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//! **Sh**ared **re**source **d**ispatcher //! //! This library allows to dispatch //! systems, which can have interdependencies, //! shared and exclusive resource access, in parallel. //! //! # Examples //! //! ```rust //! extern crate shred; //! //! use shred::{DispatcherBuilder, Read, Resource, ResourceId, System, SystemData, World, Write}; //! //! #[derive(Debug, Default)] //! struct ResA; //! //! #[derive(Debug, Default)] //! struct ResB; //! //! # #[cfg(feature = "shred-derive")] //! #[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); //! } //! } //! //! let mut world = World::empty(); //! let mut dispatcher = DispatcherBuilder::new() //! .with(EmptySystem, "empty", &[]) //! .build(); //! world.insert(ResA); //! world.insert(ResB); //! //! dispatcher.dispatch(&mut world); //! # //! # // The following is required for the snippet to compile without the `shred-derive` feature. //! # //! # #[cfg(not(feature = "shred-derive"))] //! # struct Data<'a> { //! # a: Read<'a, ResA>, //! # b: Write<'a, ResB>, //! # } //! # //! # #[cfg(not(feature = "shred-derive"))] //! # impl<'a> SystemData<'a> for Data<'a> { //! # fn setup(world: &mut World) { //! # Read::<'_, ResA>::setup(world); //! # Write::<'_, ResB>::setup(world); //! # } //! # //! # fn fetch(world: &'a World) -> Self { //! # Self { //! # a: Read::<'_, ResA>::fetch(world), //! # b: Write::<'_, ResB>::fetch(world), //! # } //! # } //! # //! # fn reads() -> Vec<ResourceId> { //! # Read::<'_, ResA>::reads() //! # } //! # //! # fn writes() -> Vec<ResourceId> { //! # Write::<'_, ResB>::writes() //! # } //! # } //! ``` //! //! 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. #![deny(unused_must_use)] #![warn(missing_docs)] pub mod cell; mod dispatch; mod meta; mod system; mod world; /// A reexport of the `#[derive(SystemData]` macro provided by `shred-derive`. /// This requires that the `shred-derive` feature is enabled. #[cfg(feature = "shred-derive")] pub use shred_derive::SystemData; #[cfg(feature = "parallel")] pub use crate::dispatch::AsyncDispatcher; #[cfg(feature = "parallel")] pub use crate::dispatch::{Par, ParSeq, RunWithPool, Seq}; pub use crate::{ dispatch::{ BatchAccessor, BatchController, BatchUncheckedWorld, DefaultBatchControllerSystem, Dispatcher, DispatcherBuilder, }, meta::{CastFrom, MetaIter, MetaIterMut, MetaTable}, system::{ Accessor, AccessorCow, DynamicSystemData, RunNow, RunningTime, StaticAccessor, System, SystemData, }, world::{ DefaultProvider, Entry, Fetch, FetchMut, PanicHandler, Read, ReadExpect, Resource, ResourceId, SetupHandler, World, Write, WriteExpect, }, }; /// Alias for `World` for easier migration to the new version. Will be removed /// in the future. #[deprecated(since = "0.8.0", note = "renamed to `World`")] pub type Resources = World;