# Objective Currently the `missing_docs` lint is allowed-by-default and enabled at crate level when their documentations is complete (see #3492). This PR proposes to inverse this logic by making `missing_docs` warn-by-default and mark crates with imcomplete docs allowed. ## Solution Makes `missing_docs` warn at workspace level and allowed at crate level when the docs is imcomplete.
		
			
				
	
	
		
			139 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			139 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Implements loader for a Gzip compressed asset.
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use bevy::utils::thiserror;
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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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#[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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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 ot 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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    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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            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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                .load_direct_with_reader(&mut reader, contained_path)
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                .await?;
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            Ok(GzAsset { uncompressed })
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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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#[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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