WIP, multithreaded loading based on exceptions, very slow probably.
This commit is contained in:
@@ -40,6 +40,30 @@ private:
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ResourceManager();
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public:
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//TODO: Check if this is ever used, and remove it if it isn't.
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//Why would a resource load another resource async. in the ctor?
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//Should be thrown in a Resource's constructor if it cannot complete because another resource is still loading.
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//Eg. If a Model loads a Texture asyncronously in the constructor, and it is not done yet.
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struct StillLoadingException : public std::exception
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{
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virtual const char* what() const throw()
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{
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return "Resource is still loading.";
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}
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};
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//Should be thrown in a Resource's constructor if certain work needs to be handled by
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//the main thread, and not a parallel worker thread. Eg. opengl commands.
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struct WorkerCannotExecute : public std::exception
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{
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virtual const char* what() const throw()
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{
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return "Worker thread is unable to execute, main thread need to handle the code.";
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}
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};
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static void AssertIsMainThread();
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static bool IsMainThread();
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/*static ResourceManager& Instance()
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{
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static ResourceManager s;
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@@ -49,15 +73,6 @@ public:
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template <typename T>
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static void RegisterType(std::string typeName);
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/** Preloads a resource and caches it for future use
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@tparam T Resource type.
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@param resourceName Fully qualified name of the resource to preload.
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*/
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template <typename T>
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static void Preload(std::string resourceName);
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static void Preload(std::string resourceType, std::string resourceName);
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/** Checks if a resource is in cache
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@param resourceType Resource type as string.
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@@ -66,14 +81,25 @@ public:
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// TODO: Templateify
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static bool IsResourceLoaded(std::string resourceType, std::string resourceName);
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/** Hot-loads a resource and caches it for future use
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/** If the resource is not in cache, starts loading the resource and returns nullptr immediately.
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If the resource has been loaded already, return a pointer to it.
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@tparam T Resource type.
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@param resourceName Fully qualified name of the resource to load.
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*/
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template <typename T>
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static T* LoadAsync(std::string resourceName, Resource* parent = nullptr);
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static Resource* LoadAsync(std::string resourceType, std::string resourceName, Resource* parent = nullptr);
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/** Hot-loads a resource and caches it for future use.
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Fairly safe to assume that return value is a valid pointer, will only return nullptr on error.
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@tparam T Resource type.
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@param resourceName Fully qualified name of the resource to load.
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*/
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template <typename T>
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static T* Load(std::string resourceName, Resource* parent = nullptr);
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static Resource* Load(std::string resourceType, std::string resourceName, Resource* parent = nullptr);
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static Resource* Load(std::string resourceType, std::string resourceName, Resource* parent = nullptr);
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/** Reloads an already loaded resource, keeping its resource ID intact.
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@@ -87,19 +113,40 @@ public:
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static void Update();
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private:
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//Represents pointer values to signify that a resource haven't failed, but is not fully loaded.
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class SpecialResourcePointer
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{
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public:
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SpecialResourcePointer()
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: m_Val(new Resource())
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{}
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~SpecialResourcePointer()
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{
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delete m_Val;
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}
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//Make this class implicitly convertible to the Resource*.
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operator Resource* const() const { return m_Val; }
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private:
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Resource* const m_Val;
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};
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//TODO: Check if this is ever used, and remove it if it isn't.
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static SpecialResourcePointer m_StillLoading;
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static SpecialResourcePointer m_LoadWithMainThread;
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static std::unordered_map<std::string, std::string> m_CompilerTypenameToResourceType;
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static std::unordered_map<std::string, std::function<Resource*(std::string)>> m_FactoryFunctions; // type -> factory function
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static std::unordered_map<std::pair<std::string, std::string>, Resource*> m_ResourceCache; // (type, name) -> resource
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static std::unordered_map<std::string, Resource*> m_ResourceFromName; // name -> resource
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static std::unordered_map<Resource*, Resource*> m_ResourceParents; // resource -> parent resource
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static std::unordered_map<std::pair<std::string, std::string>, boost::thread> m_LoadingThreads; // (type, name) -> loading thread
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static boost::recursive_mutex m_Mutex;
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// TODO: Getters for IDs
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static unsigned int m_CurrentResourceTypeID;
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static std::unordered_map<std::string, unsigned int> m_ResourceTypeIDs;
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// Number of resources of a type. Doubles as local ID.
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static std::unordered_map<unsigned int, unsigned int> m_ResourceCount;
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// Flag to suppress hot-load warnings when a preloading resource chain loads another resource
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static bool m_Preloading;
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static FileWatcher m_FileWatcher;
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static void fileWatcherCallback(std::string path, FileWatcher::FileEventFlags flags);
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@@ -108,20 +155,20 @@ private:
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static unsigned int GetNewResourceID(unsigned int typeID);
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// Internal: Create a resource and cache it
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static Resource* CreateResource(std::string resourceType, std::string resourceName, Resource* parent);
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static Resource* createResource(std::string resourceType, std::string resourceName, Resource* parent);
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};
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template <typename T>
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T* ResourceManager::Load(std::string resourceName, Resource* parent /* = nullptr */)
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{
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auto resourceTypename = typeid(T).name();
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auto it = m_CompilerTypenameToResourceType.find(resourceTypename);
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if (it == m_CompilerTypenameToResourceType.end()) {
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LOG_ERROR("Failed to load resource \"%s\" of type \"%s\": type not registered", resourceName.c_str(), resourceTypename);
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return nullptr;
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}
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auto resourceTypename = typeid(T).name();
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auto it = m_CompilerTypenameToResourceType.find(resourceTypename);
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if (it == m_CompilerTypenameToResourceType.end()) {
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LOG_ERROR("Failed to load resource \"%s\" of type \"%s\": type not registered", resourceName.c_str(), resourceTypename);
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return nullptr;
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}
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return static_cast<T*>(Load(it->second, resourceName, parent));
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return static_cast<T*>(Load(it->second, resourceName, parent));
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}
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template <typename T>
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@@ -132,16 +179,16 @@ void ResourceManager::RegisterType(std::string typeName)
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}
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template <typename T>
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void ResourceManager::Preload(std::string resourceName)
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T* ResourceManager::LoadAsync(std::string resourceName, Resource* parent /* = nullptr */)
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{
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auto resourceTypename = typeid(T).name();
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auto it = m_CompilerTypenameToResourceType.find(resourceTypename);
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if (it == m_CompilerTypenameToResourceType.end()) {
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LOG_ERROR("Failed to load resource \"%s\" of type \"%s\": type not registered", resourceName.c_str(), resourceTypename);
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return;
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return nullptr;
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}
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Preload(it->second, resourceName);
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return static_cast<T*>(LoadAsync(it->second, resourceName, parent));
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}
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#endif
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@@ -17,7 +17,7 @@
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<Scale X="1" Y="1" Z="1"/>
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</c:Transform>
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<c:Model>
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<Resource>Models/ScaleWidget.obj</Resource>
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<Resource>Models/Core/UnitSphere.obj</Resource>
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</c:Model>
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</Components>
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</Entity>
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@@ -1,4 +1,7 @@
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#include "Core/ResourceManager.h"
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#include "boost/thread/thread.hpp"
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#include "boost/thread/mutex.hpp"
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#include "boost/thread/lock_guard.hpp"
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std::unordered_map<std::string, std::string> ResourceManager::m_CompilerTypenameToResourceType;
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std::unordered_map<std::string, std::function<Resource*(std::string)>> ResourceManager::m_FactoryFunctions;
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@@ -8,8 +11,11 @@ std::unordered_map<Resource*, Resource*> ResourceManager::m_ResourceParents;
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unsigned int ResourceManager::m_CurrentResourceTypeID = 0;
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std::unordered_map<std::string, unsigned int> ResourceManager::m_ResourceTypeIDs;
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std::unordered_map<unsigned int, unsigned int> ResourceManager::m_ResourceCount;
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bool ResourceManager::m_Preloading = false;
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FileWatcher ResourceManager::m_FileWatcher;
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std::unordered_map<std::pair<std::string, std::string>, boost::thread> ResourceManager::m_LoadingThreads;
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boost::recursive_mutex ResourceManager::m_Mutex;
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ResourceManager::SpecialResourcePointer ResourceManager::m_StillLoading;
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ResourceManager::SpecialResourcePointer ResourceManager::m_LoadWithMainThread;
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unsigned int ResourceManager::GetTypeID(std::string resourceType)
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{
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@@ -74,37 +80,90 @@ void ResourceManager::Update()
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m_FileWatcher.Check();
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}
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void ResourceManager::Preload(std::string resourceType, std::string resourceName)
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Resource* ResourceManager::LoadAsync(std::string resourceType, std::string resourceName, Resource* parent /*= nullptr*/)
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{
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if (IsResourceLoaded(resourceType, resourceName)) {
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//LOG_WARNING("Attempted to preload resource \"%s\" multiple times!", resourceName.c_str());
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return;
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}
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auto cacheKey = std::make_pair(resourceType, resourceName);
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decltype(m_ResourceCache)::iterator it;
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//If a thread has already been launched to load this resource.
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auto tIt = m_LoadingThreads.find(cacheKey);
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if (tIt != m_LoadingThreads.end()) {
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//If the thread is still working.
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if (tIt->second.joinable()) {
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return nullptr;
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}
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//Else, the thread is done.
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m_LoadingThreads.erase(tIt);
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it = m_ResourceCache.find(cacheKey);
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if (it != m_ResourceCache.end()) {
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//If the thread is done, but it cannot complete the rest, main thread must complete construction.
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if (it->second == m_LoadWithMainThread) {
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AssertIsMainThread();
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return createResource(resourceType, resourceName, parent);
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}
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return it->second;
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} else {
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//If cache is still empty at cacheKey after thread finishes, it failed.
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return nullptr;
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}
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}
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m_Preloading = true;
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LOG_INFO("Preloading resource \"%s\"", resourceName.c_str());
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CreateResource(resourceType, resourceName, nullptr);
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m_Preloading = false;
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//If resource has already been loaded and cached.
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it = m_ResourceCache.find(cacheKey);
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if (it != m_ResourceCache.end()) {
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//if ConstructByMainThread, createResource from Main.
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return it->second;
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}
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//Create a thread that loads the resource into cache.
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m_LoadingThreads[cacheKey] = boost::thread(createResource, resourceType, resourceName, parent);
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return nullptr;
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}
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Resource* ResourceManager::Load(std::string resourceType, std::string resourceName, Resource* parent /*= nullptr*/)
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{
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auto it = m_ResourceCache.find(std::make_pair(resourceType, resourceName));
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if (it != m_ResourceCache.end()) {
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return it->second;
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}
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Resource* resource;
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auto cacheKey = std::make_pair(resourceType, resourceName);
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decltype(m_ResourceCache)::iterator it;
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//If a thread has already been launched to load this resource.
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auto tIt = m_LoadingThreads.find(cacheKey);
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if (tIt != m_LoadingThreads.end()) {
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//Wait for the thread to finish loading.
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tIt->second.join();
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//Then delete the thread.
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m_LoadingThreads.erase(tIt);
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it = m_ResourceCache.find(cacheKey);
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if (it != m_ResourceCache.end()) {
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//If the thread is done, but it cannot complete the rest, main thread must complete construction.
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if (it->second == m_LoadWithMainThread) {
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AssertIsMainThread();
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return createResource(resourceType, resourceName, parent);
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}
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return it->second;
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} else {
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//If cache is still empty at cacheKey after thread finishes, it failed.
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return nullptr;
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}
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}
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//If resource has already been loaded and cached.
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it = m_ResourceCache.find(cacheKey);
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if (it != m_ResourceCache.end()) {
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return it->second;
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}
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if (m_Preloading) {
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LOG_INFO("Preloading resource \"%s\"", resourceName.c_str());
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} else {
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LOG_WARNING("Hot-loading resource \"%s\"", resourceName.c_str());
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}
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return CreateResource(resourceType, resourceName, parent);
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//If resource is not cached, load and return it.
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resource = createResource(resourceType, resourceName, parent);
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if (resource == m_LoadWithMainThread) {
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//If we entered here then we know the caller is a worker thread.
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//And we know the resource must be loaded from master thread.
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throw(WorkerCannotExecute());
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}
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return resource;
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}
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Resource* ResourceManager::CreateResource(std::string resourceType, std::string resourceName, Resource* parent)
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Resource* ResourceManager::createResource(std::string resourceType, std::string resourceName, Resource* parent)
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{
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//Lock the mutex immediately, and unlock it when leaving the function.
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boost::lock_guard<decltype(m_Mutex)> guard(m_Mutex);
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auto facIt = m_FactoryFunctions.find(resourceType);
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if (facIt == m_FactoryFunctions.end()) {
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LOG_ERROR("Failed to load resource \"%s\" of type \"%s\": type not registered", resourceName.c_str(), resourceType.c_str());
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@@ -112,25 +171,43 @@ Resource* ResourceManager::CreateResource(std::string resourceType, std::string
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}
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// Call the factory function
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Resource* resource;
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Resource* resource = nullptr;
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try {
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resource = facIt->second(resourceName);
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} catch (const WorkerCannotExecute& e) {
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resource = m_LoadWithMainThread;
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} catch (const std::exception& e) {
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LOG_ERROR("Failed to load resource \"%s\" of type \"%s\": %s", resourceName.c_str(), resourceType.c_str(), e.what());
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}
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if (resource != nullptr && resource != m_LoadWithMainThread) {
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// Store IDs
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resource->TypeID = GetTypeID(resourceType);
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resource->ResourceID = GetNewResourceID(resource->TypeID);
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} catch (const std::exception& e) {
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resource = nullptr;
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LOG_ERROR("Failed to load resource \"%s\" of type \"%s\": %s", resourceName.c_str(), resourceType.c_str(), e.what());
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}
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// Cache
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m_ResourceCache[std::make_pair(resourceType, resourceName)] = resource;
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m_ResourceFromName[resourceName] = resource;
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if (parent != nullptr) {
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m_ResourceParents[resource] = parent;
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}
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if (!boost::filesystem::is_directory(resourceName)) {
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LOG_DEBUG("Adding watch for %s", resourceName.c_str());
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m_FileWatcher.AddWatch(resourceName, fileWatcherCallback);
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}
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return resource;
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}
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bool ResourceManager::IsMainThread()
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{
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static boost::thread::id MainThreadId = boost::this_thread::get_id();
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return boost::this_thread::get_id() == MainThreadId;
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}
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void ResourceManager::AssertIsMainThread()
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{
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if (!IsMainThread()) {
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throw WorkerCannotExecute();
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}
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}
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@@ -84,7 +84,8 @@ void RenderQueueFactory::FillModels(World* world, RenderQueue* renderQueue)
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continue;
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}
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glm::vec4 color = modelC["Color"];
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Model* model = ResourceManager::Load<Model>(resource);
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//Model* model = ResourceManager::Load<Model>(resource);
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Model* model = ResourceManager::LoadAsync<Model>(resource);
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if (model == nullptr) {
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model = ResourceManager::Load<Model>("Models/Core/Error.obj");
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}
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@@ -4,6 +4,7 @@
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Game::Game(int argc, char* argv[])
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{
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ResourceManager::AssertIsMainThread();
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ResourceManager::RegisterType<ConfigFile>("ConfigFile");
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ResourceManager::RegisterType<Model>("Model");
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ResourceManager::RegisterType<Texture>("Texture");
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Reference in New Issue
Block a user