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send Unused event when asset is actually unused (#12459)
fix #12344 use existing machinery in track_assets to determine if the asset is unused before firing Asset::Unused event ~~most extract functions use `AssetEvent::Removed` to schedule deletion of render world resources. `RenderAssetPlugin` was using `AssetEvent::Unused` instead. `Unused` fires when the last strong handle is dropped, even if a new one is created. `Removed` only fires when a new one is not created. as far as i can see, `Unused` is the same as `Removed` except for this "feature", and that it also fires early if all handles for a loading asset are dropped (`Removed` fires after the loading completes). note that in that case, processing based on `Loaded` won't have been done anyway. i think we should get rid of `Unused` completely, it is not currently used anywhere (except here, previously) and i think using it is probably always a mistake. i also am not sure why we keep loading assets that have been dropped while loading, we should probably drop the loader task as well and remove immediately.~~
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1 changed files with 9 additions and 7 deletions
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@ -503,10 +503,8 @@ impl<A: Asset> Assets<A> {
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while let Ok(drop_event) = assets.handle_provider.drop_receiver.try_recv() {
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let id = drop_event.id.typed();
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assets.queued_events.push(AssetEvent::Unused { id });
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if drop_event.asset_server_managed {
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let untyped_id = drop_event.id.untyped(TypeId::of::<A>());
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let untyped_id = id.untyped();
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if let Some(info) = infos.get(untyped_id) {
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if info.load_state == LoadState::Loading
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|| info.load_state == LoadState::NotLoaded
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@ -515,12 +513,16 @@ impl<A: Asset> Assets<A> {
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continue;
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}
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}
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if infos.process_handle_drop(untyped_id) {
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assets.remove_dropped(id);
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// the process_handle_drop call checks whether new handles have been created since the drop event was fired, before removing the asset
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if !infos.process_handle_drop(untyped_id) {
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// a new handle has been created, or the asset doesn't exist
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continue;
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}
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} else {
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assets.remove_dropped(id);
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}
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assets.queued_events.push(AssetEvent::Unused { id });
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assets.remove_dropped(id);
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}
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// TODO: this is _extremely_ inefficient find a better fix
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