mirror of
https://github.com/bevyengine/bevy
synced 2024-11-25 14:10:19 +00:00
694c06f3d0
# Objective Currently the `missing_docs` lint is allowed-by-default and enabled at crate level when their documentations is complete (see #3492). This PR proposes to inverse this logic by making `missing_docs` warn-by-default and mark crates with imcomplete docs allowed. ## Solution Makes `missing_docs` warn at workspace level and allowed at crate level when the docs is imcomplete.
138 lines
3.9 KiB
Rust
138 lines
3.9 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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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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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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