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//-----------------------------------------------------------------------------
// Name: assetmanager.h
// 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.
//
//-----------------------------------------------------------------------------
#pragma once
#include <Asset/assetref.h>
#include <Asset/assetmanager.h>
#include <Asset/assetloaderbase.h>
#include <Asset/assettypes.h>
#include <Asset/assetmanagerthreadhandler.h>
#include <Asset/assetloaderrors.h>
#include <Internal/common.h>
#include <Internal/datemodified.h>
#include <Internal/error.h>
#include <Logging/logdata.h>
#include <Utility/timing.h>
#include <Threading/sdl_wrapper.h>
#include <Utility/simple_vector.h>
#include <XML/Parsers/assetloadwarningparser.h>
#include <list>
#include <string>
#include <limits>
#define HOLD_LOAD_MASK_PRELOAD (1UL >> 0)
enum AssetLoadingState {
ASSET_LOADING_UNLOADED,
ASSET_LOADING_LOADING,
ASSET_LOADING_LOADED
};
struct AssetInstanceCounter {
uint32_t id;
uint32_t hold_load_mask;
uint32_t load_flags;
uint16_t count;
int64_t modified;
uint32_t deallocate_attempts;
AssetType type;
const char* asset_type_name;
Asset* asset;
AssetLoadingState load_state;
char rel_name[kPathSize];
bool load_warning;
};
class AssetLoadedCallbackInterface {
public:
virtual void AssetLoadedCallback( uint32_t loadid, AssetRefBase* ref ) = 0;
virtual void AssetFailedLoadCallback( uint32_t loadid, AssetRefBase* ref ) = 0;
};
struct LoadingInstance {
uint32_t load_id;
uint32_t asset_id;
AssetLoaderBase* loader;
AssetLoadedCallbackInterface* caller;
bool in_queue;
uint32_t next_step_id;
int load_step_result;
AssetRefBase* asset_ref;
};
#ifdef MEASURE_LOADS
struct AssetLoadTime {
AssetLoadTime(uint64_t time, uint32_t time_ms, const char* asset_type_name, AssetType asset_type );
uint64_t time_ms;
uint64_t time;
const char* asset_type_name;
AssetType asset_type;
};
#endif
size_t GetNextAssetListSize( size_t current_size );
/*
* Manager for all assets, keeps track of all assets.
*/
class AssetManager {
private:
#ifdef MEASURE_LOADS
std::vector<AssetLoadTime> asset_load_times;
#endif
bool load_warning_activated;
char load_warning_mode_name[32];
char load_warning_level_name[256];
AssetLoadWarningParser load_warning_instances;
uint32_t asset_id_counter;
AssetInstanceCounter* asset_list;
size_t asset_list_count;
size_t asset_list_size;
void ReallocAssetInstanceCounter( size_t new_size );
uint32_t load_id_counter;
SimpleVector<LoadingInstance> loading_instances;
AssetManagerThreadHandler io_thread_manager;
AssetManagerThreadHandler loading_thread_manager;
static const int MAX_ASSET_TYPE_COUNT = 32;
int asset_type_count[MAX_ASSET_TYPE_COUNT];
int asset_warning_count;
int asset_hold_count;
template <typename TAsset>
uint32_t AllocateAsset( const std::string& rel_path, uint32_t load_flags ) {
for( uint32_t id = 0; id < asset_list_count; id++ ) {
if(asset_list[id].type == TAsset::GetType() && asset_list[id].load_flags == load_flags && strcmp(asset_list[id].rel_name, rel_path.c_str()) == 0) {
return id;
}
}
if( asset_list_count == asset_list_size ) {
ReallocAssetInstanceCounter(GetNextAssetListSize(asset_list_size));
} else if( asset_list_count > asset_list_size ) {
LOGF << "Asset list count is larger than asset list size, this should never be possible" << std::endl;
}
bool has_warning = false;
if( load_warning_activated && TAsset::AssetWarning() ) {
has_warning = true;
//LOGW << "Loading asset: \"" << rel_path << "\" " << TAsset::GetType() << " " << TAsset::GetTypeName() << " while in load warning mode. State: " << load_warning_mode_name << std::endl;
load_warning_instances.AddAssetWarning(AssetLoadWarningParser::AssetWarning(rel_path, load_flags, TAsset::GetTypeName(), load_warning_level_name));
}
uint32_t asset_id = asset_id_counter++;
TAsset *asset = new TAsset(this,asset_id);
asset_list[asset_list_count].asset = asset;
asset_list[asset_list_count].hold_load_mask = 0x0;
asset_list[asset_list_count].load_flags = load_flags;
asset_list[asset_list_count].type = TAsset::GetType();
asset_list[asset_list_count].asset_type_name = TAsset::GetTypeName();
asset_list[asset_list_count].id = asset_id;
asset_list[asset_list_count].count = 0;
asset_list[asset_list_count].load_state = ASSET_LOADING_UNLOADED;
asset_list[asset_list_count].load_warning = has_warning;
strncpy(asset_list[asset_list_count].rel_name, rel_path.c_str(), kPathSize);
asset_type_count[(int)TAsset::GetType()]++;
if( asset_list[asset_list_count].load_warning ) {
asset_warning_count++;
}
return (uint32_t) asset_list_count++;
}
uint32_t GetAsset( uint32_t asset_id );
void DeallocateAsset( uint32_t asset_id, uint32_t starting_id );
public:
//Increment reference count to asset, indicating there are more valid references in existance.
void IncrementAsset( uint32_t asset_id );
//Decrement reference count to asset, marking it for deletion during update if it reaches zero.
void DecrementAsset( uint32_t asset_id );
void Initialize();
bool UnloadUnreferenced( int limit, unsigned int required_attempts );
template<typename TAsset>
void Reload() {
LOGI << "Reloading " << TAsset::GetTypeName() << std::endl;
int64_t new_modified;
for( size_t i = 0; i < asset_list_count; i++ ) {
if( asset_list[i].type == TAsset::GetType() ) {
TAsset* asset = static_cast<TAsset*>(asset_list[i].asset);
Path file_path = FindFilePath(asset->path_, kDataPaths | kModPaths | kAbsPath, false);
new_modified = GetDateModifiedInt64(file_path.GetFullPath());
if(asset_list[i].modified != new_modified) {
asset_list[i].modified = new_modified;
asset->Reload();
}
}
}
}
void Dispose();
AssetManager();
~AssetManager();
/*
* Request that an asset is to be loaded
*
* returns the globally unique id of the asset loaded.
* The hold load mask is set to the asset loaded, if this mask is set
* to anything else than zero the asset manager will not unload the asset until the mask
* has been release by calling ReleaseHoldLoadMask(uint32_t) including all the bits set with the original call (or more)
* If the asset exists since before and the mask was set to something, the masks will be bitwise OR'd together.
*/
template<typename TAsset>
uint32_t LoadAssetAsynchronized( const std::string& instr, uint32_t load_flags, AssetLoadedCallbackInterface* callback, uint32_t hold_load_mask ) {
std::string str = SanitizePath(instr);
uint32_t asset_index = AllocateAsset<TAsset>(str, load_flags);
uint32_t load_index = loading_instances.Allocate();
loading_instances[load_index].load_id = load_id_counter++;
loading_instances[load_index].asset_id = asset_list[asset_index].id;
if(asset_list[asset_index].hold_load_mask == 0x0 && hold_load_mask != 0x0 ) {
asset_hold_count++;
}
asset_list[asset_index].hold_load_mask |= hold_load_mask;
if( asset_list[asset_index].load_state == ASSET_LOADING_LOADED
|| asset_list[asset_index].load_state == ASSET_LOADING_LOADING ) {
loading_instances[load_index].in_queue = false;
loading_instances[load_index].next_step_id = std::numeric_limits<uint32_t>::max(); //If we loaded, we did all the steps.
loading_instances[load_index].loader = NULL;
loading_instances[load_index].caller = callback;
loading_instances[load_index].asset_ref = new AssetRef<TAsset>(asset_list[asset_index].asset);
loading_instances[load_index].load_step_result = kLoadOk;
} else if( asset_list[asset_index].load_state == ASSET_LOADING_UNLOADED ) {
asset_list[asset_index].load_state = ASSET_LOADING_LOADING;
loading_instances[load_index].in_queue = false;
loading_instances[load_index].next_step_id = 0;
loading_instances[load_index].loader = asset_list[asset_index].asset->NewLoader();
loading_instances[load_index].caller = callback;
loading_instances[load_index].asset_ref = new AssetRef<TAsset>(asset_list[asset_index].asset);
loading_instances[load_index].load_step_result = kLoadOk;
loading_instances[load_index].loader->Initialize(str,load_flags,asset_list[asset_index].asset);
} else {
LOGE << "unknown load state" << std::endl;
}
return loading_instances[load_index].load_id;
}
template<typename TAsset>
uint32_t LoadAssetAsynchronized( const std::string& str, AssetLoadedCallbackInterface* callback ) {
return LoadAssetAsynchronized<TAsset>(str, callback, 0x0, 0x0);
}
//Load flags are specifically used by texture loading.
template<typename TAsset>
AssetRef<TAsset> LoadSync( const std::string& instr, uint32_t load_flags, uint32_t hold_load_mask ) {
std::string str = SanitizePath(instr);
uint32_t internal_id = AllocateAsset<TAsset>(str, load_flags);
bool failed_load = false;
if(asset_list[internal_id].hold_load_mask == 0x0 && hold_load_mask != 0x0 ) {
asset_hold_count++;
}
asset_list[internal_id].hold_load_mask |= hold_load_mask;
TAsset * asset = static_cast<TAsset*>(asset_list[internal_id].asset);
if( asset_list[internal_id].load_state == ASSET_LOADING_LOADING ) {
char buffer[kPathSize];
strcpy(buffer, asset_list[internal_id].rel_name);
LOGI << "Trying to synchronously load an asset being asynchronously loaded"
", will wait until it's finished." << std::endl;
while( asset_list[internal_id].load_state != ASSET_LOADING_LOADED ) {
Update();
}
// This was discovered when a SyncedAnimationGroup (A) required another SyncedAnimationGroup (B) which in turn required A
if(strcmp(buffer, asset_list[internal_id].rel_name) != 0) {
LOGW << buffer << " internal_id changed while loading it" << std::endl;
LOGW << "There is a possible circular include, make sure " << buffer << " doesn't require something that in turn requires " << buffer << std::endl;
failed_load = true;
}
}
if( !failed_load && asset_list[internal_id].load_state == ASSET_LOADING_UNLOADED ) {
asset_list[internal_id].load_state = ASSET_LOADING_LOADING;
#ifdef MEASURE_LOADS
uint64_t start_load = getCPUTSC();
uint32_t start_load_ms = SDL_TS_GetTicks();
#endif
AssetLoaderBase* loader = asset->NewLoader();
loader->Initialize(str, load_flags, asset);
ErrorResponse ret = _retry;
while( ret == _retry ) {
ret = _continue;
for( int i = 0; i < loader->GetAssetLoadStepCount(); i++ ) {
int err = loader->DoLoadStep(i);
if( err != kLoadOk ) {
{
LOGE << "Error loading asset type: "
<< loader->GetTypeName()
<< " from path: "
<< asset_list[internal_id].rel_name
<< ". Reason: "
<< GetLoadErrorString(err)
<< ", specifically: \""
<< loader->GetLoadErrorString()
<< loader->GetLoadErrorStringExtended()
<< "\""
<< std::endl;
}
ret = DisplayFormatError( _ok_cancel_retry,
true,
"Asset Load Error",
"Error loading asset type: %s from path: %s.\n\nReason: %s, specifically: \"%s\", \nSee log output for more details (if available)",
loader->GetTypeName(),
asset_list[internal_id].rel_name,
GetLoadErrorString(err),
loader->GetLoadErrorString()
);
if( ret == _continue ) {
failed_load = true;
}
break;
}
}
}
delete loader;
#ifdef MEASURE_LOADS
asset_load_times.push_back(AssetLoadTime(getCPUTSC()-start_load, SDL_TS_GetTicks()-start_load_ms, TAsset::GetTypeName(), TAsset::GetType() ));
#endif
asset_list[internal_id].modified = GetDateModifiedInt64(str.c_str());
asset_list[internal_id].load_state = ASSET_LOADING_LOADED;
} else if( asset_list[internal_id].load_state == ASSET_LOADING_LOADED ) {
} else {
LOGE << "Unknown load state for asset" << std::endl;
}
if( failed_load ) {
return AssetRef<TAsset>();
} else {
return AssetRef<TAsset>(asset);
}
}
template<typename TAsset>
AssetRef<TAsset> LoadSync( const std::string& str ) {
return LoadSync<TAsset>( str, 0x0, 0x0 );
}
void LoadSync( AssetType type, const std::string& str, uint32_t load_flags, uint32_t hold_load_mask );
/*
* Main thread update step
*/
void Update();
void ReleaseAssetHoldLoad( uint32_t hold_load_mask );
//Set if we want the asset-loading warning outputs.
//This is a tool for determining if and what assets
//are being loaded after the loading screen and during gameplay, which shouldn't
//happen.
void SetLoadWarningMode(bool val, const char* mode_name, const char* level_name);
//Clear and dump load warnings to write directory .xml
void DumpLoadWarningData(const char* destination);
size_t GetLoadedAssetCount();
const char* GetAssetName(uint32_t index);
AssetType GetAssetType(uint32_t index);
uint32_t GetAssetHoldFlags(uint32_t index);
uint16_t GetAssetRefCount(uint32_t index);
bool GetAssetLoadWarning(uint32_t index);
int GetAssetTypeCount( AssetType asset );
int GetAssetWarningCount();
int GetAssetHoldCount();
#ifdef MEASURE_LOADS
void DumpTimingData();
#endif
};
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