# Objective - Fix #5631 ## Solution - Wait 50ms (configurable) after the last modification event before reloading an asset. --- ## Changelog - `AssetPlugin::watch_for_changes` is now a `ChangeWatcher` instead of a `bool` - Fixed https://github.com/bevyengine/bevy/issues/5631 ## Migration Guide - Replace `AssetPlugin::watch_for_changes: true` with e.g. `ChangeWatcher::with_delay(Duration::from_millis(200))` --------- Co-authored-by: François <mockersf@gmail.com>
		
			
				
	
	
		
			93 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			93 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Implements a custom asset io loader.
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| //! An [`AssetIo`] is what the asset server uses to read the raw bytes of assets.
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| //! It does not know anything about the asset formats, only how to talk to the underlying storage.
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| 
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| use bevy::{
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|     asset::{AssetIo, AssetIoError, ChangeWatcher, Metadata},
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|     prelude::*,
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|     utils::BoxedFuture,
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| };
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| use std::path::{Path, PathBuf};
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| 
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| /// A custom asset io implementation that simply defers to the platform default
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| /// implementation.
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| ///
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| /// This can be used as a starting point for developing a useful implementation
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| /// that can defer to the default when needed.
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| struct CustomAssetIo(Box<dyn AssetIo>);
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| 
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| impl AssetIo for CustomAssetIo {
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|     fn load_path<'a>(&'a self, path: &'a Path) -> BoxedFuture<'a, Result<Vec<u8>, AssetIoError>> {
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|         info!("load_path({path:?})");
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|         self.0.load_path(path)
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|     }
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| 
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|     fn read_directory(
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|         &self,
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|         path: &Path,
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|     ) -> Result<Box<dyn Iterator<Item = PathBuf>>, AssetIoError> {
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|         info!("read_directory({path:?})");
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|         self.0.read_directory(path)
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|     }
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| 
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|     fn watch_path_for_changes(
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|         &self,
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|         to_watch: &Path,
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|         to_reload: Option<PathBuf>,
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|     ) -> Result<(), AssetIoError> {
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|         info!("watch_path_for_changes({to_watch:?}, {to_reload:?})");
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|         self.0.watch_path_for_changes(to_watch, to_reload)
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|     }
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| 
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|     fn watch_for_changes(&self, configuration: &ChangeWatcher) -> Result<(), AssetIoError> {
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|         info!("watch_for_changes()");
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|         self.0.watch_for_changes(configuration)
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|     }
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| 
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|     fn get_metadata(&self, path: &Path) -> Result<Metadata, AssetIoError> {
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|         info!("get_metadata({path:?})");
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|         self.0.get_metadata(path)
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|     }
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| }
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| 
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| /// A plugin used to execute the override of the asset io
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| struct CustomAssetIoPlugin;
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| 
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| impl Plugin for CustomAssetIoPlugin {
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|     fn build(&self, app: &mut App) {
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|         let default_io = AssetPlugin::default().create_platform_default_asset_io();
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| 
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|         // create the custom asset io instance
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|         let asset_io = CustomAssetIo(default_io);
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| 
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|         // the asset server is constructed and added the resource manager
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|         app.insert_resource(AssetServer::new(asset_io));
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|     }
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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(
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|             DefaultPlugins
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|                 .build()
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|                 // the custom asset io plugin must be inserted in-between the
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|                 // `CorePlugin' and `AssetPlugin`. It needs to be after the
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|                 // CorePlugin, so that the IO task pool has already been constructed.
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|                 // And it must be before the `AssetPlugin` so that the asset plugin
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|                 // doesn't create another instance of an asset server. In general,
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|                 // the AssetPlugin should still run so that other aspects of the
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|                 // asset system are initialized correctly.
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|                 .add_before::<bevy::asset::AssetPlugin, _>(CustomAssetIoPlugin),
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|         )
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|         .add_systems(Startup, setup)
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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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|     commands.spawn(SpriteBundle {
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|         texture: asset_server.load("branding/icon.png"),
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|         ..default()
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|     });
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| }
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