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Hey there! I'm making a game that uses a p2p rollback networking model and I'm having an issue because of the non-deterministic system order. There are a set of systems, the ones for handling item spawning in my game, that I really don't care what order they run in, but I need to make sure that they always run in the same order, whatever that order is. I'm also fine running them single-threaded. Does anybody have a simple implementation of the I could alternatively add explicit ordering between my systems, but that's annoying because I am going to have a growing list of items, all in different files, and trying to put an explicit ordering between them is going to be error prone as we add more items, especially when I really don't care what order they run in, just that it doesn't change between different executions of the game. |
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does |
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Stageless should introduce a utility for setting up strict linear ordering of systems. In the meantime, #2381 detailed an API for tighter control over system ordering, which has been forked off into the |
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Stageless should introduce a utility for setting up strict linear ordering of systems. In the meantime, #2381 detailed an API for tighter control over system ordering, which has been forked off into the
bevy_system_graph
ecosystem crate.