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fix: limit the number of concurrent load_internal calls to avoid exce… #17377

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15 changes: 15 additions & 0 deletions crates/bevy_asset/src/server/mod.rs
Original file line number Diff line number Diff line change
Expand Up @@ -18,6 +18,7 @@ use crate::{
UntypedAssetLoadFailedEvent, UntypedHandle,
};
use alloc::sync::Arc;
use async_lock::Semaphore;
use atomicow::CowArc;
use bevy_ecs::prelude::*;
use bevy_tasks::IoTaskPool;
Expand Down Expand Up @@ -61,6 +62,9 @@ pub(crate) struct AssetServerData {
sources: AssetSources,
mode: AssetServerMode,
meta_check: AssetMetaCheck,

///Used to ensure the `asset_server` does not try to acquire more loaders (and thus `file_handles`) than the OS allows
asset_counter: Semaphore,
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This approach looks good to me, but I'm thinking we should scope this to FileAssetReader instead, as this is a "file descriptor" limitation protection? We wouldn't want this limit on an in-memory asset source

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@Braymatter Braymatter Jan 15, 2025

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My initial instinct was to keep in in file_asset as well, but I couldn't think of a way to detect when the file was actually closed/dropped, as the AssetReader returns the File back to the caller.

If I were to add the Semaphore to the AssetReader impl in file_asset.rs it would release the permit as soon as it loaded the file and returned, and not after it was finished being read/processed etc. My understanding is that the host OS will keep the file descriptor allocated until the process closes (or in Rust's case drops) the file.

I could definitely be misreading/misunderstanding something so open to suggestions.

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Some previous discussion here:
https://discord.com/channels/691052431525675048/749332104487108618/1328572829930881066

We could read the limit from a package.metadata parameter and leave it to the client application developers to set, while defaulting to u32::Max or something sensible.

It would then be opt-in, and wouldn't affect network/memory etc. AssetReaders by default. The downside being client app developers would have to use the lowest limit of any of their target platforms.

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In theory we could implement the Reader trait for a wrapper containing both a semaphore handle and the File, then return that.

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Idk if the async_lock semaphore impl will meet the send / sync requirements there.

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I took a stab at it here: Braymatter@a415213

It... compiles but the Semaphores are no longer preventing too many file handles from being opened. Interestingly it seems like the app is provisioning two FileAssetReaders based on this screenshot / log showing up twice in the xcode debugger:

image

I think this would actually be a problem anyway because you may want to load assets from the normal assets/imported_assets AND load downloaded assets from (in my case) the App sandbox fs.

There's also the issue of the AssetWriter also potentially reserving file descriptors.

We could do some kind of global/shared semaphore, but I could also be misunderstanding how some of this fits together.

Open to more suggestions - I'm unsure why this isn't working; I would expect that halving the amount of Semaphore permits would resolve the issue with two asset loaders but it doesn't seem to be the case.

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I think a shared semaphore between anything file-related that needs it (FileAssetReader / FileAssetWriter) makes the most sense to me. I'd like to avoid leaking internal filesystem-specific constraints into the high level asset server.

}

/// The "asset mode" the server is currently in.
Expand Down Expand Up @@ -112,6 +116,13 @@ impl AssetServer {
let (asset_event_sender, asset_event_receiver) = crossbeam_channel::unbounded();
let mut infos = AssetInfos::default();
infos.watching_for_changes = watching_for_changes;

#[cfg(target_os = "ios")]
let file_limit = 127; // The normal limit is 256, cut in half for .meta files and sub 1 because 128 still throws the occasional error (3 failed files out of 1500)

#[cfg(not(target_os = "ios"))]
let file_limit = 16000;
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Source?

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Not much:
https://stackoverflow.com/questions/57007894/permanently-increase-file-descriptor-ulimit-in-android-without-being-root

Seemed like a reasonable limit, considering it wasn't limited at all before - it's going to vary with platform OS and I didn't find exhaustive documentation on specific limits for every OS and distro.

I'm not very concerned as I've never run into this problem on a desktop machine and my projects are bigger than most.

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In terms of correctness, these values seem very magic and arbitrary. They seem like they could change at any time or even by configurable by the gamer. Is there a way to instead detect whether the limit has been reached when performing the operation instead of assuming what the limit is at compile-time?

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These values should have a primary source linked in a comment. If there is an authoritative resource, maaaayybe we can rely on them.

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In general I seriously doubt that anyone is changing the file descriptor limit on ios. The ios limit of 256 is somewhat well documented online, but can always change. I ran ulimit -n on my macos machine and got 2560, which is where the other value came from.

16000 as a limit was a wild-guess.

I was unable to find a cross platform, exhaustive way to detect file system limits. As you mentioned they can change arbitrarily. If anything I would set it to 127 for every platform as most apps aren't even going to have that many assets, and the ones that do will likely have a negligible/user undetectable increase in load times.


Self {
data: Arc::new(AssetServerData {
sources,
Expand All @@ -121,6 +132,7 @@ impl AssetServer {
asset_event_receiver,
loaders,
infos: RwLock::new(infos),
asset_counter: Semaphore::new(file_limit),
}),
}
}
Expand Down Expand Up @@ -547,6 +559,9 @@ impl AssetServer {
force: bool,
meta_transform: Option<MetaTransform>,
) -> Result<UntypedHandle, AssetLoadError> {
//Wait to acquire asset permit so we don't overload the file io for the os
let _guard = self.data.asset_counter.acquire().await;

let asset_type_id = input_handle.as_ref().map(UntypedHandle::type_id);

let path = path.into_owned();
Expand Down
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