Allow AssetServer::load to acquire a guard item. (#13051)

# Objective

Supercedes #12881 . Added a simple implementation that allows the user
to react to multiple asset loads both synchronously and asynchronously.

## Solution

Added `load_acquire`, that holds an item and drops it when loading is
finished or failed.

When used synchronously 

Hold an `Arc<()>`, check for `Arc::strong_count() == 1` when all loading
completed.

When used asynchronously 

Hold a `SemaphoreGuard`, await on `acquire_all` for completion.

This implementation has more freedom than the original in my opinion.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
This commit is contained in:
Mincong Lu 2024-05-23 21:28:29 +08:00 committed by GitHub
parent 4dbfdcf192
commit 1d950e6195
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GPG key ID: B5690EEEBB952194
5 changed files with 368 additions and 4 deletions

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@ -357,6 +357,7 @@ futures-lite = "2.0.1"
crossbeam-channel = "0.5.0"
argh = "0.1.12"
thiserror = "1.0"
event-listener = "5.3.0"
[[example]]
name = "hello_world"
@ -1413,6 +1414,18 @@ description = "How to configure the texture to repeat instead of the default cla
category = "Assets"
wasm = true
# Assets
[[example]]
name = "multi_asset_sync"
path = "examples/asset/multi_asset_sync.rs"
doc-scrape-examples = true
[package.metadata.example.multi_asset_sync]
name = "Mult-asset synchronization"
description = "Demonstrates how to wait for multiple assets to be loaded."
category = "Assets"
wasm = true
# Async Tasks
[[example]]
name = "async_compute"

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@ -117,7 +117,7 @@ impl<'ctx, 'builder> NestedLoader<'ctx, 'builder> {
let handle = if self.load_context.should_load_dependencies {
self.load_context
.asset_server
.load_with_meta_transform(path, self.meta_transform)
.load_with_meta_transform(path, self.meta_transform, ())
} else {
self.load_context
.asset_server

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@ -270,7 +270,31 @@ impl AssetServer {
/// The asset load will fail and an error will be printed to the logs if the asset stored at `path` is not of type `A`.
#[must_use = "not using the returned strong handle may result in the unexpected release of the asset"]
pub fn load<'a, A: Asset>(&self, path: impl Into<AssetPath<'a>>) -> Handle<A> {
self.load_with_meta_transform(path, None)
self.load_with_meta_transform(path, None, ())
}
/// Begins loading an [`Asset`] of type `A` stored at `path` while holding a guard item.
/// The guard item is dropped when either the asset is loaded or loading has failed.
///
/// This function returns a "strong" [`Handle`]. When the [`Asset`] is loaded (and enters [`LoadState::Loaded`]), it will be added to the
/// associated [`Assets`] resource.
///
/// The guard item should notify the caller in its [`Drop`] implementation. See example `multi_asset_sync`.
/// Synchronously this can be a [`Arc<AtomicU32>`] that decrements its counter, asynchronously this can be a `Barrier`.
/// This function only guarantees the asset referenced by the [`Handle`] is loaded. If your asset is separated into
/// multiple files, sub-assets referenced by the main asset might still be loading, depend on the implementation of the [`AssetLoader`].
///
/// Additionally, you can check the asset's load state by reading [`AssetEvent`] events, calling [`AssetServer::load_state`], or checking
/// the [`Assets`] storage to see if the [`Asset`] exists yet.
///
/// The asset load will fail and an error will be printed to the logs if the asset stored at `path` is not of type `A`.
#[must_use = "not using the returned strong handle may result in the unexpected release of the asset"]
pub fn load_acquire<'a, A: Asset, G: Send + Sync + 'static>(
&self,
path: impl Into<AssetPath<'a>>,
guard: G,
) -> Handle<A> {
self.load_with_meta_transform(path, None, guard)
}
/// Begins loading an [`Asset`] of type `A` stored at `path`. The given `settings` function will override the asset's
@ -282,13 +306,33 @@ impl AssetServer {
path: impl Into<AssetPath<'a>>,
settings: impl Fn(&mut S) + Send + Sync + 'static,
) -> Handle<A> {
self.load_with_meta_transform(path, Some(loader_settings_meta_transform(settings)))
self.load_with_meta_transform(path, Some(loader_settings_meta_transform(settings)), ())
}
pub(crate) fn load_with_meta_transform<'a, A: Asset>(
/// Begins loading an [`Asset`] of type `A` stored at `path` while holding a guard item.
/// The guard item is dropped when either the asset is loaded or loading has failed.
///
/// This function only guarantees the asset referenced by the [`Handle`] is loaded. If your asset is separated into
/// multiple files, sub-assets referenced by the main asset might still be loading, depend on the implementation of the [`AssetLoader`].
///
/// The given `settings` function will override the asset's
/// [`AssetLoader`] settings. The type `S` _must_ match the configured [`AssetLoader::Settings`] or `settings` changes
/// will be ignored and an error will be printed to the log.
#[must_use = "not using the returned strong handle may result in the unexpected release of the asset"]
pub fn load_acquire_with_settings<'a, A: Asset, S: Settings, G: Send + Sync + 'static>(
&self,
path: impl Into<AssetPath<'a>>,
settings: impl Fn(&mut S) + Send + Sync + 'static,
guard: G,
) -> Handle<A> {
self.load_with_meta_transform(path, Some(loader_settings_meta_transform(settings)), guard)
}
pub(crate) fn load_with_meta_transform<'a, A: Asset, G: Send + Sync + 'static>(
&self,
path: impl Into<AssetPath<'a>>,
meta_transform: Option<MetaTransform>,
guard: G,
) -> Handle<A> {
let path = path.into().into_owned();
let (handle, should_load) = self.data.infos.write().get_or_create_path_handle::<A>(
@ -305,6 +349,7 @@ impl AssetServer {
if let Err(err) = server.load_internal(owned_handle, path, false, None).await {
error!("{}", err);
}
drop(guard);
})
.detach();
}

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@ -214,6 +214,7 @@ Example | Description
[Embedded Asset](../examples/asset/embedded_asset.rs) | Embed an asset in the application binary and load it
[Extra asset source](../examples/asset/extra_source.rs) | Load an asset from a non-standard asset source
[Hot Reloading of Assets](../examples/asset/hot_asset_reloading.rs) | Demonstrates automatic reloading of assets when modified on disk
[Mult-asset synchronization](../examples/asset/multi_asset_sync.rs) | Demonstrates how to wait for multiple assets to be loaded.
[Repeated texture configuration](../examples/asset/repeated_texture.rs) | How to configure the texture to repeat instead of the default clamp to edges
## Async Tasks

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@ -0,0 +1,305 @@
//! This example illustrates how to wait for multiple assets to be loaded.
use std::{
f32::consts::PI,
sync::{
atomic::{AtomicBool, AtomicU32, Ordering},
Arc,
},
};
use bevy::{gltf::Gltf, prelude::*, tasks::AsyncComputeTaskPool};
use event_listener::Event;
use futures_lite::Future;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.init_state::<LoadingState>()
.insert_resource(AmbientLight {
color: Color::WHITE,
brightness: 2000.,
})
.add_systems(Startup, setup_assets)
.add_systems(Startup, setup_scene)
.add_systems(Startup, setup_ui)
// This showcases how to wait for assets using sync code.
// This approach polls a value in a system.
.add_systems(Update, wait_on_load.run_if(assets_loaded))
// This showcases how to wait for assets using async
// by spawning a `Future` in `AsyncComputeTaskPool`.
.add_systems(
Update,
get_async_loading_state.run_if(in_state(LoadingState::Loading)),
)
// This showcases how to react to asynchronous world mutation synchronously.
.add_systems(
OnExit(LoadingState::Loading),
despawn_loading_state_entities,
)
.run();
}
/// [`States`] of asset loading.
#[derive(Debug, Clone, Copy, PartialEq, Eq, PartialOrd, Ord, Hash, States, Default)]
pub enum LoadingState {
/// Is loading.
#[default]
Loading,
/// Loading completed.
Loaded,
}
/// Holds a bunch of [`Gltf`]s that takes time to load.
#[derive(Debug, Resource)]
pub struct OneHundredThings([Handle<Gltf>; 100]);
/// This is required to support both sync and async.
///
/// For sync only the easiest implementation is
/// [`Arc<()>`] and use [`Arc::strong_count`] for completion.
/// [`Arc<Atomic*>`] is a more robust alternative.
#[derive(Debug, Resource, Deref)]
pub struct AssetBarrier(Arc<AssetBarrierInner>);
/// This guard is to be acquired by [`AssetServer::load_acquire`]
/// and dropped once finished.
#[derive(Debug, Deref)]
pub struct AssetBarrierGuard(Arc<AssetBarrierInner>);
/// Tracks how many guards are remaining.
#[derive(Debug, Resource)]
pub struct AssetBarrierInner {
count: AtomicU32,
/// This can be omitted if async is not needed.
notify: Event,
}
/// State of loading asynchronously.
#[derive(Debug, Resource)]
pub struct AsyncLoadingState(Arc<AtomicBool>);
/// Entities that are to be removed once loading finished
#[derive(Debug, Component)]
pub struct Loading;
/// Marker for the "Loading..." Text component.
#[derive(Debug, Component)]
pub struct LoadingText;
impl AssetBarrier {
/// Create an [`AssetBarrier`] with a [`AssetBarrierGuard`].
pub fn new() -> (AssetBarrier, AssetBarrierGuard) {
let inner = Arc::new(AssetBarrierInner {
count: AtomicU32::new(1),
notify: Event::new(),
});
(AssetBarrier(inner.clone()), AssetBarrierGuard(inner))
}
/// Returns true if all [`AssetBarrierGuard`] is dropped.
pub fn is_ready(&self) -> bool {
self.count.load(Ordering::Acquire) == 0
}
/// Wait for all [`AssetBarrierGuard`]s to be dropped asynchronously.
pub fn wait_async(&self) -> impl Future<Output = ()> + 'static {
let shared = self.0.clone();
async move {
loop {
// Acquire an event listener.
let listener = shared.notify.listen();
// If all barrier guards are dropped, return
if shared.count.load(Ordering::Acquire) == 0 {
return;
}
// Wait for the last barrier guard to notify us
listener.await;
}
}
}
}
// Increment count on clone.
impl Clone for AssetBarrierGuard {
fn clone(&self) -> Self {
self.count.fetch_add(1, Ordering::AcqRel);
AssetBarrierGuard(self.0.clone())
}
}
// Decrement count on drop.
impl Drop for AssetBarrierGuard {
fn drop(&mut self) {
let prev = self.count.fetch_sub(1, Ordering::AcqRel);
if prev == 1 {
// Notify all listeners if count reaches 0.
self.notify.notify(usize::MAX);
}
}
}
fn setup_assets(mut commands: Commands, asset_server: Res<AssetServer>) {
let (barrier, guard) = AssetBarrier::new();
commands.insert_resource(OneHundredThings(std::array::from_fn(|i| match i % 5 {
0 => asset_server.load_acquire("models/GolfBall/GolfBall.glb", guard.clone()),
1 => asset_server.load_acquire("models/AlienCake/alien.glb", guard.clone()),
2 => asset_server.load_acquire("models/AlienCake/cakeBirthday.glb", guard.clone()),
3 => asset_server.load_acquire("models/FlightHelmet/FlightHelmet.gltf", guard.clone()),
4 => asset_server.load_acquire("models/torus/torus.gltf", guard.clone()),
_ => unreachable!(),
})));
let future = barrier.wait_async();
commands.insert_resource(barrier);
let loading_state = Arc::new(AtomicBool::new(false));
commands.insert_resource(AsyncLoadingState(loading_state.clone()));
// await the `AssetBarrierFuture`.
AsyncComputeTaskPool::get()
.spawn(async move {
future.await;
// Notify via `AsyncLoadingState`
loading_state.store(true, Ordering::Release);
})
.detach();
}
fn setup_ui(mut commands: Commands) {
// Display the result of async loading.
commands
.spawn(NodeBundle {
style: Style {
width: Val::Percent(100.),
height: Val::Percent(100.),
justify_content: JustifyContent::End,
..default()
},
..default()
})
.with_children(|b| {
b.spawn((
TextBundle {
text: Text {
sections: vec![TextSection {
value: "Loading...".to_owned(),
style: TextStyle {
font_size: 64.0,
color: Color::BLACK,
..Default::default()
},
}],
justify: JustifyText::Right,
..Default::default()
},
..Default::default()
},
LoadingText,
));
});
}
fn setup_scene(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(10.0, 10.0, 15.0)
.looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),
..default()
});
// Light
commands.spawn(DirectionalLightBundle {
transform: Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
directional_light: DirectionalLight {
shadows_enabled: true,
..default()
},
..default()
});
// Plane
commands.spawn((
PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(50000.0, 50000.0)),
material: materials.add(Color::srgb(0.7, 0.2, 0.2)),
..default()
},
Loading,
));
}
// A run condition for all assets being loaded.
fn assets_loaded(barrier: Option<Res<AssetBarrier>>) -> bool {
// If our barrier isn't ready, return early and wait another cycle
barrier.map(|b| b.is_ready()) == Some(true)
}
// This showcases how to wait for assets using sync code and systems.
//
// This function only runs if `assets_loaded` returns true.
fn wait_on_load(
mut commands: Commands,
foxes: Res<OneHundredThings>,
gltfs: Res<Assets<Gltf>>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Change color of plane to green
commands.spawn((PbrBundle {
mesh: meshes.add(Plane3d::default().mesh().size(50000.0, 50000.0)),
material: materials.add(Color::srgb(0.3, 0.5, 0.3)),
transform: Transform::from_translation(Vec3::Z * -0.01),
..default()
},));
// Spawn our scenes.
for i in 0..10 {
for j in 0..10 {
let index = i * 10 + j;
let position = Vec3::new(i as f32 - 5.0, 0.0, j as f32 - 5.0);
// All gltfs must exist because this is guarded by the `AssetBarrier`.
let gltf = gltfs.get(&foxes.0[index]).unwrap();
let scene = gltf.scenes.first().unwrap().clone();
commands.spawn(SceneBundle {
scene,
transform: Transform::from_translation(position),
..Default::default()
});
}
}
}
// This showcases how to wait for assets using async.
fn get_async_loading_state(
state: Res<AsyncLoadingState>,
mut next_loading_state: ResMut<NextState<LoadingState>>,
mut text: Query<&mut Text, With<LoadingText>>,
) {
// Load the value written by the `Future`.
let is_loaded = state.0.load(Ordering::Acquire);
// If loaded, change the state.
if is_loaded {
next_loading_state.set(LoadingState::Loaded);
if let Ok(mut text) = text.get_single_mut() {
"Loaded!".clone_into(&mut text.sections[0].value);
}
}
}
// This showcases how to react to asynchronous world mutations synchronously.
fn despawn_loading_state_entities(mut commands: Commands, loading: Query<Entity, With<Loading>>) {
// Despawn entities in the loading phase.
for entity in loading.iter() {
commands.entity(entity).despawn_recursive();
}
// Despawn resources used in the loading phase.
commands.remove_resource::<AssetBarrier>();
commands.remove_resource::<AsyncLoadingState>();
}