# Objective Make bevy_utils less of a compilation bottleneck. Tackle #11478. ## Solution * Move all of the directly reexported dependencies and move them to where they're actually used. * Remove the UUID utilities that have gone unused since `TypePath` took over for `TypeUuid`. * There was also a extraneous bytemuck dependency on `bevy_core` that has not been used for a long time (since `encase` became the primary way to prepare GPU buffers). * Remove the `all_tuples` macro reexport from bevy_ecs since it's accessible from `bevy_utils`. --- ## Changelog Removed: Many of the reexports from bevy_utils (petgraph, uuid, nonmax, smallvec, and thiserror). Removed: bevy_core's reexports of bytemuck. ## Migration Guide bevy_utils' reexports of petgraph, uuid, nonmax, smallvec, and thiserror have been removed. bevy_core' reexports of bytemuck's types has been removed. Add them as dependencies in your own crate instead.
		
			
				
	
	
		
			138 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			138 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Implements loader for a Gzip compressed asset.
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| 
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| use bevy::{
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|     asset::{
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|         io::{Reader, VecReader},
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|         AssetLoader, AsyncReadExt, ErasedLoadedAsset, LoadContext, LoadDirectError,
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|     },
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|     prelude::*,
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|     reflect::TypePath,
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|     utils::BoxedFuture,
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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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| 
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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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| 
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| #[derive(Default)]
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| struct GzAssetLoader;
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| 
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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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| pub 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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| 
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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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|     fn load<'a>(
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|         &'a self,
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|         reader: &'a mut Reader,
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|         _settings: &'a (),
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|         load_context: &'a mut LoadContext,
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|     ) -> BoxedFuture<'a, Result<Self::Asset, Self::Error>> {
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|         Box::pin(async move {
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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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| 
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|             let mut bytes_compressed = Vec::new();
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| 
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|             reader.read_to_end(&mut bytes_compressed).await?;
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| 
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|             let mut decoder = GzDecoder::new(bytes_compressed.as_slice());
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| 
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|             let mut bytes_uncompressed = Vec::new();
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| 
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|             decoder.read_to_end(&mut bytes_uncompressed)?;
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| 
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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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| 
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|             let mut reader = VecReader::new(bytes_uncompressed);
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| 
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|             let uncompressed = load_context
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|                 .load_direct_with_reader(&mut reader, contained_path)
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|                 .await?;
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| 
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|             Ok(GzAsset { uncompressed })
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|         })
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|     }
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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|         let uncompressed = uncompressed.take::<A>().unwrap();
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| 
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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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