ResourceManager::Load never returns null, throws exceptions instead.

This commit is contained in:
William Moberg
2016-01-15 15:25:01 +01:00
parent 76f90ab031
commit f5ea4d513c
5 changed files with 117 additions and 97 deletions
+60 -58
View File
@@ -21,6 +21,23 @@ protected:
Resource() { }
public:
//Should be thrown in a Resource's constructor if it cannot complete because another resource is still loading.
//Not actually an error, just a message to the ResourceManager.
struct StillLoadingException : public std::exception
{
virtual const char* what() const throw()
{
return "Resource is still loading.";
}
};
struct FailedLoadingException : public std::exception
{
virtual const char* what() const throw()
{
return "Resource is failed to load.";
}
};
// Pretend that this is a pure virtual function that you have to implement
// FIXME: Why did we do this again instead of just using the constructor?
// static Resource* Create(std::string resourceName);
@@ -39,16 +56,6 @@ public:
class ThreadUnsafeResource : public Resource
{
friend class ResourceManager;
protected:
//Should be thrown in a Resource's constructor if it cannot complete because another resource is still loading.
//Not actually an error, just a message to the ResourceManager.
struct StillLoadingException : public std::exception
{
virtual const char* what() const throw()
{
return "Resource is still loading.";
}
};
};
/** Singleton resource manager to keep track of and cache any external engine assets */
@@ -75,18 +82,18 @@ public:
// TODO: Templateify
static bool IsResourceLoaded(std::string resourceType, std::string resourceName);
/** If Async is false: Hot-loads a resource and caches it for future use.
Fairly safe to assume that return value is always a valid pointer, will only return nullptr on error.
/** Return value should always be a valid pointer, will throw an exception on error.
If the resource has been loaded already, returns a pointer to it.
If Async is false: Hot-loads a resource, caches it for future use, and returns a pointer to it.
If Async is true: If the resource is not loaded yet, starts loading the resource
in the background and returns nullptr immediately.
If the resource has been loaded already, return a pointer to it.
in the background and throws Resource::StillLoadingException immediately.
@tparam T Resource type.
@tparam Async Set this to true if the resource should be loaded asyncronously.
@tparam async Set this to true if the resource should be loaded asyncronously.
@param resourceName Fully qualified name of the resource to load.
*/
template <typename T, bool Async = false>
template <typename T, bool async = false>
static T* Load(std::string resourceName, Resource* parent = nullptr);
/** Reloads an already loaded resource, keeping its resource ID intact.
@@ -101,22 +108,6 @@ public:
static void Update();
private:
//Represents a pointer value to signify that a resource haven't failed, but is not fully loaded.
class SpecialResourcePointer
{
public:
SpecialResourcePointer()
: m_Val(new Resource())
{}
~SpecialResourcePointer()
{
delete m_Val;
}
//Make this class implicitly convertible to the Resource*.
operator Resource* const() const { return m_Val; }
private:
Resource* const m_Val;
};
//This is a haxy way to make sure that IsMainThread is run when the program starts, so the master thread id is set.
struct MasterThreadChecker
{
@@ -125,7 +116,6 @@ private:
ResourceManager::IsMainThread();
}
};
const static SpecialResourcePointer m_StillLoading;
const static MasterThreadChecker m_Checker;
static std::unordered_map<std::string, std::string> m_CompilerTypenameToResourceType;
@@ -135,6 +125,7 @@ private:
static std::unordered_map<Resource*, Resource*> m_ResourceParents; // resource -> parent resource
static std::unordered_map<std::pair<std::string, std::string>, boost::thread> m_LoadingThreads; // (type, name) -> loading thread
static std::unordered_map<std::pair<std::string, std::string>, std::exception_ptr> m_LoadingThreadExceptions; // (type, name) -> exceptions
static boost::recursive_mutex m_Mutex;
// TODO: Getters for IDs
@@ -150,7 +141,9 @@ private:
static unsigned int GetNewResourceID(unsigned int typeID);
// Internal: Create a resource and cache it
static Resource* createResource(std::string resourceType, std::string resourceName, Resource* parent);
static Resource* createResourceThrowing(std::string resourceType, std::string resourceName, Resource* parent);
static Resource* createResource(std::string resourceType, std::string resourceName, Resource* parent, std::exception_ptr& exception);
static Resource* cacheResource(Resource* resource, std::string resourceType, std::string resourceName, Resource* parent);
static bool IsMainThread();
};
@@ -169,14 +162,14 @@ static T* ResourceManager::Load(std::string resourceName, Resource* parent /* =
auto iter = m_CompilerTypenameToResourceType.find(resourceTypename);
if (iter == m_CompilerTypenameToResourceType.end()) {
LOG_ERROR("Failed to load resource \"%s\" of type \"%s\": type not registered", resourceName.c_str(), resourceTypename);
return nullptr;
throw Resource::FailedLoadingException();
}
std::string resourceType = iter->second;
constexpr bool mustNotLoadInThread = std::is_base_of<ThreadUnsafeResource, T>::value;
if (mustNotLoadInThread && !IsMainThread()) {
LOG_ERROR("Failed to Load \"%s\": ThreadUnsafeResource type \"%s\" load in the constructor of another resource that is loaded asyncronously.", resourceName.c_str(), iter->second.c_str());
return nullptr;
throw Resource::FailedLoadingException();
}
auto cacheKey = std::make_pair(resourceType, resourceName);
@@ -185,9 +178,9 @@ static T* ResourceManager::Load(std::string resourceName, Resource* parent /* =
auto tIt = m_LoadingThreads.find(cacheKey);
if (tIt != m_LoadingThreads.end()) {
if (async) {
//Return null if the thread is still working.
//Throw StillLoadingException if the thread is still working.
if (!tIt->second.try_join_for(boost::chrono::nanoseconds(1))) {
return nullptr;
throw Resource::StillLoadingException();
}
//Else we know the thread has completed.
} else {
@@ -196,42 +189,51 @@ static T* ResourceManager::Load(std::string resourceName, Resource* parent /* =
}
//When the thread is done, delete the thread.
m_LoadingThreads.erase(tIt);
//Find the resource that the thread loaded.
it = m_ResourceCache.find(cacheKey);
if (it != m_ResourceCache.end()) {
//Threads should not be able to throw StillLoadingException, so no check should be needed.
return static_cast<T*>(it->second);
} else {
//If cacheKey does not exist after thread finishes, it failed.
return nullptr;
//Rethrow the thread exception if it threw any.
auto excIt = m_LoadingThreadExceptions.find(cacheKey);
std::exception_ptr exception = excIt->second;
m_LoadingThreadExceptions.erase(excIt);
if (exception) {
std::rethrow_exception(exception);
}
}
//If resource has already been cached and completely loaded.
it = m_ResourceCache.find(cacheKey);
if (it != m_ResourceCache.end() && it->second != m_StillLoading) {
return static_cast<T*>(it->second);
if (it != m_ResourceCache.end()) {
if (it->second != nullptr) {
return static_cast<T*>(it->second);
} else {
//Don't return null on failure, exception instead.
throw Resource::FailedLoadingException();
}
}
Resource* res = nullptr;
//If resource is not cached..
if (async) {
if (mustNotLoadInThread) {
res = createResource(resourceType, resourceName, parent);
if (res != m_StillLoading) {
return static_cast<T*>(res);
try {
return static_cast<T*>(createResourceThrowing(resourceType, resourceName, parent));
} catch (const Resource::StillLoadingException&) {
throw;
}
} else {
//Create a thread that loads the resource into cache.
m_LoadingThreads[cacheKey] = boost::thread(createResource, resourceType, resourceName, parent);
m_LoadingThreads[cacheKey] = boost::thread(createResource, resourceType, resourceName, parent, m_LoadingThreadExceptions[cacheKey]);
throw Resource::StillLoadingException();
}
return nullptr;
} else {
//load and return the resource.
do {
res = createResource(resourceType, resourceName, parent);
} while (res == m_StillLoading);
return static_cast<T*>(res);
while (true) {
try {
return static_cast<T*>(createResourceThrowing(resourceType, resourceName, parent));
} catch (const Resource::StillLoadingException&) {
continue;
} catch (const std::exception&) {
throw;
}
}
}
}
+2 -2
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@@ -220,7 +220,7 @@ bool attachAABBComponentFromModel(World* world, EntityID id)
}
ComponentWrapper model = world->GetComponent(id, "Model");
ComponentWrapper collision = world->AttachComponent(id, "AABB");
Model* modelRes = ResourceManager::Load<Model, true>(model["Resource"]);
Model* modelRes = ResourceManager::Load<Model>(model["Resource"]);
if (modelRes == nullptr) {
return false;
}
@@ -247,7 +247,7 @@ bool GetEntityBox(World* world, ComponentWrapper& AABBComponent, AABB& outBox)
{
ComponentWrapper& cTrans = world->GetComponent(AABBComponent.EntityID, "Transform");
ComponentWrapper model = world->GetComponent(AABBComponent.EntityID, "Model");
Model* modelRes = ResourceManager::Load<Model, true>(model["Resource"]);
Model* modelRes = ResourceManager::Load<Model>(model["Resource"]);
outBox.CreateFromCenter(AABBComponent["BoxCenter"], AABBComponent["BoxSize"]);
glm::vec3 mini = outBox.MinCorner();
glm::vec3 maxi = outBox.MaxCorner();
+42 -28
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@@ -13,8 +13,8 @@ std::unordered_map<std::string, unsigned int> ResourceManager::m_ResourceTypeIDs
std::unordered_map<unsigned int, unsigned int> ResourceManager::m_ResourceCount;
FileWatcher ResourceManager::m_FileWatcher;
std::unordered_map<std::pair<std::string, std::string>, boost::thread> ResourceManager::m_LoadingThreads;
std::unordered_map<std::pair<std::string, std::string>, std::exception_ptr> ResourceManager::m_LoadingThreadExceptions;
boost::recursive_mutex ResourceManager::m_Mutex;
const ResourceManager::SpecialResourcePointer ResourceManager::m_StillLoading;
unsigned int ResourceManager::GetTypeID(std::string resourceType)
{
@@ -79,47 +79,61 @@ void ResourceManager::Update()
m_FileWatcher.Check();
}
Resource* ResourceManager::createResource(std::string resourceType, std::string resourceName, Resource* parent)
Resource* ResourceManager::createResource(std::string resourceType, std::string resourceName, Resource* parent, std::exception_ptr& exception)
{
auto facIt = m_FactoryFunctions.find(resourceType);
if (facIt == m_FactoryFunctions.end()) {
LOG_ERROR("Failed to load resource \"%s\" of type \"%s\": type not registered", resourceName.c_str(), resourceType.c_str());
return nullptr;
cacheResource(nullptr, resourceType, resourceName, parent);
//This basically throws an exception.
exception = std::make_exception_ptr(Resource::FailedLoadingException()); return nullptr;
}
// Call the factory function
Resource* resource = nullptr;
try {
resource = facIt->second(resourceName);
} catch (const ThreadUnsafeResource::StillLoadingException&) {
resource = m_StillLoading;
return cacheResource(facIt->second(resourceName), resourceType, resourceName, parent);
} catch (const Resource::StillLoadingException&) {
exception = std::current_exception(); return nullptr;
} catch (const std::exception& e) {
LOG_ERROR("Failed to load resource \"%s\" of type \"%s\": %s", resourceName.c_str(), resourceType.c_str(), e.what());
cacheResource(nullptr, resourceType, resourceName, parent);
exception = std::current_exception(); return nullptr;
}
}
Resource* ResourceManager::createResourceThrowing(std::string resourceType, std::string resourceName, Resource* parent)
{
std::exception_ptr exception;
Resource* res = createResource(resourceType, resourceName, parent, exception);
if (exception) {
std::rethrow_exception(exception);
}
return res;
}
Resource* ResourceManager::cacheResource(Resource* resource, std::string resourceType, std::string resourceName, Resource* parent)
{
//Lock the mutex immediately, and unlock it when leaving the code block.
boost::lock_guard<decltype(m_Mutex)> guard(m_Mutex);
if (resource != nullptr) {
// Store IDs
resource->TypeID = GetTypeID(resourceType);
resource->ResourceID = GetNewResourceID(resource->TypeID);
}
{
//Lock the mutex immediately, and unlock it when leaving the code block.
boost::lock_guard<decltype(m_Mutex)> guard(m_Mutex);
if (resource != nullptr) {
// Store IDs
resource->TypeID = GetTypeID(resourceType);
resource->ResourceID = GetNewResourceID(resource->TypeID);
}
// Cache
m_ResourceCache[std::make_pair(resourceType, resourceName)] = resource;
m_ResourceFromName[resourceName] = resource;
if (parent != nullptr) {
m_ResourceParents[resource] = parent;
}
if (!boost::filesystem::is_directory(resourceName)) {
LOG_DEBUG("Adding watch for %s", resourceName.c_str());
m_FileWatcher.AddWatch(resourceName, fileWatcherCallback);
}
// Cache
m_ResourceCache[std::make_pair(resourceType, resourceName)] = resource;
m_ResourceFromName[resourceName] = resource;
if (parent != nullptr) {
m_ResourceParents[resource] = parent;
}
return resource;
//if (!boost::filesystem::is_directory(resourceName)) {
// LOG_DEBUG("Adding watch for %s", resourceName.c_str());
// m_FileWatcher.AddWatch(resourceName, fileWatcherCallback);
//}
return resource;
}
bool ResourceManager::IsMainThread()
+1 -5
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@@ -2,12 +2,8 @@
Model::Model(std::string fileName)
{
//Load the RawModel asyncronously, this will be done on a separate thread in the background.
//Try loading the model asyncronously, if it throws any exceptions then let it propagate back to caller.
m_RawModel = ResourceManager::Load<RawModel, true>(fileName);
//If it is null, the model is not done yet, so tell resourceManager to try constructing me again later.
if (m_RawModel == nullptr) {
throw StillLoadingException();
}
for (auto& group : m_RawModel->MaterialGroups) {
if (!group.TexturePath.empty()) {
+12 -4
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@@ -84,13 +84,21 @@ void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& jobs, World
continue;
}
Model* model = ResourceManager::Load<::Model, true>(resource);
if (model == nullptr) {
model = ResourceManager::Load<::Model>("Models/Core/Error.obj");
Model* model;
try {
model = ResourceManager::Load<::Model, true>(resource);
} catch (const Resource::StillLoadingException&) {
//continue;
model = ResourceManager::Load<::Model>("Models/Core/UnitRaptor.obj");
} catch (const std::exception&) {
try {
model = ResourceManager::Load<::Model>("Models/Core/Error.obj");
} catch (const std::exception&) {
continue;
}
}
glm::mat4 modelMatrix = Transform::ModelMatrix(modelComponent.EntityID, world);
for (auto matGroup : model->MaterialGroups()) {
std::shared_ptr<ModelJob> modelJob = std::shared_ptr<ModelJob>(new ModelJob(model, m_Camera, modelMatrix, matGroup, modelComponent, world));
jobs.push_back(modelJob);