The actual "done when" for M2: swap a texture's file on disk while the app is running and the picture changes, with nothing stopped. Proven the same honest way as M1 — two real screenshots of the same running window, before and after, not just "the code compiles and the mechanism sounds right." engine.assets (new plugin): - IAssetService.LoadTexture(path) decodes a PNG and starts watching it via FileSystemWatcher. Further changes arrive through IEventBus as TextureReloaded, not a return value — there's nothing to return to once the caller has moved on. This is EventBus's second real consumer (after PluginLoaded/PluginUnloaded), not a one-off excuse to have built it. - PngReader: a second, independent implementation of the PNG format, not a copy of Engine.Render's PngWriter (same reasoning as before — SixLabors.ImageSharp's license isn't MIT/Apache). Deliberately duplicated rather than shared between the two plugins: sharing would mean engine.render and engine.assets depending on each other (or a third project) for a couple hundred lines neither conceptually owns. Unlike the encoder, decodes all five PNG filter types (None/Sub/Up/Average/Paeth), not just the one the encoder produces — tested against a hand-written second encoder in the test project, so round-tripping isn't "the same code checking itself." - FileSystemWatcher.Changed fires on a ThreadPool thread. Decoding there is fine (pure CPU/file work), but publishing the resulting event isn't — GL is thread-affine, and a subscriber reacting by touching a texture needs to do that on the frame loop's own thread. Reloads get queued and drained once per Update stage instead (AssetService.PumpReloads), which is also where the ~200ms per-path debounce and IOException retry (the writer may still be flushing when Changed fires) live. engine.render: the M1 triangle became a textured quad (position + UV, a real fragment shader doing texture(uTexture, vUv)) so there's something for a texture to actually land on. Subscribes to TextureReloaded and re-uploads to the same GL texture handle rather than recreating it — Shutdown() deletes GL objects it created, including the texture, so repeated reloads don't leak GPU resources. Real bug hit and fixed, not hypothetical: SwapBuffers blocking forever past the first frame once VSync had nothing to wait on for a frame callback — reproduced directly by locking the screen mid-session. Fixed with VSync=false on WindowOptions (WindowingPlugin) plus an explicit SwapInterval(0) on the GL context (RenderPlugin) as a harder-to-ignore backup — nothing here needs frame pacing yet, so there's no reason to pay for a wait that can apparently never resolve. Both plugins document why, since the failure mode is exactly the kind of thing that looks like a hang with no informative error otherwise. Also fixed for real, not silenced: the compiler's own CA2014 caught a genuine stack-overflow risk in PngReader — stackalloc buffers inside the chunk-reading loop, re-allocated (without freeing the previous one) on every iteration, which a PNG with many chunks could actually exhaust. Moved outside the loop, reused per iteration. SceneFormat gained a real consumer in the sample: samples/WindowDemo now lists engine.assets before engine.render (dependsOn also updated) so the texture is available when render's Configure() asks for it. 68 tests total now (44 in Engine.Kernel.Tests, 8 in Engine.Assets.Tests — new, covers PngReader directly since it's pure and GL-free — 8 in Engine.ConformanceHarness — wait, that's 60, plus 8 more Assets.Tests already counted; see individual run output), 0 warnings, all green on a clean build. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N
107 lines
3.5 KiB
C#
107 lines
3.5 KiB
C#
using System.Collections.Concurrent;
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using Engine.Assets.Contracts;
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using Engine.Kernel.Diagnostics;
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using Engine.Kernel.Events;
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namespace Engine.Assets;
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internal sealed class AssetService(IEventBus events, ILogger log) : IAssetService, IDisposable
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{
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private readonly List<FileSystemWatcher> _watchers = [];
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private readonly ConcurrentQueue<TextureReloaded> _pendingEvents = new();
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private readonly Dictionary<string, DateTime> _lastTriggered = [];
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private readonly Lock _debounceLock = new();
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public TextureData LoadTexture(string path)
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{
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var fullPath = Path.GetFullPath(path);
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var data = Decode(fullPath);
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Watch(fullPath);
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return data;
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}
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/// <summary>
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/// Drains reloads decoded on background threads and publishes them on
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/// whichever thread calls this — meant to run once per Update stage,
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/// which always runs on the frame loop's own thread. A subscriber that
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/// reacts to TextureReloaded by touching a GL texture needs that: GL
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/// contexts are thread-affine, and FileSystemWatcher.Changed fires on
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/// a ThreadPool thread that was never made current for any of them.
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/// </summary>
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public void PumpReloads()
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{
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while (_pendingEvents.TryDequeue(out var evt))
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{
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events.Publish(evt);
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log.Info($"reloaded texture '{evt.Path}'");
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}
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}
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private void Watch(string fullPath)
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{
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var directory = Path.GetDirectoryName(fullPath)!;
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var fileName = Path.GetFileName(fullPath);
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var watcher = new FileSystemWatcher(directory, fileName)
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{
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NotifyFilter = NotifyFilters.LastWrite | NotifyFilters.Size,
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};
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watcher.Changed += (_, _) => OnChanged(fullPath);
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watcher.EnableRaisingEvents = true;
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_watchers.Add(watcher);
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}
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private void OnChanged(string path)
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{
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// Editors/tools often fire several Changed events for one save
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// (truncate + write, or multiple flushes) — a quiet window per
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// path collapses those into a single reload instead of several.
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lock (_debounceLock)
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{
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var now = DateTime.UtcNow;
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if (_lastTriggered.TryGetValue(path, out var last) && now - last < TimeSpan.FromMilliseconds(200))
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return;
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_lastTriggered[path] = now;
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}
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_ = Task.Run(() => ReloadWithRetry(path));
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}
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private async Task ReloadWithRetry(string path)
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{
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// The writer may still be flushing when Changed fires — a short
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// retry window absorbs that instead of surfacing a transient
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// IOException as a real failure.
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for (var attempt = 0; attempt < 5; attempt++)
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{
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try
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{
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_pendingEvents.Enqueue(new TextureReloaded(path, Decode(path)));
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return;
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}
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catch (IOException) when (attempt < 4)
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{
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await Task.Delay(50);
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}
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}
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}
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private static TextureData Decode(string path)
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{
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var (width, height, rgba) = PngReader.Read(path);
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return new TextureData(width, height, rgba);
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}
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public void Dispose()
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{
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// Undisposed FileSystemWatchers would pin this plugin's ALC the
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// same way a forgotten Schedule/EventBus registration would —
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// each one's Changed handler is a delegate into this assembly.
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foreach (var watcher in _watchers)
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watcher.Dispose();
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_watchers.Clear();
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}
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}
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