9eead719b0
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>
155 lines
5.7 KiB
Markdown
155 lines
5.7 KiB
Markdown
# File Watching
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`oxide_engine::watch` watches directories on disk and emits **debounced**,
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**deduplicated** change events. It is the Stage-6 foundation for the engine's
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live-reload story:
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- **Stage 6** — reload changed assets (via [`AssetServer`](assets.md)) so a
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texture or model edited in an external tool reappears in the running editor
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without restarting.
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- **Stage 10** — recompile and hot-swap game scripts using the same event
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stream and the same debounce logic.
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- **Editor** — drives the Project panel's "files appeared / disappeared"
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refresh.
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The same module covers all of these because the hard part — "wait until the
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filesystem stops twitching, then emit one event per path" — is identical in
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every case.
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## Why debounce
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Filesystem events are noisy:
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- Most editors save in several syscalls (write the file, rename a temp file
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into place, chmod) — that is one logical change but several events.
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- Recursive watches re-fire while a directory's children are being created.
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- Backends collapse or split events differently across Linux, macOS, and
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Windows.
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If the engine reloaded on every raw event, one save could re-parse a model many
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times over. The watcher gathers raw events into a **pending set** keyed by
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path, then emits one event per path once that path has been **quiet** for a
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configurable window.
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## Architecture (two layers)
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The module is intentionally split so most behavior is unit-testable without
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touching real files.
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### `Debouncer` — the pure core
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A plain struct that takes `Instant`s from the caller. Tests drive it through a
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deterministic timeline; no `sleep`, no flaky timing dependence on the OS event
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queue.
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```rust
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use std::time::{Duration, Instant};
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use oxide_engine::watch::{ChangeKind, Debouncer};
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let mut d = Debouncer::new(Duration::from_millis(100));
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let t0 = Instant::now();
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d.record("assets/cube.gltf".into(), ChangeKind::Modified, t0);
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d.record("assets/cube.gltf".into(), ChangeKind::Modified,
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t0 + Duration::from_millis(20));
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// Still hot — nothing fires.
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assert!(d.drain_ready(t0 + Duration::from_millis(80)).is_empty());
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// After 100 ms of quiet, one event fires for the path.
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let ready = d.drain_ready(t0 + Duration::from_millis(130));
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assert_eq!(ready.len(), 1);
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```
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Coalescing rules (chosen to match what a reloader downstream cares about):
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| Earlier kind | Newer kind | Emitted kind |
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|--------------|-----------|--------------|
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| `Created` | `Modified` | `Created` |
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| `Removed` | `Modified` | `Created` (file came back) |
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| anything | `Removed` | `Removed` |
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| anything else | newer | newer |
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### `FileWatcher` — the real-world wrapper
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Wraps a `notify::RecommendedWatcher` plus a worker thread that drives the
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debouncer with real time and forwards settled events through an `mpsc` channel.
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```rust,no_run
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use std::time::Duration;
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use oxide_engine::watch::FileWatcher;
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let (mut watcher, events) = FileWatcher::new(Duration::from_millis(150))?;
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watcher.watch("path/to/project/assets")?;
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// In the editor's per-frame tick, drain whatever has settled:
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while let Ok(event) = events.try_recv() {
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println!("{:?} at {}", event.kind, event.path.display());
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}
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# Ok::<(), oxide_engine::watch::WatchError>(())
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```
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`FileWatcher` watches recursively. Dropping it stops the worker thread and
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disconnects the receiver — no manual cleanup.
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The quiet window is a knob: too short and you get repeated events from one
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save; too long and the editor feels laggy. The default Stage-6 wiring uses
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~150 ms.
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## Asset reload
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`reload_changed_assets` is the wiring between the watcher and the
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[asset server](assets.md). For each `Created` or `Modified` event it calls
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`AssetServer::reload_path`, which re-runs the loader for every cached asset at
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that path and updates the existing handle **in place** — gameplay code holding
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the handle sees the new contents on its next read.
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```rust,no_run
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use std::time::Duration;
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use oxide_engine::asset::AssetServer;
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use oxide_engine::watch::{reload_changed_assets, FileWatcher};
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let assets = AssetServer::new();
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let (mut watcher, events) = FileWatcher::new(Duration::from_millis(150))?;
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watcher.watch("path/to/project/assets")?;
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// Per frame:
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let batch: Vec<_> = std::iter::from_fn(|| events.try_recv().ok()).collect();
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let reloaded = reload_changed_assets(&assets, batch);
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if reloaded > 0 {
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log::info!("hot-reloaded {} asset(s)", reloaded);
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}
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# Ok::<(), oxide_engine::watch::WatchError>(())
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```
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`AssetServer::reload_path` is type-erased on purpose. The cache records, per
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entry, a function pointer that re-runs the loader for that entry's concrete
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type, so the watcher can react to a disk change without knowing every asset
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type at compile time. Paths that are not currently cached return zero work;
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the next `load` picks up the fresh contents anyway. `Removed` events do **not**
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invalidate cached handles — gameplay code may want the last-loaded copy to
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keep working.
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## What this groundwork enables
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| Stage | Builds on |
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|-------|-----------|
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| 6 | Editor live-reload of assets; Project panel refresh |
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| 7 | Watch input-binding config for changes during a session |
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| 10 | Script hot-reload (same watcher; the reloader recompiles + swaps the module) |
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| 11 | WGSL shader hot-reload |
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## Testing strategy
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- **Unit tests** drive `Debouncer` directly with fixed `Instant`s — fast,
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deterministic, and they cover the coalescing rules exhaustively.
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- **One tolerant smoke test** writes to a temp dir and polls for an event with
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a generous deadline (seconds, not milliseconds). On containerized CI without
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a usable event backend the test prints `SKIP:` and passes — the unit tests
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already prove the logic is correct, this only checks the OS wiring is
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connected.
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[`watch`]: ../engine/src/watch.rs
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[`Debouncer`]: ../engine/src/watch.rs
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[`FileWatcher`]: ../engine/src/watch.rs
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