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assetmanager.cpp « Asset « Source - github.com/WolfireGames/overgrowth.git - Unnamed repository; edit this file 'description' to name the repository.
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//-----------------------------------------------------------------------------
//           Name: assetmanager.cpp
//      Developer: Wolfire Games LLC
//    Description:
//        License: Read below
//-----------------------------------------------------------------------------
//
//
//   Copyright 2022 Wolfire Games LLC
//
//   Licensed under the Apache License, Version 2.0 (the "License");
//   you may not use this file except in compliance with the License.
//   You may obtain a copy of the License at
//
//       http://www.apache.org/licenses/LICENSE-2.0
//
//   Unless required by applicable law or agreed to in writing, software
//   distributed under the License is distributed on an "AS IS" BASIS,
//   WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
//   See the License for the specific language governing permissions and
//   limitations under the License.
//
//-----------------------------------------------------------------------------
#include "assetmanager.h"

#include <Asset/Asset/actorfile.h>
#include <Asset/Asset/ambientsounds.h>
#include <Asset/Asset/animation.h>
#include <Asset/Asset/animationeffect.h>
#include <Asset/Asset/attachmentasset.h>
#include <Asset/Asset/attacks.h>
#include <Asset/Asset/averagecolorasset.h>
#include <Asset/Asset/character.h>
#include <Asset/Asset/decalfile.h>
#include <Asset/Asset/fzx_file.h>
#include <Asset/Asset/hotspotfile.h>
#include <Asset/Asset/image_sampler.h>
#include <Asset/Asset/item.h>
#include <Asset/Asset/levelset.h>
#include <Asset/Asset/lipsyncfile.h>
#include <Asset/Asset/material.h>
#include <Asset/Asset/objectfile.h>
#include <Asset/Asset/particletype.h>
#include <Asset/Asset/reactions.h>
#include <Asset/Asset/skeletonasset.h>
#include <Asset/Asset/songlistfile.h>
#include <Asset/Asset/soundgroup.h>
#include <Asset/Asset/soundgroupinfo.h>
#include <Asset/Asset/spawnpointinfo.h>
#include <Asset/Asset/syncedanimation.h>
#include <Asset/Asset/texturedummy.h>
#include <Asset/Asset/voicefile.h>
#include <Asset/Asset/levelinfo.h>
#include <Asset/Asset/filehash.h>
#include <Asset/assetloaderrors.h>

#include <Logging/logdata.h>
#include <Utility/strings.h>

#include <cstdlib>
#include <stdint.h>
#include <stdio.h>
#include <set>
#include <limits>

#ifdef MEASURE_LOADS
AssetLoadTime::AssetLoadTime(uint64_t time, uint32_t time_ms, const char* asset_type_name, AssetType asset_type ):
time(time),
time_ms(time_ms),
asset_type_name(asset_type_name),
asset_type(asset_type) { 
}
#endif

AssetManager::AssetManager():
asset_id_counter(1),
asset_list(NULL),
asset_list_count(0),
asset_list_size(0),
load_id_counter(1),
loading_instances(256,128),
io_thread_manager(1),
loading_thread_manager(1),
load_warning_activated(false),
asset_warning_count(0),
asset_hold_count(0)
{

LOG_ASSERT((int)ASSET_TYPE_FINAL < MAX_ASSET_TYPE_COUNT);

memset(asset_type_count,0,sizeof(int)*MAX_ASSET_TYPE_COUNT);

}

AssetManager::~AssetManager() {
    free(asset_list);
    asset_list = NULL;
    asset_list_count = 0;
    asset_list_size = 0;
}

void AssetManager::Initialize() {
     
}

bool AssetManager::UnloadUnreferenced( int limit, unsigned int required_attempts ) {
    int removes = 0;
    for( int i = (int)asset_list_count-1; i >= 0; i-- )
    {
        if( asset_list[i].count <= 0 )
        {
            if( asset_list[i].hold_load_mask == 0x0 )
            {
                if( asset_list[i].deallocate_attempts >= required_attempts )
                {
                    //LOGI << "Unloading unreferenced " << asset_list[i].asset_type_name << std::endl;
                    Asset* asset = asset_list[i].asset;
                    AssetLoaderBase * loader = asset->NewLoader();   
                    loader->Initialize(asset_list[i].rel_name,asset_list[i].load_flags, asset);
                    for( unsigned k = 0; k < loader->GetAssetUnloadStepCount(); k++ )
                    {
                        loader->DoUnloadStep(k);
                    }
                    delete loader;
                    DeallocateAsset( asset_list[i].id, i );
                    removes++;
                }
                else
                {
                    asset_list[i].deallocate_attempts++;
                }
            }
        }

        if( removes >= limit && limit > 0 )
        {
            break;
        }
    } 

    return removes > 0;
}

uint32_t AssetManager::GetAsset( uint32_t asset_id ) {
    for( unsigned i = 0; i < asset_list_count; i++ ) { 
        if( asset_list[i].id == asset_id ) {
            return i;
        }
    }
    return std::numeric_limits<uint32_t>::max();
}

void AssetManager::DeallocateAsset( uint32_t asset_id, uint32_t starting_id ) {
    bool shifting = false;
    for( unsigned int i = starting_id; i < asset_list_count; i++ ) {
        if( shifting ) { //Moving all other assets one step
            asset_list[i-1] = asset_list[i]; 
        } else { //Searching
            if( asset_list[i].id == asset_id ) {
                if( asset_list[i].load_warning ) {
                    asset_warning_count--;
                }
                if(asset_list[i].hold_load_mask != 0x0 ) {
                    asset_hold_count--;
                }

                delete asset_list[i].asset;
                asset_type_count[(int)asset_list[i].type]--;
                shifting = true;
            } 
        }
    }

    if( shifting ) { //We removed something
        asset_list_count--;
    } 
}

void AssetManager::Dispose() {
    DumpLoadWarningData("asset_manager_warnings.xml");
#ifdef MEASURE_LOADS
    DumpTimingData();    
#endif
    LOGI << "Releasing hold on all preloaded assets" << std::endl;
    ReleaseAssetHoldLoad(HOLD_LOAD_MASK_PRELOAD);
    LOGI << "Disposing asset manager" << std::endl;
    while(UnloadUnreferenced(0,0)){};
    
    if( asset_list_count > 0 ) {
        LOGW << "Following assets are still loaded after assetmanager is called for disposal" << std::endl;

        for( unsigned int i = 0; i < asset_list_count; i++ ) {
            LOGW << "References: " << asset_list[i].count << " path: " << asset_list[i].rel_name << std::endl;; 
        }

        LOGW << "Marking them as orphans" << std::endl;
        for( unsigned int i = 0; i < asset_list_count; i++ ) {
            asset_list[i].asset->owner = NULL;
        }
    }
}

size_t GetNextAssetListSize( size_t current_size ) {
    return current_size + 1024;
}

void AssetManager::ReallocAssetInstanceCounter( size_t new_size ) {
    asset_list_size = new_size;
    asset_list = static_cast<AssetInstanceCounter*>(realloc( asset_list, asset_list_size * sizeof(AssetInstanceCounter)));
}

void AssetManager::IncrementAsset( uint32_t asset_id ) {
    for( size_t i = 0; i < asset_list_count; i++ ) {
        if( asset_list[i].id == asset_id ) {
            asset_list[i].deallocate_attempts = 0;
            asset_list[i].count++;
            return;
        } 
    }
    LOGW << "Unable to find asset of id for increment: " << asset_id << std::endl; 
}

void AssetManager::DecrementAsset( uint32_t asset_id ) {
    for( size_t i = 0; i < asset_list_count; i++ ) {
        if( asset_list[i].id == asset_id ) {
            asset_list[i].count--;
            if( asset_list[i].count <= 0 ) {
                //LOGI << "Asset count is " << asset_list[i].count << " " <<  asset_list[i].asset_type_name << " " << asset_list[i].asset->path_ << std::endl;
            }
            return;
        } 
    }
    LOGW << "Unable to find asset of id for decrement: " << asset_id << std::endl; 
}

void AssetManager::LoadSync( AssetType type, const std::string& str, uint32_t load_flags, uint32_t hold_load_mask ) {
    switch(type) {
#ifndef OGDA
        case SKELETON_ASSET:
            LoadSync<SkeletonAsset>(str,load_flags,hold_load_mask);
            break;
        case SYNCED_ANIMATION_GROUP_ASSET:
            LoadSync<SyncedAnimationGroup>(str,load_flags,hold_load_mask);
            break;
        case ANIMATION_ASSET:
            LoadSync<Animation>(str,load_flags,hold_load_mask);
            break;
        case OBJECT_FILE_ASSET:
            LoadSync<ObjectFile>(str,load_flags,hold_load_mask);
            break;
        case MATERIAL_ASSET:
            LoadSync<Material>(str,load_flags,hold_load_mask);
            break;
        case ATTACK_ASSET:
            LoadSync<Attack>(str,load_flags,hold_load_mask);
            break;
        case VOICE_FILE_ASSET:
            LoadSync<VoiceFile>(str,load_flags,hold_load_mask);
            break;
        case ANIMATION_EFFECT_ASSET:
            LoadSync<AnimationEffect>(str,load_flags,hold_load_mask);
            break;
        case SOUND_GROUP_INFO_ASSET:
            LoadSync<SoundGroupInfo>(str,load_flags,hold_load_mask);
            break;
        case CHARACTER_ASSET:
            LoadSync<Character>(str,load_flags,hold_load_mask);
            break;
        case REACTION_ASSET:
            LoadSync<Reaction>(str,load_flags,hold_load_mask);
            break;
        case DECAL_FILE_ASSET:
            LoadSync<DecalFile>(str,load_flags,hold_load_mask);
            break;
        case HOTSPOT_FILE_ASSET:
            LoadSync<HotspotFile>(str,load_flags,hold_load_mask);
            break;
        case AMBIENT_SOUND_ASSET:
            LoadSync<AmbientSound>(str,load_flags,hold_load_mask);
            break;
        case ACTOR_FILE_ASSET:
            LoadSync<ActorFile>(str,load_flags,hold_load_mask);
            break;
        case ITEM_ASSET:
            LoadSync<Item>(str,load_flags,hold_load_mask);
            break;
        case LEVEL_SET_ASSET:
            LoadSync<LevelSet>(str,load_flags,hold_load_mask);
            break;
        case IMAGE_SAMPLER_ASSET:
            LoadSync<ImageSampler>(str,load_flags,hold_load_mask);
            break;
        case SOUND_GROUP_ASSET:
            LoadSync<SoundGroup>(str,load_flags,hold_load_mask);
            break;
        case PARTICLE_TYPE_ASSET:
            LoadSync<ParticleType>(str,load_flags,hold_load_mask);
            break;
        case AVERAGE_COLOR_ASSET:
            LoadSync<AverageColor>(str,load_flags,hold_load_mask);
            break;
        case FZX_ASSET:
            LoadSync<FZXAsset>(str,load_flags,hold_load_mask);
            break;
        case ATTACHMENT_ASSET:
            LoadSync<Attachment>(str,load_flags,hold_load_mask);
            break;
        case LIP_SYNC_FILE_ASSET:
            LoadSync<LipSyncFile>(str,load_flags,hold_load_mask);
            break;
        case TEXTURE_DUMMY_ASSET:
            LoadSync<TextureDummy>(str,load_flags,hold_load_mask);
            break;
        case TEXTURE_ASSET:
            LoadSync<TextureAsset>(str,load_flags,hold_load_mask);
            break;
        case LEVEL_INFO_ASSET:
            LoadSync<LevelInfoAsset>(str,load_flags,hold_load_mask);
            break;
        case FILE_HASH_ASSET:
            LoadSync<FileHashAsset>(str,load_flags,hold_load_mask);
            break;
        case UNKNOWN:
            LOGE << "Cannot load UNKNOWN asset type" << std::endl;
            break;
        case ASSET_TYPE_FINAL:
            LOGE << "Cannot load ASSET_TYPE_FINAL, it's not an actual asset type, just a marker in the enum" << std::endl;
            break;
#else
        default:
            //LOGE << "Unahandled asset type " << type << " in LoadSync using AssetType value" << std::endl;
            break;
#endif
    }
}

void AssetManager::Update() {
    UnloadUnreferenced(1,60*20);

    std::vector<uint32_t> remove_loading_instance_indexes;

    //Pop all finished async jobs.
    while( io_thread_manager.queue_out.Count() > 0 ) {
        AssetLoaderThreadedInstance alti = io_thread_manager.queue_out.Pop();
        for( unsigned i = 0; i < loading_instances.Count(); i++ ) {
            if( alti.load_id == loading_instances[i].load_id ) {
                loading_instances[i].in_queue = false;
                loading_instances[i].load_step_result = alti.return_state;
            }
        }
    }
    while( loading_thread_manager.queue_out.Count() > 0 ) {
        AssetLoaderThreadedInstance alti = loading_thread_manager.queue_out.Pop();
        for( unsigned i = 0; i < loading_instances.Count(); i++ ) {
            if( alti.load_id == loading_instances[i].load_id ) {
                loading_instances[i].in_queue = false;
                loading_instances[i].load_step_result = alti.return_state;
            }
        }
    }

    //Check for errors and update all loading instances
    for( unsigned i = 0; i < loading_instances.Count(); i++ ) {
        LoadingInstance& loading_instance = loading_instances[i];
        if( loading_instance.in_queue == false ) {
            if( loading_instance.load_step_result != kLoadOk ) {
                int ret = DisplayFormatError( _ok_cancel_retry, 
                                            true, 
                                            "Asset Load Error", 
                                            "Error loading asset type: %s from path: %s.\n\nReason: %s, specifically: \"%s\"",
                                            loading_instance.loader->GetTypeName(), 
                                            asset_list[GetAsset(loading_instance.asset_id)].rel_name,
                                            GetLoadErrorString(loading_instance.load_step_result),
                                            loading_instance.loader->GetLoadErrorString()
                );

                if(ret == _retry) {
                    loading_instance.next_step_id = 0;
                    loading_instance.load_step_result = kLoadOk;
                } else {
                    loading_instance.next_step_id = loading_instance.loader->GetAssetLoadStepCount();
                }
            }

            if( (int)loading_instance.next_step_id < loading_instance.loader->GetAssetLoadStepCount() ) {
                AssetLoaderStepType asset_type = loading_instance.loader->GetAssetLoadSteps()[loading_instance.next_step_id];

                if(asset_type == ASSET_LOADER_DISK_IO ) {
                    loading_instance.in_queue = true;
                    io_thread_manager.queue_in.Push(
                        AssetLoaderThreadedInstance(
                            loading_instance.loader,
                            loading_instance.load_id,
                            loading_instance.next_step_id 
                        )
                    );
                }
                if(asset_type == ASSET_LOADER_ASYNC_JOB ) {
                    loading_instance.in_queue = true;
                    loading_thread_manager.queue_in.Push(
                        AssetLoaderThreadedInstance(
                            loading_instance.loader,
                            loading_instance.load_id,
                            loading_instance.next_step_id 
                        )
                    );
                }
                if(asset_type == ASSET_LOADER_SYNC_JOB ) {
                    loading_instance.load_step_result = loading_instance.loader->DoLoadStep( loading_instance.next_step_id );
                }
                loading_instance.next_step_id++;
            } else if( (int)loading_instance.next_step_id >= loading_instance.loader->GetAssetLoadStepCount() ) {
                uint32_t asset_index = GetAsset(loading_instance.asset_id);
                asset_list[asset_index].load_state = ASSET_LOADING_LOADED;

                if( loading_instance.load_step_result == kLoadOk ) {
                    loading_instance.caller->AssetLoadedCallback( loading_instance.load_id, loading_instance.asset_ref );
                } else {
                    loading_instance.caller->AssetFailedLoadCallback( loading_instance.load_id, loading_instance.asset_ref );
                }

                delete loading_instance.asset_ref;
                loading_instance.asset_ref = NULL;

                remove_loading_instance_indexes.push_back(i);
            }
        }
    }

    loading_instances.Deallocate(remove_loading_instance_indexes);
}

void AssetManager::ReleaseAssetHoldLoad( uint32_t hold_load_mask ) {
    for( unsigned i = 0; i < asset_list_count; i++ ) {
        if( asset_list[i].hold_load_mask != 0x0 && (asset_list[i].hold_load_mask & ~hold_load_mask) == 0x0) {
            asset_hold_count--;
        }
        asset_list[i].hold_load_mask &= ~hold_load_mask;
    }
}

void AssetManager::SetLoadWarningMode(bool val, const char* mode_name, const char* level_name) {
    load_warning_activated = val; 
    strscpy(load_warning_mode_name,mode_name,32);
    strscpy(load_warning_level_name,level_name,256);
}

void AssetManager::DumpLoadWarningData(const char* destination) {
    LOGI << "Dumping asset manager warning data to " << destination << std::endl;
    if( load_warning_instances.asset_warnings.size() > 0 ) {
        std::string path = AssemblePath(GetWritePath(CoreGameModID),destination);
        if(CheckFileAccess(path.c_str())) {
            load_warning_instances.Load(path); 
        }
        load_warning_instances.Save(path);
        load_warning_instances.Clear();
    }
}

size_t AssetManager::GetLoadedAssetCount() { 
    return asset_list_count;
}

int AssetManager::GetAssetTypeCount( AssetType asset ) {
    return asset_type_count[(int)asset];
}

int AssetManager::GetAssetWarningCount() {
    return asset_warning_count;
}

int AssetManager::GetAssetHoldCount() {
    return asset_hold_count;
}

const char* AssetManager::GetAssetName(uint32_t index) {
    if( index >= 0 && index < asset_list_count ) {
        return asset_list[index].rel_name;
    }
    return "";
}

AssetType AssetManager::GetAssetType(uint32_t index) {
    if( index >= 0 && index < asset_list_count ) {
        return (AssetType)asset_list[index].type;
    }
    return (AssetType)0;
}

uint32_t AssetManager::GetAssetHoldFlags(uint32_t index) {
    if( index >= 0 && index < asset_list_count ) {
        return asset_list[index].hold_load_mask;
    }
    return (uint32_t)0;
}

uint16_t AssetManager::GetAssetRefCount(uint32_t index) {
    if( index >= 0 && index < asset_list_count ) {
        return asset_list[index].count;
    }
    return (uint16_t)0;
}

bool AssetManager::GetAssetLoadWarning(uint32_t index) {
    if( index >= 0 && index < asset_list_count ) {
        return asset_list[index].load_warning;
    }
    return false;
}

#ifdef MEASURE_LOADS
void AssetManager::DumpTimingData()
{
    std::set<AssetType> types;

    for( unsigned int i = 0; i < asset_load_times.size(); i++ ) {
        std::cout << asset_load_times[i].time << " " << asset_load_times[i].time_ms << "ms " << asset_load_times[i].asset_type_name << std::endl;
        types.insert(asset_load_times[i].asset_type);
    }

    std::cout << "Average data" << std::endl;

    std::set<AssetType>::iterator typeit = types.begin();
    for( ;typeit != types.end(); typeit++ ) {
        int count=0;
        uint64_t sum=0;
        uint32_t sum_ms=0;
        const char* name;

        for( unsigned int i = 0; i < asset_load_times.size(); i++ ) {
            if( asset_load_times[i].asset_type == *typeit ) {
                sum += asset_load_times[i].time;
                sum_ms += asset_load_times[i].time_ms;
                count++;
                name = asset_load_times[i].asset_type_name;
            }
        }
        std::cout << sum/count << " " << (float)sum_ms/(float)count << "ms " << name << std::endl;
    }
}
#endif