bevy/crates/bevy_asset/src/debug_asset_server.rs
ira 992681b59b Make Resource trait opt-in, requiring #[derive(Resource)] V2 (#5577)
*This PR description is an edited copy of #5007, written by @alice-i-cecile.*
# Objective
Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds.

While ergonomic, this results in several drawbacks:

* it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource
* it is challenging to discover if a type is intended to be used as a resource
* we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component).
* dependencies can use the same Rust type as a resource in invisibly conflicting ways
* raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values
* we cannot capture a definitive list of possible resources to display to users in an editor
## Notes to reviewers
 * Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits.
   *ira: My commits are not as well organized :')*
 * I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does.
 * I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981.

## Changelog
`Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro.

## Migration Guide
Add `#[derive(Resource)]` to all types you are using as a resource.

If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics.

`ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing.
Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead.


Co-authored-by: Alice <alice.i.cecile@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: devil-ira <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-08-08 21:36:35 +00:00

150 lines
5.1 KiB
Rust

//! Support for hot reloading internal assets.
//!
//! Internal assets (e.g. shaders) are bundled directly into an application and can't be hot
//! reloaded using the conventional API.
use bevy_app::{App, Plugin};
use bevy_ecs::{
event::Events,
schedule::SystemLabel,
system::{NonSendMut, Res, ResMut, Resource, SystemState},
};
use bevy_tasks::{IoTaskPool, TaskPoolBuilder};
use bevy_utils::HashMap;
use std::{
ops::{Deref, DerefMut},
path::Path,
};
use crate::{
Asset, AssetEvent, AssetPlugin, AssetServer, AssetServerSettings, Assets, FileAssetIo, Handle,
HandleUntyped,
};
/// A helper [`App`] used for hot reloading internal assets, which are compiled-in to Bevy plugins.
pub struct DebugAssetApp(App);
impl Deref for DebugAssetApp {
type Target = App;
fn deref(&self) -> &Self::Target {
&self.0
}
}
impl DerefMut for DebugAssetApp {
fn deref_mut(&mut self) -> &mut Self::Target {
&mut self.0
}
}
/// A label describing the system that runs [`DebugAssetApp`].
#[derive(SystemLabel, Debug, Clone, PartialEq, Eq, Hash)]
pub struct DebugAssetAppRun;
/// Facilitates the creation of a "debug asset app", whose sole responsibility is hot reloading
/// assets that are "internal" / compiled-in to Bevy Plugins.
///
/// Pair with the [`load_internal_asset`](crate::load_internal_asset) macro to load hot-reloadable
/// assets. The `debug_asset_server` feature flag must also be enabled for hot reloading to work.
/// Currently only hot reloads assets stored in the `crates` folder.
#[derive(Default)]
pub struct DebugAssetServerPlugin;
/// A collection that maps internal assets in a [`DebugAssetApp`]'s asset server to their mirrors in
/// the main [`App`].
#[derive(Resource)]
pub struct HandleMap<T: Asset> {
/// The collection of asset handles.
pub handles: HashMap<Handle<T>, Handle<T>>,
}
impl<T: Asset> Default for HandleMap<T> {
fn default() -> Self {
Self {
handles: Default::default(),
}
}
}
impl Plugin for DebugAssetServerPlugin {
fn build(&self, app: &mut bevy_app::App) {
IoTaskPool::init(|| {
TaskPoolBuilder::default()
.num_threads(2)
.thread_name("Debug Asset Server IO Task Pool".to_string())
.build()
});
let mut debug_asset_app = App::new();
debug_asset_app
.insert_resource(AssetServerSettings {
asset_folder: "crates".to_string(),
watch_for_changes: true,
})
.add_plugin(AssetPlugin);
app.insert_non_send_resource(DebugAssetApp(debug_asset_app));
app.add_system(run_debug_asset_app);
}
}
fn run_debug_asset_app(mut debug_asset_app: NonSendMut<DebugAssetApp>) {
debug_asset_app.0.update();
}
pub(crate) fn sync_debug_assets<T: Asset + Clone>(
mut debug_asset_app: NonSendMut<DebugAssetApp>,
mut assets: ResMut<Assets<T>>,
) {
let world = &mut debug_asset_app.0.world;
let mut state = SystemState::<(
Res<Events<AssetEvent<T>>>,
Res<HandleMap<T>>,
Res<Assets<T>>,
)>::new(world);
let (changed_shaders, handle_map, debug_assets) = state.get_mut(world);
for changed in changed_shaders.iter_current_update_events() {
let debug_handle = match changed {
AssetEvent::Created { handle } | AssetEvent::Modified { handle } => handle,
AssetEvent::Removed { .. } => continue,
};
if let Some(handle) = handle_map.handles.get(debug_handle) {
if let Some(debug_asset) = debug_assets.get(debug_handle) {
assets.set_untracked(handle, debug_asset.clone());
}
}
}
}
/// Uses the return type of the given loader to register the given handle with the appropriate type
/// and load the asset with the given `path` and parent `file_path`.
///
/// If this feels a bit odd ... that's because it is. This was built to improve the UX of the
/// `load_internal_asset` macro.
pub fn register_handle_with_loader<A: Asset>(
_loader: fn(&'static str) -> A,
app: &mut DebugAssetApp,
handle: HandleUntyped,
file_path: &str,
path: &'static str,
) {
let mut state = SystemState::<(ResMut<HandleMap<A>>, Res<AssetServer>)>::new(&mut app.world);
let manifest_dir = std::env::var("CARGO_MANIFEST_DIR").unwrap();
let manifest_dir_path = Path::new(&manifest_dir);
let (mut handle_map, asset_server) = state.get_mut(&mut app.world);
let asset_io = asset_server
.asset_io()
.downcast_ref::<FileAssetIo>()
.expect("The debug AssetServer only works with FileAssetIo-backed AssetServers");
let absolute_file_path = manifest_dir_path.join(
Path::new(file_path)
.parent()
.expect("file path must have a parent"),
);
let asset_folder_relative_path = absolute_file_path
.strip_prefix(asset_io.root_path())
.expect("The AssetIo root path should be a prefix of the absolute file path");
handle_map.handles.insert(
asset_server.load(asset_folder_relative_path.join(path)),
handle.clone_weak().typed::<A>(),
);
}