bevy/crates/bevy_asset/src/debug_asset_server.rs
Carter Anderson aefe1f0739
Schedule-First: the new and improved add_systems (#8079)
Co-authored-by: Mike <mike.hsu@gmail.com>
2023-03-18 01:45:34 +00:00

143 lines
4.9 KiB
Rust

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