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https://github.com/bevyengine/bevy
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46b8e904f4
# 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.
138 lines
4 KiB
Rust
138 lines
4 KiB
Rust
//! Implements loader for a Gzip compressed asset.
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use bevy::utils::thiserror;
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use bevy::{
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asset::{
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io::{Reader, VecReader},
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AssetLoader, AsyncReadExt, ErasedLoadedAsset, LoadContext, LoadDirectError,
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},
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prelude::*,
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reflect::TypePath,
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utils::BoxedFuture,
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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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pub struct GzAsset {
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pub uncompressed: ErasedLoadedAsset,
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}
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#[derive(Default)]
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pub 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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pub 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 ot 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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fn load<'a>(
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&'a self,
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reader: &'a mut Reader,
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_settings: &'a (),
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load_context: &'a mut LoadContext,
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) -> BoxedFuture<'a, Result<Self::Asset, Self::Error>> {
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Box::pin(async move {
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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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.load_direct_with_reader(&mut reader, contained_path)
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.await?;
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Ok(GzAsset { uncompressed })
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})
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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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