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Add directory related functions to AndroidAssetReader #11495

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@esensar esensar commented Jan 23, 2024

Objective

Solution

  • Uses open_dir to read directories and collects child list, since it can't be shared across threads.
  • For is_directory, uses result of open, which will fail for directories. I tried using the result of open_dir for this, but it was successful for files too, which made loading folders return empty lists, since open_dir was successful and treated all files as empty directories.
  • Ignoring meta files was copied from filesystem implementation

Changelog

  • Fixed: Android's AssetReader implementation now supports read_directory and is_directory.

Notes

I noticed late that there was the #9968 issue (I only noticed #9591), so I have also missed that a PR was already open (#9969). Feel free to copy over the fixes from this one over there.
The only difference I notice between these 2, is that I have used open instead of open_dir for is_directory implementation. I have tried with open_dir too, but unfortunately that didn't work. I tested this on an actual device, using the mobile example, by making some minor changes:

#[derive(Resource)]
struct FolderAssets(Handle<LoadedFolder>);

// the `bevy_main` proc_macro generates the required boilerplate for iOS and Android
#[bevy_main]
fn main() {
    // ...
    .add_systems(Startup, (setup_scene, load_music_files))
    .add_systems(
        Update,
        // Removed the handle_lifetime since AudioBundle is added later
        (touch_camera, button_handler, setup_music),
    );
   // ...
}

fn load_music_files(asset_server: Res<AssetServer>, mut commands: Commands) {
    let sounds = asset_server.load_folder("sounds");
    commands.insert_resource(FolderAssets(sounds));
}

fn setup_music(
    mut commands: Commands,
    folders: Res<Assets<LoadedFolder>>,
    mut loaded_event: EventReader<AssetEvent<LoadedFolder>>,
) {
    for event in loaded_event.read() {
        if let AssetEvent::LoadedWithDependencies { id } = event {
            if let Some(folder) = folders.get(*id) {
                warn!("Folder items: {:?}", folder.handles);
                if let Some(source) = folder.handles.first() {
                    commands.spawn(AudioBundle {
                        source: source.clone().typed::<AudioSource>(),
                        settings: PlaybackSettings::LOOP,
                    });
                }
            }
        }
    }
}

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@alice-i-cecile alice-i-cecile added C-Enhancement A new feature A-Assets Load files from disk to use for things like images, models, and sounds O-Android Specific to the Android mobile operating system labels Jan 23, 2024
crates/bevy_asset/src/io/android.rs Outdated Show resolved Hide resolved
crates/bevy_asset/src/io/android.rs Show resolved Hide resolved
crates/bevy_asset/src/io/android.rs Outdated Show resolved Hide resolved
crates/bevy_asset/src/io/android.rs Outdated Show resolved Hide resolved
esensar and others added 2 commits January 26, 2024 10:40
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@Kanabenki Kanabenki left a comment

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LGTM!

@esensar seems like I can't resolve the remaining threads from my previous review for some reason, but you should be able to.

Co-authored-by: François Mockers <francois.mockers@vleue.com>
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@kristoff3r kristoff3r left a comment

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I haven't tested it myself but given the constraints the code seems reasonable.

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A-Assets Load files from disk to use for things like images, models, and sounds C-Enhancement A new feature O-Android Specific to the Android mobile operating system
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directories support on android
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