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use std::{
path::{Path, PathBuf},
pin::Pin,
sync::{
atomic::{AtomicU32, Ordering::SeqCst},
Arc,
},
};
use append_only_vec::AppendOnlyVec;
use bones_utils::prelude::*;
use dashmap::DashMap;
use event_listener::{Event, EventListener};
use futures_lite::future::Boxed as BoxedFuture;
use parking_lot::Mutex;
use semver::VersionReq;
use crate::prelude::*;
/// The unique ID for an asset pack.
///
/// Asset pack IDs are made up of a human-readable label, and a unique identifier. For example:
///
/// > awesome-pack_01h502c309fddv1vq1gwa918e8
///
/// These IDs can be generated with the [TypeID gen][gen] utility.
///
/// [gen]: https://zicklag.github.io/type-id-gen/
pub type AssetPackId = LabeledId;
/// An asset pack contains assets that are loaded by the game.
///
/// The game's built-in assets are contained the the core asset pack, and mods or other assets may
/// also be loaded.
#[derive(Clone, Debug)]
pub struct AssetPack {
/// The display name of the asset pack.
pub name: String,
/// The unique ID of the asset pack.
pub id: AssetPackId,
/// The version number of the asset pack.
pub version: Version,
/// The game [`VersionReq`] this asset pack is compatible with.
pub game_version: VersionReq,
/// Schemas provided in the asset pack.
pub schemas: Vec<&'static Schema>,
/// The root asset for the asset pack.
pub root: UntypedHandle,
}
/// Specifies an asset pack, and it's exact version.
#[derive(Clone, Debug, PartialEq, Eq, Hash)]
pub struct AssetPackSpec {
/// The ID of the asset pack.
pub id: AssetPackId,
/// The version of the asset pack.
pub version: Version,
}
impl std::fmt::Display for AssetPackSpec {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let Self { id, version } = self;
write!(f, "{id}@{version}")
}
}
/// A requirement specifier for an asset pack, made up of the asset pack's [`LabeledId`] and it's
/// [`VersionReq`].
#[derive(Debug, Clone)]
pub struct AssetPackReq {
/// The asset pack ID.
pub id: LabeledId,
/// The version of the asset pack.
pub version: VersionReq,
}
/// A schema reference, containing the ID of the pack that defined the schema, and the name of the
/// schema in the pack.
#[derive(Clone, Debug)]
pub struct SchemaPath {
/// The ID of the pack, or [`None`] if it refers to the core pack.
pub pack: Option<AssetPackReq>,
/// The name of the schema.
pub name: String,
}
/// Struct containing all the game's loaded assets, including the default assets and
/// asset-packs/mods.
pub struct LoadedAssets {
/// The game's default asset pack.
pub default: UntypedHandle,
/// Extra asset packs. The key is the the name of the asset pack.
pub packs: HashMap<String, UntypedHandle>,
}
/// The progress that has been made loading the game assets.
#[derive(Debug, Clone, Default)]
pub struct AssetLoadProgress {
assets_to_load: Arc<AtomicU32>,
assets_downloaded: Arc<AtomicU32>,
assets_loaded: Arc<AtomicU32>,
assets_errored: Arc<AtomicU32>,
/// The event notifier that is used to wake interested tasks that are waiting for asset load
/// to progress.
event: Arc<Event>,
}
impl AssetLoadProgress {
/// Increment the number of assets that need to be loaded by one.
pub fn inc_to_load(&self) {
self.assets_to_load.fetch_add(1, SeqCst);
}
/// Increment the number of assets that have errored during loading.
pub fn inc_errored(&self) {
self.assets_errored.fetch_add(1, SeqCst);
}
/// Increment the number of assets that have been downloaded by one.
pub fn inc_downloaded(&self) {
self.assets_downloaded.fetch_add(1, SeqCst);
}
/// Increment the number of assets that have been loaded by one.
pub fn inc_loaded(&self) {
self.assets_loaded.fetch_add(1, SeqCst);
self.event.notify(usize::MAX);
}
/// Get whether or not all the assets are done loading.
///
/// > **Note:** Assets that have errored while loading are still counted as "done loading".
pub fn is_finished(&self) -> bool {
let loaded = self.assets_loaded.load(SeqCst);
let pending = self.assets_to_load.load(SeqCst);
let errored = self.assets_errored.load(SeqCst);
loaded != 0 && (loaded + errored) == pending
}
/// Get the number of assets that have been downloaded and loaded by their asset loaders.
pub fn loaded(&self) -> u32 {
self.assets_loaded.load(SeqCst)
}
/// Get the number of assets that have errored while loading.
pub fn errored(&self) -> u32 {
self.assets_errored.load(SeqCst)
}
/// Get the number of assets that must be loaded.
///
/// Since assets are discovered as they are loaded this number may not be the final
/// asset count and may increase as more assets are discovered.
pub fn to_load(&self) -> u32 {
self.assets_to_load.load(SeqCst)
}
/// Get the number of assets that have had their data downloaded. Once an asset is downloaded
/// we have the raw bytes, but it may not have been processed by it's asset loader.
pub fn downloaded(&self) -> u32 {
self.assets_downloaded.load(SeqCst)
}
/// Get an event listener that will be notified each time asset load progress
/// has been updated.
pub fn listen(&self) -> Pin<Box<EventListener>> {
self.event.listen()
}
}
// TODO: Think of alternative to dashmap.
// Dashmap is annoying to use because it wraps all returned assets from our API in dashmap
// its reference container type to manage the locking. We should try to come up with a
// way to manage the concurrent asset loading without requring the locks if possible.
/// Stores assets for later retrieval.
#[derive(Default, Clone, Debug)]
pub struct AssetStore {
/// Maps the handle of the asset to it's content ID.
pub asset_ids: DashMap<UntypedHandle, Cid>,
/// Content addressed cache of raw bytes for asset data.
///
/// Storing asset data in this ways allows you to easily replicate assets to other players over
/// the network by comparing available [`Cid`]s.
pub asset_data: DashMap<Cid, Vec<u8>>,
/// Maps asset content IDs, to assets that have been loaded by an asset loader from the raw
/// bytes.
pub assets: DashMap<Cid, LoadedAsset>,
/// Maps the asset [`AssetLoc`] to it's handle.
pub path_handles: DashMap<AssetLoc, UntypedHandle>,
/// List of assets that depend on the given assets.
pub reverse_dependencies: DashMap<UntypedHandle, HashSet<UntypedHandle>>,
/// Lists the packs that have not been loaded due to an incompatible game version.
pub incompabile_packs: DashMap<String, PackfileMeta>,
/// The core asset pack, if it's been loaded.
pub core_pack: Arc<Mutex<Option<AssetPack>>>,
/// The asset packs that have been loaded.
pub packs: DashMap<AssetPackSpec, AssetPack>,
/// Maps the directory names of asset packs to their [`AssetPackSpec`].
pub pack_dirs: DashMap<String, AssetPackSpec>,
}
/// Contains that path to an asset, and the pack_dir that it was loaded from.
///
/// A pack of [`None`] means that it was loaded from the core pack.
#[derive(Clone, PartialEq, Eq, Hash, Debug)]
pub struct AssetLoc {
/// The path to the asset in it's pack.
pub path: PathBuf,
/// The pack_dir of the pack that the asset is in.
pub pack: Option<String>,
}
impl AssetLoc {
/// Borrow as an [`AssetLocRef`].
pub fn as_ref(&self) -> AssetLocRef {
AssetLocRef {
pack: self.pack.as_deref(),
path: &self.path,
}
}
}
impl From<&AssetLocRef<'_>> for AssetLoc {
fn from(value: &AssetLocRef<'_>) -> Self {
AssetLoc {
path: value.path.to_owned(),
pack: value.pack.map(|x| x.to_owned()),
}
}
}
/// A borrowed version of [`AssetLoc`].
#[derive(Clone, PartialEq, Eq, Hash, Debug, Copy)]
pub struct AssetLocRef<'a> {
/// The path to the asset in it's pack.
pub path: &'a Path,
/// The pack_dir of the pack that the asset is in.
pub pack: Option<&'a str>,
}
impl<'a> From<(&'a Path, Option<&'a str>)> for AssetLocRef<'a> {
fn from((path, pack): (&'a Path, Option<&'a str>)) -> Self {
Self { pack, path }
}
}
impl AssetLocRef<'_> {
/// Clone data to an owned [`AssetLoc`].
pub fn to_owned(&self) -> AssetLoc {
self.into()
}
}
/// An asset that has been loaded.
#[derive(Clone, Debug, Deref, DerefMut)]
pub struct LoadedAsset {
/// The content ID of the loaded asset.
///
/// This is a hash of the contents of the asset's binary data and all of the cids of it's
/// dependencies.
pub cid: Cid,
/// The asset pack this was loaded from, or [`None`] if it is from the default pack.
pub pack_spec: Option<AssetPackSpec>,
/// The pack and path the asset was loaded from.
pub loc: AssetLoc,
/// The content IDs of any assets needed by this asset as a dependency.
pub dependencies: Vec<UntypedHandle>,
/// The loaded data of the asset.
#[deref]
pub data: SchemaBox,
}
/// An identifier for an asset.
#[derive(Clone, Debug, Eq, PartialEq, Hash, Default)]
pub struct AssetInfo {
/// The unique ID of the asset pack this asset is located in.
pub pack: Cid,
/// The path to the asset, relative to the root of the asset pack.
pub path: PathBuf,
}
/// Context provided to custom asset loaders in the [`AssetLoader::load`] method.
pub struct AssetLoadCtx {
/// The asset server.
pub asset_server: AssetServer,
/// The location of the asset.
pub loc: AssetLoc,
/// The [`Cid`]s of the assets this asset depends on.
///
/// This is automatically updated when calling [`AssetLoadCtx::load_asset`].
pub dependencies: Arc<AppendOnlyVec<UntypedHandle>>,
}
impl AssetLoadCtx {
/// Load another asset as a child of this asset.
pub fn load_asset(&mut self, path: &Path) -> anyhow::Result<UntypedHandle> {
let handle = self.asset_server.load_asset(AssetLocRef {
path,
pack: self.loc.as_ref().pack,
});
self.dependencies.push(handle);
Ok(handle)
}
}
/// A custom assset loader.
pub trait AssetLoader: Sync + Send + 'static {
/// Load the asset from raw bytes.
fn load(&self, ctx: AssetLoadCtx, bytes: &[u8]) -> BoxedFuture<anyhow::Result<SchemaBox>>;
}
/// A custom asset loader implementation for a metadata asset.
///
/// This is similar in purpose to implementing [`AssetLoader`], but instead of loading from bytes,
/// it loads from the deserialized [`SchemaRefMut`] of a metadata asset and must be added as a
/// schema type data.
#[derive(HasSchema)]
#[schema(no_clone, no_default)]
pub struct SchemaMetaAssetLoader(
pub fn(
ctx: &mut MetaAssetLoadCtx,
ptr: SchemaRefMut<'_>,
deserialzer: &mut dyn erased_serde::Deserializer,
) -> anyhow::Result<()>,
);
impl SchemaMetaAssetLoader {
/// Load the asset
pub fn load<'a, 'de, D>(
&self,
ctx: &mut MetaAssetLoadCtx,
ptr: SchemaRefMut<'a>,
deserializer: D,
) -> Result<(), erased_serde::Error>
where
D: serde::Deserializer<'de>,
{
use serde::de::Error;
let mut de = <dyn erased_serde::Deserializer>::erase(deserializer);
(self.0)(ctx, ptr, &mut de).map_err(|e| erased_serde::Error::custom(e.to_string()))
}
}
/// A [type data][bones_schema::alloc::TypeDatas] that indicates how to load a type as an asset.
#[derive(HasSchema)]
#[schema(opaque, no_default, no_clone)]
pub enum AssetKind {
/// This is a metadata asset that can be loaded from JSON or YAML files.
Metadata {
/// The `extension` is the portion of the extension that comes before the `.json`, `.yml`,
/// or `.yaml` extension. For example, if the `extension` was set to `weapon`, then the asset
/// could be loaded from `.weapon.json`, `.weapon.yml`, or `.weapon.yaml` files.
extension: String,
},
/// An asset with a custom asset loader.
Custom {
/// The loader implementation for the asset.
loader: Box<dyn AssetLoader>,
/// The list of file extensions to load this asset from.
extensions: Vec<String>,
},
}
/// Helper function to return type data for a metadata asset.
///
/// # Example
///
/// This is meant to be used in a `type_data` attribute when deriving [`HasSchema`].
///
/// ```
/// # use bones_asset::prelude::*;
/// # use glam::*;
/// #[derive(HasSchema, Default, Clone)]
/// #[type_data(metadata_asset("atlas"))]
/// #[repr(C)]
/// struct AtlasMeta {
/// pub tile_size: Vec2,
/// pub grid_size: UVec2,
/// }
/// ```
pub fn metadata_asset(extension: &str) -> AssetKind {
AssetKind::Metadata {
extension: extension.into(),
}
}
/// Helper function to return type data for a custom asset loader.
///
/// # Example
///
/// This is meant to be used in a `type_data` attribute when deriving [`HasSchema`].
///
/// ```
/// # use bones_asset::prelude::*;
/// #[derive(HasSchema, Default, Clone)]
/// #[type_data(asset_loader("png", PngLoader))]
/// #[repr(C)]
/// struct Image {
/// data: SVec<u8>,
/// width: u32,
/// height: u32,
/// }
///
/// struct PngLoader;
/// impl AssetLoader for PngLoader {
/// fn load(&self, ctx: AssetLoadCtx, data: &[u8]) -> BoxedFuture<anyhow::Result<SchemaBox>> {
/// Box::pin(async move {
/// todo!("Load PNG from data");
/// })
/// }
/// }
/// ```
pub fn asset_loader<L: AssetLoader, E: Into<AssetExtensions>>(
extensions: E,
loader: L,
) -> AssetKind {
AssetKind::Custom {
loader: Box::new(loader),
extensions: extensions.into().0,
}
}
/// Helper type for storing asset extensions.
pub struct AssetExtensions(Vec<String>);
impl<'a, const N: usize> From<[&'a str; N]> for AssetExtensions {
fn from(value: [&'a str; N]) -> Self {
Self(value.iter().map(|x| x.to_string()).collect())
}
}
impl<'a> From<&'a str> for AssetExtensions {
fn from(value: &'a str) -> Self {
Self(vec![value.to_string()])
}
}