Full project snapshot migrated to new Gitea remote without history: engine, editor, physics, script, examples, tests, docs, and assets. Relicensed from GPLv3 to MIT and updated repo URLs. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
5.7 KiB
File Watching
oxide_engine::watch watches directories on disk and emits debounced,
deduplicated change events. It is the Stage-6 foundation for the engine's
live-reload story:
- Stage 6 — reload changed assets (via
AssetServer) so a texture or model edited in an external tool reappears in the running editor without restarting. - Stage 10 — recompile and hot-swap game scripts using the same event stream and the same debounce logic.
- Editor — drives the Project panel's "files appeared / disappeared" refresh.
The same module covers all of these because the hard part — "wait until the filesystem stops twitching, then emit one event per path" — is identical in every case.
Why debounce
Filesystem events are noisy:
- Most editors save in several syscalls (write the file, rename a temp file into place, chmod) — that is one logical change but several events.
- Recursive watches re-fire while a directory's children are being created.
- Backends collapse or split events differently across Linux, macOS, and Windows.
If the engine reloaded on every raw event, one save could re-parse a model many times over. The watcher gathers raw events into a pending set keyed by path, then emits one event per path once that path has been quiet for a configurable window.
Architecture (two layers)
The module is intentionally split so most behavior is unit-testable without touching real files.
Debouncer — the pure core
A plain struct that takes Instants from the caller. Tests drive it through a
deterministic timeline; no sleep, no flaky timing dependence on the OS event
queue.
use std::time::{Duration, Instant};
use oxide_engine::watch::{ChangeKind, Debouncer};
let mut d = Debouncer::new(Duration::from_millis(100));
let t0 = Instant::now();
d.record("assets/cube.gltf".into(), ChangeKind::Modified, t0);
d.record("assets/cube.gltf".into(), ChangeKind::Modified,
t0 + Duration::from_millis(20));
// Still hot — nothing fires.
assert!(d.drain_ready(t0 + Duration::from_millis(80)).is_empty());
// After 100 ms of quiet, one event fires for the path.
let ready = d.drain_ready(t0 + Duration::from_millis(130));
assert_eq!(ready.len(), 1);
Coalescing rules (chosen to match what a reloader downstream cares about):
| Earlier kind | Newer kind | Emitted kind |
|---|---|---|
Created |
Modified |
Created |
Removed |
Modified |
Created (file came back) |
| anything | Removed |
Removed |
| anything else | newer | newer |
FileWatcher — the real-world wrapper
Wraps a notify::RecommendedWatcher plus a worker thread that drives the
debouncer with real time and forwards settled events through an mpsc channel.
use std::time::Duration;
use oxide_engine::watch::FileWatcher;
let (mut watcher, events) = FileWatcher::new(Duration::from_millis(150))?;
watcher.watch("path/to/project/assets")?;
// In the editor's per-frame tick, drain whatever has settled:
while let Ok(event) = events.try_recv() {
println!("{:?} at {}", event.kind, event.path.display());
}
# Ok::<(), oxide_engine::watch::WatchError>(())
FileWatcher watches recursively. Dropping it stops the worker thread and
disconnects the receiver — no manual cleanup.
The quiet window is a knob: too short and you get repeated events from one save; too long and the editor feels laggy. The default Stage-6 wiring uses ~150 ms.
Asset reload
reload_changed_assets is the wiring between the watcher and the
asset server. For each Created or Modified event it calls
AssetServer::reload_path, which re-runs the loader for every cached asset at
that path and updates the existing handle in place — gameplay code holding
the handle sees the new contents on its next read.
use std::time::Duration;
use oxide_engine::asset::AssetServer;
use oxide_engine::watch::{reload_changed_assets, FileWatcher};
let assets = AssetServer::new();
let (mut watcher, events) = FileWatcher::new(Duration::from_millis(150))?;
watcher.watch("path/to/project/assets")?;
// Per frame:
let batch: Vec<_> = std::iter::from_fn(|| events.try_recv().ok()).collect();
let reloaded = reload_changed_assets(&assets, batch);
if reloaded > 0 {
log::info!("hot-reloaded {} asset(s)", reloaded);
}
# Ok::<(), oxide_engine::watch::WatchError>(())
AssetServer::reload_path is type-erased on purpose. The cache records, per
entry, a function pointer that re-runs the loader for that entry's concrete
type, so the watcher can react to a disk change without knowing every asset
type at compile time. Paths that are not currently cached return zero work;
the next load picks up the fresh contents anyway. Removed events do not
invalidate cached handles — gameplay code may want the last-loaded copy to
keep working.
What this groundwork enables
| Stage | Builds on |
|---|---|
| 6 | Editor live-reload of assets; Project panel refresh |
| 7 | Watch input-binding config for changes during a session |
| 10 | Script hot-reload (same watcher; the reloader recompiles + swaps the module) |
| 11 | WGSL shader hot-reload |
Testing strategy
- Unit tests drive
Debouncerdirectly with fixedInstants — fast, deterministic, and they cover the coalescing rules exhaustively. - One tolerant smoke test writes to a temp dir and polls for an event with
a generous deadline (seconds, not milliseconds). On containerized CI without
a usable event backend the test prints
SKIP:and passes — the unit tests already prove the logic is correct, this only checks the OS wiring is connected.