# Objective - Fixes #18010. ## Solution - Revert the offending PRs! These are #15481 and #18013. We now no longer get an error if there are duplicate subassets. - In theory we could untangle #18013 from #15481, but that may be tricky, and may still introduce regressions. To avoid this worry (since we're already in RC mode), I am just reverting both. ## Testing - This is just a revert. --- ## Migration Guide <Remove the migration guides for #15481 and #18013> I will make a PR to the bevy_website repo after this is merged.
		
			
				
	
	
		
			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, ErasedLoadedAsset, 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: ErasedLoadedAsset,
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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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