mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 20:53:53 +00:00
5876352206
# 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 {} ```
138 lines
3.8 KiB
Rust
138 lines
3.8 KiB
Rust
//! Implements loader for a Gzip compressed asset.
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use bevy::{
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asset::{
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io::{Reader, VecReader},
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AssetLoader, ErasedLoadedAsset, LoadContext, LoadDirectError,
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},
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prelude::*,
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reflect::TypePath,
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};
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use flate2::read::GzDecoder;
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use std::io::prelude::*;
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use std::marker::PhantomData;
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use thiserror::Error;
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#[derive(Asset, TypePath)]
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struct GzAsset {
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uncompressed: ErasedLoadedAsset,
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}
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#[derive(Default)]
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struct GzAssetLoader;
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/// Possible errors that can be produced by [`GzAssetLoader`]
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#[non_exhaustive]
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#[derive(Debug, Error)]
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enum GzAssetLoaderError {
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/// An [IO](std::io) Error
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#[error("Could not load asset: {0}")]
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Io(#[from] std::io::Error),
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/// An error caused when the asset path cannot be used to determine the uncompressed asset type.
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#[error("Could not determine file path of uncompressed asset")]
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IndeterminateFilePath,
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/// An error caused by the internal asset loader.
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#[error("Could not load contained asset: {0}")]
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LoadDirectError(#[from] LoadDirectError),
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}
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impl AssetLoader for GzAssetLoader {
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type Asset = GzAsset;
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type Settings = ();
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type Error = GzAssetLoaderError;
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async fn load<'a>(
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&'a self,
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reader: &'a mut dyn Reader,
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_settings: &'a (),
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load_context: &'a mut LoadContext<'_>,
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) -> Result<Self::Asset, Self::Error> {
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let compressed_path = load_context.path();
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let file_name = compressed_path
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.file_name()
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.ok_or(GzAssetLoaderError::IndeterminateFilePath)?
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.to_string_lossy();
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let uncompressed_file_name = file_name
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.strip_suffix(".gz")
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.ok_or(GzAssetLoaderError::IndeterminateFilePath)?;
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let contained_path = compressed_path.join(uncompressed_file_name);
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let mut bytes_compressed = Vec::new();
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reader.read_to_end(&mut bytes_compressed).await?;
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let mut decoder = GzDecoder::new(bytes_compressed.as_slice());
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let mut bytes_uncompressed = Vec::new();
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decoder.read_to_end(&mut bytes_uncompressed)?;
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// Now that we have decompressed the asset, let's pass it back to the
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// context to continue loading
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let mut reader = VecReader::new(bytes_uncompressed);
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let uncompressed = load_context
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.loader()
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.direct()
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.with_reader(&mut reader)
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.untyped()
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.load(contained_path)
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.await?;
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Ok(GzAsset { uncompressed })
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}
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fn extensions(&self) -> &[&str] {
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&["gz"]
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}
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}
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#[derive(Component, Default)]
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struct Compressed<T> {
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compressed: Handle<GzAsset>,
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_phantom: PhantomData<T>,
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}
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.init_asset::<GzAsset>()
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.init_asset_loader::<GzAssetLoader>()
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.add_systems(Startup, setup)
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.add_systems(Update, decompress::<Image>)
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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((
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Compressed::<Image> {
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compressed: asset_server.load("data/compressed_image.png.gz"),
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..default()
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},
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Sprite::default(),
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TransformBundle::default(),
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VisibilityBundle::default(),
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));
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}
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fn decompress<A: Asset>(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut compressed_assets: ResMut<Assets<GzAsset>>,
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query: Query<(Entity, &Compressed<A>)>,
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) {
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for (entity, Compressed { compressed, .. }) in query.iter() {
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let Some(GzAsset { uncompressed }) = compressed_assets.remove(compressed) else {
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continue;
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};
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let uncompressed = uncompressed.take::<A>().unwrap();
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commands
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.entity(entity)
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.remove::<Compressed<A>>()
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.insert(asset_server.add(uncompressed));
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}
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}
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