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Asset server panics with "asset paths must have extensions" #10703
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juh9870
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C-Bug
An unexpected or incorrect behavior
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Nov 22, 2023
alice-i-cecile
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A-Assets
Load files from disk to use for things like images, models, and sounds
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Nov 23, 2023
Is this fixed with #10153? |
Yes I believe this issue will also be resolved. I replaced that |
github-merge-queue bot
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Jan 31, 2024
# 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 <alice.i.cecile@gmail.com>
tjamaan
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Feb 6, 2024
# 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 <alice.i.cecile@gmail.com>
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Bevy version
0.12.0
[Optional] Relevant system information
What you did
Attempted to load a folder that contains
.directory
files generated by Dolphin file explorerWhat went wrong
Method
get_meta_path
causes asset server to panic with a failed assertionAdditional information
Debugger screenshot from the moment of panic
Offending code:
bevy/crates/bevy_asset/src/io/mod.rs
Lines 248 to 258 in bf30a25
The text was updated successfully, but these errors were encountered: