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[Merged by Bors] - Asset re-loading while it's being deleted #2011

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@mockersf mockersf commented Apr 25, 2021

fixes #824
fixes #1956

  • marked asset loading methods as must_use
  • fixed asset re-loading while asset is still loading to work as comment is describing code
  • introduced a 1 frame delay between unused asset marking and actual asset removal

@mockersf mockersf added A-Assets Load files from disk to use for things like images, models, and sounds C-Bug An unexpected or incorrect behavior labels Apr 25, 2021
Co-Authored-By: Nathan Ward <[email protected]>
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I believe this PR could be marked as ready-for-cart, unless someone else seeing any issues with the implementation.

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cart commented May 4, 2021

Looks good to me / behaves as expected in my tests:

Despawning a SpriteBundle entity with a texture material:

  • frame X: despawn
  • frame X + 1: free material (which relies on texture)
  • frame X + 2: nothing
  • frame X + 3: free texture

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cart commented May 4, 2021

This does imply that deeply nested dependency chains will now take longer to free up resources. Ex: something with 30 nested dependencies will be freed over the course of 30 deps * 2 frames / 60 fps = 1 second. But I think thats fine

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cart commented May 4, 2021

bors r+

bors bot pushed a commit that referenced this pull request May 4, 2021
fixes #824
fixes #1956 

* marked asset loading methods as `must_use`
* fixed asset re-loading while asset is still loading to work as comment is describing code
* introduced a 1 frame delay between unused asset marking and actual asset removal
@bors bors bot changed the title Asset re-loading while it's being deleted [Merged by Bors] - Asset re-loading while it's being deleted May 4, 2021
@bors bors bot closed this May 4, 2021
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mockersf commented May 4, 2021

30 deps * 2 frames / 60 fps = 1 second.

If that becomes an issue, the number of frames spent can be divided by 2 by marking unused assets in a separate system at the end of the frame, after all handles have been freed

ostwilkens pushed a commit to ostwilkens/bevy that referenced this pull request Jul 27, 2021
fixes bevyengine#824
fixes bevyengine#1956 

* marked asset loading methods as `must_use`
* fixed asset re-loading while asset is still loading to work as comment is describing code
* introduced a 1 frame delay between unused asset marking and actual asset removal
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