geese

Crates.iogeese
lib.rsgeese
version0.3.9
sourcesrc
created_at2022-11-23 15:38:52.239717
updated_at2024-02-25 02:15:10.319242
descriptionDead-simple game event system for Rust.
homepage
repositoryhttps://github.com/DouglasDwyer/geese
max_upload_size
id721717
size186,504
Douglas Dwyer (DouglasDwyer)

documentation

README

geese

Crates.io Docs.rs

Geese is a game event system for Rust, built to allow modular game engine design.

In Geese, a system is a struct with internal state and a collection of associated event handlers. Systems can raise events and react to events raised by other systems. Systems may also declare dependencies on other systems, which allow them to borrow those systems during event processing. Geese automatically loads all system dependencies. Any struct can act as an event type, and any struct that implements GeeseSystem can act as a system type.

The following is an example of how to use Geese to load multiple dependent systems, and propogate events between them. The example creates a Geese context, and requests that system B be loaded. When flush_events is called, system A is loaded first (because it is a dependency of B), and then system B is loaded. B receives the typed event, and responds by querying system A for some information.

struct A;

impl A {
    pub fn answer(&self) -> bool {
        true
    }
}

impl GeeseSystem for A {
    fn new(_: GeeseContextHandle<Self>) -> Self {
        Self
    }
}

struct B {
    ctx: GeeseContextHandle<Self>
}

impl B {
    fn test_answer(&mut self, event: &Arc<AtomicBool>) {
        event.store(self.ctx.get::<A>().answer(), Ordering::Relaxed);
    }
}

impl GeeseSystem for B {
    const DEPENDENCIES: Dependencies = dependencies()
        .with::<A>();

    const EVENT_HANDLERS: EventHandlers<Self> = event_handlers()
        .with(Self::test_answer);

    fn new(ctx: GeeseContextHandle<Self>) -> Self {
        Self { ctx }
    }
}

let ab = Arc::new(AtomicBool::new(false));
let mut ctx = GeeseContext::default();
ctx.flush()
    .with(notify::add_system::<B>())
    .with(ab.clone());
assert!(ab.load(Ordering::Relaxed));

A working game of Pong using geese can be found in the examples folder.

Event processing

The following invariants are always upheld during event processing, making it easy to reason about order of execution:

  • If multiple events are raised, they are processed in first-in-first-out (FIFO) order. The notify::flush command can be used for fine-grained control over ordering by starting embedded event cycles.
  • Multiple handlers for the same event on the same system are invoked in the order that they appear in the handlers list.
  • When processing a single event, dependencies' event handlers are always invoked before those of dependents.

Concurrency

Geese can use multithreading to parallelize over work, allowing independent systems to execute event handlers in tandem. Even during multithreading, all invariants of event processing are upheld - from the perspective of a single system, events still execute serially. The more systems one defines, the more parallelism is achieved.

To use Geese with multithreading, employ either the builtin HardwareThreadPool or implement a custom threadpool with the GeeseThreadPool trait.

Commit count: 68

cargo fmt