OpenAssetTools/src/ZoneCommon/Pool/AssetPoolStatic.h

105 lines
2.7 KiB
C++

#pragma once
#include "AssetPool.h"
#include "GlobalAssetPool.h"
#include "XAssetInfo.h"
#include <cstring>
#include <stdexcept>
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;
asset_type_t m_type;
public:
AssetPoolStatic(const size_t capacity, const int priority, const asset_type_t type)
{
m_capacity = capacity;
m_type = type;
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;
m_info_pool = 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::unique_ptr<XAssetInfo<T>> xAssetInfo) override
{
if (m_free == nullptr)
throw std::runtime_error("Could not add asset to static asset pool: capacity exhausted.");
const auto normalizedName = XAssetInfo<T>::NormalizeAssetName(xAssetInfo->m_name);
AssetPoolEntry* poolSlot = m_free;
m_free = m_free->m_next;
const T* pAsset = xAssetInfo->Asset();
xAssetInfo->m_ptr = static_cast<void*>(&poolSlot->m_entry);
memcpy(&poolSlot->m_entry, pAsset, sizeof(T));
*poolSlot->m_info = std::move(*xAssetInfo);
m_asset_lookup[normalizedName] = poolSlot->m_info;
GlobalAssetPool<T>::LinkAsset(this, normalizedName, poolSlot->m_info);
return poolSlot->m_info;
}
};