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Bevy Asset V2 Tracking Issue #9714
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# Objective The `AssetServer` and `AssetProcessor` do a lot of `AssetPath` cloning (across many threads). To store the path on the handle, to store paths in dependency lists, to pass an owned path to the offloaded thread, to pass a path to the LoadContext, etc , etc. Cloning multiple string allocations multiple times like this will add up. It is worth optimizing this. Referenced in #9714 ## Solution Added a new `CowArc<T>` type to `bevy_util`, which behaves a lot like `Cow<T>`, but the Owned variant is an `Arc<T>`. Use this in place of `Cow<str>` and `Cow<Path>` on `AssetPath`. --- ## Changelog - `AssetPath` now internally uses `CowArc`, making clone operations much cheaper - `AssetPath` now serializes as `AssetPath("some_path.extension#Label")` instead of as `AssetPath { path: "some_path.extension", label: Some("Label) }` ## Migration Guide ```rust // Old AssetPath::new("logo.png", None); // New AssetPath::new("logo.png"); // Old AssetPath::new("scene.gltf", Some("Mesh0"); // New AssetPath::new("scene.gltf").with_label("Mesh0"); ``` `AssetPath` now serializes as `AssetPath("some_path.extension#Label")` instead of as `AssetPath { path: "some_path.extension", label: Some("Label) }` --------- Co-authored-by: Pascal Hertleif <[email protected]>
I think we also need a fallback feature for asset sources. i.e. you tried to load from the file system, but that didn't exist so you now go to a LFS server to get the asset. Maybe this can just be an asset source type that can use other asset sources. |
This adds support for **Multiple Asset Sources**. You can now register a named `AssetSource`, which you can load assets from like you normally would: ```rust let shader: Handle<Shader> = asset_server.load("custom_source://path/to/shader.wgsl"); ``` Notice that `AssetPath` now supports `some_source://` syntax. This can now be accessed through the `asset_path.source()` accessor. Asset source names _are not required_. If one is not specified, the default asset source will be used: ```rust let shader: Handle<Shader> = asset_server.load("path/to/shader.wgsl"); ``` The behavior of the default asset source has not changed. Ex: the `assets` folder is still the default. As referenced in #9714 ## Why? **Multiple Asset Sources** enables a number of often-asked-for scenarios: * **Loading some assets from other locations on disk**: you could create a `config` asset source that reads from the OS-default config folder (not implemented in this PR) * **Loading some assets from a remote server**: you could register a new `remote` asset source that reads some assets from a remote http server (not implemented in this PR) * **Improved "Binary Embedded" Assets**: we can use this system for "embedded-in-binary assets", which allows us to replace the old `load_internal_asset!` approach, which couldn't support asset processing, didn't support hot-reloading _well_, and didn't make embedded assets accessible to the `AssetServer` (implemented in this pr) ## Adding New Asset Sources An `AssetSource` is "just" a collection of `AssetReader`, `AssetWriter`, and `AssetWatcher` entries. You can configure new asset sources like this: ```rust app.register_asset_source( "other", AssetSource::build() .with_reader(|| Box::new(FileAssetReader::new("other"))) ) ) ``` Note that `AssetSource` construction _must_ be repeatable, which is why a closure is accepted. `AssetSourceBuilder` supports `with_reader`, `with_writer`, `with_watcher`, `with_processed_reader`, `with_processed_writer`, and `with_processed_watcher`. Note that the "asset source" system replaces the old "asset providers" system. ## Processing Multiple Sources The `AssetProcessor` now supports multiple asset sources! Processed assets can refer to assets in other sources and everything "just works". Each `AssetSource` defines an unprocessed and processed `AssetReader` / `AssetWriter`. Currently this is all or nothing for a given `AssetSource`. A given source is either processed or it is not. Later we might want to add support for "lazy asset processing", where an `AssetSource` (such as a remote server) can be configured to only process assets that are directly referenced by local assets (in order to save local disk space and avoid doing extra work). ## A new `AssetSource`: `embedded` One of the big features motivating **Multiple Asset Sources** was improving our "embedded-in-binary" asset loading. To prove out the **Multiple Asset Sources** implementation, I chose to build a new `embedded` `AssetSource`, which replaces the old `load_interal_asset!` system. The old `load_internal_asset!` approach had a number of issues: * The `AssetServer` was not aware of (or capable of loading) internal assets. * Because internal assets weren't visible to the `AssetServer`, they could not be processed (or used by assets that are processed). This would prevent things "preprocessing shaders that depend on built in Bevy shaders", which is something we desperately need to start doing. * Each "internal asset" needed a UUID to be defined in-code to reference it. This was very manual and toilsome. The new `embedded` `AssetSource` enables the following pattern: ```rust // Called in `crates/bevy_pbr/src/render/mesh.rs` embedded_asset!(app, "mesh.wgsl"); // later in the app let shader: Handle<Shader> = asset_server.load("embedded://bevy_pbr/render/mesh.wgsl"); ``` Notice that this always treats the crate name as the "root path", and it trims out the `src` path for brevity. This is generally predictable, but if you need to debug you can use the new `embedded_path!` macro to get a `PathBuf` that matches the one used by `embedded_asset`. You can also reference embedded assets in arbitrary assets, such as WGSL shaders: ```rust #import "embedded://bevy_pbr/render/mesh.wgsl" ``` This also makes `embedded` assets go through the "normal" asset lifecycle. They are only loaded when they are actually used! We are also discussing implicitly converting asset paths to/from shader modules, so in the future (not in this PR) you might be able to load it like this: ```rust #import bevy_pbr::render::mesh::Vertex ``` Compare that to the old system! ```rust pub const MESH_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(3252377289100772450); load_internal_asset!(app, MESH_SHADER_HANDLE, "mesh.wgsl", Shader::from_wgsl); // The mesh asset is the _only_ accessible via MESH_SHADER_HANDLE and _cannot_ be loaded via the AssetServer. ``` ## Hot Reloading `embedded` You can enable `embedded` hot reloading by enabling the `embedded_watcher` cargo feature: ``` cargo run --features=embedded_watcher ``` ## Improved Hot Reloading Workflow First: the `filesystem_watcher` cargo feature has been renamed to `file_watcher` for brevity (and to match the `FileAssetReader` naming convention). More importantly, hot asset reloading is no longer configured in-code by default. If you enable any asset watcher feature (such as `file_watcher` or `rust_source_watcher`), asset watching will be automatically enabled. This removes the need to _also_ enable hot reloading in your app code. That means you can replace this: ```rust app.add_plugins(DefaultPlugins.set(AssetPlugin::default().watch_for_changes())) ``` with this: ```rust app.add_plugins(DefaultPlugins) ``` If you want to hot reload assets in your app during development, just run your app like this: ``` cargo run --features=file_watcher ``` This means you can use the same code for development and deployment! To deploy an app, just don't include the watcher feature ``` cargo build --release ``` My intent is to move to this approach for pretty much all dev workflows. In a future PR I would like to replace `AssetMode::ProcessedDev` with a `runtime-processor` cargo feature. We could then group all common "dev" cargo features under a single `dev` feature: ```sh # this would enable file_watcher, embedded_watcher, runtime-processor, and more cargo run --features=dev ``` ## AssetMode `AssetPlugin::Unprocessed`, `AssetPlugin::Processed`, and `AssetPlugin::ProcessedDev` have been replaced with an `AssetMode` field on `AssetPlugin`. ```rust // before app.add_plugins(DefaultPlugins.set(AssetPlugin::Processed { /* fields here */ }) // after app.add_plugins(DefaultPlugins.set(AssetPlugin { mode: AssetMode::Processed, ..default() }) ``` This aligns `AssetPlugin` with our other struct-like plugins. The old "source" and "destination" `AssetProvider` fields in the enum variants have been replaced by the "asset source" system. You no longer need to configure the AssetPlugin to "point" to custom asset providers. ## AssetServerMode To improve the implementation of **Multiple Asset Sources**, `AssetServer` was made aware of whether or not it is using "processed" or "unprocessed" assets. You can check that like this: ```rust if asset_server.mode() == AssetServerMode::Processed { /* do something */ } ``` Note that this refactor should also prepare the way for building "one to many processed output files", as it makes the server aware of whether it is loading from processed or unprocessed sources. Meaning we can store and read processed and unprocessed assets differently! ## AssetPath can now refer to folders The "file only" restriction has been removed from `AssetPath`. The `AssetServer::load_folder` API now accepts an `AssetPath` instead of a `Path`, meaning you can load folders from other asset sources! ## Improved AssetPath Parsing AssetPath parsing was reworked to support sources, improve error messages, and to enable parsing with a single pass over the string. `AssetPath::new` was replaced by `AssetPath::parse` and `AssetPath::try_parse`. ## AssetWatcher broken out from AssetReader `AssetReader` is no longer responsible for constructing `AssetWatcher`. This has been moved to `AssetSourceBuilder`. ## Duplicate Event Debouncing Asset V2 already debounced duplicate filesystem events, but this was _input_ events. Multiple input event types can produce the same _output_ `AssetSourceEvent`. Now that we have `embedded_watcher`, which does expensive file io on events, it made sense to debounce output events too, so I added that! This will also benefit the AssetProcessor by preventing integrity checks for duplicate events (and helps keep the noise down in trace logs). ## Next Steps * **Port Built-in Shaders**: Currently the primary (and essentially only) user of `load_interal_asset` in Bevy's source code is "built-in shaders". I chose not to do that in this PR for a few reasons: 1. We need to add the ability to pass shader defs in to shaders via meta files. Some shaders (such as MESH_VIEW_TYPES) need to pass shader def values in that are defined in code. 2. We need to revisit the current shader module naming system. I think we _probably_ want to imply modules from source structure (at least by default). Ideally in a way that can losslessly convert asset paths to/from shader modules (to enable the asset system to resolve modules using the asset server). 3. I want to keep this change set minimal / get this merged first. * **Deprecate `load_internal_asset`**: we can't do that until we do (1) and (2) * **Relative Asset Paths**: This PR significantly increases the need for relative asset paths (which was already pretty high). Currently when loading dependencies, it is assumed to be an absolute path, which means if in an `AssetLoader` you call `context.load("some/path/image.png")` it will assume that is the "default" asset source, _even if the current asset is in a different asset source_. This will cause breakage for AssetLoaders that are not designed to add the current source to whatever paths are being used. AssetLoaders should generally not need to be aware of the name of their current asset source, or need to think about the "current asset source" generally. We should build apis that support relative asset paths and then encourage using relative paths as much as possible (both via api design and docs). Relative paths are also important because they will allow developers to move folders around (even across providers) without reprocessing, provided there is no path breakage.
@hymm yeah I think this would be best expressed as a FallbackAssetReader / Writer / etc that can be configured with an ordered list of sources to try. |
# Objective As called out in #9714, Bevy Asset V2 fails to hot-reload labeled assets whose source asset has changed (in cases where the root asset is not alive). ## Solution Track alive labeled assets for a given source asset and allow hot reloads in cases where a labeled asset is still alive.
# Objective Calling `asset_server.load("scene.gltf#SomeLabel")` will silently fail if `SomeLabel` does not exist. Referenced in #9714 ## Solution We now detect this case and return an error. I also slightly refactored `load_internal` to make the logic / dataflow much clearer. --------- Co-authored-by: Pascal Hertleif <[email protected]>
trying to understand. for asset v2, would settings field allow passing assets/dependencies? |
Yup this is possible. You could pass in an AssetPath string via the settings and then use that to load a dependency. |
I recently (on Bevy fn system(asset_server: Res<AssetServer>) {
let handle1: Handle<Foo> = asset_server.load("cool1.ron");
let handle2: Handle<Bar> = asset_server.load("cool2.ron");
} and I naively registered multiple asset loaders for the (EDIT: So in my head without knowledge of Is this use-case somehow covered by v2? My workaround workflow is this:
Which feels less elegant than I'd hoped. I think another workaround is to change files around to new extensions, e.g.
and register separate loaders for them. But in my case the |
The v2 update breaks all prior code, and that's why I personally, in this moment, hate this poorly documented and poor quality change. All the bevy code I have seen on github is now utterly broken by this; Worse, The update path is not clear as the "initial migration guide" noted above isn't even linked to, so how are people going to find it? Please understand that you are creating pain and suffering for others with these poorly documented changes. |
This adds support for **Multiple Asset Sources**. You can now register a named `AssetSource`, which you can load assets from like you normally would: ```rust let shader: Handle<Shader> = asset_server.load("custom_source://path/to/shader.wgsl"); ``` Notice that `AssetPath` now supports `some_source://` syntax. This can now be accessed through the `asset_path.source()` accessor. Asset source names _are not required_. If one is not specified, the default asset source will be used: ```rust let shader: Handle<Shader> = asset_server.load("path/to/shader.wgsl"); ``` The behavior of the default asset source has not changed. Ex: the `assets` folder is still the default. As referenced in bevyengine#9714 ## Why? **Multiple Asset Sources** enables a number of often-asked-for scenarios: * **Loading some assets from other locations on disk**: you could create a `config` asset source that reads from the OS-default config folder (not implemented in this PR) * **Loading some assets from a remote server**: you could register a new `remote` asset source that reads some assets from a remote http server (not implemented in this PR) * **Improved "Binary Embedded" Assets**: we can use this system for "embedded-in-binary assets", which allows us to replace the old `load_internal_asset!` approach, which couldn't support asset processing, didn't support hot-reloading _well_, and didn't make embedded assets accessible to the `AssetServer` (implemented in this pr) ## Adding New Asset Sources An `AssetSource` is "just" a collection of `AssetReader`, `AssetWriter`, and `AssetWatcher` entries. You can configure new asset sources like this: ```rust app.register_asset_source( "other", AssetSource::build() .with_reader(|| Box::new(FileAssetReader::new("other"))) ) ) ``` Note that `AssetSource` construction _must_ be repeatable, which is why a closure is accepted. `AssetSourceBuilder` supports `with_reader`, `with_writer`, `with_watcher`, `with_processed_reader`, `with_processed_writer`, and `with_processed_watcher`. Note that the "asset source" system replaces the old "asset providers" system. ## Processing Multiple Sources The `AssetProcessor` now supports multiple asset sources! Processed assets can refer to assets in other sources and everything "just works". Each `AssetSource` defines an unprocessed and processed `AssetReader` / `AssetWriter`. Currently this is all or nothing for a given `AssetSource`. A given source is either processed or it is not. Later we might want to add support for "lazy asset processing", where an `AssetSource` (such as a remote server) can be configured to only process assets that are directly referenced by local assets (in order to save local disk space and avoid doing extra work). ## A new `AssetSource`: `embedded` One of the big features motivating **Multiple Asset Sources** was improving our "embedded-in-binary" asset loading. To prove out the **Multiple Asset Sources** implementation, I chose to build a new `embedded` `AssetSource`, which replaces the old `load_interal_asset!` system. The old `load_internal_asset!` approach had a number of issues: * The `AssetServer` was not aware of (or capable of loading) internal assets. * Because internal assets weren't visible to the `AssetServer`, they could not be processed (or used by assets that are processed). This would prevent things "preprocessing shaders that depend on built in Bevy shaders", which is something we desperately need to start doing. * Each "internal asset" needed a UUID to be defined in-code to reference it. This was very manual and toilsome. The new `embedded` `AssetSource` enables the following pattern: ```rust // Called in `crates/bevy_pbr/src/render/mesh.rs` embedded_asset!(app, "mesh.wgsl"); // later in the app let shader: Handle<Shader> = asset_server.load("embedded://bevy_pbr/render/mesh.wgsl"); ``` Notice that this always treats the crate name as the "root path", and it trims out the `src` path for brevity. This is generally predictable, but if you need to debug you can use the new `embedded_path!` macro to get a `PathBuf` that matches the one used by `embedded_asset`. You can also reference embedded assets in arbitrary assets, such as WGSL shaders: ```rust #import "embedded://bevy_pbr/render/mesh.wgsl" ``` This also makes `embedded` assets go through the "normal" asset lifecycle. They are only loaded when they are actually used! We are also discussing implicitly converting asset paths to/from shader modules, so in the future (not in this PR) you might be able to load it like this: ```rust #import bevy_pbr::render::mesh::Vertex ``` Compare that to the old system! ```rust pub const MESH_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(3252377289100772450); load_internal_asset!(app, MESH_SHADER_HANDLE, "mesh.wgsl", Shader::from_wgsl); // The mesh asset is the _only_ accessible via MESH_SHADER_HANDLE and _cannot_ be loaded via the AssetServer. ``` ## Hot Reloading `embedded` You can enable `embedded` hot reloading by enabling the `embedded_watcher` cargo feature: ``` cargo run --features=embedded_watcher ``` ## Improved Hot Reloading Workflow First: the `filesystem_watcher` cargo feature has been renamed to `file_watcher` for brevity (and to match the `FileAssetReader` naming convention). More importantly, hot asset reloading is no longer configured in-code by default. If you enable any asset watcher feature (such as `file_watcher` or `rust_source_watcher`), asset watching will be automatically enabled. This removes the need to _also_ enable hot reloading in your app code. That means you can replace this: ```rust app.add_plugins(DefaultPlugins.set(AssetPlugin::default().watch_for_changes())) ``` with this: ```rust app.add_plugins(DefaultPlugins) ``` If you want to hot reload assets in your app during development, just run your app like this: ``` cargo run --features=file_watcher ``` This means you can use the same code for development and deployment! To deploy an app, just don't include the watcher feature ``` cargo build --release ``` My intent is to move to this approach for pretty much all dev workflows. In a future PR I would like to replace `AssetMode::ProcessedDev` with a `runtime-processor` cargo feature. We could then group all common "dev" cargo features under a single `dev` feature: ```sh # this would enable file_watcher, embedded_watcher, runtime-processor, and more cargo run --features=dev ``` ## AssetMode `AssetPlugin::Unprocessed`, `AssetPlugin::Processed`, and `AssetPlugin::ProcessedDev` have been replaced with an `AssetMode` field on `AssetPlugin`. ```rust // before app.add_plugins(DefaultPlugins.set(AssetPlugin::Processed { /* fields here */ }) // after app.add_plugins(DefaultPlugins.set(AssetPlugin { mode: AssetMode::Processed, ..default() }) ``` This aligns `AssetPlugin` with our other struct-like plugins. The old "source" and "destination" `AssetProvider` fields in the enum variants have been replaced by the "asset source" system. You no longer need to configure the AssetPlugin to "point" to custom asset providers. ## AssetServerMode To improve the implementation of **Multiple Asset Sources**, `AssetServer` was made aware of whether or not it is using "processed" or "unprocessed" assets. You can check that like this: ```rust if asset_server.mode() == AssetServerMode::Processed { /* do something */ } ``` Note that this refactor should also prepare the way for building "one to many processed output files", as it makes the server aware of whether it is loading from processed or unprocessed sources. Meaning we can store and read processed and unprocessed assets differently! ## AssetPath can now refer to folders The "file only" restriction has been removed from `AssetPath`. The `AssetServer::load_folder` API now accepts an `AssetPath` instead of a `Path`, meaning you can load folders from other asset sources! ## Improved AssetPath Parsing AssetPath parsing was reworked to support sources, improve error messages, and to enable parsing with a single pass over the string. `AssetPath::new` was replaced by `AssetPath::parse` and `AssetPath::try_parse`. ## AssetWatcher broken out from AssetReader `AssetReader` is no longer responsible for constructing `AssetWatcher`. This has been moved to `AssetSourceBuilder`. ## Duplicate Event Debouncing Asset V2 already debounced duplicate filesystem events, but this was _input_ events. Multiple input event types can produce the same _output_ `AssetSourceEvent`. Now that we have `embedded_watcher`, which does expensive file io on events, it made sense to debounce output events too, so I added that! This will also benefit the AssetProcessor by preventing integrity checks for duplicate events (and helps keep the noise down in trace logs). ## Next Steps * **Port Built-in Shaders**: Currently the primary (and essentially only) user of `load_interal_asset` in Bevy's source code is "built-in shaders". I chose not to do that in this PR for a few reasons: 1. We need to add the ability to pass shader defs in to shaders via meta files. Some shaders (such as MESH_VIEW_TYPES) need to pass shader def values in that are defined in code. 2. We need to revisit the current shader module naming system. I think we _probably_ want to imply modules from source structure (at least by default). Ideally in a way that can losslessly convert asset paths to/from shader modules (to enable the asset system to resolve modules using the asset server). 3. I want to keep this change set minimal / get this merged first. * **Deprecate `load_internal_asset`**: we can't do that until we do (1) and (2) * **Relative Asset Paths**: This PR significantly increases the need for relative asset paths (which was already pretty high). Currently when loading dependencies, it is assumed to be an absolute path, which means if in an `AssetLoader` you call `context.load("some/path/image.png")` it will assume that is the "default" asset source, _even if the current asset is in a different asset source_. This will cause breakage for AssetLoaders that are not designed to add the current source to whatever paths are being used. AssetLoaders should generally not need to be aware of the name of their current asset source, or need to think about the "current asset source" generally. We should build apis that support relative asset paths and then encourage using relative paths as much as possible (both via api design and docs). Relative paths are also important because they will allow developers to move folders around (even across providers) without reprocessing, provided there is no path breakage.
…e#9736) # Objective As called out in bevyengine#9714, Bevy Asset V2 fails to hot-reload labeled assets whose source asset has changed (in cases where the root asset is not alive). ## Solution Track alive labeled assets for a given source asset and allow hot reloads in cases where a labeled asset is still alive.
# Objective Calling `asset_server.load("scene.gltf#SomeLabel")` will silently fail if `SomeLabel` does not exist. Referenced in bevyengine#9714 ## Solution We now detect this case and return an error. I also slightly refactored `load_internal` to make the logic / dataflow much clearer. --------- Co-authored-by: Pascal Hertleif <[email protected]>
# Objective The `AssetServer` and `AssetProcessor` do a lot of `AssetPath` cloning (across many threads). To store the path on the handle, to store paths in dependency lists, to pass an owned path to the offloaded thread, to pass a path to the LoadContext, etc , etc. Cloning multiple string allocations multiple times like this will add up. It is worth optimizing this. Referenced in bevyengine#9714 ## Solution Added a new `CowArc<T>` type to `bevy_util`, which behaves a lot like `Cow<T>`, but the Owned variant is an `Arc<T>`. Use this in place of `Cow<str>` and `Cow<Path>` on `AssetPath`. --- ## Changelog - `AssetPath` now internally uses `CowArc`, making clone operations much cheaper - `AssetPath` now serializes as `AssetPath("some_path.extension#Label")` instead of as `AssetPath { path: "some_path.extension", label: Some("Label) }` ## Migration Guide ```rust // Old AssetPath::new("logo.png", None); // New AssetPath::new("logo.png"); // Old AssetPath::new("scene.gltf", Some("Mesh0"); // New AssetPath::new("scene.gltf").with_label("Mesh0"); ``` `AssetPath` now serializes as `AssetPath("some_path.extension#Label")` instead of as `AssetPath { path: "some_path.extension", label: Some("Label) }` --------- Co-authored-by: Pascal Hertleif <[email protected]>
This adds support for **Multiple Asset Sources**. You can now register a named `AssetSource`, which you can load assets from like you normally would: ```rust let shader: Handle<Shader> = asset_server.load("custom_source://path/to/shader.wgsl"); ``` Notice that `AssetPath` now supports `some_source://` syntax. This can now be accessed through the `asset_path.source()` accessor. Asset source names _are not required_. If one is not specified, the default asset source will be used: ```rust let shader: Handle<Shader> = asset_server.load("path/to/shader.wgsl"); ``` The behavior of the default asset source has not changed. Ex: the `assets` folder is still the default. As referenced in bevyengine#9714 ## Why? **Multiple Asset Sources** enables a number of often-asked-for scenarios: * **Loading some assets from other locations on disk**: you could create a `config` asset source that reads from the OS-default config folder (not implemented in this PR) * **Loading some assets from a remote server**: you could register a new `remote` asset source that reads some assets from a remote http server (not implemented in this PR) * **Improved "Binary Embedded" Assets**: we can use this system for "embedded-in-binary assets", which allows us to replace the old `load_internal_asset!` approach, which couldn't support asset processing, didn't support hot-reloading _well_, and didn't make embedded assets accessible to the `AssetServer` (implemented in this pr) ## Adding New Asset Sources An `AssetSource` is "just" a collection of `AssetReader`, `AssetWriter`, and `AssetWatcher` entries. You can configure new asset sources like this: ```rust app.register_asset_source( "other", AssetSource::build() .with_reader(|| Box::new(FileAssetReader::new("other"))) ) ) ``` Note that `AssetSource` construction _must_ be repeatable, which is why a closure is accepted. `AssetSourceBuilder` supports `with_reader`, `with_writer`, `with_watcher`, `with_processed_reader`, `with_processed_writer`, and `with_processed_watcher`. Note that the "asset source" system replaces the old "asset providers" system. ## Processing Multiple Sources The `AssetProcessor` now supports multiple asset sources! Processed assets can refer to assets in other sources and everything "just works". Each `AssetSource` defines an unprocessed and processed `AssetReader` / `AssetWriter`. Currently this is all or nothing for a given `AssetSource`. A given source is either processed or it is not. Later we might want to add support for "lazy asset processing", where an `AssetSource` (such as a remote server) can be configured to only process assets that are directly referenced by local assets (in order to save local disk space and avoid doing extra work). ## A new `AssetSource`: `embedded` One of the big features motivating **Multiple Asset Sources** was improving our "embedded-in-binary" asset loading. To prove out the **Multiple Asset Sources** implementation, I chose to build a new `embedded` `AssetSource`, which replaces the old `load_interal_asset!` system. The old `load_internal_asset!` approach had a number of issues: * The `AssetServer` was not aware of (or capable of loading) internal assets. * Because internal assets weren't visible to the `AssetServer`, they could not be processed (or used by assets that are processed). This would prevent things "preprocessing shaders that depend on built in Bevy shaders", which is something we desperately need to start doing. * Each "internal asset" needed a UUID to be defined in-code to reference it. This was very manual and toilsome. The new `embedded` `AssetSource` enables the following pattern: ```rust // Called in `crates/bevy_pbr/src/render/mesh.rs` embedded_asset!(app, "mesh.wgsl"); // later in the app let shader: Handle<Shader> = asset_server.load("embedded://bevy_pbr/render/mesh.wgsl"); ``` Notice that this always treats the crate name as the "root path", and it trims out the `src` path for brevity. This is generally predictable, but if you need to debug you can use the new `embedded_path!` macro to get a `PathBuf` that matches the one used by `embedded_asset`. You can also reference embedded assets in arbitrary assets, such as WGSL shaders: ```rust #import "embedded://bevy_pbr/render/mesh.wgsl" ``` This also makes `embedded` assets go through the "normal" asset lifecycle. They are only loaded when they are actually used! We are also discussing implicitly converting asset paths to/from shader modules, so in the future (not in this PR) you might be able to load it like this: ```rust #import bevy_pbr::render::mesh::Vertex ``` Compare that to the old system! ```rust pub const MESH_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(3252377289100772450); load_internal_asset!(app, MESH_SHADER_HANDLE, "mesh.wgsl", Shader::from_wgsl); // The mesh asset is the _only_ accessible via MESH_SHADER_HANDLE and _cannot_ be loaded via the AssetServer. ``` ## Hot Reloading `embedded` You can enable `embedded` hot reloading by enabling the `embedded_watcher` cargo feature: ``` cargo run --features=embedded_watcher ``` ## Improved Hot Reloading Workflow First: the `filesystem_watcher` cargo feature has been renamed to `file_watcher` for brevity (and to match the `FileAssetReader` naming convention). More importantly, hot asset reloading is no longer configured in-code by default. If you enable any asset watcher feature (such as `file_watcher` or `rust_source_watcher`), asset watching will be automatically enabled. This removes the need to _also_ enable hot reloading in your app code. That means you can replace this: ```rust app.add_plugins(DefaultPlugins.set(AssetPlugin::default().watch_for_changes())) ``` with this: ```rust app.add_plugins(DefaultPlugins) ``` If you want to hot reload assets in your app during development, just run your app like this: ``` cargo run --features=file_watcher ``` This means you can use the same code for development and deployment! To deploy an app, just don't include the watcher feature ``` cargo build --release ``` My intent is to move to this approach for pretty much all dev workflows. In a future PR I would like to replace `AssetMode::ProcessedDev` with a `runtime-processor` cargo feature. We could then group all common "dev" cargo features under a single `dev` feature: ```sh # this would enable file_watcher, embedded_watcher, runtime-processor, and more cargo run --features=dev ``` ## AssetMode `AssetPlugin::Unprocessed`, `AssetPlugin::Processed`, and `AssetPlugin::ProcessedDev` have been replaced with an `AssetMode` field on `AssetPlugin`. ```rust // before app.add_plugins(DefaultPlugins.set(AssetPlugin::Processed { /* fields here */ }) // after app.add_plugins(DefaultPlugins.set(AssetPlugin { mode: AssetMode::Processed, ..default() }) ``` This aligns `AssetPlugin` with our other struct-like plugins. The old "source" and "destination" `AssetProvider` fields in the enum variants have been replaced by the "asset source" system. You no longer need to configure the AssetPlugin to "point" to custom asset providers. ## AssetServerMode To improve the implementation of **Multiple Asset Sources**, `AssetServer` was made aware of whether or not it is using "processed" or "unprocessed" assets. You can check that like this: ```rust if asset_server.mode() == AssetServerMode::Processed { /* do something */ } ``` Note that this refactor should also prepare the way for building "one to many processed output files", as it makes the server aware of whether it is loading from processed or unprocessed sources. Meaning we can store and read processed and unprocessed assets differently! ## AssetPath can now refer to folders The "file only" restriction has been removed from `AssetPath`. The `AssetServer::load_folder` API now accepts an `AssetPath` instead of a `Path`, meaning you can load folders from other asset sources! ## Improved AssetPath Parsing AssetPath parsing was reworked to support sources, improve error messages, and to enable parsing with a single pass over the string. `AssetPath::new` was replaced by `AssetPath::parse` and `AssetPath::try_parse`. ## AssetWatcher broken out from AssetReader `AssetReader` is no longer responsible for constructing `AssetWatcher`. This has been moved to `AssetSourceBuilder`. ## Duplicate Event Debouncing Asset V2 already debounced duplicate filesystem events, but this was _input_ events. Multiple input event types can produce the same _output_ `AssetSourceEvent`. Now that we have `embedded_watcher`, which does expensive file io on events, it made sense to debounce output events too, so I added that! This will also benefit the AssetProcessor by preventing integrity checks for duplicate events (and helps keep the noise down in trace logs). ## Next Steps * **Port Built-in Shaders**: Currently the primary (and essentially only) user of `load_interal_asset` in Bevy's source code is "built-in shaders". I chose not to do that in this PR for a few reasons: 1. We need to add the ability to pass shader defs in to shaders via meta files. Some shaders (such as MESH_VIEW_TYPES) need to pass shader def values in that are defined in code. 2. We need to revisit the current shader module naming system. I think we _probably_ want to imply modules from source structure (at least by default). Ideally in a way that can losslessly convert asset paths to/from shader modules (to enable the asset system to resolve modules using the asset server). 3. I want to keep this change set minimal / get this merged first. * **Deprecate `load_internal_asset`**: we can't do that until we do (1) and (2) * **Relative Asset Paths**: This PR significantly increases the need for relative asset paths (which was already pretty high). Currently when loading dependencies, it is assumed to be an absolute path, which means if in an `AssetLoader` you call `context.load("some/path/image.png")` it will assume that is the "default" asset source, _even if the current asset is in a different asset source_. This will cause breakage for AssetLoaders that are not designed to add the current source to whatever paths are being used. AssetLoaders should generally not need to be aware of the name of their current asset source, or need to think about the "current asset source" generally. We should build apis that support relative asset paths and then encourage using relative paths as much as possible (both via api design and docs). Relative paths are also important because they will allow developers to move folders around (even across providers) without reprocessing, provided there is no path breakage.
…e#9736) # Objective As called out in bevyengine#9714, Bevy Asset V2 fails to hot-reload labeled assets whose source asset has changed (in cases where the root asset is not alive). ## Solution Track alive labeled assets for a given source asset and allow hot reloads in cases where a labeled asset is still alive.
# Objective Calling `asset_server.load("scene.gltf#SomeLabel")` will silently fail if `SomeLabel` does not exist. Referenced in bevyengine#9714 ## Solution We now detect this case and return an error. I also slightly refactored `load_internal` to make the logic / dataflow much clearer. --------- Co-authored-by: Pascal Hertleif <[email protected]>
# Objective - Addresses **Support processing and loading files without extensions** from #9714 - Addresses **More runtime loading configuration** from #9714 - Fixes #367 - Fixes #10703 ## Solution `AssetServer::load::<A>` and `AssetServer::load_with_settings::<A>` can now use the `Asset` type parameter `A` to select a registered `AssetLoader` without inspecting the provided `AssetPath`. This change cascades onto `LoadContext::load` and `LoadContext::load_with_settings`. This allows the loading of assets which have incorrect or ambiguous file extensions. ```rust // Allow the type to be inferred by context let handle = asset_server.load("data/asset_no_extension"); // Hint the type through the handle let handle: Handle<CustomAsset> = asset_server.load("data/asset_no_extension"); // Explicit through turbofish let handle = asset_server.load::<CustomAsset>("data/asset_no_extension"); ``` Since a single `AssetPath` no longer maps 1:1 with an `Asset`, I've also modified how assets are loaded to permit multiple asset types to be loaded from a single path. This allows for two different `AssetLoaders` (which return different types of assets) to both load a single path (if requested). ```rust // Uses GltfLoader let model = asset_server.load::<Gltf>("cube.gltf"); // Hypothetical Blob loader for data transmission (for example) let blob = asset_server.load::<Blob>("cube.gltf"); ``` As these changes are reflected in the `LoadContext` as well as the `AssetServer`, custom `AssetLoaders` can also take advantage of this behaviour to create more complex assets. --- ## Change Log - Updated `custom_asset` example to demonstrate extension-less assets. - Added `AssetServer::get_handles_untyped` and Added `AssetServer::get_path_ids` ## Notes As a part of that refactor, I chose to store `AssetLoader`s (within `AssetLoaders`) using a `HashMap<TypeId, ...>` instead of a `Vec<...>`. My reasoning for this was I needed to add a relationship between `Asset` `TypeId`s and the `AssetLoader`, so instead of having a `Vec` and a `HashMap`, I combined the two, removing the `usize` index from the adjacent maps. --------- Co-authored-by: Alice Cecile <[email protected]>
# Objective - Addresses **Support processing and loading files without extensions** from bevyengine#9714 - Addresses **More runtime loading configuration** from bevyengine#9714 - Fixes bevyengine#367 - Fixes bevyengine#10703 ## Solution `AssetServer::load::<A>` and `AssetServer::load_with_settings::<A>` can now use the `Asset` type parameter `A` to select a registered `AssetLoader` without inspecting the provided `AssetPath`. This change cascades onto `LoadContext::load` and `LoadContext::load_with_settings`. This allows the loading of assets which have incorrect or ambiguous file extensions. ```rust // Allow the type to be inferred by context let handle = asset_server.load("data/asset_no_extension"); // Hint the type through the handle let handle: Handle<CustomAsset> = asset_server.load("data/asset_no_extension"); // Explicit through turbofish let handle = asset_server.load::<CustomAsset>("data/asset_no_extension"); ``` Since a single `AssetPath` no longer maps 1:1 with an `Asset`, I've also modified how assets are loaded to permit multiple asset types to be loaded from a single path. This allows for two different `AssetLoaders` (which return different types of assets) to both load a single path (if requested). ```rust // Uses GltfLoader let model = asset_server.load::<Gltf>("cube.gltf"); // Hypothetical Blob loader for data transmission (for example) let blob = asset_server.load::<Blob>("cube.gltf"); ``` As these changes are reflected in the `LoadContext` as well as the `AssetServer`, custom `AssetLoaders` can also take advantage of this behaviour to create more complex assets. --- ## Change Log - Updated `custom_asset` example to demonstrate extension-less assets. - Added `AssetServer::get_handles_untyped` and Added `AssetServer::get_path_ids` ## Notes As a part of that refactor, I chose to store `AssetLoader`s (within `AssetLoaders`) using a `HashMap<TypeId, ...>` instead of a `Vec<...>`. My reasoning for this was I needed to add a relationship between `Asset` `TypeId`s and the `AssetLoader`, so instead of having a `Vec` and a `HashMap`, I combined the two, removing the `usize` index from the adjacent maps. --------- Co-authored-by: Alice Cecile <[email protected]>
I would make a PR for this if its ok, just for clarification: Do we want to change the behavior of |
Yeah that would be welcome! I think we might want two AssetActions (names TBD):
However I think implementing |
Starting work on folder meta and per-type defaults here... #13785 |
I think comfortable N to one processing could be done using meta defaults and @BeastLe9enD 's ignore feature. You could ignore the input assets using a meta_default file and have the processing rule in another asset type. So, for a texture atlas, you'd have the pngs be ignored by png.meta_default and a texture_atlas.meta_default would describe how to process the texture atlas. (Or my_items.texture_atlas.meta if you wanted to customize a particular atlas... etc...) (In my testing of this idea, a RawTextureAtlasLoader reads the images and TextureAtlasTransformer turns it into an atlas. With some other minor changes, the resulting stitched image and TextureAtlasLayout are written by a TextureAtlasSaver.) To finish that entire chain of thought, we would need:
|
Bevy Asset V2 PR is merged, but there is still plenty of followup work to do! This issue exists to enumerate and track all of this work, although I suspect once the dust settles and we resolve the important stuff, we'll eventually want to close this rather than keep it alive indefinitely.
Immediate Short Term Followups And Tweaks
These are relatively scoped tweaks and fixes that should be resolved in the short term, prior to kicking off other larger efforts.
Add a changelog entry to the Bevy Asset V2 PRload
for non-existent labeled assets fails silentlyIgnore
AssetAction that does not copy the asset to the imported_assets folder.TODO
comment inassets.rs
)Larger Next Steps / Things to Investigate
These are larger changes and features that we will ultimately want.
Assets
collection currently usesOption<T>
for internal asset storage, which should allow us to remove a value while still keeping it "alive" ... is this the right path? This will require some investigation.webserver://some_path/image.png
backed by an Http webserver AssetReader). The "default" asset reader would use normalsome_path/image.png
paths. Ideally this works in combination with multiple AssetWatchers for hot-reloadingstd::any::type_name
. This makes defining assets easier (no need to generate a new uuid / use weird proc macro syntax). It also makes reading meta files easier (because things have "friendly names"). We also use type names for components in scene files. If they are good enough for components, they are good enough for assets. And consistency across Bevy pillars is desirable. However,std::any::type_name
is not guaranteed to be stable (although in practice it is). We've developed a stable type path to resolve this, which should be adopted when it is ready..meta
file already has its own format version. Migrating that to new versions should also be possible. We should support migrations well before the release after Bevy Asset V2 lands (aka before Bevy 0.13).asset_server.load_asset(StandardMaterial::default())
. I think with some cleverness we could also do this formaterials.add(StandardMaterial::default())
, making tracking work "everywhere". There are challenges here relating to change detection / ensuring the server is made aware of dependency changes. This could be expensive in some cases.handle.is_loaded()
would be very cool). Should we store the entire asset and remove theAssets<T>
collection? (Arc<RwLock<Option<Image>>>
?).meta
or.folder_meta
file). Things like "default to linear filtering for all Images in this folder".debug://bevy_pbr/src/render/pbr.wgsl
asset paths) in combination with an AssetWatcher for that asset source and support for "manually loading pats with asset bytes instead of AssetReaders". The old DebugAssetServer was quite nasty and I'd love to avoid that hackery going forward.subdivide_mesh
transform, followed by aflip_normals
transform, then save the mesh to an efficient compressed format).The text was updated successfully, but these errors were encountered: