Source: assets/Assets.ts

/* eslint-disable max-len */
import { extensions, ExtensionType } from '../extensions/Extensions';
import { bitmapFontCachePlugin, loadBitmapFont } from '../scene/text-bitmap/asset/loadBitmapFont';
import { warn } from '../utils/logging/warn';
import { BackgroundLoader } from './BackgroundLoader';
import { Cache } from './cache/Cache';
import { cacheTextureArray } from './cache/parsers/cacheTextureArray';
import { detectAvif } from './detections/parsers/detectAvif';
import { detectDefaults } from './detections/parsers/detectDefaults';
import { detectMp4 } from './detections/parsers/detectMp4';
import { detectOgv } from './detections/parsers/detectOgv';
import { detectWebm } from './detections/parsers/detectWebm';
import { detectWebp } from './detections/parsers/detectWebp';
import { Loader } from './loader/Loader';
import { loadJson } from './loader/parsers/loadJson';
import { loadTxt } from './loader/parsers/loadTxt';
import { loadWebFont } from './loader/parsers/loadWebFont';
import { loadSvg } from './loader/parsers/textures/loadSVG';
import { type LoadTextureConfig, loadTextures } from './loader/parsers/textures/loadTextures';
import { loadVideoTextures } from './loader/parsers/textures/loadVideoTextures';
import { resolveJsonUrl } from './resolver/parsers/resolveJsonUrl';
import { resolveTextureUrl } from './resolver/parsers/resolveTextureUrl';
import { Resolver } from './resolver/Resolver';
import { convertToList } from './utils/convertToList';
import { isSingleItem } from './utils/isSingleItem';

import type { AssetExtension } from './AssetExtension';
import type { FormatDetectionParser } from './detections/types';
import type { LoadSVGConfig } from './loader/parsers/textures/loadSVG';
import type { BundleIdentifierOptions } from './resolver/Resolver';
import type { ArrayOr, AssetsBundle, AssetsManifest, ResolvedAsset, UnresolvedAsset } from './types';

/**
 * Callback for 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.
 * @memberof assets
 * @callback ProgressCallback
 * @param {number} progress - The percentage (0.0 - 1.0) of the assets loaded.
 * @returns {void}
 * @example
 * (progress) => console.log(progress * 100 + '%')
 */
export type ProgressCallback = (progress: number) => void;

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

/**
 * Initialization options object for the Assets Class.
 * @memberof assets
 */
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 | AssetsManifest;
    /**
     * 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', 'webm', 'mp4', 'm4v', 'ogv']
         */
        format?: ArrayOr<string>;
    };

    /**
     * If true, don't attempt to detect whether browser has preferred formats available.
     * May result in increased performance as it skips detection step.
     */
    skipDetections?: boolean;

    /** 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!
 * @namespace assets
 *
 * Use the singleton class Assets to easily load and manage all your assets.
 *
 * ```typescript
 * import { Assets, Texture } from 'pixi.js';
 *
 * const bunnyTexture = await Assets.load<Texture>('bunny.png');
 * const sprite = new Sprite(bunnyTexture);
 * ```
 *
 * Check out the sections below for more information on how to deal with assets.
 *
 * <details id="assets-loading">
 *
 * <summary>Asset Loading</summary>
 *
 * 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 Pixi supports the following files:
 * - Textures (**_avif_**, **_webp_**, **_png_**, **_jpg_**, **_gif_**, **_svg_**) via loadTextures, loadSvg
 * - Video Textures (**_mp4_**, **_m4v_**, **_webm_**, **_ogg_**, **_ogv_**, **_h264_**, **_avi_**, **_mov_**) via loadVideoTextures
 * - Sprite sheets (**_json_**) via spritesheetAsset
 * - Bitmap fonts (**_xml_**, **_fnt_**, **_txt_**) via assets.loadBitmapFont
 * - Web fonts (**_ttf_**, **_woff_**, **_woff2_**) via loadWebFont
 * - JSON files (**_json_**) via loadJson
 * - Text Files (**_txt_**) via loadTxt
 * <br/>
 * More types can be added fairly easily by creating additional LoaderParsers.
 * </details>
 *
 * <details id="textures">
 *
 * <summary>Textures</summary>
 *
 * - 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()` (see 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 Assets 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`
 * <br><br>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.
 * </details>
 *
 * <details id="fonts">
 *
 * <summary>Fonts</summary>
 *
 * 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`);
 * ```
 * </details>
 *
 * <details id="background-loading">
 *
 * <summary>Background Loading</summary>
 *
 * 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.
 * </details>
 *
 * <details id="manifests-and-bundles">
 *
 * <summary>Manifest and Bundles</summary>
 *
 * - Manifest is a descriptor 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: [
 *                 {
 *                     alias: 'background',
 *                     src: 'sunset.png',
 *                 },
 *                 {
 *                     alias: 'bar',
 *                     src: 'load-bar.{png,webp}',
 *                 },
 *             ],
 *         },
 *         {
 *             name: 'game-screen',
 *             assets: [
 *                 {
 *                     alias: 'character',
 *                     src: 'robot.png',
 *                 },
 *                 {
 *                     alias: 'enemy',
 *                     src: 'bad-guy.png',
 *                 },
 *             ],
 *         },
 *     ]
 * };
 *
 * await Assets.init({ manifest });
 *
 * // Load a bundle...
 * loadScreenAssets = await Assets.loadBundle('load-screen');
 * // Load another bundle...
 * gameScreenAssets = await Assets.loadBundle('game-screen');
 * ```
 * </details>
 */

/**
 * The global Assets class, it's a singleton so you don't need to instantiate it.
 *
 * **The `Assets` class 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 assets.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!
 * @example
 * import { Assets } from 'pixi.js';
 *
 * const bunny = await Assets.load('bunny.png');
 * @memberof assets
 * @class Assets
 */
export class AssetsClass
{
    /** the resolver to map various urls */
    public resolver: Resolver;
    /** The loader, loads stuff! */
    public loader: Loader;
    /**
     * The global cache of all assets within PixiJS
     * @type {assets.Cache}
     */
    public cache: typeof Cache;

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

    private readonly _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 Assets class to work, only if you want to set any initial properties
     * @param options - options to initialize the Assets manager with
     */
    public async init(options: AssetInitOptions = {}): Promise<void>
    {
        if (this._initialized)
        {
            // #if _DEBUG
            warn('[Assets]AssetManager already initialized, did you load before calling this Assets.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<AssetsManifest>(manifest);
            }

            this.resolver.addManifest(manifest);
        }

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

        const formats = await this._detectFormats({
            preferredFormats: options.texturePreference?.format,
            skipDetections: options.skipDetections,
            detections: this._detections
        });

        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({alias: 'bunnyBooBoo', src: 'bunny.png'});
     * const bunny = await Assets.load('bunnyBooBoo');
     *
     * // Multiple keys:
     * Assets.add({alias: ['burger', 'chicken'], src: 'bunny.png'});
     *
     * const bunny = await Assets.load('burger');
     * const bunny2 = await Assets.load('chicken');
     *
     * // passing options to to the object
     * Assets.add({
     *     alias: 'bunnyBooBooSmooth',
     *     src: 'bunny{png,webp}',
     *     data: { scaleMode: SCALE_MODES.NEAREST }, // Base texture options
     * });
     *
     * // Multiple assets
     *
     * // The following all do the same thing:
     *
     * Assets.add({alias: 'bunnyBooBoo', src: 'bunny{png,webp}'});
     *
     * Assets.add({
     *     alias: 'bunnyBooBoo',
     *     src: [
     *         'bunny.png',
     *         'bunny.webp',
     *    ],
     * });
     *
     * const bunny = await Assets.load('bunnyBooBoo'); // Will try to load WebP if available
     * @param assets - the unresolved assets to add to the resolver
     */
    public add(assets: (ArrayOr<UnresolvedAsset>)): void
    {
        this.resolver.add(assets);
    }

    /**
     * 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 | UnresolvedAsset,
        onProgress?: ProgressCallback,
    ): Promise<T>;
    public async load<T = any>(
        urls: string[] | UnresolvedAsset[],
        onProgress?: ProgressCallback,
    ): Promise<Record<string, T>>;
    public async load<T = any>(
        urls: ArrayOr<string> | ArrayOr<UnresolvedAsset>,
        onProgress?: ProgressCallback
    ): Promise<T | Record<string, T>>
    {
        if (!this._initialized)
        {
            await this.init();
        }

        const singleAsset = isSingleItem(urls);

        const urlArray: string[] = convertToList<UnresolvedAsset | string>(urls)
            .map((url) =>
            {
                if (typeof url !== 'string')
                {
                    const aliases = this.resolver.getAlias(url);

                    if (aliases.some((alias) => !this.resolver.hasKey(alias)))
                    {
                        this.add(url);
                    }

                    return Array.isArray(aliases) ? aliases[0] : aliases;
                }

                // if it hasn't been added, add it now
                if (!this.resolver.hasKey(url)) this.add({ alias: url, src: url });

                return url;
            }) as string[];

        // 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', [
     *  { alias: 'bunny', src: 'bunny.png' },
     *  { alias: 'chicken', src: 'chicken.png' },
     *  { alias: 'thumper', src: 'thumper.png' },
     * ]);
     * // or
     * 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: AssetsBundle['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: [
     *                 {
     *                     alias: 'background',
     *                     src: 'sunset.png',
     *                 },
     *                 {
     *                     alias: 'bar',
     *                     src: 'load-bar.{png,webp}',
     *                 },
     *             ],
     *         },
     *         {
     *             name: 'game-screen',
     *             assets: [
     *                 {
     *                     alias: 'character',
     *                     src: 'robot.png',
     *                 },
     *                 {
     *                     alias: 'enemy',
     *                     src: 'bad-guy.png',
     *                 },
     *             ],
     *         },
     *     ]
     * };
     *
     * await Assets.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: ArrayOr<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: ArrayOr<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: ArrayOr<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: ArrayOr<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: ResolvedAsset | Record<string, ResolvedAsset>,
        onProgress?: ProgressCallback
    ): Promise<Record<string, T>>
    {
        const resolveArray = [...new Set(Object.values(resolveResults))] as ResolvedAsset[];

        // 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) =>
        {
            const asset = loadedAssets[resolveResult.src];

            const keys = [resolveResult.src];

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

            keys.forEach((key) =>
            {
                out[key] = 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: ArrayOr<string> | ResolvedAsset | ResolvedAsset[]
    ): Promise<void>
    {
        if (!this._initialized)
        {
            await this.init();
        }

        const urlArray = convertToList<string | ResolvedAsset>(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: ArrayOr<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: ResolvedAsset | Record<string, ResolvedAsset>)
    {
        const resolveArray = Object.values(resolveResult);

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

        await this.loader.unload(resolveArray);
    }

    /**
     * Detects the supported formats for the browser, and returns an array of supported formats, respecting
     * the users preferred formats order.
     * @param options - the options to use when detecting formats
     * @param options.preferredFormats - the preferred formats to use
     * @param options.skipDetections - if we should skip the detections altogether
     * @param options.detections - the detections to use
     * @returns - the detected formats
     */
    private async _detectFormats(options: {
        preferredFormats: string | string[],
        skipDetections: boolean,
        detections: FormatDetectionParser[]
    }): Promise<string[]>
    {
        let formats: string[] = [];

        // set preferred formats
        if (options.preferredFormats)
        {
            formats = Array.isArray(options.preferredFormats)
                ? options.preferredFormats : [options.preferredFormats];
        }

        // we should add any formats that are supported by the browser
        for (const detection of options.detections)
        {
            if (options.skipDetections || await detection.test())
            {
                formats = await detection.add(formats);
            }
            else if (!options.skipDetections)
            {
                formats = await detection.remove(formats);
            }
        }

        // remove any duplicates
        formats = formats.filter((format, index) => formats.indexOf(format) === index);

        return formats;
    }

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

    /**
     * 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);
extensions.add(
    cacheTextureArray,

    detectDefaults,
    detectAvif,
    detectWebp,
    detectMp4,
    detectOgv,
    detectWebm,

    loadJson,
    loadTxt,
    loadWebFont,
    loadSvg,
    loadTextures,
    loadVideoTextures,
    loadBitmapFont,

    bitmapFontCachePlugin,

    resolveTextureUrl,
    resolveJsonUrl
);

const assetKeyMap = {
    loader: ExtensionType.LoadParser,
    resolver: ExtensionType.ResolveParser,
    cache: ExtensionType.CacheParser,
    detection: ExtensionType.DetectionParser,
};

type AssetType = keyof typeof assetKeyMap;

// Split the Asset extension into it's various parts
// these are handled in the Assets.ts file
extensions.handle(ExtensionType.Asset, (extension) =>
{
    const ref = extension.ref as AssetExtension;

    Object.entries(assetKeyMap)
        .filter(([key]) => !!ref[key as AssetType])
        .forEach(([key, type]) => extensions.add(Object.assign(
            ref[key as AssetType],
            // Allow the function to optionally define it's own
            // ExtensionMetadata, the use cases here is priority for LoaderParsers
            { extension: ref[key as AssetType].extension ?? type },
        )));
}, (extension) =>
{
    const ref = extension.ref as AssetExtension;

    Object.keys(assetKeyMap)
        .filter((key) => !!ref[key as AssetType])
        .forEach((key) => extensions.remove(ref[key as AssetType]));
});