refactor(engine): ambiguity burn-down batch 3 — board paint chain, 171 → 47
Test / test (pull_request) Failing after 17m32s
Test / test (pull_request) Failing after 17m32s
The Sprite/Transform cluster (112 pairs) was every board painter racing every other one. Two structural moves: - BoardVisuals set (card_plugin): all card/marker painters run as ONE deterministic chain in data-flow order — layout refinement → card authority (sync_cards_on_change) → flip anims → shadows → highlights → stock indicators → resize snapping → corner labels — with LayoutSystem::UpdateOnResize ordered before the whole set and the table plugin's marker painters chained after it. Paint order is now identical every frame instead of scheduler-dependent. - UiTextFx set (ui_theme): chrome text effects (score pulse/floater, streak flourish, modal enter, focus-ring pulse) animate Transform on UI entities only; they are declared ambiguous with BoardVisuals and with each other — the entity domains are disjoint by construction. All chain members are cheap and change-gated; sequential execution is not a measurable cost for a card game. Existing ordering constraints (fan-frac before sync, shadows after sync, snap after collect) are preserved inside the chain. Baseline ratchets 171 → 47. Remaining: long tail of small subjects (input, event writers, AutoCompleteState, HudVisibility). Refs #143 Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
@@ -533,6 +533,17 @@ fn should_apply_resize(now_secs: f32, last_applied_secs: f32) -> bool {
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/// Renders cards by reading `GameStateResource` on `StateChangedEvent`.
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pub struct CardPlugin;
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/// System set for everything that paints the board: card sprites, pile
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/// markers, shadows, highlights, badges. Members mutate `Sprite` /
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/// `Transform` on board entities and run as a deterministic chain (see the
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/// registration in [`CardPlugin`]'s `build`); table-plugin marker painters
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/// order themselves after this set. UI-domain systems that touch `Sprite`/
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/// `Transform` on non-board entities (HUD text pulses, modal cards) declare
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/// `.ambiguous_with(BoardVisuals)` instead — the entity domains are
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/// disjoint by design (#143).
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#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
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pub struct BoardVisuals;
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impl Plugin for CardPlugin {
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fn build(&self, app: &mut App) {
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// PostStartup ensures TablePlugin's Startup system has inserted
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@@ -558,35 +569,45 @@ impl Plugin for CardPlugin {
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update_stock_empty_indicator_startup,
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),
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)
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// Layout recompute (UpdateOnResize) always precedes board
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// painting, and the painters run as ONE deterministic chain in
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// data-flow order: layout refinement → card authority → anims →
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// shadows → highlights → indicators → resize snapping → labels.
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// Every painter mutates card/marker Sprite+Transform, so without
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// the chain each pair is a scheduler ambiguity (#143). All
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// members are cheap and mostly change-gated; sequential
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// execution is not a cost that matters here.
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.configure_sets(
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Update,
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LayoutSystem::UpdateOnResize.before(BoardVisuals),
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)
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.add_systems(
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Update,
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(
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update_tableau_fan_frac
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.after(GameMutation)
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.before(sync_cards_on_change),
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sync_cards_on_change.after(GameMutation),
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resync_cards_on_settings_change.before(sync_cards_on_change),
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start_flip_anim.after(GameMutation),
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update_tableau_fan_frac,
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resync_cards_on_settings_change,
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sync_cards_on_change,
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start_flip_anim,
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tick_flip_anim,
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update_drag_shadow,
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update_card_shadows_on_drag.after(sync_cards_on_change),
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tick_hint_highlight.after(GameMutation),
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handle_right_click.after(GameMutation),
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update_card_shadows_on_drag,
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handle_right_click,
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tick_right_click_highlights,
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clear_right_click_highlights_on_state_change.after(GameMutation),
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clear_right_click_highlights_on_state_change,
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clear_right_click_highlights_on_pause,
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update_stock_empty_indicator.after(GameMutation),
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tick_hint_highlight,
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update_stock_empty_indicator,
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update_stock_count_badge
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.after(GameMutation)
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.run_if(resource_changed::<GameStateResource>),
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collect_resize_events.after(LayoutSystem::UpdateOnResize),
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snap_cards_on_window_resize
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.after(collect_resize_events)
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.after(GameMutation),
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),
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collect_resize_events,
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snap_cards_on_window_resize,
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resize_android_corner_labels,
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)
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.chain()
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.in_set(BoardVisuals)
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.after(GameMutation),
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);
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app.add_systems(Update, resize_android_corner_labels);
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app.add_systems(PostUpdate, rebuild_card_entity_index);
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}
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}
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@@ -54,6 +54,7 @@ use crate::time_attack_plugin::TimeAttackResource;
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use crate::ui_focus::{FocusGroup, Focusable};
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use crate::ui_modal::ModalScrim;
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use crate::ui_theme::SPACE_2;
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use crate::ui_theme::UiTextFx;
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use crate::ui_theme::{
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ACCENT_PRIMARY, ACCENT_SECONDARY, BG_ELEVATED, BG_ELEVATED_HI, BG_ELEVATED_PRESSED,
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BG_HUD_BAND, BORDER_SUBTLE, HighContrastBorder, MOTION_SCORE_PULSE_SECS,
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@@ -500,13 +501,19 @@ impl Plugin for HudPlugin {
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advance_score_floater,
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)
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.chain()
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.after(GameMutation),
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.after(GameMutation)
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.in_set(UiTextFx)
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.ambiguous_with(UiTextFx)
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.ambiguous_with(crate::card_plugin::BoardVisuals),
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)
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.add_systems(
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Update,
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(start_streak_flourish, advance_streak_flourish)
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.chain()
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.after(GameMutation),
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.after(GameMutation)
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.in_set(UiTextFx)
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.ambiguous_with(UiTextFx)
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.ambiguous_with(crate::card_plugin::BoardVisuals),
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)
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.add_systems(
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Update,
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@@ -38,7 +38,7 @@ mod tests {
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/// ordering edge — add `.before`/`.after` (order matters) or
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/// `.ambiguous_with` (provably order-independent) at the registration
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/// site. When triage lowers the real count, lower this constant too.
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const AMBIGUITY_BASELINE: usize = 171;
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const AMBIGUITY_BASELINE: usize = 47;
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fn cluster_app() -> App {
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let mut app = App::new();
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@@ -101,10 +101,17 @@ impl Plugin for TablePlugin {
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(
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on_safe_area_changed.before(LayoutSystem::UpdateOnResize),
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on_window_resized.in_set(LayoutSystem::UpdateOnResize),
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apply_theme_on_settings_change,
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apply_hint_pile_highlight,
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tick_hint_pile_highlights,
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sync_pile_marker_visibility.after(GameMutation),
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// Marker painters: deterministic chain after the card
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// paint pipeline — markers and cards share Sprite/
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// Transform access (#143).
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(
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apply_theme_on_settings_change,
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apply_hint_pile_highlight,
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tick_hint_pile_highlights,
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sync_pile_marker_visibility.after(GameMutation),
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)
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.chain()
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.after(crate::card_plugin::BoardVisuals),
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),
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);
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}
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@@ -149,7 +149,11 @@ impl Plugin for UiFocusPlugin {
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clear_hud_focus_on_unhover,
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handle_focus_keys,
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update_focus_overlay,
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pulse_focus_overlay.after(crate::settings_plugin::SettingsMutation),
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pulse_focus_overlay
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.after(crate::settings_plugin::SettingsMutation)
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.in_set(crate::ui_theme::UiTextFx)
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.ambiguous_with(crate::ui_theme::UiTextFx)
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.ambiguous_with(crate::card_plugin::BoardVisuals),
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)
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.chain(),
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);
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@@ -696,7 +696,10 @@ impl Plugin for UiModalPlugin {
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paint_modal_buttons,
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)
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.chain()
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.after(crate::settings_plugin::SettingsMutation),
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.after(crate::settings_plugin::SettingsMutation)
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.in_set(crate::ui_theme::UiTextFx)
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.ambiguous_with(crate::ui_theme::UiTextFx)
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.ambiguous_with(crate::card_plugin::BoardVisuals),
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);
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// Click-outside-to-dismiss is independent of the open
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// animation chain — it reads `just_pressed(Left)` and runs
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@@ -698,3 +698,12 @@ mod tests {
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assert_eq!(scaled_duration(0.18, AnimSpeed::Instant), 0.0);
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}
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}
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/// System set for text/UI visual effects that animate `Transform`/`Sprite`
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/// on chrome entities (HUD score pulse, streak flourish, modal enter, focus
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/// ring). These never touch board entities, so members are declared
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/// `.ambiguous_with(BoardVisuals)` and `.ambiguous_with(UiTextFx)` — the
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/// entity domains are disjoint by construction and relative order within a
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/// frame is invisible (#143).
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#[derive(bevy::ecs::schedule::SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
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pub struct UiTextFx;
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