# Objective
Asset processing (added as part of #8624) is a powerful, high-impact
feature, but has been widely underused (and underdeveloped) due to poor
developer understanding.
## Solution
In this PR, I've documented what asset processing is, why it's useful,
and pointed users to the two primary entry points.
While I would like substantially more involved practical examples for
how to perform common asset-processing tasks, I've split them out from
this PR for ease of review (and actually submitting this for review
before the weekend).
We should add bread crumbs from the module docs to these docs, but
whether we add that here or in #15056 depends on which gets merged
first.
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Bevy's asset system is powerful and generally well-designed but very
opaque.
Beginners struggle to discover how to do simple tasks and grok the
fundamental data models, while more advanced users trip over the
assorted traits and their relation to each other.
Reverts #15054 ;)
## Solution
This PR adds module documentation to `bevy_assets`, tweaking the
associated documentation on the items as needed to provide further
details and bread crumbs.
If you have ideas for other important, hard-to-discover patterns or
functionality in this crate, please let me know.
That said, I've left out a section on asset preprocessing which *should*
eventually go here. That is substantially more uncertain, and requires
both more time to investigate and more expertise to review.
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Co-authored-by: TrialDragon <31419708+TrialDragon@users.noreply.github.com>
Co-authored-by: NotAFile <notafile@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
# Objective
- Fixes#15060
## Solution
- Added `IdentityAssetTransformer<A>` which is an `AssetTransformer`
which infallibly returns the input `Asset` unmodified.
- Replaced `LoadAndSave` and `LoadAndSaveSettings` with type definitions
linking back to `LoadTransformAndSave` and
`LoadTransformAndSaveSettings` respectively.
- Marked `LoadAndSave` and `LoadAndSaveSettings` as depreciated with a
migration guide included, hinting to the user to use the underlying type
instead.
## Testing
- Ran CI locally
---
## Migration Guide
- Replace `LoadAndSave<L, S>` with `LoadTransformAndSave<L,
IdentityAssetTransformer<<L as AssetLoader>::Asset>, S>`
- Replace `LoadAndSaveSettings<L, S>` with
`LoadTransformAndSaveSettings<L, (), S>`
# Objective
We should attempt to document the entirety of bevy_assets. `AssetMode`
is missing docs explaining what it is, how it's used and why it exists.
## Solution
Add docs, focusing on the context in
https://github.com/bevyengine/bevy/issues/10157.
# Objective
- Crate-level prelude modules, such as `bevy_ecs::prelude`, are plagued
with inconsistency! Let's fix it!
## Solution
Format all preludes based on the following rules:
1. All preludes should have brief documentation in the format of:
> The _name_ prelude.
>
> This includes the most common types in this crate, re-exported for
your convenience.
2. All documentation should be outer, not inner. (`///` instead of
`//!`.)
3. No prelude modules should be annotated with `#[doc(hidden)]`. (Items
within them may, though I'm not sure why this was done.)
## Testing
- I manually searched for the term `mod prelude` and updated all
occurrences by hand. 🫠
---------
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
# 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>