#ifndef ResourceManager_h__ #define ResourceManager_h__ #include #include #include #include "../Common.h" #include "Util/UnorderedMapPair.h" #include "Util/FileWatcher.h" /** Base Resource class. Implement this class for every resource to be handled by the resource manager. */ class Resource { friend class ResourceManager; protected: Resource() { } public: // 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); virtual void Reload() { } virtual void OnChildReloaded(Resource* child) { } unsigned int TypeID; unsigned int ResourceID; }; //Any class inheriting from this class will always be loaded on the master thread, not on a parallel worker thread. //This is important in case some instructions must be executed on the main thread, e.g. OpenGL commands, like glBindBuffer. //This resource can still be loaded asyncronously, but it will not be loaded in a thread, instead it's constructor will //be called once on every ResourceManager::Load, just throw StillLoadingException in the constructor if it is not done yet. 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 */ class ResourceManager { private: ResourceManager(); public: /*static ResourceManager& Instance() { static ResourceManager s; return s; }*/ template static void RegisterType(std::string typeName); /** Checks if a resource is in cache @param resourceType Resource type as string. @param resourceName Fully qualified name of the resource to preload. */ // 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. 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. @tparam T Resource type. @tparam Async Set this to true if the resource should be loaded asyncronously. @param resourceName Fully qualified name of the resource to load. */ template static T* Load(std::string resourceName, Resource* parent = nullptr); /** Reloads an already loaded resource, keeping its resource ID intact. @tparam T Resource type. @param resourceName Fully qualified name of the resource to reload. */ static void Reload(std::string resourceName); static void Release(std::string resourceType, std::string resourceName); 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 { MasterThreadChecker() { ResourceManager::IsMainThread(); } }; const static SpecialResourcePointer m_StillLoading; const static MasterThreadChecker m_Checker; static std::unordered_map m_CompilerTypenameToResourceType; static std::unordered_map> m_FactoryFunctions; // type -> factory function static std::unordered_map, Resource*> m_ResourceCache; // (type, name) -> resource static std::unordered_map m_ResourceFromName; // name -> resource static std::unordered_map m_ResourceParents; // resource -> parent resource static std::unordered_map, boost::thread> m_LoadingThreads; // (type, name) -> loading thread static boost::recursive_mutex m_Mutex; // TODO: Getters for IDs static unsigned int m_CurrentResourceTypeID; static std::unordered_map m_ResourceTypeIDs; // Number of resources of a type. Doubles as local ID. static std::unordered_map m_ResourceCount; static FileWatcher m_FileWatcher; static void fileWatcherCallback(std::string path, FileWatcher::FileEventFlags flags); static unsigned int GetTypeID(std::string resourceType); 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 bool IsMainThread(); }; template void ResourceManager::RegisterType(std::string typeName) { m_CompilerTypenameToResourceType[typeid(T).name()] = typeName; m_FactoryFunctions[typeName] = [](std::string resourceName) { return new T(resourceName); }; } template static T* ResourceManager::Load(std::string resourceName, Resource* parent /* = nullptr */) { auto resourceTypename = typeid(T).name(); 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; } std::string resourceType = iter->second; constexpr bool mustNotLoadInThread = std::is_base_of::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; } auto cacheKey = std::make_pair(resourceType, resourceName); decltype(m_ResourceCache)::iterator it; //If a thread has already been launched to load this resource. auto tIt = m_LoadingThreads.find(cacheKey); if (tIt != m_LoadingThreads.end()) { if (async) { //Return null if the thread is still working. if (!tIt->second.try_join_for(boost::chrono::nanoseconds(1))) { return nullptr; } //Else we know the thread has completed. } else { //Wait for the thread to finish loading. tIt->second.join(); } //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(it->second); } else { //If cacheKey does not exist after thread finishes, it failed. return nullptr; } } //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(it->second); } Resource* res = nullptr; //If resource is not cached.. if (async) { if (mustNotLoadInThread) { res = createResource(resourceType, resourceName, parent); if (res != m_StillLoading) { return static_cast(res); } } else { //Create a thread that loads the resource into cache. m_LoadingThreads[cacheKey] = boost::thread(createResource, resourceType, resourceName, parent); } return nullptr; } else { //load and return the resource. do { res = createResource(resourceType, resourceName, parent); } while (res == m_StillLoading); return static_cast(res); } } #endif