Commit graph

298 commits

Author SHA1 Message Date
Stepan Koltsov
c0f8338697
Better error message on incorrect asset label (#11254)
# Objective

When you have no idea what to put after `#` when loading an asset, error
message may help.

## Solution

Add all labels to the error message.

## Test plan

Modified `anti_alias` example to put incorrect label, the error is:

```
2024-01-08T07:41:25.462287Z ERROR bevy_asset::server: The file at 'models/FlightHelmet/FlightHelmet.gltf' does not contain the labeled asset 'Rrrr'; it contains the following 25 assets: 'Material0', 'Material1', 'Material2', 'Material3', 'Material4', 'Material5', 'Mesh0', 'Mesh0/Primitive0', 'Mesh1', 'Mesh1/Primitive0', 'Mesh2', 'Mesh2/Primitive0', 'Mesh3', 'Mesh3/Primitive0', 'Mesh4', 'Mesh4/Primitive0', 'Mesh5', 'Mesh5/Primitive0', 'Node0', 'Node1', 'Node2', 'Node3', 'Node4', 'Node5', 'Scene0'
```
2024-01-08 22:45:07 +00:00
andriyDev
da485c29b3
Add reserve_handle to Assets. (#10939)
# Objective

Fixes #10938.

## Solution

Adds `reserve_handle` to `Assets`.

---

## Changelog

- Added `reserve_handle` to `Assets`.
2024-01-08 22:17:29 +00:00
Joona Aalto
a795de30b4
Use impl Into<A> for Assets::add (#10878)
# Motivation

When spawning entities into a scene, it is very common to create assets
like meshes and materials and to add them via asset handles. A common
setup might look like this:

```rust
fn setup(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
) {
    commands.spawn(PbrBundle {
        mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
        material: materials.add(StandardMaterial::from(Color::RED)),
        ..default()
    });
}
```

Let's take a closer look at the part that adds the assets using `add`.

```rust
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
material: materials.add(StandardMaterial::from(Color::RED)),
```

Here, "mesh" and "material" are both repeated three times. It's very
explicit, but I find it to be a bit verbose. In addition to being more
code to read and write, the extra characters can sometimes also lead to
the code being formatted to span multiple lines even though the core
task, adding e.g. a primitive mesh, is extremely simple.

A way to address this is by using `.into()`:

```rust
mesh: meshes.add(shape::Cube { size: 1.0 }.into()),
material: materials.add(Color::RED.into()),
```

This is fine, but from the names and the type of `meshes`, we already
know what the type should be. It's very clear that `Cube` should be
turned into a `Mesh` because of the context it's used in. `.into()` is
just seven characters, but it's so common that it quickly adds up and
gets annoying.

It would be nice if you could skip all of the conversion and let Bevy
handle it for you:

```rust
mesh: meshes.add(shape::Cube { size: 1.0 }),
material: materials.add(Color::RED),
```

# Objective

Make adding assets more ergonomic by making `Assets::add` take an `impl
Into<A>` instead of `A`.

## Solution

`Assets::add` now takes an `impl Into<A>` instead of `A`, so e.g. this
works:

```rust
    commands.spawn(PbrBundle {
        mesh: meshes.add(shape::Cube { size: 1.0 }),
        material: materials.add(Color::RED),
        ..default()
    });
```

I also changed all examples to use this API, which increases consistency
as well because `Mesh::from` and `into` were being used arbitrarily even
in the same file. This also gets rid of some lines of code because
formatting is nicer.

---

## Changelog

- `Assets::add` now takes an `impl Into<A>` instead of `A`
- Examples don't use `T::from(K)` or `K.into()` when adding assets

## Migration Guide

Some `into` calls that worked previously might now be broken because of
the new trait bounds. You need to either remove `into` or perform the
conversion explicitly with `from`:

```rust
// Doesn't compile
let mesh_handle = meshes.add(shape::Cube { size: 1.0 }.into()),

// These compile
let mesh_handle = meshes.add(shape::Cube { size: 1.0 }),
let mesh_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
```

## Concerns

I believe the primary concerns might be:

1. Is this too implicit?
2. Does this increase codegen bloat?

Previously, the two APIs were using `into` or `from`, and now it's
"nothing" or `from`. You could argue that `into` is slightly more
explicit than "nothing" in cases like the earlier examples where a
`Color` gets converted to e.g. a `StandardMaterial`, but I personally
don't think `into` adds much value even in this case, and you could
still see the actual type from the asset type.

As for codegen bloat, I doubt it adds that much, but I'm not very
familiar with the details of codegen. I personally value the user-facing
code reduction and ergonomics improvements that these changes would
provide, but it might be worth checking the other effects in more
detail.

Another slight concern is migration pain; apps might have a ton of
`into` calls that would need to be removed, and it did take me a while
to do so for Bevy itself (maybe around 20-40 minutes). However, I think
the fact that there *are* so many `into` calls just highlights that the
API could be made nicer, and I'd gladly migrate my own projects for it.
2024-01-08 22:14:43 +00:00
Kyle
2847cc6933
Don't auto create assets folder (#11218)
# Objective

- Don't automatically create an assets folder
- resolves #11208

## Solution

- Removes directory creation from file reader.
- Clearer panic when using file watcher and asset folder doesn't exist

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2024-01-08 21:45:26 +00:00
JMS55
44424391fe
Unload render assets from RAM (#10520)
# Objective
- No point in keeping Meshes/Images in RAM once they're going to be sent
to the GPU, and kept in VRAM. This saves a _significant_ amount of
memory (several GBs) on scenes like bistro.
- References
  - https://github.com/bevyengine/bevy/pull/1782
  - https://github.com/bevyengine/bevy/pull/8624 

## Solution
- Augment RenderAsset with the capability to unload the underlying asset
after extracting to the render world.
- Mesh/Image now have a cpu_persistent_access field. If this field is
RenderAssetPersistencePolicy::Unload, the asset will be unloaded from
Assets<T>.
- A new AssetEvent is sent upon dropping the last strong handle for the
asset, which signals to the RenderAsset to remove the GPU version of the
asset.

---

## Changelog
- Added `AssetEvent::NoLongerUsed` and
`AssetEvent::is_no_longer_used()`. This event is sent when the last
strong handle of an asset is dropped.
- Rewrote the API for `RenderAsset` to allow for unloading the asset
data from the CPU.
- Added `RenderAssetPersistencePolicy`.
- Added `Mesh::cpu_persistent_access` for memory savings when the asset
is not needed except for on the GPU.
- Added `Image::cpu_persistent_access` for memory savings when the asset
is not needed except for on the GPU.
- Added `ImageLoaderSettings::cpu_persistent_access`.
- Added `ExrTextureLoaderSettings`.
- Added `HdrTextureLoaderSettings`.

## Migration Guide
- Asset loaders (GLTF, etc) now load meshes and textures without
`cpu_persistent_access`. These assets will be removed from
`Assets<Mesh>` and `Assets<Image>` once `RenderAssets<Mesh>` and
`RenderAssets<Image>` contain the GPU versions of these assets, in order
to reduce memory usage. If you require access to the asset data from the
CPU in future frames after the GLTF asset has been loaded, modify all
dependent `Mesh` and `Image` assets and set `cpu_persistent_access` to
`RenderAssetPersistencePolicy::Keep`.
- `Mesh` now requires a new `cpu_persistent_access` field. Set it to
`RenderAssetPersistencePolicy::Keep` to mimic the previous behavior.
- `Image` now requires a new `cpu_persistent_access` field. Set it to
`RenderAssetPersistencePolicy::Keep` to mimic the previous behavior.
- `MorphTargetImage::new()` now requires a new `cpu_persistent_access`
parameter. Set it to `RenderAssetPersistencePolicy::Keep` to mimic the
previous behavior.
- `DynamicTextureAtlasBuilder::add_texture()` now requires that the
`TextureAtlas` you pass has an `Image` with `cpu_persistent_access:
RenderAssetPersistencePolicy::Keep`. Ensure you construct the image
properly for the texture atlas.
- The `RenderAsset` trait has significantly changed, and requires
adapting your existing implementations.
  - The trait now requires `Clone`.
- The `ExtractedAsset` associated type has been removed (the type itself
is now extracted).
  - The signature of `prepare_asset()` is slightly different
- A new `persistence_policy()` method is now required (return
RenderAssetPersistencePolicy::Unload to match the previous behavior).
- Match on the new `NoLongerUsed` variant for exhaustive matches of
`AssetEvent`.
2024-01-03 03:31:04 +00:00
Doonv
189ceaf0d3
Replace or document ignored doctests (#11040)
# Objective

There are a lot of doctests that are `ignore`d for no documented reason.
And that should be fixed.

## Solution

I searched the bevy repo with the regex ` ```[a-z,]*ignore ` in order to
find all `ignore`d doctests. For each one of the `ignore`d doctests, I
did the following steps:
1. Attempt to remove the `ignored` attribute while still passing the
test. I did this by adding hidden dummy structs and imports.
2. If step 1 doesn't work, attempt to replace the `ignored` attribute
with the `no_run` attribute while still passing the test.
3. If step 2 doesn't work, keep the `ignored` attribute but add
documentation for why the `ignored` attribute was added.

---------

Co-authored-by: François <mockersf@gmail.com>
2024-01-01 16:50:56 +00:00
Tygyh
1568d4a415
Reorder impl to be the same as the trait (#11076)
# Objective

- Make the implementation order consistent between all sources to fit
the order in the trait.

## Solution

- Change the implementation order.
2023-12-24 17:43:55 +00:00
Tygyh
7b8305e5b4
Remove unnecessary parens (#11075)
# Objective

- Increase readability.

## Solution

- Remove unnecessary parens.
2023-12-24 17:43:01 +00:00
Thierry Berger
ced216f59a
Update winit dependency to 0.29 (#10702)
# Objective

- Update winit dependency to 0.29

## Changelog

### KeyCode changes

- Removed `ScanCode`, as it was [replaced by
KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292).
- `ReceivedCharacter.char` is now a `SmolStr`, [relevant
doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text).
- Changed most `KeyCode` values, and added more.

KeyCode has changed meaning. With this PR, it refers to physical
position on keyboard rather than the printed letter on keyboard keys.

In practice this means:
- On QWERTY keyboard layouts, nothing changes
- On any other keyboard layout, `KeyCode` no longer reflects the label
on key.
- This is "good". In bevy 0.12, when you used WASD for movement, users
with non-QWERTY keyboards couldn't play your game! This was especially
bad for non-latin keyboards. Now, WASD represents the physical keys. A
French player will press the ZQSD keys, which are near each other,
Kyrgyz players will use "Цфыв".
- This is "bad" as well. You can't know in advance what the label of the
key for input is. Your UI says "press WASD to move", even if in reality,
they should be pressing "ZQSD" or "Цфыв". You also no longer can use
`KeyCode` for text inputs. In any case, it was a pretty bad API for text
input. You should use `ReceivedCharacter` now instead.

### Other changes
- Use `web-time` rather than `instant` crate.
(https://github.com/rust-windowing/winit/pull/2836)
- winit did split `run_return` in `run_onDemand` and `pump_events`, I
did the same change in bevy_winit and used `pump_events`.
- Removed `return_from_run` from `WinitSettings` as `winit::run` now
returns on supported platforms.
- I left the example "return_after_run" as I think it's still useful.
- This winit change is done partly to allow to create a new window after
quitting all windows: https://github.com/emilk/egui/issues/1918 ; this
PR doesn't address.
- added `width` and `height` properties in the `canvas` from wasm
example
(https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168)

## Known regressions (important follow ups?)
- Provide an API for reacting when a specific key from current layout
was released.
- possible solutions: use winit::Key from winit::KeyEvent ; mapping
between KeyCode and Key ; or .
- We don't receive characters through alt+numpad (e.g. alt + 151 = "ù")
anymore ; reproduced on winit example "ime". maybe related to
https://github.com/rust-windowing/winit/issues/2945
- (windows) Window content doesn't refresh at all when resizing. By
reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect
we should just fire a `window.request_redraw();` from `AboutToWait`, and
handle actual redrawing within `RedrawRequested`. I'm not sure how to
move all that code so I'd appreciate it to be a follow up.
- (windows) unreleased winit fix for using set_control_flow in
AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm
not sure what the implications are, but that feels bad 🤔

## Follow up 

I'd like to avoid bloating this PR, here are a few follow up tasks
worthy of a separate PR, or new issue to track them once this PR is
closed, as they would either complicate reviews, or at risk of being
controversial:
- remove CanvasParentResizePlugin
(https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856)
- avoid mentionning explicitly winit in docs from bevy_window ?
- NamedKey integration on bevy_input:
https://github.com/rust-windowing/winit/pull/3143 introduced a new
NamedKey variant. I implemented it only on the converters but we'd
benefit making the same changes to bevy_input.
- Add more info in KeyboardInput
https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313
- https://github.com/bevyengine/bevy/pull/9905 added a workaround on a
bug allegedly fixed by winit 0.29. We should check if it's still
necessary.
- update to raw_window_handle 0.6
  - blocked by wgpu
- Rename `KeyCode` to `PhysicalKeyCode`
https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015
- remove `instant` dependency, [replaced
by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd
need to update to :
  - fastrand >= 2.0
- [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7
    - [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0
- Verify license, see
[discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800)
  - we might be missing a short notice or description of changes made
- Consider using https://github.com/rust-windowing/cursor-icon directly
rather than vendoring it in bevy.
- investigate [this
unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986)
(`winit_window.canvas().unwrap();`)
- Use more good things about winit's update
- https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428
## Migration Guide

This PR should have one.
2023-12-21 07:40:47 +00:00
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
Mike
11b1b3a24f
delete methods deprecated in 0.12 (#10693)
## Changelog

- delete methods deprecated in 0.12
2023-11-24 16:15:47 +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
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
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
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