
# Objective Fixes #15417. ## Solution - Remove the `labeled_assets` fields from `LoadedAsset` and `ErasedLoadedAsset`. - Created new structs `CompleteLoadedAsset` and `CompleteErasedLoadedAsset` to hold the `labeled_subassets`. - When a subasset is `LoadContext::finish`ed, it produces a `CompleteLoadedAsset`. - When a `CompleteLoadedAsset` is added to a `LoadContext` (as a subasset), their `labeled_assets` are merged, reporting any overlaps. One important detail to note: nested subassets with overlapping names could in theory have been used in the past for the purposes of asset preprocessing. Even though there was no way to access these "shadowed" nested subassets, asset preprocessing does get access to these nested subassets. This does not seem like a case we should support though. It is confusing at best. ## Testing - This is just a refactor. --- ## Migration Guide - Most uses of `LoadedAsset` and `ErasedLoadedAsset` should be replaced with `CompleteLoadedAsset` and `CompleteErasedLoadedAsset` respectively.
1815 lines
71 KiB
Rust
1815 lines
71 KiB
Rust
//! In the context of game development, an "asset" is a piece of content that is loaded from disk and displayed in the game.
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//! Typically, these are authored by artists and designers (in contrast to code),
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//! are relatively large in size, and include everything from textures and models to sounds and music to levels and scripts.
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//!
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//! This presents two main challenges:
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//! - Assets take up a lot of memory; simply storing a copy for each instance of an asset in the game would be prohibitively expensive.
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//! - Loading assets from disk is slow, and can cause long load times and delays.
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//!
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//! These problems play into each other, for if assets are expensive to store in memory,
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//! then larger game worlds will need to load them from disk as needed, ideally without a loading screen.
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//!
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//! As is common in Rust, non-blocking asset loading is done using `async`, with background tasks used to load assets while the game is running.
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//! Bevy coordinates these tasks using the [`AssetServer`] resource, storing each loaded asset in a strongly-typed [`Assets<T>`] collection (also a resource).
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//! [`Handle`]s serve as an id-based reference to entries in the [`Assets`] collection, allowing them to be cheaply shared between systems,
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//! and providing a way to initialize objects (generally entities) before the required assets are loaded.
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//! In short: [`Handle`]s are not the assets themselves, they just tell how to look them up!
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//!
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//! ## Loading assets
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//!
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//! The [`AssetServer`] is the main entry point for loading assets.
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//! Typically, you'll use the [`AssetServer::load`] method to load an asset from disk, which returns a [`Handle`].
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//! Note that this method does not attempt to reload the asset if it has already been loaded: as long as at least one handle has not been dropped,
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//! calling [`AssetServer::load`] on the same path will return the same handle.
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//! The handle that's returned can be used to instantiate various [`Component`]s that require asset data to function,
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//! which will then be spawned into the world as part of an entity.
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//!
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//! To avoid assets "popping" into existence, you may want to check that all of the required assets are loaded before transitioning to a new scene.
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//! This can be done by checking the [`LoadState`] of the asset handle using [`AssetServer::is_loaded_with_dependencies`],
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//! which will be `true` when the asset is ready to use.
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//!
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//! Keep track of what you're waiting on by using a [`HashSet`] of asset handles or similar data structure,
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//! which iterate over and poll in your update loop, and transition to the new scene once all assets are loaded.
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//! Bevy's built-in states system can be very helpful for this!
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//!
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//! # Modifying entities that use assets
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//!
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//! If we later want to change the asset data a given component uses (such as changing an entity's material), we have three options:
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//!
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//! 1. Change the handle stored on the responsible component to the handle of a different asset
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//! 2. Despawn the entity and spawn a new one with the new asset data.
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//! 3. Use the [`Assets`] collection to directly modify the current handle's asset data
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//!
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//! The first option is the most common: just query for the component that holds the handle, and mutate it, pointing to the new asset.
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//! Check how the handle was passed in to the entity when it was spawned: if a mesh-related component required a handle to a mesh asset,
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//! you'll need to find that component via a query and change the handle to the new mesh asset.
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//! This is so commonly done that you should think about strategies for how to store and swap handles in your game.
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//!
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//! The second option is the simplest, but can be slow if done frequently,
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//! and can lead to frustrating bugs as references to the old entity (such as what is targeting it) and other data on the entity are lost.
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//! Generally, this isn't a great strategy.
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//!
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//! The third option has different semantics: rather than modifying the asset data for a single entity, it modifies the asset data for *all* entities using this handle.
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//! While this might be what you want, it generally isn't!
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//!
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//! # Hot reloading assets
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//!
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//! Bevy supports asset hot reloading, allowing you to change assets on disk and see the changes reflected in your game without restarting.
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//! When enabled, any changes to the underlying asset file will be detected by the [`AssetServer`], which will then reload the asset,
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//! mutating the asset data in the [`Assets`] collection and thus updating all entities that use the asset.
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//! While it has limited uses in published games, it is very useful when developing, as it allows you to iterate quickly.
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//!
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//! To enable asset hot reloading on desktop platforms, enable `bevy`'s `file_watcher` cargo feature.
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//! To toggle it at runtime, you can use the `watch_for_changes_override` field in the [`AssetPlugin`] to enable or disable hot reloading.
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//!
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//! # Procedural asset creation
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//!
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//! Not all assets are loaded from disk: some are generated at runtime, such as procedural materials, sounds or even levels.
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//! After creating an item of a type that implements [`Asset`], you can add it to the [`Assets`] collection using [`Assets::add`].
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//! Once in the asset collection, this data can be operated on like any other asset.
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//!
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//! Note that, unlike assets loaded from a file path, no general mechanism currently exists to deduplicate procedural assets:
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//! calling [`Assets::add`] for every entity that needs the asset will create a new copy of the asset for each entity,
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//! quickly consuming memory.
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//!
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//! ## Handles and reference counting
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//!
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//! [`Handle`] (or their untyped counterpart [`UntypedHandle`]) are used to reference assets in the [`Assets`] collection,
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//! and are the primary way to interact with assets in Bevy.
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//! As a user, you'll be working with handles a lot!
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//!
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//! The most important thing to know about handles is that they are reference counted: when you clone a handle, you're incrementing a reference count.
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//! When the object holding the handle is dropped (generally because an entity was despawned), the reference count is decremented.
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//! When the reference count hits zero, the asset it references is removed from the [`Assets`] collection.
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//!
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//! This reference counting is a simple, largely automatic way to avoid holding onto memory for game objects that are no longer in use.
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//! However, it can lead to surprising behavior if you're not careful!
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//!
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//! There are two categories of problems to watch out for:
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//! - never dropping a handle, causing the asset to never be removed from memory
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//! - dropping a handle too early, causing the asset to be removed from memory while it's still in use
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//!
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//! The first problem is less critical for beginners, as for tiny games, you can often get away with simply storing all of the assets in memory at once,
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//! and loading them all at the start of the game.
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//! As your game grows, you'll need to be more careful about when you load and unload assets,
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//! segmenting them by level or area, and loading them on-demand.
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//! This problem generally arises when handles are stored in a persistent "collection" or "manifest" of possible objects (generally in a resource),
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//! which is convenient for easy access and zero-latency spawning, but can result in high but stable memory usage.
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//!
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//! The second problem is more concerning, and looks like your models or textures suddenly disappearing from the game.
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//! Debugging reveals that the *entities* are still there, but nothing is rendering!
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//! This is because the assets were removed from memory while they were still in use.
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//! You were probably too aggressive with the use of weak handles (which don't increment the reference count of the asset): think through the lifecycle of your assets carefully!
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//! As soon as an asset is loaded, you must ensure that at least one strong handle is held to it until all matching entities are out of sight of the player.
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//!
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//! # Asset dependencies
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//!
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//! Some assets depend on other assets to be loaded before they can be loaded themselves.
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//! For example, a 3D model might require both textures and meshes to be loaded,
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//! or a 2D level might require a tileset to be loaded.
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//!
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//! The assets that are required to load another asset are called "dependencies".
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//! An asset is only considered fully loaded when it and all of its dependencies are loaded.
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//! Asset dependencies can be declared when implementing the [`Asset`] trait by implementing the [`VisitAssetDependencies`] trait,
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//! and the `#[dependency]` attribute can be used to automatically derive this implementation.
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//!
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//! # Custom asset types
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//!
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//! While Bevy comes with implementations for a large number of common game-oriented asset types (often behind off-by-default feature flags!),
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//! implementing a custom asset type can be useful when dealing with unusual, game-specific, or proprietary formats.
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//!
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//! Defining a new asset type is as simple as implementing the [`Asset`] trait.
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//! This requires [`TypePath`] for metadata about the asset type,
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//! and [`VisitAssetDependencies`] to track asset dependencies.
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//! In simple cases, you can derive [`Asset`] and [`Reflect`] and be done with it: the required supertraits will be implemented for you.
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//!
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//! With a new asset type in place, we now need to figure out how to load it.
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//! While [`AssetReader`](io::AssetReader) describes strategies to read asset bytes from various sources,
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//! [`AssetLoader`] is the trait that actually turns those into your desired in-memory format.
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//! Generally, (only) [`AssetLoader`] needs to be implemented for custom assets, as the [`AssetReader`](io::AssetReader) implementations are provided by Bevy.
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//!
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//! However, [`AssetLoader`] shouldn't be implemented for your asset type directly: instead, this is implemented for a "loader" type
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//! that can store settings and any additional data required to load your asset, while your asset type is used as the [`AssetLoader::Asset`] associated type.
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//! As the trait documentation explains, this allows various [`AssetLoader::Settings`] to be used to configure the loader.
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//!
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//! After the loader is implemented, it needs to be registered with the [`AssetServer`] using [`App::register_asset_loader`](AssetApp::register_asset_loader).
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//! Once your asset type is loaded, you can use it in your game like any other asset type!
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//!
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//! If you want to save your assets back to disk, you should implement [`AssetSaver`](saver::AssetSaver) as well.
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//! This trait mirrors [`AssetLoader`] in structure, and works in tandem with [`AssetWriter`](io::AssetWriter), which mirrors [`AssetReader`](io::AssetReader).
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#![expect(missing_docs, reason = "Not all docs are written yet, see #3492.")]
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#![cfg_attr(docsrs, feature(doc_auto_cfg))]
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#![doc(
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html_logo_url = "https://bevyengine.org/assets/icon.png",
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html_favicon_url = "https://bevyengine.org/assets/icon.png"
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)]
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#![no_std]
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extern crate alloc;
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extern crate std;
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// Required to make proc macros work in bevy itself.
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extern crate self as bevy_asset;
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pub mod io;
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pub mod meta;
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pub mod processor;
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pub mod saver;
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pub mod transformer;
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/// The asset prelude.
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///
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/// This includes the most common types in this crate, re-exported for your convenience.
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pub mod prelude {
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#[doc(hidden)]
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pub use crate::asset_changed::AssetChanged;
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#[doc(hidden)]
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pub use crate::{
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Asset, AssetApp, AssetEvent, AssetId, AssetMode, AssetPlugin, AssetServer, Assets,
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DirectAssetAccessExt, Handle, UntypedHandle,
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};
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}
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mod asset_changed;
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mod assets;
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mod direct_access_ext;
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mod event;
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mod folder;
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mod handle;
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mod id;
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mod loader;
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mod loader_builders;
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mod path;
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mod reflect;
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mod render_asset;
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mod server;
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pub use assets::*;
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pub use bevy_asset_macros::Asset;
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pub use direct_access_ext::DirectAssetAccessExt;
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pub use event::*;
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pub use folder::*;
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pub use futures_lite::{AsyncReadExt, AsyncWriteExt};
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pub use handle::*;
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pub use id::*;
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pub use loader::*;
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pub use loader_builders::{
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Deferred, DynamicTyped, Immediate, NestedLoader, StaticTyped, UnknownTyped,
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};
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pub use path::*;
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pub use reflect::*;
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pub use render_asset::*;
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pub use server::*;
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/// Rusty Object Notation, a crate used to serialize and deserialize bevy assets.
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pub use ron;
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pub use uuid;
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use crate::{
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io::{embedded::EmbeddedAssetRegistry, AssetSourceBuilder, AssetSourceBuilders, AssetSourceId},
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processor::{AssetProcessor, Process},
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};
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use alloc::{
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string::{String, ToString},
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sync::Arc,
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vec::Vec,
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};
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use bevy_app::{App, Plugin, PostUpdate, PreUpdate};
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use bevy_ecs::prelude::Component;
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use bevy_ecs::{
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reflect::AppTypeRegistry,
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schedule::{IntoSystemConfigs, IntoSystemSetConfigs, SystemSet},
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world::FromWorld,
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};
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use bevy_platform_support::collections::HashSet;
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use bevy_reflect::{FromReflect, GetTypeRegistration, Reflect, TypePath};
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use core::any::TypeId;
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use tracing::error;
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#[cfg(all(feature = "file_watcher", not(feature = "multi_threaded")))]
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compile_error!(
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"The \"file_watcher\" feature for hot reloading requires the \
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\"multi_threaded\" feature to be functional.\n\
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Consider either disabling the \"file_watcher\" feature or enabling \"multi_threaded\""
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);
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/// Provides "asset" loading and processing functionality. An [`Asset`] is a "runtime value" that is loaded from an [`AssetSource`],
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/// which can be something like a filesystem, a network, etc.
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///
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/// Supports flexible "modes", such as [`AssetMode::Processed`] and
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/// [`AssetMode::Unprocessed`] that enable using the asset workflow that best suits your project.
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///
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/// [`AssetSource`]: io::AssetSource
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pub struct AssetPlugin {
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/// The default file path to use (relative to the project root) for unprocessed assets.
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pub file_path: String,
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/// The default file path to use (relative to the project root) for processed assets.
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pub processed_file_path: String,
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/// If set, will override the default "watch for changes" setting. By default "watch for changes" will be `false` unless
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/// the `watch` cargo feature is set. `watch` can be enabled manually, or it will be automatically enabled if a specific watcher
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/// like `file_watcher` is enabled.
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///
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/// Most use cases should leave this set to [`None`] and enable a specific watcher feature such as `file_watcher` to enable
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/// watching for dev-scenarios.
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pub watch_for_changes_override: Option<bool>,
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/// The [`AssetMode`] to use for this server.
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pub mode: AssetMode,
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/// How/If asset meta files should be checked.
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pub meta_check: AssetMetaCheck,
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}
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/// Controls whether or not assets are pre-processed before being loaded.
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///
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/// This setting is controlled by setting [`AssetPlugin::mode`].
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///
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/// When building on web, asset preprocessing can cause problems due to the lack of filesystem access.
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/// See [bevy#10157](https://github.com/bevyengine/bevy/issues/10157) for context.
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#[derive(Debug)]
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pub enum AssetMode {
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/// Loads assets from their [`AssetSource`]'s default [`AssetReader`] without any "preprocessing".
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///
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/// [`AssetReader`]: io::AssetReader
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/// [`AssetSource`]: io::AssetSource
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Unprocessed,
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/// Assets will be "pre-processed". This enables assets to be imported / converted / optimized ahead of time.
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///
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/// Assets will be read from their unprocessed [`AssetSource`] (defaults to the `assets` folder),
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/// processed according to their [`AssetMeta`], and written to their processed [`AssetSource`] (defaults to the `imported_assets/Default` folder).
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///
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/// By default, this assumes the processor _has already been run_. It will load assets from their final processed [`AssetReader`].
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///
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/// When developing an app, you should enable the `asset_processor` cargo feature, which will run the asset processor at startup. This should generally
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/// be used in combination with the `file_watcher` cargo feature, which enables hot-reloading of assets that have changed. When both features are enabled,
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/// changes to "original/source assets" will be detected, the asset will be re-processed, and then the final processed asset will be hot-reloaded in the app.
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///
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/// [`AssetMeta`]: meta::AssetMeta
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/// [`AssetSource`]: io::AssetSource
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/// [`AssetReader`]: io::AssetReader
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Processed,
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}
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/// Configures how / if meta files will be checked. If an asset's meta file is not checked, the default meta for the asset
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/// will be used.
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#[derive(Debug, Default, Clone)]
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pub enum AssetMetaCheck {
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/// Always check if assets have meta files. If the meta does not exist, the default meta will be used.
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#[default]
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Always,
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/// Only look up meta files for the provided paths. The default meta will be used for any paths not contained in this set.
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Paths(HashSet<AssetPath<'static>>),
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/// Never check if assets have meta files and always use the default meta. If meta files exist, they will be ignored and the default meta will be used.
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Never,
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}
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impl Default for AssetPlugin {
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fn default() -> Self {
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Self {
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mode: AssetMode::Unprocessed,
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file_path: Self::DEFAULT_UNPROCESSED_FILE_PATH.to_string(),
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processed_file_path: Self::DEFAULT_PROCESSED_FILE_PATH.to_string(),
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watch_for_changes_override: None,
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meta_check: AssetMetaCheck::default(),
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}
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}
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}
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impl AssetPlugin {
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const DEFAULT_UNPROCESSED_FILE_PATH: &'static str = "assets";
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/// NOTE: this is in the Default sub-folder to make this forward compatible with "import profiles"
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/// and to allow us to put the "processor transaction log" at `imported_assets/log`
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const DEFAULT_PROCESSED_FILE_PATH: &'static str = "imported_assets/Default";
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}
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impl Plugin for AssetPlugin {
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fn build(&self, app: &mut App) {
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let embedded = EmbeddedAssetRegistry::default();
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{
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let mut sources = app
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.world_mut()
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.get_resource_or_init::<AssetSourceBuilders>();
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sources.init_default_source(
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&self.file_path,
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(!matches!(self.mode, AssetMode::Unprocessed))
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.then_some(self.processed_file_path.as_str()),
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);
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embedded.register_source(&mut sources);
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}
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{
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let mut watch = cfg!(feature = "watch");
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if let Some(watch_override) = self.watch_for_changes_override {
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watch = watch_override;
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}
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match self.mode {
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AssetMode::Unprocessed => {
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let mut builders = app.world_mut().resource_mut::<AssetSourceBuilders>();
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let sources = builders.build_sources(watch, false);
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app.insert_resource(AssetServer::new_with_meta_check(
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sources,
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AssetServerMode::Unprocessed,
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self.meta_check.clone(),
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watch,
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));
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}
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AssetMode::Processed => {
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#[cfg(feature = "asset_processor")]
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{
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let mut builders = app.world_mut().resource_mut::<AssetSourceBuilders>();
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let processor = AssetProcessor::new(&mut builders);
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let mut sources = builders.build_sources(false, watch);
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sources.gate_on_processor(processor.data.clone());
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// the main asset server shares loaders with the processor asset server
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app.insert_resource(AssetServer::new_with_loaders(
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sources,
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processor.server().data.loaders.clone(),
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AssetServerMode::Processed,
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AssetMetaCheck::Always,
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watch,
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))
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.insert_resource(processor)
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|
.add_systems(bevy_app::Startup, AssetProcessor::start);
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}
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|
#[cfg(not(feature = "asset_processor"))]
|
|
{
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|
let mut builders = app.world_mut().resource_mut::<AssetSourceBuilders>();
|
|
let sources = builders.build_sources(false, watch);
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|
app.insert_resource(AssetServer::new_with_meta_check(
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|
sources,
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AssetServerMode::Processed,
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|
AssetMetaCheck::Always,
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|
watch,
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));
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}
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|
}
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|
}
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|
}
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|
app.insert_resource(embedded)
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|
.init_asset::<LoadedFolder>()
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|
.init_asset::<LoadedUntypedAsset>()
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|
.init_asset::<()>()
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|
.add_event::<UntypedAssetLoadFailedEvent>()
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|
.configure_sets(PreUpdate, TrackAssets.after(handle_internal_asset_events))
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|
// `handle_internal_asset_events` requires the use of `&mut World`,
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|
// and as a result has ambiguous system ordering with all other systems in `PreUpdate`.
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|
// This is virtually never a real problem: asset loading is async and so anything that interacts directly with it
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|
// needs to be robust to stochastic delays anyways.
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|
.add_systems(PreUpdate, handle_internal_asset_events.ambiguous_with_all())
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|
.register_type::<AssetPath>();
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|
}
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}
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|
|
/// Declares that this type is an asset,
|
|
/// which can be loaded and managed by the [`AssetServer`] and stored in [`Assets`] collections.
|
|
///
|
|
/// Generally, assets are large, complex, and/or expensive to load from disk, and are often authored by artists or designers.
|
|
///
|
|
/// [`TypePath`] is largely used for diagnostic purposes, and should almost always be implemented by deriving [`Reflect`] on your type.
|
|
/// [`VisitAssetDependencies`] is used to track asset dependencies, and an implementation is automatically generated when deriving [`Asset`].
|
|
#[diagnostic::on_unimplemented(
|
|
message = "`{Self}` is not an `Asset`",
|
|
label = "invalid `Asset`",
|
|
note = "consider annotating `{Self}` with `#[derive(Asset)]`"
|
|
)]
|
|
pub trait Asset: VisitAssetDependencies + TypePath + Send + Sync + 'static {}
|
|
|
|
/// A trait for components that can be used as asset identifiers, e.g. handle wrappers.
|
|
pub trait AsAssetId: Component {
|
|
/// The underlying asset type.
|
|
type Asset: Asset;
|
|
|
|
/// Retrieves the asset id from this component.
|
|
fn as_asset_id(&self) -> AssetId<Self::Asset>;
|
|
}
|
|
|
|
/// This trait defines how to visit the dependencies of an asset.
|
|
/// For example, a 3D model might require both textures and meshes to be loaded.
|
|
///
|
|
/// Note that this trait is automatically implemented when deriving [`Asset`].
|
|
pub trait VisitAssetDependencies {
|
|
fn visit_dependencies(&self, visit: &mut impl FnMut(UntypedAssetId));
|
|
}
|
|
|
|
impl<A: Asset> VisitAssetDependencies for Handle<A> {
|
|
fn visit_dependencies(&self, visit: &mut impl FnMut(UntypedAssetId)) {
|
|
visit(self.id().untyped());
|
|
}
|
|
}
|
|
|
|
impl<A: Asset> VisitAssetDependencies for Option<Handle<A>> {
|
|
fn visit_dependencies(&self, visit: &mut impl FnMut(UntypedAssetId)) {
|
|
if let Some(handle) = self {
|
|
visit(handle.id().untyped());
|
|
}
|
|
}
|
|
}
|
|
|
|
impl VisitAssetDependencies for UntypedHandle {
|
|
fn visit_dependencies(&self, visit: &mut impl FnMut(UntypedAssetId)) {
|
|
visit(self.id());
|
|
}
|
|
}
|
|
|
|
impl VisitAssetDependencies for Option<UntypedHandle> {
|
|
fn visit_dependencies(&self, visit: &mut impl FnMut(UntypedAssetId)) {
|
|
if let Some(handle) = self {
|
|
visit(handle.id());
|
|
}
|
|
}
|
|
}
|
|
|
|
impl<A: Asset> VisitAssetDependencies for Vec<Handle<A>> {
|
|
fn visit_dependencies(&self, visit: &mut impl FnMut(UntypedAssetId)) {
|
|
for dependency in self {
|
|
visit(dependency.id().untyped());
|
|
}
|
|
}
|
|
}
|
|
|
|
impl VisitAssetDependencies for Vec<UntypedHandle> {
|
|
fn visit_dependencies(&self, visit: &mut impl FnMut(UntypedAssetId)) {
|
|
for dependency in self {
|
|
visit(dependency.id());
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Adds asset-related builder methods to [`App`].
|
|
pub trait AssetApp {
|
|
/// Registers the given `loader` in the [`App`]'s [`AssetServer`].
|
|
fn register_asset_loader<L: AssetLoader>(&mut self, loader: L) -> &mut Self;
|
|
/// Registers the given `processor` in the [`App`]'s [`AssetProcessor`].
|
|
fn register_asset_processor<P: Process>(&mut self, processor: P) -> &mut Self;
|
|
/// Registers the given [`AssetSourceBuilder`] with the given `id`.
|
|
///
|
|
/// Note that asset sources must be registered before adding [`AssetPlugin`] to your application,
|
|
/// since registered asset sources are built at that point and not after.
|
|
fn register_asset_source(
|
|
&mut self,
|
|
id: impl Into<AssetSourceId<'static>>,
|
|
source: AssetSourceBuilder,
|
|
) -> &mut Self;
|
|
/// Sets the default asset processor for the given `extension`.
|
|
fn set_default_asset_processor<P: Process>(&mut self, extension: &str) -> &mut Self;
|
|
/// Initializes the given loader in the [`App`]'s [`AssetServer`].
|
|
fn init_asset_loader<L: AssetLoader + FromWorld>(&mut self) -> &mut Self;
|
|
/// Initializes the given [`Asset`] in the [`App`] by:
|
|
/// * Registering the [`Asset`] in the [`AssetServer`]
|
|
/// * Initializing the [`AssetEvent`] resource for the [`Asset`]
|
|
/// * Adding other relevant systems and resources for the [`Asset`]
|
|
/// * Ignoring schedule ambiguities in [`Assets`] resource. Any time a system takes
|
|
/// mutable access to this resource this causes a conflict, but they rarely actually
|
|
/// modify the same underlying asset.
|
|
fn init_asset<A: Asset>(&mut self) -> &mut Self;
|
|
/// Registers the asset type `T` using `[App::register]`,
|
|
/// and adds [`ReflectAsset`] type data to `T` and [`ReflectHandle`] type data to [`Handle<T>`] in the type registry.
|
|
///
|
|
/// This enables reflection code to access assets. For detailed information, see the docs on [`ReflectAsset`] and [`ReflectHandle`].
|
|
fn register_asset_reflect<A>(&mut self) -> &mut Self
|
|
where
|
|
A: Asset + Reflect + FromReflect + GetTypeRegistration;
|
|
/// Preregisters a loader for the given extensions, that will block asset loads until a real loader
|
|
/// is registered.
|
|
fn preregister_asset_loader<L: AssetLoader>(&mut self, extensions: &[&str]) -> &mut Self;
|
|
}
|
|
|
|
impl AssetApp for App {
|
|
fn register_asset_loader<L: AssetLoader>(&mut self, loader: L) -> &mut Self {
|
|
self.world()
|
|
.resource::<AssetServer>()
|
|
.register_loader(loader);
|
|
self
|
|
}
|
|
|
|
fn register_asset_processor<P: Process>(&mut self, processor: P) -> &mut Self {
|
|
if let Some(asset_processor) = self.world().get_resource::<AssetProcessor>() {
|
|
asset_processor.register_processor(processor);
|
|
}
|
|
self
|
|
}
|
|
|
|
fn register_asset_source(
|
|
&mut self,
|
|
id: impl Into<AssetSourceId<'static>>,
|
|
source: AssetSourceBuilder,
|
|
) -> &mut Self {
|
|
let id = AssetSourceId::from_static(id);
|
|
if self.world().get_resource::<AssetServer>().is_some() {
|
|
error!("{} must be registered before `AssetPlugin` (typically added as part of `DefaultPlugins`)", id);
|
|
}
|
|
|
|
{
|
|
let mut sources = self
|
|
.world_mut()
|
|
.get_resource_or_init::<AssetSourceBuilders>();
|
|
sources.insert(id, source);
|
|
}
|
|
|
|
self
|
|
}
|
|
|
|
fn set_default_asset_processor<P: Process>(&mut self, extension: &str) -> &mut Self {
|
|
if let Some(asset_processor) = self.world().get_resource::<AssetProcessor>() {
|
|
asset_processor.set_default_processor::<P>(extension);
|
|
}
|
|
self
|
|
}
|
|
|
|
fn init_asset_loader<L: AssetLoader + FromWorld>(&mut self) -> &mut Self {
|
|
let loader = L::from_world(self.world_mut());
|
|
self.register_asset_loader(loader)
|
|
}
|
|
|
|
fn init_asset<A: Asset>(&mut self) -> &mut Self {
|
|
let assets = Assets::<A>::default();
|
|
self.world()
|
|
.resource::<AssetServer>()
|
|
.register_asset(&assets);
|
|
if self.world().contains_resource::<AssetProcessor>() {
|
|
let processor = self.world().resource::<AssetProcessor>();
|
|
// The processor should have its own handle provider separate from the Asset storage
|
|
// to ensure the id spaces are entirely separate. Not _strictly_ necessary, but
|
|
// desirable.
|
|
processor
|
|
.server()
|
|
.register_handle_provider(AssetHandleProvider::new(
|
|
TypeId::of::<A>(),
|
|
Arc::new(AssetIndexAllocator::default()),
|
|
));
|
|
}
|
|
self.insert_resource(assets)
|
|
.allow_ambiguous_resource::<Assets<A>>()
|
|
.add_event::<AssetEvent<A>>()
|
|
.add_event::<AssetLoadFailedEvent<A>>()
|
|
.register_type::<Handle<A>>()
|
|
.add_systems(
|
|
PostUpdate,
|
|
Assets::<A>::asset_events
|
|
.run_if(Assets::<A>::asset_events_condition)
|
|
.in_set(AssetEvents),
|
|
)
|
|
.add_systems(PreUpdate, Assets::<A>::track_assets.in_set(TrackAssets))
|
|
}
|
|
|
|
fn register_asset_reflect<A>(&mut self) -> &mut Self
|
|
where
|
|
A: Asset + Reflect + FromReflect + GetTypeRegistration,
|
|
{
|
|
let type_registry = self.world().resource::<AppTypeRegistry>();
|
|
{
|
|
let mut type_registry = type_registry.write();
|
|
|
|
type_registry.register::<A>();
|
|
type_registry.register::<Handle<A>>();
|
|
type_registry.register_type_data::<A, ReflectAsset>();
|
|
type_registry.register_type_data::<Handle<A>, ReflectHandle>();
|
|
}
|
|
|
|
self
|
|
}
|
|
|
|
fn preregister_asset_loader<L: AssetLoader>(&mut self, extensions: &[&str]) -> &mut Self {
|
|
self.world_mut()
|
|
.resource_mut::<AssetServer>()
|
|
.preregister_loader::<L>(extensions);
|
|
self
|
|
}
|
|
}
|
|
|
|
/// A system set that holds all "track asset" operations.
|
|
#[derive(SystemSet, Hash, Debug, PartialEq, Eq, Clone)]
|
|
pub struct TrackAssets;
|
|
|
|
/// A system set where events accumulated in [`Assets`] are applied to the [`AssetEvent`] [`Events`] resource.
|
|
///
|
|
/// [`Events`]: bevy_ecs::event::Events
|
|
#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemSet)]
|
|
pub struct AssetEvents;
|
|
|
|
#[cfg(test)]
|
|
mod tests {
|
|
use crate::{
|
|
folder::LoadedFolder,
|
|
handle::Handle,
|
|
io::{
|
|
gated::{GateOpener, GatedReader},
|
|
memory::{Dir, MemoryAssetReader},
|
|
AssetReader, AssetReaderError, AssetSource, AssetSourceId, Reader,
|
|
},
|
|
loader::{AssetLoader, LoadContext},
|
|
Asset, AssetApp, AssetEvent, AssetId, AssetLoadError, AssetLoadFailedEvent, AssetPath,
|
|
AssetPlugin, AssetServer, Assets,
|
|
};
|
|
use alloc::{
|
|
boxed::Box,
|
|
format,
|
|
string::{String, ToString},
|
|
sync::Arc,
|
|
vec,
|
|
vec::Vec,
|
|
};
|
|
use bevy_app::{App, TaskPoolPlugin, Update};
|
|
use bevy_ecs::{
|
|
event::EventCursor,
|
|
prelude::*,
|
|
schedule::{LogLevel, ScheduleBuildSettings},
|
|
};
|
|
use bevy_log::LogPlugin;
|
|
use bevy_platform_support::collections::HashMap;
|
|
use bevy_reflect::TypePath;
|
|
use core::time::Duration;
|
|
use serde::{Deserialize, Serialize};
|
|
use std::path::Path;
|
|
use thiserror::Error;
|
|
|
|
#[derive(Asset, TypePath, Debug, Default)]
|
|
pub struct CoolText {
|
|
pub text: String,
|
|
pub embedded: String,
|
|
#[dependency]
|
|
pub dependencies: Vec<Handle<CoolText>>,
|
|
#[dependency]
|
|
pub sub_texts: Vec<Handle<SubText>>,
|
|
}
|
|
|
|
#[derive(Asset, TypePath, Debug)]
|
|
pub struct SubText {
|
|
text: String,
|
|
}
|
|
|
|
#[derive(Serialize, Deserialize)]
|
|
pub struct CoolTextRon {
|
|
text: String,
|
|
dependencies: Vec<String>,
|
|
embedded_dependencies: Vec<String>,
|
|
sub_texts: Vec<String>,
|
|
}
|
|
|
|
#[derive(Default)]
|
|
pub struct CoolTextLoader;
|
|
|
|
#[derive(Error, Debug)]
|
|
pub enum CoolTextLoaderError {
|
|
#[error("Could not load dependency: {dependency}")]
|
|
CannotLoadDependency { dependency: AssetPath<'static> },
|
|
#[error("A RON error occurred during loading")]
|
|
RonSpannedError(#[from] ron::error::SpannedError),
|
|
#[error("An IO error occurred during loading")]
|
|
Io(#[from] std::io::Error),
|
|
}
|
|
|
|
impl AssetLoader for CoolTextLoader {
|
|
type Asset = CoolText;
|
|
|
|
type Settings = ();
|
|
|
|
type Error = CoolTextLoaderError;
|
|
|
|
async fn load(
|
|
&self,
|
|
reader: &mut dyn Reader,
|
|
_settings: &Self::Settings,
|
|
load_context: &mut LoadContext<'_>,
|
|
) -> Result<Self::Asset, Self::Error> {
|
|
let mut bytes = Vec::new();
|
|
reader.read_to_end(&mut bytes).await?;
|
|
let mut ron: CoolTextRon = ron::de::from_bytes(&bytes)?;
|
|
let mut embedded = String::new();
|
|
for dep in ron.embedded_dependencies {
|
|
let loaded = load_context
|
|
.loader()
|
|
.immediate()
|
|
.load::<CoolText>(&dep)
|
|
.await
|
|
.map_err(|_| Self::Error::CannotLoadDependency {
|
|
dependency: dep.into(),
|
|
})?;
|
|
let cool = loaded.get_asset().get();
|
|
embedded.push_str(&cool.text);
|
|
}
|
|
Ok(CoolText {
|
|
text: ron.text,
|
|
embedded,
|
|
dependencies: ron
|
|
.dependencies
|
|
.iter()
|
|
.map(|p| load_context.load(p))
|
|
.collect(),
|
|
sub_texts: ron
|
|
.sub_texts
|
|
.drain(..)
|
|
.map(|text| load_context.add_labeled_asset(text.clone(), SubText { text }))
|
|
.collect(),
|
|
})
|
|
}
|
|
|
|
fn extensions(&self) -> &[&str] {
|
|
&["cool.ron"]
|
|
}
|
|
}
|
|
|
|
/// A dummy [`CoolText`] asset reader that only succeeds after `failure_count` times it's read from for each asset.
|
|
#[derive(Default, Clone)]
|
|
pub struct UnstableMemoryAssetReader {
|
|
pub attempt_counters: Arc<std::sync::Mutex<HashMap<Box<Path>, usize>>>,
|
|
pub load_delay: Duration,
|
|
memory_reader: MemoryAssetReader,
|
|
failure_count: usize,
|
|
}
|
|
|
|
impl UnstableMemoryAssetReader {
|
|
pub fn new(root: Dir, failure_count: usize) -> Self {
|
|
Self {
|
|
load_delay: Duration::from_millis(10),
|
|
memory_reader: MemoryAssetReader { root },
|
|
attempt_counters: Default::default(),
|
|
failure_count,
|
|
}
|
|
}
|
|
}
|
|
|
|
impl AssetReader for UnstableMemoryAssetReader {
|
|
async fn is_directory<'a>(&'a self, path: &'a Path) -> Result<bool, AssetReaderError> {
|
|
self.memory_reader.is_directory(path).await
|
|
}
|
|
async fn read_directory<'a>(
|
|
&'a self,
|
|
path: &'a Path,
|
|
) -> Result<Box<bevy_asset::io::PathStream>, AssetReaderError> {
|
|
self.memory_reader.read_directory(path).await
|
|
}
|
|
async fn read_meta<'a>(
|
|
&'a self,
|
|
path: &'a Path,
|
|
) -> Result<impl Reader + 'a, AssetReaderError> {
|
|
self.memory_reader.read_meta(path).await
|
|
}
|
|
async fn read<'a>(&'a self, path: &'a Path) -> Result<impl Reader + 'a, AssetReaderError> {
|
|
let attempt_number = {
|
|
let mut attempt_counters = self.attempt_counters.lock().unwrap();
|
|
if let Some(existing) = attempt_counters.get_mut(path) {
|
|
*existing += 1;
|
|
*existing
|
|
} else {
|
|
attempt_counters.insert(path.into(), 1);
|
|
1
|
|
}
|
|
};
|
|
|
|
if attempt_number <= self.failure_count {
|
|
let io_error = std::io::Error::new(
|
|
std::io::ErrorKind::ConnectionRefused,
|
|
format!(
|
|
"Simulated failure {attempt_number} of {}",
|
|
self.failure_count
|
|
),
|
|
);
|
|
let wait = self.load_delay;
|
|
return async move {
|
|
std::thread::sleep(wait);
|
|
Err(AssetReaderError::Io(io_error.into()))
|
|
}
|
|
.await;
|
|
}
|
|
|
|
self.memory_reader.read(path).await
|
|
}
|
|
}
|
|
|
|
fn test_app(dir: Dir) -> (App, GateOpener) {
|
|
let mut app = App::new();
|
|
let (gated_memory_reader, gate_opener) = GatedReader::new(MemoryAssetReader { root: dir });
|
|
app.register_asset_source(
|
|
AssetSourceId::Default,
|
|
AssetSource::build().with_reader(move || Box::new(gated_memory_reader.clone())),
|
|
)
|
|
.add_plugins((
|
|
TaskPoolPlugin::default(),
|
|
LogPlugin::default(),
|
|
AssetPlugin::default(),
|
|
));
|
|
(app, gate_opener)
|
|
}
|
|
|
|
pub fn run_app_until(app: &mut App, mut predicate: impl FnMut(&mut World) -> Option<()>) {
|
|
for _ in 0..LARGE_ITERATION_COUNT {
|
|
app.update();
|
|
if predicate(app.world_mut()).is_some() {
|
|
return;
|
|
}
|
|
}
|
|
|
|
panic!("Ran out of loops to return `Some` from `predicate`");
|
|
}
|
|
|
|
const LARGE_ITERATION_COUNT: usize = 10000;
|
|
|
|
fn get<A: Asset>(world: &World, id: AssetId<A>) -> Option<&A> {
|
|
world.resource::<Assets<A>>().get(id)
|
|
}
|
|
|
|
#[derive(Resource, Default)]
|
|
struct StoredEvents(Vec<AssetEvent<CoolText>>);
|
|
|
|
fn store_asset_events(
|
|
mut reader: EventReader<AssetEvent<CoolText>>,
|
|
mut storage: ResMut<StoredEvents>,
|
|
) {
|
|
storage.0.extend(reader.read().cloned());
|
|
}
|
|
|
|
#[test]
|
|
fn load_dependencies() {
|
|
// The particular usage of GatedReader in this test will cause deadlocking if running single-threaded
|
|
#[cfg(not(feature = "multi_threaded"))]
|
|
panic!("This test requires the \"multi_threaded\" feature, otherwise it will deadlock.\ncargo test --package bevy_asset --features multi_threaded");
|
|
|
|
let dir = Dir::default();
|
|
|
|
let a_path = "a.cool.ron";
|
|
let a_ron = r#"
|
|
(
|
|
text: "a",
|
|
dependencies: [
|
|
"foo/b.cool.ron",
|
|
"c.cool.ron",
|
|
],
|
|
embedded_dependencies: [],
|
|
sub_texts: [],
|
|
)"#;
|
|
let b_path = "foo/b.cool.ron";
|
|
let b_ron = r#"
|
|
(
|
|
text: "b",
|
|
dependencies: [],
|
|
embedded_dependencies: [],
|
|
sub_texts: [],
|
|
)"#;
|
|
|
|
let c_path = "c.cool.ron";
|
|
let c_ron = r#"
|
|
(
|
|
text: "c",
|
|
dependencies: [
|
|
"d.cool.ron",
|
|
],
|
|
embedded_dependencies: ["a.cool.ron", "foo/b.cool.ron"],
|
|
sub_texts: ["hello"],
|
|
)"#;
|
|
|
|
let d_path = "d.cool.ron";
|
|
let d_ron = r#"
|
|
(
|
|
text: "d",
|
|
dependencies: [],
|
|
embedded_dependencies: [],
|
|
sub_texts: [],
|
|
)"#;
|
|
|
|
dir.insert_asset_text(Path::new(a_path), a_ron);
|
|
dir.insert_asset_text(Path::new(b_path), b_ron);
|
|
dir.insert_asset_text(Path::new(c_path), c_ron);
|
|
dir.insert_asset_text(Path::new(d_path), d_ron);
|
|
|
|
#[derive(Resource)]
|
|
struct IdResults {
|
|
b_id: AssetId<CoolText>,
|
|
c_id: AssetId<CoolText>,
|
|
d_id: AssetId<CoolText>,
|
|
}
|
|
|
|
let (mut app, gate_opener) = test_app(dir);
|
|
app.init_asset::<CoolText>()
|
|
.init_asset::<SubText>()
|
|
.init_resource::<StoredEvents>()
|
|
.register_asset_loader(CoolTextLoader)
|
|
.add_systems(Update, store_asset_events);
|
|
let asset_server = app.world().resource::<AssetServer>().clone();
|
|
let handle: Handle<CoolText> = asset_server.load(a_path);
|
|
let a_id = handle.id();
|
|
app.update();
|
|
{
|
|
let a_text = get::<CoolText>(app.world(), a_id);
|
|
let (a_load, a_deps, a_rec_deps) = asset_server.get_load_states(a_id).unwrap();
|
|
assert!(a_text.is_none(), "a's asset should not exist yet");
|
|
assert!(a_load.is_loading());
|
|
assert!(a_deps.is_loading());
|
|
assert!(a_rec_deps.is_loading());
|
|
}
|
|
|
|
// Allow "a" to load ... wait for it to finish loading and validate results
|
|
// Dependencies are still gated so they should not be loaded yet
|
|
gate_opener.open(a_path);
|
|
run_app_until(&mut app, |world| {
|
|
let a_text = get::<CoolText>(world, a_id)?;
|
|
let (a_load, a_deps, a_rec_deps) = asset_server.get_load_states(a_id).unwrap();
|
|
assert_eq!(a_text.text, "a");
|
|
assert_eq!(a_text.dependencies.len(), 2);
|
|
assert!(a_load.is_loaded());
|
|
assert!(a_deps.is_loading());
|
|
assert!(a_rec_deps.is_loading());
|
|
|
|
let b_id = a_text.dependencies[0].id();
|
|
let b_text = get::<CoolText>(world, b_id);
|
|
let (b_load, b_deps, b_rec_deps) = asset_server.get_load_states(b_id).unwrap();
|
|
assert!(b_text.is_none(), "b component should not exist yet");
|
|
assert!(b_load.is_loading());
|
|
assert!(b_deps.is_loading());
|
|
assert!(b_rec_deps.is_loading());
|
|
|
|
let c_id = a_text.dependencies[1].id();
|
|
let c_text = get::<CoolText>(world, c_id);
|
|
let (c_load, c_deps, c_rec_deps) = asset_server.get_load_states(c_id).unwrap();
|
|
assert!(c_text.is_none(), "c component should not exist yet");
|
|
assert!(c_load.is_loading());
|
|
assert!(c_deps.is_loading());
|
|
assert!(c_rec_deps.is_loading());
|
|
Some(())
|
|
});
|
|
|
|
// Allow "b" to load ... wait for it to finish loading and validate results
|
|
// "c" should not be loaded yet
|
|
gate_opener.open(b_path);
|
|
run_app_until(&mut app, |world| {
|
|
let a_text = get::<CoolText>(world, a_id)?;
|
|
let (a_load, a_deps, a_rec_deps) = asset_server.get_load_states(a_id).unwrap();
|
|
assert_eq!(a_text.text, "a");
|
|
assert_eq!(a_text.dependencies.len(), 2);
|
|
assert!(a_load.is_loaded());
|
|
assert!(a_deps.is_loading());
|
|
assert!(a_rec_deps.is_loading());
|
|
|
|
let b_id = a_text.dependencies[0].id();
|
|
let b_text = get::<CoolText>(world, b_id)?;
|
|
let (b_load, b_deps, b_rec_deps) = asset_server.get_load_states(b_id).unwrap();
|
|
assert_eq!(b_text.text, "b");
|
|
assert!(b_load.is_loaded());
|
|
assert!(b_deps.is_loaded());
|
|
assert!(b_rec_deps.is_loaded());
|
|
|
|
let c_id = a_text.dependencies[1].id();
|
|
let c_text = get::<CoolText>(world, c_id);
|
|
let (c_load, c_deps, c_rec_deps) = asset_server.get_load_states(c_id).unwrap();
|
|
assert!(c_text.is_none(), "c component should not exist yet");
|
|
assert!(c_load.is_loading());
|
|
assert!(c_deps.is_loading());
|
|
assert!(c_rec_deps.is_loading());
|
|
Some(())
|
|
});
|
|
|
|
// Allow "c" to load ... wait for it to finish loading and validate results
|
|
// all "a" dependencies should be loaded now
|
|
gate_opener.open(c_path);
|
|
|
|
// Re-open a and b gates to allow c to load embedded deps (gates are closed after each load)
|
|
gate_opener.open(a_path);
|
|
gate_opener.open(b_path);
|
|
run_app_until(&mut app, |world| {
|
|
let a_text = get::<CoolText>(world, a_id)?;
|
|
let (a_load, a_deps, a_rec_deps) = asset_server.get_load_states(a_id).unwrap();
|
|
assert_eq!(a_text.text, "a");
|
|
assert_eq!(a_text.embedded, "");
|
|
assert_eq!(a_text.dependencies.len(), 2);
|
|
assert!(a_load.is_loaded());
|
|
|
|
let b_id = a_text.dependencies[0].id();
|
|
let b_text = get::<CoolText>(world, b_id)?;
|
|
let (b_load, b_deps, b_rec_deps) = asset_server.get_load_states(b_id).unwrap();
|
|
assert_eq!(b_text.text, "b");
|
|
assert_eq!(b_text.embedded, "");
|
|
assert!(b_load.is_loaded());
|
|
assert!(b_deps.is_loaded());
|
|
assert!(b_rec_deps.is_loaded());
|
|
|
|
let c_id = a_text.dependencies[1].id();
|
|
let c_text = get::<CoolText>(world, c_id)?;
|
|
let (c_load, c_deps, c_rec_deps) = asset_server.get_load_states(c_id).unwrap();
|
|
assert_eq!(c_text.text, "c");
|
|
assert_eq!(c_text.embedded, "ab");
|
|
assert!(c_load.is_loaded());
|
|
assert!(
|
|
c_deps.is_loading(),
|
|
"c deps should not be loaded yet because d has not loaded"
|
|
);
|
|
assert!(
|
|
c_rec_deps.is_loading(),
|
|
"c rec deps should not be loaded yet because d has not loaded"
|
|
);
|
|
|
|
let sub_text_id = c_text.sub_texts[0].id();
|
|
let sub_text = get::<SubText>(world, sub_text_id)
|
|
.expect("subtext should exist if c exists. it came from the same loader");
|
|
assert_eq!(sub_text.text, "hello");
|
|
let (sub_text_load, sub_text_deps, sub_text_rec_deps) =
|
|
asset_server.get_load_states(sub_text_id).unwrap();
|
|
assert!(sub_text_load.is_loaded());
|
|
assert!(sub_text_deps.is_loaded());
|
|
assert!(sub_text_rec_deps.is_loaded());
|
|
|
|
let d_id = c_text.dependencies[0].id();
|
|
let d_text = get::<CoolText>(world, d_id);
|
|
let (d_load, d_deps, d_rec_deps) = asset_server.get_load_states(d_id).unwrap();
|
|
assert!(d_text.is_none(), "d component should not exist yet");
|
|
assert!(d_load.is_loading());
|
|
assert!(d_deps.is_loading());
|
|
assert!(d_rec_deps.is_loading());
|
|
|
|
assert!(
|
|
a_deps.is_loaded(),
|
|
"If c has been loaded, the a deps should all be considered loaded"
|
|
);
|
|
assert!(
|
|
a_rec_deps.is_loading(),
|
|
"d is not loaded, so a's recursive deps should still be loading"
|
|
);
|
|
world.insert_resource(IdResults { b_id, c_id, d_id });
|
|
Some(())
|
|
});
|
|
|
|
gate_opener.open(d_path);
|
|
run_app_until(&mut app, |world| {
|
|
let a_text = get::<CoolText>(world, a_id)?;
|
|
let (_a_load, _a_deps, a_rec_deps) = asset_server.get_load_states(a_id).unwrap();
|
|
let c_id = a_text.dependencies[1].id();
|
|
let c_text = get::<CoolText>(world, c_id)?;
|
|
let (c_load, c_deps, c_rec_deps) = asset_server.get_load_states(c_id).unwrap();
|
|
assert_eq!(c_text.text, "c");
|
|
assert_eq!(c_text.embedded, "ab");
|
|
|
|
let d_id = c_text.dependencies[0].id();
|
|
let d_text = get::<CoolText>(world, d_id)?;
|
|
let (d_load, d_deps, d_rec_deps) = asset_server.get_load_states(d_id).unwrap();
|
|
assert_eq!(d_text.text, "d");
|
|
assert_eq!(d_text.embedded, "");
|
|
|
|
assert!(c_load.is_loaded());
|
|
assert!(c_deps.is_loaded());
|
|
assert!(c_rec_deps.is_loaded());
|
|
|
|
assert!(d_load.is_loaded());
|
|
assert!(d_deps.is_loaded());
|
|
assert!(d_rec_deps.is_loaded());
|
|
|
|
assert!(
|
|
a_rec_deps.is_loaded(),
|
|
"d is loaded, so a's recursive deps should be loaded"
|
|
);
|
|
Some(())
|
|
});
|
|
|
|
{
|
|
let mut texts = app.world_mut().resource_mut::<Assets<CoolText>>();
|
|
let a = texts.get_mut(a_id).unwrap();
|
|
a.text = "Changed".to_string();
|
|
}
|
|
|
|
drop(handle);
|
|
|
|
app.update();
|
|
assert_eq!(
|
|
app.world().resource::<Assets<CoolText>>().len(),
|
|
0,
|
|
"CoolText asset entities should be despawned when no more handles exist"
|
|
);
|
|
app.update();
|
|
// this requires a second update because the parent asset was freed in the previous app.update()
|
|
assert_eq!(
|
|
app.world().resource::<Assets<SubText>>().len(),
|
|
0,
|
|
"SubText asset entities should be despawned when no more handles exist"
|
|
);
|
|
let events = app.world_mut().remove_resource::<StoredEvents>().unwrap();
|
|
let id_results = app.world_mut().remove_resource::<IdResults>().unwrap();
|
|
let expected_events = vec![
|
|
AssetEvent::Added { id: a_id },
|
|
AssetEvent::LoadedWithDependencies {
|
|
id: id_results.b_id,
|
|
},
|
|
AssetEvent::Added {
|
|
id: id_results.b_id,
|
|
},
|
|
AssetEvent::Added {
|
|
id: id_results.c_id,
|
|
},
|
|
AssetEvent::LoadedWithDependencies {
|
|
id: id_results.d_id,
|
|
},
|
|
AssetEvent::LoadedWithDependencies {
|
|
id: id_results.c_id,
|
|
},
|
|
AssetEvent::LoadedWithDependencies { id: a_id },
|
|
AssetEvent::Added {
|
|
id: id_results.d_id,
|
|
},
|
|
AssetEvent::Modified { id: a_id },
|
|
AssetEvent::Unused { id: a_id },
|
|
AssetEvent::Removed { id: a_id },
|
|
AssetEvent::Unused {
|
|
id: id_results.b_id,
|
|
},
|
|
AssetEvent::Removed {
|
|
id: id_results.b_id,
|
|
},
|
|
AssetEvent::Unused {
|
|
id: id_results.c_id,
|
|
},
|
|
AssetEvent::Removed {
|
|
id: id_results.c_id,
|
|
},
|
|
AssetEvent::Unused {
|
|
id: id_results.d_id,
|
|
},
|
|
AssetEvent::Removed {
|
|
id: id_results.d_id,
|
|
},
|
|
];
|
|
assert_eq!(events.0, expected_events);
|
|
}
|
|
|
|
#[test]
|
|
fn failure_load_states() {
|
|
// The particular usage of GatedReader in this test will cause deadlocking if running single-threaded
|
|
#[cfg(not(feature = "multi_threaded"))]
|
|
panic!("This test requires the \"multi_threaded\" feature, otherwise it will deadlock.\ncargo test --package bevy_asset --features multi_threaded");
|
|
|
|
let dir = Dir::default();
|
|
|
|
let a_path = "a.cool.ron";
|
|
let a_ron = r#"
|
|
(
|
|
text: "a",
|
|
dependencies: [
|
|
"b.cool.ron",
|
|
"c.cool.ron",
|
|
],
|
|
embedded_dependencies: [],
|
|
sub_texts: []
|
|
)"#;
|
|
let b_path = "b.cool.ron";
|
|
let b_ron = r#"
|
|
(
|
|
text: "b",
|
|
dependencies: [],
|
|
embedded_dependencies: [],
|
|
sub_texts: []
|
|
)"#;
|
|
|
|
let c_path = "c.cool.ron";
|
|
let c_ron = r#"
|
|
(
|
|
text: "c",
|
|
dependencies: [
|
|
"d.cool.ron",
|
|
],
|
|
embedded_dependencies: [],
|
|
sub_texts: []
|
|
)"#;
|
|
|
|
let d_path = "d.cool.ron";
|
|
let d_ron = r#"
|
|
(
|
|
text: "d",
|
|
dependencies: [],
|
|
OH NO THIS ASSET IS MALFORMED
|
|
embedded_dependencies: [],
|
|
sub_texts: []
|
|
)"#;
|
|
|
|
dir.insert_asset_text(Path::new(a_path), a_ron);
|
|
dir.insert_asset_text(Path::new(b_path), b_ron);
|
|
dir.insert_asset_text(Path::new(c_path), c_ron);
|
|
dir.insert_asset_text(Path::new(d_path), d_ron);
|
|
|
|
let (mut app, gate_opener) = test_app(dir);
|
|
app.init_asset::<CoolText>()
|
|
.register_asset_loader(CoolTextLoader);
|
|
let asset_server = app.world().resource::<AssetServer>().clone();
|
|
let handle: Handle<CoolText> = asset_server.load(a_path);
|
|
let a_id = handle.id();
|
|
{
|
|
let other_handle: Handle<CoolText> = asset_server.load(a_path);
|
|
assert_eq!(
|
|
other_handle, handle,
|
|
"handles from consecutive load calls should be equal"
|
|
);
|
|
assert_eq!(
|
|
other_handle.id(),
|
|
handle.id(),
|
|
"handle ids from consecutive load calls should be equal"
|
|
);
|
|
}
|
|
|
|
gate_opener.open(a_path);
|
|
gate_opener.open(b_path);
|
|
gate_opener.open(c_path);
|
|
gate_opener.open(d_path);
|
|
|
|
run_app_until(&mut app, |world| {
|
|
let a_text = get::<CoolText>(world, a_id)?;
|
|
let (a_load, a_deps, a_rec_deps) = asset_server.get_load_states(a_id).unwrap();
|
|
|
|
let b_id = a_text.dependencies[0].id();
|
|
let b_text = get::<CoolText>(world, b_id)?;
|
|
let (b_load, b_deps, b_rec_deps) = asset_server.get_load_states(b_id).unwrap();
|
|
|
|
let c_id = a_text.dependencies[1].id();
|
|
let c_text = get::<CoolText>(world, c_id)?;
|
|
let (c_load, c_deps, c_rec_deps) = asset_server.get_load_states(c_id).unwrap();
|
|
|
|
let d_id = c_text.dependencies[0].id();
|
|
let d_text = get::<CoolText>(world, d_id);
|
|
let (d_load, d_deps, d_rec_deps) = asset_server.get_load_states(d_id).unwrap();
|
|
|
|
if !d_load.is_failed() {
|
|
// wait until d has exited the loading state
|
|
return None;
|
|
}
|
|
|
|
assert!(d_text.is_none());
|
|
assert!(d_load.is_failed());
|
|
assert!(d_deps.is_failed());
|
|
assert!(d_rec_deps.is_failed());
|
|
|
|
assert_eq!(a_text.text, "a");
|
|
assert!(a_load.is_loaded());
|
|
assert!(a_deps.is_loaded());
|
|
assert!(a_rec_deps.is_failed());
|
|
|
|
assert_eq!(b_text.text, "b");
|
|
assert!(b_load.is_loaded());
|
|
assert!(b_deps.is_loaded());
|
|
assert!(b_rec_deps.is_loaded());
|
|
|
|
assert_eq!(c_text.text, "c");
|
|
assert!(c_load.is_loaded());
|
|
assert!(c_deps.is_failed());
|
|
assert!(c_rec_deps.is_failed());
|
|
|
|
assert!(asset_server.load_state(a_id).is_loaded());
|
|
assert!(asset_server.dependency_load_state(a_id).is_loaded());
|
|
assert!(asset_server
|
|
.recursive_dependency_load_state(a_id)
|
|
.is_failed());
|
|
|
|
assert!(asset_server.is_loaded(a_id));
|
|
assert!(asset_server.is_loaded_with_direct_dependencies(a_id));
|
|
assert!(!asset_server.is_loaded_with_dependencies(a_id));
|
|
|
|
Some(())
|
|
});
|
|
}
|
|
|
|
#[test]
|
|
fn dependency_load_states() {
|
|
// The particular usage of GatedReader in this test will cause deadlocking if running single-threaded
|
|
#[cfg(not(feature = "multi_threaded"))]
|
|
panic!("This test requires the \"multi_threaded\" feature, otherwise it will deadlock.\ncargo test --package bevy_asset --features multi_threaded");
|
|
|
|
let a_path = "a.cool.ron";
|
|
let a_ron = r#"
|
|
(
|
|
text: "a",
|
|
dependencies: [
|
|
"b.cool.ron",
|
|
"c.cool.ron",
|
|
],
|
|
embedded_dependencies: [],
|
|
sub_texts: []
|
|
)"#;
|
|
let b_path = "b.cool.ron";
|
|
let b_ron = r#"
|
|
(
|
|
text: "b",
|
|
dependencies: [],
|
|
MALFORMED
|
|
embedded_dependencies: [],
|
|
sub_texts: []
|
|
)"#;
|
|
|
|
let c_path = "c.cool.ron";
|
|
let c_ron = r#"
|
|
(
|
|
text: "c",
|
|
dependencies: [],
|
|
embedded_dependencies: [],
|
|
sub_texts: []
|
|
)"#;
|
|
|
|
let dir = Dir::default();
|
|
dir.insert_asset_text(Path::new(a_path), a_ron);
|
|
dir.insert_asset_text(Path::new(b_path), b_ron);
|
|
dir.insert_asset_text(Path::new(c_path), c_ron);
|
|
|
|
let (mut app, gate_opener) = test_app(dir);
|
|
app.init_asset::<CoolText>()
|
|
.register_asset_loader(CoolTextLoader);
|
|
let asset_server = app.world().resource::<AssetServer>().clone();
|
|
let handle: Handle<CoolText> = asset_server.load(a_path);
|
|
let a_id = handle.id();
|
|
|
|
gate_opener.open(a_path);
|
|
run_app_until(&mut app, |world| {
|
|
let _a_text = get::<CoolText>(world, a_id)?;
|
|
let (a_load, a_deps, a_rec_deps) = asset_server.get_load_states(a_id).unwrap();
|
|
assert!(a_load.is_loaded());
|
|
assert!(a_deps.is_loading());
|
|
assert!(a_rec_deps.is_loading());
|
|
Some(())
|
|
});
|
|
|
|
gate_opener.open(b_path);
|
|
run_app_until(&mut app, |world| {
|
|
let a_text = get::<CoolText>(world, a_id)?;
|
|
let b_id = a_text.dependencies[0].id();
|
|
|
|
let (b_load, _b_deps, _b_rec_deps) = asset_server.get_load_states(b_id).unwrap();
|
|
if !b_load.is_failed() {
|
|
// wait until b fails
|
|
return None;
|
|
}
|
|
|
|
let (a_load, a_deps, a_rec_deps) = asset_server.get_load_states(a_id).unwrap();
|
|
assert!(a_load.is_loaded());
|
|
assert!(a_deps.is_failed());
|
|
assert!(a_rec_deps.is_failed());
|
|
Some(())
|
|
});
|
|
|
|
gate_opener.open(c_path);
|
|
run_app_until(&mut app, |world| {
|
|
let a_text = get::<CoolText>(world, a_id)?;
|
|
let c_id = a_text.dependencies[1].id();
|
|
// wait until c loads
|
|
let _c_text = get::<CoolText>(world, c_id)?;
|
|
|
|
let (a_load, a_deps, a_rec_deps) = asset_server.get_load_states(a_id).unwrap();
|
|
assert!(a_load.is_loaded());
|
|
assert!(
|
|
a_deps.is_failed(),
|
|
"Successful dependency load should not overwrite a previous failure"
|
|
);
|
|
assert!(
|
|
a_rec_deps.is_failed(),
|
|
"Successful dependency load should not overwrite a previous failure"
|
|
);
|
|
Some(())
|
|
});
|
|
}
|
|
|
|
const SIMPLE_TEXT: &str = r#"
|
|
(
|
|
text: "dep",
|
|
dependencies: [],
|
|
embedded_dependencies: [],
|
|
sub_texts: [],
|
|
)"#;
|
|
#[test]
|
|
fn keep_gotten_strong_handles() {
|
|
let dir = Dir::default();
|
|
dir.insert_asset_text(Path::new("dep.cool.ron"), SIMPLE_TEXT);
|
|
|
|
let (mut app, _) = test_app(dir);
|
|
app.init_asset::<CoolText>()
|
|
.init_asset::<SubText>()
|
|
.init_resource::<StoredEvents>()
|
|
.register_asset_loader(CoolTextLoader)
|
|
.add_systems(Update, store_asset_events);
|
|
|
|
let id = {
|
|
let handle = {
|
|
let mut texts = app.world_mut().resource_mut::<Assets<CoolText>>();
|
|
let handle = texts.add(CoolText::default());
|
|
texts.get_strong_handle(handle.id()).unwrap()
|
|
};
|
|
|
|
app.update();
|
|
|
|
{
|
|
let text = app.world().resource::<Assets<CoolText>>().get(&handle);
|
|
assert!(text.is_some());
|
|
}
|
|
handle.id()
|
|
};
|
|
// handle is dropped
|
|
app.update();
|
|
assert!(
|
|
app.world().resource::<Assets<CoolText>>().get(id).is_none(),
|
|
"asset has no handles, so it should have been dropped last update"
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn manual_asset_management() {
|
|
// The particular usage of GatedReader in this test will cause deadlocking if running single-threaded
|
|
#[cfg(not(feature = "multi_threaded"))]
|
|
panic!("This test requires the \"multi_threaded\" feature, otherwise it will deadlock.\ncargo test --package bevy_asset --features multi_threaded");
|
|
|
|
let dir = Dir::default();
|
|
let dep_path = "dep.cool.ron";
|
|
|
|
dir.insert_asset_text(Path::new(dep_path), SIMPLE_TEXT);
|
|
|
|
let (mut app, gate_opener) = test_app(dir);
|
|
app.init_asset::<CoolText>()
|
|
.init_asset::<SubText>()
|
|
.init_resource::<StoredEvents>()
|
|
.register_asset_loader(CoolTextLoader)
|
|
.add_systems(Update, store_asset_events);
|
|
|
|
let hello = "hello".to_string();
|
|
let empty = "".to_string();
|
|
|
|
let id = {
|
|
let handle = {
|
|
let mut texts = app.world_mut().resource_mut::<Assets<CoolText>>();
|
|
texts.add(CoolText {
|
|
text: hello.clone(),
|
|
embedded: empty.clone(),
|
|
dependencies: vec![],
|
|
sub_texts: Vec::new(),
|
|
})
|
|
};
|
|
|
|
app.update();
|
|
|
|
{
|
|
let text = app
|
|
.world()
|
|
.resource::<Assets<CoolText>>()
|
|
.get(&handle)
|
|
.unwrap();
|
|
assert_eq!(text.text, hello);
|
|
}
|
|
handle.id()
|
|
};
|
|
// handle is dropped
|
|
app.update();
|
|
assert!(
|
|
app.world().resource::<Assets<CoolText>>().get(id).is_none(),
|
|
"asset has no handles, so it should have been dropped last update"
|
|
);
|
|
// remove event is emitted
|
|
app.update();
|
|
let events = core::mem::take(&mut app.world_mut().resource_mut::<StoredEvents>().0);
|
|
let expected_events = vec![
|
|
AssetEvent::Added { id },
|
|
AssetEvent::Unused { id },
|
|
AssetEvent::Removed { id },
|
|
];
|
|
assert_eq!(events, expected_events);
|
|
|
|
let dep_handle = app.world().resource::<AssetServer>().load(dep_path);
|
|
let a = CoolText {
|
|
text: "a".to_string(),
|
|
embedded: empty,
|
|
// this dependency is behind a manual load gate, which should prevent 'a' from emitting a LoadedWithDependencies event
|
|
dependencies: vec![dep_handle.clone()],
|
|
sub_texts: Vec::new(),
|
|
};
|
|
let a_handle = app.world().resource::<AssetServer>().load_asset(a);
|
|
app.update();
|
|
// TODO: ideally it doesn't take two updates for the added event to emit
|
|
app.update();
|
|
|
|
let events = core::mem::take(&mut app.world_mut().resource_mut::<StoredEvents>().0);
|
|
let expected_events = vec![AssetEvent::Added { id: a_handle.id() }];
|
|
assert_eq!(events, expected_events);
|
|
|
|
gate_opener.open(dep_path);
|
|
loop {
|
|
app.update();
|
|
let events = core::mem::take(&mut app.world_mut().resource_mut::<StoredEvents>().0);
|
|
if events.is_empty() {
|
|
continue;
|
|
}
|
|
let expected_events = vec![
|
|
AssetEvent::LoadedWithDependencies {
|
|
id: dep_handle.id(),
|
|
},
|
|
AssetEvent::LoadedWithDependencies { id: a_handle.id() },
|
|
];
|
|
assert_eq!(events, expected_events);
|
|
break;
|
|
}
|
|
app.update();
|
|
let events = core::mem::take(&mut app.world_mut().resource_mut::<StoredEvents>().0);
|
|
let expected_events = vec![AssetEvent::Added {
|
|
id: dep_handle.id(),
|
|
}];
|
|
assert_eq!(events, expected_events);
|
|
}
|
|
|
|
#[test]
|
|
fn load_folder() {
|
|
// The particular usage of GatedReader in this test will cause deadlocking if running single-threaded
|
|
#[cfg(not(feature = "multi_threaded"))]
|
|
panic!("This test requires the \"multi_threaded\" feature, otherwise it will deadlock.\ncargo test --package bevy_asset --features multi_threaded");
|
|
|
|
let dir = Dir::default();
|
|
|
|
let a_path = "text/a.cool.ron";
|
|
let a_ron = r#"
|
|
(
|
|
text: "a",
|
|
dependencies: [
|
|
"b.cool.ron",
|
|
],
|
|
embedded_dependencies: [],
|
|
sub_texts: [],
|
|
)"#;
|
|
let b_path = "b.cool.ron";
|
|
let b_ron = r#"
|
|
(
|
|
text: "b",
|
|
dependencies: [],
|
|
embedded_dependencies: [],
|
|
sub_texts: [],
|
|
)"#;
|
|
|
|
let c_path = "text/c.cool.ron";
|
|
let c_ron = r#"
|
|
(
|
|
text: "c",
|
|
dependencies: [
|
|
],
|
|
embedded_dependencies: [],
|
|
sub_texts: [],
|
|
)"#;
|
|
dir.insert_asset_text(Path::new(a_path), a_ron);
|
|
dir.insert_asset_text(Path::new(b_path), b_ron);
|
|
dir.insert_asset_text(Path::new(c_path), c_ron);
|
|
|
|
let (mut app, gate_opener) = test_app(dir);
|
|
app.init_asset::<CoolText>()
|
|
.init_asset::<SubText>()
|
|
.register_asset_loader(CoolTextLoader);
|
|
let asset_server = app.world().resource::<AssetServer>().clone();
|
|
let handle: Handle<LoadedFolder> = asset_server.load_folder("text");
|
|
gate_opener.open(a_path);
|
|
gate_opener.open(b_path);
|
|
gate_opener.open(c_path);
|
|
|
|
let mut reader = EventCursor::default();
|
|
run_app_until(&mut app, |world| {
|
|
let events = world.resource::<Events<AssetEvent<LoadedFolder>>>();
|
|
let asset_server = world.resource::<AssetServer>();
|
|
let loaded_folders = world.resource::<Assets<LoadedFolder>>();
|
|
let cool_texts = world.resource::<Assets<CoolText>>();
|
|
for event in reader.read(events) {
|
|
if let AssetEvent::LoadedWithDependencies { id } = event {
|
|
if *id == handle.id() {
|
|
let loaded_folder = loaded_folders.get(&handle).unwrap();
|
|
let a_handle: Handle<CoolText> =
|
|
asset_server.get_handle("text/a.cool.ron").unwrap();
|
|
let c_handle: Handle<CoolText> =
|
|
asset_server.get_handle("text/c.cool.ron").unwrap();
|
|
|
|
let mut found_a = false;
|
|
let mut found_c = false;
|
|
for asset_handle in &loaded_folder.handles {
|
|
if asset_handle.id() == a_handle.id().untyped() {
|
|
found_a = true;
|
|
} else if asset_handle.id() == c_handle.id().untyped() {
|
|
found_c = true;
|
|
}
|
|
}
|
|
assert!(found_a);
|
|
assert!(found_c);
|
|
assert_eq!(loaded_folder.handles.len(), 2);
|
|
|
|
let a_text = cool_texts.get(&a_handle).unwrap();
|
|
let b_text = cool_texts.get(&a_text.dependencies[0]).unwrap();
|
|
let c_text = cool_texts.get(&c_handle).unwrap();
|
|
|
|
assert_eq!("a", a_text.text);
|
|
assert_eq!("b", b_text.text);
|
|
assert_eq!("c", c_text.text);
|
|
|
|
return Some(());
|
|
}
|
|
}
|
|
}
|
|
None
|
|
});
|
|
}
|
|
|
|
/// Tests that `AssetLoadFailedEvent<A>` events are emitted and can be used to retry failed assets.
|
|
#[test]
|
|
fn load_error_events() {
|
|
#[derive(Resource, Default)]
|
|
struct ErrorTracker {
|
|
tick: u64,
|
|
failures: usize,
|
|
queued_retries: Vec<(AssetPath<'static>, AssetId<CoolText>, u64)>,
|
|
finished_asset: Option<AssetId<CoolText>>,
|
|
}
|
|
|
|
fn asset_event_handler(
|
|
mut events: EventReader<AssetEvent<CoolText>>,
|
|
mut tracker: ResMut<ErrorTracker>,
|
|
) {
|
|
for event in events.read() {
|
|
if let AssetEvent::LoadedWithDependencies { id } = event {
|
|
tracker.finished_asset = Some(*id);
|
|
}
|
|
}
|
|
}
|
|
|
|
fn asset_load_error_event_handler(
|
|
server: Res<AssetServer>,
|
|
mut errors: EventReader<AssetLoadFailedEvent<CoolText>>,
|
|
mut tracker: ResMut<ErrorTracker>,
|
|
) {
|
|
// In the real world, this would refer to time (not ticks)
|
|
tracker.tick += 1;
|
|
|
|
// Retry loading past failed items
|
|
let now = tracker.tick;
|
|
tracker
|
|
.queued_retries
|
|
.retain(|(path, old_id, retry_after)| {
|
|
if now > *retry_after {
|
|
let new_handle = server.load::<CoolText>(path);
|
|
assert_eq!(&new_handle.id(), old_id);
|
|
false
|
|
} else {
|
|
true
|
|
}
|
|
});
|
|
|
|
// Check what just failed
|
|
for error in errors.read() {
|
|
let (load_state, _, _) = server.get_load_states(error.id).unwrap();
|
|
assert!(load_state.is_failed());
|
|
assert_eq!(*error.path.source(), AssetSourceId::Name("unstable".into()));
|
|
match &error.error {
|
|
AssetLoadError::AssetReaderError(read_error) => match read_error {
|
|
AssetReaderError::Io(_) => {
|
|
tracker.failures += 1;
|
|
if tracker.failures <= 2 {
|
|
// Retry in 10 ticks
|
|
tracker.queued_retries.push((
|
|
error.path.clone(),
|
|
error.id,
|
|
now + 10,
|
|
));
|
|
} else {
|
|
panic!(
|
|
"Unexpected failure #{} (expected only 2)",
|
|
tracker.failures
|
|
);
|
|
}
|
|
}
|
|
_ => panic!("Unexpected error type {}", read_error),
|
|
},
|
|
_ => panic!("Unexpected error type {}", error.error),
|
|
}
|
|
}
|
|
}
|
|
|
|
let a_path = "text/a.cool.ron";
|
|
let a_ron = r#"
|
|
(
|
|
text: "a",
|
|
dependencies: [],
|
|
embedded_dependencies: [],
|
|
sub_texts: [],
|
|
)"#;
|
|
|
|
let dir = Dir::default();
|
|
dir.insert_asset_text(Path::new(a_path), a_ron);
|
|
let unstable_reader = UnstableMemoryAssetReader::new(dir, 2);
|
|
|
|
let mut app = App::new();
|
|
app.register_asset_source(
|
|
"unstable",
|
|
AssetSource::build().with_reader(move || Box::new(unstable_reader.clone())),
|
|
)
|
|
.add_plugins((
|
|
TaskPoolPlugin::default(),
|
|
LogPlugin::default(),
|
|
AssetPlugin::default(),
|
|
))
|
|
.init_asset::<CoolText>()
|
|
.register_asset_loader(CoolTextLoader)
|
|
.init_resource::<ErrorTracker>()
|
|
.add_systems(
|
|
Update,
|
|
(asset_event_handler, asset_load_error_event_handler).chain(),
|
|
);
|
|
|
|
let asset_server = app.world().resource::<AssetServer>().clone();
|
|
let a_path = format!("unstable://{a_path}");
|
|
let a_handle: Handle<CoolText> = asset_server.load(a_path);
|
|
let a_id = a_handle.id();
|
|
|
|
run_app_until(&mut app, |world| {
|
|
let tracker = world.resource::<ErrorTracker>();
|
|
match tracker.finished_asset {
|
|
Some(asset_id) => {
|
|
assert_eq!(asset_id, a_id);
|
|
let assets = world.resource::<Assets<CoolText>>();
|
|
let result = assets.get(asset_id).unwrap();
|
|
assert_eq!(result.text, "a");
|
|
Some(())
|
|
}
|
|
None => None,
|
|
}
|
|
});
|
|
}
|
|
|
|
#[test]
|
|
fn ignore_system_ambiguities_on_assets() {
|
|
let mut app = App::new();
|
|
app.add_plugins(AssetPlugin::default())
|
|
.init_asset::<CoolText>();
|
|
|
|
fn uses_assets(_asset: ResMut<Assets<CoolText>>) {}
|
|
app.add_systems(Update, (uses_assets, uses_assets));
|
|
app.edit_schedule(Update, |s| {
|
|
s.set_build_settings(ScheduleBuildSettings {
|
|
ambiguity_detection: LogLevel::Error,
|
|
..Default::default()
|
|
});
|
|
});
|
|
|
|
// running schedule does not error on ambiguity between the 2 uses_assets systems
|
|
app.world_mut().run_schedule(Update);
|
|
}
|
|
|
|
// validate the Asset derive macro for various asset types
|
|
#[derive(Asset, TypePath)]
|
|
pub struct TestAsset;
|
|
|
|
#[derive(Asset, TypePath)]
|
|
#[expect(
|
|
dead_code,
|
|
reason = "This exists to ensure that `#[derive(Asset)]` works on enums. The inner variants are known not to be used."
|
|
)]
|
|
pub enum EnumTestAsset {
|
|
Unnamed(#[dependency] Handle<TestAsset>),
|
|
Named {
|
|
#[dependency]
|
|
handle: Handle<TestAsset>,
|
|
#[dependency]
|
|
vec_handles: Vec<Handle<TestAsset>>,
|
|
#[dependency]
|
|
embedded: TestAsset,
|
|
},
|
|
StructStyle(#[dependency] TestAsset),
|
|
Empty,
|
|
}
|
|
|
|
#[derive(Asset, TypePath)]
|
|
pub struct StructTestAsset {
|
|
#[dependency]
|
|
handle: Handle<TestAsset>,
|
|
#[dependency]
|
|
embedded: TestAsset,
|
|
}
|
|
|
|
#[derive(Asset, TypePath)]
|
|
pub struct TupleTestAsset(#[dependency] Handle<TestAsset>);
|
|
}
|