// Package assets provisions the static assets bundled into the binary // (fonts, shaders, and terms-of-service pages) into a per-user assets // directory at application startup. package assets import ( "fmt" "io" "io/fs" "os" "path/filepath" ) // Provision copies every file from the embedded filesystem into destDir, // preserving the relative directory structure. Existing files are // overwritten so the deployed assets always match the running binary. func Provision(bundled fs.FS, destDir string) error { return fs.WalkDir(bundled, ".", func(path string, d fs.DirEntry, err error) error { if err != nil { return err } if d.IsDir() { return nil } src, err := bundled.Open(path) if err != nil { return fmt.Errorf("opening bundled asset %s: %w", path, err) } defer src.Close() dst := filepath.Join(destDir, filepath.FromSlash(path)) if err := os.MkdirAll(filepath.Dir(dst), 0755); err != nil { return fmt.Errorf("creating asset directory for %s: %w", path, err) } out, err := os.OpenFile(dst, os.O_CREATE|os.O_WRONLY|os.O_TRUNC, 0644) if err != nil { return fmt.Errorf("creating asset file %s: %w", dst, err) } if _, err := io.Copy(out, src); err != nil { out.Close() return fmt.Errorf("writing asset file %s: %w", dst, err) } if err := out.Close(); err != nil { return fmt.Errorf("closing asset file %s: %w", dst, err) } return nil }) }