Source code for bacommon.assetspec._core

# Released under the MIT License. See LICENSE for details.
#
"""Core types for language-independent asset references.

An asset reference is a minimal, language-independent pointer to a single
asset within a published asset-package-version: its exact ``apverid`` plus
the asset's logical ``name`` (e.g. ``textures/zoe_icon``). It carries no
asset *data* -- the server (bamaster) only ever holds the reference; the
client resolves the package and loads the actual asset for display.

Each asset kind gets its own type (:class:`TextureSpec`, :class:`MeshSpec`,
...) so that a consumer schema can enforce *where* each kind may go -- a
texture-typed field rejects a mesh and vice versa. The types share an
identical shape but are deliberately distinct classes for that reason.

These are ``@ioprepped`` so a reference can be sent directly on the wire
(e.g. as a doc-ui-v2 field); it serializes to a small JSON snippet and the
client resolves+renders it. The qualified engine form is ``<apverid>:<name>``
(e.g. ``a-0.foo.260626:textures/zoe_icon``).
"""

from __future__ import annotations  # Docs-generation hack.

from dataclasses import dataclass
from typing import Annotated

from efro.dataclassio import ioprepped, IOAttrs, IO_SLOTS

# These types are created in large volume -- one per asset-package
# wrapper access mints a spec-subclass (a ref), plus every doc-ui page,
# langstr resolve, etc. -- and each is a tiny two-field object, so the
# per-instance ``__dict__`` is a big relative fraction. They're slotted
# to shed it. Manual ``__slots__`` (rather than ``@dataclass(slots=True)``)
# is used because the fields have no defaults (so there is no slot/
# class-var conflict) and it keeps the decorator stack simple; ``IO_SLOTS``
# reserves dataclassio's per-instance metadata slot. Field-less ref
# subclasses (``bauiv1._assetref``) must add ``__slots__ = ()`` of their
# own to stay ``__dict__``-free.


[docs] @ioprepped @dataclass class TextureSpec: """A language-independent reference to a texture in an asset-package. ``name`` is the texture's logical path within the package (e.g. ``textures/zoe_icon``). The engine resolves the qualified form ``<apverid>:<name>``. """ __slots__ = ('apverid', 'name', *IO_SLOTS) apverid: str name: str
[docs] @ioprepped @dataclass class MeshSpec: """A language-independent reference to a mesh in an asset-package. ``name`` is the mesh's logical path within the package (e.g. ``meshes/box``). The engine resolves the qualified form ``<apverid>:<name>``. """ __slots__ = ('apverid', 'name', *IO_SLOTS) apverid: str name: str
[docs] @ioprepped @dataclass class SoundSpec: """A language-independent reference to a sound in an asset-package. ``name`` is the sound's logical path within the package (e.g. ``audio/swish``). The engine resolves the qualified form ``<apverid>:<name>``. """ __slots__ = ('apverid', 'name', *IO_SLOTS) apverid: str name: str
[docs] @ioprepped @dataclass class CollisionMeshSpec: """A language-independent reference to a collision-mesh in a package. ``name`` is the collision-mesh's logical path within the package (e.g. ``meshes/courtyard_level_collide``). The engine resolves the qualified form ``<apverid>:<name>``. Collision meshes are a scene-only kind (physics; they ride the flavor-invariant ``constant`` bucket -- asset-packages decision #26), so nothing server-side emits one. The type exists so the scene wrapper's verified-spec leaves stay kind-distinct like every other kind. """ __slots__ = ('apverid', 'name', *IO_SLOTS) apverid: str name: str
# Docs-generation hack; import some stuff that we likely only forward-declared # in our actual source code so that docs tools can find it. from typing import (Coroutine, Any, Literal, Callable, Generator, Awaitable, Sequence, Self) import asyncio from concurrent.futures import Future from pathlib import Path from enum import Enum