# Objective
As discussed in https://github.com/bevyengine/bevy/issues/7386, system
order ambiguities within `DefaultPlugins` are a source of bugs in the
engine and badly pollute diagnostic output for users.
We should eliminate them!
This PR is an alternative to #15027: with all external ambiguities
silenced, this should be much less prone to merge conflicts and the test
output should be much easier for authors to understand.
Note that system order ambiguities are still permitted in the
`RenderApp`: these need a bit of thought in terms of how to test them,
and will be fairly involved to fix. While these aren't *good*, they'll
generally only cause graphical bugs, not logic ones.
## Solution
All remaining system order ambiguities have been resolved.
Review this PR commit-by-commit to see how each of these problems were
fixed.
## Testing
`cargo run --example ambiguity_detection` passes with no panics or
logging!
# Objective
- There's one occurence of `CowArc::Borrow` that wraps '&'static str`
## Solution
- Replaces it with `CowArc::Static`. I don't think this change is
important but I can't unsee it:)
## Testing
- `cargo check` compiles fine
# Objective
- Fixes https://github.com/bevyengine/bevy/issues/14975
## Solution
- Replace usages of `bevy_utils::CowArc` with `atomicow::CowArc`
- Remove bevy_utils::CowArc
## Testing
- `bevy_asset` test suite continues to pass.
---
## Migration Guide
`bevy_utils::CowArc` has moved to a new crate called
[atomicow](https://crates.io/crates/atomicow).
# Objective
when handles for loading assets are dropped, we currently wait until
load is completed before dropping the handle. drop asset-load tasks
immediately
## Solution
- track tasks for loading assets and drop them immediately when all
handles are dropped.
~~- use `join_all` in `gltf_loader.rs` to allow it to yield and be
dropped.~~
doesn't cover all the load apis - for those it doesn't cover the task
will still be detached and will still complete before the result is
discarded.
separated out from #13170
# Objective
- Allow not only inserting `Data` into `EmbeddedAssetRegistry` and `Dir`
in turn but now also removing it again.
- This way when used to embed asset data from *somewhere* but not load
it using the conventional means via `AssetServer` (which I observed
takes ownership of the `Data`) the `Data` does not need to stay in
memory of the `EmbeddedAssetRegistry` throughout the lifetime of the
application.
## Solution
- added the `remove_asset` functions in `EmbeddedAssetRegistry` and
`Dir`
## Testing
- added a module unittest
- does this require changes if build with feature `embedded_watcher`?
# Objective
When trying to test a gizmos change I ran `cargo test -p bevy_gizmos`
and the output had a lot of noise from warnings and failed doc errors.
This was because I didn't have all of the features enabled.
## Solution
I admit this might be pedantic, and am happy if the concensus is to
reject it. Although it does reduce the lines of code, testing noise, and
the amount of code compiled. I don't think it affects the complexity of
public code, and it doesn't change much to the complexity of internal
code.
I've removed un-needed `bevy_render` imports in all of the gizmos docs
examples, there's probably other unnecessary ones there too, but I
haven't looked exhaustively. It isn't needed for those docs, and isn't
available except in a subset of `cfg` combinations.
I've also made several of the `use` statements slightly more specific. I
shouldn't have changed the public interfaces, except that
`GizmoMeshConfig` requires either `bevy_sprite` or `bevy_pbr`, as it
does nothing without them.
I've also avoided adding some systems and plugins in situations where
they can't work. An example of this is where the `light` module depends
on `all(feature = "bevy_pbr", feature = "bevy_render")`, but it has
`use` statements that only require `bevy_render`.
## Testing
During development I ran:
```
cargo check -p bevy_gizmos && cargo check -p bevy_gizmos --features=bevy_pbr && cargo check -p bevy_gizmos --features=bevy_sprite && cargo check -p bevy_gizmos --features=bevy_render
```
Afterwards I ran this just to be sure:
```
cargo check && cargo check --features=bevy_pbr && cargo check --features=bevy_sprite && cargo check --features=bevy_render
```
Finally I ran:
```
cargo test -p bevy_gizmos && cargo test -p bevy_gizmos --features=bevy_pbr && test check -p bevy_gizmos --features=bevy_sprite && cargo test -p bevy_gizmos --features=bevy_render
```
## Migration Guide
There shouldn't be any reason to migrate, although if for some reason
you use `GizmoMeshConfig` and `bevy_render` but not `bevy_pbr` or
`bevy_sprite` (such that it does nothing), then you will get an error
that it no longer exists.
# Objective
Fixes#14782
## Solution
Enable the lint and fix all upcoming hints (`--fix`). Also tried to
figure out the false-positive (see review comment). Maybe split this PR
up into multiple parts where only the last one enables the lint, so some
can already be merged resulting in less many files touched / less
potential for merge conflicts?
Currently, there are some cases where it might be easier to read the
code with the qualifier, so perhaps remove the import of it and adapt
its cases? In the current stage it's just a plain adoption of the
suggestions in order to have a base to discuss.
## Testing
`cargo clippy` and `cargo run -p ci` are happy.
# Objective
- Fixes#10478
## Solution
Generalised `From/Into` implementations over `&str` and `Option<&str>`
for `AssetSourceId` and `AssetPath` across all lifetimes, not just
static. To maintain access to the `'static`-only specialisation, these
types (and `CowArc`) now include an `as_static` method which will apply
the specialisation.
```rust
// Snipped from `AssetApp`
fn register_asset_source(
&mut self,
id: impl Into<AssetSourceId<'static>>,
// ^^^^^^^
// | as_static is only available for 'static lifetimes
source: AssetSourceBuilder,
) -> &mut Self {
let id = id.into().as_static();
// ^^^^^^ ^^^^^^^^^
// | | Specialized (internally storing CowArc::Static)
// | Generic Into (internally storing CowArc::Borrowed)
// ...
}
```
This post-fix specialisation is available here because the actual
specialisation performed is only a marker for if/when modification or
ownership is required, making the transform a very cheap operation. For
cleanliness, I've also added `from_static`, which wraps this behaviour
in a clean shorthand designed to replace `from` calls.
---
## Changelog
- Generalised the following implementations over a generic lifetime:
- `From<&'static str> for AssetSourceId<'static>`
- `From<Option<&'static str>> for AssetSourceId<'static>`
- `From<&'static str> for AssetPath<'static>`
- `From<&'static Path> for AssetPath<'static>`
- Added `as_static` specialisation to:
- `CowArc`
- `AssetSourceId`
- `AssetPath`
- Added `from_static` specialised constructor to:
- `AssetSourceId`
- `AssetPath`
## Migration Guide
In areas where these implementations where being used, you can now add
`from_static` in order to get the original specialised implementation
which avoids creating an `Arc` internally.
```rust
// Before
let asset_path = AssetPath::from("my/path/to/an/asset.ext");
// After
let asset_path = AssetPath::from_static("my/path/to/an/asset.ext");
```
To be clear, this is only required if you wish to maintain the
performance benefit that came with the specialisation. Existing code is
_not_ broken by this change.
# Objective
currently if an asset loader panics, the asset is left in a perpetual
`Loading` state. this can occur with external crates (eg the image crate
panics on bad data). catch this panic and resolve the asset to `Failed`
## Solution
`AssertUnwindSafe(loader.load).catch_unwind()` and map the panic to an
`AssetLoadError`
separated out from #13170
# Objective
- Implements the [Unique Reflect
RFC](https://github.com/nicopap/rfcs/blob/bevy-reflect-api/rfcs/56-better-reflect.md).
## Solution
- Implements the RFC.
- This implementation differs in some ways from the RFC:
- In the RFC, it was suggested `Reflect: Any` but `PartialReflect:
?Any`. During initial implementation I tried this, but we assume the
`PartialReflect: 'static` in a lot of places and the changes required
crept out of the scope of this PR.
- `PartialReflect::try_into_reflect` originally returned `Option<Box<dyn
Reflect>>` but i changed this to `Result<Box<dyn Reflect>, Box<dyn
PartialReflect>>` since the method takes by value and otherwise there
would be no way to recover the type. `as_full` and `as_full_mut` both
still return `Option<&(mut) dyn Reflect>`.
---
## Changelog
- Added `PartialReflect`.
- `Reflect` is now a subtrait of `PartialReflect`.
- Moved most methods on `Reflect` to the new `PartialReflect`.
- Added `PartialReflect::{as_partial_reflect, as_partial_reflect_mut,
into_partial_reflect}`.
- Added `PartialReflect::{try_as_reflect, try_as_reflect_mut,
try_into_reflect}`.
- Added `<dyn PartialReflect>::{try_downcast_ref, try_downcast_mut,
try_downcast, try_take}` supplementing the methods on `dyn Reflect`.
## Migration Guide
- Most instances of `dyn Reflect` should be changed to `dyn
PartialReflect` which is less restrictive, however trait bounds should
generally stay as `T: Reflect`.
- The new `PartialReflect::{as_partial_reflect, as_partial_reflect_mut,
into_partial_reflect, try_as_reflect, try_as_reflect_mut,
try_into_reflect}` methods as well as `Reflect::{as_reflect,
as_reflect_mut, into_reflect}` will need to be implemented for manual
implementors of `Reflect`.
## Future Work
- This PR is designed to be followed up by another "Unique Reflect Phase
2" that addresses the following points:
- Investigate making serialization revolve around `Reflect` instead of
`PartialReflect`.
- [Remove the `try_*` methods on `dyn PartialReflect` since they are
stop
gaps](https://github.com/bevyengine/bevy/pull/7207#discussion_r1083476050).
- Investigate usages like `ReflectComponent`. In the places they
currently use `PartialReflect`, should they be changed to use `Reflect`?
- Merging this opens the door to lots of reflection features we haven't
been able to implement.
- We could re-add [the `Reflectable`
trait](8e3488c880/crates/bevy_reflect/src/reflect.rs (L337-L342))
and make `FromReflect` a requirement to improve [`FromReflect`
ergonomics](https://github.com/bevyengine/rfcs/pull/59). This is
currently not possible because dynamic types cannot sensibly be
`FromReflect`.
- Since this is an alternative to #5772, #5781 would be made cleaner.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
# Objective
This PR makes `bevy_render` an optional dependency for `bevy_gizmos`,
thereby allowing `bevy_gizmos` to be used with alternative rendering
backend.
Previously `bevy_gizmos` assumes that one of `bevy_pbr` or `bevy_sprite`
will be enabled. Here we introduced a new feature named `bevy_render`
which disables all rendering-related code paths. An alternative renderer
will then take the `LineGizmo` assets (made public in this PR) and issue
draw calls on their own. A new field `config_ty` was added to
`LineGizmo` to help looking up the related configuration info.
---
## Migration Guide
No user-visible changes needed from the users.
# Objective
- Fixes#14517.
## Solution
- Replace two instances of `map()` with `inspect()`.
- `#[allow(dead_code)]` on `Bundle` derive macro tests.
## Testing
You need to install the beta toolchain, since these lints are not stable
yet.
```bash
cargo +beta clippy --workspace
cargo +beta test --workspace
```
# Objective
- Fix issue #2611
## Solution
- Add `--generate-link-to-definition` to all the `rustdoc-args` arrays
in the `Cargo.toml`s (for docs.rs)
- Add `--generate-link-to-definition` to the `RUSTDOCFLAGS` environment
variable in the docs workflow (for dev-docs.bevyengine.org)
- Document all the workspace crates in the docs workflow (needed because
otherwise only the source code of the `bevy` package will be included,
making the argument useless)
- I think this also fixes#3662, since it fixes the bug on
dev-docs.bevyengine.org, while on docs.rs it has been fixed for a while
on their side.
---
## Changelog
- The source code viewer on docs.rs now includes links to the
definitions.
# Objective
Explicitly and exactly know what of the environment variables (if any)
are being used/not-used/found-not-found by the
`bevy_asset::io::file::get_base_path()`.
- Describe the objective or issue this PR addresses:
In a sufficiently complex project, with enough crates and such it _can_
be hard to know what the Asset Server is using as, what in the bevy
parlance is its 'base path', this change seems to be the lowest effort
to discovering that.
## Solution
- Added `debug!` logging to the `FileAssetReader::new()` call.
## Testing
See output by making a project and trying something like
`RUST_LOG=bevy_asset::io::file=debug cargo run`
- Ran Bevy's tests.
- How can other people (reviewers) test your changes?: Intentionally
mess with your `env` variables (BEVY_ASSET_ROOT and CARGO_MANIFEST_DIR,
scatter assets about and attempt to (without this change) locate where
it's going wrong.
- Is there anything specific they need to know?: I encountered this
issue in a rather large workspace with many many crates with multiple
nested asset directories.
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test? Linux.
---
# Objective
- Bevy currently has lot of invalid intra-doc links, let's fix them!
- Also make CI test them, to avoid future regressions.
- Helps with #1983 (but doesn't fix it, as there could still be explicit
links to docs.rs that are broken)
## Solution
- Make `cargo r -p ci -- doc-check` check fail on warnings (could also
be changed to just some specific lints)
- Manually fix all the warnings (note that in some cases it was unclear
to me what the fix should have been, I'll try to highlight them in a
self-review)
# Objective
- Often in games you will want to create chains of systems that modify
some event. For example, a chain of damage systems that handle a
DamageEvent and modify the underlying value before the health system
finally consumes the event. Right now this requires either:
* Using a component added to the entity
* Consuming and refiring events
Neither is ideal when really all we want to do is read the events value,
modify it, and write it back.
## Solution
- Create an EventMutator class similar to EventReader but with ResMut<T>
and iterators that return &mut so that events can be mutated.
## Testing
- I replicated all the existing tests for EventReader to make sure
behavior was the same (I believe) and added a number of tests specific
to testing that 1) events can actually be mutated, and that 2)
EventReader sees changes from EventMutator for events it hasn't already
seen.
## Migration Guide
Users currently using `ManualEventReader` should use `EventCursor`
instead. `ManualEventReader` will be removed in Bevy 0.16. Additionally,
`Events::get_reader` has been replaced by `Events::get_cursor`.
Users currently directly accessing the `Events` resource for mutation
should move to `EventMutator` if possible.
---------
Co-authored-by: poopy <gonesbird@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Bump version after 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 Mockers <mockersf@gmail.com>
# Objective
This PR fixes a crash that happens when an asset failure event is
processed after the asset has already been dropped.
```
2024-07-03T17:12:16.847178Z ERROR bevy_asset::server: Encountered HTTP status 404 when loading asset
thread 'main' panicked at bevy/crates/bevy_asset/src/server/info.rs:593:18:
```
## Solution
- Update `process_asset_fail` to match the graceful behavior in
`process_asset_load` (it does not assume the state still exists).
---
## Changelog
- Fixed a rare crash that happens when an asset failed event is
processed after the asset has been dropped.
# Objective
- `EmptyPathStream` is only used in android and wasm32
- This now makes rust nightly warn
## Solution
- flag the struct to only be present when needed
- also change how `MorphTargetNames` is used because that makes rust
happier?
# Objective
The `AssetReader` trait allows customizing the behavior of fetching
bytes for an `AssetPath`, and expects implementors to return `dyn
AsyncRead + AsyncSeek`. This gives implementors of `AssetLoader` great
flexibility to tightly integrate their asset loading behavior with the
asynchronous task system.
However, almost all implementors of `AssetLoader` don't use the async
functionality at all, and just call `AsyncReadExt::read_to_end(&mut
Vec<u8>)`. This is incredibly inefficient, as this method repeatedly
calls `poll_read` on the trait object, filling the vector 32 bytes at a
time. At my work we have assets that are hundreds of megabytes which
makes this a meaningful overhead.
## Solution
Turn the `Reader` type alias into an actual trait, with a provided
method `read_to_end`. This provided method should be more efficient than
the existing extension method, as the compiler will know the underlying
type of `Reader` when generating this function, which removes the
repeated dynamic dispatches and allows the compiler to make further
optimizations after inlining. Individual implementors are able to
override the provided implementation -- for simple asset readers that
just copy bytes from one buffer to another, this allows removing a large
amount of overhead from the provided implementation.
Now that `Reader` is an actual trait, I also improved the ergonomics for
implementing `AssetReader`. Currently, implementors are expected to box
their reader and return it as a trait object, which adds unnecessary
boilerplate to implementations. This PR changes that trait method to
return a pseudo trait alias, which allows implementors to return `impl
Reader` instead of `Box<dyn Reader>`. Now, the boilerplate for boxing
occurs in `ErasedAssetReader`.
## Testing
I made identical changes to my company's fork of bevy. Our app, which
makes heavy use of `read_to_end` for asset loading, still worked
properly after this. I am not aware if we have a more systematic way of
testing asset loading for correctness.
---
## Migration Guide
The trait method `bevy_asset::io::AssetReader::read` (and `read_meta`)
now return an opaque type instead of a boxed trait object. Implementors
of these methods should change the type signatures appropriately
```rust
impl AssetReader for MyReader {
// Before
async fn read<'a>(&'a self, path: &'a Path) -> Result<Box<Reader<'a>>, AssetReaderError> {
let reader = // construct a reader
Box::new(reader) as Box<Reader<'a>>
}
// After
async fn read<'a>(&'a self, path: &'a Path) -> Result<impl Reader + 'a, AssetReaderError> {
// create a reader
}
}
```
`bevy::asset::io::Reader` is now a trait, rather than a type alias for a
trait object. Implementors of `AssetLoader::load` will need to adjust
the method signature accordingly
```rust
impl AssetLoader for MyLoader {
async fn load<'a>(
&'a self,
// Before:
reader: &'a mut bevy::asset::io::Reader,
// After:
reader: &'a mut dyn bevy::asset::io::Reader,
_: &'a Self::Settings,
load_context: &'a mut LoadContext<'_>,
) -> Result<Self::Asset, Self::Error> {
}
```
Additionally, implementors of `AssetReader` that return a type
implementing `futures_io::AsyncRead` and `AsyncSeek` might need to
explicitly implement `bevy::asset::io::Reader` for that type.
```rust
impl bevy::asset::io::Reader for MyAsyncReadAndSeek {}
```
As reported in #14004, many third-party plugins, such as Hanabi, enqueue
entities that don't have meshes into render phases. However, the
introduction of indirect mode added a dependency on mesh-specific data,
breaking this workflow. This is because GPU preprocessing requires that
the render phases manage indirect draw parameters, which don't apply to
objects that aren't meshes. The existing code skips over binned entities
that don't have indirect draw parameters, which causes the rendering to
be skipped for such objects.
To support this workflow, this commit adds a new field,
`non_mesh_items`, to `BinnedRenderPhase`. This field contains a simple
list of (bin key, entity) pairs. After drawing batchable and unbatchable
objects, the non-mesh items are drawn one after another. Bevy itself
doesn't enqueue any items into this list; it exists solely for the
application and/or plugins to use.
Additionally, this commit switches the asset ID in the standard bin keys
to be an untyped asset ID rather than that of a mesh. This allows more
flexibility, allowing bins to be keyed off any type of asset.
This patch adds a new example, `custom_phase_item`, which simultaneously
serves to demonstrate how to use this new feature and to act as a
regression test so this doesn't break again.
Fixes#14004.
## Changelog
### Added
* `BinnedRenderPhase` now contains a `non_mesh_items` field for plugins
to add custom items to.
# Objective
Closes#5943. Seems like Assets v2 solved this one.
## Solution
Added a test to confirm that using `Reflect::clone_value` and then
`FromReflect::from_reflect` on a `Handle<T>` both increment the strong
count.
## Testing
A new test was added to confirm behavior.
---------
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
I updated my 'main' branch, which accidentally closed the original PR
#13747. I'm reopening the this from an actual branch on my repo like I
should have done in the first place. Here's the original info from the
first PR:
* * *
# Problem
The `file_watcher` feature panics if the file_watcher's path "assets" is
not present. I stumbled upon this behavior when I was actually testing
against `embedded_watcher`. I had no "assets" directory and didn't need
one for [my project](https://github.com/shanecelis/bevy_plane_cut).
```text
$ cargo run --example simple; # Runs fine.
$ cargo run --example simple --feature embedded_watcher; # Panics
thread 'main' panicked at /Users/shane/.cargo/registry/src/index.crates.io-6f17d22bba15001f/bevy_asset-0.14.0-rc.2/src/io/source.rs:503:21:
Failed to create file watcher from path "assets", Error { kind: PathNotFound, paths: ["/Users/shane/Projects/bevy_plane_cut/assets"] }
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
```
# Opinion
If a project runs without panicing, then adding the `file_watcher`
feature shouldn't cause it to panic.
# Suggested Solution
This PR suggests if the "assets" path does not exist, emit a warning
stating that the file watcher could not be created and why. All other
errors will be treated as before with a panic and a message.
```text
$ cargo run --example simple --feature embedded_watcher; # Panics
2024-06-08T08:55:11.385249Z WARN bevy_asset::io::source: Skip creating file watcher because path "assets" does not exist.
2024-06-08T08:55:11.385291Z WARN bevy_asset::io::source: AssetSourceId::Default does not have an AssetWatcher configured. Consider enabling the `file_watcher` feature.
```
The second warning is new and I'd prefer it didn't emit under this
condition, but I'll wait to see whether this is actually regarded as a
bug.
# Testing
No tests added. Compiled against my project and it demonstrated the
suggested behavior.
* * *
I changed the second warning to the following when the `file_watcher`
feature is present. When it's not present, it uses the same warning as
before.
```
024-06-09T01:22:16.880619Z WARN bevy_asset::io::source: Skip creating file watcher because path "assets" does not exist.
2024-06-09T01:22:16.880660Z WARN bevy_asset::io::source: AssetSourceId::Default does not have an AssetWatcher configured. Consider adding an "assets" directory.
```
# Objective
The method `AssetServer::add_async` (added in
https://github.com/bevyengine/bevy/pull/13700) requires a future that
returns an `AssetLoadError` error, which was a bit of an oversight on my
part, as that type of error only really makes sense in the context of
bevy's own asset loader -- returning it from user-defined futures isn't
very useful.
## Solution
Allow passing custom error types to `add_async`, which get cast into a
trait object matching the form of `AssetLoader::load`. If merged before
the next release this will not be a breaking change
A naked unwrap led to an opaque error that can be hit when using the
embedded filewatcher.
I've changed this an unwrap_or_else panic! with the error message
providing more details about the failed operation.
A better solution would be to print an error! and not panic...
This was tested with the asset_processing example.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Currently, bevy supports custom asset loading via `AssetServer:;add`,
which allows you to add arbitrary assets to the asset system and returns
a handle to it. However this only works for assets that have already
been fully loaded. If your loading logic involves any async, you need to
wait until the asset is done loading before adding it to the server.
This is problematic, as the `Handle` does not get allocated until the
very end, which makes it very difficult to use and defeats the value of
having handles for asynchronously-loaded assets.
## Solution
Add the method `AssetServer::add_async`. This has the same behavior as
`AssetServer::add`, only it accepts a future instead of a fully loaded
asset.
## Testing
I added an identical method to my company's fork of bevy, which works in
our app. I'm not quite sure how to go about adding an actual unit test
for asset loading behvior, but I will note that `AssetServer::add` also
does not appear to have any tests.
---
## Changelog
+ Added `AssetServer::add_async`, which allows adding assets with custom
asynchronous loading behavior to the `AssetServer`
# Objective
- Fixes#10820.
## Solution
- Check that the asset ID to be inserted is still being managed.
- Since this route is only used by `AssetServer`-tracked handles, if the
`infos` map no longer contains the asset ID, all handles must have been
dropped. In this case, since nobody can be watching for the result,
we're safe to bail out. This avoids the panic when inserting the asset,
because when the handles are dropped, its slot in `Assets<A>` is
poisoned.
- Someone may be waiting for a labelled asset rather than the main
asset, these are handled with separate calls to `process_asset_load`, so
shouldn't cause any issues.
- Removed the workaround keeping asset info alive after the handle has
died, since we should no longer be trying to operate on any assets once
their handles have been dropped.
## Testing
- I added a `break` in `handle_internal_asset_events`
(`crates/bevy_asset/src/server/mod.rs` on line 1152). I don't believe
this should affect correctness, only efficiency, since it is effectively
only allowing one asset event to be handled per frame. This causes
examples like `animated_fox` to produce the issue fairly frequently.
- I wrote a small program which called `AssetServer::reload` and could
trigger it too.
---
## Changelog
- Fixed an issue which could cause a panic when loading an asset which
was no longer referenced.
---
## Remaining Work
~This needs more testing. I don't yet have a complete project that
reliably crashes without changes to bevy.~ We have at least one vote of
confidence so far from @Testare who had a project broken by this bug.
@cart, (sorry for the ping), I believe you added the code which delays
`remove_dropped`. Was there any other reason `track_assets` needed to
keep the dropped assets alive?
# Objective
- Fixes#13192 .
- It is not possible to specify the path of the file and the subasset in
it in one string slice, if there is a hash in the file name, because
hash is separator between filename and subasset, so they must be
separated explicitly
## Solution
- Improved documentation for AssetServer::load.
---------
Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
# 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>
# Objective
- Introduce variants of `LoadContext::load_direct` which allow picking
asset type & configuring settings.
- Fixes#12963.
## Solution
- Implements `ErasedLoadedAsset::downcast` and adds some accessors to
`LoadedAsset<A>`.
- Changes `load_direct`/`load_direct_with_reader` to be typed, and
introduces `load_direct_untyped`/`load_direct_untyped_with_reader`.
- Introduces `load_direct_with_settings` and
`load_direct_with_reader_and_settings`.
## Testing
- I've run cargo test and played with the examples which use
`load_direct`.
- I also extended the `asset_processing` example to use the new typed
version of `load_direct` and use `load_direct_with_settings`.
---
## Changelog
- Introduced new `load_direct` methods in `LoadContext` to allow
specifying type & settings
## Migration Guide
- `LoadContext::load_direct` has been renamed to
`LoadContext::load_direct_untyped`. You may find the new `load_direct`
is more appropriate for your use case (and the migration may only be
moving one type parameter).
- `LoadContext::load_direct_with_reader` has been renamed to
`LoadContext::load_direct_untyped_with_reader`.
---
This might not be an obvious win as a solution because it introduces
quite a few new `load_direct` alternatives - but it does follow the
existing pattern pretty well. I'm very open to alternatives.
😅
# Objective
- Fixes#12377
## Solution
Added simple `#[diagnostic::on_unimplemented(...)]` attributes to some
critical public traits providing a more approachable initial error
message. Where appropriate, a `note` is added indicating that a `derive`
macro is available.
## Examples
<details>
<summary>Examples hidden for brevity</summary>
Below is a collection of examples showing the new error messages
produced by this change. In general, messages will start with a more
Bevy-centric error message (e.g., _`MyComponent` is not a `Component`_),
and a note directing the user to an available derive macro where
appropriate.
### Missing `#[derive(Resource)]`
<details>
<summary>Example Code</summary>
```rust
use bevy::prelude::*;
struct MyResource;
fn main() {
App::new()
.insert_resource(MyResource)
.run();
}
```
</details>
<details>
<summary>Error Generated</summary>
```error
error[E0277]: `MyResource` is not a `Resource`
--> examples/app/empty.rs:7:26
|
7 | .insert_resource(MyResource)
| --------------- ^^^^^^^^^^ invalid `Resource`
| |
| required by a bound introduced by this call
|
= help: the trait `Resource` is not implemented for `MyResource`
= note: consider annotating `MyResource` with `#[derive(Resource)]`
= help: the following other types implement trait `Resource`:
AccessibilityRequested
ManageAccessibilityUpdates
bevy::bevy_a11y::Focus
DiagnosticsStore
FrameCount
bevy::prelude::State<S>
SystemInfo
bevy::prelude::Axis<T>
and 141 others
note: required by a bound in `bevy::prelude::App::insert_resource`
--> C:\Users\Zac\Documents\GitHub\bevy\crates\bevy_app\src\app.rs:419:31
|
419 | pub fn insert_resource<R: Resource>(&mut self, resource: R) -> &mut Self {
| ^^^^^^^^ required by this bound in `App::insert_resource`
```
</details>
### Putting A `QueryData` in a `QueryFilter` Slot
<details>
<summary>Example Code</summary>
```rust
use bevy::prelude::*;
#[derive(Component)]
struct A;
#[derive(Component)]
struct B;
fn my_system(_query: Query<&A, &B>) {}
fn main() {
App::new()
.add_systems(Update, my_system)
.run();
}
```
</details>
<details>
<summary>Error Generated</summary>
```error
error[E0277]: `&B` is not a valid `Query` filter
--> examples/app/empty.rs:9:22
|
9 | fn my_system(_query: Query<&A, &B>) {}
| ^^^^^^^^^^^^^ invalid `Query` filter
|
= help: the trait `QueryFilter` is not implemented for `&B`
= help: the following other types implement trait `QueryFilter`:
With<T>
Without<T>
bevy::prelude::Or<()>
bevy::prelude::Or<(F0,)>
bevy::prelude::Or<(F0, F1)>
bevy::prelude::Or<(F0, F1, F2)>
bevy::prelude::Or<(F0, F1, F2, F3)>
bevy::prelude::Or<(F0, F1, F2, F3, F4)>
and 28 others
note: required by a bound in `bevy::prelude::Query`
--> C:\Users\Zac\Documents\GitHub\bevy\crates\bevy_ecs\src\system\query.rs:349:51
|
349 | pub struct Query<'world, 'state, D: QueryData, F: QueryFilter = ()> {
| ^^^^^^^^^^^ required by this bound in `Query`
```
</details>
### Missing `#[derive(Component)]`
<details>
<summary>Example Code</summary>
```rust
use bevy::prelude::*;
struct A;
fn my_system(mut commands: Commands) {
commands.spawn(A);
}
fn main() {
App::new()
.add_systems(Startup, my_system)
.run();
}
```
</details>
<details>
<summary>Error Generated</summary>
```error
error[E0277]: `A` is not a `Bundle`
--> examples/app/empty.rs:6:20
|
6 | commands.spawn(A);
| ----- ^ invalid `Bundle`
| |
| required by a bound introduced by this call
|
= help: the trait `bevy::prelude::Component` is not implemented for `A`, which is required by `A: Bundle`
= note: consider annotating `A` with `#[derive(Component)]` or `#[derive(Bundle)]`
= help: the following other types implement trait `Bundle`:
TransformBundle
SceneBundle
DynamicSceneBundle
AudioSourceBundle<Source>
SpriteBundle
SpriteSheetBundle
Text2dBundle
MaterialMesh2dBundle<M>
and 34 others
= note: required for `A` to implement `Bundle`
note: required by a bound in `bevy::prelude::Commands::<'w, 's>::spawn`
--> C:\Users\Zac\Documents\GitHub\bevy\crates\bevy_ecs\src\system\commands\mod.rs:243:21
|
243 | pub fn spawn<T: Bundle>(&mut self, bundle: T) -> EntityCommands {
| ^^^^^^ required by this bound in `Commands::<'w, 's>::spawn`
```
</details>
### Missing `#[derive(Asset)]`
<details>
<summary>Example Code</summary>
```rust
use bevy::prelude::*;
struct A;
fn main() {
App::new()
.init_asset::<A>()
.run();
}
```
</details>
<details>
<summary>Error Generated</summary>
```error
error[E0277]: `A` is not an `Asset`
--> examples/app/empty.rs:7:23
|
7 | .init_asset::<A>()
| ---------- ^ invalid `Asset`
| |
| required by a bound introduced by this call
|
= help: the trait `Asset` is not implemented for `A`
= note: consider annotating `A` with `#[derive(Asset)]`
= help: the following other types implement trait `Asset`:
Font
AnimationGraph
DynamicScene
Scene
AudioSource
Pitch
bevy::bevy_gltf::Gltf
GltfNode
and 17 others
note: required by a bound in `init_asset`
--> C:\Users\Zac\Documents\GitHub\bevy\crates\bevy_asset\src\lib.rs:307:22
|
307 | fn init_asset<A: Asset>(&mut self) -> &mut Self;
| ^^^^^ required by this bound in `AssetApp::init_asset`
```
</details>
### Mismatched Input and Output on System Piping
<details>
<summary>Example Code</summary>
```rust
use bevy::prelude::*;
fn producer() -> u32 {
123
}
fn consumer(_: In<u16>) {}
fn main() {
App::new()
.add_systems(Update, producer.pipe(consumer))
.run();
}
```
</details>
<details>
<summary>Error Generated</summary>
```error
error[E0277]: `fn(bevy::prelude::In<u16>) {consumer}` is not a valid system with input `u32` and output `_`
--> examples/app/empty.rs:11:44
|
11 | .add_systems(Update, producer.pipe(consumer))
| ---- ^^^^^^^^ invalid system
| |
| required by a bound introduced by this call
|
= help: the trait `bevy::prelude::IntoSystem<u32, _, _>` is not implemented for fn item `fn(bevy::prelude::In<u16>) {consumer}`
= note: expecting a system which consumes `u32` and produces `_`
note: required by a bound in `pipe`
--> C:\Users\Zac\Documents\GitHub\bevy\crates\bevy_ecs\src\system\mod.rs:168:12
|
166 | fn pipe<B, Final, MarkerB>(self, system: B) -> PipeSystem<Self::System, B::System>
| ---- required by a bound in this associated function
167 | where
168 | B: IntoSystem<Out, Final, MarkerB>,
| ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ required by this bound in `IntoSystem::pipe`
```
</details>
### Missing Reflection
<details>
<summary>Example Code</summary>
```rust
use bevy::prelude::*;
#[derive(Component)]
struct MyComponent;
fn main() {
App::new()
.register_type::<MyComponent>()
.run();
}
```
</details>
<details>
<summary>Error Generated</summary>
```error
error[E0277]: `MyComponent` does not provide type registration information
--> examples/app/empty.rs:8:26
|
8 | .register_type::<MyComponent>()
| ------------- ^^^^^^^^^^^ the trait `GetTypeRegistration` is not implemented for `MyComponent`
| |
| required by a bound introduced by this call
|
= note: consider annotating `MyComponent` with `#[derive(Reflect)]`
= help: the following other types implement trait `GetTypeRegistration`:
bool
char
isize
i8
i16
i32
i64
i128
and 443 others
note: required by a bound in `bevy::prelude::App::register_type`
--> C:\Users\Zac\Documents\GitHub\bevy\crates\bevy_app\src\app.rs:619:29
|
619 | pub fn register_type<T: bevy_reflect::GetTypeRegistration>(&mut self) -> &mut Self {
| ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ required by this bound in `App::register_type`
```
</details>
### Missing `#[derive(States)]` Implementation
<details>
<summary>Example Code</summary>
```rust
use bevy::prelude::*;
#[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash)]
enum AppState {
#[default]
Menu,
InGame {
paused: bool,
turbo: bool,
},
}
fn main() {
App::new()
.init_state::<AppState>()
.run();
}
```
</details>
<details>
<summary>Error Generated</summary>
```error
error[E0277]: the trait bound `AppState: FreelyMutableState` is not satisfied
--> examples/app/empty.rs:15:23
|
15 | .init_state::<AppState>()
| ---------- ^^^^^^^^ the trait `FreelyMutableState` is not implemented for `AppState`
| |
| required by a bound introduced by this call
|
= note: consider annotating `AppState` with `#[derive(States)]`
note: required by a bound in `bevy::prelude::App::init_state`
--> C:\Users\Zac\Documents\GitHub\bevy\crates\bevy_app\src\app.rs:282:26
|
282 | pub fn init_state<S: FreelyMutableState + FromWorld>(&mut self) -> &mut Self {
| ^^^^^^^^^^^^^^^^^^ required by this bound in `App::init_state`
```
</details>
### Adding a `System` with Unhandled Output
<details>
<summary>Example Code</summary>
```rust
use bevy::prelude::*;
fn producer() -> u32 {
123
}
fn main() {
App::new()
.add_systems(Update, consumer)
.run();
}
```
</details>
<details>
<summary>Error Generated</summary>
```error
error[E0277]: `fn() -> u32 {producer}` does not describe a valid system configuration
--> examples/app/empty.rs:9:30
|
9 | .add_systems(Update, producer)
| ----------- ^^^^^^^^ invalid system configuration
| |
| required by a bound introduced by this call
|
= help: the trait `IntoSystem<(), (), _>` is not implemented for fn item `fn() -> u32 {producer}`, which is required by `fn() -> u32 {producer}: IntoSystemConfigs<_>`
= help: the following other types implement trait `IntoSystemConfigs<Marker>`:
<Box<(dyn bevy::prelude::System<In = (), Out = ()> + 'static)> as IntoSystemConfigs<()>>
<NodeConfigs<Box<(dyn bevy::prelude::System<In = (), Out = ()> + 'static)>> as IntoSystemConfigs<()>>
<(S0,) as IntoSystemConfigs<(SystemConfigTupleMarker, P0)>>
<(S0, S1) as IntoSystemConfigs<(SystemConfigTupleMarker, P0, P1)>>
<(S0, S1, S2) as IntoSystemConfigs<(SystemConfigTupleMarker, P0, P1, P2)>>
<(S0, S1, S2, S3) as IntoSystemConfigs<(SystemConfigTupleMarker, P0, P1, P2, P3)>>
<(S0, S1, S2, S3, S4) as IntoSystemConfigs<(SystemConfigTupleMarker, P0, P1, P2, P3, P4)>>
<(S0, S1, S2, S3, S4, S5) as IntoSystemConfigs<(SystemConfigTupleMarker, P0, P1, P2, P3, P4, P5)>>
and 14 others
= note: required for `fn() -> u32 {producer}` to implement `IntoSystemConfigs<_>`
note: required by a bound in `bevy::prelude::App::add_systems`
--> C:\Users\Zac\Documents\GitHub\bevy\crates\bevy_app\src\app.rs:342:23
|
339 | pub fn add_systems<M>(
| ----------- required by a bound in this associated function
...
342 | systems: impl IntoSystemConfigs<M>,
| ^^^^^^^^^^^^^^^^^^^^ required by this bound in `App::add_systems`
```
</details>
</details>
## Testing
CI passed locally.
## Migration Guide
Upgrade to version 1.78 (or higher) of Rust.
## Future Work
- Currently, hints are not supported in this diagnostic. Ideally,
suggestions like _"consider using ..."_ would be in a hint rather than a
note, but that is the best option for now.
- System chaining and other `all_tuples!(...)`-based traits have bad
error messages due to the slightly different error message format.
---------
Co-authored-by: Jamie Ridding <Themayu@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
# Objective
- **Describe the objective or issue this PR addresses.**
`bevy_asset` includes code
[here](4350ad0bd1/crates/bevy_asset/src/io/wasm.rs (L61))
that references `web_sys::WorkerGlobalScope`. However, `bevy_asset` does
not enable this feature, see
[here](4350ad0bd1/crates/bevy_asset/Cargo.toml (L50)).
Running examples does not catch this problem because the feature is
implicitly included by `wgpu` when `bevy_render` is also a dependency,
see
[bevy_render](4350ad0bd1/crates/bevy_render/Cargo.toml (L73-L80))
and
[wgpu](3b6112d45d/wgpu/Cargo.toml (L201)).
This results in compile errors for environments that are not using
`bevy_render`.
To reproduce the problem, try to build the crate individually for wasm
targets by running `cargo build -p bevy_asset --target
wasm32-unknown-unknown`.
Running `cargo tree -e features --target wasm32-unknown-unknown` helped
diagnose the issue.
## Solution
- **Describe the solution used to achieve the objective above.**
This PR adds the `WorkerGlobalScope` feature to the `web-sys` portion of
`bevy_asset`'s `Cargo.toml`.
It also seems to be the case that `bevy_asset` no longer needs the
`Request` feature, since no code for `Request` is present anymore. I
confirmed that building the crate individually for wasm succeeds without
the feature, so that change is also included here.
This is a little off-topic, but the repository would probably benefit
from some automation around these types of changes, but I'm not sure
what would work there. For example, building each crate individually for
some key targets would work, but is...well, a lot. Happy to follow up if
there is agreement on a good direction.
## Testing
- **Did you test these changes? If so, how?**
- **How can other people (reviewers) test your changes? Is there
anything specific they need to know?**
Building the crate individually for wasm by running `cargo build -p
bevy_asset --target wasm32-unknown-unknown`.
- **Are there any parts that need more testing?**
I don't believe so.
# Objective
There's a TODO comment above the `AssetMetaCheck` enum mentioning this
should have been done in 0.13
## Solution
Do it in 0.14
## Testing
I've checked that all the asset tests compile. I've also run the
asset_processing and asset_settings tests and they both work.
---
## Changelog
### Changed
-
[`AssetMetaCheck`](https://docs.rs/bevy/latest/bevy/asset/enum.AssetMetaCheck.html)
is no longer a resource and is now a field on the
[`AssetPlugin`](https://docs.rs/bevy/latest/bevy/asset/struct.AssetPlugin.html).
## Migration Guide
Changes to how bevy handles asset meta files now need to be specified
when inserting the `AssetPlugin`.
# Objective
Fixes#12966
## Solution
Renaming multi_threaded feature to match snake case
## Migration Guide
Bevy feature multi-threaded should be refered to multi_threaded from now
on.
# Objective
- `README.md` is a common file that usually gives an overview of the
folder it is in.
- When on <https://crates.io>, `README.md` is rendered as the main
description.
- Many crates in this repository are lacking `README.md` files, which
makes it more difficult to understand their purpose.
<img width="1552" alt="image"
src="https://github.com/bevyengine/bevy/assets/59022059/78ebf91d-b0c4-4b18-9874-365d6310640f">
- There are also a few inconsistencies with `README.md` files that this
PR and its follow-ups intend to fix.
## Solution
- Create a `README.md` file for all crates that do not have one.
- This file only contains the title of the crate (underscores removed,
proper capitalization, acronyms expanded) and the <https://shields.io>
badges.
- Remove the `readme` field in `Cargo.toml` for `bevy` and
`bevy_reflect`.
- This field is redundant because [Cargo automatically detects
`README.md`
files](https://doc.rust-lang.org/cargo/reference/manifest.html#the-readme-field).
The field is only there if you name it something else, like `INFO.md`.
- Fix capitalization of `bevy_utils`'s `README.md`.
- It was originally `Readme.md`, which is inconsistent with the rest of
the project.
- I created two commits renaming it to `README.md`, because Git appears
to be case-insensitive.
- Expand acronyms in title of `bevy_ptr` and `bevy_utils`.
- In the commit where I created all the new `README.md` files, I
preferred using expanded acronyms in the titles. (E.g. "Bevy Developer
Tools" instead of "Bevy Dev Tools".)
- This commit changes the title of existing `README.md` files to follow
the same scheme.
- I do not feel strongly about this change, please comment if you
disagree and I can revert it.
- Add <https://shields.io> badges to `bevy_time` and `bevy_transform`,
which are the only crates currently lacking them.
---
## Changelog
- Added `README.md` files to all crates missing it.
# Objective
- Fixes#13024.
## Solution
- Run `cargo clippy --target wasm32-unknown-unknown` until there are no
more errors.
- I recommend reviewing one commit at a time :)
---
## Changelog
- Fixed Clippy lints for `wasm32-unknown-unknown` target.
- Updated `bevy_transform`'s `README.md`.
# Objective
As described in #12467, Bevy does not have any spans for any of the
tasks scheduled onto the IO and async compute task pools.
## Solution
Instrument all asset loads and asset processing. Since this change is
restricted to asset tasks, it does not completely solve #12467, but it
does mean we can record the asset path in the trace.
![image](https://github.com/bevyengine/bevy/assets/8494645/59faee63-1f69-40af-bf47-312c4d67d1e2)
---
## Changelog
Tracing will now include spans for asset loading and asset processing.
# Objective
- Fixes#12976
## Solution
This one is a doozy.
- Run `cargo +beta clippy --workspace --all-targets --all-features` and
fix all issues
- This includes:
- Moving inner attributes to be outer attributes, when the item in
question has both inner and outer attributes
- Use `ptr::from_ref` in more scenarios
- Extend the valid idents list used by `clippy:doc_markdown` with more
names
- Use `Clone::clone_from` when possible
- Remove redundant `ron` import
- Add backticks to **so many** identifiers and items
- I'm sorry whoever has to review this
---
## Changelog
- Added links to more identifiers in documentation.
# Objective
A help thread on discord asked how to use signed URLs for assets. This
currently fails because the query parameters are included in the
extension, which causes no suitable loader to be found:
```
Failed to load asset 'http://localhost:4566/dev/1711921849174.jpeg?X-Amz-Algorithm=AWS4-HMAC-SHA256&X-Amz-Content-Sha256=UNSIGNED-PAYLOAD&X-Amz-Credential=%2F20240331%2Fus-east-1%2Fs3%2Faws4_request&X-Amz-Date=20240331T230145Z&X-Amz-Expires=900&X-Amz-Signature=64855e731c279fa01063568e37095562ef74e09387c881bd3e3604181d0cc108&X-Amz-SignedHeaders=host&x-id=GetObject' with asset loader 'bevy_render::texture::image_loader::ImageLoader':
Could not load texture file: Error reading image file localhost:4566/dev/1711921849174.jpeg?X-Amz-Algorithm=AWS4-HMAC-SHA256&X-Amz-Content-Sha256=UNSIGNED-PAYLOAD&X-Amz-Credential=%2F20240331%2Fus-east-1%2Fs3%2Faws4_request&X-Amz-Date=20240331T230145Z&X-Amz-Expires=900&X-Amz-Signature=64855e731c279fa01063568e37095562ef74e09387c881bd3e3604181d0cc108&X-Amz-SignedHeaders=host&x-id=GetObject: invalid image extension: jpeg?X-Amz-Algorithm=AWS4-HMAC-SHA256&X-Amz-Content-Sha256=UNSIGNED-PAYLOAD&X-Amz-Credential=%2F20240331%2Fus-east-1%2Fs3%2Faws4_request&X-Amz-Date=20240331T230145Z&X-Amz-Expires=900&X-Amz-Signature=64855e731c279fa01063568e37095562ef74e09387c881bd3e3604181d0cc108&X-Amz-SignedHeaders=host&x-id=GetObject, this is an error in `bevy_render`.
```
## Solution
Make `get_full_extension` remove everything after the first `?`
character.
If this is accepted then it should also be documented in `AssetPath`
that extensions cannot include question marks.
An alternative is to special case this handling only for wasm, but that
would be annoying for the
[bevy_web_asset](https://github.com/johanhelsing/bevy_web_asset) plugin,
and in my opinion also just more confusing overall.
# Objective
This is a necessary precursor to #9122 (this was split from that PR to
reduce the amount of code to review all at once).
Moving `!Send` resource ownership to `App` will make it unambiguously
`!Send`. `SubApp` must be `Send`, so it can't wrap `App`.
## Solution
Refactor `App` and `SubApp` to not have a recursive relationship. Since
`SubApp` no longer wraps `App`, once `!Send` resources are moved out of
`World` and into `App`, `SubApp` will become unambiguously `Send`.
There could be less code duplication between `App` and `SubApp`, but
that would break `App` method chaining.
## Changelog
- `SubApp` no longer wraps `App`.
- `App` fields are no longer publicly accessible.
- `App` can no longer be converted into a `SubApp`.
- Various methods now return references to a `SubApp` instead of an
`App`.
## Migration Guide
- To construct a sub-app, use `SubApp::new()`. `App` can no longer
convert into `SubApp`.
- If you implemented a trait for `App`, you may want to implement it for
`SubApp` as well.
- If you're accessing `app.world` directly, you now have to use
`app.world()` and `app.world_mut()`.
- `App::sub_app` now returns `&SubApp`.
- `App::sub_app_mut` now returns `&mut SubApp`.
- `App::get_sub_app` now returns `Option<&SubApp>.`
- `App::get_sub_app_mut` now returns `Option<&mut SubApp>.`
# Objective
For some asset loaders, it can be useful not to read the entire asset
file and just read a specific region of a file. For this, we need a way
to seek at a specific position inside the file
## Solution
I added support for `AsyncSeek` to `Reader`. In my case, I want to only
read a part of a file, and for that I need to seek to a specific point.
## Migration Guide
Every custom reader (which previously only needed the `AsyncRead` trait
implemented) now also needs to implement the `AsyncSeek` trait to add
the seek capability.
## Problem
- A mutable borrow of a handle cannot be directly turned into an AssetId
with `.into()`. You must do a reborrow `&*my_handle`.
## Solution
- Add an impl for From<&mut Handle> to AssetId and UntypedAssetId.
# Objective
Resolves#3824. `unsafe` code should be the exception, not the norm in
Rust. It's obviously needed for various use cases as it's interfacing
with platforms and essentially running the borrow checker at runtime in
the ECS, but the touted benefits of Bevy is that we are able to heavily
leverage Rust's safety, and we should be holding ourselves accountable
to that by minimizing our unsafe footprint.
## Solution
Deny `unsafe_code` workspace wide. Add explicit exceptions for the
following crates, and forbid it in almost all of the others.
* bevy_ecs - Obvious given how much unsafe is needed to achieve
performant results
* bevy_ptr - Works with raw pointers, even more low level than bevy_ecs.
* bevy_render - due to needing to integrate with wgpu
* bevy_window - due to needing to integrate with raw_window_handle
* bevy_utils - Several unsafe utilities used by bevy_ecs. Ideally moved
into bevy_ecs instead of made publicly usable.
* bevy_reflect - Required for the unsafe type casting it's doing.
* bevy_transform - for the parallel transform propagation
* bevy_gizmos - For the SystemParam impls it has.
* bevy_assets - To support reflection. Might not be required, not 100%
sure yet.
* bevy_mikktspace - due to being a conversion from a C library. Pending
safe rewrite.
* bevy_dynamic_plugin - Inherently unsafe due to the dynamic loading
nature.
Several uses of unsafe were rewritten, as they did not need to be using
them:
* bevy_text - a case of `Option::unchecked` could be rewritten as a
normal for loop and match instead of an iterator.
* bevy_color - the Pod/Zeroable implementations were replaceable with
bytemuck's derive macros.
# Objective
This PR fixes#12125
## Solution
The logic in this PR was borrowed from gloo-net and essentially probes
the global Javascript context to see if we are in a window or a worker
before calling `fetch_with_str`.
---------
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
# Objective
Currently the built docs only shows the logo and favicon for the top
level `bevy` crate. This makes views like
https://docs.rs/bevy_ecs/latest/bevy_ecs/ look potentially unrelated to
the project at first glance.
## Solution
Reproduce the docs attributes for every crate that Bevy publishes.
Ideally this would be done with some workspace level Cargo.toml control,
but AFAICT, such support does not exist.
# Objective
get_asset_paths tries to check whether a folder is empty, and if so
delete it. However rather than checking whether any subfolder contains
files it checks whether _all_ subfolders have files.
Also cleanup various BoxedFutures in async recursive functions like
these, rust 1.77 now allows recursive async functions (albeit still by
boxing), hurray! This is a followup to #12550 (sorta). More BoxedFuture
stuff can be removed now that rust 1.77 is out, which can use async
recursive functions! This is mainly just cleaner code wise - the
recursion still boxes the future so not much to win there.
PR is mainly whitespace changes so do disable whitespace diffs for
easier review.
# Objective
* Adopted #12025 to fix merge conflicts
* In some cases we used manual impls for certain types, though they are
(at least, now) unnecessary.
## Solution
* Use macros and reflecting-by-value to avoid this clutter.
* Though there were linker issues with Reflect and the CowArc in
AssetPath (see https://github.com/bevyengine/bevy/issues/9747), I
checked these are resolved by using #[reflect_value].
---------
Co-authored-by: soqb <cb.setho@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: James Liu <contact@jamessliu.com>
Fixes#12600
## Solution
Removed Into<AssetId<T>> for Handle<T> as proposed in Issue
conversation, fixed dependent code
## Migration guide
If you use passing Handle by value as AssetId, you should pass reference
or call .id() method on it
Before (0.13):
`assets.insert(handle, value);`
After (0.14):
`assets.insert(&handle, value);`
or
`assets.insert(handle.id(), value);`
# Objective
- It can be useful to have access to the path of the current asset being
processed, for example if you want to need a second file that is
relative to the current file being processed.
## Solution
- I added a `path()` function to the `ProcessContext`
# Objective
Lets say I have the following `.meta` file:
```RON
(
meta_format_version: "1.0",
asset: Ignore,
)
```
When a file is inside the `assets` directory and processing is enabled,
the processor will copy the file into `imported_assets` although it
should be ignored and therefore not copied.
## Solution
- I added a simple check that does not copy the assets if the
AssetAction is `Ignore`.
## Migration Guide
- The public `ProcessResult` enum now has a `ProcessResult::Ignore`
variant that must be handled.
# Objective
Fix Pr CI failing over dead code in tests and main branch CI failing
over a missing semicolon. Fixes#12620.
## Solution
Add dead_code annotations and a semicolon.
# Objective
Simplify implementing some asset traits without Box::pin(async move{})
shenanigans.
Fixes (in part) https://github.com/bevyengine/bevy/issues/11308
## Solution
Use async-fn in traits when possible in all traits. Traits with return
position impl trait are not object safe however, and as AssetReader and
AssetWriter are both used with dynamic dispatch, you need a Boxed
version of these futures anyway.
In the future, Rust is [adding
](https://blog.rust-lang.org/2023/12/21/async-fn-rpit-in-traits.html)proc
macros to generate these traits automatically, and at some point in the
future dyn traits should 'just work'. Until then.... this seemed liked
the right approach given more ErasedXXX already exist, but, no clue if
there's plans here! Especially since these are public now, it's a bit of
an unfortunate API, and means this is a breaking change.
In theory this saves some performance when these traits are used with
static dispatch, but, seems like most code paths go through dynamic
dispatch, which boxes anyway.
I also suspect a bunch of the lifetime annotations on these function
could be simplified now as the BoxedFuture was often the only thing
returned which needed a lifetime annotation, but I'm not touching that
for now as traits + lifetimes can be so tricky.
This is a revival of
[pull/11362](https://github.com/bevyengine/bevy/pull/11362) after a
spectacular merge f*ckup, with updates to the latest Bevy. Just to recap
some discussion:
- Overall this seems like a win for code quality, especially when
implementing these traits, but a loss for having to deal with ErasedXXX
variants.
- `ConditionalSend` was the preferred name for the trait that might be
Send, to deal with wasm platforms.
- When reviewing be sure to disable whitespace difference, as that's 95%
of the PR.
## Changelog
- AssetReader, AssetWriter, AssetLoader, AssetSaver and Process now use
async-fn in traits rather than boxed futures.
## Migration Guide
- Custom implementations of AssetReader, AssetWriter, AssetLoader,
AssetSaver and Process should switch to async fn rather than returning a
bevy_utils::BoxedFuture.
- Simultaniously, to use dynamic dispatch on these traits you should
instead use dyn ErasedXXX.
# Objective
fix#12344
## Solution
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.~~
# Objective
- Fixes https://github.com/bevyengine/bevy/issues/12380
## Solution
- Before #11986 AssetEvents were scheduled after PostUpdate. That pr
moved these into First. This PR moves them into Last which is closer to
how they were scheduled before.
# Objective
Fix missing `TextBundle` (and many others) which are present in the main
crate as default features but optional in the sub-crate. See:
- https://docs.rs/bevy/0.13.0/bevy/ui/node_bundles/index.html
- https://docs.rs/bevy_ui/0.13.0/bevy_ui/node_bundles/index.html
~~There are probably other instances in other crates that I could track
down, but maybe "all-features = true" should be used by default in all
sub-crates? Not sure.~~ (There were many.) I only noticed this because
rust-analyzer's "open docs" features takes me to the sub-crate, not the
main one.
## Solution
Add "all-features = true" to docs.rs metadata for crates that use
features.
## Changelog
### Changed
- Unified features documented on docs.rs between main crate and
sub-crates
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
# Objective
Make bevy_utils less of a compilation bottleneck. Tackle #11478.
## Solution
* Move all of the directly reexported dependencies and move them to
where they're actually used.
* Remove the UUID utilities that have gone unused since `TypePath` took
over for `TypeUuid`.
* There was also a extraneous bytemuck dependency on `bevy_core` that
has not been used for a long time (since `encase` became the primary way
to prepare GPU buffers).
* Remove the `all_tuples` macro reexport from bevy_ecs since it's
accessible from `bevy_utils`.
---
## Changelog
Removed: Many of the reexports from bevy_utils (petgraph, uuid, nonmax,
smallvec, and thiserror).
Removed: bevy_core's reexports of bytemuck.
## Migration Guide
bevy_utils' reexports of petgraph, uuid, nonmax, smallvec, and thiserror
have been removed.
bevy_core' reexports of bytemuck's types has been removed.
Add them as dependencies in your own crate instead.
# Objective
Fix#12304. Remove unnecessary type registrations thanks to #4154.
## Solution
Conservatively remove type registrations. Keeping the top level
components, resources, and events, but dropping everything else that is
a type of a member of those types.
# Objective
`bevy_utils::Entry` is only useful when using
`BuildHasherDefault<AHasher>`. It would be great if we didn't have to
write out `bevy_utils::hashbrown::hash_map::Entry` whenever we want to
use a different `BuildHasher`, such as when working with
`bevy_utils::TypeIdMap`.
## Solution
Give `bevy_utils::Entry` a new optional type parameter for defining a
custom `BuildHasher`, such as `NoOpHash`. This parameter defaults to
`BuildHasherDefault<AHasher>`— the `BuildHasher` used by
`bevy_utils::HashMap`.
---
## Changelog
- Added an optional third type parameter to `bevy_utils::Entry` to
specify a custom `BuildHasher`
# Objective
Fixes#11298. Make the use of bevy_log vs bevy_utils::tracing more
consistent.
## Solution
Replace all uses of bevy_log's logging macros with the reexport from
bevy_utils. Remove bevy_log as a dependency where it's no longer needed
anymore.
Ideally we should just be using tracing directly, but given that all of
these crates are already using bevy_utils, this likely isn't that great
of a loss right now.
# Objective
`FromWorld` is often used to group loading and creation of assets for
resources.
With this setup, users often end up repetitively calling
`.resource::<AssetServer>` and `.resource_mut::<Assets<T>>`, and may
have difficulties handling lifetimes of the returned references.
## Solution
Add extension methods to `World` to add and load assets, through a new
extension trait defined in `bevy_asset`.
### Other considerations
* This might be a bit too "magic", as it makes implicit the resource
access.
* We could also implement `DirectAssetAccessExt` on `App`, but it didn't
feel necessary, as `FromWorld` is the principal use-case here.
---
## Changelog
* Add the `DirectAssetAccessExt` trait, which adds the `add_asset`,
`load_asset` and `load_asset_with_settings` method to the `World` type.
# Objective
The `AssetIndex` cannot be carried across boundaries that do not allow
explicit rust types.
For context, I ran into this issue while trying to implent an
improvement for bevy_egui which leverages the not-so-new custom loader
API. Passing through a handle directly isn't possible, but instead it
requires stringified URI s. I had to work around the lack of this API s
existance using reflection, which is rather dirty.
## Solution
- Add `to_bits` and `from_bits` functions to `AssetIndex` to allow
moving this type through such boundaries.
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
# Objective
Memory usage optimisation
## Solution
`HashMap` and `HashSet`'s keys are immutable. So using mutable types
like `String`, `Vec<T>`, or `PathBuf` as a key is a waste of memory:
they have an extra `usize` for their capacity and may have spare
capacity.
This PR replaces these types by their immutable equivalents `Box<str>`,
`Box<[T]>`, and `Box<Path>`.
For more context, I recommend watching the [Use Arc Instead of
Vec](https://www.youtube.com/watch?v=A4cKi7PTJSs) video.
---------
Co-authored-by: James Liu <contact@jamessliu.com>
# Objective
Fix#11845.
## Solution
Remove the `UpdateAssets` and `AssetEvents` schedules. Moved the
`UpdateAssets` systems to `PreUpdate`, and `AssetEvents` systems into
`First`. The former is meant to run before any of the event flushes.
## Future Work
It'd be ideal if we could manually flush the events for assets to avoid
needing two, sort of redundant, systems. This should at least let them
potentially run in parallel with all of the systems in the schedules
they were moved to.
---
## Changelog
Removed: `UpdateAssets` schedule from the main schedule. All systems
have been moved to `PreUpdate`.
Removed: `AssetEvents` schedule from the main schedule. All systems have
been move to `First` with the same system sets.
## Migration Guide
TODO
# Objective
- I hit an issue using the `file_watcher` feature to hot reload assets
for my game. The change in this PR allows me to now hot reload assets.
- The issue stemmed from my project being a multi crate workspace
project structured like so:
```
└── my_game
├── my_game_core
│ ├── src
│ └── assets
├── my_game_editor
│ └── src/main.rs
└── my_game
└── src/main.rs
```
- `my_game_core` is a crate that holds all my game logic and assets
- `my_game` is the crate that creates the binary for my game (depends on
the game logic and assets in `my_game_core`)
- `my_game_editor` is an editor tool for my game (it also depends on the
game logic and assets in `my_game_core`)
Whilst running `my_game` and `my_game_editor` from cargo during
development I would use `AssetPlugin` like so:
```rust
default_plugins.set(AssetPlugin {
watch_for_changes_override: Some(true),
file_path: "../my_game_core/assets".to_string(),
..Default::default()
})
```
This works fine; bevy picks up the assets. However on saving an asset I
would get the following panic from `file_watcher`. It wouldn't kill the
app, but I wouldn't see the asset hot reload:
```
thread 'notify-rs debouncer loop' panicked at /Users/ian/.cargo/registry/src/index.crates.io-6f17d22bba15001f/bevy_asset-0.12.1/src/io/file/file_watcher.rs:48:58:
called `Result::unwrap()` on an `Err` value: StripPrefixError(())
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
```
## Solution
- The solution is to collapse dot segments in the root asset path
`FileWatcher` is using
- There was already bevy code to do this in `AssetPath`, so I extracted
that code so it could be reused in `FileWatcher`
# Objective
- Sometimes, it is useful to get a `Handle<T>` from an `AssetId<T>`. For
example, when iterating `Assets` to find a specific asset. So much so
that it's possible to do so with `AssetServer::get_id_handle`
- However, `AssetServer::get_id_handle` doesn't work with assets
directly added to `Assets` using `Assets::add`.
- Fixes#12087
## Solution
- Add `Assets::get_strong_handle` to convert an `AssetId` into an
`Handle`
- Document `AssetServer::get_id_handle` to explain its limitation and
point to `get_strong_handle`.
- Add a test for `get_strong_handle`
- Add a `duplicate_handles` field to `Assets` to avoid dropping assets
with a live handle generated by `get_strong_handle` (more reference
counting yay…)
- Fix typos in `Assets` docs
---
## Changelog
- Add `Assets::get_strong_handle` to convert an `AssetId` into an
`Handle`
# Objective
When dealing with custom asset sources it can be a bit tricky to get
asset roots combined with relative paths correct.
It's even harder when it isn't mentioned which path was problematic.
## Solution
Mention which path failed for the file watcher.
Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
# Objective
- The file asset source currently creates the `imported_assets/Default`
directory with relative path, which leads to wrongly created directories
when the executable is run with a working directory different from the
project root.
## Solution
- Use the full path instead.
Fixes#12016.
Bump version after 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>
# Objective
The derive macro wasn't doc-commented, so it showed up in the generated
doc as follow:
```rust
#[derive(Asset, TypePath)]
let shader = asset_server.load::<Shader>("embedded://bevy_rock/render/rock.wgsl");
```
Which is very confusing
## Solution
Comment the `derive` attribute as well
# Objective
Right now, if you call `embedded_asset` with 2 arguments as a qualified
path it doesn't work (`bevy::asset::embedded_asset!(app, "foo.wgsl")` ->
"cannot find macro `embedded_asset` in this scope")
## Solution
Use `$crate::` in expansion for 2-arg case.
# Objective
When registering and preregistering asset loaders, there would be a
`warn!` if multiple asset loaders use a given extension, and an `info!`
if multiple asset loaders load the same asset type. Since both of these
situations are individually fine, it was decided that these messages
should be removed.
## Solution
Replace both of these messages with a new `warn!` that notes that if
multiple asset loaders share the same asset type _and_ share extensions,
that the loader must be specified in the `.meta` file for those assets
in order to solve the ambiguity. This is a more useful message, since it
notes when a user must take special action / consideration.
# Objective
- Fixes#11638
- See
[here](https://github.com/bevyengine/bevy/issues/11638#issuecomment-1920508465)
for details on the cause of this issue.
## Solution
- Modified `AssetLoaders` to capture possibility of multiple
`AssetLoader` registrations operating on the same `Asset` type, but
different extensions.
- Added an algorithm which will attempt to resolve via `AssetLoader`
name, then `Asset` type, then by extension. If at any point multiple
loaders fit a particular criteria, the next criteria is used as a tie
breaker.
# Objective
Scheduling low cost systems has significant overhead due to task pool
contention and the extra machinery to schedule and run them. Following
the example of #7728, `asset_events` is good example of this kind of
system, where there is no work to be done when there are no queued asset
events.
## Solution
Put a run condition on it that checks if there are any queued events.
## Performance
Tested against `many_foxes`, we can see a slight improvement in the
total time spent in `UpdateAssets`. Also noted much less volatility due
to not being at the whim of the OS thread scheduler.
![image](https://github.com/bevyengine/bevy/assets/3137680/e0b282bf-27d0-4fe4-81b9-ecd72ab258e5)
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Fix https://github.com/bevyengine/bevy/issues/11657
## Solution
Add a `ReflectKind` enum, add `Reflect::reflect_kind` which returns a
`ReflectKind`, and add `kind` method implementions to `ReflectRef`,
`ReflectMut`, and `ReflectOwned`, which returns a `ReflectKind`.
I also changed `AccessError` to use this new struct instead of it's own
`TypeKind` struct.
---
## Changelog
- Added `ReflectKind`, an enumeration over the kinds of a reflected type
without its data.
- Added `Reflect::reflect_kind` (with default implementation)
- Added implementation for the `kind` method on `ReflectRef`,
`ReflectMut`, and `ReflectOwned` which gives their kind without any
information, as a `ReflectKind`
Use `TypeIdMap<T>` instead of `HashMap<TypeId, T>`
- ~~`TypeIdMap` was in `bevy_ecs`. I've kept it there because of
#11478~~
- ~~I haven't swapped `bevy_reflect` over because it doesn't depend on
`bevy_ecs`, but I'd also be happy with moving `TypeIdMap` to
`bevy_utils` and then adding a dependency to that~~
- ~~this is a slight change in the public API of
`DrawFunctionsInternal`, does this need to go in the changelog?~~
## Changelog
- moved `TypeIdMap` to `bevy_utils`
- changed `DrawFunctionsInternal::indices` to `TypeIdMap`
## Migration Guide
- `TypeIdMap` now lives in `bevy_utils`
- `DrawFunctionsInternal::indices` now uses a `TypeIdMap`.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Currently the `missing_docs` lint is allowed-by-default and enabled at
crate level when their documentations is complete (see #3492).
This PR proposes to inverse this logic by making `missing_docs`
warn-by-default and mark crates with imcomplete docs allowed.
## Solution
Makes `missing_docs` warn at workspace level and allowed at crate level
when the docs is imcomplete.
# Objective
- `AssetTransformer` provides an input asset, and output an asset, but
provides no access to the `LabeledAsset`'s created by the `AssetLoader`.
Labeled sub assets are an extremely important piece of many assets, Gltf
in particular, and without them the amount of transformation on an asset
is limited. In order for `AssetTransformer`'s to be useful, they need to
have access to these sub assets.
- LabeledAsset's loaded by `AssetLoader`s are provided to `AssetSaver`s
in the `LoadAndSave` process, but the `LoadTransformAndSave` process
drops these values in the transform stage, and so `AssetSaver` is given
none.
- Fixes#11606
Ideally the AssetTransformer should not ignore labeled sub assets, and
they should be kept at least for the AssetSaver
## Solution
- I created a new struct similar to `SavedAsset` named
`TransformedAsset` which holds the input asset, and the HashMap of
`LabeledAsset`s. The transform function now takes as input a
`TransformedAsset`, and returns a `TransformedAsset::<AssetOutput>`.
This gives the transform function access to the labeled sub assets
created by the `AssetLoader`.
- I also created `TransformedSubAsset` which holds mutable references to
a sub asset and that sub assets HashMap of `LabeledAsset`s. This allows
you to travers the Tree of `LabeledAsset`s by reference relatively
easily.
- The `LoadTransformAndSave` processor was then reworked to use the new
structs, stopping the `LabeledAsset`s from being dropped.
---
## Changelog
- Created TransformedAsset struct and TransformedSubAsset struct.
- Changed `get_untyped_handle` to return a `UntypedHandle` directly
rather than a reference and added `get_handle` as a typed variant in
SavedAsset and TransformedAsset
- Added `SavedAsset::from_transformed` as a constructor from a
`TransformedAsset`
- Switched LoadTransformAndSave process code to work with new
`TransformedAsset` type
- Added a `ProcessError` for `AssetTransformer` in process.rs
- Switched `AssetTransformer::transform` to use `TransformedAsset` as
input and output.
- Switched `AssetTransformer` to use a `BoxedFuture` like `AssetLoader`
and `AssetSaver` to allow for async transformation code.
- Updated AssetTransformer example to use new structure.
# Objective
- Addresses **Support processing and loading files without extensions**
from #9714
- Addresses **More runtime loading configuration** from #9714
- Fixes#367
- Fixes#10703
## Solution
`AssetServer::load::<A>` and `AssetServer::load_with_settings::<A>` can
now use the `Asset` type parameter `A` to select a registered
`AssetLoader` without inspecting the provided `AssetPath`. This change
cascades onto `LoadContext::load` and `LoadContext::load_with_settings`.
This allows the loading of assets which have incorrect or ambiguous file
extensions.
```rust
// Allow the type to be inferred by context
let handle = asset_server.load("data/asset_no_extension");
// Hint the type through the handle
let handle: Handle<CustomAsset> = asset_server.load("data/asset_no_extension");
// Explicit through turbofish
let handle = asset_server.load::<CustomAsset>("data/asset_no_extension");
```
Since a single `AssetPath` no longer maps 1:1 with an `Asset`, I've also
modified how assets are loaded to permit multiple asset types to be
loaded from a single path. This allows for two different `AssetLoaders`
(which return different types of assets) to both load a single path (if
requested).
```rust
// Uses GltfLoader
let model = asset_server.load::<Gltf>("cube.gltf");
// Hypothetical Blob loader for data transmission (for example)
let blob = asset_server.load::<Blob>("cube.gltf");
```
As these changes are reflected in the `LoadContext` as well as the
`AssetServer`, custom `AssetLoaders` can also take advantage of this
behaviour to create more complex assets.
---
## Change Log
- Updated `custom_asset` example to demonstrate extension-less assets.
- Added `AssetServer::get_handles_untyped` and Added
`AssetServer::get_path_ids`
## Notes
As a part of that refactor, I chose to store `AssetLoader`s (within
`AssetLoaders`) using a `HashMap<TypeId, ...>` instead of a `Vec<...>`.
My reasoning for this was I needed to add a relationship between `Asset`
`TypeId`s and the `AssetLoader`, so instead of having a `Vec` and a
`HashMap`, I combined the two, removing the `usize` index from the
adjacent maps.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>