adding some drama
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@ -22,13 +22,15 @@ We also have a TeleportSystem that needs to teleport the character forward a bit
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Now we have our MotionSystem. The MotionSystem declares that it Mutates the TransformComponent, reads the MotionMessages that apply to each TransformComponent, and applies them simultaneously, adding their *x* and *y* values to the TransformComponent. Voilà! No race conditions! And we can re-use similar behaviors easily without re-writing code by consolidating Messages.
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Now we have our MotionSystem. The MotionSystem declares that it Mutates the TransformComponent, reads the MotionMessages that apply to each TransformComponent, and applies them simultaneously, adding their *x* and *y* values to the TransformComponent. Voilà! No race conditions! And we can re-use similar behaviors easily without re-writing code by consolidating Messages.
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You might be wondering: how does the game know which order these systems need to be in?
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You might be wondering: how does the game know which order these systems need to be in? Well...
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With the power of graph theory, we can construct an order for our Systems so that any System which Emits a certain Message runs before any System that Reads the same Message. This means, when you write behavior for your game, you *never* have to specify the order in which your Systems run. You simply write code, and the Systems run in a valid order, every time, without surprising you.
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**Encompass figures it out for you.**
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That's right! With the power of graph theory, we can construct an order for our Systems so that any System which Emits a certain Message runs before any System that Reads the same Message. This means, when you write behavior for your game, you *never* have to specify the order in which your Systems run. You simply write code, and the Systems run in a valid order, every time, without surprising you.
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Of course, to accomplish this, there are some restrictions that your Systems must follow.
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Of course, to accomplish this, there are some restrictions that your Systems must follow.
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Systems are not allowed to create message cycles: if System A emits Message B, which is read by System B which emits Message C, which is read by System A, then we cannot create a valid ordering of Systems. This is not a flaw in the architecture: A message cycle is simply evidence that you haven't quite thought through what your Systems are doing, and can generally be easily eliminated by the introduction of a new System.
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Systems are not allowed to create message cycles. If System A emits Message B, which is read by System B which emits Message C, which is read by System A, then we cannot create a valid ordering of Systems. This is not a flaw in the architecture: A message cycle is simply evidence that you haven't quite thought through what your Systems are doing, and can generally be easily eliminated by the introduction of a new System.
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Two separate systems are not allowed to Mutate the same Component. Obviously, if we allowed this, we would introduce the possibility of two Systems changing the same component, creating a race condition. If we have two Systems where it makes sense to change the same Component, we can create a new Message and System to consolidate the changes, and avoid race conditions.
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Two separate systems are not allowed to Mutate the same Component. Obviously, if we allowed this, we would introduce the possibility of two Systems changing the same component, creating a race condition. If we have two Systems where it makes sense to change the same Component, we can create a new Message and System to consolidate the changes, and avoid race conditions.
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