying but i think i can get it all to work
* make writing packets work synchronously*
* huh az-client compiles
* start fixing stuff
* start fixing some packets
* make packet handler work
i still haven't actually tested any of this yet lol but in theory it should all work
i'll probably either actually test az-client and fix all the remaining issues or update the azalea crate next
ok also one thing that i'm not particularly happy with is how the packet handlers are doing ugly queries like
```rs
let local_player = ecs
.query::<&LocalPlayer>()
.get_mut(ecs, player_entity)
.unwrap();
```
i think the right way to solve it would be by putting every packet handler in its own system but i haven't come up with a way to make that not be really annoying yet
* fix warnings
* ok what if i just have a bunch of queries and a single packet handler system
* simple example for azalea-client
* :bug:
* maybe fix deadlock idk
can't test it rn lmao
* make physicsstate its own component
* use the default plugins
* azalea compiles lol
* use systemstate for packet handler
* fix entities
basically moved some stuff from being in the world to just being components
* physics (ticking) works
* try to add a .entity_by function
still doesn't work because i want to make the predicate magic
* try to make entity_by work
well it does work but i couldn't figure out how to make it look not terrible. Will hopefully change in the future
* everything compiles
* start converting swarm to use builder
* continue switching swarm to builder and fix stuff
* make swarm use builder
still have to fix some stuff and make client use builder
* fix death event
* client builder
* fix some warnings
* document plugins a bit
* start trying to fix tests
* azalea-ecs
* azalea-ecs stuff compiles
* az-physics tests pass :tada:
* fix all the tests
* clippy on azalea-ecs-macros
* remove now-unnecessary trait_upcasting feature
* fix some clippy::pedantic warnings lol
* why did cargo fmt not remove the trailing spaces
* FIX ALL THE THINGS
* when i said 'all' i meant non-swarm bugs
* start adding task pool
* fix entity deduplication
* fix pathfinder not stopping
* fix some more random bugs
* fix panic that sometimes happens in swarms
* make pathfinder run in task
* fix some tests
* fix doctests and clippy
* deadlock
* fix systems running in wrong order
* fix non-swarm bots
Diffstat (limited to 'azalea-ecs/src')
| -rw-r--r-- | azalea-ecs/src/lib.rs | 144 |
1 files changed, 144 insertions, 0 deletions
diff --git a/azalea-ecs/src/lib.rs b/azalea-ecs/src/lib.rs new file mode 100644 index 00000000..44579c5d --- /dev/null +++ b/azalea-ecs/src/lib.rs @@ -0,0 +1,144 @@ +#![feature(trait_alias)] + +//! Re-export important parts of `bevy_ecs` and `bevy_app` and make them more +//! compatible with Azalea. +//! +//! This is completely compatible with `bevy_ecs`, so it won't cause issues if +//! you use plugins meant for Bevy. +//! +//! Changes: +//! - Add [`TickPlugin`], [`TickStage`] and [`AppTickExt`] +//! - Change the macros to use azalea/azalea_ecs instead of bevy/bevy_ecs +//! - Rename bevy_ecs::world::World to azalea_ecs::ecs::Ecs +//! - Re-export `bevy_app` in the `app` module. + +use std::time::{Duration, Instant}; + +pub mod ecs { + pub use bevy_ecs::world::World as Ecs; + pub use bevy_ecs::world::{EntityMut, EntityRef, Mut}; +} +pub mod component { + pub use azalea_ecs_macros::Component; + pub use bevy_ecs::component::{ComponentId, ComponentStorage, Components, TableStorage}; + + // we do this because re-exporting Component would re-export the macro as well, + // which is bad (since we have our own Component macro) + // instead, we have to do this so Component is a trait alias and the original + // impl-able trait is still available as BevyComponent + pub trait Component = bevy_ecs::component::Component; + pub use bevy_ecs::component::Component as BevyComponent; +} +pub mod bundle { + pub use azalea_ecs_macros::Bundle; + pub trait Bundle = bevy_ecs::bundle::Bundle; + pub use bevy_ecs::bundle::Bundle as BevyBundle; +} +pub mod system { + pub use azalea_ecs_macros::Resource; + pub use bevy_ecs::system::{ + Command, Commands, EntityCommands, Query, Res, ResMut, SystemState, + }; + pub trait Resource = bevy_ecs::system::Resource; + pub use bevy_ecs::system::Resource as BevyResource; +} +pub use bevy_app as app; +pub use bevy_ecs::{entity, event, ptr, query, schedule, storage}; + +use app::{App, CoreStage, Plugin}; +use bevy_ecs::schedule::*; +use ecs::Ecs; + +pub struct TickPlugin { + /// How often a tick should happen. 50 milliseconds by default. Set to 0 to + /// tick every update. + pub tick_interval: Duration, +} +impl Plugin for TickPlugin { + fn build(&self, app: &mut App) { + app.add_stage_before( + CoreStage::Update, + TickLabel, + TickStage { + interval: self.tick_interval, + next_tick: Instant::now(), + stage: Box::new(SystemStage::parallel()), + }, + ); + } +} +impl Default for TickPlugin { + fn default() -> Self { + Self { + tick_interval: Duration::from_millis(50), + } + } +} + +#[derive(StageLabel)] +struct TickLabel; + +/// A [`Stage`] that runs every 50 milliseconds. +pub struct TickStage { + pub interval: Duration, + pub next_tick: Instant, + stage: Box<dyn Stage>, +} + +impl Stage for TickStage { + fn run(&mut self, ecs: &mut Ecs) { + // if the interval is 0, that means it runs every tick + if self.interval.is_zero() { + self.stage.run(ecs); + return; + } + // keep calling run until it's caught up + // TODO: Minecraft bursts up to 10 ticks and then skips, we should too (but + // check the source so we do it right) + while Instant::now() > self.next_tick { + self.next_tick += self.interval; + self.stage.run(ecs); + } + } +} + +pub trait AppTickExt { + fn add_tick_system_set(&mut self, system_set: SystemSet) -> &mut App; + fn add_tick_system<Params>(&mut self, system: impl IntoSystemDescriptor<Params>) -> &mut App; +} + +impl AppTickExt for App { + /// Adds a set of ECS systems that will run every 50 milliseconds. + /// + /// Note that you should NOT have `EventReader`s in tick systems, as this + /// will make them sometimes be missed. + fn add_tick_system_set(&mut self, system_set: SystemSet) -> &mut App { + let tick_stage = self + .schedule + .get_stage_mut::<TickStage>(TickLabel) + .expect("Tick Stage not found"); + let stage = tick_stage + .stage + .downcast_mut::<SystemStage>() + .expect("Fixed Timestep sub-stage is not a SystemStage"); + stage.add_system_set(system_set); + self + } + + /// Adds a new ECS system that will run every 50 milliseconds. + /// + /// Note that you should NOT have `EventReader`s in tick systems, as this + /// will make them sometimes be missed. + fn add_tick_system<Params>(&mut self, system: impl IntoSystemDescriptor<Params>) -> &mut App { + let tick_stage = self + .schedule + .get_stage_mut::<TickStage>(TickLabel) + .expect("Tick Stage not found"); + let stage = tick_stage + .stage + .downcast_mut::<SystemStage>() + .expect("Fixed Timestep sub-stage is not a SystemStage"); + stage.add_system(system); + self + } +} |
