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Added Method to Allow Pipelined Asset Loading (#10565)
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# 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.
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bushrat011899 authored Nov 16, 2023
1 parent 17e5097 commit 46b8e90
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12 changes: 12 additions & 0 deletions Cargo.toml
Original file line number Diff line number Diff line change
Expand Up @@ -282,6 +282,7 @@ bevy_internal = { path = "crates/bevy_internal", version = "0.12.0", default-fea
[dev-dependencies]
rand = "0.8.0"
ron = "0.8.0"
flate2 = "1.0"
serde = { version = "1", features = ["derive"] }
bytemuck = "1.7"
# Needed to poll Task examples
Expand Down Expand Up @@ -1077,6 +1078,17 @@ description = "Demonstrates various methods to load assets"
category = "Assets"
wasm = false

[[example]]
name = "asset_decompression"
path = "examples/asset/asset_decompression.rs"
doc-scrape-examples = true

[package.metadata.example.asset_decompression]
name = "Asset Decompression"
description = "Demonstrates loading a compressed asset"
category = "Assets"
wasm = false

[[example]]
name = "custom_asset"
path = "examples/asset/custom_asset.rs"
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56 changes: 56 additions & 0 deletions crates/bevy_asset/src/loader.rs
Original file line number Diff line number Diff line change
Expand Up @@ -562,6 +562,62 @@ impl<'a> LoadContext<'a> {
self.loader_dependencies.insert(path, hash);
Ok(loaded_asset)
}

/// Loads the asset at the given `path` directly from the provided `reader`. This is an async function that will wait until the asset is fully loaded before
/// returning. Use this if you need the _value_ of another asset in order to load the current asset, and that value comes from your [`Reader`].
/// For example, if you are deriving a new asset from the referenced asset, or you are building a collection of assets. This will add the `path` as a
/// "load dependency".
///
/// If the current loader is used in a [`Process`] "asset preprocessor", such as a [`LoadAndSave`] preprocessor,
/// changing a "load dependency" will result in re-processing of the asset.
///
/// [`Process`]: crate::processor::Process
/// [`LoadAndSave`]: crate::processor::LoadAndSave
pub async fn load_direct_with_reader<'b>(
&mut self,
reader: &mut Reader<'_>,
path: impl Into<AssetPath<'b>>,
) -> Result<ErasedLoadedAsset, LoadDirectError> {
let path = path.into().into_owned();

let loader = self
.asset_server
.get_path_asset_loader(&path)
.await
.map_err(|error| LoadDirectError {
dependency: path.clone(),
error: error.into(),
})?;

let meta = loader.default_meta();

let loaded_asset = self
.asset_server
.load_with_meta_loader_and_reader(
&path,
meta,
&*loader,
reader,
false,
self.populate_hashes,
)
.await
.map_err(|error| LoadDirectError {
dependency: path.clone(),
error,
})?;

let info = loaded_asset
.meta
.as_ref()
.and_then(|m| m.processed_info().as_ref());

let hash = info.map(|i| i.full_hash).unwrap_or_default();

self.loader_dependencies.insert(path, hash);

Ok(loaded_asset)
}
}

/// An error produced when calling [`LoadContext::read_asset_bytes`]
Expand Down
1 change: 1 addition & 0 deletions examples/README.md
Original file line number Diff line number Diff line change
Expand Up @@ -181,6 +181,7 @@ Example | Description

Example | Description
--- | ---
[Asset Decompression](../examples/asset/asset_decompression.rs) | Demonstrates loading a compressed asset
[Asset Loading](../examples/asset/asset_loading.rs) | Demonstrates various methods to load assets
[Asset Processing](../examples/asset/processing/asset_processing.rs) | Demonstrates how to process and load custom assets
[Custom Asset](../examples/asset/custom_asset.rs) | Implements a custom asset loader
Expand Down
138 changes: 138 additions & 0 deletions examples/asset/asset_decompression.rs
Original file line number Diff line number Diff line change
@@ -0,0 +1,138 @@
//! Implements loader for a Gzip compressed asset.

use bevy::utils::thiserror;
use bevy::{
asset::{
io::{Reader, VecReader},
AssetLoader, AsyncReadExt, ErasedLoadedAsset, LoadContext, LoadDirectError,
},
prelude::*,
reflect::TypePath,
utils::BoxedFuture,
};
use flate2::read::GzDecoder;
use std::io::prelude::*;
use std::marker::PhantomData;
use thiserror::Error;

#[derive(Asset, TypePath)]
pub struct GzAsset {
pub uncompressed: ErasedLoadedAsset,
}

#[derive(Default)]
pub struct GzAssetLoader;

/// Possible errors that can be produced by [`GzAssetLoader`]
#[non_exhaustive]
#[derive(Debug, Error)]
pub enum GzAssetLoaderError {
/// An [IO](std::io) Error
#[error("Could not load asset: {0}")]
Io(#[from] std::io::Error),
/// An error caused when the asset path cannot be used ot determine the uncompressed asset type.
#[error("Could not determine file path of uncompressed asset")]
IndeterminateFilePath,
/// An error caused by the internal asset loader.
#[error("Could not load contained asset: {0}")]
LoadDirectError(#[from] LoadDirectError),
}

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"]
}
}

#[derive(Component, Default)]
struct Compressed<T> {
compressed: Handle<GzAsset>,
_phantom: PhantomData<T>,
}

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));
}
}

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