
# 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.
134 lines
3.7 KiB
Rust
134 lines
3.7 KiB
Rust
//! Implements loader for a Gzip compressed asset.
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use bevy::{
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asset::{
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io::{Reader, VecReader},
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AssetLoader, CompleteErasedLoadedAsset, LoadContext, LoadDirectError,
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},
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prelude::*,
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reflect::TypePath,
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};
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use flate2::read::GzDecoder;
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use std::{io::prelude::*, marker::PhantomData};
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use thiserror::Error;
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#[derive(Asset, TypePath)]
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struct GzAsset {
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uncompressed: CompleteErasedLoadedAsset,
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}
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#[derive(Default)]
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struct GzAssetLoader;
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/// Possible errors that can be produced by [`GzAssetLoader`]
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#[non_exhaustive]
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#[derive(Debug, Error)]
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enum GzAssetLoaderError {
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/// An [IO](std::io) Error
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#[error("Could not load asset: {0}")]
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Io(#[from] std::io::Error),
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/// An error caused when the asset path cannot be used to determine the uncompressed asset type.
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#[error("Could not determine file path of uncompressed asset")]
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IndeterminateFilePath,
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/// An error caused by the internal asset loader.
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#[error("Could not load contained asset: {0}")]
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LoadDirectError(#[from] LoadDirectError),
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}
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impl AssetLoader for GzAssetLoader {
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type Asset = GzAsset;
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type Settings = ();
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type Error = GzAssetLoaderError;
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async fn load(
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&self,
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reader: &mut dyn Reader,
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_settings: &(),
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load_context: &mut LoadContext<'_>,
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) -> Result<Self::Asset, Self::Error> {
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let compressed_path = load_context.path();
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let file_name = compressed_path
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.file_name()
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.ok_or(GzAssetLoaderError::IndeterminateFilePath)?
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.to_string_lossy();
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let uncompressed_file_name = file_name
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.strip_suffix(".gz")
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.ok_or(GzAssetLoaderError::IndeterminateFilePath)?;
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let contained_path = compressed_path.join(uncompressed_file_name);
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let mut bytes_compressed = Vec::new();
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reader.read_to_end(&mut bytes_compressed).await?;
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let mut decoder = GzDecoder::new(bytes_compressed.as_slice());
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let mut bytes_uncompressed = Vec::new();
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decoder.read_to_end(&mut bytes_uncompressed)?;
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// Now that we have decompressed the asset, let's pass it back to the
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// context to continue loading
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let mut reader = VecReader::new(bytes_uncompressed);
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let uncompressed = load_context
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.loader()
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.with_unknown_type()
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.immediate()
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.with_reader(&mut reader)
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.load(contained_path)
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.await?;
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Ok(GzAsset { uncompressed })
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}
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fn extensions(&self) -> &[&str] {
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&["gz"]
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}
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}
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#[derive(Component, Default)]
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struct Compressed<T> {
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compressed: Handle<GzAsset>,
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_phantom: PhantomData<T>,
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}
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.init_asset::<GzAsset>()
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.init_asset_loader::<GzAssetLoader>()
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.add_systems(Startup, setup)
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.add_systems(Update, decompress::<Sprite, Image>)
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.run();
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn(Camera2d);
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commands.spawn(Compressed::<Image> {
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compressed: asset_server.load("data/compressed_image.png.gz"),
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..default()
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});
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}
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fn decompress<T: Component + From<Handle<A>>, A: Asset>(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut compressed_assets: ResMut<Assets<GzAsset>>,
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query: Query<(Entity, &Compressed<A>)>,
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) {
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for (entity, Compressed { compressed, .. }) in query.iter() {
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let Some(GzAsset { uncompressed }) = compressed_assets.remove(compressed) else {
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continue;
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};
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let uncompressed = uncompressed.take::<A>().unwrap();
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commands
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.entity(entity)
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.remove::<Compressed<A>>()
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.insert(T::from(asset_server.add(uncompressed)));
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}
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}
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