262 lines
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8.1 KiB
Markdown
262 lines
No EOL
8.1 KiB
Markdown
<div align="center">
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<h1 style="margin-bottom: 0;">Kosmora 📂</h1>
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<p style="font-weight: bold">A Virtual File System for Game Assets</p>
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<img src="https://img.shields.io/badge/rust-%23000000.svg?style=for-the-badge&logo=rust&logoColor=white" alt="Rust"/>
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<img src="https://img.shields.io/badge/NIX-5277C3.svg?style=for-the-badge&logo=NixOS&logoColor=white" alt="Nix"/><br>
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<img src="https://pride-badges.pony.workers.dev/static/v1?label=Queerware&labelColor=%23000&stripeWidth=5&stripeColors=E40303%2CFF8C00%2CFFED00%2C008026%2C24408E%2C732982" alt="Queerware">
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</div>
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---
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Kosmora provides a virtualized file system for game assets to be stored within, allowing for improved performance, more efficent memory usage, and a smaller storage footprint.
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---
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## Documentation
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### Overview
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Kosmora is a specialized virtual file system (VFS) designed for game development, enabling developers to efficiently manage, load, and access game assets. By abstracting the underlying file system, Kosmora provides a unified interface regardless of where files are physically stored.
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### Architecture
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```mermaid
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graph TD
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subgraph VFS["Kosmora Virtual Filesystem"]
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VRoot["/"] --> VAudio["/audio/"]
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VRoot --> VTextures["/textures/"]
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VRoot --> VOther["/.../"]
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end
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subgraph RFS1["Real Filesystem 1"]
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R1["/path/to/your/game/assets/"] --> R1Packages["packages/"]
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R1Packages --> R1Audio["my_audio.kpkg"]
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R1Packages --> R1Other["other_assets/"]
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R1Other --> R1Files["..."]
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end
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subgraph RFS2["Real Filesystem 2"]
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R2["/another/location/for/packages/"] --> R2Files["..."]
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end
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subgraph RFS3["Real Filesystem 3"]
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R3["/home/user/game_data/"] --> R3Textures["game_textures.kpkg"]
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R3 --> R3Other["..."]
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end
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%% Mount Point Mappings
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VAudio -- "Mount Point Mapping" --> R1Audio
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VTextures -- "Mount Point Mapping" --> R3Textures
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%% Add styling
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classDef vfs fill:#445544,stroke:#333,stroke-width:2px;
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classDef realfs fill:#112233,stroke:#333,stroke-width:1px;
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classDef mountpoint fill:#337733,stroke:#333,stroke-width:1px;
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class VFS vfs;
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class RFS1,RFS2,RFS3 realfs;
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class VAudio,VTextures mountpoint;
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class R1Audio,R3Textures mountpoint;
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```
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### Core Components
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1. **Virtual Path System** - Provides normalized path handling across all platforms
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2. **Mount Registry** - Manages mount points and their mappings to physical locations
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3. **Asset Loaders** - Type-specific handlers for loading different asset formats
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4. **Package System** - Tools for creating and accessing compressed asset packages (.kpkg files)
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5. **Memory Management** - Intelligent caching and memory optimization for loaded assets
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### Key Features
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#### Unified Access Layer
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Kosmora presents a single, consistent interface for accessing game assets regardless of their physical location. This simplifies development by eliminating the need to manage multiple file paths or storage systems.
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#### Asset Packaging
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The `.kpkg` format allows developers to bundle related assets together, reducing file count and improving load times. These packages can be mounted directly into the virtual filesystem, providing transparent access to their contents.
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#### Hot-Reloading Support
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Assets can be monitored for changes and automatically reloaded during development, streamlining the iteration process without requiring game restarts.
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#### Cross-Platform Compatibility
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Kosmora handles platform-specific path differences, ensuring your game's asset loading code works consistently across Windows, macOS, Linux, and more.
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#### Memory-Mapped I/O
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For supported platforms, Kosmora can use memory-mapped I/O to improve loading performance and reduce memory fragmentation.
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#### Asynchronous Loading
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Built-in support for async loading operations allows games to load assets in the background without blocking the main thread.
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### Installation
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Add Kosmora to your `Cargo.toml`:
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```toml
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[dependencies]
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kosmora = "0.4.2"
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```
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For Nix users, add the following to your `flake.nix`:
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```nix
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inputs = {
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# ...
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kosmora.url = "github:kosmora-dev/kosmora";
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};
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# Then in your outputs:
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outputs = { self, nixpkgs, kosmora, ... }: {
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# ...
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};
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```
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## Simple Example
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Here's a basic example of setting up Kosmora and working with the virtual filesystem:
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```rust
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use kosmora::{Kosmora, MountOptions};
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use std::path::Path;
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fn main() -> Result<(), Box<dyn std::error::Error>> {
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// Initialize the VFS
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let mut vfs = Kosmora::new();
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// Mount a directory to the root of the VFS
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vfs.mount("/", Path::new("./assets"), MountOptions::default())?;
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// Mount a package file to a specific path
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vfs.mount_package("/audio", Path::new("./assets/audio_pack.kpkg"), MountOptions::default())?;
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// Read a file from the VFS
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let texture_data = vfs.read_file("/textures/player.png")?;
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println!("Loaded texture: {} bytes", texture_data.len());
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// List all files in a directory
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let audio_files = vfs.list_directory("/audio")?;
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println!("Audio files:");
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for file in audio_files {
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println!(" - {}", file.path());
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}
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// Check if a file exists
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if vfs.file_exists("/config/settings.json") {
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println!("Settings file found!");
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} else {
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println!("Settings file not found!");
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}
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Ok(())
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}
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```
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### Creating and Using Packages
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```rust
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use kosmora::{PackageBuilder, CompressionLevel};
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fn create_audio_package() -> Result<(), Box<dyn std::error::Error>> {
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// Create a new package builder
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let mut builder = PackageBuilder::new();
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// Add files and directories to the package
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builder.add_file("music/theme.ogg", "assets/music/main_theme.ogg")?;
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builder.add_directory("sfx", "assets/sounds")?;
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// Set compression level
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builder.set_compression(CompressionLevel::Best);
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// Build the package
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builder.build("audio_pack.kpkg")?;
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println!("Audio package created successfully!");
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Ok(())
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}
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```
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### Advanced Usage: Asynchronous Loading
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```rust
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use kosmora::{Kosmora, AsyncLoadHandle};
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use std::path::Path;
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async fn load_game_assets(vfs: &Kosmora) -> Result<(), Box<dyn std::error::Error>> {
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// Start loading several assets asynchronously
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let texture_handle: AsyncLoadHandle<TextureAsset> =
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vfs.load_async("/textures/character.png").await?;
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let audio_handle: AsyncLoadHandle<AudioAsset> =
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vfs.load_async("/audio/music/battle.ogg").await?;
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// Do other initialization work while assets load
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initialize_game_systems();
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// Wait for all assets to complete loading
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let texture = texture_handle.await?;
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let audio = audio_handle.await?;
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// Use the loaded assets
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game_state.set_player_texture(texture);
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audio_system.play_music(audio);
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Ok(())
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}
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```
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### Memory Management
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```rust
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use kosmora::{Kosmora, CachePolicy};
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fn configure_memory_usage(vfs: &mut Kosmora) {
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// Set global cache size limit
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vfs.set_cache_size_limit(512 * 1024 * 1024); // 512 MB
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// Configure cache policies for different asset types
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vfs.set_cache_policy("/textures", CachePolicy::LRU);
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vfs.set_cache_policy("/audio/music", CachePolicy::Preload);
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vfs.set_cache_policy("/audio/sfx", CachePolicy::OnDemand);
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// Manually preload critical assets
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vfs.preload("/textures/ui");
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}
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```
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### Working with Watch Paths for Hot Reloading
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```rust
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use kosmora::{Kosmora, WatchOptions};
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use std::time::Duration;
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fn setup_hot_reloading(vfs: &mut Kosmora) -> Result<(), Box<dyn std::error::Error>> {
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// Watch a directory for changes
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vfs.watch("/shaders", WatchOptions {
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recursive: true,
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delay: Duration::from_millis(100),
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on_change: Some(Box::new(|path| {
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println!("Shader changed: {}", path);
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reload_shader(path);
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})),
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})?;
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Ok(())
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}
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```
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## License
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Kosmora is Queerware - free to use for everyone, but especially free for queer individuals. See the LICENSE file for full details.
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## Contributing
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Contributions are welcome! Please see CONTRIBUTING.md for guidelines.
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## Credits
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Developed with ❤️ by the Kosmora team. |