[][src]Crate shred

Shared resource dispatcher

This library allows to dispatch systems, which can have interdependencies, shared and exclusive resource access, in parallel.

Examples

extern crate shred;

use shred::{DispatcherBuilder, Read, Resource, ResourceId, System, SystemData, World, Write};

#[derive(Debug, Default)]
struct ResA;

#[derive(Debug, Default)]
struct ResB;

#[derive(SystemData)] // Provided with `shred-derive` feature
struct Data<'a> {
    a: Read<'a, ResA>,
    b: Write<'a, ResB>,
}

struct EmptySystem;

impl<'a> System<'a> for EmptySystem {
    type SystemData = Data<'a>;

    fn run(&mut self, bundle: Data<'a>) {
        println!("{:?}", &*bundle.a);
        println!("{:?}", &*bundle.b);
    }
}

fn main() {
    let mut world = World::empty();
    let mut dispatcher = DispatcherBuilder::new()
        .with(EmptySystem, "empty", &[])
        .build();
    world.insert(ResA);
    world.insert(ResB);

    dispatcher.dispatch(&mut world);
}

Once you are more familiar with how system data and parallelization works, you can take look at a more flexible and performant way to dispatch: ParSeq. Using it is bit trickier, but it allows dispatching without any virtual function calls.

Re-exports

pub use shred_derive::SystemData;

Modules

cell

Helper module for some internals, most users don't need to interact with it.

Macros

par

The par! macro may be used to easily create a structure which runs things in parallel.

seq

The seq! macro may be used to easily create a structure which runs things sequentially.

Structs

AsyncDispatcher

Like, Dispatcher but works asynchronously.

BatchAccessor

The BatchAccessor is used to notify the main dispatcher of the read and write resources of the Systems contained in the batch ("sub systems").

BatchUncheckedWorld

The BatchUncheckedWorld wraps an instance of the world. You have to specify this as SystemData for a System implementing BatchController.

DefaultBatchControllerSystem

The DefaultBatchControllerSystem is a simple implementation that will dispatch the inner dispatcher one time.

DefaultProvider

A SetupHandler that simply uses the default implementation.

Dispatcher

The dispatcher struct, allowing systems to be executed in parallel.

DispatcherBuilder

Builder for the Dispatcher.

Entry

An entry to a resource of the World struct. This is similar to the Entry API found in the standard library.

Fetch

Allows to fetch a resource in a system immutably.

FetchMut

Allows to fetch a resource in a system mutably.

MetaIter

An iterator for the MetaTable.

MetaIterMut

A mutable iterator for the MetaTable.

MetaTable

The MetaTable which allows to store object-safe trait implementations for resources.

PanicHandler

A setup handler that simply does nothing and thus will cause a panic on fetching. The panic will provide the type name if the nightly feature of shred is enabled.

Par

Runs two tasks in parallel. These two tasks are called head and tail in the following documentation.

ParSeq

A dispatcher intended to be used with Par and Seq structures.

Read

Allows to fetch a resource in a system immutably.

ResourceId

The id of a Resource, which simply wraps a type id and a "dynamic ID". The "dynamic ID" is usually just left 0, and, unless such documentation says otherwise, other libraries will assume that it is always 0; non-zero IDs are only used for special resource types that are specifically defined in a more dynamic way, such that resource types can essentially be created at run time, without having different static types.

Seq

Runs two tasks sequentially. These two tasks are called head and tail in the following documentation.

StaticAccessor

The static accessor that is used for SystemData.

World

A [Resource] container, which provides methods to insert, access and manage the contained resources.

Write

Allows to fetch a resource in a system mutably.

Enums

AccessorCow

Either an Accessor of the system T or a reference to it.

RunningTime

Traits

Accessor

A trait for accessing read/write multiple resources from a system. This can be used to create dynamic systems that don't specify what they fetch at compile-time.

BatchController

The BatchController is the additional trait that a normal System must implement in order to be used as a system controlling the execution of a batch.

CastFrom

Helper trait for the MetaTable. This trait is required to be implemented for a trait to be compatible with the meta table.

DynamicSystemData

A struct implementing system data indicates that it bundles some resources which are required for the execution.

Resource

A resource is a data slot which lives in the World can only be accessed according to Rust's typical borrowing model (one writer xor multiple readers).

RunNow

Trait for fetching data and running systems. Automatically implemented for systems.

RunWithPool

Similar to RunNow except additionally taking in a rayon::ThreadPool for parallelism.

SetupHandler

A setup handler performing the fetching of T.

System

A System, executed with a set of required Resources.

SystemData

A static system data that can specify its dependencies at statically (at compile-time). Most system data is a SystemData, the DynamicSystemData type is only needed for very special setups.

Type Definitions

ReadExpect

Allows to fetch a resource in a system immutably. This will panic if the resource does not exist. Usage of Read or Option<Read> is therefore recommended.

ResourcesDeprecated

Alias for World for easier migration to the new version. Will be removed in the future.

WriteExpect

Allows to fetch a resource in a system mutably. This will panic if the resource does not exist. Usage of Write or Option<Write> is therefore recommended.