Commit Graph

82 Commits

Author SHA1 Message Date
Jan Hohenheim
6f7c554daa
Fix common capitalization errors in documentation (#14562)
WASM -> Wasm
MacOS -> macOS

Nothing important, just something that annoyed me for a while :)
2024-07-31 21:16:05 +00:00
Jer
4340f7b7c6
add debug logging to ascertain the base path the asset server is using (#13820)
# Objective
Explicitly and exactly know what of the environment variables (if any)
are being used/not-used/found-not-found by the
`bevy_asset::io::file::get_base_path()`.

- Describe the objective or issue this PR addresses:
In a sufficiently complex project, with enough crates and such it _can_
be hard to know what the Asset Server is using as, what in the bevy
parlance is its 'base path', this change seems to be the lowest effort
to discovering that.

## Solution

- Added `debug!` logging to the `FileAssetReader::new()` call.

## Testing
See output by making a project and trying something like
`RUST_LOG=bevy_asset::io::file=debug cargo run`
- Ran Bevy's tests.

- How can other people (reviewers) test your changes?: Intentionally
mess with your `env` variables (BEVY_ASSET_ROOT and CARGO_MANIFEST_DIR,
scatter assets about and attempt to (without this change) locate where
it's going wrong.

- Is there anything specific they need to know?: I encountered this
issue in a rather large workspace with many many crates with multiple
nested asset directories.

- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test? Linux.

---
2024-07-15 14:00:43 +00:00
François Mockers
1ebabcfe4a
fix typo processed_dir (#14220)
# Objective

- fix typo processed_dir
- unblock #14217 

## Solution

- fix typo processed_dir
2024-07-08 11:29:40 +00:00
François Mockers
c994c15d5e
EmptyPathStream is only used in android/wasm32 (#14200)
# Objective

- `EmptyPathStream` is only used in android and wasm32
- This now makes rust nightly warn

## Solution

- flag the struct to only be present when needed
- also change how `MorphTargetNames` is used because that makes rust
happier?
2024-07-07 19:54:53 +00:00
Joseph
5876352206
Optimize common usages of AssetReader (#14082)
# Objective

The `AssetReader` trait allows customizing the behavior of fetching
bytes for an `AssetPath`, and expects implementors to return `dyn
AsyncRead + AsyncSeek`. This gives implementors of `AssetLoader` great
flexibility to tightly integrate their asset loading behavior with the
asynchronous task system.

However, almost all implementors of `AssetLoader` don't use the async
functionality at all, and just call `AsyncReadExt::read_to_end(&mut
Vec<u8>)`. This is incredibly inefficient, as this method repeatedly
calls `poll_read` on the trait object, filling the vector 32 bytes at a
time. At my work we have assets that are hundreds of megabytes which
makes this a meaningful overhead.

## Solution

Turn the `Reader` type alias into an actual trait, with a provided
method `read_to_end`. This provided method should be more efficient than
the existing extension method, as the compiler will know the underlying
type of `Reader` when generating this function, which removes the
repeated dynamic dispatches and allows the compiler to make further
optimizations after inlining. Individual implementors are able to
override the provided implementation -- for simple asset readers that
just copy bytes from one buffer to another, this allows removing a large
amount of overhead from the provided implementation.

Now that `Reader` is an actual trait, I also improved the ergonomics for
implementing `AssetReader`. Currently, implementors are expected to box
their reader and return it as a trait object, which adds unnecessary
boilerplate to implementations. This PR changes that trait method to
return a pseudo trait alias, which allows implementors to return `impl
Reader` instead of `Box<dyn Reader>`. Now, the boilerplate for boxing
occurs in `ErasedAssetReader`.

## Testing

I made identical changes to my company's fork of bevy. Our app, which
makes heavy use of `read_to_end` for asset loading, still worked
properly after this. I am not aware if we have a more systematic way of
testing asset loading for correctness.

---

## Migration Guide

The trait method `bevy_asset::io::AssetReader::read` (and `read_meta`)
now return an opaque type instead of a boxed trait object. Implementors
of these methods should change the type signatures appropriately

```rust
impl AssetReader for MyReader {
    // Before
    async fn read<'a>(&'a self, path: &'a Path) -> Result<Box<Reader<'a>>, AssetReaderError> {
        let reader = // construct a reader
        Box::new(reader) as Box<Reader<'a>>
    }

    // After
    async fn read<'a>(&'a self, path: &'a Path) -> Result<impl Reader + 'a, AssetReaderError> {
        // create a reader
    }
}
```

`bevy::asset::io::Reader` is now a trait, rather than a type alias for a
trait object. Implementors of `AssetLoader::load` will need to adjust
the method signature accordingly

```rust
impl AssetLoader for MyLoader {
    async fn load<'a>(
        &'a self,
        // Before:
        reader: &'a mut bevy::asset::io::Reader,
        // After:
        reader: &'a mut dyn bevy::asset::io::Reader,
        _: &'a Self::Settings,
        load_context: &'a mut LoadContext<'_>,
    ) -> Result<Self::Asset, Self::Error> {
}
```

Additionally, implementors of `AssetReader` that return a type
implementing `futures_io::AsyncRead` and `AsyncSeek` might need to
explicitly implement `bevy::asset::io::Reader` for that type.

```rust
impl bevy::asset::io::Reader for MyAsyncReadAndSeek {}
```
2024-07-01 19:59:42 +00:00
Lura
856b39d821
Apply Clippy lints regarding lazy evaluation and closures (#14015)
# Objective

- Lazily evaluate
[default](https://rust-lang.github.io/rust-clippy/master/index.html#/unwrap_or_default)~~/[or](https://rust-lang.github.io/rust-clippy/master/index.html#/or_fun_call)~~
values where it makes sense
  - ~~`unwrap_or(foo())` -> `unwrap_or_else(|| foo())`~~
  - `unwrap_or(Default::default())` -> `unwrap_or_default()`
  - etc.
- Avoid creating [redundant
closures](https://rust-lang.github.io/rust-clippy/master/index.html#/redundant_closure),
even for [method
calls](https://rust-lang.github.io/rust-clippy/master/index.html#/redundant_closure_for_method_calls)
  - `map(|something| something.into())` -> `map(Into:into)`

## Solution

- Apply Clippy lints:
-
~~[or_fun_call](https://rust-lang.github.io/rust-clippy/master/index.html#/or_fun_call)~~
-
[unwrap_or_default](https://rust-lang.github.io/rust-clippy/master/index.html#/unwrap_or_default)
-
[redundant_closure_for_method_calls](https://rust-lang.github.io/rust-clippy/master/index.html#/redundant_closure_for_method_calls)
([redundant
closures](https://rust-lang.github.io/rust-clippy/master/index.html#/redundant_closure)
is already enabled)

## Testing

- Tested on Windows 11 (`stable-x86_64-pc-windows-gnu`, 1.79.0)
- Bevy compiles without errors or warnings and examples seem to work as
intended
  - `cargo clippy` 
  - `cargo run -p ci -- compile` 

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-07-01 15:54:40 +00:00
Shane Celis
e72f4ef9e9
bug: Don't panic. Warn on missing file_watcher path. (new branch) (#13902)
I updated my 'main' branch, which accidentally closed the original PR
#13747. I'm reopening the this from an actual branch on my repo like I
should have done in the first place. Here's the original info from the
first PR:

* * *

# Problem

The `file_watcher` feature panics if the file_watcher's path "assets" is
not present. I stumbled upon this behavior when I was actually testing
against `embedded_watcher`. I had no "assets" directory and didn't need
one for [my project](https://github.com/shanecelis/bevy_plane_cut).

```text
$ cargo run --example simple; # Runs fine.
$ cargo run --example simple --feature embedded_watcher; # Panics
thread 'main' panicked at /Users/shane/.cargo/registry/src/index.crates.io-6f17d22bba15001f/bevy_asset-0.14.0-rc.2/src/io/source.rs:503:21:
Failed to create file watcher from path "assets", Error { kind: PathNotFound, paths: ["/Users/shane/Projects/bevy_plane_cut/assets"] }
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
```

# Opinion

If a project runs without panicing, then adding the `file_watcher`
feature shouldn't cause it to panic.

# Suggested Solution

This PR suggests if the "assets" path does not exist, emit a warning
stating that the file watcher could not be created and why. All other
errors will be treated as before with a panic and a message.

```text
$ cargo run --example simple --feature embedded_watcher; # Panics
2024-06-08T08:55:11.385249Z  WARN bevy_asset::io::source: Skip creating file watcher because path "assets" does not exist.
2024-06-08T08:55:11.385291Z  WARN bevy_asset::io::source: AssetSourceId::Default does not have an AssetWatcher configured. Consider enabling the `file_watcher` feature.
```

The second warning is new and I'd prefer it didn't emit under this
condition, but I'll wait to see whether this is actually regarded as a
bug.

# Testing

No tests added. Compiled against my project and it demonstrated the
suggested behavior.

* * *

I changed the second warning to the following when the `file_watcher`
feature is present. When it's not present, it uses the same warning as
before.

```
024-06-09T01:22:16.880619Z  WARN bevy_asset::io::source: Skip creating file watcher because path "assets" does not exist.
2024-06-09T01:22:16.880660Z  WARN bevy_asset::io::source: AssetSourceId::Default does not have an AssetWatcher configured. Consider adding an "assets" directory.
```
2024-06-21 13:10:57 +00:00
Brandon Reinhart
3122c87702
Provide more information when a filewatcher failure is hit. (#13715)
A naked unwrap led to an opaque error that can be hit when using the
embedded filewatcher.

I've changed this an unwrap_or_else panic! with the error message
providing more details about the failed operation.

A better solution would be to print an error! and not panic...

This was tested with the asset_processing example.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-06-06 19:20:07 +00:00
JMS55
debcf3fb1d
Misc asset code quality and docs (#13382)
* Fix a doc comment for AssetSources
* Move some complicated generics to a where clause and write out T ->
Transformer fully
2024-05-15 18:49:04 +00:00
andristarr
bb76a2c69c
multi_threaded feature rename (#12997)
# Objective

Fixes #12966

## Solution

Renaming multi_threaded feature to match snake case

## Migration Guide

Bevy feature multi-threaded should be refered to multi_threaded from now
on.
2024-05-06 20:49:32 +00:00
BD103
b3d3daad5a
Fix Clippy lints on WASM (#13030)
# Objective

- Fixes #13024.

## Solution

- Run `cargo clippy --target wasm32-unknown-unknown` until there are no
more errors.
  - I recommend reviewing one commit at a time :)

---

## Changelog

- Fixed Clippy lints for `wasm32-unknown-unknown` target.
- Updated `bevy_transform`'s `README.md`.
2024-04-20 09:15:42 +00:00
vero
cab1c5702a
Fix a copy-paste typo doc (#13004)
trivial, new doc copied from
https://github.com/bevyengine/bevy/blob/main/crates/bevy_asset/src/io/mod.rs#L138
2024-04-17 03:11:56 +00:00
Vitaliy Sapronenko
4da4493449
Error info has been added to LoadState::Failed (#12709)
# Objective

Fixes #12667.

## Solution

- Stored
[AssetLoadError](https://docs.rs/bevy/latest/bevy/asset/enum.AssetLoadError.html)
inside of
[LoadState::Failed](https://docs.rs/bevy/latest/bevy/asset/enum.LoadState.html)
as a Box<AssetLoadError> to avoid bloating the size of all variants of
LoadState.
- Fixed dependent code

## Migration guide

Added
[AssetLoadError](https://docs.rs/bevy/latest/bevy/asset/enum.AssetLoadError.html)
to
[LoadState::Failed](https://docs.rs/bevy/latest/bevy/asset/enum.LoadState.html)
option
Removed `Copy`, `Ord` and `PartialOrd` implementations for
[LoadState](https://docs.rs/bevy/latest/bevy/asset/enum.LoadState.html)
enum
Added `Eq` and `PartialEq` implementations for
[MissingAssetSourceError](https://docs.rs/bevy/latest/bevy/asset/io/struct.MissingAssetSourceError.html),
[MissingProcessedAssetReaderError](https://docs.rs/bevy/latest/bevy/asset/io/struct.MissingProcessedAssetReaderError.html),
[DeserializeMetaError](https://docs.rs/bevy/latest/bevy/asset/enum.DeserializeMetaError.html),
[LoadState](https://docs.rs/bevy/latest/bevy/asset/enum.LoadState.html),
[AssetLoadError](https://docs.rs/bevy/latest/bevy/asset/enum.AssetLoadError.html),
[MissingAssetLoaderForTypeNameError](https://docs.rs/bevy/latest/bevy/asset/struct.MissingAssetLoaderForTypeNameError.html)
and
[MissingAssetLoaderForTypeIdError](https://docs.rs/bevy/latest/bevy/asset/struct.MissingAssetLoaderForTypeIdError.html)
2024-04-04 14:04:27 +00:00
Cameron
01649f13e2
Refactor App and SubApp internals for better separation (#9202)
# Objective

This is a necessary precursor to #9122 (this was split from that PR to
reduce the amount of code to review all at once).

Moving `!Send` resource ownership to `App` will make it unambiguously
`!Send`. `SubApp` must be `Send`, so it can't wrap `App`.

## Solution

Refactor `App` and `SubApp` to not have a recursive relationship. Since
`SubApp` no longer wraps `App`, once `!Send` resources are moved out of
`World` and into `App`, `SubApp` will become unambiguously `Send`.

There could be less code duplication between `App` and `SubApp`, but
that would break `App` method chaining.

## Changelog

- `SubApp` no longer wraps `App`.
- `App` fields are no longer publicly accessible.
- `App` can no longer be converted into a `SubApp`.
- Various methods now return references to a `SubApp` instead of an
`App`.
## Migration Guide

- To construct a sub-app, use `SubApp::new()`. `App` can no longer
convert into `SubApp`.
- If you implemented a trait for `App`, you may want to implement it for
`SubApp` as well.
- If you're accessing `app.world` directly, you now have to use
`app.world()` and `app.world_mut()`.
- `App::sub_app` now returns `&SubApp`.
- `App::sub_app_mut`  now returns `&mut SubApp`.
- `App::get_sub_app` now returns `Option<&SubApp>.`
- `App::get_sub_app_mut` now returns `Option<&mut SubApp>.`
2024-03-31 03:16:10 +00:00
BeastLe9enD
eb44db4437
Add AsyncSeek trait to Reader to be able to seek inside asset loaders (#12547)
# Objective

For some asset loaders, it can be useful not to read the entire asset
file and just read a specific region of a file. For this, we need a way
to seek at a specific position inside the file

## Solution

I added support for `AsyncSeek` to `Reader`. In my case, I want to only
read a part of a file, and for that I need to seek to a specific point.

## Migration Guide

Every custom reader (which previously only needed the `AsyncRead` trait
implemented) now also needs to implement the `AsyncSeek` trait to add
the seek capability.
2024-03-30 22:26:30 +00:00
Michael Allwright
320033150e
Fix fetching assets in Web Workers (#12134)
# Objective

This PR fixes #12125

## Solution

The logic in this PR was borrowed from gloo-net and essentially probes
the global Javascript context to see if we are in a window or a worker
before calling `fetch_with_str`.

---------

Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-03-25 19:09:30 +00:00
Vitaliy Sapronenko
67cc605e9f
Removed Into<AssedId<T>> for Handle<T> as mentioned in #12600 (#12655)
Fixes #12600 

## Solution

Removed Into<AssetId<T>> for Handle<T> as proposed in Issue
conversation, fixed dependent code

## Migration guide

If you use passing Handle by value as AssetId, you should pass reference
or call .id() method on it
Before (0.13):
`assets.insert(handle, value);`
After (0.14):
`assets.insert(&handle, value);`
or
`assets.insert(handle.id(), value);`
2024-03-22 20:26:12 +00:00
Arthur Brussee
ac49dce4ca
Use async-fn in traits rather than BoxedFuture (#12550)
# Objective

Simplify implementing some asset traits without Box::pin(async move{})
shenanigans.
Fixes (in part) https://github.com/bevyengine/bevy/issues/11308

## Solution
Use async-fn in traits when possible in all traits. Traits with return
position impl trait are not object safe however, and as AssetReader and
AssetWriter are both used with dynamic dispatch, you need a Boxed
version of these futures anyway.

In the future, Rust is [adding
](https://blog.rust-lang.org/2023/12/21/async-fn-rpit-in-traits.html)proc
macros to generate these traits automatically, and at some point in the
future dyn traits should 'just work'. Until then.... this seemed liked
the right approach given more ErasedXXX already exist, but, no clue if
there's plans here! Especially since these are public now, it's a bit of
an unfortunate API, and means this is a breaking change.

In theory this saves some performance when these traits are used with
static dispatch, but, seems like most code paths go through dynamic
dispatch, which boxes anyway.

I also suspect a bunch of the lifetime annotations on these function
could be simplified now as the BoxedFuture was often the only thing
returned which needed a lifetime annotation, but I'm not touching that
for now as traits + lifetimes can be so tricky.

This is a revival of
[pull/11362](https://github.com/bevyengine/bevy/pull/11362) after a
spectacular merge f*ckup, with updates to the latest Bevy. Just to recap
some discussion:
- Overall this seems like a win for code quality, especially when
implementing these traits, but a loss for having to deal with ErasedXXX
variants.
- `ConditionalSend` was the preferred name for the trait that might be
Send, to deal with wasm platforms.
- When reviewing be sure to disable whitespace difference, as that's 95%
of the PR.


## Changelog
- AssetReader, AssetWriter, AssetLoader, AssetSaver and Process now use
async-fn in traits rather than boxed futures.

## Migration Guide
- Custom implementations of AssetReader, AssetWriter, AssetLoader,
AssetSaver and Process should switch to async fn rather than returning a
bevy_utils::BoxedFuture.
- Simultaniously, to use dynamic dispatch on these traits you should
instead use dyn ErasedXXX.
2024-03-18 17:56:57 +00:00
James Liu
5619bd09d1
Replace bevy_log's tracing reexport with bevy_utils' (#12254)
# Objective
Fixes #11298. Make the use of bevy_log vs bevy_utils::tracing more
consistent.

## Solution
Replace all uses of bevy_log's logging macros with the reexport from
bevy_utils. Remove bevy_log as a dependency where it's no longer needed
anymore.

Ideally we should just be using tracing directly, but given that all of
these crates are already using bevy_utils, this likely isn't that great
of a loss right now.
2024-03-02 18:38:04 +00:00
Tristan Guichaoua
1cded6ac60
Use immutable key for HashMap and HashSet (#12086)
# Objective

Memory usage optimisation

## Solution

`HashMap` and `HashSet`'s keys are immutable. So using mutable types
like `String`, `Vec<T>`, or `PathBuf` as a key is a waste of memory:
they have an extra `usize` for their capacity and may have spare
capacity.
This PR replaces these types by their immutable equivalents `Box<str>`,
`Box<[T]>`, and `Box<Path>`.

For more context, I recommend watching the [Use Arc Instead of
Vec](https://www.youtube.com/watch?v=A4cKi7PTJSs) video.

---------

Co-authored-by: James Liu <contact@jamessliu.com>
2024-02-26 16:27:40 +00:00
Ian Forsey
14042b1e34
Normalise root path in file_watcher (#12102)
# Objective

- I hit an issue using the `file_watcher` feature to hot reload assets
for my game. The change in this PR allows me to now hot reload assets.
- The issue stemmed from my project being a multi crate workspace
project structured like so:
```
└── my_game
    ├── my_game_core
    │   ├── src
    │   └── assets
    ├── my_game_editor
    │   └── src/main.rs
    └── my_game
        └── src/main.rs
```

 - `my_game_core` is a crate that holds all my game logic and assets
- `my_game` is the crate that creates the binary for my game (depends on
the game logic and assets in `my_game_core`)
- `my_game_editor` is an editor tool for my game (it also depends on the
game logic and assets in `my_game_core`)

Whilst running `my_game` and `my_game_editor` from cargo during
development I would use `AssetPlugin` like so:

```rust
default_plugins.set(AssetPlugin {
  watch_for_changes_override: Some(true),
  file_path: "../my_game_core/assets".to_string(),
  ..Default::default()
})
```

This works fine; bevy picks up the assets. However on saving an asset I
would get the following panic from `file_watcher`. It wouldn't kill the
app, but I wouldn't see the asset hot reload:

```
thread 'notify-rs debouncer loop' panicked at /Users/ian/.cargo/registry/src/index.crates.io-6f17d22bba15001f/bevy_asset-0.12.1/src/io/file/file_watcher.rs:48:58:
called `Result::unwrap()` on an `Err` value: StripPrefixError(())
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
```

## Solution

- The solution is to collapse dot segments in the root asset path
`FileWatcher` is using
- There was already bevy code to do this in `AssetPath`, so I extracted
that code so it could be reused in `FileWatcher`
2024-02-25 15:21:06 +00:00
Torstein Grindvik
54e2b2ea07
Improve file watcher error msg (#12060)
# Objective

When dealing with custom asset sources it can be a bit tricky to get
asset roots combined with relative paths correct.
It's even harder when it isn't mentioned which path was problematic.

## Solution

Mention which path failed for the file watcher.

Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
2024-02-23 17:39:33 +00:00
Yutao Yuan
11a3b77811
Create imported_assets directory with full path (#12022)
# Objective

- The file asset source currently creates the `imported_assets/Default`
directory with relative path, which leads to wrongly created directories
when the executable is run with a working directory different from the
project root.

## Solution

- Use the full path instead.
2024-02-21 21:59:59 +00:00
Nicola Papale
7e782f1edf
Fix example docs on embedded_asset macro (#12003)
# Objective

The derive macro wasn't doc-commented, so it showed up in the generated
doc as follow:

```rust
#[derive(Asset, TypePath)]
let shader = asset_server.load::<Shader>("embedded://bevy_rock/render/rock.wgsl");
```

Which is very confusing

## Solution

Comment the `derive` attribute as well
2024-02-20 16:13:30 +00:00
Noa
cb5ff51d1e
Qualify embedded_asset expansion with $crate:: (#11961)
# Objective

Right now, if you call `embedded_asset` with 2 arguments as a qualified
path it doesn't work (`bevy::asset::embedded_asset!(app, "foo.wgsl")` ->
"cannot find macro `embedded_asset` in this scope")

## Solution

Use `$crate::` in expansion for 2-arg case.
2024-02-18 21:52:32 +00:00
Duncan
176223b406
Fix embedded asset path manipulation (#10383)
# Objective

Fixes #10377

## Solution

Use `Path::strip_prefix` instead of `str::split`. Avoid any explicit "/"
characters in path manipulation.

---

## Changelog

- Added: example of embedded asset loading
- Added: support embedded assets in external crates
- Fixed: resolution of embedded assets
- Fixed: unexpected runtime panic during asset path resolution

## Migration Guide

No API changes.

---------

Co-authored-by: Shane Celis <shane.celis@gmail.com>
2024-02-02 14:49:05 +00:00
Zachary Harrold
afa7b5cba5
Added Support for Extension-less Assets (#10153)
# Objective

- Addresses **Support processing and loading files without extensions**
from #9714
- Addresses **More runtime loading configuration** from #9714
- Fixes #367
- Fixes #10703

## Solution

`AssetServer::load::<A>` and `AssetServer::load_with_settings::<A>` can
now use the `Asset` type parameter `A` to select a registered
`AssetLoader` without inspecting the provided `AssetPath`. This change
cascades onto `LoadContext::load` and `LoadContext::load_with_settings`.
This allows the loading of assets which have incorrect or ambiguous file
extensions.

```rust
// Allow the type to be inferred by context
let handle = asset_server.load("data/asset_no_extension");

// Hint the type through the handle
let handle: Handle<CustomAsset> = asset_server.load("data/asset_no_extension");

// Explicit through turbofish
let handle = asset_server.load::<CustomAsset>("data/asset_no_extension");
```

Since a single `AssetPath` no longer maps 1:1 with an `Asset`, I've also
modified how assets are loaded to permit multiple asset types to be
loaded from a single path. This allows for two different `AssetLoaders`
(which return different types of assets) to both load a single path (if
requested).

```rust
// Uses GltfLoader
let model = asset_server.load::<Gltf>("cube.gltf");

// Hypothetical Blob loader for data transmission (for example)
let blob = asset_server.load::<Blob>("cube.gltf");
```

As these changes are reflected in the `LoadContext` as well as the
`AssetServer`, custom `AssetLoaders` can also take advantage of this
behaviour to create more complex assets.

---

## Change Log

- Updated `custom_asset` example to demonstrate extension-less assets.
- Added `AssetServer::get_handles_untyped` and Added
`AssetServer::get_path_ids`

## Notes

As a part of that refactor, I chose to store `AssetLoader`s (within
`AssetLoaders`) using a `HashMap<TypeId, ...>` instead of a `Vec<...>`.
My reasoning for this was I needed to add a relationship between `Asset`
`TypeId`s and the `AssetLoader`, so instead of having a `Vec` and a
`HashMap`, I combined the two, removing the `usize` index from the
adjacent maps.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-01-31 14:58:08 +00:00
Ensar Sarajčić
10f95956a6
Fix documentation for AssetReader::is_directory function (#11538)
# Objective

- Fix documentation for `AssetReader::is_directory` (it is currently
exactly the same as docs for `read_directory`)

---------

Co-authored-by: Kanabenki <lucien.menassol@gmail.com>
2024-01-26 13:55:36 +00:00
Mark Nevill
d974b8210e
Include asset path in get_meta_path panic message (#11504)
# Objective

- Fixes a hurdle encountered when debugging a panic caused by the file
watcher loading a `.gitignore` file, which was hard to debug because
there was no file name in the report, only `asset paths must have
extensions`

## Solution

- Panic with a formatted message that includes the asset path, e.g.
`missing expected extension for asset path .gitignore`

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Doonv <58695417+doonv@users.noreply.github.com>
2024-01-25 08:00:36 +00:00
François
259fb6896e
auto create imported asset folder if needed (#11284)
# Objective

- Since #11218, example `asset_processing` fails:
```
thread 'main' panicked at crates/bevy_asset/src/io/source.rs:489:18:
Failed to create file watcher: Error { kind: PathNotFound, paths: ["examples/asset/processing/imported_assets/Default"] }
```

start from a fresh git clone or delete the folder before running to
reproduce, it is in gitignore and should not be present on a fresh run

a657478675/.gitignore (L18)

## Solution

- Auto create the `imported_assets` folder if it is configured

---------

Co-authored-by: Kyle <37520732+nvdaz@users.noreply.github.com>
2024-01-21 09:30:43 +00:00
Brian Reavis
c9e1fcdb35
Added AssetLoadFailedEvent, UntypedAssetLoadFailedEvent (#11369)
# Objective

This adds events for assets that fail to load along with minor utility
methods to make them useful. This paves the way for users writing their
own error handling and retry systems, plus Bevy including robust retry
handling: #11349.

* Addresses #11288
* Needed for #11349

# Solution

```rust
/// An event emitted when a specific [`Asset`] fails to load.
#[derive(Event, Clone, Debug)]
pub struct AssetLoadFailedEvent<A: Asset> {
    pub id: AssetId<A>,
    /// The original handle returned when the asset load was requested.
    pub handle: Option<Handle<A>>,
    /// The asset path that was attempted.
    pub path: AssetPath<'static>,
    /// Why the asset failed to load.
    pub error: AssetLoadError,
}
```

I started implementing `AssetEvent::Failed` like suggested in #11288,
but decided it was better as its own type because:

* I think it makes sense for `AssetEvent` to only refer to assets that
actually exist.
* In order to return `AssetLoadError` in the event (which is useful
information for error handlers that might attempt a retry) we would have
to remove `Copy` from `AssetEvent`.
* There are numerous places in the render app that match against
`AssetEvent`, and I don't think it's worth introducing extra noise about
assets that don't exist.

I also introduced `UntypedAssetLoadErrorEvent`, which is very useful in
places that need to support type flexibility, like an Asset-agnostic
retry plugin.

# Changelog

* **Added:** `AssetLoadFailedEvent<A>`
* **Added**: `UntypedAssetLoadFailedEvent`
* **Added:** `AssetReaderError::Http` for status code information on
HTTP errors. Before this, status codes were only available by parsing
the error message of generic `Io` errors.
* **Added:** `asset_server.get_path_id(path)`. This method simply gets
the asset id for the path. Without this, one was left using
`get_path_handle(path)`, which has the overhead of returning a strong
handle.
* **Fixed**: Made `AssetServer` loads return the same handle for assets
that already exist in a failed state. Now, when you attempt a `load`
that's in a `LoadState::Failed` state, it'll re-use the original asset
id. The advantage of this is that any dependent assets created using the
original handle will "unbreak" if a retry succeeds.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-01-17 21:12:00 +00:00
Shane Celis
b6e154fc64
Fix embedded watcher to work with external crates (#11370)
# Objective

Tried using "embedded_watcher" feature and `embedded_asset!()` from
another crate. The assets embedded fine but were not "watched." The
problem appears to be that checking for the feature was done inside the
macro, so rather than checking if "embedded_watcher" was enabled for
bevy, it would check if it was enabled for the current crate.

## Solution

I extracted the checks for the "embedded_watcher" feature into its own
function called `watched_path()`. No external changes.

### Alternative Solution

An alternative fix would be to not do any feature checking in
`embedded_asset!()` or an extracted function and always send the
full_path to `insert_asset()` where it's promptly dropped when the
feature isn't turned on. That would be simpler.

```
    ($app: ident, $source_path: expr, $path: expr) => {{
        let mut embedded = $app
            .world
            .resource_mut::<$crate::io::embedded::EmbeddedAssetRegistry>();
        let path = $crate::embedded_path!($source_path, $path);
        //#[cfg(feature = "embedded_watcher")]
        let full_path = std::path::Path::new(file!()).parent().unwrap().join($path);
        //#[cfg(not(feature = "embedded_watcher"))]
        //let full_path = std::path::PathBuf::new();
        embedded.insert_asset(full_path, &path, include_bytes!($path));
    }};
```

## Changelog

> Fix embedded_watcher feature to work with external crates
2024-01-16 15:18:16 +00:00
Kyle
2847cc6933
Don't auto create assets folder (#11218)
# Objective

- Don't automatically create an assets folder
- resolves #11208

## Solution

- Removes directory creation from file reader.
- Clearer panic when using file watcher and asset folder doesn't exist

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2024-01-08 21:45:26 +00:00
Tygyh
1568d4a415
Reorder impl to be the same as the trait (#11076)
# Objective

- Make the implementation order consistent between all sources to fit
the order in the trait.

## Solution

- Change the implementation order.
2023-12-24 17:43:55 +00:00
Tygyh
7b8305e5b4
Remove unnecessary parens (#11075)
# Objective

- Increase readability.

## Solution

- Remove unnecessary parens.
2023-12-24 17:43:01 +00:00
Thierry Berger
ced216f59a
Update winit dependency to 0.29 (#10702)
# Objective

- Update winit dependency to 0.29

## Changelog

### KeyCode changes

- Removed `ScanCode`, as it was [replaced by
KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292).
- `ReceivedCharacter.char` is now a `SmolStr`, [relevant
doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text).
- Changed most `KeyCode` values, and added more.

KeyCode has changed meaning. With this PR, it refers to physical
position on keyboard rather than the printed letter on keyboard keys.

In practice this means:
- On QWERTY keyboard layouts, nothing changes
- On any other keyboard layout, `KeyCode` no longer reflects the label
on key.
- This is "good". In bevy 0.12, when you used WASD for movement, users
with non-QWERTY keyboards couldn't play your game! This was especially
bad for non-latin keyboards. Now, WASD represents the physical keys. A
French player will press the ZQSD keys, which are near each other,
Kyrgyz players will use "Цфыв".
- This is "bad" as well. You can't know in advance what the label of the
key for input is. Your UI says "press WASD to move", even if in reality,
they should be pressing "ZQSD" or "Цфыв". You also no longer can use
`KeyCode` for text inputs. In any case, it was a pretty bad API for text
input. You should use `ReceivedCharacter` now instead.

### Other changes
- Use `web-time` rather than `instant` crate.
(https://github.com/rust-windowing/winit/pull/2836)
- winit did split `run_return` in `run_onDemand` and `pump_events`, I
did the same change in bevy_winit and used `pump_events`.
- Removed `return_from_run` from `WinitSettings` as `winit::run` now
returns on supported platforms.
- I left the example "return_after_run" as I think it's still useful.
- This winit change is done partly to allow to create a new window after
quitting all windows: https://github.com/emilk/egui/issues/1918 ; this
PR doesn't address.
- added `width` and `height` properties in the `canvas` from wasm
example
(https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168)

## Known regressions (important follow ups?)
- Provide an API for reacting when a specific key from current layout
was released.
- possible solutions: use winit::Key from winit::KeyEvent ; mapping
between KeyCode and Key ; or .
- We don't receive characters through alt+numpad (e.g. alt + 151 = "ù")
anymore ; reproduced on winit example "ime". maybe related to
https://github.com/rust-windowing/winit/issues/2945
- (windows) Window content doesn't refresh at all when resizing. By
reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect
we should just fire a `window.request_redraw();` from `AboutToWait`, and
handle actual redrawing within `RedrawRequested`. I'm not sure how to
move all that code so I'd appreciate it to be a follow up.
- (windows) unreleased winit fix for using set_control_flow in
AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm
not sure what the implications are, but that feels bad 🤔

## Follow up 

I'd like to avoid bloating this PR, here are a few follow up tasks
worthy of a separate PR, or new issue to track them once this PR is
closed, as they would either complicate reviews, or at risk of being
controversial:
- remove CanvasParentResizePlugin
(https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856)
- avoid mentionning explicitly winit in docs from bevy_window ?
- NamedKey integration on bevy_input:
https://github.com/rust-windowing/winit/pull/3143 introduced a new
NamedKey variant. I implemented it only on the converters but we'd
benefit making the same changes to bevy_input.
- Add more info in KeyboardInput
https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313
- https://github.com/bevyengine/bevy/pull/9905 added a workaround on a
bug allegedly fixed by winit 0.29. We should check if it's still
necessary.
- update to raw_window_handle 0.6
  - blocked by wgpu
- Rename `KeyCode` to `PhysicalKeyCode`
https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015
- remove `instant` dependency, [replaced
by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd
need to update to :
  - fastrand >= 2.0
- [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7
    - [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0
- Verify license, see
[discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800)
  - we might be missing a short notice or description of changes made
- Consider using https://github.com/rust-windowing/cursor-icon directly
rather than vendoring it in bevy.
- investigate [this
unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986)
(`winit_window.canvas().unwrap();`)
- Use more good things about winit's update
- https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428
## Migration Guide

This PR should have one.
2023-12-21 07:40:47 +00:00
Carter Anderson
4221f7e7e9
Print precise and correct watch warnings (and only when necessary) (#10787)
# Objective

Fixes #10401 

## Solution

* Allow sources to register specific processed/unprocessed watch
warnings.
* Specify per-platform watch warnings. This removes the need to cover
all platform cases in one warning message.
* Only register watch warnings for the _processed_ embedded source, as
warning about watching unprocessed embedded isn't helpful.

---

## Changelog

- Asset sources can now register specific watch warnings.
2023-11-29 00:35:13 +00:00
tygyh
fd308571c4
Remove unnecessary path prefixes (#10749)
# Objective

- Shorten paths by removing unnecessary prefixes

## Solution

- Remove the prefixes from many paths which do not need them. Finding
the paths was done automatically using built-in refactoring tools in
Jetbrains RustRover.
2023-11-28 23:43:40 +00:00
Michael Leandersson
9a909f593a
Do not panic when failing to create assets folder (#10613) (#10614)
# Objective

- Allow bevy applications that does not have any assets folder to start
from a read-only directory. (typically installed to a systems folder)

Fixes #10613

## Solution

- warn instead of panic when assets folder creation fails.
2023-11-17 22:06:08 +00:00
MevLyshkin
2b32de9ba2
Fix wasm builds with file_watcher enabled (#10589)
# Objective

- Currently, in 0.12 there is an issue that it is not possible to build
bevy for Wasm with feature "file_watcher" enabled. It still would not
compile, but now with proper explanation.
- Fixes https://github.com/bevyengine/bevy/issues/10507


## Solution

- Remove `notify-debouncer-full` dependency on WASM platform entirely.
- Compile with "file_watcher" feature now on platform `wasm32` gives
meaningful compile error.

---

## Changelog

### Fixed

- Compile with "file_watcher" feature now on platform `wasm32` gives
meaningful compile error.
2023-11-17 22:04:42 +00:00
Waridley
9f4c3e943a
Prepend root_path to meta path in HttpWasmAssetReader (#10527)
# Objective

Fixes an issue where Bevy will look for `.meta` files in the root of the
server instead of `imported_assets/Default` on the web.

## Solution

`self.root_path.join` was seemingly forgotten in the `read_meta`
function on `HttpWasmAssetReader`, though it was included in the `read`
function. This PR simply adds the missing function call.
2023-11-14 01:29:22 +00:00
Connor King
bf4f4e42da
use tree syntax to explain bevy_rock file structure (#10523)
# Objective

The current way it's written is just kinda hard to read

![image](https://github.com/bevyengine/bevy/assets/14184826/3102f50a-9220-4f86-99e0-41ea23822ea7)


## Solution

the box-drawing characters stolen from `tree`

![image](https://github.com/bevyengine/bevy/assets/14184826/e66c027b-ed69-469d-a0ee-1d73e2c7be18)

---

would've added this to my previous PR but i woke up this morning and it
was merged
2023-11-12 17:11:26 +00:00
Connor King
51180f81a2
Remove rogue : from embedded_asset! docs (#10516)
# Objective

- Fix a random typo I noticed in the docs of `embedded_asset`

## Solution

- fixed the typo
2023-11-12 14:51:35 +00:00
François
49bc6cfd62
support file operations in single threaded context (#10312)
# Objective

- Fixes #10209 
- Assets should work in single threaded

## Solution

- In single threaded mode, don't use `async_fs` but fallback on
`std::fs` with a thin layer to mimic the async API
- file `file_asset.rs` is the async imps from `mod.rs`
- file `sync_file_asset.rs` is the same with `async_fs` APIs replaced by
`std::fs`
- which module is used depends on the `multi-threaded` feature

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-11-03 23:00:34 +00:00
François
4d286d087b
remove unused import on android (#10197)
# Objective

- Building for android has a warning
```
warning: unused import: `AssetWatcher`
 --> crates/bevy_asset/src/io/android.rs:2:51
  |
2 |     get_meta_path, AssetReader, AssetReaderError, AssetWatcher, EmptyPathStream, PathStream,
  |                                                   ^^^^^^^^^^^^
  |
  = note: `#[warn(unused_imports)]` on by default
```

## Solution

- Remove the import
2023-10-19 23:02:04 +00:00
François
5781806e72
only set up processed source if asset plugin is not unprocessed (#10123)
# Objective

- Since #9885, running on an iOS device crashes trying to create the
processed folder
- This only happens on real device, not on the simulator

## Solution

- Setup processed assets only if needed
2023-10-15 18:20:29 +00:00
Carter Anderson
35073cf7aa
Multiple Asset Sources (#9885)
This adds support for **Multiple Asset Sources**. You can now register a
named `AssetSource`, which you can load assets from like you normally
would:

```rust
let shader: Handle<Shader> = asset_server.load("custom_source://path/to/shader.wgsl");
```

Notice that `AssetPath` now supports `some_source://` syntax. This can
now be accessed through the `asset_path.source()` accessor.

Asset source names _are not required_. If one is not specified, the
default asset source will be used:

```rust
let shader: Handle<Shader> = asset_server.load("path/to/shader.wgsl");
```

The behavior of the default asset source has not changed. Ex: the
`assets` folder is still the default.

As referenced in #9714

## Why?

**Multiple Asset Sources** enables a number of often-asked-for
scenarios:

* **Loading some assets from other locations on disk**: you could create
a `config` asset source that reads from the OS-default config folder
(not implemented in this PR)
* **Loading some assets from a remote server**: you could register a new
`remote` asset source that reads some assets from a remote http server
(not implemented in this PR)
* **Improved "Binary Embedded" Assets**: we can use this system for
"embedded-in-binary assets", which allows us to replace the old
`load_internal_asset!` approach, which couldn't support asset
processing, didn't support hot-reloading _well_, and didn't make
embedded assets accessible to the `AssetServer` (implemented in this pr)

## Adding New Asset Sources

An `AssetSource` is "just" a collection of `AssetReader`, `AssetWriter`,
and `AssetWatcher` entries. You can configure new asset sources like
this:

```rust
app.register_asset_source(
    "other",
    AssetSource::build()
        .with_reader(|| Box::new(FileAssetReader::new("other")))
    )
)
```

Note that `AssetSource` construction _must_ be repeatable, which is why
a closure is accepted.
`AssetSourceBuilder` supports `with_reader`, `with_writer`,
`with_watcher`, `with_processed_reader`, `with_processed_writer`, and
`with_processed_watcher`.

Note that the "asset source" system replaces the old "asset providers"
system.

## Processing Multiple Sources

The `AssetProcessor` now supports multiple asset sources! Processed
assets can refer to assets in other sources and everything "just works".
Each `AssetSource` defines an unprocessed and processed `AssetReader` /
`AssetWriter`.

Currently this is all or nothing for a given `AssetSource`. A given
source is either processed or it is not. Later we might want to add
support for "lazy asset processing", where an `AssetSource` (such as a
remote server) can be configured to only process assets that are
directly referenced by local assets (in order to save local disk space
and avoid doing extra work).

## A new `AssetSource`: `embedded`

One of the big features motivating **Multiple Asset Sources** was
improving our "embedded-in-binary" asset loading. To prove out the
**Multiple Asset Sources** implementation, I chose to build a new
`embedded` `AssetSource`, which replaces the old `load_interal_asset!`
system.

The old `load_internal_asset!` approach had a number of issues:

* The `AssetServer` was not aware of (or capable of loading) internal
assets.
* Because internal assets weren't visible to the `AssetServer`, they
could not be processed (or used by assets that are processed). This
would prevent things "preprocessing shaders that depend on built in Bevy
shaders", which is something we desperately need to start doing.
* Each "internal asset" needed a UUID to be defined in-code to reference
it. This was very manual and toilsome.

The new `embedded` `AssetSource` enables the following pattern:

```rust
// Called in `crates/bevy_pbr/src/render/mesh.rs`
embedded_asset!(app, "mesh.wgsl");

// later in the app
let shader: Handle<Shader> = asset_server.load("embedded://bevy_pbr/render/mesh.wgsl");
```

Notice that this always treats the crate name as the "root path", and it
trims out the `src` path for brevity. This is generally predictable, but
if you need to debug you can use the new `embedded_path!` macro to get a
`PathBuf` that matches the one used by `embedded_asset`.

You can also reference embedded assets in arbitrary assets, such as WGSL
shaders:

```rust
#import "embedded://bevy_pbr/render/mesh.wgsl"
```

This also makes `embedded` assets go through the "normal" asset
lifecycle. They are only loaded when they are actually used!

We are also discussing implicitly converting asset paths to/from shader
modules, so in the future (not in this PR) you might be able to load it
like this:

```rust
#import bevy_pbr::render::mesh::Vertex
```

Compare that to the old system!

```rust
pub const MESH_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(3252377289100772450);

load_internal_asset!(app, MESH_SHADER_HANDLE, "mesh.wgsl", Shader::from_wgsl);

// The mesh asset is the _only_ accessible via MESH_SHADER_HANDLE and _cannot_ be loaded via the AssetServer.
```

## Hot Reloading `embedded`

You can enable `embedded` hot reloading by enabling the
`embedded_watcher` cargo feature:

```
cargo run --features=embedded_watcher
```

## Improved Hot Reloading Workflow

First: the `filesystem_watcher` cargo feature has been renamed to
`file_watcher` for brevity (and to match the `FileAssetReader` naming
convention).

More importantly, hot asset reloading is no longer configured in-code by
default. If you enable any asset watcher feature (such as `file_watcher`
or `rust_source_watcher`), asset watching will be automatically enabled.

This removes the need to _also_ enable hot reloading in your app code.
That means you can replace this:

```rust
app.add_plugins(DefaultPlugins.set(AssetPlugin::default().watch_for_changes()))
```

with this:

```rust
app.add_plugins(DefaultPlugins)
```

If you want to hot reload assets in your app during development, just
run your app like this:

```
cargo run --features=file_watcher
```

This means you can use the same code for development and deployment! To
deploy an app, just don't include the watcher feature

```
cargo build --release
```

My intent is to move to this approach for pretty much all dev workflows.
In a future PR I would like to replace `AssetMode::ProcessedDev` with a
`runtime-processor` cargo feature. We could then group all common "dev"
cargo features under a single `dev` feature:

```sh
# this would enable file_watcher, embedded_watcher, runtime-processor, and more
cargo run --features=dev
```

## AssetMode

`AssetPlugin::Unprocessed`, `AssetPlugin::Processed`, and
`AssetPlugin::ProcessedDev` have been replaced with an `AssetMode` field
on `AssetPlugin`.

```rust
// before 
app.add_plugins(DefaultPlugins.set(AssetPlugin::Processed { /* fields here */ })

// after 
app.add_plugins(DefaultPlugins.set(AssetPlugin { mode: AssetMode::Processed, ..default() })
```

This aligns `AssetPlugin` with our other struct-like plugins. The old
"source" and "destination" `AssetProvider` fields in the enum variants
have been replaced by the "asset source" system. You no longer need to
configure the AssetPlugin to "point" to custom asset providers.

## AssetServerMode

To improve the implementation of **Multiple Asset Sources**,
`AssetServer` was made aware of whether or not it is using "processed"
or "unprocessed" assets. You can check that like this:

```rust
if asset_server.mode() == AssetServerMode::Processed {
    /* do something */
}
```

Note that this refactor should also prepare the way for building "one to
many processed output files", as it makes the server aware of whether it
is loading from processed or unprocessed sources. Meaning we can store
and read processed and unprocessed assets differently!

## AssetPath can now refer to folders

The "file only" restriction has been removed from `AssetPath`. The
`AssetServer::load_folder` API now accepts an `AssetPath` instead of a
`Path`, meaning you can load folders from other asset sources!

## Improved AssetPath Parsing

AssetPath parsing was reworked to support sources, improve error
messages, and to enable parsing with a single pass over the string.
`AssetPath::new` was replaced by `AssetPath::parse` and
`AssetPath::try_parse`.

## AssetWatcher broken out from AssetReader

`AssetReader` is no longer responsible for constructing `AssetWatcher`.
This has been moved to `AssetSourceBuilder`.


## Duplicate Event Debouncing

Asset V2 already debounced duplicate filesystem events, but this was
_input_ events. Multiple input event types can produce the same _output_
`AssetSourceEvent`. Now that we have `embedded_watcher`, which does
expensive file io on events, it made sense to debounce output events
too, so I added that! This will also benefit the AssetProcessor by
preventing integrity checks for duplicate events (and helps keep the
noise down in trace logs).

## Next Steps

* **Port Built-in Shaders**: Currently the primary (and essentially
only) user of `load_interal_asset` in Bevy's source code is "built-in
shaders". I chose not to do that in this PR for a few reasons:
1. We need to add the ability to pass shader defs in to shaders via meta
files. Some shaders (such as MESH_VIEW_TYPES) need to pass shader def
values in that are defined in code.
2. We need to revisit the current shader module naming system. I think
we _probably_ want to imply modules from source structure (at least by
default). Ideally in a way that can losslessly convert asset paths
to/from shader modules (to enable the asset system to resolve modules
using the asset server).
  3. I want to keep this change set minimal / get this merged first.
* **Deprecate `load_internal_asset`**: we can't do that until we do (1)
and (2)
* **Relative Asset Paths**: This PR significantly increases the need for
relative asset paths (which was already pretty high). Currently when
loading dependencies, it is assumed to be an absolute path, which means
if in an `AssetLoader` you call `context.load("some/path/image.png")` it
will assume that is the "default" asset source, _even if the current
asset is in a different asset source_. This will cause breakage for
AssetLoaders that are not designed to add the current source to whatever
paths are being used. AssetLoaders should generally not need to be aware
of the name of their current asset source, or need to think about the
"current asset source" generally. We should build apis that support
relative asset paths and then encourage using relative paths as much as
possible (both via api design and docs). Relative paths are also
important because they will allow developers to move folders around
(even across providers) without reprocessing, provided there is no path
breakage.
2023-10-13 23:17:32 +00:00
Zachary Harrold
dd46fd3aee
Removed anyhow (#10003)
# Objective

- Fixes #8140

## Solution

- Added Explicit Error Typing for `AssetLoader` and `AssetSaver`, which
were the last instances of `anyhow` in use across Bevy.

---

## Changelog

- Added an associated type `Error` to `AssetLoader` and `AssetSaver` for
use with the `load` and `save` methods respectively.
- Changed `ErasedAssetLoader` and `ErasedAssetSaver` `load` and `save`
methods to use `Box<dyn Error + Send + Sync + 'static>` to allow for
arbitrary `Error` types from the non-erased trait variants. Note the
strict requirements match the pre-existing requirements around
`anyhow::Error`.

## Migration Guide

- `anyhow` is no longer exported by `bevy_asset`; Add it to your own
project (if required).
- `AssetLoader` and `AssetSaver` have an associated type `Error`; Define
an appropriate error type (e.g., using `thiserror`), or use a pre-made
error type (e.g., `anyhow::Error`). Note that using `anyhow::Error` is a
drop-in replacement.
- `AssetLoaderError` has been removed; Define a new error type, or use
an alternative (e.g., `anyhow::Error`)
- All the first-party `AssetLoader`'s and `AssetSaver`'s now return
relevant (and narrow) error types instead of a single ambiguous type;
Match over the specific error type, or encapsulate (`Box<dyn>`,
`thiserror`, `anyhow`, etc.)

## Notes

A simpler PR to resolve this issue would simply define a Bevy `Error`
type defined as `Box<dyn std::error::Error + Send + Sync + 'static>`,
but I think this type of error handling should be discouraged when
possible. Since only 2 traits required the use of `anyhow`, it isn't a
substantive body of work to solidify these error types, and remove
`anyhow` entirely. End users are still encouraged to use `anyhow` if
that is their preferred error handling style. Arguably, adding the
`Error` associated type gives more freedom to end-users to decide
whether they want more or less explicit error handling (`anyhow` vs
`thiserror`).

As an aside, I didn't perform any testing on Android or WASM. CI passed
locally, but there may be mistakes for those platforms I missed.
2023-10-06 07:20:13 +00:00
François
72b8f47780
don't ignore some EventKind::Modify (#9767)
# Objective

- File modification don't trigger hot reload on macOS 

## Solution

-
[`EventKind::Modify`](https://docs.rs/notify/latest/notify/event/enum.EventKind.html#variant.Modify)
can have several reasons
-
[`ModifyKind::Any`](https://docs.rs/notify/latest/notify/event/enum.ModifyKind.html)
was used to react to change events, and later ModifyKind::Name for file
name change. It left other variants of change ignored (`Data`,
`Metadata`, `Other`)
- move the modification handling after the rename so that it handles all
other variants
2023-09-13 05:45:39 +00:00
Carter Anderson
17edf4f7c7
Copy on Write AssetPaths (#9729)
# Objective

The `AssetServer` and `AssetProcessor` do a lot of `AssetPath` cloning
(across many threads). To store the path on the handle, to store paths
in dependency lists, to pass an owned path to the offloaded thread, to
pass a path to the LoadContext, etc , etc. Cloning multiple string
allocations multiple times like this will add up. It is worth optimizing
this.

Referenced in #9714 

## Solution

Added a new `CowArc<T>` type to `bevy_util`, which behaves a lot like
`Cow<T>`, but the Owned variant is an `Arc<T>`. Use this in place of
`Cow<str>` and `Cow<Path>` on `AssetPath`.

---

## Changelog

- `AssetPath` now internally uses `CowArc`, making clone operations much
cheaper
- `AssetPath` now serializes as `AssetPath("some_path.extension#Label")`
instead of as `AssetPath { path: "some_path.extension", label:
Some("Label) }`


## Migration Guide

```rust
// Old
AssetPath::new("logo.png", None);

// New
AssetPath::new("logo.png");

// Old
AssetPath::new("scene.gltf", Some("Mesh0");

// New
AssetPath::new("scene.gltf").with_label("Mesh0");
```

`AssetPath` now serializes as `AssetPath("some_path.extension#Label")`
instead of as `AssetPath { path: "some_path.extension", label:
Some("Label) }`

---------

Co-authored-by: Pascal Hertleif <killercup@gmail.com>
2023-09-09 23:15:10 +00:00