fix assets
This commit is contained in:
@@ -8,4 +8,12 @@ publish.workspace = true
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gpui.workspace = true
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anyhow.workspace = true
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log.workspace = true
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[target.'cfg(not(target_family = "wasm"))'.dependencies]
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rust-embed.workspace = true
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[target.'cfg(target_family = "wasm")'.dependencies]
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futures.workspace = true
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reqwest = { version = "0.12", default-features = false }
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wasm-bindgen-futures = "0.4"
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web-sys = { version = "0.3", features = ["Window", "Location"] }
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@@ -0,0 +1,58 @@
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//! Generates a compile-time manifest of the asset files served on wasm, so
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//! the web entrypoint can preload them before the first frame.
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//!
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//! `WASM_ASSETS` is emitted into `OUT_DIR` and included by
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//! `src/wasm_assets.rs` on wasm targets. Native builds keep using
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//! `rust-embed` and ignore it.
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use std::path::Path;
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use std::{env, fs};
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fn main() {
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let manifest_dir = env::var("CARGO_MANIFEST_DIR").expect("CARGO_MANIFEST_DIR not set by cargo");
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let assets_dir = Path::new(&manifest_dir).join("../../assets");
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let mut paths = Vec::new();
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for dir in ["icons", "brand"] {
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let dir_path = assets_dir.join(dir);
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let entries = fs::read_dir(&dir_path).unwrap_or_else(|error| {
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panic!(
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"expected asset directory {} to exist: {error}",
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dir_path.display()
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)
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});
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for entry in entries {
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let entry = entry.expect("failed to read asset directory entry");
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if entry.file_type().is_ok_and(|t| t.is_file()) {
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let name = entry.file_name().to_string_lossy().into_owned();
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if !name.starts_with('.') {
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paths.push(format!("{dir}/{name}"));
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}
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}
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}
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}
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paths.sort();
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let manifest = format!(
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"/// Asset files served by the wasm asset loader. Generated by build.rs.\npub const WASM_ASSETS: &[&str] = &[\n{}\n];\n",
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paths
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.iter()
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.map(|path| format!(" \"{path}\","))
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.collect::<Vec<_>>()
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.join("\n")
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);
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let out_dir = env::var("OUT_DIR").expect("OUT_DIR not set by cargo");
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fs::write(Path::new(&out_dir).join("wasm_assets.rs"), manifest)
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.expect("failed to write wasm asset manifest");
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// Rerun when the asset files change (adding/removing files updates the
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// directory mtime).
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for dir in ["icons", "brand"] {
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if let Ok(canonical) = assets_dir.join(dir).canonicalize() {
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println!("cargo:rerun-if-changed={}", canonical.display());
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}
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}
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println!("cargo:rerun-if-changed=build.rs");
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}
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+16
-48
@@ -1,51 +1,19 @@
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use anyhow::Context;
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use gpui::{App, AssetSource, Result, SharedString};
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use rust_embed::RustEmbed;
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//! Application assets for Coop.
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//!
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//! ## Platform differences
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//!
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//! - **Native (desktop)**: assets are embedded into the binary at compile time
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//! with `rust-embed`.
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//! - **WASM (web)**: assets are downloaded on demand from `{endpoint}/assets/{path}`
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//! and cached in memory. This keeps the WASM bundle size small.
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#[derive(RustEmbed)]
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#[folder = "../../assets"]
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#[include = "fonts/**/*"]
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#[include = "brand/**/*"]
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#[include = "icons/**/*"]
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#[include = "themes/**/*"]
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#[exclude = "*.DS_Store"]
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pub struct Assets;
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#[cfg(not(target_family = "wasm"))]
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mod native_assets;
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impl AssetSource for Assets {
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fn load(&self, path: &str) -> Result<Option<std::borrow::Cow<'static, [u8]>>> {
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Self::get(path)
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.map(|f| Some(f.data))
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.with_context(|| format!("loading asset at path {path:?}"))
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}
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#[cfg(target_family = "wasm")]
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mod wasm_assets;
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fn list(&self, path: &str) -> Result<Vec<SharedString>> {
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Ok(Self::iter()
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.filter_map(|p| {
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if p.starts_with(path) {
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Some(p.into())
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} else {
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None
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}
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})
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.collect())
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}
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}
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impl Assets {
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/// Populate the [`TextSystem`] of the given [`AppContext`] with all `.ttf` fonts in the `fonts` directory.
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pub fn load_fonts(&self, cx: &App) -> anyhow::Result<()> {
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let font_paths = self.list("fonts")?;
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let mut embedded_fonts = Vec::new();
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for font_path in font_paths {
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if font_path.ends_with(".ttf") {
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let font_bytes = cx
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.asset_source()
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.load(&font_path)?
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.expect("Assets should never return None");
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embedded_fonts.push(font_bytes);
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}
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}
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cx.text_system().add_fonts(embedded_fonts)
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}
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}
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#[cfg(not(target_family = "wasm"))]
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pub use native_assets::Assets;
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#[cfg(target_family = "wasm")]
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pub use wasm_assets::Assets;
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@@ -0,0 +1,63 @@
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use std::borrow::Cow;
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use anyhow::Context;
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use gpui::{App, AssetSource, Result, SharedString};
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use rust_embed::RustEmbed;
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/// Native implementation using `rust-embed`: assets are embedded into the
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/// binary at compile time.
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#[derive(RustEmbed)]
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#[folder = "../../assets"]
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#[include = "fonts/**/*"]
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#[include = "brand/**/*"]
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#[include = "icons/**/*"]
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#[include = "themes/**/*"]
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#[exclude = "*.DS_Store"]
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pub struct Assets;
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impl Assets {
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/// Create a new Assets instance. The endpoint parameter is ignored for
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/// native builds.
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pub fn new(_endpoint: impl Into<SharedString>) -> Self {
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Self
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}
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}
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impl AssetSource for Assets {
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fn load(&self, path: &str) -> Result<Option<Cow<'static, [u8]>>> {
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Self::get(path)
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.map(|f| Some(f.data))
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.with_context(|| format!("loading asset at path {path:?}"))
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}
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fn list(&self, path: &str) -> Result<Vec<SharedString>> {
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Ok(Self::iter()
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.filter_map(|p| {
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if p.starts_with(path) {
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Some(p.into())
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} else {
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None
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}
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})
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.collect())
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}
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}
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impl Assets {
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/// Populate the [`TextSystem`] of the given [`AppContext`] with all `.ttf` fonts in the `fonts` directory.
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pub fn load_fonts(&self, cx: &App) -> anyhow::Result<()> {
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let font_paths = self.list("fonts")?;
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let mut embedded_fonts = Vec::new();
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for font_path in font_paths {
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if font_path.ends_with(".ttf") {
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let font_bytes = cx
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.asset_source()
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.load(&font_path)?
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.expect("Assets should never return None");
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embedded_fonts.push(font_bytes);
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}
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}
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cx.text_system().add_fonts(embedded_fonts)
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}
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}
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@@ -0,0 +1,176 @@
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use std::borrow::Cow;
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use std::collections::HashMap;
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use std::sync::{Arc, RwLock};
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use gpui::{AssetSource, Result, SharedString};
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use wasm_bindgen_futures::spawn_local;
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// Compile-time manifest of every asset file served on wasm (see build.rs).
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include!(concat!(env!("OUT_DIR"), "/wasm_assets.rs"));
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/// Path prefixes that the wasm loader serves. Fonts and themes are not
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/// downloaded on web: the web platform bundles its own fonts, and the theme
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/// registry falls back to the built-in default theme.
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const SERVED_PREFIXES: [&str; 2] = ["icons/", "brand/"];
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/// WASM implementation - download assets on demand.
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///
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/// Assets are fetched from `{endpoint}/assets/{path}` and cached in memory
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/// after the first successful download. This keeps the WASM bundle small
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/// while still providing the full asset set at runtime.
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pub struct Assets {
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endpoint: SharedString,
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cache: Arc<RwLock<HashMap<String, Vec<u8>>>>,
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pending: Arc<RwLock<HashMap<String, bool>>>,
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}
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impl Assets {
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/// Create a new Assets instance backed by the given endpoint.
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///
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/// Assets are resolved as `{endpoint}/assets/{path}`. An empty endpoint
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/// resolves against the current page origin (e.g. `/assets/icons/foo.svg`).
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pub fn new(endpoint: impl Into<SharedString>) -> Self {
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Self {
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endpoint: endpoint.into(),
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cache: Arc::new(RwLock::new(HashMap::new())),
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pending: Arc::new(RwLock::new(HashMap::new())),
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}
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}
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/// Absolute URL of the given asset path.
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///
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/// `reqwest` requires absolute URLs, so a relative endpoint is resolved
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/// against the current page origin.
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fn asset_url(&self, path: &str) -> String {
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let endpoint = if self.endpoint.is_empty() {
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web_sys::window()
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.and_then(|window| window.location().origin().ok())
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.unwrap_or_default()
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} else {
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self.endpoint.to_string()
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};
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format!("{endpoint}/assets/{path}")
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}
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/// Download every asset in [`WASM_ASSETS`] into the cache, in parallel,
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/// before the app starts.
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///
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/// Preloading is required for two reasons:
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/// - Assets loaded through GPUI's [`gpui::Asset`] machinery (e.g. `img()`)
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/// cache failed loads and never retry them.
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/// - SVG painting only re-attempts an empty load on the next repaint, so
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/// an icon would stay invisible until the window happens to redraw.
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pub async fn preload(&self) {
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let downloads = WASM_ASSETS.iter().map(|path| async move {
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let result = reqwest::get(self.asset_url(path)).await;
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match result {
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Ok(response) if response.status().is_success() => match response.bytes().await {
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Ok(bytes) => {
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if let Ok(mut cache) = self.cache.write() {
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cache.insert(path.to_string(), bytes.to_vec());
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}
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}
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Err(e) => {
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log::warn!("Failed to read asset {}: {}", path, e);
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}
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},
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Ok(response) => {
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log::warn!(
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"Failed to download asset {}: HTTP {}",
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path,
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response.status()
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);
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}
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Err(e) => {
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log::warn!("Failed to fetch asset {}: {}", path, e);
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}
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}
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});
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futures::future::join_all(downloads).await;
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}
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}
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impl AssetSource for Assets {
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fn load(&self, path: &str) -> Result<Option<Cow<'static, [u8]>>> {
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if path.is_empty() {
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return Ok(None);
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}
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// Only serve paths the web build actually ships.
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if !SERVED_PREFIXES
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.iter()
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.any(|prefix| path.starts_with(prefix))
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{
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return Ok(None);
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}
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// Serve from the in-memory cache when available.
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if let Ok(cache) = self.cache.read() {
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if let Some(data) = cache.get(path) {
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return Ok(Some(Cow::Owned(data.clone())));
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}
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}
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// Kick off a single download per path; concurrent requests for the
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// same path share it.
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let is_pending = self
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.pending
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.read()
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.map(|pending| pending.contains_key(path))
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.unwrap_or(false);
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if !is_pending {
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if let Ok(mut pending) = self.pending.write() {
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pending.insert(path.to_string(), true);
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}
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let url = self.asset_url(path);
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let path_clone = path.to_string();
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let cache = self.cache.clone();
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let pending = self.pending.clone();
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spawn_local(async move {
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match reqwest::get(&url).await {
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Ok(response) if response.status().is_success() => {
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match response.bytes().await {
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Ok(bytes) => {
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if let Ok(mut cache) = cache.write() {
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cache.insert(path_clone.clone(), bytes.to_vec());
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}
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}
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Err(e) => {
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log::warn!("Failed to read asset {}: {}", path_clone, e);
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}
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}
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}
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Ok(response) => {
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log::warn!(
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"Failed to download asset {}: HTTP {}",
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path_clone,
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response.status()
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);
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}
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Err(e) => {
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log::warn!("Failed to fetch asset {}: {}", path_clone, e);
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}
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}
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// Allow retrying failed downloads on subsequent requests.
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if let Ok(mut pending) = pending.write() {
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pending.remove(&path_clone);
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}
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});
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}
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// The asset is not available yet. GPUI's SVG atlas does not cache
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// empty loads, so the next repaint will call `load` again and find
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// the asset in the cache once the download completes.
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Ok(None)
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}
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fn list(&self, _path: &str) -> Result<Vec<SharedString>> {
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// The asset manifest is not available at runtime on web; embedded
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// directories are not listed.
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Ok(Vec::new())
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}
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}
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