mirror of
https://github.com/bevyengine/bevy
synced 2024-11-26 06:30:19 +00:00
17f045e2a0
# Objective - Fix #5631 ## Solution - Wait 50ms (configurable) after the last modification event before reloading an asset. --- ## Changelog - `AssetPlugin::watch_for_changes` is now a `ChangeWatcher` instead of a `bool` - Fixed https://github.com/bevyengine/bevy/issues/5631 ## Migration Guide - Replace `AssetPlugin::watch_for_changes: true` with e.g. `ChangeWatcher::with_delay(Duration::from_millis(200))` --------- Co-authored-by: François <mockersf@gmail.com>
92 lines
3.1 KiB
Rust
92 lines
3.1 KiB
Rust
//! Implements a custom asset io loader.
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//! An [`AssetIo`] is what the asset server uses to read the raw bytes of assets.
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//! It does not know anything about the asset formats, only how to talk to the underlying storage.
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use bevy::{
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asset::{AssetIo, AssetIoError, ChangeWatcher, Metadata},
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prelude::*,
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utils::BoxedFuture,
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};
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use std::path::{Path, PathBuf};
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/// A custom asset io implementation that simply defers to the platform default
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/// implementation.
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///
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/// This can be used as a starting point for developing a useful implementation
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/// that can defer to the default when needed.
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struct CustomAssetIo(Box<dyn AssetIo>);
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impl AssetIo for CustomAssetIo {
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fn load_path<'a>(&'a self, path: &'a Path) -> BoxedFuture<'a, Result<Vec<u8>, AssetIoError>> {
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info!("load_path({path:?})");
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self.0.load_path(path)
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}
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fn read_directory(
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&self,
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path: &Path,
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) -> Result<Box<dyn Iterator<Item = PathBuf>>, AssetIoError> {
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info!("read_directory({path:?})");
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self.0.read_directory(path)
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}
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fn watch_path_for_changes(
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&self,
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to_watch: &Path,
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to_reload: Option<PathBuf>,
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) -> Result<(), AssetIoError> {
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info!("watch_path_for_changes({to_watch:?}, {to_reload:?})");
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self.0.watch_path_for_changes(to_watch, to_reload)
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}
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fn watch_for_changes(&self, configuration: &ChangeWatcher) -> Result<(), AssetIoError> {
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info!("watch_for_changes()");
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self.0.watch_for_changes(configuration)
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}
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fn get_metadata(&self, path: &Path) -> Result<Metadata, AssetIoError> {
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info!("get_metadata({path:?})");
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self.0.get_metadata(path)
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}
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}
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/// A plugin used to execute the override of the asset io
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struct CustomAssetIoPlugin;
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impl Plugin for CustomAssetIoPlugin {
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fn build(&self, app: &mut App) {
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let default_io = AssetPlugin::default().create_platform_default_asset_io();
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// create the custom asset io instance
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let asset_io = CustomAssetIo(default_io);
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// the asset server is constructed and added the resource manager
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app.insert_resource(AssetServer::new(asset_io));
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}
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}
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fn main() {
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App::new()
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.add_plugins(
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DefaultPlugins
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.build()
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// the custom asset io plugin must be inserted in-between the
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// `CorePlugin' and `AssetPlugin`. It needs to be after the
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// CorePlugin, so that the IO task pool has already been constructed.
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// And it must be before the `AssetPlugin` so that the asset plugin
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// doesn't create another instance of an asset server. In general,
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// the AssetPlugin should still run so that other aspects of the
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// asset system are initialized correctly.
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.add_before::<bevy::asset::AssetPlugin, _>(CustomAssetIoPlugin),
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)
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.add_systems(Startup, setup)
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.run();
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn(Camera2dBundle::default());
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commands.spawn(SpriteBundle {
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texture: asset_server.load("branding/icon.png"),
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..default()
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});
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}
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