bevy/examples/asset/multi_asset_sync.rs
Alice Cecile 2ad5908e58
Make Query::single (and friends) return a Result (#18082)
# Objective

As discussed in #14275, Bevy is currently too prone to panic, and makes
the easy / beginner-friendly way to do a large number of operations just
to panic on failure.

This is seriously frustrating in library code, but also slows down
development, as many of the `Query::single` panics can actually safely
be an early return (these panics are often due to a small ordering issue
or a change in game state.

More critically, in most "finished" products, panics are unacceptable:
any unexpected failures should be handled elsewhere. That's where the
new

With the advent of good system error handling, we can now remove this.

Note: I was instrumental in a) introducing this idea in the first place
and b) pushing to make the panicking variant the default. The
introduction of both `let else` statements in Rust and the fancy system
error handling work in 0.16 have changed my mind on the right balance
here.

## Solution

1. Make `Query::single` and `Query::single_mut` (and other random
related methods) return a `Result`.
2. Handle all of Bevy's internal usage of these APIs.
3. Deprecate `Query::get_single` and friends, since we've moved their
functionality to the nice names.
4. Add detailed advice on how to best handle these errors.

Generally I like the diff here, although `get_single().unwrap()` in
tests is a bit of a downgrade.

## Testing

I've done a global search for `.single` to track down any missed
deprecated usages.

As to whether or not all the migrations were successful, that's what CI
is for :)

## Future work

~~Rename `Query::get_single` and friends to `Query::single`!~~

~~I've opted not to do this in this PR, and smear it across two releases
in order to ease the migration. Successive deprecations are much easier
to manage than the semantics and types shifting under your feet.~~

Cart has convinced me to change my mind on this; see
https://github.com/bevyengine/bevy/pull/18082#discussion_r1974536085.

## Migration guide

`Query::single`, `Query::single_mut` and their `QueryState` equivalents
now return a `Result`. Generally, you'll want to:

1. Use Bevy 0.16's system error handling to return a `Result` using the
`?` operator.
2. Use a `let else Ok(data)` block to early return if it's an expected
failure.
3. Use `unwrap()` or `Ok` destructuring inside of tests.

The old `Query::get_single` (etc) methods which did this have been
deprecated.
2025-03-02 19:51:56 +00:00

278 lines
8.7 KiB
Rust

//! This example illustrates how to wait for multiple assets to be loaded.
use std::{
f32::consts::PI,
ops::Drop,
sync::{
atomic::{AtomicBool, AtomicU32, Ordering},
Arc,
},
};
use bevy::{gltf::Gltf, prelude::*, tasks::AsyncComputeTaskPool};
use event_listener::Event;
use futures_lite::Future;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.init_state::<LoadingState>()
.insert_resource(AmbientLight {
color: Color::WHITE,
brightness: 2000.,
..default()
})
.add_systems(Startup, setup_assets)
.add_systems(Startup, setup_scene)
.add_systems(Startup, setup_ui)
// This showcases how to wait for assets using sync code.
// This approach polls a value in a system.
.add_systems(Update, wait_on_load.run_if(assets_loaded))
// This showcases how to wait for assets using async
// by spawning a `Future` in `AsyncComputeTaskPool`.
.add_systems(
Update,
get_async_loading_state.run_if(in_state(LoadingState::Loading)),
)
// This showcases how to react to asynchronous world mutation synchronously.
.add_systems(
OnExit(LoadingState::Loading),
despawn_loading_state_entities,
)
.run();
}
/// [`States`] of asset loading.
#[derive(Debug, Clone, Copy, PartialEq, Eq, PartialOrd, Ord, Hash, States, Default)]
pub enum LoadingState {
/// Is loading.
#[default]
Loading,
/// Loading completed.
Loaded,
}
/// Holds a bunch of [`Gltf`]s that takes time to load.
#[derive(Debug, Resource)]
pub struct OneHundredThings([Handle<Gltf>; 100]);
/// This is required to support both sync and async.
///
/// For sync only the easiest implementation is
/// [`Arc<()>`] and use [`Arc::strong_count`] for completion.
/// [`Arc<Atomic>`] is a more robust alternative.
#[derive(Debug, Resource, Deref)]
pub struct AssetBarrier(Arc<AssetBarrierInner>);
/// This guard is to be acquired by [`AssetServer::load_acquire`]
/// and dropped once finished.
#[derive(Debug, Deref)]
pub struct AssetBarrierGuard(Arc<AssetBarrierInner>);
/// Tracks how many guards are remaining.
#[derive(Debug, Resource)]
pub struct AssetBarrierInner {
count: AtomicU32,
/// This can be omitted if async is not needed.
notify: Event,
}
/// State of loading asynchronously.
#[derive(Debug, Resource)]
pub struct AsyncLoadingState(Arc<AtomicBool>);
/// Entities that are to be removed once loading finished
#[derive(Debug, Component)]
pub struct Loading;
/// Marker for the "Loading..." Text component.
#[derive(Debug, Component)]
pub struct LoadingText;
impl AssetBarrier {
/// Create an [`AssetBarrier`] with a [`AssetBarrierGuard`].
pub fn new() -> (AssetBarrier, AssetBarrierGuard) {
let inner = Arc::new(AssetBarrierInner {
count: AtomicU32::new(1),
notify: Event::new(),
});
(AssetBarrier(inner.clone()), AssetBarrierGuard(inner))
}
/// Returns true if all [`AssetBarrierGuard`] is dropped.
pub fn is_ready(&self) -> bool {
self.count.load(Ordering::Acquire) == 0
}
/// Wait for all [`AssetBarrierGuard`]s to be dropped asynchronously.
pub fn wait_async(&self) -> impl Future<Output = ()> + 'static + use<> {
let shared = self.0.clone();
async move {
loop {
// Acquire an event listener.
let listener = shared.notify.listen();
// If all barrier guards are dropped, return
if shared.count.load(Ordering::Acquire) == 0 {
return;
}
// Wait for the last barrier guard to notify us
listener.await;
}
}
}
}
// Increment count on clone.
impl Clone for AssetBarrierGuard {
fn clone(&self) -> Self {
self.count.fetch_add(1, Ordering::AcqRel);
AssetBarrierGuard(self.0.clone())
}
}
// Decrement count on drop.
impl Drop for AssetBarrierGuard {
fn drop(&mut self) {
let prev = self.count.fetch_sub(1, Ordering::AcqRel);
if prev == 1 {
// Notify all listeners if count reaches 0.
self.notify.notify(usize::MAX);
}
}
}
fn setup_assets(mut commands: Commands, asset_server: Res<AssetServer>) {
let (barrier, guard) = AssetBarrier::new();
commands.insert_resource(OneHundredThings(std::array::from_fn(|i| match i % 5 {
0 => asset_server.load_acquire("models/GolfBall/GolfBall.glb", guard.clone()),
1 => asset_server.load_acquire("models/AlienCake/alien.glb", guard.clone()),
2 => asset_server.load_acquire("models/AlienCake/cakeBirthday.glb", guard.clone()),
3 => asset_server.load_acquire("models/FlightHelmet/FlightHelmet.gltf", guard.clone()),
4 => asset_server.load_acquire("models/torus/torus.gltf", guard.clone()),
_ => unreachable!(),
})));
let future = barrier.wait_async();
commands.insert_resource(barrier);
let loading_state = Arc::new(AtomicBool::new(false));
commands.insert_resource(AsyncLoadingState(loading_state.clone()));
// await the `AssetBarrierFuture`.
AsyncComputeTaskPool::get()
.spawn(async move {
future.await;
// Notify via `AsyncLoadingState`
loading_state.store(true, Ordering::Release);
})
.detach();
}
fn setup_ui(mut commands: Commands) {
// Display the result of async loading.
commands.spawn((
LoadingText,
Text::new("Loading...".to_owned()),
Node {
position_type: PositionType::Absolute,
left: Val::Px(12.0),
top: Val::Px(12.0),
..default()
},
));
}
fn setup_scene(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Camera
commands.spawn((
Camera3d::default(),
Transform::from_xyz(10.0, 10.0, 15.0).looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),
));
// Light
commands.spawn((
DirectionalLight {
shadows_enabled: true,
..default()
},
Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
));
// Plane
commands.spawn((
Mesh3d(meshes.add(Plane3d::default().mesh().size(50000.0, 50000.0))),
MeshMaterial3d(materials.add(Color::srgb(0.7, 0.2, 0.2))),
Loading,
));
}
// A run condition for all assets being loaded.
fn assets_loaded(barrier: Option<Res<AssetBarrier>>) -> bool {
// If our barrier isn't ready, return early and wait another cycle
barrier.map(|b| b.is_ready()) == Some(true)
}
// This showcases how to wait for assets using sync code and systems.
//
// This function only runs if `assets_loaded` returns true.
fn wait_on_load(
mut commands: Commands,
foxes: Res<OneHundredThings>,
gltfs: Res<Assets<Gltf>>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Change color of plane to green
commands.spawn((
Mesh3d(meshes.add(Plane3d::default().mesh().size(50000.0, 50000.0))),
MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
Transform::from_translation(Vec3::Z * -0.01),
));
// Spawn our scenes.
for i in 0..10 {
for j in 0..10 {
let index = i * 10 + j;
let position = Vec3::new(i as f32 - 5.0, 0.0, j as f32 - 5.0);
// All gltfs must exist because this is guarded by the `AssetBarrier`.
let gltf = gltfs.get(&foxes.0[index]).unwrap();
let scene = gltf.scenes.first().unwrap().clone();
commands.spawn((SceneRoot(scene), Transform::from_translation(position)));
}
}
}
// This showcases how to wait for assets using async.
fn get_async_loading_state(
state: Res<AsyncLoadingState>,
mut next_loading_state: ResMut<NextState<LoadingState>>,
mut text: Query<&mut Text, With<LoadingText>>,
) {
// Load the value written by the `Future`.
let is_loaded = state.0.load(Ordering::Acquire);
// If loaded, change the state.
if is_loaded {
next_loading_state.set(LoadingState::Loaded);
if let Ok(mut text) = text.single_mut() {
"Loaded!".clone_into(&mut **text);
}
}
}
// This showcases how to react to asynchronous world mutations synchronously.
fn despawn_loading_state_entities(mut commands: Commands, loading: Query<Entity, With<Loading>>) {
// Despawn entities in the loading phase.
for entity in loading.iter() {
commands.entity(entity).despawn();
}
// Despawn resources used in the loading phase.
commands.remove_resource::<AssetBarrier>();
commands.remove_resource::<AsyncLoadingState>();
}