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[BUG] DebugSystemsBehaviour shows wrong values for Update Systems if also reactive systems are present #33

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TheHacky opened this issue Nov 6, 2020 · 2 comments
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@TheHacky
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TheHacky commented Nov 6, 2020

Describe the bug
When debugging the runtime of systems in inspector with DebugSystemsBehaviour. It shows the wrong values for the update systems.

Unity Version:
Unity 2019.4.12f

To Reproduce

  1. create a new feature
  2. add an IReactiveSystem
  3. add an IUpdateSystem
  4. inspector show values of IUpdateSystem for IReactiveSystem

Expected behavior
The values should be of the right systems.

Additional context
The problem is that both system types will be added to _updateSystemInfos, but only IUpdateSystems will be added to _updateSystems. So there is an inconsistency between both lists. So why should it be handy to add IReactiveSystem to _updateSystemInfos?

If you want, I can create a PullRequest.

@TheHacky TheHacky added the bug Something isn't working label Nov 6, 2020
@jeffcampbellmakesgames
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If you want, I can create a PullRequest.

Hi @TheHacky, if you'd like to fork the repo and create a test scene demonstrating this bug that will certainly make it easier for me to be able to respond to this issue! Thanks for asking.

@jeffcampbellmakesgames jeffcampbellmakesgames self-assigned this Nov 6, 2020
@TheHacky
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Sorry for the late reply. I forked your repo and created a new branch (https://github.com/TheHacky/Entitas-Redux/tree/bug/visual_debug_bug). I added a new folder "Visual Debug Bug" in the "ExampleContent/Scenes". You will find two systems. One UpdateSystem and one ReactiveSystem. The UpdateSystem will sleep for 100ms each frame, but in visual debugging the duration will be shown for the ReactiveSystem.

As I already said it is an inconsistency between _updateSystems and _updateSystemInfos in DebugSystem.

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