Add directory related functions to AndroidAssetReader (#11495)
# Objective - Fixes #9968 ## Solution - Uses [open_dir](https://docs.rs/ndk/latest/ndk/asset/struct.AssetManager.html#method.open_dir) to read directories and collects child list, since it can't be shared across threads. - For `is_directory`, uses result of [open](https://docs.rs/ndk/latest/ndk/asset/struct.AssetManager.html#method.open), which will fail for directories. I tried using the result of `open_dir` for this, but it was successful for files too, which made loading folders return empty lists, since `open_dir` was successful and treated all files as empty directories. - Ignoring `meta` files was copied from filesystem implementation --- ## Changelog - Fixed: Android's AssetReader implementation now supports read_directory and is_directory. ## Notes I noticed late that there was the #9968 issue (I only noticed #9591), so I have also missed that a PR was already open (#9969). Feel free to copy over the fixes from this one over there. The only difference I notice between these 2, is that I have used `open` instead of `open_dir` for `is_directory` implementation. I have tried with `open_dir` too, but unfortunately that didn't work. I tested this on an actual device, using the mobile example, by making some minor changes: ```rust #[derive(Resource)] struct FolderAssets(Handle<LoadedFolder>); // the `bevy_main` proc_macro generates the required boilerplate for iOS and Android #[bevy_main] fn main() { // ... .add_systems(Startup, (setup_scene, load_music_files)) .add_systems( Update, // Removed the handle_lifetime since AudioBundle is added later (touch_camera, button_handler, setup_music), ); // ... } fn load_music_files(asset_server: Res<AssetServer>, mut commands: Commands) { let sounds = asset_server.load_folder("sounds"); commands.insert_resource(FolderAssets(sounds)); } fn setup_music( mut commands: Commands, folders: Res<Assets<LoadedFolder>>, mut loaded_event: EventReader<AssetEvent<LoadedFolder>>, ) { for event in loaded_event.read() { if let AssetEvent::LoadedWithDependencies { id } = event { if let Some(folder) = folders.get(*id) { warn!("Folder items: {:?}", folder.handles); if let Some(source) = folder.handles.first() { commands.spawn(AudioBundle { source: source.clone().typed::<AudioSource>(), settings: PlaybackSettings::LOOP, }); } } } } } ``` --------- Co-authored-by: Kanabenki <lucien.menassol@gmail.com> Co-authored-by: François Mockers <francois.mockers@vleue.com>
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@ -1,16 +1,15 @@
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use crate::io::{
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get_meta_path, AssetReader, AssetReaderError, EmptyPathStream, PathStream, Reader, VecReader,
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};
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use alloc::ffi::CString;
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use crate::io::{get_meta_path, AssetReader, AssetReaderError, PathStream, Reader, VecReader};
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use bevy_utils::tracing::error;
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use std::path::Path;
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use futures_lite::stream;
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use std::{ffi::CString, path::Path};
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/// [`AssetReader`] implementation for Android devices, built on top of Android's [`AssetManager`].
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///
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/// Implementation details:
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///
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/// - [`load_path`](AssetIo::load_path) uses the [`AssetManager`] to load files.
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/// - [`read_directory`](AssetIo::read_directory) always returns an empty iterator.
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/// - All functions use the [`AssetManager`] to load files.
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/// - [`is_directory`](AssetReader::is_directory) tries to open the path
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/// as a normal file and treats an error as if the path is a directory.
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/// - Watching for changes is not supported. The watcher method will do nothing.
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///
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/// [AssetManager]: https://developer.android.com/reference/android/content/res/AssetManager
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@ -46,15 +45,53 @@ impl AssetReader for AndroidAssetReader {
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async fn read_directory<'a>(
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&'a self,
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_path: &'a Path,
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path: &'a Path,
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) -> Result<Box<PathStream>, AssetReaderError> {
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let stream: Box<PathStream> = Box::new(EmptyPathStream);
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error!("Reading directories is not supported with the AndroidAssetReader");
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Ok(stream)
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let asset_manager = bevy_winit::ANDROID_APP
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.get()
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.expect("Bevy must be setup with the #[bevy_main] macro on Android")
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.asset_manager();
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let opened_assets_dir = asset_manager
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.open_dir(&CString::new(path.to_str().unwrap()).unwrap())
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.ok_or(AssetReaderError::NotFound(path.to_path_buf()))?;
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let mapped_stream = opened_assets_dir
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.filter_map(move |f| {
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let file_path = path.join(Path::new(f.to_str().unwrap()));
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// filter out meta files as they are not considered assets
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if let Some(ext) = file_path.extension().and_then(|e| e.to_str()) {
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if ext.eq_ignore_ascii_case("meta") {
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return None;
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}
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}
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Some(file_path.to_owned())
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})
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.collect::<Vec<_>>();
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let read_dir: Box<PathStream> = Box::new(stream::iter(mapped_stream));
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Ok(read_dir)
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}
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async fn is_directory<'a>(&'a self, _path: &'a Path) -> Result<bool, AssetReaderError> {
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error!("Reading directories is not supported with the AndroidAssetReader");
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Ok(false)
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async fn is_directory<'a>(
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&'a self,
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path: &'a Path,
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) -> std::result::Result<bool, AssetReaderError> {
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let asset_manager = bevy_winit::ANDROID_APP
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.get()
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.expect("Bevy must be setup with the #[bevy_main] macro on Android")
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.asset_manager();
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// HACK: `AssetManager` does not provide a way to check if path
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// points to a directory or a file
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// `open_dir` succeeds for both files and directories and will only
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// fail if the path does not exist at all
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// `open` will fail for directories, but it will work for files
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// The solution here was to first use `open_dir` to eliminate the case
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// when the path does not exist at all, and then to use `open` to
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// see if that path is a file or a directory
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let cpath = CString::new(path.to_str().unwrap()).unwrap();
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let _ = asset_manager
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.open_dir(&cpath)
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.ok_or(AssetReaderError::NotFound(path.to_path_buf()))?;
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Ok(asset_manager.open(&cpath).is_none())
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}
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}
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