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[Feat] Normalize paths or allow asset path customization #240
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This avoids creating duplicate assets when the LDTK project is in a subdirectory. May not be compatible with very complex asset hierarchies involving symlinks. Trouv#240
Great issue! I had never considered that the
I'm not so sure about this. I think having shared assets is probably a much more common use case than symlinks. I would be welcome to a PR that applies a standardization to the generated paths, perhaps via path-clean. I doubt this would pose a problem for people, but if it does they could file an issue and we could patch in a more nuanced approach, perhaps via a cargo feature. For the time being, I mostly see this as an improvement that is unlikely to affect users negatively. Trying to implement a more complicated solution before anybody expresses they need it is probably premature. Idk maybe I underestimate the commonality of symlinks in game dev. That being said, you may want to wait a day or two before submittting a PR for this. I'm currently merging a couple months worth of breaking changes to the assets module, so merge conflicts would be likely. |
I'm always cautious about suggesting non-backward-compatible changes to projects that I only have a passing familiarity with - you never know who's depending on the old behavior or who has some seriously bizarre path structure that doesn't work with normalized paths. But, if you're alright with making it a global change, then it's really a very simple 1-line change to I can merge it back into mainline and do a PR whenever you're ready. Let me know if it needs tests, or anything like that. |
That's a good approach, I appreciate it.
It will move to
Tests wouldn't hurt, since the function is getting slightly more complex. At the very least it would demonstrate in the PR how the behavior has changed |
The asset rework has been merged #244 |
Makes all paths relative to the `assets` root. Ensures that LDtk-linked assets are shared with assets loaded by `AssetServer`, [bevy_asset_loader](https://github.com/NiklasEi/bevy_asset_loader) and so on, as long as normalized paths are used for those (as they typically are), especially when the LDtk project is in a subdirectory. Fixes Trouv#240
That's some rework. Looks like all that code I wrote depending on Anyway, PR is out. Feels a little odd writing tests for an internal helper function, but it's probably the best I can do unless/until the project is set up for integration testing; testing an entire |
On Linux, the backslash is treated as part of the directory name and the tests will fail. However, we still want the Windows-specific tests because that is what the non-normalized paths can actually look like in a real app. Trouv#240
Makes all paths relative to the `assets` root. Ensures that LDtk-linked assets are shared with assets loaded by `AssetServer`, [bevy_asset_loader](https://github.com/NiklasEi/bevy_asset_loader) and so on, as long as normalized paths are used for those (as they typically are), especially when the LDtk project is in a subdirectory. Fixes #240
🤖 I have created a release *beep* *boop* --- ## [0.9.0](v0.8.0...v0.9.0) (2024-02-11) ### ⚠ BREAKING CHANGES * upgrade to bevy 0.12 ([#265](#265)) * upgrade to LDtk 1.5.3, dropping support for previous versions ([#295](#295)) * add `SpawnExclusions` to `LdtkSettings` for skipping layers by identifier ([#275](#275)) * add layer entity for Entity layers, changing the hierarchy ([#257](#257)) * upgrade to LDtk types and examples to 1.4.1 (drop support for <1.4.1) ([#256](#256)) * LdtkLevel renamed to LdtkExternalLevel and is no longer used as a component ([#244](#244)) * redesign LdtkProject with better level data accessors and correct modeling of internal/external levels ([#244](#244)) * use the bundle's `Default` implementation rather than the field's in `LdtkEntity` and `LdtkIntCell` derive macros ([#222](#222)) * add `RawLevelAccessor` trait for `LdtkJson` level borrowing/iteration, replacing existing methods ([#225](#225)) * add `LevelIndices` type defining a level's location in a project and use it in `LevelSelection::Indices` ([#221](#221)) * change `LevelEvent` inner types from `String` to `LevelIid` ([#219](#219)) * change `LevelSet` inner type from `String` to `LevelIid` ([#219](#219)) * change `LevelSelection::Iid` inner type from `String` to `LevelIid` ([#219](#219)) * replace `LevelSet::from_iid` with `LevelSet::from_iids`, which can convert from any collection of strings. ([#219](#219)) * use new LevelIid type in LevelEvent, LevelSet, and LevelSelection, plus other improvements ([#219](#219)) * `LdtkProject::project` and `LdtkLevel::level` fields have both been renamed to `data` ([#206](#206)) * All fields of `LdtkProject` and `LdtkLevel` are now privatized, and have immutable getter methods ([#206](#206)) * `LevelMap` and `TilesetMap` type aliases have been removed ([#206](#206)) * `LdtkAsset` and `LdtkProject` are now exported in new `assets` module instead of `lib.rs` ([#206](#206)) * asset `Loader` types are now private ([#206](#206)) * `LdtkAsset` renamed to `LdtkProject` ([#206](#206)) ### Features * add `LevelIndices` type defining a level's location in a project and use it in `LevelSelection::Indices` ([#221](#221)) ([59618fe](59618fe)) * add `RawLevelAccessor` trait for `LdtkJson` level borrowing/iteration, replacing existing methods ([#225](#225)) ([d3de2d9](d3de2d9)) * add `SpawnExclusions` to `LdtkSettings` for skipping layers by identifier ([#275](#275)) ([282404d](282404d)), closes [#272](#272) * add layer entity for Entity layers, changing the hierarchy ([#257](#257)) ([ee20a53](ee20a53)) * add LdtkJsonWithMetadata type for representing internal- and external-level project data with generics ([#242](#242)) ([630434a](630434a)) * add LdtkProjectData for representing either internal- or external-level project data concretely ([#243](#243)) ([c530bc9](c530bc9)) * add level locale types and begin splitting internal_levels and external_levels features ([#237](#237)) ([8129e55](8129e55)) * add LevelIid component and spawn it on every level ([#215](#215)) ([ad83455](ad83455)) * add LoadedLevel type that wraps around levels with complete data ([#214](#214)) ([3d40c15](3d40c15)) * add types and traits around LevelMetadata ([#229](#229)) ([382dea2](382dea2)) * change `LevelEvent` inner types from `String` to `LevelIid` ([#219](#219)) ([0039ed7](0039ed7)) * change `LevelSelection::Iid` inner type from `String` to `LevelIid` ([#219](#219)) ([0039ed7](0039ed7)) * change `LevelSet` inner type from `String` to `LevelIid` ([#219](#219)) ([0039ed7](0039ed7)) * LdtkLevel renamed to LdtkExternalLevel and is no longer used as a component ([#244](#244)) ([670cd4e](670cd4e)) * redesign LdtkProject with better level data accessors and correct modeling of internal/external levels ([#244](#244)) ([670cd4e](670cd4e)) * replace `LevelSet::from_iid` with `LevelSet::from_iids`, which can convert from any collection of strings. ([#219](#219)) ([0039ed7](0039ed7)) * upgrade to bevy 0.12 ([#265](#265)) ([194731e](194731e)) * upgrade to LDtk 1.5.3, dropping support for previous versions ([#295](#295)) ([4926a50](4926a50)) * upgrade to LDtk types and examples to 1.4.1 (drop support for <1.4.1) ([#256](#256)) ([ab21e2c](ab21e2c)) * use new LevelIid type in LevelEvent, LevelSet, and LevelSelection, plus other improvements ([#219](#219)) ([0039ed7](0039ed7)) * use the bundle's `Default` implementation rather than the field's in `LdtkEntity` and `LdtkIntCell` derive macros ([#222](#222)) ([f003127](f003127)) ### Bug Fixes * don't apply level set until project and dependencies are completely loaded ([#296](#296)) ([dbfe1c6](dbfe1c6)) * normalize resolved asset paths using `path_clean` ([#255](#255)) ([33a8998](33a8998)), closes [#240](#240) * only spawn invisible tiles on first sub-layer of AutoTile+IntGrid layers ([#231](#231)) ([d2873e3](d2873e3)) * recalculate layer offset to adjust for tileset sizes ([#254](#254)) ([c00085d](c00085d)) * use entity definition tile size instead of entity instance tile size as basis when calculating ldtk entity scale ([#271](#271)) ([833af01](833af01)) ### Documentation Changes * add 0.8 to 0.9 migration guide ([#266](#266)) ([bb91660](bb91660)) * add collectathon cargo example ([#288](#288)) ([32dfb85](32dfb85)) * add mdbook with outline and introduction ([#261](#261)) ([810b25a](810b25a)) * add tile-based game example w/ a tutorial in the book, replacing getting-started guide ([#269](#269)) ([2d43efa](2d43efa)) * document all-features in docs.rs ([#252](#252)) ([321bb07](321bb07)) * reference book in API ref and README.md, replacing redundant sections ([#282](#282)) ([e7afdad](e7afdad)) * remove README.md caveat for hot reloading external levels ([#253](#253)) ([59eb6b3](59eb6b3)) * write *Anatomy of the World* chapter of book ([#285](#285)) ([29d5e33](29d5e33)) * write *Create bevy relations from ldtk entity references* chapter of book ([#287](#287)) ([8080f24](8080f24)) * write *Game Logic Integration* chapter of the book ([#279](#279)) ([a62a556](a62a556)) * write *Level Selection* chapter of book ([#284](#284)) ([226c60c](226c60c)) * write *Make level selection follow player* chapter of book ([#293](#293)) ([201d908](201d908)) * write *Respawn levels and worlds* chapter of book ([#289](#289)) ([55ed30f](55ed30f)) ### Code Refactors * `LdtkAsset` and `LdtkProject` are now exported in new `assets` module instead of `lib.rs` ([#206](#206)) ([fe44774](fe44774)) * `LdtkAsset` renamed to `LdtkProject` ([#206](#206)) ([fe44774](fe44774)) * `LdtkProject::project` and `LdtkLevel::level` fields have both been renamed to `data` ([#206](#206)) ([fe44774](fe44774)) * `LevelMap` and `TilesetMap` type aliases have been removed ([#206](#206)) ([fe44774](fe44774)) * All fields of `LdtkProject` and `LdtkLevel` are now privatized, and have immutable getter methods ([#206](#206)) ([fe44774](fe44774)) * asset `Loader` types are now private ([#206](#206)) ([fe44774](fe44774)) --- This PR was generated with [Release Please](https://github.com/googleapis/release-please). See [documentation](https://github.com/googleapis/release-please#release-please). Co-authored-by: Trevor Lovell <[email protected]>
I'm using bevy_asset_loader to preload all assets, and currently keeping LDtk files in
assets/levels
adjacent to other paths likeassets/spritesheets
. The reasons for the latter aren't absolutely critical, but (a) multi-worlds feature is still considered experimental, (b) I'd like to support "external" mod-worlds, and (c) it helps to keep things organized in general.Anyway, while working on a feature today that depends on shared assets being... well, shared, I discovered that
bevy_ecs_ldtk
was creating a second copy of all the assets referenced in the LDtk project. This is because the LDtk paths are relative to the project file, and when passed to the asset loader, are in the form oflevels\\../spritesheets/foo.png
. These paths do load, of course, but Bevy's asset loader assigns them newAssetPathId
s despite pointing to the same file asspritesheets/foo.png
, so they get loaded and added as new assets.I realize that in theory there's a lot of madness around symlinks, and other very good reasons why all the pieces involved behave as they do. Nevertheless, in practice, and certainly in my project, those edge cases are never going to happen, and what I do care about is making sure that the LDtk systems and non-LDtk systems get the same asset when they request the same asset.
Slapping a path-clean on the
ldtk_path_to_asset_path
method solves the problem beautifully for me, but requires a change directly to the source code; I can't intercept this in the app code. Perhaps it is too blunt an instrument to apply to every user - maybe some people really do care about nuances like symlinks - so if that is the case, then I'd like to request canonicalization as an opt-in feature, whether it's something simple like a flag inLdtkSettings
or requires us to do more of the legwork e.g. by implementing some trait with the actual conversion function.It's probably a weird edge case and I don't expect it to get high priority, given that the workaround is technically trivial (just make sure all LDtk projects are in the asset root), but wanted to bring it up particularly because there's no warning that it's happening. My project is still small, but in a project with hundreds of MBs of assets, it could end up doubling the loading time and wasting a lot of memory. Also,
bevy_ecs_ldtk
having dedicated code to resolve LDtk asset paths suggests that it's designed to accommodate these scenarios, and does handle them, but won't play nice with other systems unless the paths are normalized.The text was updated successfully, but these errors were encountered: