Finalize menu assets after loading all assets

This commit is contained in:
Jan
2021-12-29 00:20:54 +01:00
parent 7188b0946d
commit 5e31be9bac
24 changed files with 92 additions and 18 deletions

View File

@ -145,7 +145,8 @@ namespace T6
return nullptr;
}
void ObjLoader::LoadSoundBankFromLinkedInfo(ISearchPath* searchPath, const std::string& soundBankFileName, const SndRuntimeAssetBank* sndBankLinkedInfo, Zone* zone, std::set<std::string>& loadedBanksForZone, std::stack<std::string>& dependenciesToLoad)
void ObjLoader::LoadSoundBankFromLinkedInfo(ISearchPath* searchPath, const std::string& soundBankFileName, const SndRuntimeAssetBank* sndBankLinkedInfo, Zone* zone,
std::set<std::string>& loadedBanksForZone, std::stack<std::string>& dependenciesToLoad)
{
if (loadedBanksForZone.find(soundBankFileName) == loadedBanksForZone.end())
{
@ -183,7 +184,7 @@ namespace T6
LoadSoundBankFromLinkedInfo(searchPath, soundBankFileName, &sndBank->loadAssetBank, zone, loadedBanksForZone, dependenciesToLoad);
}
while(!dependenciesToLoad.empty())
while (!dependenciesToLoad.empty())
{
auto dependencyFileName = dependenciesToLoad.top();
dependenciesToLoad.pop();
@ -454,4 +455,10 @@ namespace T6
AssetLoadingManager assetLoadingManager(m_asset_loaders_by_type, *context);
return assetLoadingManager.LoadAssetFromLoader(assetType, assetName);
}
void ObjLoader::FinalizeAssetsForZone(AssetLoadingContext* context) const
{
for (const auto& [type, loader] : m_asset_loaders_by_type)
loader->FinalizeAssetsForZone(context);
}
}

View File

@ -1,6 +1,6 @@
#pragma once
#include <unordered_map>
#include <map>
#include <memory>
#include <set>
#include <string>
@ -19,7 +19,7 @@ namespace T6
static const int IPAK_READ_HASH;
static const int GLOBAL_HASH;
std::unordered_map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
std::map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
static bool VerifySoundBankChecksum(const SoundBank* soundBank, const SndRuntimeAssetBank& sndRuntimeAssetBank);
static SoundBank* LoadSoundBankForZone(ISearchPath* searchPath, const std::string& soundBankFileName, Zone* zone);
@ -48,5 +48,6 @@ namespace T6
void LoadObjDataForZone(ISearchPath* searchPath, Zone* zone) const override;
bool LoadAssetForZone(AssetLoadingContext* context, asset_type_t assetType, const std::string& assetName) const override;
void FinalizeAssetsForZone(AssetLoadingContext* context) const override;
};
}