#hecs #world #abstraction #parallel #execution #systems #component

hecs-schedule

Provides shedulable systems and parallel execution for hecs

37 releases

0.7.0 Jan 3, 2024
0.6.2 Jul 3, 2022
0.6.1 Feb 13, 2022
0.3.21 Dec 29, 2021

#299 in Game dev

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313 downloads per month
Used in 14 crates (7 directly)

Custom license

66KB
1.5K SLoC

hecs-schedule

Hecs-schedule

hecs-schedule is a framework for hecs that provides system abstractions for paralell execution.

SubWorld

SubWorld provides the ability to split the world into smaller parts which can only access a subset of components. This allows

Commandbuffer

CommandBuffer provides deferred world modification by means of component insertion, removal, entity spawning and despawning, as well as arbitrary world modification by closures, which will be executed at a later time.

The commandbuffer extends the already existing hecs::CommandBuffer and provides more functionality.

System and Schedule

A system represents a unit of work which can access any resource. Systems are implemented for any function and closure with any number of arguments (well, up to a sane limit due to tuple size and compile time).

A system may access a subworld and safely access the declared components. It can also access any other value by type with Read and Write wrappers.

This value will be pulled from the provided Context which is provided to Schedule::execute as a mutable reference. This means that systems can access local variable and struct members from outside the ECS. If a value of the type was not provided, the system will exit cleanly with an error.

Systems can either return nothing or an empty result, which will be properly boxed and propogated

The schedule is a collection of ordered system executions.

When a schedule is executed, a tuple of references for the contained systems will be provided.

Usage

use hecs_schedule::*;
use hecs::*;

let mut world = World::default();

#[derive(Debug)]
struct App {
    name: &'static str,
}

let mut app = App {
    name: "hecs-schedule"
};

// Spawn some entities
let a = world.spawn(("a", 42));
world.spawn(("b", 0));
world.spawn(("c", 7));

// Create a simple system to print the entities
let print_system = | w: SubWorld<(& &'static str, &i32)> | {
  w.query::<(&&'static str, &i32)>().iter().for_each(|(e, val)| {
    println!("Entity {:?}: {:?}", e, val);
  })
};

// Get a component from a specific entity, failing gracefully if the entity
// didn't exist or the subworld did not support the component. The result
// will propogate to the schedule execution.
let get_system = move | w: SubWorld<&i32> | -> anyhow::Result<()> {
  let val = w.get::<i32>(a)?;

  // Prints the answer to life, the universe, and everything.
  // Welp, maybe not how to please the borrow checker, but almost
  // everything.
  println!("Got: {}", *val);

  Ok(())
};

// Declare a system which borrows the app and prints it.
// This requires that a reference to app was provided to execute.
// Otherwise, the system fails and returns an error, which propogates to the
// schedule and stops execution.

// It is also possible to modify the app via `mut Write<App>`
let print_app = |app: Read<App>| {
    println!("App: {:?}", app);
};

// Note: the `hecs_schedule::CommandBuffer` is a superset of `hecs::CommandBuffer` and is
// accesible as a shared resource from systems.
let spawn_system = |mut cmd: Write<hecs_schedule::CommandBuffer>| {
    cmd.spawn(("c", 5));
};

// Construct a schedule
let mut schedule = Schedule::builder()
    .add_system(spawn_system)
    .add_system(print_system)
    .add_system(print_app)
    .add_system(get_system)
    .build();

// Execute the schedule's systems and provide the world and app. This will parallelize as much
// as possible.
schedule.execute((&mut world, &mut app)).expect("Failed to execute schedule");

Dependencies

~2.2–3MB
~55K SLoC