Commit graph

337 commits

Author SHA1 Message Date
Tygyh
696af48416
Remove unnecessary parentheses (#10990)
# Objective

- Increase readability.

## Solution

- Remove unnecessary parentheses.
2023-12-16 02:26:18 +00:00
Mateusz Wachowiak
a7a5d17ae1
Refactor process_handle_drop_internal() in bevy_asset (#10920)
# Objective

- Reduce nesting in `process_handle_drop_internal()`.
- Related to #10896.

## Solution

- Use early returns when possible.
- Reduced from 9 levels of indents to 4.
2023-12-12 19:46:37 +00:00
Carter Anderson
0a588dbfd9
Allow removing and reloading assets with live handles (#10785)
# Objective

Fixes #10444 

Currently manually removing an asset prevents it from being reloaded
while there are still active handles. Doing so will result in a panic,
because the storage entry has been marked as "empty / None" but the ID
is still assumed to be active by the asset server.

Patterns like `images.remove() -> asset_server.reload()` and
`images.remove() -> images.insert()` would fail if the handle was still
alive.

## Solution

Most of the groundwork for this was already laid in Bevy Asset V2. This
is largely just a matter of splitting out `remove` into two separate
operations:

* `remove_dropped`: remove the stored asset, invalidate the internal
Assets entry (preventing future insertions with the old id), and recycle
the id
* `remove_still_alive`: remove the stored asset, but leave the entry
otherwise untouched (and dont recycle the id).

`remove_still_alive` and `insert` can be called any number of times (in
any order) for an id until `remove_dropped` has been called, which will
invalidate the id.

From a user-facing perspective, there are no API changes and this is non
breaking. The public `Assets::remove` will internally call
`remove_still_alive`. `remove_dropped` can only be called by the
internal "handle management" system.

---

## Changelog

- Fix a bug preventing `Assets::remove` from blocking future inserts for
a specific `AssetIndex`.
2023-11-29 23:32:13 +00:00
Carter Anderson
4221f7e7e9
Print precise and correct watch warnings (and only when necessary) (#10787)
# Objective

Fixes #10401 

## Solution

* Allow sources to register specific processed/unprocessed watch
warnings.
* Specify per-platform watch warnings. This removes the need to cover
all platform cases in one warning message.
* Only register watch warnings for the _processed_ embedded source, as
warning about watching unprocessed embedded isn't helpful.

---

## Changelog

- Asset sources can now register specific watch warnings.
2023-11-29 00:35:13 +00:00
tygyh
fd308571c4
Remove unnecessary path prefixes (#10749)
# Objective

- Shorten paths by removing unnecessary prefixes

## Solution

- Remove the prefixes from many paths which do not need them. Finding
the paths was done automatically using built-in refactoring tools in
Jetbrains RustRover.
2023-11-28 23:43:40 +00:00
Kanabenki
0e9f6e92ea
Add clippy::manual_let_else at warn level to lints (#10684)
# Objective

Related to #10612.

Enable the
[`clippy::manual_let_else`](https://rust-lang.github.io/rust-clippy/master/#manual_let_else)
lint as a warning. The `let else` form seems more idiomatic to me than a
`match`/`if else` that either match a pattern or diverge, and from the
clippy doc, the lint doesn't seem to have any possible false positive.

## Solution

Add the lint as warning in `Cargo.toml`, refactor places where the lint
triggers.
2023-11-28 04:15:27 +00:00
Carter Anderson
cc6c4d65ed
Fix GLTF scene dependencies and make full scene renders predictable (#10745)
# Objective

Fixes #10688

There were a number of issues at play:

1. The GLTF loader was not registering Scene dependencies properly. They
were being registered at the root instead of on the scene assets. This
made `LoadedWithDependencies` fire immediately on load.
2. Recursive labeled assets _inside_ of labeled assets were not being
loaded. This only became relevant for scenes after fixing (1) because we
now add labeled assets to the nested scene `LoadContext` instead of the
root load context. I'm surprised nobody has hit this yet. I'm glad I
caught it before somebody hit it.
3. Accessing "loaded with dependencies" state on the Asset Server is
boilerplatey + error prone (because you need to manually query two
states).

## Solution

1. In GltfLoader, use a nested LoadContext for scenes and load
dependencies through that context.
2. In the `AssetServer`, load labeled assets recursively.
3. Added a simple `asset_server.is_loaded_with_dependencies(id)`

I also added some docs to `LoadContext` to help prevent this problem in
the future.

---

## Changelog

- Added `AssetServer::is_loaded_with_dependencies`
- Fixed GLTF Scene dependencies
- Fixed nested labeled assets not being loaded

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-11-27 22:42:28 +00:00
Carter Anderson
fa903a122f
AssetMetaMode (#10623)
# Objective

Fixes #10157

## Solution

Add `AssetMetaCheck` resource which can configure when/if asset meta
files will be read:

```rust
app
  // Never attempts to look up meta files. The default meta configuration will be used for each asset.
  .insert_resource(AssetMetaCheck::Never)
  .add_plugins(DefaultPlugins)
```


This serves as a band-aid fix for the issue with wasm's
`HttpWasmAssetReader` creating a bunch of requests for non-existent
meta, which can slow down asset loading (by waiting for the 404
response) and creates a bunch of noise in the logs. This also provides a
band-aid fix for the more serious issue of itch.io deployments returning
403 responses, which results in full failure of asset loads.

If users don't want to include meta files for all deployed assets for
web builds, and they aren't using meta files at all, they should set
this to `AssetMetaCheck::Never`.

If users do want to include meta files for specific assets, they can use
`AssetMetaCheck::Paths`, which will only look up meta for those paths.

Currently, this defaults to `AssetMetaCheck::Always`, which makes this
fully non-breaking for the `0.12.1` release. _**However it _is_ worth
discussing making this `AssetMetaCheck::Never` by default**_, given that
I doubt most people are using meta files without the Asset Processor
enabled. This would be a breaking change, but it would make WASM / Itch
deployments work by default, which is a pretty big win imo. The downside
is that people using meta files _without_ processing would need to
manually enable `AssetMetaCheck::Always`, which is also suboptimal.

When in `AssetMetaCheck::Processed`, the meta check resource is ignored,
as processing requires asset meta files to function.

In general, I don't love adding this knob as things should ideally "just
work" in all cases. But this is the reality of the current situation.

---

## Changelog

- Added `AssetMetaCheck` resource, which can configure when/if asset
meta files will be read
2023-11-27 22:32:36 +00:00
Alice Cecile
1065028154
Remove trailing whitespace (#10723)
# Objective

- Make CI green.

## Solution

- Remove one (1) space.

---------

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2023-11-24 16:31:55 +00:00
Mike
11b1b3a24f
delete methods deprecated in 0.12 (#10693)
## Changelog

- delete methods deprecated in 0.12
2023-11-24 16:15:47 +00:00
Trent
6f56380826
bump bevy_tasks futures-lite to 2.0.1 (#10675)
# Objective

Updates [`futures-lite`](https://github.com/smol-rs/futures-lite) in
bevy_tasks to the next major version (1 -> 2).

Also removes the duplication of `futures-lite`, as `async-fs` requires v
2, so there are currently 2 copies of futures-lite in the dependency
tree.

Futures-lite has received [a number of
updates](https://github.com/smol-rs/futures-lite/blob/master/CHANGELOG.md)
since bevy's current version `1.4`.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Mike <mike.hsu@gmail.com>
2023-11-24 00:11:02 +00:00
Lixou
960f6e9131
remove double-hasing of typeid for handle (#10699)
# Objective

There is a double hash for the typeid for asset handles. (see
[this](https://github.com/bevyengine/bevy/issues/10695#issuecomment-1822340727)
for more info)

## Solution

- Remove the second hash of the typeid
2023-11-23 01:04:37 +00:00
Martín Maita
4ffd5104f3
Bumps async crates requirements to latest major version (#10370)
# Objective

- Closes #10316

## Solution

- Grouped a bunch of version requirement bumps for most of the `async`
crates.
2023-11-22 13:41:48 +00:00
Zachary Harrold
f613c450bc
Fix Asset Loading Bug (#10698)
# Objective

- Fixes #10695

## Solution

Fixed obvious blunder in `PartialEq` implementation for
`UntypedAssetId`'s where the `TypeId` was not included in the
comparison. This was not picked up in the unit tests I added because
they only tested over a single asset type.
2023-11-22 13:39:44 +00:00
Zachary Harrold
57a175f546
Ensure consistency between Un/Typed AssetId and Handle (#10628)
# Objective

- Fixes #10629
- `UntypedAssetId` and `AssetId` (along with `UntypedHandle` and
`Handle`) do not hash to the same values when pointing to the same
`Asset`. Additionally, comparison and conversion between these types
does not follow idiomatic Rust standards.

## Solution

- Added new unit tests to validate/document expected behaviour
- Added trait implementations to make working with Un/Typed values more
ergonomic
- Ensured hashing and comparison between Un/Typed values is consistent
- Removed `From` trait implementations that panic, and replaced them
with `TryFrom`

---

## Changelog

- Ensured `Handle::<A>::hash` and `UntypedHandle::hash` will produce the
same value for the same `Asset`
- Added non-panicing `Handle::<A>::try_typed`
- Added `PartialOrd` to `UntypedHandle` to match `Handle<A>` (this will
return `None` for `UntypedHandles` for differing `Asset` types)
- Added `TryFrom<UntypedHandle>` for `Handle<A>`
- Added `From<Handle<A>>` for `UntypedHandle`
- Removed panicing `From<Untyped...>` implementations. These are
currently unused within the Bevy codebase, and shouldn't be used
externally, hence removal.
- Added cross-implementations of `PartialEq` and `PartialOrd` for
`UntypedHandle` and `Handle<A>` allowing direct comparison when
`TypeId`'s match.
- Near-identical changes to `AssetId` and `UntypedAssetId`

## Migration Guide

If you relied on any of the panicing `From<Untyped...>` implementations,
simply call the existing `typed` methods instead. Alternatively, use the
new `TryFrom` implementation instead to directly expose possible
mistakes.

## Notes

I've made these changes since `Handle` is such a fundamental type to the
entire `Asset` ecosystem within Bevy, and yet it had pretty unclear
behaviour with no direct testing. The fact that hashing untyped vs typed
versions of the same handle would produce different values is something
I expect to cause a very subtle bug for someone else one day.

I haven't included it in this PR to avoid any controversy, but I also
believe the `typed_unchecked` methods should be removed from these
types, or marked as `unsafe`. The `texture_atlas` example currently uses
it, and I believe it is a bad choice. The performance gained by not
type-checking before conversion would be entirely dwarfed by the act of
actually loading an asset and creating its handle anyway. If an end user
is in a tight loop repeatedly calling `typed_unchecked` on an
`UntypedHandle` for the entire runtime of their application, I think the
small performance drop caused by that safety check is ~~a form of cosmic
justice~~ reasonable.
2023-11-21 01:13:36 +00:00
robtfm
7ff61a8dc9
derive asset for enums (#10410)
# Objective

allow deriving `Asset` for enums, and for tuple structs.

## Solution

add to the proc macro, generating visitor calls to the variant's data
(if required).

supports unnamed or named field variants, and struct variants when the
struct also derives `Asset`:
```rust
#[derive(Asset, TypePath)]
pub enum MyAssetEnum {
    Unnamed (
        #[dependency]
        Handle<Image>
    ),
    Named {
        #[dependency]
        array_handle: Handle<Image>,
        #[dependency]
        atlas_handles: Vec<Handle<Image>>,
    },
    StructStyle(
        #[dependency]
        VariantStruct
    ),
    Empty,
}

#[derive(Asset, TypePath)]
pub struct VariantStruct {
    // ...
}
```

also extend the struct implementation to support tuple structs: 
```rust
#[derive(Asset, TypePath)]
pub struct MyImageNewtype(
    #[dependency]
    Handle<Image>
);
````

---------

Co-authored-by: Nicola Papale <nico@nicopap.ch>
2023-11-21 01:06:55 +00:00
Nicola Papale
96444b24fd
Fix file_watcher feature hanging indefinitely (#10585)
# Objective

Fix the `bevy_asset/file_watcher` feature in practice depending on
multithreading, while not informing the user of it.

**As I understand it** (I didn't check it), the file watcher feature
depends on spawning a concurrent thread to receive file update events
from the `notify-debouncer-full` crate. But if multithreading is
disabled, that thread will never have time to read the events and
consume them.

- Fixes #10573 


## Solution

Add a `compile_error!` causing compilation failure if `file_watcher` is
enabled while `multi-threaded` is disabled.

This is considered better than adding a dependency on `multi-threaded`
on the `file_watcher`, as (according to @mockersf) toggling on/off
`multi-threaded` has a non-zero chance of changing behavior. And we
shouldn't implicitly change behavior. A compilation failure prevents
compilation of code that is invalid, while informing the user of the
steps needed to fix it.
2023-11-20 09:43:43 +00:00
Ame
951c9bb1a2
Add [lints] table, fix adding #![allow(clippy::type_complexity)] everywhere (#10011)
# Objective

- Fix adding `#![allow(clippy::type_complexity)]` everywhere. like #9796

## Solution

- Use the new [lints] table that will land in 1.74
(https://doc.rust-lang.org/nightly/cargo/reference/unstable.html#lints)
- inherit lint to the workspace, crates and examples.
```
[lints]
workspace = true
```

## Changelog

- Bump rust version to 1.74
- Enable lints table for the workspace
```toml
[workspace.lints.clippy]
type_complexity = "allow"
```
- Allow type complexity for all crates and examples
```toml
[lints]
workspace = true
```

---------

Co-authored-by: Martín Maita <47983254+mnmaita@users.noreply.github.com>
2023-11-18 20:58:48 +00:00
Michael Leandersson
9a909f593a
Do not panic when failing to create assets folder (#10613) (#10614)
# Objective

- Allow bevy applications that does not have any assets folder to start
from a read-only directory. (typically installed to a systems folder)

Fixes #10613

## Solution

- warn instead of panic when assets folder creation fails.
2023-11-17 22:06:08 +00:00
MevLyshkin
2b32de9ba2
Fix wasm builds with file_watcher enabled (#10589)
# Objective

- Currently, in 0.12 there is an issue that it is not possible to build
bevy for Wasm with feature "file_watcher" enabled. It still would not
compile, but now with proper explanation.
- Fixes https://github.com/bevyengine/bevy/issues/10507


## Solution

- Remove `notify-debouncer-full` dependency on WASM platform entirely.
- Compile with "file_watcher" feature now on platform `wasm32` gives
meaningful compile error.

---

## Changelog

### Fixed

- Compile with "file_watcher" feature now on platform `wasm32` gives
meaningful compile error.
2023-11-17 22:04:42 +00:00
Carter Anderson
c7f5cec8be
Add missing asset load error logs for load_folder and load_untyped (#10578)
# Objective

Fixes #10515 

## Solution

Add missing error logs.
2023-11-16 21:31:20 +00:00
Zachary Harrold
46b8e904f4
Added Method to Allow Pipelined Asset Loading (#10565)
# Objective

- Fixes #10518

## Solution

I've added a method to `LoadContext`, `load_direct_with_reader`, which
mirrors the behaviour of `load_direct` with a single key difference: it
is provided with the `Reader` by the caller, rather than getting it from
the contained `AssetServer`. This allows for an `AssetLoader` to process
its `Reader` stream, and then directly hand the results off to the
`LoadContext` to handle further loading. The outer `AssetLoader` can
control how the `Reader` is interpreted by providing a relevant
`AssetPath`.

For example, a Gzip decompression loader could process the asset
`images/my_image.png.gz` by decompressing the bytes, then handing the
decompressed result to the `LoadContext` with the new path
`images/my_image.png.gz/my_image.png`. This intuitively reflects the
nature of contained assets, whilst avoiding unintended behaviour, since
the generated path cannot be a real file path (a file and folder of the
same name cannot coexist in most file-systems).

```rust
#[derive(Asset, TypePath)]
pub struct GzAsset {
    pub uncompressed: ErasedLoadedAsset,
}

#[derive(Default)]
pub struct GzAssetLoader;

impl AssetLoader for GzAssetLoader {
    type Asset = GzAsset;
    type Settings = ();
    type Error = GzAssetLoaderError;
    fn load<'a>(
        &'a self,
        reader: &'a mut Reader,
        _settings: &'a (),
        load_context: &'a mut LoadContext,
    ) -> BoxedFuture<'a, Result<Self::Asset, Self::Error>> {
        Box::pin(async move {
            let compressed_path = load_context.path();
            let file_name = compressed_path
                .file_name()
                .ok_or(GzAssetLoaderError::IndeterminateFilePath)?
                .to_string_lossy();
            let uncompressed_file_name = file_name
                .strip_suffix(".gz")
                .ok_or(GzAssetLoaderError::IndeterminateFilePath)?;
            let contained_path = compressed_path.join(uncompressed_file_name);

            let mut bytes_compressed = Vec::new();

            reader.read_to_end(&mut bytes_compressed).await?;

            let mut decoder = GzDecoder::new(bytes_compressed.as_slice());

            let mut bytes_uncompressed = Vec::new();

            decoder.read_to_end(&mut bytes_uncompressed)?;

            // Now that we have decompressed the asset, let's pass it back to the
            // context to continue loading

            let mut reader = VecReader::new(bytes_uncompressed);

            let uncompressed = load_context
                .load_direct_with_reader(&mut reader, contained_path)
                .await?;

            Ok(GzAsset { uncompressed })
        })
    }

    fn extensions(&self) -> &[&str] {
        &["gz"]
    }
}
```

Because this example is so prudent, I've included an
`asset_decompression` example which implements this exact behaviour:

```rust
fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .init_asset::<GzAsset>()
        .init_asset_loader::<GzAssetLoader>()
        .add_systems(Startup, setup)
        .add_systems(Update, decompress::<Image>)
        .run();
}

fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
    commands.spawn(Camera2dBundle::default());

    commands.spawn((
        Compressed::<Image> {
            compressed: asset_server.load("data/compressed_image.png.gz"),
            ..default()
        },
        Sprite::default(),
        TransformBundle::default(),
        VisibilityBundle::default(),
    ));
}

fn decompress<A: Asset>(
    mut commands: Commands,
    asset_server: Res<AssetServer>,
    mut compressed_assets: ResMut<Assets<GzAsset>>,
    query: Query<(Entity, &Compressed<A>)>,
) {
    for (entity, Compressed { compressed, .. }) in query.iter() {
        let Some(GzAsset { uncompressed }) = compressed_assets.remove(compressed) else {
            continue;
        };

        let uncompressed = uncompressed.take::<A>().unwrap();

        commands
            .entity(entity)
            .remove::<Compressed<A>>()
            .insert(asset_server.add(uncompressed));
    }
}
```

A key limitation to this design is how to type the internally loaded
asset, since the example `GzAssetLoader` is unaware of the internal
asset type `A`. As such, in this example I store the contained asset as
an `ErasedLoadedAsset`, and leave it up to the consumer of the `GzAsset`
to handle typing the final result, which is the purpose of the
`decompress` system. This limitation can be worked around by providing
type information to the `GzAssetLoader`, such as `GzAssetLoader<Image,
ImageAssetLoader>`, but this would require registering the asset loader
for every possible decompression target.

Aside from this limitation, nested asset containerisation works as an
end user would expect; if the user registers a `TarAssetLoader`, and a
`GzAssetLoader`, then they can load assets with compound
containerisation, such as `images.tar.gz`.

---

## Changelog

- Added `LoadContext::load_direct_with_reader`
- Added `asset_decompression` example

## Notes

- While I believe my implementation of a Gzip asset loader is
reasonable, I haven't included it as a public feature of `bevy_asset` to
keep the scope of this PR as focussed as possible.
- I have included `flate2` as a `dev-dependency` for the example; it is
not included in the main dependency graph.
2023-11-16 17:47:31 +00:00
orph3usLyre
a2d90a8533
ReadAssetBytesError::Io exposes failing path (#10450)
# Objective

Addresses #[10438](https://github.com/bevyengine/bevy/issues/10438)

The objective was to include the failing path in the error for the user
to see.

## Solution

Add a `path` field to the `ReadAssetBytesError::Io` variant to expose
the failing path in the error message.

## Migration Guide
- The `ReadAssetBytesError::Io` variant now contains two named fields
instead of converting from `std::io::Error`.
    1. `path`: The requested (failing) path (`PathBuf`)
    2. `source`: The source `std::io::Error`

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-11-16 17:41:37 +00:00
Testare
675aac97e5
Add load_untyped to LoadContext (#10526)
# Objective

Give us the ability to load untyped assets in AssetLoaders.

## Solution

Basically just copied the code from `load`, but used
`asset_server.load_untyped` instead internally.

## Changelog

Added `load_untyped` method to `LoadContext`
2023-11-15 22:31:33 +00:00
Joseph
dcfae72386
Re-export ron in bevy_scene (#10529)
# Objective

Close #10504. Improve the development experience for working with scenes
by not requiring the user to specify a matching version of `ron` in
their `Cargo.toml`

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-11-15 14:45:54 +00:00
Carter Anderson
749f3d7430
Fix untyped labeled asset loading (#10514)
# Objective

Fixes #10436
Alternative to #10465 

## Solution

`load_untyped_async` / `load_internal` currently has a bug. In
`load_untyped_async`, we pass None into `load_internal` for the
`UntypedHandle` of the labeled asset path. This results in a call to
`get_or_create_path_handle_untyped` with `loader.asset_type_id()`
This is a new code path that wasn't hit prior to the newly added
`load_untyped` because `load_untyped_async` was a private method only
used in the context of the `load_folder` impl (which doesn't have
labels)

The fix required some refactoring to catch that case and defer handle
retrieval. I have also made `load_untyped_async` public as it is now
"ready for public use" and unlocks new scenarios.
2023-11-14 02:41:10 +00:00
Waridley
9f4c3e943a
Prepend root_path to meta path in HttpWasmAssetReader (#10527)
# Objective

Fixes an issue where Bevy will look for `.meta` files in the root of the
server instead of `imported_assets/Default` on the web.

## Solution

`self.root_path.join` was seemingly forgotten in the `read_meta`
function on `HttpWasmAssetReader`, though it was included in the `read`
function. This PR simply adds the missing function call.
2023-11-14 01:29:22 +00:00
Rafał Harabień
e3a59c480d
Make AssetLoader/Saver Error type bounds compatible with anyhow::Error (#10493)
# Objective

* In Bevy 0.11 asset loaders used `anyhow::Error` for returning errors.
In Bevy 0.12 `AssetLoader` (and `AssetSaver`) have associated `Error`
type. Unfortunately it's type bounds does not allow `anyhow::Error` to
be used despite migration guide claiming otherwise. This makes migration
to 0.12 more challenging. Solve this by changing type bounds for
associated `Error` type.
* Fix #10350

## Solution

Change associated `Error` type bounds to require `Into<Box<dyn
std::error::Error + Send + Sync + 'static>>` to be implemented instead
of `std::error::Error + Send + Sync + 'static`. Both `anyhow::Error` and
errors generated by `thiserror` seems to be fine with such type bound.

---

## Changelog

### Fixed
* Fixed compatibility with `anyhow::Error` in `AssetLoader` and
`AssetSaver` associated `Error` type
2023-11-14 01:25:06 +00:00
Connor King
bf4f4e42da
use tree syntax to explain bevy_rock file structure (#10523)
# Objective

The current way it's written is just kinda hard to read

![image](https://github.com/bevyengine/bevy/assets/14184826/3102f50a-9220-4f86-99e0-41ea23822ea7)


## Solution

the box-drawing characters stolen from `tree`

![image](https://github.com/bevyengine/bevy/assets/14184826/e66c027b-ed69-469d-a0ee-1d73e2c7be18)

---

would've added this to my previous PR but i woke up this morning and it
was merged
2023-11-12 17:11:26 +00:00
Connor King
51180f81a2
Remove rogue : from embedded_asset! docs (#10516)
# Objective

- Fix a random typo I noticed in the docs of `embedded_asset`

## Solution

- fixed the typo
2023-11-12 14:51:35 +00:00
Spencer C. Imbleau
2a036b658f
feat: Debug implemented for AssetMode (#10494)
# Objective

- Implements Debug for AssetMode

Closes #10473

Co-authored-by: Sebastian Hamel <sebastian@jhamel.com>
2023-11-10 21:38:46 +00:00
Sludge
13d46a528a
Don't .unwrap() in AssetPath::try_parse (#10452)
# Objective

- The docs on `AssetPath::try_parse` say that it will return an error
when the string is malformed, but it actually just `.unwrap()`s the
result.

## Solution

- Use `?` instead of unwrapping the result.
2023-11-09 18:07:48 +00:00
github-actions[bot]
bf30a25efc
Release 0.12 (#10362)
Preparing next release
This PR has been auto-generated

---------

Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: François <mockersf@gmail.com>
2023-11-04 17:24:23 +00:00
François
49bc6cfd62
support file operations in single threaded context (#10312)
# Objective

- Fixes #10209 
- Assets should work in single threaded

## Solution

- In single threaded mode, don't use `async_fs` but fallback on
`std::fs` with a thin layer to mimic the async API
- file `file_asset.rs` is the async imps from `mod.rs`
- file `sync_file_asset.rs` is the same with `async_fs` APIs replaced by
`std::fs`
- which module is used depends on the `multi-threaded` feature

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-11-03 23:00:34 +00:00
papow65
708569c91e
Corrected incorrect doc comment on read_asset_bytes (#10352)
Fixes #10302 

## Solution

- Removed the incorrect comment.
2023-11-03 21:01:05 +00:00
Talin
cfcc113fb7
Additional AssetPath unit tests. (#10279)
# Objective

Additional unit test for AssetPath.
2023-10-27 03:29:25 +00:00
Niklas Eicker
bfca4384cc
Reuse and hot reload folder handles (#10210)
# Objective

- Folder handles are not shared. Loading the same folder multiple times
will result in different handles.
- Once folder handles are shared, they can no longer be manually
reloaded, so we should add support for hot-reloading them


## Solution

- Reuse folder handles based on their path
- Trigger a reload of a folder if a file contained in it (or a sub
folder) is added or removed
- This also covers adding/removing/moving sub folders containing files

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-10-26 22:19:57 +00:00
Niklas Eicker
77309ba5d8
Non-blocking load_untyped using a wrapper asset (#10198)
# Objective

- Assets v2 does not currently offer a public API to load untyped assets

## Solution

- Wrap the untyped handle in a `LoadedUntypedAsset` asset to offer a
non-blocking load for untyped assets. The user does not need to know the
actual asset type.
- Handles to `LoadedUntypedAsset` have the same path as the wrapped
asset, but their handles are shared using a label.

The user side of `load_untyped` looks like this:
```rust
use bevy::prelude::*;
use bevy_internal::asset::LoadedUntypedAsset;

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_systems(Startup, setup)
        .add_systems(Update, check)
        .run();
}

#[derive(Resource)]
struct UntypedAsset {
    handle: Handle<LoadedUntypedAsset>,
}

fn setup(
    mut commands: Commands,
    asset_server: Res<AssetServer>,
) {
    let handle = asset_server.load_untyped("branding/banner.png");
    commands.insert_resource(UntypedAsset { handle });
    commands.spawn(Camera2dBundle::default());
}

fn check(
    mut commands: Commands,
    res: Option<Res<UntypedAsset>>,
    assets: Res<Assets<LoadedUntypedAsset>>,
) {
    if let Some(untyped_asset) = res {
        if let Some(asset) = assets.get(&untyped_asset.handle) {
            commands.spawn(SpriteBundle {
                texture: asset.handle.clone().typed(),
                ..default()
            });
            commands.remove_resource::<UntypedAsset>();
        }
    }
}
```

---

## Changelog

- `load_untyped` on the asset server now returns a handle to a
`LoadedUntypedAsset` instead of an untyped handle to the asset at the
given path. The untyped handle for the given path can be retrieved from
the `LoadedUntypedAsset` once it is done loading.


## Migration Guide

Whenever possible use the typed API in order to directly get a handle to
your asset. If you do not know the type or need to use `load_untyped`
for a different reason, Bevy 0.12 introduces an additional layer of
indirection. The asset server will return a handle to a
`LoadedUntypedAsset`, which will load in the background. Once it is
loaded, the untyped handle to the asset file can be retrieved from the
`LoadedUntypedAsset`s field `handle`.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-10-26 22:14:32 +00:00
François
e5b3cc45ba
Assets: fix first hot reloading (#9804)
# Objective

- Hot reloading doesn't work the first time it is used

## Solution

- Currently, Bevy processor:
  1. Create the `imported_assets` folder
  2. Setup a watcher on it
  3. Clear empty folders, so the `imported_assets` folder is deleted
4. Recreate the `imported_assets` folder and add all the imported assets
- On a first run without an existing `imported_assets` with some
content, hot reloading won't work as step 3 breaks the file watcher
- This PR stops the empty root folder from being deleted
- Also don't setup the processor internal asset server for file
watching, freeing up a thread

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-10-26 21:32:12 +00:00
Talin
c81e2bd586
Adding AssetPath::resolve() method. (#9528)
# Objective

Fixes #9473 

## Solution

Added `resolve()` method to AssetPath. This method accepts a relative
asset path string and returns a "full" path that has been resolved
relative to the current (self) path.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-10-26 21:05:45 +00:00
Thierry Berger
442a316a1d
few fmt tweaks (#10264)
few format tweaks, initially spotted working on
https://github.com/bevyengine/bevy/pull/8745
2023-10-25 19:20:17 +00:00
François
d938275b9c
assets: use blake3 instead of md5 (#10208)
# Objective

- Replace md5 by another hasher, as suggested in
https://github.com/bevyengine/bevy/pull/8624#discussion_r1359291028
- md5 is not secure, and is slow. use something more secure and faster

## Solution

- Replace md5 by blake3


Putting this PR in the 0.12 as once it's released, changing the hash
algorithm will be a painful breaking change
2023-10-23 04:15:04 +00:00
anarelion
f9ef989def
Implement source into Display for AssetPath (#10217)
# Objective

When debugging and printing asset paths, I am not 100% if I am in the
right source or not

## Solution

Add the output of the source
2023-10-22 22:59:39 +00:00
Carter Anderson
6f27e0e35f
Add asset_processor feature and remove AssetMode::ProcessedDev (#10194)
# Objective

Users shouldn't need to change their source code between "development
workflows" and "releasing". Currently, Bevy Asset V2 has two "processed"
asset modes `Processed` (assumes assets are already processed) and
`ProcessedDev` (starts an asset processor and processes assets). This
means that the mode must be changed _in code_ when switching from "app
dev" to "release". Very suboptimal.

We have already removed "runtime opt-in" for hot-reloading. Enabling the
`file_watcher` feature _automatically_ enables file watching in code.
This means deploying a game (without hot reloading enabled) just means
calling `cargo build --release` instead of `cargo run --features
bevy/file_watcher`.

We should adopt this pattern for asset processing.

## Solution

This adds the `asset_processor` feature, which will start the
`AssetProcessor` when an `AssetPlugin` runs in `AssetMode::Processed`.

The "asset processing workflow" is now:
1. Enable `AssetMode::Processed` on `AssetPlugin`
2. When developing, run with the `asset_processor` and `file_watcher`
features
3. When releasing, build without these features.

The `AssetMode::ProcessedDev` mode has been removed.
2023-10-20 20:50:26 +00:00
Torstein Grindvik
7132404b38
Add note about asset source register order (#10186)
# Objective

I encountered a problem where I had a plugin `FooPlugin` which did

```rust
impl Plugin for FooPlugin {
    fn build(&self, app: &mut App) {
        app
           .register_asset_source(...); // more stuff after
    }
}
```

And when I tried using it, e.g.

```rust
asset_server.load("foo://data/asset.custom");
```

I got an error that `foo` was not recognized as a source.

I found that this is because asset sources must be registered _before_
`AssetPlugin` is added, and I had `FooPlugin` _after_.

## Solution

Add clarifying note about having to register sources before
`AssetPlugin` is added.

Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
2023-10-20 14:43:16 +00:00
66OJ66
4e28fa255d
Log an error when registering an AssetSource after AssetPlugin has been built (#10202)
# Objective

- Provides actionable feedback when users encounter the error in
https://github.com/bevyengine/bevy/issues/10162
- Complements https://github.com/bevyengine/bevy/pull/10186

## Solution

- Log an error when registering an AssetSource after the AssetPlugin has
been built (via DefaultPlugins). This will let users know that their
registration order needs changing

The outputted error message will look like this:
```rust
ERROR bevy_asset::server: 'AssetSourceId::Name(test)' must be registered before `AssetPlugin` (typically added as part of `DefaultPlugins`)
```

---------

Co-authored-by: 66OJ66 <hi0obxud@anonaddy.me>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-10-20 14:42:47 +00:00
François
4d286d087b
remove unused import on android (#10197)
# Objective

- Building for android has a warning
```
warning: unused import: `AssetWatcher`
 --> crates/bevy_asset/src/io/android.rs:2:51
  |
2 |     get_meta_path, AssetReader, AssetReaderError, AssetWatcher, EmptyPathStream, PathStream,
  |                                                   ^^^^^^^^^^^^
  |
  = note: `#[warn(unused_imports)]` on by default
```

## Solution

- Remove the import
2023-10-19 23:02:04 +00:00
Carter Anderson
02943737b2
Return an error when loading non-existent labels (#9751)
# Objective

Calling `asset_server.load("scene.gltf#SomeLabel")` will silently fail
if `SomeLabel` does not exist.

Referenced in #9714 

## Solution

We now detect this case and return an error. I also slightly refactored
`load_internal` to make the logic / dataflow much clearer.

---------

Co-authored-by: Pascal Hertleif <killercup@gmail.com>
2023-10-15 18:36:51 +00:00
Carter Anderson
49d5c6b8a3
Hot reload labeled assets whose source asset is not loaded (#9736)
# Objective

As called out in #9714, Bevy Asset V2 fails to hot-reload labeled assets
whose source asset has changed (in cases where the root asset is not
alive).

## Solution

Track alive labeled assets for a given source asset and allow hot
reloads in cases where a labeled asset is still alive.
2023-10-15 18:21:49 +00:00
François
5781806e72
only set up processed source if asset plugin is not unprocessed (#10123)
# Objective

- Since #9885, running on an iOS device crashes trying to create the
processed folder
- This only happens on real device, not on the simulator

## Solution

- Setup processed assets only if needed
2023-10-15 18:20:29 +00:00