bevy/examples/asset/multi_asset_sync.rs
Zachary Harrold 5241e09671
Upgrade to Rust Edition 2024 (#17967)
# Objective

- Fixes #17960

## Solution

- Followed the [edition upgrade
guide](https://doc.rust-lang.org/edition-guide/editions/transitioning-an-existing-project-to-a-new-edition.html)

## Testing

- CI

---

## Summary of Changes

### Documentation Indentation

When using lists in documentation, proper indentation is now linted for.
This means subsequent lines within the same list item must start at the
same indentation level as the item.

```rust
/* Valid */
/// - Item 1
///   Run-on sentence.
/// - Item 2
struct Foo;

/* Invalid */
/// - Item 1
///     Run-on sentence.
/// - Item 2
struct Foo;
```

### Implicit `!` to `()` Conversion

`!` (the never return type, returned by `panic!`, etc.) no longer
implicitly converts to `()`. This is particularly painful for systems
with `todo!` or `panic!` statements, as they will no longer be functions
returning `()` (or `Result<()>`), making them invalid systems for
functions like `add_systems`. The ideal fix would be to accept functions
returning `!` (or rather, _not_ returning), but this is blocked on the
[stabilisation of the `!` type
itself](https://doc.rust-lang.org/std/primitive.never.html), which is
not done.

The "simple" fix would be to add an explicit `-> ()` to system
signatures (e.g., `|| { todo!() }` becomes `|| -> () { todo!() }`).
However, this is _also_ banned, as there is an existing lint which (IMO,
incorrectly) marks this as an unnecessary annotation.

So, the "fix" (read: workaround) is to put these kinds of `|| -> ! { ...
}` closuers into variables and give the variable an explicit type (e.g.,
`fn()`).

```rust
// Valid
let system: fn() = || todo!("Not implemented yet!");
app.add_systems(..., system);

// Invalid
app.add_systems(..., || todo!("Not implemented yet!"));
```

### Temporary Variable Lifetimes

The order in which temporary variables are dropped has changed. The
simple fix here is _usually_ to just assign temporaries to a named
variable before use.

### `gen` is a keyword

We can no longer use the name `gen` as it is reserved for a future
generator syntax. This involved replacing uses of the name `gen` with
`r#gen` (the raw-identifier syntax).

### Formatting has changed

Use statements have had the order of imports changed, causing a
substantial +/-3,000 diff when applied. For now, I have opted-out of
this change by amending `rustfmt.toml`

```toml
style_edition = "2021"
```

This preserves the original formatting for now, reducing the size of
this PR. It would be a simple followup to update this to 2024 and run
`cargo fmt`.

### New `use<>` Opt-Out Syntax

Lifetimes are now implicitly included in RPIT types. There was a handful
of instances where it needed to be added to satisfy the borrow checker,
but there may be more cases where it _should_ be added to avoid
breakages in user code.

### `MyUnitStruct { .. }` is an invalid pattern

Previously, you could match against unit structs (and unit enum
variants) with a `{ .. }` destructuring. This is no longer valid.

### Pretty much every use of `ref` and `mut` are gone

Pattern binding has changed to the point where these terms are largely
unused now. They still serve a purpose, but it is far more niche now.

### `iter::repeat(...).take(...)` is bad

New lint recommends using the more explicit `iter::repeat_n(..., ...)`
instead.

## Migration Guide

The lifetimes of functions using return-position impl-trait (RPIT) are
likely _more_ conservative than they had been previously. If you
encounter lifetime issues with such a function, please create an issue
to investigate the addition of `+ use<...>`.

## Notes

- Check the individual commits for a clearer breakdown for what
_actually_ changed.

---------

Co-authored-by: François Mockers <francois.mockers@vleue.com>
2025-02-24 03:54:47 +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.get_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>();
}