
# Objective - Addresses **Support processing and loading files without extensions** from #9714 - Addresses **More runtime loading configuration** from #9714 - Fixes #367 - Fixes #10703 ## Solution `AssetServer::load::<A>` and `AssetServer::load_with_settings::<A>` can now use the `Asset` type parameter `A` to select a registered `AssetLoader` without inspecting the provided `AssetPath`. This change cascades onto `LoadContext::load` and `LoadContext::load_with_settings`. This allows the loading of assets which have incorrect or ambiguous file extensions. ```rust // Allow the type to be inferred by context let handle = asset_server.load("data/asset_no_extension"); // Hint the type through the handle let handle: Handle<CustomAsset> = asset_server.load("data/asset_no_extension"); // Explicit through turbofish let handle = asset_server.load::<CustomAsset>("data/asset_no_extension"); ``` Since a single `AssetPath` no longer maps 1:1 with an `Asset`, I've also modified how assets are loaded to permit multiple asset types to be loaded from a single path. This allows for two different `AssetLoaders` (which return different types of assets) to both load a single path (if requested). ```rust // Uses GltfLoader let model = asset_server.load::<Gltf>("cube.gltf"); // Hypothetical Blob loader for data transmission (for example) let blob = asset_server.load::<Blob>("cube.gltf"); ``` As these changes are reflected in the `LoadContext` as well as the `AssetServer`, custom `AssetLoaders` can also take advantage of this behaviour to create more complex assets. --- ## Change Log - Updated `custom_asset` example to demonstrate extension-less assets. - Added `AssetServer::get_handles_untyped` and Added `AssetServer::get_path_ids` ## Notes As a part of that refactor, I chose to store `AssetLoader`s (within `AssetLoaders`) using a `HashMap<TypeId, ...>` instead of a `Vec<...>`. My reasoning for this was I needed to add a relationship between `Asset` `TypeId`s and the `AssetLoader`, so instead of having a `Vec` and a `HashMap`, I combined the two, removing the `usize` index from the adjacent maps. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
162 lines
4.2 KiB
Rust
162 lines
4.2 KiB
Rust
//! Implements loader for a custom asset type.
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use bevy::utils::thiserror;
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use bevy::{
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asset::{io::Reader, ron, AssetLoader, AsyncReadExt, LoadContext},
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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 serde::Deserialize;
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use thiserror::Error;
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#[derive(Asset, TypePath, Debug, Deserialize)]
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pub struct CustomAsset {
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pub value: i32,
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}
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#[derive(Default)]
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pub struct CustomAssetLoader;
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/// Possible errors that can be produced by [`CustomAssetLoader`]
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#[non_exhaustive]
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#[derive(Debug, Error)]
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pub enum CustomAssetLoaderError {
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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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/// A [RON](ron) Error
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#[error("Could not parse RON: {0}")]
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RonSpannedError(#[from] ron::error::SpannedError),
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}
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impl AssetLoader for CustomAssetLoader {
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type Asset = CustomAsset;
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type Settings = ();
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type Error = CustomAssetLoaderError;
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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 mut bytes = Vec::new();
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reader.read_to_end(&mut bytes).await?;
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let custom_asset = ron::de::from_bytes::<CustomAsset>(&bytes)?;
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Ok(custom_asset)
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})
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}
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fn extensions(&self) -> &[&str] {
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&["custom"]
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}
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}
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#[derive(Asset, TypePath, Debug)]
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pub struct Blob {
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pub bytes: Vec<u8>,
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}
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#[derive(Default)]
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pub struct BlobAssetLoader;
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/// Possible errors that can be produced by [`CustomAssetLoader`]
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#[non_exhaustive]
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#[derive(Debug, Error)]
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pub enum BlobAssetLoaderError {
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/// An [IO](std::io) Error
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#[error("Could not load file: {0}")]
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Io(#[from] std::io::Error),
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}
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impl AssetLoader for BlobAssetLoader {
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type Asset = Blob;
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type Settings = ();
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type Error = BlobAssetLoaderError;
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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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info!("Loading Blob...");
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let mut bytes = Vec::new();
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reader.read_to_end(&mut bytes).await?;
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Ok(Blob { bytes })
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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(DefaultPlugins)
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.init_resource::<State>()
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.init_asset::<CustomAsset>()
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.init_asset::<Blob>()
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.init_asset_loader::<CustomAssetLoader>()
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.init_asset_loader::<BlobAssetLoader>()
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.add_systems(Startup, setup)
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.add_systems(Update, print_on_load)
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.run();
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}
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#[derive(Resource, Default)]
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struct State {
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handle: Handle<CustomAsset>,
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other_handle: Handle<CustomAsset>,
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blob: Handle<Blob>,
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printed: bool,
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}
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fn setup(mut state: ResMut<State>, asset_server: Res<AssetServer>) {
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// Recommended way to load an asset
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state.handle = asset_server.load("data/asset.custom");
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// File extensions are optional, but are recommended for project management and last-resort inference
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state.other_handle = asset_server.load("data/asset_no_extension");
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// Will use BlobAssetLoader instead of CustomAssetLoader thanks to type inference
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state.blob = asset_server.load("data/asset.custom");
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}
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fn print_on_load(
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mut state: ResMut<State>,
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custom_assets: Res<Assets<CustomAsset>>,
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blob_assets: Res<Assets<Blob>>,
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) {
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let custom_asset = custom_assets.get(&state.handle);
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let other_custom_asset = custom_assets.get(&state.other_handle);
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let blob = blob_assets.get(&state.blob);
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// Can't print results if the assets aren't ready
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if state.printed {
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return;
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}
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if custom_asset.is_none() {
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info!("Custom Asset Not Ready");
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return;
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}
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if other_custom_asset.is_none() {
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info!("Other Custom Asset Not Ready");
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return;
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}
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if blob.is_none() {
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info!("Blob Not Ready");
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return;
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}
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info!("Custom asset loaded: {:?}", custom_asset.unwrap());
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info!("Custom asset loaded: {:?}", other_custom_asset.unwrap());
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info!("Blob Size: {:?} Bytes", blob.unwrap().bytes.len());
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// Once printed, we won't print again
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state.printed = true;
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}
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