Fix unlinking every single asset in the global asset pools on unloading a zone

This commit is contained in:
Jan 2022-04-16 16:32:55 +02:00
parent 4abb846ccd
commit 1a36912b44

View File

@ -5,10 +5,11 @@
#include <string>
#include <algorithm>
#include <cassert>
#include <memory>
#include "AssetPool.h"
template<typename T>
template <typename T>
class GlobalAssetPool
{
struct LinkedAssetPool
@ -24,12 +25,12 @@ class GlobalAssetPool
LinkedAssetPool* m_asset_pool;
};
static std::vector<LinkedAssetPool*> m_linked_asset_pools;
static std::vector<std::unique_ptr<LinkedAssetPool>> m_linked_asset_pools;
static std::unordered_map<std::string, GameAssetPoolEntry> m_assets;
static void SortLinkedAssetPools()
{
std::sort(m_linked_asset_pools.begin(), m_linked_asset_pools.end(), [](const LinkedAssetPool* a, const LinkedAssetPool* b) -> bool
std::sort(m_linked_asset_pools.begin(), m_linked_asset_pools.end(), [](const std::unique_ptr<LinkedAssetPool>& a, const std::unique_ptr<LinkedAssetPool>& b) -> bool
{
return a->m_priority < b->m_priority;
});
@ -39,17 +40,17 @@ class GlobalAssetPool
{
int occurrences = 0;
for(auto linkedAssetPool : m_linked_asset_pools)
for (const auto& linkedAssetPool : m_linked_asset_pools)
{
XAssetInfo<T>* foundAsset = linkedAssetPool->m_asset_pool->GetAsset(assetEntry.m_asset->m_name);
if(foundAsset != nullptr)
if (foundAsset != nullptr)
{
if(++occurrences == 1)
if (++occurrences == 1)
{
assetEntry.m_asset = foundAsset;
assetEntry.m_duplicate = false;
assetEntry.m_asset_pool = linkedAssetPool;
assetEntry.m_asset_pool = linkedAssetPool.get();
}
else
{
@ -68,7 +69,7 @@ class GlobalAssetPool
auto existingAsset = m_assets.find(assetName);
if(existingAsset == m_assets.end())
if (existingAsset == m_assets.end())
{
GameAssetPoolEntry entry{};
entry.m_asset = asset;
@ -83,7 +84,7 @@ class GlobalAssetPool
existingEntry.m_duplicate = true;
if(existingEntry.m_asset_pool->m_priority < link->m_priority)
if (existingEntry.m_asset_pool->m_priority < link->m_priority)
{
existingEntry.m_asset_pool = link;
existingEntry.m_asset = asset;
@ -94,16 +95,17 @@ class GlobalAssetPool
public:
static void LinkAssetPool(AssetPool<T>* assetPool, const int priority)
{
auto* newLink = new LinkedAssetPool();
auto newLink = std::make_unique<LinkedAssetPool>();
newLink->m_asset_pool = assetPool;
newLink->m_priority = priority;
m_linked_asset_pools.push_back(newLink);
auto* newLinkPtr = newLink.get();
m_linked_asset_pools.emplace_back(std::move(newLink));
SortLinkedAssetPools();
for(auto asset : *assetPool)
for (auto asset : *assetPool)
{
LinkAsset(newLink, asset);
LinkAsset(newLinkPtr, asset);
}
}
@ -111,17 +113,17 @@ public:
{
LinkedAssetPool* link = nullptr;
for(auto existingLink : m_linked_asset_pools)
for (const auto& existingLink : m_linked_asset_pools)
{
if(existingLink->m_asset_pool == assetPool)
if (existingLink->m_asset_pool == assetPool)
{
link = existingLink;
link = existingLink.get();
break;
}
}
assert(link != nullptr);
if(link == nullptr)
if (link == nullptr)
return;
LinkAsset(link, asset);
@ -131,26 +133,33 @@ public:
{
auto iLinkEntry = m_linked_asset_pools.begin();
for(; iLinkEntry != m_linked_asset_pools.end(); ++iLinkEntry)
for (; iLinkEntry != m_linked_asset_pools.end(); ++iLinkEntry)
{
LinkedAssetPool* linkEntry = *iLinkEntry;
if(linkEntry->m_asset_pool == assetPool)
LinkedAssetPool* linkEntry = iLinkEntry->get();
if (linkEntry->m_asset_pool == assetPool)
{
break;
}
}
assert(iLinkEntry != m_linked_asset_pools.end());
if(iLinkEntry == m_linked_asset_pools.end())
if (iLinkEntry == m_linked_asset_pools.end())
return;
auto assetPoolToUnlink = std::move(*iLinkEntry);
m_linked_asset_pools.erase(iLinkEntry);
for(auto iAssetEntry = m_assets.begin(); iAssetEntry != m_assets.end(); )
for (auto iAssetEntry = m_assets.begin(); iAssetEntry != m_assets.end();)
{
auto& assetEntry = *iAssetEntry;
if(assetEntry.second.m_duplicate && ReplaceAssetPoolEntry(assetEntry.second))
if (assetEntry.second.m_asset_pool != assetPoolToUnlink.get())
{
++iAssetEntry;
continue;
}
if (assetEntry.second.m_duplicate && ReplaceAssetPoolEntry(assetEntry.second))
{
++iAssetEntry;
continue;
@ -170,8 +179,8 @@ public:
}
};
template<typename T>
std::vector<typename GlobalAssetPool<T>::LinkedAssetPool*> GlobalAssetPool<T>::m_linked_asset_pools = std::vector<LinkedAssetPool*>();
template <typename T>
std::vector<std::unique_ptr<typename GlobalAssetPool<T>::LinkedAssetPool>> GlobalAssetPool<T>::m_linked_asset_pools = std::vector<std::unique_ptr<LinkedAssetPool>>();
template<typename T>
template <typename T>
std::unordered_map<std::string, typename GlobalAssetPool<T>::GameAssetPoolEntry> GlobalAssetPool<T>::m_assets = std::unordered_map<std::string, GameAssetPoolEntry>();