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//! A Bevy [`AssetIo`](bevy::asset::AssetIo) implementation that allows reading from optionally //! obfuscated zip asset bundles. Using the [`bevy_assetio_zip_bundler`] crate you can also //! automatically bundle your assets in the desired format in your `build.rs` script. //! //! [`bevy_assetio_zip_bundler`]: https://docs.rs/bevy_assetio_zip_bundler //! //! # Usage //! //! Simply enable the plugin when setting up your Bevy app to enable loading from asset bundle //! files. //! //! ```no_run //! # use bevy::prelude::*; //! # use bevy_assetio_zip::{AssetIoZipPlugin, AssetIoZipConfig}; //! App::build() //! // Any config must be inserted before adding plugins. This is optional. //! .add_resource(AssetIoZipConfig { //! // The name of the asset bundle file, excluding the extension, to load //! file_name: "assets".into(), // This is the default //! }) //! // Add the default plugins //! .add_plugins_with(DefaultPlugins, |group| { //! // With our additinoal asset IO plugin //! group.add_before::<bevy::asset::AssetPlugin, _>(AssetIoZipPlugin) //! }) //! .run(); //! ``` //! //! Once enabling the plugin, the game will now search for `assets.zip` and `assets.bin` files //! adjacent to the executable when attempting to load assets. If an asset is not found in the zip //! file, it will attempt to load the asset using the default Bevy asset loader for the target //! platform. //! //! # Types of Asset Bundles //! //! There are two kinds of asset bundle files supported by this plugin, plain `.zip` files and //! obfuscated zip files ( which have a `.bin` extension ). Plain `.zip` files are typical zip files //! that can be created with normal zip software. Obfuscated zip files can be created with //! [`bevy_assetio_zip_bundler`] and are simply a normal zip file that has had the bytes XOR-ed by //! `0b01010101`. //! //! > **⚠️ WARNING:** Obfuscated zip files provide no real security or protection for your assets. //! > It is trivial to decript the asset bundle even if it is obfuscated. Obfuscation of the zip is //! > only a measure to prevent casual users from being able to immediately introspect the data. //! //! # Bundling Assets //! //! To bundle your bevy assets you can use the [`bevy_assetio_zip_bundler`] crate. The easiest way //! to use it is to add this to your `build.rs` file: //! //! ```ignore //! fn main() { //! bevy_assetio_zip_bundler::bundle_crate_assets(); //! } //! ``` //! //! This will automatically zip up your crate's `assets` folder and put it in your `target/` dir //! when compiling release builds. When distributing your application simply take your asset bundle //! and place it adjacent to the executable and Bevy will attempt to load assets from the bundle //! before falling back to the `assets` dir. //! //! You can configure the name, obfuscation, and compression of the bundle by creating and //! `asset_config.toml` file next to your `Cargo.toml` file: //! //! ```toml //! # Bundle assets even for debug builds //! bundle-for-debug-builds = true # Default: false //! //! # Obfuscate assets. This doesn't protect from reverse-engineering, but it makes it a little harder //! # for the average user to read them. //! obfuscate = true # Default: false //! //! # Compress the asset bundle using Bzip2 compression. Other options are "deflate" and "none". //! compression = "bzip2" # Default: "bzip2" //! //! # The name of the file, not counting the exention, which will be different based on the `obfuscate` //! # setting. Obfuscated bundles will end in `.bin` and non-obfuscated bundles will end in `.zip`. //! file-name = "assets" # Default: "assets" //! //! # Set the directory that asset bundle should be placed. //! out-dir = "../target" # Default "./target" //! ``` //! //! Alternatively, if you want to create your own tooling or customize the asset bundling process, //! you can manually bundle the assets using the [`bevy_assetio_zip_bundler::bundle_assets`] //! function. //! //! [`bevy_assetio_zip_bundler::bundle_assets`]: //! https://docs.rs/bevy_assetio_zip_bundler/latest/bevy_assetio_zip_bundler/fn.bundle_assets.html //! //! # Bevy Versions //! //! Supported bevy versions per plugin version: //! //! | Bevy Version | Plugin Version | //! | ------------ | -------------------------------------------------- | //! | 0.4 | 0.1 | //! | master | 0.1 with the `bevy-unstable` feature ( see below ) | //! //! ## Using Bevy From Master //! //! You can use this crate with Bevy master by adding a patch to your `Cargo.toml` and by adding the //! `bevy-unstable` feature to this crate: //! //! ```toml //! [dependencies] //! # Bevy version must be set to "0.4" and we will //! # override it in the patch below. //! bevy = "0.4" //! bevy_assetio_zip = { version = "0.1", features = ["bevy-unstable"] } //! //! [patch.crates-io] //! bevy = { git = "https://github.com/bevyengine/bevy.git" } //! ``` //! //! Note that as Bevy master may or may not introduce breaking API changes, this crate may or may //! not compile when using the `bevy-unstable` feature. //! //! # License //! //! This crate is licensed under the [Katharos License][k_license] which places certain restrictions //! on what you are allowed to use it for. Please read and understand the terms before using this //! crate for your project. //! //! [k_license]: https://github.com/katharostech/katharos-license use std::{ fs::OpenOptions, io::{BufReader, Read, Seek}, path::{Path, PathBuf}, }; use bevy::{ asset::{AssetIo, AssetIoError}, prelude::{AppBuilder, AssetServer, Plugin}, utils::BoxedFuture, }; use xorio::Xor; pub use zip::CompressionMethod; use zip::ZipArchive; /// Configuration resource fro the [`AssetIoZipPlugin`] #[derive(Debug, Clone)] pub struct AssetIoZipConfig { /// The name of the assset bundle file to load from, excluding the extension. /// /// The actual file read will be the filename plus either a `.zip` or a `.bin` extension, /// whichever is present. If the `[file_name].zip` file is found it will load the file as a /// normal zip, if the `[file_name].bin` file is found, it will attempt to load it as an /// obfuscated zip by first XOR-ing the contents of the file by `0b01010101`. pub file_name: String, } impl Default for AssetIoZipConfig { fn default() -> Self { Self { file_name: "assets".into(), } } } trait FileReader: Read + Seek + Sync + Send {} impl<T: Read + Seek + Sync + Send> FileReader for T {} /// A custom [`AssetIo`] implementation that can load assets from an optionally obfuscated zip file /// and that will fall back to the default asset loader when assets are not found in the zip. struct AssetIoZip { fallback_io: Box<dyn AssetIo>, config: AssetIoZipConfig, } impl AssetIoZip { fn new(fallback_io: Box<dyn AssetIo>, config: AssetIoZipConfig) -> Self { // let asset_reader = Self::get_asset_bundle(&config.file_name); Self { fallback_io, config, // asset_reader, } } fn bundle(&self) -> Option<ZipArchive<Box<dyn FileReader>>> { let exe_dir = std::env::current_exe().expect("Could not obtain current exe path"); let exe_dir = exe_dir .parent() .expect("Current exe has no parent dir") .to_str() .expect("Exe path contains invalid unicode"); let file_path_bin = PathBuf::from(format!("{}/{}.{}", exe_dir, self.config.file_name, "bin")); let file_path_zip = PathBuf::from(format!("{}/{}.{}", exe_dir, self.config.file_name, "zip")); let (path, obfuscate) = if file_path_bin.exists() { (file_path_bin, true) } else if file_path_zip.exists() { (file_path_zip, false) } else { return None; }; let file = OpenOptions::new().read(true).open(path).ok()?; let reader: Box<dyn FileReader> = if obfuscate { Box::new(Xor::new(file)) } else { Box::new(file) }; Some(ZipArchive::new(Box::new(BufReader::new(reader)) as Box<dyn FileReader>).ok()?) } } impl AssetIo for AssetIoZip { fn load_path<'a>(&'a self, path: &'a Path) -> BoxedFuture<'a, Result<Vec<u8>, AssetIoError>> { Box::pin(async move { if let Some(mut asset_bundle) = self.bundle() { let has_file = asset_bundle .by_name(path.to_str().expect("non-unicode filename")) .ok() .is_some(); if has_file { let mut file = asset_bundle .by_name(path.to_str().expect("non-unicode filename")) .unwrap(); let mut buf = Vec::with_capacity(file.size() as usize); file.read_to_end(&mut buf)?; Ok(buf) } else { self.fallback_io.load_path(path).await } } else { self.fallback_io.load_path(path).await } }) } fn read_directory( &self, path: &Path, ) -> Result<Box<dyn Iterator<Item = PathBuf>>, AssetIoError> { self.fallback_io.read_directory(path) } fn is_directory(&self, path: &Path) -> bool { self.fallback_io.is_directory(path) } fn watch_path_for_changes(&self, path: &Path) -> Result<(), AssetIoError> { // Note that we cannot watch for changes inside of the zip file, so we just defer to the // default change watcher. self.fallback_io.watch_path_for_changes(path) } fn watch_for_changes(&self) -> Result<(), AssetIoError> { // Note that we cannot watch for changes inside of the zip file, so we just defer to the // default change watcher. self.fallback_io.watch_for_changes() } } /// An [`AssetIo`] plugin that allows loading Bevy assets from ( optionally ) obfuscated zip files. pub struct AssetIoZipPlugin; impl Plugin for AssetIoZipPlugin { fn build(&self, app: &mut AppBuilder) { // We must get a hold of the task pool in order to create the asset server let task_pool = app .resources() .get::<bevy::tasks::IoTaskPool>() .expect("`IoTaskPool` resource not found.") .0 .clone(); let asset_io = { // The platform default asset io requires a reference to the app builder to find its // configuration let default_assetio = bevy::asset::create_platform_default_asset_io(app); let config = app .resources() .get::<AssetIoZipConfig>() .map(|x| (*x).clone()) .unwrap_or_default(); // Create the custom asset io instance AssetIoZip::new(default_assetio, config) }; // The asset server is constructed and added the resource manager #[cfg(feature = "bevy-unstable")] app.insert_resource(AssetServer::new(asset_io, task_pool)); #[cfg(not(feature = "bevy-unstable"))] app.add_resource(AssetServer::new(asset_io, task_pool)); } }