temporary fix: make all workloads sequential :/

This commit is contained in:
griffi-gh 2023-03-09 01:14:53 +01:00
parent 7bc81fc72a
commit b96d57326f
11 changed files with 19 additions and 19 deletions

View file

@ -90,5 +90,5 @@ pub fn update_block_placement() -> Workload {
(
pick_block_with_number_keys,
block_placement_system
).into_workload()
).into_sequential_workload(/*into_workload*/)
}

View file

@ -39,5 +39,5 @@ pub fn compute_cameras() -> Workload {
(
update_matrices,
update_frustum,
).into_workload()
).into_sequential_workload(/*into_workload*/)
}

View file

@ -44,5 +44,5 @@ pub fn update_matrices() -> Workload {
(
update_view_matrix,
update_perspective_matrix.run_if(need_perspective_calc),
).into_workload()
).into_sequential_workload(/*into_workload*/)
}

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@ -10,7 +10,7 @@ pub fn update_controllers() -> Workload {
(
update_look,
update_movement
).into_workload()
).into_sequential_workload(/*into_workload*/)
}
const MAX_PITCH: f32 = PI/2. - 0.05;

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@ -50,13 +50,13 @@ pub fn init_gui(
pub fn update_gui() -> Workload {
(
update_gui_view
).into_workload()
).into_sequential_workload(/*into_workload*/)
}
pub fn render_gui() -> Workload {
(
render_progressbars
).into_workload()
).into_sequential_workload(/*into_workload*/)
}
// pub fn gui_testing(

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@ -134,5 +134,5 @@ pub fn process_inputs() -> Workload {
update_input_state,
update_input_state_gamepad,
input_end,
).into_workload()
).into_sequential_workload(/*into_workload*/)
}

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@ -100,5 +100,5 @@ pub fn update_loading_screen() -> Workload {
override_loading,
switch_to_ingame_if_loaded,
despawn_loading_screen_if_switching_state.run_if(is_changing_state),
).into_workload()
).into_sequential_workload(/*into_workload*/)
}

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@ -99,7 +99,7 @@ fn startup() -> Workload {
init_gui,
insert_control_flow_unique,
init_delta_time,
).into_workload()
).into_sequential_workload(/*into_workload*/)
}
fn update() -> Workload {
(
@ -117,26 +117,26 @@ fn update() -> Workload {
).into_sequential_workload().run_if(is_multiplayer).tag("networking"),
(
switch_to_loading_if_connected
).into_workload().run_if(is_connecting),
).into_sequential_workload(/*into_workload*/).run_if(is_connecting),
(
update_loading_screen,
).into_workload().run_if(is_loading),
).into_sequential_workload(/*into_workload*/).run_if(is_loading),
(
update_loaded_world_around_player,
).into_workload().run_if(is_ingame_or_loading),
).into_sequential_workload(/*into_workload*/).run_if(is_ingame_or_loading),
(
update_controllers,
generate_move_events,
update_raycasts,
update_block_placement,
apply_queued_blocks,
).into_workload().run_if(is_ingame),
).into_sequential_workload(/*into_workload*/).run_if(is_ingame),
compute_cameras,
update_gui,
update_state,
exit_on_esc,
disconnect_on_exit.run_if(is_multiplayer),
).into_workload()
).into_sequential_workload(/*into_workload*/)
}
fn render() -> Workload {
(
@ -152,7 +152,7 @@ fn render() -> Workload {
fn after_frame_end() -> Workload {
(
clear_events,
).into_workload()
).into_sequential_workload(/*into_workload*/)
}
#[cfg(all(windows, not(debug_assertions)))]

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@ -114,10 +114,10 @@ pub fn update_networking() -> Workload {
(
set_client_join_state_to_connected,
say_hello,
).into_workload().run_if(if_just_connected),
).into_sequential_workload(/*into_workload*/).run_if(if_just_connected),
(
check_server_hello_response,
).into_workload().run_if(is_join_state::<{ClientJoinState::Connected as u8}>)
).into_sequential_workload(/*into_workload*/).run_if(is_join_state::<{ClientJoinState::Connected as u8}>)
).into_sequential_workload() //HACK Weird issues with shipyard removed
}

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@ -23,5 +23,5 @@ pub fn init_primitives() -> Workload {
(
init_cube_primitive,
init_rect_primitive,
).into_workload()
).into_sequential_workload(/*into_workload*/)
}

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@ -28,7 +28,7 @@ pub fn update_loaded_world_around_player() -> Workload {
unload_downgrade_chunks,
start_required_tasks,
process_completed_tasks,
).into_workload()
).into_sequential_workload(/*into_workload*/)
}
pub fn update_chunks_if_player_moved(