Vixen
02b45cc4
csharp
public static class LooseContentSource

Opening a directory of imported artefacts as content, with nothing packed.

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Remarks

The half of a content mount that needs no bundles, no cache and no transport — a catalog whose every entry names no bundle, and the artefact store the import wrote the chunks to. That is the whole of what "loose content" is, and it is what an editor has: importing an asset leaves its chunk in Library/ArtifactDb and a catalog beside it, and the cost of making a change visible should be the import of the one asset that changed.

⚠ Here rather than in a head, because there are two heads. Vixen.App's ContentMount has done this since loose content existed, and the editor cannot reach it: that assembly owns a frame loop built around an ECS world and a fixed-step accumulator, and the editor's loop is an interface that redraws when something changes — a division its project file states and this must not undo for the sake of one factory.

⚠ The same addresses a shipped build resolves. The catalog is written by the same planner from the same sidecars; what differs is where the bytes are. A viewport that read content through an editor-shaped path of its own would agree with the game by coincidence, which is the property that makes testing against an editor worth anything.

⚠ The artefact store is mounted up front where a bundle is mounted on demand, and it has to be: an entry that names no bundle asks the asset manager for nothing, so a store opened lazily would be opened never.

Fields and properties (2)

  • public const string ArtifactFolderName

    What the artefact store is called inside the directory.

  • public const string CatalogFileName

    And the catalog.

Methods (1)

Used by (1)

  • EditorContentVixen.Editor.App