You are an expert in writing code in many different languages. Your goal is to perform code completion for the following code, keeping in mind the rest of the code and the file meta data.
    Metadata details:
    filename: systems.rs
    path of file: ./repos/feather/feather/old/server/src
    
    the code of the file until where you have to start completion: //! Defines all systems and the order in which they are executed.

use fecs::Executor;

use feather_server_chunk as chunk_logic;
use feather_server_entity as entity;
use feather_server_physics as physics;
use feather_server_player as player;
use feather_server_types as game;
use feather_server_util as util;
use feather_server_weather as weather;

pub fn build_executor() -> Executor {
    Executor::new()
        .with(player::poll_player_disconnect)
        .with(player::poll_new_clients)
        .with(physics::entity_physics)
        .with(player::handle_movement_packets)
        .with(player::handle_close_window)
        .with(player::handle_creative_inventory_action)
        .with(player::handle_click_windows)
        .with(player::handle_held_item_change)
        .with
    
pub fn build_executor() -> Executor {
    Executor::new()
        .with(player::poll_player_disconnect)
        .with(player::poll_new_clients)
        .with(physics::entity_physics)
        .with(player::handle_movement_packets)
        .with(player::handle_close_window)
        .with(player::handle_creative_inventory_action)
        .with(player::handle_click_windows)
        .with(player::handle_held_item_change)
        .with(player::handle_animation)
        .with(player::handle_player_block_placement)
        .with(player::handle_player_use_item)
        .with(player::handle_player_digging)
        .with(player::advance_dig_progress)
        .with(player::broadcast_block_break_animation)
        .with(player::handle_client_status)
        .with(player::handle_chat)
        .with(player::flush_player_message_receiver)
        .with(game::task::run_sync_tasks)
        .with(player::send_teleported)
        .with(weather::update_weather)
        .with(entity::item::item_collect)
        .with(chunk_logic::handle_chunk_worker_replies)
        .with(chunk_logic::chunk_unload)
        .with(chunk_logic::chunk_optimize)
        .with(player::check_crossed_chunks)
        .with(player::broadcast_keepalive)
        .with(entity::broadcast_movement)
        .with(entity::update_blocks_fallen)
        .with(entity::broadcast_velocity)
        .with(entity::falling_block::spawn_falling_blocks)
        .with(entity::supported_blocks::break_unsupported_blocks)
        .with(chunk_logic::chunk_save)
        .with(game::reset_bump_allocators)
        .with(game::increment_tick_count)
        .with(util::increment_time)
        .with(entity::previous_position_velocity_reset) // should be at end
}