Headless remote assets issues (#94)

Co-authored-by: Danny McGee <dannymcgee@gmail.com>
This commit is contained in:
Lee-Orr
2024-03-20 21:45:09 -04:00
committed by GitHub
parent 0eff115eb5
commit 89487e5889
9 changed files with 42 additions and 6 deletions
Generated
+14
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@@ -305,6 +305,19 @@ dependencies = [
"futures-core",
]
[[package]]
name = "async-compat"
version = "0.2.3"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "f68a707c1feb095d8c07f8a65b9f506b117d30af431cab89374357de7c11461b"
dependencies = [
"futures-core",
"futures-io",
"once_cell",
"pin-project-lite",
"tokio",
]
[[package]]
name = "async-executor"
version = "1.8.0"
@@ -4851,6 +4864,7 @@ name = "studio"
version = "0.1.0"
dependencies = [
"anyhow",
"async-compat",
"bevy",
"bevy-inspector-egui",
"bevy_mod_outline",
@@ -5,6 +5,10 @@
background: #242433;
}
sts-scene-data-provider {
display: contents;
}
// Layout utilities
.v-start, .v-end, .h-start, .h-end, .h-center {
position: absolute;
@@ -18,6 +18,7 @@ import { ImageInfo, LcmClient } from "./lcm-client";
import "@storyteller/studio-web/canvas-provider";
import "@storyteller/studio-web/loading";
import "@storyteller/studio-web/scene-data-provider";
import "@storyteller/studio-web/scene-hierarchy";
import "@storyteller/studio-web/studio";
import "@storyteller/studio-web/transform-toolbar";
@@ -173,6 +174,7 @@ export class AppElement extends LitElement {
protected override render = () => html`
<sts-canvas-provider class="app-root">
<sts-scene-data-provider>
<div
class="hierarchy-wrapper"
style=${styleMap({ width: `${this.hierarchyWidth}px` })}
@@ -297,6 +299,7 @@ export class AppElement extends LitElement {
${this.loading ? html`
<sts-loading></sts-loading>
` : nothing}
</sts-scene-data-provider>
</sts-canvas-provider>
`
}
+1
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@@ -50,6 +50,7 @@ space_editor = {git = "https://github.com/rewin123/space_editor", rev = "ce83f86
anyhow.workspace = true
serde_repr = "0.1.18"
bevy_tweening = "0.9"
async-compat = "0.2"
[dependencies.reqwest]
version = "0.11.24"
+1 -1
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@@ -41,7 +41,7 @@
"headless": {
"executor": "nx:run-commands",
"options": {
"command": "cargo run -p studio --bin studio-headless -- {args}"
"command": "cargo run -p studio --bin studio-headless --"
}
},
"test": {
+4 -1
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@@ -4,6 +4,7 @@ use bevy::{
app::{AppExit, ScheduleRunnerPlugin},
prelude::*,
};
use bevy_web_asset::WebAssetPlugin;
use space_editor::prelude::{EditorEvent, EditorPrefabPath};
use wgpu::Extent3d;
@@ -12,7 +13,7 @@ use crate::{
scene::SceneState,
screenshot::{ScreenCapture, ScreenShotPlugin},
BvhPlugin, CommonPlugins, LoadLibraryObjectEvent, LoadSceneEvent, MainCamera,
MixamoImportEvent, MixamoPlugin, SkyboxId, StudioMode, WorldGridPlugin,
MixamoImportEvent, MixamoPlugin, RemoteAssetPlugin, SkyboxId, StudioMode, WorldGridPlugin,
};
#[derive(Debug, Resource, Clone)]
@@ -42,6 +43,8 @@ pub fn start_headless(
app.add_plugins((
ScheduleRunnerPlugin::run_loop(Duration::from_secs_f64(1.0 / fps as f64)),
WebAssetPlugin,
RemoteAssetPlugin,
DefaultPlugins.set(WindowPlugin {
primary_window: None,
exit_condition: bevy::window::ExitCondition::DontExit,
+3 -2
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@@ -1,5 +1,6 @@
use std::{io::ErrorKind, path::Path};
use async_compat::Compat;
use bevy::{
asset::io::{AssetReader, AssetReaderError, PathStream, Reader, VecReader},
prelude::*,
@@ -22,7 +23,7 @@ impl AssetReader for RemoteAssetReader {
&'a self,
path: &'a Path,
) -> BoxedFuture<'a, Result<Box<Reader<'a>>, AssetReaderError>> {
Box::pin(async move {
Box::pin(Compat::new(async move {
let token = path
.ext_file_prefix()
.ok_or_else(|| {
@@ -82,7 +83,7 @@ impl AssetReader for RemoteAssetReader {
let reader: Box<Reader> = Box::new(VecReader::new(bytes));
Ok(reader)
})
}))
}
fn read_meta<'a>(
+11 -2
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@@ -145,8 +145,19 @@ pub struct LoadingQueue {
fn check_loading(
mut loading_queue: ResMut<LoadingQueue>,
mut st_next: ResMut<NextState<SceneState>>,
r_scene_state: Res<State<SceneState>>,
asset_server: Res<AssetServer>,
) {
// Avoid transitioning from `SceneState::None` directly to `SceneState::Active`.
// We will always be initializing the scene with _something_, so if the
// `LoadingQueue` is empty when we're in `SceneState::None`, it just means
// our startup routine hasn't yet gotten to the point of processing any
// `Handle<T>`s.
if loading_queue.queue.is_empty() && **r_scene_state == SceneState::Loading {
st_next.set(SceneState::Active);
return;
}
if !loading_queue.queue.is_empty() {
//filter queue to only include notloaded assets
@@ -179,8 +190,6 @@ fn check_loading(
} else {
st_next.set(SceneState::Loading);
}
} else {
st_next.set(SceneState::Active);
}
}
+1
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@@ -46,6 +46,7 @@ const mimeTypes = {
".otf": "font/otf",
".png": "image/png",
".rar": "application/x-rar-compressed",
".ron": "text/ron",
".svg": "image/svg+xml",
".tiff": "image/tiff",
".ttf": "font/ttf",