Files
coop/crates/assets/src/wasm_assets.rs
T
2026-08-31 17:51:31 +07:00

177 lines
6.4 KiB
Rust

use std::borrow::Cow;
use std::collections::HashMap;
use std::sync::{Arc, RwLock};
use gpui::{AssetSource, Result, SharedString};
use wasm_bindgen_futures::spawn_local;
// Compile-time manifest of every asset file served on wasm (see build.rs).
include!(concat!(env!("OUT_DIR"), "/wasm_assets.rs"));
/// Path prefixes that the wasm loader serves. Fonts and themes are not
/// downloaded on web: the web platform bundles its own fonts, and the theme
/// registry falls back to the built-in default theme.
const SERVED_PREFIXES: [&str; 2] = ["icons/", "brand/"];
/// WASM implementation - download assets on demand.
///
/// Assets are fetched from `{endpoint}/assets/{path}` and cached in memory
/// after the first successful download. This keeps the WASM bundle small
/// while still providing the full asset set at runtime.
pub struct Assets {
endpoint: SharedString,
cache: Arc<RwLock<HashMap<String, Vec<u8>>>>,
pending: Arc<RwLock<HashMap<String, bool>>>,
}
impl Assets {
/// Create a new Assets instance backed by the given endpoint.
///
/// Assets are resolved as `{endpoint}/assets/{path}`. An empty endpoint
/// resolves against the current page origin (e.g. `/assets/icons/foo.svg`).
pub fn new(endpoint: impl Into<SharedString>) -> Self {
Self {
endpoint: endpoint.into(),
cache: Arc::new(RwLock::new(HashMap::new())),
pending: Arc::new(RwLock::new(HashMap::new())),
}
}
/// Absolute URL of the given asset path.
///
/// `reqwest` requires absolute URLs, so a relative endpoint is resolved
/// against the current page origin.
fn asset_url(&self, path: &str) -> String {
let endpoint = if self.endpoint.is_empty() {
web_sys::window()
.and_then(|window| window.location().origin().ok())
.unwrap_or_default()
} else {
self.endpoint.to_string()
};
format!("{endpoint}/assets/{path}")
}
/// Download every asset in [`WASM_ASSETS`] into the cache, in parallel,
/// before the app starts.
///
/// Preloading is required for two reasons:
/// - Assets loaded through GPUI's [`gpui::Asset`] machinery (e.g. `img()`)
/// cache failed loads and never retry them.
/// - SVG painting only re-attempts an empty load on the next repaint, so
/// an icon would stay invisible until the window happens to redraw.
pub async fn preload(&self) {
let downloads = WASM_ASSETS.iter().map(|path| async move {
let result = reqwest::get(self.asset_url(path)).await;
match result {
Ok(response) if response.status().is_success() => match response.bytes().await {
Ok(bytes) => {
if let Ok(mut cache) = self.cache.write() {
cache.insert(path.to_string(), bytes.to_vec());
}
}
Err(e) => {
log::warn!("Failed to read asset {}: {}", path, e);
}
},
Ok(response) => {
log::warn!(
"Failed to download asset {}: HTTP {}",
path,
response.status()
);
}
Err(e) => {
log::warn!("Failed to fetch asset {}: {}", path, e);
}
}
});
futures::future::join_all(downloads).await;
}
}
impl AssetSource for Assets {
fn load(&self, path: &str) -> Result<Option<Cow<'static, [u8]>>> {
if path.is_empty() {
return Ok(None);
}
// Only serve paths the web build actually ships.
if !SERVED_PREFIXES
.iter()
.any(|prefix| path.starts_with(prefix))
{
return Ok(None);
}
// Serve from the in-memory cache when available.
if let Ok(cache) = self.cache.read() {
if let Some(data) = cache.get(path) {
return Ok(Some(Cow::Owned(data.clone())));
}
}
// Kick off a single download per path; concurrent requests for the
// same path share it.
let is_pending = self
.pending
.read()
.map(|pending| pending.contains_key(path))
.unwrap_or(false);
if !is_pending {
if let Ok(mut pending) = self.pending.write() {
pending.insert(path.to_string(), true);
}
let url = self.asset_url(path);
let path_clone = path.to_string();
let cache = self.cache.clone();
let pending = self.pending.clone();
spawn_local(async move {
match reqwest::get(&url).await {
Ok(response) if response.status().is_success() => {
match response.bytes().await {
Ok(bytes) => {
if let Ok(mut cache) = cache.write() {
cache.insert(path_clone.clone(), bytes.to_vec());
}
}
Err(e) => {
log::warn!("Failed to read asset {}: {}", path_clone, e);
}
}
}
Ok(response) => {
log::warn!(
"Failed to download asset {}: HTTP {}",
path_clone,
response.status()
);
}
Err(e) => {
log::warn!("Failed to fetch asset {}: {}", path_clone, e);
}
}
// Allow retrying failed downloads on subsequent requests.
if let Ok(mut pending) = pending.write() {
pending.remove(&path_clone);
}
});
}
// The asset is not available yet. GPUI's SVG atlas does not cache
// empty loads, so the next repaint will call `load` again and find
// the asset in the cache once the download completes.
Ok(None)
}
fn list(&self, _path: &str) -> Result<Vec<SharedString>> {
// The asset manifest is not available at runtime on web; embedded
// directories are not listed.
Ok(Vec::new())
}
}