Files
axyz/include/Engine/Core/ResourceManager.h
T
2016-01-14 16:27:45 +01:00

239 lines
8.6 KiB
C++

#ifndef ResourceManager_h__
#define ResourceManager_h__
#include <functional>
#include <set>
#include <fstream>
#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 <typename T>
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 <typename T, bool Async = false>
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<std::string, std::string> m_CompilerTypenameToResourceType;
static std::unordered_map<std::string, std::function<Resource*(std::string)>> m_FactoryFunctions; // type -> factory function
static std::unordered_map<std::pair<std::string, std::string>, Resource*> m_ResourceCache; // (type, name) -> resource
static std::unordered_map<std::string, Resource*> m_ResourceFromName; // name -> resource
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 boost::recursive_mutex m_Mutex;
// TODO: Getters for IDs
static unsigned int m_CurrentResourceTypeID;
static std::unordered_map<std::string, unsigned int> m_ResourceTypeIDs;
// Number of resources of a type. Doubles as local ID.
static std::unordered_map<unsigned int, unsigned int> 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 <typename T>
void ResourceManager::RegisterType(std::string typeName)
{
m_CompilerTypenameToResourceType[typeid(T).name()] = typeName;
m_FactoryFunctions[typeName] = [](std::string resourceName) { return new T(resourceName); };
}
template <typename T, bool async>
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<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;
}
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<T*>(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<T*>(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<T*>(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<T*>(res);
}
}
#endif