Apply side effects after running system (#5)

Deferred side effects(Commands) that were pushed in scripting exposed
systems were never applied. This commit applies deferred
This commit is contained in:
Jarosław Konik 2023-08-23 17:23:32 +02:00 committed by GitHub
parent db3258e832
commit 6f35089693
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GPG key ID: 4AEE18F83AFDEB23
3 changed files with 55 additions and 1 deletions

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@ -0,0 +1 @@
spawn_entity();

51
examples/side_effects.rs Normal file
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@ -0,0 +1,51 @@
use bevy::{app::AppExit, ecs::event::ManualEventReader, prelude::*};
use bevy_scriptum::{prelude::*, Script};
#[derive(Component)]
struct Comp;
fn main() {
App::new()
// This is just needed for headless console app, not needed for a regular bevy game
// that uses a winit window
.set_runner(move |mut app: App| {
let mut app_exit_event_reader = ManualEventReader::<AppExit>::default();
loop {
if let Some(app_exit_events) = app.world.get_resource_mut::<Events<AppExit>>() {
if app_exit_event_reader
.iter(&app_exit_events)
.last()
.is_some()
{
break;
}
}
app.update();
}
})
.add_plugins(DefaultPlugins)
.add_plugins(ScriptingPlugin::default())
.add_systems(Startup, startup)
.add_systems(Update, print_entity_names_and_quit)
.add_script_function(String::from("spawn_entity"), spawn_entity)
.run();
}
fn spawn_entity(mut commands: Commands) {
commands.spawn(Name::new("SpawnedEntity"));
}
fn startup(mut commands: Commands, assets_server: Res<AssetServer>) {
commands.spawn((Script::new(
assets_server.load("examples/side_effects.rhai"),
),));
}
fn print_entity_names_and_quit(query: Query<&Name>, mut exit: EventWriter<AppExit>) {
if !query.is_empty() {
for e in &query {
println!("{}", e);
}
exit.send(AppExit);
}
}

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@ -57,7 +57,9 @@ where
let mut inner_system = IntoSystem::into_system(self);
inner_system.initialize(world);
let system_fn = move |_args: In<Vec<Dynamic>>, world: &mut World| {
Dynamic::from(inner_system.run((), world))
let result = inner_system.run((), world);
inner_system.apply_deferred(world);
Dynamic::from(result)
};
let system = IntoSystem::into_system(system_fn);
CallbackSystem {