Import code from previous AssetBuilder version

This commit is contained in:
Jan
2019-09-24 10:45:09 +02:00
parent 5609557516
commit 0d8432d4f7
919 changed files with 154412 additions and 26 deletions

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#pragma once
#include "XAssetInfo.h"
#include <string>
#include <map>
template<typename T>
class AssetPool
{
public:
std::map<std::string, XAssetInfo<T>*> m_asset_lookup;
class Iterator
{
typename std::map<std::string, XAssetInfo<T>*>::iterator m_iterator;
public:
explicit Iterator(typename std::map<std::string, XAssetInfo<T>*>::iterator i)
{
m_iterator = i;
}
bool operator!=(Iterator rhs)
{
return m_iterator != rhs.m_iterator;
}
XAssetInfo<T>* operator*()
{
return m_iterator.operator*().second;
}
void operator++()
{
++m_iterator;
}
};
AssetPool()
{
m_asset_lookup = std::map<std::string, XAssetInfo<T>*>();
}
virtual ~AssetPool() = default;
virtual XAssetInfo<T>* AddAsset(std::string name, T* asset, std::vector<std::string>& scriptStrings, std::vector<XAssetDependency>& dependencies) = 0;
XAssetInfo<T>* GetAsset(const std::string& name)
{
auto foundAsset = m_asset_lookup.find(name);
if(foundAsset == m_asset_lookup.end())
return nullptr;
return foundAsset->second;
}
Iterator begin()
{
return Iterator(m_asset_lookup.begin());
}
Iterator end()
{
return Iterator(m_asset_lookup.end());
}
};

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#pragma once
#include "AssetPool.h"
#include "GlobalAssetPool.h"
#include "XAssetInfo.h"
#include <cstring>
template <typename T>
class AssetPoolDynamic final : public AssetPool<T>
{
using AssetPool<T>::m_asset_lookup;
std::vector<XAssetInfo<T>*> m_assets;
public:
explicit AssetPoolDynamic(const int priority)
{
GlobalAssetPool<T>::LinkAssetPool(this, priority);
}
AssetPoolDynamic(AssetPoolDynamic<T>&) = delete;
AssetPoolDynamic(AssetPoolDynamic<T>&&) = delete;
AssetPoolDynamic<T>& operator =(AssetPoolDynamic<T>&) = delete;
AssetPoolDynamic<T>& operator =(AssetPoolDynamic<T>&&) = default;
~AssetPoolDynamic() override
{
GlobalAssetPool<T>::UnlinkAssetPool(this);
for(auto* entry : m_assets)
{
delete entry->m_asset;
delete entry;
}
m_assets.clear();
m_asset_lookup.clear();
}
XAssetInfo<T>* AddAsset(std::string name, T* asset, std::vector<std::string>& scriptStrings, std::vector<XAssetDependency>& dependencies) override
{
auto* newInfo = new XAssetInfo<T>();
newInfo->m_name = std::move(name);
newInfo->m_script_strings = std::move(scriptStrings);
newInfo->m_dependencies = std::move(dependencies);
T* newAsset = new T();
memcpy(newAsset, asset, sizeof(T));
newInfo->m_asset = newAsset;
m_assets.push_back(newInfo);
m_asset_lookup[newInfo->m_name] = newInfo;
GlobalAssetPool<T>::LinkAsset(this, newInfo);
return newInfo;
}
};

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#pragma once
#include "GlobalAssetPool.h"
#include "AssetPool.h"
#include <cstring>
#include <map>
template <typename T>
class AssetPoolStatic final : public AssetPool<T>
{
using AssetPool<T>::m_asset_lookup;
struct AssetPoolEntry
{
XAssetInfo<T>* m_info;
union
{
T m_entry;
AssetPoolEntry* m_next;
};
};
AssetPoolEntry* m_free;
AssetPoolEntry* m_pool;
XAssetInfo<T>* m_info_pool;
size_t m_capacity;
public:
AssetPoolStatic(const size_t capacity, const int priority)
{
m_capacity = capacity;
if (m_capacity > 0)
{
m_pool = new AssetPoolEntry[m_capacity];
m_info_pool = new XAssetInfo<T>[m_capacity];
for(size_t i = 0; i < m_capacity - 1; i++)
{
m_pool[i].m_info = &m_info_pool[i];
m_pool[i].m_next = &m_pool[i + 1];
}
m_pool[m_capacity - 1].m_info = &m_info_pool[m_capacity - 1];
m_pool[m_capacity - 1].m_next = nullptr;
m_free = m_pool;
GlobalAssetPool<T>::LinkAssetPool(this, priority);
}
else
{
m_pool = nullptr;
m_free = nullptr;
}
}
AssetPoolStatic(AssetPoolStatic<T>&) = delete;
AssetPoolStatic(AssetPoolStatic<T>&&) = delete;
AssetPoolStatic<T>& operator =(AssetPoolStatic<T>&) = delete;
AssetPoolStatic<T>& operator =(AssetPoolStatic<T>&&) = default;
~AssetPoolStatic() override
{
if(m_capacity > 0)
{
GlobalAssetPool<T>::UnlinkAssetPool(this);
}
delete[] m_pool;
m_pool = nullptr;
delete[] m_info_pool;
m_info_pool = nullptr;
m_free = nullptr;
m_capacity = 0;
}
XAssetInfo<T>* AddAsset(std::string name, T* asset, std::vector<std::string>& scriptStrings, std::vector<XAssetDependency>& dependencies) override
{
if(m_free == nullptr)
{
throw std::exception("Could not add asset to static asset pool: capacity exhausted.");
}
AssetPoolEntry* poolSlot = m_free;
m_free = m_free->m_next;
memcpy(&poolSlot->m_entry, asset, sizeof(T));
poolSlot->m_info->m_name = std::move(name);
poolSlot->m_info->m_asset = &poolSlot->m_entry;
poolSlot->m_info->m_script_strings = std::move(scriptStrings);
poolSlot->m_info->m_dependencies = std::move(dependencies);
m_asset_lookup[poolSlot->m_info->m_name] = poolSlot->m_info;
GlobalAssetPool<T>::LinkAsset(this, poolSlot->m_info);
return poolSlot->m_info;
}
};

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#include "GlobalAssetPool.h"

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#pragma once
#include <vector>
#include <map>
#include <string>
#include <algorithm>
#include <cassert>
#include "AssetPool.h"
template<typename T>
class GlobalAssetPool
{
struct LinkedAssetPool
{
AssetPool<T>* m_asset_pool;
int m_priority;
};
struct GameAssetPoolEntry
{
XAssetInfo<T>* m_asset;
bool m_duplicate;
LinkedAssetPool* m_asset_pool;
};
static std::vector<LinkedAssetPool*> m_linked_asset_pools;
static std::map<std::string, GameAssetPoolEntry> m_assets;
static void SortLinkedAssetPools()
{
std::sort(m_linked_asset_pools.begin(), m_linked_asset_pools.end(), [](const LinkedAssetPool* a, const LinkedAssetPool* b) -> bool
{
return a->m_priority < b->m_priority;
});
}
static bool ReplaceAssetPoolEntry(GameAssetPoolEntry& assetEntry)
{
int occurrences = 0;
for(auto linkedAssetPool : m_linked_asset_pools)
{
XAssetInfo<T>* foundAsset = linkedAssetPool->m_asset_pool->GetAsset(assetEntry.m_asset->m_name);
if(foundAsset != nullptr)
{
if(++occurrences == 1)
{
assetEntry.m_asset = foundAsset;
assetEntry.m_duplicate = false;
assetEntry.m_asset_pool = linkedAssetPool;
}
else
{
assetEntry.m_duplicate = true;
break;
}
}
}
return occurrences > 0;
}
static void LinkAsset(LinkedAssetPool* link, XAssetInfo<T>* asset)
{
std::string assetName = std::string(asset->m_name);
auto existingAsset = m_assets.find(assetName);
if(existingAsset == m_assets.end())
{
GameAssetPoolEntry entry{};
entry.m_asset = asset;
entry.m_asset_pool = link;
entry.m_duplicate = false;
m_assets[assetName] = entry;
}
else
{
auto& existingEntry = existingAsset->second;
existingEntry.m_duplicate = true;
if(existingEntry.m_asset_pool->m_priority < link->m_priority)
{
existingEntry.m_asset_pool = link;
existingEntry.m_asset = asset;
}
}
}
public:
static void LinkAssetPool(AssetPool<T>* assetPool, const int priority)
{
auto* newLink = new LinkedAssetPool();
newLink->m_asset_pool = assetPool;
newLink->m_priority = priority;
m_linked_asset_pools.push_back(newLink);
SortLinkedAssetPools();
for(auto asset : *assetPool)
{
LinkAsset(newLink, asset);
}
}
static void LinkAsset(AssetPool<T>* assetPool, XAssetInfo<T>* asset)
{
LinkedAssetPool* link = nullptr;
for(auto existingLink : m_linked_asset_pools)
{
if(existingLink->m_asset_pool == assetPool)
{
link = existingLink;
break;
}
}
assert(link != nullptr);
if(link == nullptr)
return;
LinkAsset(link, asset);
}
static void UnlinkAssetPool(AssetPool<T>* assetPool)
{
auto iLinkEntry = m_linked_asset_pools.begin();
for(; iLinkEntry != m_linked_asset_pools.end(); ++iLinkEntry)
{
LinkedAssetPool* linkEntry = *iLinkEntry;
if(linkEntry->m_asset_pool == assetPool)
{
break;
}
}
assert(iLinkEntry != m_linked_asset_pools.end());
if(iLinkEntry == m_linked_asset_pools.end())
return;
m_linked_asset_pools.erase(iLinkEntry);
for(auto iAssetEntry = m_assets.begin(); iAssetEntry != m_assets.end(); ++iAssetEntry)
{
auto& assetEntry = *iAssetEntry;
if(assetEntry.second.m_duplicate && ReplaceAssetPoolEntry(assetEntry.second))
continue;
iAssetEntry = m_assets.erase(iAssetEntry);
}
}
};
template<typename T>
std::vector<typename GlobalAssetPool<T>::LinkedAssetPool*> GlobalAssetPool<T>::m_linked_asset_pools = std::vector<LinkedAssetPool*>();
template<typename T>
std::map<std::string, typename GlobalAssetPool<T>::GameAssetPoolEntry> GlobalAssetPool<T>::m_assets = std::map<std::string, GameAssetPoolEntry>();

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#pragma once
#include "XAssetInfo.h"
#include "Zone/ZoneTypes.h"
class IZoneAssetPools
{
public:
virtual ~IZoneAssetPools() = default;
virtual void* AddAsset(asset_type_t type, std::string name, void* asset, std::vector<std::string>& scriptStrings, std::vector<XAssetDependency>& dependencies) = 0;
virtual void InitPoolStatic(asset_type_t type, size_t capacity) = 0;
virtual void InitPoolDynamic(asset_type_t type) = 0;
};

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#pragma once
#include <vector>
#include "Zone/XAssetDependency.h"
template<typename T>
class XAssetInfo
{
public:
std::string m_name;
T* m_asset;
std::vector<std::string> m_script_strings;
std::vector<XAssetDependency> m_dependencies;
};