# Objective
The `AssetReader` trait allows customizing the behavior of fetching
bytes for an `AssetPath`, and expects implementors to return `dyn
AsyncRead + AsyncSeek`. This gives implementors of `AssetLoader` great
flexibility to tightly integrate their asset loading behavior with the
asynchronous task system.
However, almost all implementors of `AssetLoader` don't use the async
functionality at all, and just call `AsyncReadExt::read_to_end(&mut
Vec<u8>)`. This is incredibly inefficient, as this method repeatedly
calls `poll_read` on the trait object, filling the vector 32 bytes at a
time. At my work we have assets that are hundreds of megabytes which
makes this a meaningful overhead.
## Solution
Turn the `Reader` type alias into an actual trait, with a provided
method `read_to_end`. This provided method should be more efficient than
the existing extension method, as the compiler will know the underlying
type of `Reader` when generating this function, which removes the
repeated dynamic dispatches and allows the compiler to make further
optimizations after inlining. Individual implementors are able to
override the provided implementation -- for simple asset readers that
just copy bytes from one buffer to another, this allows removing a large
amount of overhead from the provided implementation.
Now that `Reader` is an actual trait, I also improved the ergonomics for
implementing `AssetReader`. Currently, implementors are expected to box
their reader and return it as a trait object, which adds unnecessary
boilerplate to implementations. This PR changes that trait method to
return a pseudo trait alias, which allows implementors to return `impl
Reader` instead of `Box<dyn Reader>`. Now, the boilerplate for boxing
occurs in `ErasedAssetReader`.
## Testing
I made identical changes to my company's fork of bevy. Our app, which
makes heavy use of `read_to_end` for asset loading, still worked
properly after this. I am not aware if we have a more systematic way of
testing asset loading for correctness.
---
## Migration Guide
The trait method `bevy_asset::io::AssetReader::read` (and `read_meta`)
now return an opaque type instead of a boxed trait object. Implementors
of these methods should change the type signatures appropriately
```rust
impl AssetReader for MyReader {
    // Before
    async fn read<'a>(&'a self, path: &'a Path) -> Result<Box<Reader<'a>>, AssetReaderError> {
        let reader = // construct a reader
        Box::new(reader) as Box<Reader<'a>>
    }
    // After
    async fn read<'a>(&'a self, path: &'a Path) -> Result<impl Reader + 'a, AssetReaderError> {
        // create a reader
    }
}
```
`bevy::asset::io::Reader` is now a trait, rather than a type alias for a
trait object. Implementors of `AssetLoader::load` will need to adjust
the method signature accordingly
```rust
impl AssetLoader for MyLoader {
    async fn load<'a>(
        &'a self,
        // Before:
        reader: &'a mut bevy::asset::io::Reader,
        // After:
        reader: &'a mut dyn bevy::asset::io::Reader,
        _: &'a Self::Settings,
        load_context: &'a mut LoadContext<'_>,
    ) -> Result<Self::Asset, Self::Error> {
}
```
Additionally, implementors of `AssetReader` that return a type
implementing `futures_io::AsyncRead` and `AsyncSeek` might need to
explicitly implement `bevy::asset::io::Reader` for that type.
```rust
impl bevy::asset::io::Reader for MyAsyncReadAndSeek {}
```
		
	
			
		
			
				
	
	
		
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			139 lines
		
	
	
		
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			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::*;
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use std::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<'a>(
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        &'a self,
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        reader: &'a mut dyn Reader,
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        _settings: &'a (),
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        load_context: &'a 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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            .direct()
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            .with_reader(&mut reader)
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            .untyped()
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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::<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(Camera2dBundle::default());
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    commands.spawn((
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        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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        Sprite::default(),
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        TransformBundle::default(),
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        VisibilityBundle::default(),
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    ));
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}
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fn decompress<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(asset_server.add(uncompressed));
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    }
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}
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