Make empty linking asset if asset is ignored

This commit is contained in:
Jan
2021-03-13 19:32:51 +01:00
parent d65f906ecb
commit 94230cefb0
13 changed files with 189 additions and 92 deletions

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@ -10,12 +10,12 @@ AssetLoadingContext::AssetLoadingContext(Zone* zone, ISearchPath* rawSearchPath,
void AssetLoadingContext::BuildGdtEntryCache()
{
for(auto* gdt : m_gdt_files)
for (auto* gdt : m_gdt_files)
{
for(const auto& entry : gdt->m_entries)
for (const auto& entry : gdt->m_entries)
{
auto gdfMapEntry = m_entries_by_gdf_and_by_name.find(entry->m_gdf_name);
if(gdfMapEntry == m_entries_by_gdf_and_by_name.end())
if (gdfMapEntry == m_entries_by_gdf_and_by_name.end())
{
std::unordered_map<std::string, GdtEntry*> entryMap;
entryMap.emplace(std::make_pair(entry->m_name, entry.get()));

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@ -17,6 +17,7 @@ public:
Zone* const m_zone;
ISearchPath* const m_raw_search_path;
const std::vector<Gdt*> m_gdt_files;
std::unordered_map<std::string, asset_type_t> m_ignored_asset_map;
AssetLoadingContext(Zone* zone, ISearchPath* rawSearchPath, std::vector<Gdt*> gdtFiles);
GdtEntry* GetGdtEntryByGdfAndName(const std::string& gdfName, const std::string& entryName) override;

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@ -20,54 +20,95 @@ void AssetLoadingManager::AddAsset(const asset_type_t assetType, const std::stri
std::cout << "Failed to add asset of type \"" << m_context.m_zone->m_pools->GetAssetTypeName(assetType) << "\" to pool: \"" << assetName << "\"" << std::endl;
}
XAssetInfoGeneric* AssetLoadingManager::LoadIgnoredDependency(const asset_type_t assetType, const std::string& assetName, IAssetLoader* loader)
{
auto* alreadyLoadedAsset = m_context.m_zone->m_pools->GetAsset(assetType, assetName);
if (alreadyLoadedAsset)
return alreadyLoadedAsset;
auto* linkAsset = loader->CreateEmptyAsset(assetName, m_context.m_zone->GetMemory());
if (linkAsset)
{
std::vector<XAssetInfoGeneric*> dependencies;
AddAsset(assetType, assetName, linkAsset, dependencies);
auto* lastDependency = m_last_dependency_loaded;
m_last_dependency_loaded = nullptr;
return lastDependency;
}
auto* existingAsset = loader->LoadFromGlobalAssetPools(assetName);
if (existingAsset)
{
std::vector<XAssetInfoGeneric*> dependencies;
AddAsset(existingAsset->m_type, existingAsset->m_name, existingAsset->m_ptr, dependencies);
auto* lastDependency = m_last_dependency_loaded;
m_last_dependency_loaded = nullptr;
return lastDependency;
}
std::cout << "Failed to create empty asset for type \"" << m_context.m_zone->m_pools->GetAssetTypeName(assetType) << "\"" << std::endl;
return nullptr;
}
XAssetInfoGeneric* AssetLoadingManager::LoadAssetDependency(const asset_type_t assetType, const std::string& assetName, IAssetLoader* loader)
{
if (loader->CanLoadFromGdt() && loader->LoadFromGdt(assetName, &m_context, m_context.m_zone->GetMemory(), this))
{
auto* lastDependency = m_last_dependency_loaded;
m_last_dependency_loaded = nullptr;
return lastDependency;
}
if (loader->CanLoadFromRaw() && loader->LoadFromRaw(assetName, m_context.m_raw_search_path, m_context.m_zone->GetMemory(), this))
{
auto* lastDependency = m_last_dependency_loaded;
m_last_dependency_loaded = nullptr;
return lastDependency;
}
auto* existingAsset = loader->LoadFromGlobalAssetPools(assetName);
if (existingAsset)
{
std::vector<XAssetInfoGeneric*> dependencies;
for (const auto* dependency : existingAsset->m_dependencies)
{
auto* newDependency = LoadDependency(dependency->m_type, dependency->m_name);
if (newDependency)
dependencies.push_back(newDependency);
else
return nullptr;
}
AddAsset(existingAsset->m_type, existingAsset->m_name, existingAsset->m_ptr, dependencies);
auto* lastDependency = m_last_dependency_loaded;
m_last_dependency_loaded = nullptr;
return lastDependency;
}
std::cout << "Failed to load asset of type \"" << m_context.m_zone->m_pools->GetAssetTypeName(assetType) << "\": \"" << assetName << "\"" << std::endl;
return nullptr;
}
XAssetInfoGeneric* AssetLoadingManager::LoadDependency(const asset_type_t assetType, const std::string& assetName)
{
auto* existingAsset = m_context.m_zone->m_pools->GetAsset(assetType, assetName);
if (existingAsset)
return existingAsset;
auto* alreadyLoadedAsset = m_context.m_zone->m_pools->GetAsset(assetType, assetName);
if (alreadyLoadedAsset)
return alreadyLoadedAsset;
const auto loader = m_asset_loaders_by_type.find(assetType);
if (loader != m_asset_loaders_by_type.end())
{
if (loader->second->CanLoadFromGdt() && loader->second->LoadFromGdt(assetName, &m_context, m_context.m_zone->GetMemory(), this))
const auto ignoreEntry = m_context.m_ignored_asset_map.find(assetName);
if(ignoreEntry != m_context.m_ignored_asset_map.end() && ignoreEntry->second == assetType)
{
auto* lastDependency = m_last_dependency_loaded;
m_last_dependency_loaded = nullptr;
return lastDependency;
const auto linkAssetName = ',' + assetName;
return LoadIgnoredDependency(assetType, linkAssetName, loader->second.get());
}
if (loader->second->CanLoadFromRaw() && loader->second->LoadFromRaw(assetName, m_context.m_raw_search_path, m_context.m_zone->GetMemory(), this))
{
auto* lastDependency = m_last_dependency_loaded;
m_last_dependency_loaded = nullptr;
return lastDependency;
}
auto* existingAsset = loader->second->LoadFromGlobalAssetPools(assetName);
if(existingAsset)
{
std::vector<XAssetInfoGeneric*> dependencies;
for (const auto* dependency : existingAsset->m_dependencies)
{
auto* newDependency = LoadDependency(dependency->m_type, dependency->m_name);
if (newDependency)
dependencies.push_back(newDependency);
else
return nullptr;
}
AddAsset(existingAsset->m_type, existingAsset->m_name, existingAsset->m_ptr, dependencies);
auto* lastDependency = m_last_dependency_loaded;
m_last_dependency_loaded = nullptr;
return lastDependency;
}
std::cout << "Failed to load asset of type \"" << m_context.m_zone->m_pools->GetAssetTypeName(assetType) << "\": \"" << assetName << "\"" << std::endl;
}
else
{
std::cout << "Failed to find loader for asset type \"" << m_context.m_zone->m_pools->GetAssetTypeName(assetType) << "\"" << std::endl;
return LoadAssetDependency(assetType, assetName, loader->second.get());
}
std::cout << "Failed to find loader for asset type \"" << m_context.m_zone->m_pools->GetAssetTypeName(assetType) << "\"" << std::endl;
return nullptr;
}

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@ -11,6 +11,9 @@ class AssetLoadingManager final : public IAssetLoadingManager
AssetLoadingContext& m_context;
XAssetInfoGeneric* m_last_dependency_loaded;
XAssetInfoGeneric* LoadIgnoredDependency(asset_type_t assetType, const std::string& assetName, IAssetLoader* loader);
XAssetInfoGeneric* LoadAssetDependency(asset_type_t assetType, const std::string& assetName, IAssetLoader* loader);
public:
AssetLoadingManager(const std::unordered_map<asset_type_t, std::unique_ptr<IAssetLoader>>& assetLoadersByType, AssetLoadingContext& context);

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@ -20,6 +20,12 @@ public:
_NODISCARD virtual asset_type_t GetHandlingAssetType() const = 0;
_NODISCARD virtual XAssetInfoGeneric* LoadFromGlobalAssetPools(const std::string& assetName) const = 0;
_NODISCARD virtual void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
{
// TODO: Make this pure virtual
return nullptr;
}
_NODISCARD virtual bool CanLoadFromGdt() const
{
return false;