Source: packages/assets/src/Assets.ts

import { extensions, ExtensionType } from '@pixi/core';
import { deprecation } from '@pixi/utils';
import { BackgroundLoader } from './BackgroundLoader';
import { Cache } from './cache/Cache';
import { Loader } from './loader/Loader';
import { loadTextures } from './loader/parsers';
import { Resolver } from './resolver/Resolver';
import { convertToList } from './utils/convertToList';
import { isSingleItem } from './utils/isSingleItem';

import type { FormatDetectionParser } from './detections';
import type { LoadAsset } from './loader';
import type { LoadTextureConfig } from './loader/parsers';
import type { ResolveAsset, ResolverBundle, ResolverManifest } from './resolver';
import type { BundleIdentifierOptions } from './resolver/Resolver';

export type ProgressCallback = (progress: number) => void;

/**
 * Extensible preferences that can be used, for instance, when configuring loaders.
 * @since 7.2.0
 * @memberof PIXI
 */
export interface AssetsPreferences extends LoadTextureConfig, GlobalMixins.AssetsPreferences {}

/**
 * Initialization options object for Asset Class.
 * @memberof PIXI
 */
export interface AssetInitOptions
{
    // basic...
    /** a base path for any assets loaded */
    basePath?: string;

    /** a default URL parameter string to append to all assets loaded */
    defaultSearchParams?: string | Record<string, any>;

    /**
     * a manifest to tell the asset loader upfront what all your assets are
     * this can be the manifest object itself, or a URL to the manifest.
     */
    manifest?: string | ResolverManifest;
    /**
     * optional preferences for which textures preferences you have when resolving assets
     * for example you might set the resolution to 0.5 if the user is on a rubbish old phone
     * or you might set the resolution to 2 if the user is on a retina display
     */
    texturePreference?: {
        /** the resolution order you prefer, can be an array (priority order - first is prefered) or a single resolutions  */
        resolution?: number | number[];
        /** the formats you prefer, by default this will be:  ['avif', 'webp', 'png', 'jpg', 'jpeg'] */
        format?: string | string[];
    };

    /** advanced - override how bundlesIds are generated */
    bundleIdentifier?: BundleIdentifierOptions;

    /** Optional loader preferences */
    preferences?: Partial<AssetsPreferences>;
}

/**
 * A one stop shop for all Pixi resource management!
 * Super modern and easy to use, with enough flexibility to customize and do what you need!
 * @memberof PIXI
 * @namespace Assets
 *
 * Only one Asset Class exists accessed via the Global Asset object.
 *
 * It has four main responsibilities:
 * 1. Allows users to map URLs to keys and resolve them according to the user's browser capabilities
 * 2. Loads the resources and transforms them into assets that developers understand.
 * 3. Caches the assets and provides a way to access them.
 * 4. Allow developers to unload assets and clear the cache.
 *
 * It also has a few advanced features:
 * 1. Allows developers to provide a manifest upfront of all assets and help manage them via 'bundles'.
 * 2. Allows users to background load assets. Shortening (or eliminating) load times and improving UX. With this feature,
 * in-game loading bars can be a thing of the past!
 *
 * ### Assets Loading
 *
 * Do not be afraid to load things multiple times - under the hood, it will NEVER load anything more than once.
 *
 * For example:
 *
 * ```js
 * import { Assets } from 'pixi.js';
 *
 * promise1 = Assets.load('bunny.png')
 * promise2 = Assets.load('bunny.png')
 *
 * // promise1 === promise2
 * ```
 *
 * Here both promises will be the same. Once resolved... Forever resolved! It makes for really easy resource management!
 *
 * Out of the box it supports the following files:
 * - textures (avif, webp, png, jpg, gif, svg)
 * - sprite sheets (json)
 * - bitmap fonts (xml, fnt, txt)
 * - web fonts (ttf, woff, woff2)
 * - json files (json)
 * - text files (txt)
 *
 * More types can be added fairly easily by creating additional loader parsers.
 *
 * ### Textures
 * - Textures are loaded as ImageBitmap on a worker thread where possible.
 * Leading to much less janky load + parse times.
 * - By default, we will prefer to load AVIF and WebP image files if you specify them.
 * But if the browser doesn't support AVIF or WebP we will fall back to png and jpg.
 * - Textures can also be accessed via Texture.from(...) and now use this asset manager under the hood!
 * - Don't worry if you set preferences for textures that don't exist (for example you prefer 2x resolutions images
 *  but only 1x is available for that texture, the Asset manager will pick that up as a fallback automatically)
 *
 * #### Sprite sheets
 * - It's hard to know what resolution a sprite sheet is without loading it first, to address this
 * there is a naming convention we have added that will let Pixi understand the image format and resolution
 * of the spritesheet via its file name:
 *
 * `my-spritesheet{resolution}.{imageFormat}.json`
 *
 * For example:
 *
 * `my-spritesheet@2x.webp.json` // 2x resolution, WebP sprite sheet
 * `my-spritesheet@0.5x.png.json` // 0.5x resolution, png sprite sheet
 *
 * This is optional! You can just load a sprite sheet as normal.
 * This is only useful if you have a bunch of different res / formatted spritesheets.
 *
 * ### Fonts
 * Web fonts will be loaded with all weights.
 * It is possible to load only specific weights by doing the following:
 *
 * ```js
 * import { Assets } from 'pixi.js';
 *
 * // Load specific weights..
 * await Assets.load({
 *     data: {
 *         weights: ['normal'], // Only loads the weight
 *     },
 *     src: `outfit.woff2`,
 * });
 *
 * // Load everything...
 * await Assets.load(`outfit.woff2`);
 * ```
 *
 * ### Background Loading
 * Background loading will load stuff for you passively behind the scenes. To minimize jank,
 * it will only load one asset at a time. As soon as a developer calls `Assets.load(...)` the
 * background loader is paused and requested assets are loaded as a priority.
 * Don't worry if something is in there that's already loaded, it will just get skipped!
 *
 * You still need to call `Assets.load(...)` to get an asset that has been loaded in the background.
 * It's just that this promise will resolve instantly if the asset
 * has already been loaded.
 *
 * ### Manifest and Bundles
 * - Manifest is a JSON file that contains a list of all assets and their properties.
 * - Bundles are a way to group assets together.
 *
 * ```js
 * import { Assets } from 'pixi.js';
 *
 * // Manifest Example
 * const manifest = {
 *     bundles: [
 *         {
 *             name: 'load-screen',
 *             assets: [
 *                 {
 *                     name: 'background',
 *                     srcs: 'sunset.png',
 *                 },
 *                 {
 *                     name: 'bar',
 *                     srcs: 'load-bar.{png,webp}',
 *                 },
 *             ],
 *         },
 *         {
 *             name: 'game-screen',
 *             assets: [
 *                 {
 *                     name: 'character',
 *                     srcs: 'robot.png',
 *                 },
 *                 {
 *                     name: 'enemy',
 *                     srcs: 'bad-guy.png',
 *                 },
 *             ],
 *         },
 *     ]
 * };
 *
 * await Asset.init({ manifest });
 *
 * // Load a bundle...
 * loadScreenAssets = await Assets.loadBundle('load-screen');
 * // Load another bundle...
 * gameScreenAssets = await Assets.loadBundle('game-screen');
 * ```
 * @example
 * import { Assets } from 'pixi.js';
 *
 * const bunny = await Assets.load('bunny.png');
 */
export class AssetsClass
{
    /** the resolver to map various urls */
    public resolver: Resolver;
    /**
     * The loader, loads stuff!
     * @type {PIXI.AssetLoader}
     */
    public loader: Loader;
    /**
     * The global cache of all assets within PixiJS
     * @type {PIXI.Cache}
     */
    public cache: typeof Cache;

    /** takes care of loading assets in the background */
    private readonly _backgroundLoader: BackgroundLoader;

    private _detections: FormatDetectionParser[] = [];

    private _initialized = false;

    constructor()
    {
        this.resolver = new Resolver();
        this.loader = new Loader();
        this.cache = Cache;

        this._backgroundLoader = new BackgroundLoader(this.loader);
        this._backgroundLoader.active = true;

        this.reset();
    }

    /**
     * Best practice is to call this function before any loading commences
     * Initiating is the best time to add any customization to the way things are loaded.
     *
     * you do not need to call this for the Asset class to work, only if you want to set any initial properties
     * @param options - options to initialize the Asset manager with
     */
    public async init(options: AssetInitOptions = {}): Promise<void>
    {
        if (this._initialized)
        {
            // #if _DEBUG
            console.warn('[Assets]AssetManager already initialized, did you load before calling this Asset.init()?');
            // #endif

            return;
        }

        this._initialized = true;

        if (options.defaultSearchParams)
        {
            this.resolver.setDefaultSearchParams(options.defaultSearchParams);
        }

        if (options.basePath)
        {
            this.resolver.basePath = options.basePath;
        }

        if (options.bundleIdentifier)
        {
            this.resolver.setBundleIdentifier(options.bundleIdentifier);
        }

        if (options.manifest)
        {
            let manifest = options.manifest;

            if (typeof manifest === 'string')
            {
                manifest = await this.load<ResolverManifest>(manifest);
            }

            this.resolver.addManifest(manifest);
        }

        const resolutionPref = options.texturePreference?.resolution ?? 1;
        const resolution = (typeof resolutionPref === 'number') ? [resolutionPref] : resolutionPref;

        let formats: string[] = [];

        if (options.texturePreference?.format)
        {
            const formatPref = options.texturePreference?.format;

            formats = (typeof formatPref === 'string') ? [formatPref] : formatPref;

            // we should remove any formats that are not supported by the browser
            for (const detection of this._detections)
            {
                if (!await detection.test())
                {
                    formats = await detection.remove(formats);
                }
            }
        }
        else
        {
            // we should add any formats that are supported by the browser
            for (const detection of this._detections)
            {
                if (await detection.test())
                {
                    formats = await detection.add(formats);
                }
            }
        }

        this.resolver.prefer({
            params: {
                format: formats,
                resolution,
            },
        });

        if (options.preferences)
        {
            this.setPreferences(options.preferences);
        }
    }

    /**
     * Allows you to specify how to resolve any assets load requests.
     * There are a few ways to add things here as shown below:
     * @example
     * import { Assets } from 'pixi.js';
     *
     * // Simple
     * Assets.add('bunnyBooBoo', 'bunny.png');
     * const bunny = await Assets.load('bunnyBooBoo');
     *
     * // Multiple keys:
     * Assets.add(['burger', 'chicken'], 'bunny.png');
     *
     * const bunny = await Assets.load('burger');
     * const bunny2 = await Assets.load('chicken');
     *
     * // passing options to to the object
     * Assets.add(
     *     'bunnyBooBooSmooth',
     *     'bunny{png,webp}',
     *     { scaleMode: SCALE_MODES.NEAREST }, // Base texture options
     * );
     *
     * // Multiple assets
     *
     * // The following all do the same thing:
     *
     * Assets.add('bunnyBooBoo', 'bunny{png,webp}');
     *
     * Assets.add('bunnyBooBoo', [
     *     'bunny.png',
     *     'bunny.webp',
     * ]);
     *
     * Assets.add('bunnyBooBoo', [
     *     {
     *         format: 'png',
     *         src: 'bunny.png',
     *     },
     *     {
     *         format: 'webp',
     *         src: 'bunny.webp',
     *     },
     * ]);
     *
     * const bunny = await Assets.load('bunnyBooBoo'); // Will try to load WebP if available
     * @param keysIn - the key or keys that you will reference when loading this asset
     * @param assetsIn - the asset or assets that will be chosen from when loading via the specified key
     * @param data - asset-specific data that will be passed to the loaders
     * - Useful if you want to initiate loaded objects with specific data
     */
    public add(keysIn: string | string[], assetsIn: string | (ResolveAsset | string)[], data?: unknown): void
    {
        this.resolver.add(keysIn, assetsIn, data);
    }

    /**
     * Loads your assets! You pass in a key or URL and it will return a promise that
     * resolves to the loaded asset. If multiple assets a requested, it will return a hash of assets.
     *
     * Don't worry about loading things multiple times, behind the scenes assets are only ever loaded
     * once and the same promise reused behind the scenes so you can safely call this function multiple
     * times with the same key and it will always return the same asset.
     * @example
     * import { Assets } from 'pixi.js';
     *
     * // Load a URL:
     * const myImageTexture = await Assets.load('http://some.url.com/image.png'); // => returns a texture
     *
     * Assets.add('thumper', 'bunny.png');
     * Assets.add('chicko', 'chicken.png');
     *
     * // Load multiple assets:
     * const textures = await Assets.load(['thumper', 'chicko']); // => {thumper: Texture, chicko: Texture}
     * @param urls - the urls to load
     * @param onProgress - optional function that is called when progress on asset loading is made.
     * The function is passed a single parameter, `progress`, which represents the percentage
     * (0.0 - 1.0) of the assets loaded.
     * @returns - the assets that were loaded, either a single asset or a hash of assets
     */
    public async load<T = any>(
        urls: string | LoadAsset,
        onProgress?: ProgressCallback,
    ): Promise<T>;
    public async load<T = any>(
        urls: string[] | LoadAsset[],
        onProgress?: ProgressCallback,
    ): Promise<Record<string, T>>;
    public async load<T = any>(
        urls: string | string[] | LoadAsset | LoadAsset[],
        onProgress?: ProgressCallback,
    ): Promise<T | Record<string, T>>
    {
        if (!this._initialized)
        {
            await this.init();
        }

        const singleAsset = isSingleItem(urls);

        const urlArray = convertToList<ResolveAsset>(urls)
            .map((url) =>
            {
                if (typeof url !== 'string')
                {
                    this.resolver.add(url.src as string, url);

                    return url.src;
                }

                if (!this.resolver.hasKey(url))
                {
                    this.resolver.add(url, url);
                }

                return url;
            });

        // check cache first...
        const resolveResults = this.resolver.resolve(urlArray);

        // remap to the keys used..
        const out: Record<string, T> = await this._mapLoadToResolve<T>(resolveResults, onProgress);

        return singleAsset ? out[urlArray[0] as string] : out;
    }

    /**
     * This adds a bundle of assets in one go so that you can load them as a group.
     * For example you could add a bundle for each screen in you pixi app
     * @example
     * import { Assets } from 'pixi.js';
     *
     * Assets.addBundle('animals', {
     *     bunny: 'bunny.png',
     *     chicken: 'chicken.png',
     *     thumper: 'thumper.png',
     * });
     *
     * const assets = await Assets.loadBundle('animals');
     * @param bundleId - the id of the bundle to add
     * @param assets - a record of the asset or assets that will be chosen from when loading via the specified key
     */
    public addBundle(bundleId: string, assets: ResolverBundle['assets']): void
    {
        this.resolver.addBundle(bundleId, assets);
    }

    /**
     * Bundles are a way to load multiple assets at once.
     * If a manifest has been provided to the init function then you can load a bundle, or bundles.
     * you can also add bundles via `addBundle`
     * @example
     * import { Assets } from 'pixi.js';
     *
     * // Manifest Example
     * const manifest = {
     *     bundles: [
     *         {
     *             name: 'load-screen',
     *             assets: [
     *                 {
     *                     name: 'background',
     *                     srcs: 'sunset.png',
     *                 },
     *                 {
     *                     name: 'bar',
     *                     srcs: 'load-bar.{png,webp}',
     *                 },
     *             ],
     *         },
     *         {
     *             name: 'game-screen',
     *             assets: [
     *                 {
     *                     name: 'character',
     *                     srcs: 'robot.png',
     *                 },
     *                 {
     *                     name: 'enemy',
     *                     srcs: 'bad-guy.png',
     *                 },
     *             ],
     *         },
     *     ]
     * };
     *
     * await Asset.init({ manifest });
     *
     * // Load a bundle...
     * loadScreenAssets = await Assets.loadBundle('load-screen');
     * // Load another bundle...
     * gameScreenAssets = await Assets.loadBundle('game-screen');
     * @param bundleIds - the bundle id or ids to load
     * @param onProgress - Optional function that is called when progress on asset loading is made.
     * The function is passed a single parameter, `progress`, which represents the percentage (0.0 - 1.0)
     * of the assets loaded. Do not use this function to detect when assets are complete and available,
     * instead use the Promise returned by this function.
     * @returns all the bundles assets or a hash of assets for each bundle specified
     */
    public async loadBundle(bundleIds: string | string[], onProgress?: ProgressCallback): Promise<any>
    {
        if (!this._initialized)
        {
            await this.init();
        }

        let singleAsset = false;

        if (typeof bundleIds === 'string')
        {
            singleAsset = true;
            bundleIds = [bundleIds];
        }

        const resolveResults = this.resolver.resolveBundle(bundleIds);

        const out: Record<string, Record<string, any>> = {};

        const keys = Object.keys(resolveResults);
        let count = 0;
        let total = 0;
        const _onProgress = () =>
        {
            onProgress?.(++count / total);
        };
        const promises = keys.map((bundleId) =>
        {
            const resolveResult = resolveResults[bundleId];

            total += Object.keys(resolveResult).length;

            return this._mapLoadToResolve(resolveResult, _onProgress)
                .then((resolveResult) =>
                {
                    out[bundleId] = resolveResult;
                });
        });

        await Promise.all(promises);

        return singleAsset ? out[bundleIds[0]] : out;
    }

    /**
     * Initiate a background load of some assets. It will passively begin to load these assets in the background.
     * So when you actually come to loading them you will get a promise that resolves to the loaded assets immediately
     *
     * An example of this might be that you would background load game assets after your inital load.
     * then when you got to actually load your game screen assets when a player goes to the game - the loading
     * would already have stared or may even be complete, saving you having to show an interim load bar.
     * @example
     * import { Assets } from 'pixi.js';
     *
     * Assets.backgroundLoad('bunny.png');
     *
     * // later on in your app...
     * await Assets.loadBundle('bunny.png'); // Will resolve quicker as loading may have completed!
     * @param urls - the url / urls you want to background load
     */
    public async backgroundLoad(urls: string | string[]): Promise<void>
    {
        if (!this._initialized)
        {
            await this.init();
        }

        if (typeof urls === 'string')
        {
            urls = [urls];
        }

        const resolveResults = this.resolver.resolve(urls);

        this._backgroundLoader.add(Object.values(resolveResults));
    }

    /**
     * Initiate a background of a bundle, works exactly like backgroundLoad but for bundles.
     * this can only be used if the loader has been initiated with a manifest
     * @example
     * import { Assets } from 'pixi.js';
     *
     * await Assets.init({
     *     manifest: {
     *         bundles: [
     *             {
     *                 name: 'load-screen',
     *                 assets: [...],
     *             },
     *             ...
     *         ],
     *     },
     * });
     *
     * Assets.backgroundLoadBundle('load-screen');
     *
     * // Later on in your app...
     * await Assets.loadBundle('load-screen'); // Will resolve quicker as loading may have completed!
     * @param bundleIds - the bundleId / bundleIds you want to background load
     */
    public async backgroundLoadBundle(bundleIds: string | string[]): Promise<void>
    {
        if (!this._initialized)
        {
            await this.init();
        }

        if (typeof bundleIds === 'string')
        {
            bundleIds = [bundleIds];
        }

        const resolveResults = this.resolver.resolveBundle(bundleIds);

        Object.values(resolveResults).forEach((resolveResult) =>
        {
            this._backgroundLoader.add(Object.values(resolveResult));
        });
    }

    /**
     * Only intended for development purposes.
     * This will wipe the resolver and caches.
     * You will need to reinitialize the Asset
     */
    public reset(): void
    {
        this.resolver.reset();
        this.loader.reset();
        this.cache.reset();

        this._initialized = false;
    }

    /**
     * Instantly gets an asset already loaded from the cache. If the asset has not yet been loaded,
     * it will return undefined. So it's on you! When in doubt just use `Assets.load` instead.
     * (Remember, the loader will never load things more than once!)
     * @param keys - The key or keys for the assets that you want to access
     * @returns - The assets or hash of assets requested
     */
    public get<T = any>(keys: string): T;
    public get<T = any>(keys: string[]): Record<string, T>;
    public get<T = any>(keys: string | string[]): T | Record<string, T>
    {
        if (typeof keys === 'string')
        {
            return Cache.get(keys);
        }

        const assets: Record<string, T> = {};

        for (let i = 0; i < keys.length; i++)
        {
            assets[i] = Cache.get(keys[i]);
        }

        return assets;
    }

    /**
     * helper function to map resolved assets back to loaded assets
     * @param resolveResults - the resolve results from the resolver
     * @param onProgress - the progress callback
     */
    private async _mapLoadToResolve<T>(
        resolveResults: ResolveAsset | Record<string, ResolveAsset>,
        onProgress?: ProgressCallback
    ): Promise<Record<string, T>>
    {
        const resolveArray = Object.values(resolveResults);
        const resolveKeys = Object.keys(resolveResults);

        // pause background loader...
        this._backgroundLoader.active = false;

        const loadedAssets = await this.loader.load<T>(resolveArray, onProgress);

        // resume background loader...
        this._backgroundLoader.active = true;

        // remap to the keys used..

        const out: Record<string, T> = {};

        resolveArray.forEach((resolveResult, i) =>
        {
            const asset = loadedAssets[resolveResult.src];

            const keys = [resolveResult.src];

            if (resolveResult.alias)
            {
                keys.push(...resolveResult.alias);
            }

            out[resolveKeys[i]] = asset;

            Cache.set(keys, asset);
        });

        return out;
    }

    /**
     * Unload an asset or assets. As the Assets class is responsible for creating the assets via the `load` function
     * this will make sure to destroy any assets and release them from memory.
     * Once unloaded, you will need to load the asset again.
     *
     * Use this to help manage assets if you find that you have a large app and you want to free up memory.
     *
     * - it's up to you as the developer to make sure that textures are not actively being used when you unload them,
     * Pixi won't break but you will end up with missing assets. Not a good look for the user!
     * @example
     * import { Assets } from 'pixi.js';
     *
     * // Load a URL:
     * const myImageTexture = await Assets.load('http://some.url.com/image.png'); // => returns a texture
     *
     * await Assets.unload('http://some.url.com/image.png')
     *
     * // myImageTexture will be destroyed now.
     *
     * // Unload multiple assets:
     * const textures = await Assets.unload(['thumper', 'chicko']);
     * @param urls - the urls to unload
     */
    public async unload(
        urls: string | string[] | LoadAsset | LoadAsset[]
    ): Promise<void>
    {
        if (!this._initialized)
        {
            await this.init();
        }

        const urlArray = convertToList<string | LoadAsset>(urls)
            .map((url) =>
                ((typeof url !== 'string') ? url.src : url));

        // check cache first...
        const resolveResults = this.resolver.resolve(urlArray);

        await this._unloadFromResolved(resolveResults);
    }

    /**
     * Bundles are a way to manage multiple assets at once.
     * this will unload all files in a bundle.
     *
     * once a bundle has been unloaded, you need to load it again to have access to the assets.
     * @example
     * import { Assets } from 'pixi.js';
     *
     * Assets.addBundle({
     *     'thumper': 'http://some.url.com/thumper.png',
     * })
     *
     * const assets = await Assets.loadBundle('thumper');
     *
     * // Now to unload...
     *
     * await Assets.unloadBundle('thumper');
     *
     * // All assets in the assets object will now have been destroyed and purged from the cache
     * @param bundleIds - the bundle id or ids to unload
     */
    public async unloadBundle(bundleIds: string | string[]): Promise<void>
    {
        if (!this._initialized)
        {
            await this.init();
        }

        bundleIds = convertToList<string>(bundleIds);

        const resolveResults = this.resolver.resolveBundle(bundleIds);

        const promises = Object.keys(resolveResults).map((bundleId) =>
            this._unloadFromResolved(resolveResults[bundleId]));

        await Promise.all(promises);
    }

    private async _unloadFromResolved(resolveResult: ResolveAsset | Record<string, ResolveAsset>)
    {
        const resolveArray = Object.values(resolveResult);

        resolveArray.forEach((resolveResult) =>
        {
            Cache.remove(resolveResult.src);
        });

        await this.loader.unload(resolveArray);
    }

    /** All the detection parsers currently added to the Assets class. */
    public get detections(): FormatDetectionParser[]
    {
        return this._detections;
    }

    /**
     * @deprecated since 7.2.0
     * @see Assets.setPreferences
     */
    public get preferWorkers(): boolean
    {
        return loadTextures.config.preferWorkers;
    }
    public set preferWorkers(value: boolean)
    {
        // #if _DEBUG
        deprecation('7.2.0', 'Assets.prefersWorkers is deprecated, '
            + 'use Assets.setPreferences({ preferWorkers: true }) instead.');
        // #endif
        this.setPreferences({ preferWorkers: value });
    }

    /**
     * General setter for preferences. This is a helper function to set preferences on all parsers.
     * @param preferences - the preferences to set
     */
    public setPreferences(preferences: Partial<AssetsPreferences>): void
    {
        // Find matching config keys in loaders with preferences
        // and set the values
        this.loader.parsers.forEach((parser) =>
        {
            if (!parser.config) return;

            (Object.keys(parser.config) as (keyof AssetsPreferences)[])
                .filter((key) => key in preferences)
                .forEach((key) =>
                {
                    parser.config[key] = preferences[key];
                });
        });
    }
}

export const Assets = new AssetsClass();

// Handle registration of extensions
extensions
    .handleByList(ExtensionType.LoadParser, Assets.loader.parsers)
    .handleByList(ExtensionType.ResolveParser, Assets.resolver.parsers)
    .handleByList(ExtensionType.CacheParser, Assets.cache.parsers)
    .handleByList(ExtensionType.DetectionParser, Assets.detections);