pub struct WorldReloadState {
pub texture_name_to_slot: HashMap<AssetId, usize>,
}Expand description
Init-time asset-resolution tables consulted by the world.jsonl hot-reload
pass when applying adds and non-transform edits. Captured at init and
never mutated afterwards: the reload path cannot introduce new
Materials / Textures / Meshes / Models on the fly (those need a process
restart), but every authored Prop that points at an asset already in the
init world resolves through these maps without re-running build.
Built by init, read only by the cn debug binary’s world.jsonl reload pass,
so its fields read as dead under cargo check --lib.
Fields§
§texture_name_to_slot: HashMap<AssetId, usize>Texture asset name -> live pool slot, so runtime decal / emitter spawn
(cn debug) can resolve an authored Texture name to its slot.
Auto Trait Implementations§
impl Freeze for WorldReloadState
impl RefUnwindSafe for WorldReloadState
impl Send for WorldReloadState
impl Sync for WorldReloadState
impl Unpin for WorldReloadState
impl UnsafeUnpin for WorldReloadState
impl UnwindSafe for WorldReloadState
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