 17f045e2a0
			
		
	
	
		17f045e2a0
		
			
		
	
	
	
	
		
			
			# Objective - Fix #5631 ## Solution - Wait 50ms (configurable) after the last modification event before reloading an asset. --- ## Changelog - `AssetPlugin::watch_for_changes` is now a `ChangeWatcher` instead of a `bool` - Fixed https://github.com/bevyengine/bevy/issues/5631 ## Migration Guide - Replace `AssetPlugin::watch_for_changes: true` with e.g. `ChangeWatcher::with_delay(Duration::from_millis(200))` --------- Co-authored-by: François <mockersf@gmail.com>
		
			
				
	
	
		
			144 lines
		
	
	
		
			5.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			144 lines
		
	
	
		
			5.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Support for hot reloading internal assets.
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| //!
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| //! Internal assets (e.g. shaders) are bundled directly into an application and can't be hot
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| //! reloaded using the conventional API.
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| use bevy_app::{App, Plugin, Update};
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| use bevy_ecs::{prelude::*, system::SystemState};
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| use bevy_tasks::{IoTaskPool, TaskPoolBuilder};
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| use bevy_utils::{Duration, HashMap};
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| use std::{
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|     ops::{Deref, DerefMut},
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|     path::Path,
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| };
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| 
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| use crate::{
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|     Asset, AssetEvent, AssetPlugin, AssetServer, Assets, ChangeWatcher, FileAssetIo, Handle,
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|     HandleUntyped,
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| };
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| 
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| /// A helper [`App`] used for hot reloading internal assets, which are compiled-in to Bevy plugins.
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| pub struct DebugAssetApp(App);
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| 
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| impl Deref for DebugAssetApp {
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|     type Target = App;
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| 
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|     fn deref(&self) -> &Self::Target {
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|         &self.0
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|     }
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| }
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| 
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| impl DerefMut for DebugAssetApp {
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|     fn deref_mut(&mut self) -> &mut Self::Target {
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|         &mut self.0
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|     }
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| }
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| 
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| /// A set containing the system that runs [`DebugAssetApp`].
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| #[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
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| pub struct DebugAssetAppRun;
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| 
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| /// Facilitates the creation of a "debug asset app", whose sole responsibility is hot reloading
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| /// assets that are "internal" / compiled-in to Bevy Plugins.
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| ///
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| /// Pair with the [`load_internal_asset`](crate::load_internal_asset) macro to load hot-reloadable
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| /// assets. The `debug_asset_server` feature flag must also be enabled for hot reloading to work.
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| /// Currently only hot reloads assets stored in the `crates` folder.
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| #[derive(Default)]
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| pub struct DebugAssetServerPlugin;
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| 
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| /// A collection that maps internal assets in a [`DebugAssetApp`]'s asset server to their mirrors in
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| /// the main [`App`].
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| #[derive(Resource)]
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| pub struct HandleMap<T: Asset> {
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|     /// The collection of asset handles.
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|     pub handles: HashMap<Handle<T>, Handle<T>>,
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| }
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| 
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| impl<T: Asset> Default for HandleMap<T> {
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|     fn default() -> Self {
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|         Self {
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|             handles: Default::default(),
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|         }
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|     }
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| }
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| 
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| impl Plugin for DebugAssetServerPlugin {
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|     fn build(&self, app: &mut bevy_app::App) {
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|         IoTaskPool::init(|| {
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|             TaskPoolBuilder::default()
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|                 .num_threads(2)
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|                 .thread_name("Debug Asset Server IO Task Pool".to_string())
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|                 .build()
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|         });
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|         let mut debug_asset_app = App::new();
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|         debug_asset_app.add_plugin(AssetPlugin {
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|             asset_folder: "crates".to_string(),
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|             watch_for_changes: ChangeWatcher::with_delay(Duration::from_millis(200)),
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|         });
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|         app.insert_non_send_resource(DebugAssetApp(debug_asset_app));
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|         app.add_systems(Update, run_debug_asset_app);
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|     }
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| }
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| 
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| fn run_debug_asset_app(mut debug_asset_app: NonSendMut<DebugAssetApp>) {
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|     debug_asset_app.0.update();
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| }
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| 
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| pub(crate) fn sync_debug_assets<T: Asset + Clone>(
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|     mut debug_asset_app: NonSendMut<DebugAssetApp>,
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|     mut assets: ResMut<Assets<T>>,
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| ) {
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|     let world = &mut debug_asset_app.0.world;
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|     let mut state = SystemState::<(
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|         Res<Events<AssetEvent<T>>>,
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|         Res<HandleMap<T>>,
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|         Res<Assets<T>>,
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|     )>::new(world);
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|     let (changed_shaders, handle_map, debug_assets) = state.get_mut(world);
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|     for changed in changed_shaders.iter_current_update_events() {
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|         let debug_handle = match changed {
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|             AssetEvent::Created { handle } | AssetEvent::Modified { handle } => handle,
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|             AssetEvent::Removed { .. } => continue,
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|         };
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|         if let Some(handle) = handle_map.handles.get(debug_handle) {
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|             if let Some(debug_asset) = debug_assets.get(debug_handle) {
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|                 assets.set_untracked(handle, debug_asset.clone());
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|             }
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|         }
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|     }
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| }
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| 
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| /// Uses the return type of the given loader to register the given handle with the appropriate type
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| /// and load the asset with the given `path` and parent `file_path`.
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| ///
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| /// If this feels a bit odd ... that's because it is. This was built to improve the UX of the
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| /// `load_internal_asset` macro.
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| pub fn register_handle_with_loader<A: Asset, T>(
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|     _loader: fn(T) -> A,
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|     app: &mut DebugAssetApp,
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|     handle: HandleUntyped,
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|     file_path: &str,
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|     path: &'static str,
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| ) {
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|     let mut state = SystemState::<(ResMut<HandleMap<A>>, Res<AssetServer>)>::new(&mut app.world);
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|     let manifest_dir = std::env::var("CARGO_MANIFEST_DIR").unwrap();
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|     let manifest_dir_path = Path::new(&manifest_dir);
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|     let (mut handle_map, asset_server) = state.get_mut(&mut app.world);
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|     let asset_io = asset_server
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|         .asset_io()
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|         .downcast_ref::<FileAssetIo>()
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|         .expect("The debug AssetServer only works with FileAssetIo-backed AssetServers");
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|     let absolute_file_path = manifest_dir_path.join(
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|         Path::new(file_path)
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|             .parent()
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|             .expect("file path must have a parent"),
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|     );
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|     let asset_folder_relative_path = absolute_file_path
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|         .strip_prefix(asset_io.root_path())
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|         .expect("The AssetIo root path should be a prefix of the absolute file path");
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|     handle_map.handles.insert(
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|         asset_server.load(asset_folder_relative_path.join(path)),
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|         handle.clone_weak().typed::<A>(),
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|     );
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| }
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