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feat: ExecutionMode control for Flexible Processing #2535

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merged 1 commit into from
Dec 6, 2024

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Eideren
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@Eideren Eideren commented Dec 1, 2024

PR Details

See title

Related Issue

Fix #2532

Types of changes

  • Docs change / refactoring / dependency upgrade
  • Bug fix (non-breaking change which fixes an issue)
  • New feature (non-breaking change which adds functionality)
  • Breaking change (fix or feature that would cause existing functionality to change)

Checklist

  • My change requires a change to the documentation.
  • I have added tests to cover my changes.
  • All new and existing tests passed.
  • I have built and run the editor to try this change out.

@Eideren Eideren added the area-Core Issue of the engine unrelated to other defined areas label Dec 1, 2024
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@Doprez Doprez left a comment

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One question but functionally this looks good to me.


namespace Stride.Engine.FlexibleProcessing
{
public interface IProcessorBase
{
/// <summary> The logic using this value expects it to be constant at runtime </summary>
ExecutionMode ExecutionMode => ExecutionMode.Runtime;
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Do we want the default to act like a regular EntityProcessor for the sake of consistency?

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I think most users would actually expect their processors to only run at runtime out of the box, like script do. I understand that it's a bit counter intuitive when you come from how EntityProcessor work out of the box, which is why I wanted to change that as well but that's a far bigger breaking change

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With the amount of times I have crashed the editor due to me forgetting to add ExecutionMode I fully agree with that logic.

Sounds good to me then.

@Eideren Eideren merged commit c6d6483 into stride3d:master Dec 6, 2024
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FlexibleProcessing runs in GameStudio always
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