bevy/examples/asset/processing/processing.rs
Zachary Harrold dd46fd3aee
Removed anyhow (#10003)
# Objective

- Fixes #8140

## Solution

- Added Explicit Error Typing for `AssetLoader` and `AssetSaver`, which
were the last instances of `anyhow` in use across Bevy.

---

## Changelog

- Added an associated type `Error` to `AssetLoader` and `AssetSaver` for
use with the `load` and `save` methods respectively.
- Changed `ErasedAssetLoader` and `ErasedAssetSaver` `load` and `save`
methods to use `Box<dyn Error + Send + Sync + 'static>` to allow for
arbitrary `Error` types from the non-erased trait variants. Note the
strict requirements match the pre-existing requirements around
`anyhow::Error`.

## Migration Guide

- `anyhow` is no longer exported by `bevy_asset`; Add it to your own
project (if required).
- `AssetLoader` and `AssetSaver` have an associated type `Error`; Define
an appropriate error type (e.g., using `thiserror`), or use a pre-made
error type (e.g., `anyhow::Error`). Note that using `anyhow::Error` is a
drop-in replacement.
- `AssetLoaderError` has been removed; Define a new error type, or use
an alternative (e.g., `anyhow::Error`)
- All the first-party `AssetLoader`'s and `AssetSaver`'s now return
relevant (and narrow) error types instead of a single ambiguous type;
Match over the specific error type, or encapsulate (`Box<dyn>`,
`thiserror`, `anyhow`, etc.)

## Notes

A simpler PR to resolve this issue would simply define a Bevy `Error`
type defined as `Box<dyn std::error::Error + Send + Sync + 'static>`,
but I think this type of error handling should be discouraged when
possible. Since only 2 traits required the use of `anyhow`, it isn't a
substantive body of work to solidify these error types, and remove
`anyhow` entirely. End users are still encouraged to use `anyhow` if
that is their preferred error handling style. Arguably, adding the
`Error` associated type gives more freedom to end-users to decide
whether they want more or less explicit error handling (`anyhow` vs
`thiserror`).

As an aside, I didn't perform any testing on Android or WASM. CI passed
locally, but there may be mistakes for those platforms I missed.
2023-10-06 07:20:13 +00:00

226 lines
7.3 KiB
Rust

//! This example illustrates how to define custom `AssetLoader`s and `AssetSaver`s, how to configure them, and how to register asset processors.
use bevy::{
asset::{
io::{AssetProviders, Reader, Writer},
processor::LoadAndSave,
saver::{AssetSaver, SavedAsset},
AssetLoader, AsyncReadExt, AsyncWriteExt, LoadContext,
},
prelude::*,
reflect::TypePath,
utils::{thiserror, BoxedFuture},
};
use serde::{Deserialize, Serialize};
use thiserror::Error;
fn main() {
App::new()
.insert_resource(
// This is just overriding the default paths to scope this to the correct example folder
// You can generally skip this in your own projects
AssetProviders::default()
.with_default_file_source("examples/asset/processing/assets".to_string())
.with_default_file_destination(
"examples/asset/processing/imported_assets".to_string(),
),
)
// Enabling `processed_dev` will configure the AssetPlugin to use asset processing.
// This will run the AssetProcessor in the background, which will listen for changes to
// the `assets` folder, run them through configured asset processors, and write the results
// to the `imported_assets` folder.
//
// The AssetProcessor will create `.meta` files automatically for assets in the `assets` folder,
// which can then be used to configure how the asset will be processed.
.add_plugins((DefaultPlugins.set(AssetPlugin::processed_dev()), TextPlugin))
// This is what a deployed app should use
// .add_plugins((DefaultPlugins.set(AssetPlugin::processed()), TextPlugin))
.add_systems(Startup, setup)
.add_systems(Update, print_text)
.run();
}
/// This [`TextPlugin`] defines two assets types:
/// * [`CoolText`]: a custom RON text format that supports dependencies and embedded dependencies
/// * [`Text`]: a "normal" plain text file
///
/// It also defines an asset processor that will load [`CoolText`], resolve embedded dependencies, and write the resulting
/// output to a "normal" plain text file. When the processed asset is loaded, it is loaded as a Text (plaintext) asset.
/// This illustrates that when you process an asset, you can change its type! However you don't _need_ to change the type.
pub struct TextPlugin;
impl Plugin for TextPlugin {
fn build(&self, app: &mut App) {
app.init_asset::<CoolText>()
.init_asset::<Text>()
.register_asset_loader(CoolTextLoader)
.register_asset_loader(TextLoader)
.register_asset_processor::<LoadAndSave<CoolTextLoader, CoolTextSaver>>(
LoadAndSave::from(CoolTextSaver),
)
.set_default_asset_processor::<LoadAndSave<CoolTextLoader, CoolTextSaver>>("cool.ron");
}
}
#[derive(Asset, TypePath, Debug)]
struct Text(String);
#[derive(Default)]
struct TextLoader;
#[derive(Default, Serialize, Deserialize)]
struct TextSettings {
text_override: Option<String>,
}
impl AssetLoader for TextLoader {
type Asset = Text;
type Settings = TextSettings;
type Error = std::io::Error;
fn load<'a>(
&'a self,
reader: &'a mut Reader,
settings: &'a TextSettings,
_load_context: &'a mut LoadContext,
) -> BoxedFuture<'a, Result<Text, Self::Error>> {
Box::pin(async move {
let mut bytes = Vec::new();
reader.read_to_end(&mut bytes).await?;
let value = if let Some(ref text) = settings.text_override {
text.clone()
} else {
String::from_utf8(bytes).unwrap()
};
Ok(Text(value))
})
}
fn extensions(&self) -> &[&str] {
&["txt"]
}
}
#[derive(Serialize, Deserialize)]
pub struct CoolTextRon {
text: String,
dependencies: Vec<String>,
embedded_dependencies: Vec<String>,
}
#[derive(Asset, TypePath, Debug)]
pub struct CoolText {
text: String,
#[allow(unused)]
dependencies: Vec<Handle<Text>>,
}
#[derive(Default)]
struct CoolTextLoader;
#[derive(Debug, Error)]
enum CoolTextLoaderError {
#[error(transparent)]
Io(#[from] std::io::Error),
#[error(transparent)]
RonSpannedError(#[from] ron::error::SpannedError),
#[error(transparent)]
LoadDirectError(#[from] bevy::asset::LoadDirectError),
}
impl AssetLoader for CoolTextLoader {
type Asset = CoolText;
type Settings = ();
type Error = CoolTextLoaderError;
fn load<'a>(
&'a self,
reader: &'a mut Reader,
_settings: &'a Self::Settings,
load_context: &'a mut LoadContext,
) -> BoxedFuture<'a, Result<CoolText, Self::Error>> {
Box::pin(async move {
let mut bytes = Vec::new();
reader.read_to_end(&mut bytes).await?;
let ron: CoolTextRon = ron::de::from_bytes(&bytes)?;
let mut base_text = ron.text;
for embedded in ron.embedded_dependencies {
let loaded = load_context.load_direct(&embedded).await?;
let text = loaded.get::<Text>().unwrap();
base_text.push_str(&text.0);
}
Ok(CoolText {
text: base_text,
dependencies: ron
.dependencies
.iter()
.map(|p| load_context.load(p))
.collect(),
})
})
}
fn extensions(&self) -> &[&str] {
&["cool.ron"]
}
}
struct CoolTextSaver;
#[derive(Default, Serialize, Deserialize)]
pub struct CoolTextSaverSettings {
appended: String,
}
impl AssetSaver for CoolTextSaver {
type Asset = CoolText;
type Settings = CoolTextSaverSettings;
type OutputLoader = TextLoader;
type Error = std::io::Error;
fn save<'a>(
&'a self,
writer: &'a mut Writer,
asset: SavedAsset<'a, Self::Asset>,
settings: &'a Self::Settings,
) -> BoxedFuture<'a, Result<TextSettings, Self::Error>> {
Box::pin(async move {
let text = format!("{}{}", asset.text.clone(), settings.appended);
writer.write_all(text.as_bytes()).await?;
Ok(TextSettings::default())
})
}
}
#[derive(Resource)]
struct TextAssets {
a: Handle<Text>,
b: Handle<Text>,
c: Handle<Text>,
d: Handle<Text>,
}
fn setup(mut commands: Commands, assets: Res<AssetServer>) {
// This the final processed versions of `assets/a.cool.ron` and `assets/foo.c.cool.ron`
// Check out their counterparts in `imported_assets` to see what the outputs look like.
commands.insert_resource(TextAssets {
a: assets.load("a.cool.ron"),
b: assets.load("foo/b.cool.ron"),
c: assets.load("foo/c.cool.ron"),
d: assets.load("d.cool.ron"),
});
}
fn print_text(handles: Res<TextAssets>, texts: Res<Assets<Text>>) {
// This prints the current values of the assets
// Hot-reloading is supported, so try modifying the source assets (and their meta files)!
println!("Current Values:");
println!(" a: {:?}", texts.get(&handles.a));
println!(" b: {:?}", texts.get(&handles.b));
println!(" c: {:?}", texts.get(&handles.c));
println!(" d: {:?}", texts.get(&handles.d));
println!("(You can modify source assets and their .meta files to hot-reload changes!)");
println!();
}