# Objective - Fixes #13445. ## Solution - Removes all `load_` methods from `LoadContext`. - Introduces `fn loader()` which returns a builder. ## Testing - I've tested with `cargo test --package=bevy_asset` and run the two relevant examples (`asset_processing` & `asset_decompression`). --- ## Changelog - Replaced all `load_` methods on `LoadContext` with the new `loader()` pattern. ## Migration Guide - Several LoadContext method calls will need to be updated: - `load_context.load_with_settings(path, settings)` => `load_context.loader().with_settings(settings).load(path)` - `load_context.load_untyped(path)` => `load_context.loader().untyped().load(path)` - `load_context.load_direct(path)` => `load_context.loader().direct().load(path)` - `load_context.load_direct_untyped(path)` => `load_context.loader().direct().untyped().load(path)` - `load_context.load_direct_with_settings(path, settings)` => `load_context.loader().with_settings(settings).direct().load(path)` - `load_context.load_direct_with_reader(reader, path)` => `load_context.loader().direct().with_reader(reader).load(path)` - `load_context.load_direct_with_reader_and_settings(reader, path, settings)` => `load_context.loader().with_settings(settings).direct().with_reader(reader).load(path)` - `load_context.load_direct_untyped_with_reader(reader, path)` => `load_context.loader().direct().with_reader(reader).untyped().load(path)` --- CC @alice-i-cecile / @bushrat011899 Examples: ```rust load_context.loader() .with_asset_type::<A>() .with_asset_type_id(TypeId::of::<A>()) .with_settings(|mut settings| { settings.key = value; }) // Then, for a Handle<A>: .load::<A>() // Or, for a Handle<LoadedUntypedAsset>: .untyped() .load() // Or, to load an `A` directly: .direct() .load::<A>() .await // Or, to load an `ErasedLoadedAsset` directly: .direct() .untyped() .load() .await ```
		
			
				
	
	
		
			139 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			139 lines
		
	
	
		
			3.8 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, AsyncReadExt, 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 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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