ZoneLoading: Properly link assets as dependencies instead of only saving the name of the dependency

This commit is contained in:
Jan
2020-02-18 13:16:39 +01:00
parent 246d74992c
commit 992e9cea30
16 changed files with 159 additions and 61 deletions

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@ -123,7 +123,7 @@ void GameAssetPoolT6::InitPoolStatic(const asset_type_t type, const size_t capac
{ \
if((poolName) == nullptr && capacity > 0) \
{ \
(poolName) = new AssetPoolStatic<poolType>(capacity, m_priority); \
(poolName) = new AssetPoolStatic<poolType>(capacity, m_priority, (assetType)); \
} \
break; \
}
@ -195,7 +195,7 @@ void GameAssetPoolT6::InitPoolDynamic(const asset_type_t type)
{ \
if((poolName) == nullptr) \
{ \
(poolName) = new AssetPoolDynamic<poolType>(m_priority); \
(poolName) = new AssetPoolDynamic<poolType>(m_priority, (assetType)); \
} \
break; \
}
@ -260,7 +260,7 @@ void GameAssetPoolT6::InitPoolDynamic(const asset_type_t type)
#undef CASE_INIT_POOL_STATIC
}
void* GameAssetPoolT6::AddAsset(asset_type_t type, std::string name, void* asset, std::vector<std::string>& scriptStrings, std::vector<XAssetDependency>& dependencies)
XAssetInfoGeneric* GameAssetPoolT6::AddAsset(asset_type_t type, std::string name, void* asset, std::vector<std::string>& scriptStrings, std::vector<XAssetInfoGeneric*>& dependencies)
{
XAsset xAsset{};
@ -271,7 +271,7 @@ void* GameAssetPoolT6::AddAsset(asset_type_t type, std::string name, void* asset
case assetType: \
{ \
assert((poolName) != nullptr); \
return (poolName)->AddAsset(std::move(name), xAsset.header.headerName, scriptStrings, dependencies)->m_asset; \
return (poolName)->AddAsset(std::move(name), xAsset.header.headerName, scriptStrings, dependencies); \
}
switch(xAsset.type)
@ -336,6 +336,78 @@ void* GameAssetPoolT6::AddAsset(asset_type_t type, std::string name, void* asset
#undef CASE_ADD_TO_POOL
}
XAssetInfoGeneric* GameAssetPoolT6::GetAsset(const asset_type_t type, std::string name)
{
#define CASE_GET_ASSET(assetType, poolName) \
case assetType: \
{ \
if((poolName) != nullptr) \
return (poolName)->GetAsset(std::move(name)); \
break; \
}
switch (type)
{
CASE_GET_ASSET(ASSET_TYPE_PHYSPRESET, m_phys_preset);
CASE_GET_ASSET(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints);
CASE_GET_ASSET(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def);
CASE_GET_ASSET(ASSET_TYPE_XANIMPARTS, m_xanim_parts);
CASE_GET_ASSET(ASSET_TYPE_XMODEL, m_xmodel);
CASE_GET_ASSET(ASSET_TYPE_MATERIAL, m_material);
CASE_GET_ASSET(ASSET_TYPE_TECHNIQUE_SET, m_technique_set);
CASE_GET_ASSET(ASSET_TYPE_IMAGE, m_image);
CASE_GET_ASSET(ASSET_TYPE_SOUND, m_sound_bank);
CASE_GET_ASSET(ASSET_TYPE_SOUND_PATCH, m_sound_patch);
CASE_GET_ASSET(ASSET_TYPE_CLIPMAP, m_clip_map);
CASE_GET_ASSET(ASSET_TYPE_CLIPMAP_PVS, m_clip_map);
CASE_GET_ASSET(ASSET_TYPE_COMWORLD, m_com_world);
CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp);
CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp);
CASE_GET_ASSET(ASSET_TYPE_MAP_ENTS, m_map_ents);
CASE_GET_ASSET(ASSET_TYPE_GFXWORLD, m_gfx_world);
CASE_GET_ASSET(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def);
CASE_GET_ASSET(ASSET_TYPE_FONT, m_font);
CASE_GET_ASSET(ASSET_TYPE_FONTICON, m_font_icon);
CASE_GET_ASSET(ASSET_TYPE_MENULIST, m_menu_list);
CASE_GET_ASSET(ASSET_TYPE_MENU, m_menu_def);
CASE_GET_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, m_localize);
CASE_GET_ASSET(ASSET_TYPE_WEAPON, m_weapon);
CASE_GET_ASSET(ASSET_TYPE_ATTACHMENT, m_attachment);
CASE_GET_ASSET(ASSET_TYPE_ATTACHMENT_UNIQUE, m_attachment_unique);
CASE_GET_ASSET(ASSET_TYPE_WEAPON_CAMO, m_camo);
CASE_GET_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals);
CASE_GET_ASSET(ASSET_TYPE_FX, m_fx);
CASE_GET_ASSET(ASSET_TYPE_IMPACT_FX, m_fx_impact_table);
CASE_GET_ASSET(ASSET_TYPE_RAWFILE, m_raw_file);
CASE_GET_ASSET(ASSET_TYPE_STRINGTABLE, m_string_table);
CASE_GET_ASSET(ASSET_TYPE_LEADERBOARD, m_leaderboard);
CASE_GET_ASSET(ASSET_TYPE_XGLOBALS, m_xglobals);
CASE_GET_ASSET(ASSET_TYPE_DDL, m_ddl);
CASE_GET_ASSET(ASSET_TYPE_GLASSES, m_glasses);
CASE_GET_ASSET(ASSET_TYPE_EMBLEMSET, m_emblem_set);
CASE_GET_ASSET(ASSET_TYPE_SCRIPTPARSETREE, m_script);
CASE_GET_ASSET(ASSET_TYPE_KEYVALUEPAIRS, m_key_value_pairs);
CASE_GET_ASSET(ASSET_TYPE_VEHICLEDEF, m_vehicle);
CASE_GET_ASSET(ASSET_TYPE_MEMORYBLOCK, m_memory_block);
CASE_GET_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents);
CASE_GET_ASSET(ASSET_TYPE_TRACER, m_tracer);
CASE_GET_ASSET(ASSET_TYPE_SKINNEDVERTS, m_skinned_verts);
CASE_GET_ASSET(ASSET_TYPE_QDB, m_qdb);
CASE_GET_ASSET(ASSET_TYPE_SLUG, m_slug);
CASE_GET_ASSET(ASSET_TYPE_FOOTSTEP_TABLE, m_footstep_table);
CASE_GET_ASSET(ASSET_TYPE_FOOTSTEPFX_TABLE, m_footstep_fx_table);
CASE_GET_ASSET(ASSET_TYPE_ZBARRIER, m_zbarrier);
default:
assert(false);
break;
}
return nullptr;
#undef CASE_GET_ASSET
}
ZoneContent GameAssetPoolT6::GetContent() const
{
ZoneContent content{};
@ -403,4 +475,4 @@ ZoneContent GameAssetPoolT6::GetContent() const
return content;
#undef POOL_ADD_TO_CONTENT
}
}

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@ -1,7 +1,7 @@
#pragma once
#include "Pool/AssetPool.h"
#include "Pool/IZoneAssetPools.h"
#include "Pool/AssetPool.h"
#include "T6.h"
class GameAssetPoolT6 final : public IZoneAssetPools
@ -64,7 +64,8 @@ public:
void InitPoolStatic(asset_type_t type, size_t capacity) override;
void InitPoolDynamic(asset_type_t type) override;
void* AddAsset(asset_type_t type, std::string name, void* asset, std::vector<std::string>& scriptStrings, std::vector<XAssetDependency>& dependencies) override;
XAssetInfoGeneric* AddAsset(asset_type_t type, std::string name, void* asset, std::vector<std::string>& scriptStrings, std::vector<XAssetInfoGeneric*>& dependencies) override;
XAssetInfoGeneric* GetAsset(asset_type_t type, std::string name) override;
ZoneContent GetContent() const override;
};

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@ -43,7 +43,7 @@ public:
virtual ~AssetPool() = default;
virtual XAssetInfo<T>* AddAsset(std::string name, T* asset, std::vector<std::string>& scriptStrings, std::vector<XAssetDependency>& dependencies) = 0;
virtual XAssetInfo<T>* AddAsset(std::string name, T* asset, std::vector<std::string>& scriptStrings, std::vector<XAssetInfoGeneric*>& dependencies) = 0;
XAssetInfo<T>* GetAsset(const std::string& name)
{

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@ -12,11 +12,13 @@ class AssetPoolDynamic final : public AssetPool<T>
using AssetPool<T>::m_asset_lookup;
std::vector<XAssetInfo<T>*> m_assets;
asset_type_t m_type;
public:
explicit AssetPoolDynamic(const int priority)
AssetPoolDynamic(const int priority, const asset_type_t type)
{
GlobalAssetPool<T>::LinkAssetPool(this, priority);
m_type = type;
}
AssetPoolDynamic(AssetPoolDynamic<T>&) = delete;
@ -30,7 +32,7 @@ public:
for(auto* entry : m_assets)
{
delete entry->m_asset;
delete entry->m_ptr;
delete entry;
}
@ -38,16 +40,17 @@ public:
m_asset_lookup.clear();
}
XAssetInfo<T>* AddAsset(std::string name, T* asset, std::vector<std::string>& scriptStrings, std::vector<XAssetDependency>& dependencies) override
XAssetInfo<T>* AddAsset(std::string name, T* asset, std::vector<std::string>& scriptStrings, std::vector<XAssetInfoGeneric*>& dependencies) override
{
auto* newInfo = new XAssetInfo<T>();
newInfo->m_type = m_type;
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;
newInfo->m_ptr = newAsset;
m_assets.push_back(newInfo);
m_asset_lookup[newInfo->m_name] = newInfo;

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@ -2,6 +2,7 @@
#include "GlobalAssetPool.h"
#include "AssetPool.h"
#include "XAssetInfo.h"
#include <cstring>
@ -25,9 +26,10 @@ class AssetPoolStatic final : public AssetPool<T>
AssetPoolEntry* m_pool;
XAssetInfo<T>* m_info_pool;
size_t m_capacity;
asset_type_t m_type;
public:
AssetPoolStatic(const size_t capacity, const int priority)
AssetPoolStatic(const size_t capacity, const int priority, asset_type_t type)
{
m_capacity = capacity;
@ -78,7 +80,7 @@ public:
m_capacity = 0;
}
XAssetInfo<T>* AddAsset(std::string name, T* asset, std::vector<std::string>& scriptStrings, std::vector<XAssetDependency>& dependencies) override
XAssetInfo<T>* AddAsset(std::string name, T* asset, std::vector<std::string>& scriptStrings, std::vector<XAssetInfoGeneric*>& dependencies) override
{
if(m_free == nullptr)
{
@ -90,8 +92,9 @@ public:
memcpy(&poolSlot->m_entry, asset, sizeof(T));
poolSlot->m_info->m_type = m_type;
poolSlot->m_info->m_name = std::move(name);
poolSlot->m_info->m_asset = &poolSlot->m_entry;
poolSlot->m_info->m_ptr = &poolSlot->m_entry;
poolSlot->m_info->m_script_strings = std::move(scriptStrings);
poolSlot->m_info->m_dependencies = std::move(dependencies);

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@ -3,13 +3,16 @@
#include "XAssetInfo.h"
#include "Zone/ZoneTypes.h"
#include "Zone/ZoneContent.h"
#include <vector>
#include <string>
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 XAssetInfoGeneric* AddAsset(asset_type_t type, std::string name, void* asset, std::vector<std::string>& scriptStrings, std::vector<XAssetInfoGeneric*>& dependencies) = 0;
virtual XAssetInfoGeneric* GetAsset(asset_type_t type, std::string name) = 0;
virtual void InitPoolStatic(asset_type_t type, size_t capacity) = 0;
virtual void InitPoolDynamic(asset_type_t type) = 0;
virtual ZoneContent GetContent() const = 0;

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@ -1,13 +1,23 @@
#pragma once
#include <vector>
#include "Zone/XAssetDependency.h"
#include <string>
template<typename T>
class XAssetInfo
class XAssetInfoGeneric
{
public:
int m_type = -1;
std::string m_name;
T* m_asset;
std::vector<std::string> m_script_strings;
std::vector<XAssetDependency> m_dependencies;
std::vector<XAssetInfoGeneric*> m_dependencies;
void* m_ptr;
};
template<typename T>
class XAssetInfo : public XAssetInfoGeneric
{
public:
T* Asset()
{
return static_cast<T*>(m_ptr);
}
};

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@ -1,9 +0,0 @@
#pragma once
#include <string>
class XAssetDependency
{
public:
int m_type;
std::string m_name;
};