# Objective
The `AssetReader` trait allows customizing the behavior of fetching
bytes for an `AssetPath`, and expects implementors to return `dyn
AsyncRead + AsyncSeek`. This gives implementors of `AssetLoader` great
flexibility to tightly integrate their asset loading behavior with the
asynchronous task system.
However, almost all implementors of `AssetLoader` don't use the async
functionality at all, and just call `AsyncReadExt::read_to_end(&mut
Vec<u8>)`. This is incredibly inefficient, as this method repeatedly
calls `poll_read` on the trait object, filling the vector 32 bytes at a
time. At my work we have assets that are hundreds of megabytes which
makes this a meaningful overhead.
## Solution
Turn the `Reader` type alias into an actual trait, with a provided
method `read_to_end`. This provided method should be more efficient than
the existing extension method, as the compiler will know the underlying
type of `Reader` when generating this function, which removes the
repeated dynamic dispatches and allows the compiler to make further
optimizations after inlining. Individual implementors are able to
override the provided implementation -- for simple asset readers that
just copy bytes from one buffer to another, this allows removing a large
amount of overhead from the provided implementation.
Now that `Reader` is an actual trait, I also improved the ergonomics for
implementing `AssetReader`. Currently, implementors are expected to box
their reader and return it as a trait object, which adds unnecessary
boilerplate to implementations. This PR changes that trait method to
return a pseudo trait alias, which allows implementors to return `impl
Reader` instead of `Box<dyn Reader>`. Now, the boilerplate for boxing
occurs in `ErasedAssetReader`.
## Testing
I made identical changes to my company's fork of bevy. Our app, which
makes heavy use of `read_to_end` for asset loading, still worked
properly after this. I am not aware if we have a more systematic way of
testing asset loading for correctness.
---
## Migration Guide
The trait method `bevy_asset::io::AssetReader::read` (and `read_meta`)
now return an opaque type instead of a boxed trait object. Implementors
of these methods should change the type signatures appropriately
```rust
impl AssetReader for MyReader {
// Before
async fn read<'a>(&'a self, path: &'a Path) -> Result<Box<Reader<'a>>, AssetReaderError> {
let reader = // construct a reader
Box::new(reader) as Box<Reader<'a>>
}
// After
async fn read<'a>(&'a self, path: &'a Path) -> Result<impl Reader + 'a, AssetReaderError> {
// create a reader
}
}
```
`bevy::asset::io::Reader` is now a trait, rather than a type alias for a
trait object. Implementors of `AssetLoader::load` will need to adjust
the method signature accordingly
```rust
impl AssetLoader for MyLoader {
async fn load<'a>(
&'a self,
// Before:
reader: &'a mut bevy::asset::io::Reader,
// After:
reader: &'a mut dyn bevy::asset::io::Reader,
_: &'a Self::Settings,
load_context: &'a mut LoadContext<'_>,
) -> Result<Self::Asset, Self::Error> {
}
```
Additionally, implementors of `AssetReader` that return a type
implementing `futures_io::AsyncRead` and `AsyncSeek` might need to
explicitly implement `bevy::asset::io::Reader` for that type.
```rust
impl bevy::asset::io::Reader for MyAsyncReadAndSeek {}
```
139 lines
3.8 KiB
Rust
139 lines
3.8 KiB
Rust
//! Implements loader for a Gzip compressed asset.
|
|
|
|
use bevy::{
|
|
asset::{
|
|
io::{Reader, VecReader},
|
|
AssetLoader, ErasedLoadedAsset, LoadContext, LoadDirectError,
|
|
},
|
|
prelude::*,
|
|
reflect::TypePath,
|
|
};
|
|
use flate2::read::GzDecoder;
|
|
use std::io::prelude::*;
|
|
use std::marker::PhantomData;
|
|
use thiserror::Error;
|
|
|
|
#[derive(Asset, TypePath)]
|
|
struct GzAsset {
|
|
uncompressed: ErasedLoadedAsset,
|
|
}
|
|
|
|
#[derive(Default)]
|
|
struct GzAssetLoader;
|
|
|
|
/// Possible errors that can be produced by [`GzAssetLoader`]
|
|
#[non_exhaustive]
|
|
#[derive(Debug, Error)]
|
|
enum GzAssetLoaderError {
|
|
/// An [IO](std::io) Error
|
|
#[error("Could not load asset: {0}")]
|
|
Io(#[from] std::io::Error),
|
|
/// An error caused when the asset path cannot be used to determine the uncompressed asset type.
|
|
#[error("Could not determine file path of uncompressed asset")]
|
|
IndeterminateFilePath,
|
|
/// An error caused by the internal asset loader.
|
|
#[error("Could not load contained asset: {0}")]
|
|
LoadDirectError(#[from] LoadDirectError),
|
|
}
|
|
|
|
impl AssetLoader for GzAssetLoader {
|
|
type Asset = GzAsset;
|
|
type Settings = ();
|
|
type Error = GzAssetLoaderError;
|
|
async fn load<'a>(
|
|
&'a self,
|
|
reader: &'a mut dyn Reader,
|
|
_settings: &'a (),
|
|
load_context: &'a mut LoadContext<'_>,
|
|
) -> Result<Self::Asset, Self::Error> {
|
|
let compressed_path = load_context.path();
|
|
let file_name = compressed_path
|
|
.file_name()
|
|
.ok_or(GzAssetLoaderError::IndeterminateFilePath)?
|
|
.to_string_lossy();
|
|
let uncompressed_file_name = file_name
|
|
.strip_suffix(".gz")
|
|
.ok_or(GzAssetLoaderError::IndeterminateFilePath)?;
|
|
let contained_path = compressed_path.join(uncompressed_file_name);
|
|
|
|
let mut bytes_compressed = Vec::new();
|
|
|
|
reader.read_to_end(&mut bytes_compressed).await?;
|
|
|
|
let mut decoder = GzDecoder::new(bytes_compressed.as_slice());
|
|
|
|
let mut bytes_uncompressed = Vec::new();
|
|
|
|
decoder.read_to_end(&mut bytes_uncompressed)?;
|
|
|
|
// Now that we have decompressed the asset, let's pass it back to the
|
|
// context to continue loading
|
|
|
|
let mut reader = VecReader::new(bytes_uncompressed);
|
|
|
|
let uncompressed = load_context
|
|
.loader()
|
|
.direct()
|
|
.with_reader(&mut reader)
|
|
.untyped()
|
|
.load(contained_path)
|
|
.await?;
|
|
|
|
Ok(GzAsset { uncompressed })
|
|
}
|
|
|
|
fn extensions(&self) -> &[&str] {
|
|
&["gz"]
|
|
}
|
|
}
|
|
|
|
#[derive(Component, Default)]
|
|
struct Compressed<T> {
|
|
compressed: Handle<GzAsset>,
|
|
_phantom: PhantomData<T>,
|
|
}
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.init_asset::<GzAsset>()
|
|
.init_asset_loader::<GzAssetLoader>()
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, decompress::<Image>)
|
|
.run();
|
|
}
|
|
|
|
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|
commands.spawn(Camera2dBundle::default());
|
|
|
|
commands.spawn((
|
|
Compressed::<Image> {
|
|
compressed: asset_server.load("data/compressed_image.png.gz"),
|
|
..default()
|
|
},
|
|
Sprite::default(),
|
|
TransformBundle::default(),
|
|
VisibilityBundle::default(),
|
|
));
|
|
}
|
|
|
|
fn decompress<A: Asset>(
|
|
mut commands: Commands,
|
|
asset_server: Res<AssetServer>,
|
|
mut compressed_assets: ResMut<Assets<GzAsset>>,
|
|
query: Query<(Entity, &Compressed<A>)>,
|
|
) {
|
|
for (entity, Compressed { compressed, .. }) in query.iter() {
|
|
let Some(GzAsset { uncompressed }) = compressed_assets.remove(compressed) else {
|
|
continue;
|
|
};
|
|
|
|
let uncompressed = uncompressed.take::<A>().unwrap();
|
|
|
|
commands
|
|
.entity(entity)
|
|
.remove::<Compressed<A>>()
|
|
.insert(asset_server.add(uncompressed));
|
|
}
|
|
}
|