Finalize menu assets after loading all assets

This commit is contained in:
Jan 2021-12-29 00:20:54 +01:00
parent 7188b0946d
commit 5e31be9bac
24 changed files with 92 additions and 18 deletions

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@ -92,5 +92,7 @@ std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext&
return nullptr;
}
ObjLoading::FinalizeAssetsForZone(assetLoadingContext.get());
return zone;
}

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@ -91,5 +91,7 @@ std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext&
return nullptr;
}
ObjLoading::FinalizeAssetsForZone(assetLoadingContext.get());
return zone;
}

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@ -91,5 +91,7 @@ std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext&
return nullptr;
}
ObjLoading::FinalizeAssetsForZone(assetLoadingContext.get());
return zone;
}

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@ -92,5 +92,7 @@ std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext&
return nullptr;
}
ObjLoading::FinalizeAssetsForZone(assetLoadingContext.get());
return zone;
}

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@ -148,5 +148,7 @@ std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext&
return nullptr;
}
ObjLoading::FinalizeAssetsForZone(assetLoadingContext.get());
return zone;
}

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@ -1,7 +1,7 @@
#include "AssetLoadingManager.h"
#include <iostream>
AssetLoadingManager::AssetLoadingManager(const std::unordered_map<asset_type_t, std::unique_ptr<IAssetLoader>>& assetLoadersByType, AssetLoadingContext& context):
AssetLoadingManager::AssetLoadingManager(const std::map<asset_type_t, std::unique_ptr<IAssetLoader>>& assetLoadersByType, AssetLoadingContext& context):
m_asset_loaders_by_type(assetLoadersByType),
m_context(context),
m_last_dependency_loaded(nullptr)

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@ -1,5 +1,5 @@
#pragma once
#include <unordered_map>
#include <map>
#include "AssetLoadingContext.h"
#include "IAssetLoader.h"
@ -7,7 +7,7 @@
class AssetLoadingManager final : public IAssetLoadingManager
{
const std::unordered_map<asset_type_t, std::unique_ptr<IAssetLoader>>& m_asset_loaders_by_type;
const std::map<asset_type_t, std::unique_ptr<IAssetLoader>>& m_asset_loaders_by_type;
AssetLoadingContext& m_context;
XAssetInfoGeneric* m_last_dependency_loaded;
@ -17,7 +17,7 @@ class AssetLoadingManager final : public IAssetLoadingManager
XAssetInfoGeneric* AddAsset(asset_type_t assetType, const std::string& assetName, void* asset, std::vector<XAssetInfoGeneric*> dependencies, std::vector<scr_string_t> usedScriptStrings, Zone* zone);
public:
AssetLoadingManager(const std::unordered_map<asset_type_t, std::unique_ptr<IAssetLoader>>& assetLoadersByType, AssetLoadingContext& context);
AssetLoadingManager(const std::map<asset_type_t, std::unique_ptr<IAssetLoader>>& assetLoadersByType, AssetLoadingContext& context);
bool LoadAssetFromLoader(asset_type_t assetType, const std::string& assetName);

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@ -45,4 +45,9 @@ public:
{
return false;
}
virtual void FinalizeAssetsForZone(AssetLoadingContext* context) const
{
// Do nothing by default
}
};

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@ -178,3 +178,9 @@ bool ObjLoader::LoadAssetForZone(AssetLoadingContext* context, const asset_type_
AssetLoadingManager assetLoadingManager(m_asset_loaders_by_type, *context);
return assetLoadingManager.LoadAssetFromLoader(assetType, assetName);
}
void ObjLoader::FinalizeAssetsForZone(AssetLoadingContext* context) const
{
for (const auto& [type, loader] : m_asset_loaders_by_type)
loader->FinalizeAssetsForZone(context);
}

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@ -1,6 +1,6 @@
#pragma once
#include <unordered_map>
#include <map>
#include <memory>
#include "IObjLoader.h"
@ -12,7 +12,7 @@ namespace IW3
{
class ObjLoader final : public IObjLoader
{
std::unordered_map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
std::map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
static void LoadImageFromIwi(GfxImage* image, ISearchPath* searchPath, Zone* zone);
static void LoadImageFromLoadDef(GfxImage* image, Zone* zone);
@ -32,5 +32,6 @@ namespace IW3
void LoadObjDataForZone(ISearchPath* searchPath, Zone* zone) const override;
bool LoadAssetForZone(AssetLoadingContext* context, asset_type_t assetType, const std::string& assetName) const override;
void FinalizeAssetsForZone(AssetLoadingContext* context) const override;
};
}

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@ -5,6 +5,7 @@
#include "ObjLoading.h"
#include "Game/IW4/IW4.h"
#include "Game/IW4/Menu/MenuConversionZoneStateIW4.h"
#include "Game/IW4/Menu/MenuConverterIW4.h"
#include "Parsing/Menu/MenuFileReader.h"
#include "Pool/GlobalAssetPool.h"
@ -158,3 +159,8 @@ bool AssetLoaderMenuList::LoadFromRaw(const std::string& assetName, ISearchPath*
return true;
}
void AssetLoaderMenuList::FinalizeAssetsForZone(AssetLoadingContext* context) const
{
context->GetZoneAssetLoaderState<MenuConversionZoneState>()->FinalizeSupportingData();
}

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@ -23,5 +23,6 @@ namespace IW4
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
_NODISCARD bool CanLoadFromRaw() const override;
bool LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;
void FinalizeAssetsForZone(AssetLoadingContext* context) const override;
};
}

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@ -1,5 +1,7 @@
#include "MenuConversionZoneStateIW4.h"
#include <cstring>
using namespace IW4;
MenuConversionZoneState::MenuConversionZoneState()

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@ -189,4 +189,10 @@ bool ObjLoader::LoadAssetForZone(AssetLoadingContext* context, asset_type_t asse
{
AssetLoadingManager assetLoadingManager(m_asset_loaders_by_type, *context);
return assetLoadingManager.LoadAssetFromLoader(assetType, assetName);
}
}
void ObjLoader::FinalizeAssetsForZone(AssetLoadingContext* context) const
{
for (const auto& [type, loader] : m_asset_loaders_by_type)
loader->FinalizeAssetsForZone(context);
}

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@ -1,6 +1,6 @@
#pragma once
#include <unordered_map>
#include <map>
#include <memory>
#include "IObjLoader.h"
@ -12,7 +12,7 @@ namespace IW4
{
class ObjLoader final : public IObjLoader
{
std::unordered_map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
std::map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
static void LoadImageFromIwi(GfxImage* image, ISearchPath* searchPath, Zone* zone);
static void LoadImageFromLoadDef(GfxImage* image, Zone* zone);
@ -32,5 +32,6 @@ namespace IW4
void LoadObjDataForZone(ISearchPath* searchPath, Zone* zone) const override;
bool LoadAssetForZone(AssetLoadingContext* context, asset_type_t assetType, const std::string& assetName) const override;
void FinalizeAssetsForZone(AssetLoadingContext* context) const override;
};
}

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@ -191,3 +191,9 @@ bool ObjLoader::LoadAssetForZone(AssetLoadingContext* context, asset_type_t asse
AssetLoadingManager assetLoadingManager(m_asset_loaders_by_type, *context);
return assetLoadingManager.LoadAssetFromLoader(assetType, assetName);
}
void ObjLoader::FinalizeAssetsForZone(AssetLoadingContext* context) const
{
for (const auto& [type, loader] : m_asset_loaders_by_type)
loader->FinalizeAssetsForZone(context);
}

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@ -1,6 +1,6 @@
#pragma once
#include <unordered_map>
#include <map>
#include <memory>
#include "IObjLoader.h"
@ -12,7 +12,7 @@ namespace IW5
{
class ObjLoader final : public IObjLoader
{
std::unordered_map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
std::map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
static void LoadImageFromIwi(GfxImage* image, ISearchPath* searchPath, Zone* zone);
static void LoadImageFromLoadDef(GfxImage* image, Zone* zone);
@ -32,5 +32,6 @@ namespace IW5
void LoadObjDataForZone(ISearchPath* searchPath, Zone* zone) const override;
bool LoadAssetForZone(AssetLoadingContext* context, asset_type_t assetType, const std::string& assetName) const override;
void FinalizeAssetsForZone(AssetLoadingContext* context) const override;
};
}

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@ -185,3 +185,9 @@ bool ObjLoader::LoadAssetForZone(AssetLoadingContext* context, asset_type_t asse
AssetLoadingManager assetLoadingManager(m_asset_loaders_by_type, *context);
return assetLoadingManager.LoadAssetFromLoader(assetType, assetName);
}
void ObjLoader::FinalizeAssetsForZone(AssetLoadingContext* context) const
{
for (const auto& [type, loader] : m_asset_loaders_by_type)
loader->FinalizeAssetsForZone(context);
}

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@ -1,6 +1,6 @@
#pragma once
#include <unordered_map>
#include <map>
#include <memory>
#include "IObjLoader.h"
@ -12,7 +12,7 @@ namespace T5
{
class ObjLoader final : public IObjLoader
{
std::unordered_map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
std::map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
static void LoadImageFromIwi(GfxImage* image, ISearchPath* searchPath, Zone* zone);
static void LoadImageFromLoadDef(GfxImage* image, Zone* zone);
@ -32,5 +32,6 @@ namespace T5
void LoadObjDataForZone(ISearchPath* searchPath, Zone* zone) const override;
bool LoadAssetForZone(AssetLoadingContext* context, asset_type_t assetType, const std::string& assetName) const override;
void FinalizeAssetsForZone(AssetLoadingContext* context) const override;
};
}

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@ -145,7 +145,8 @@ namespace T6
return nullptr;
}
void ObjLoader::LoadSoundBankFromLinkedInfo(ISearchPath* searchPath, const std::string& soundBankFileName, const SndRuntimeAssetBank* sndBankLinkedInfo, Zone* zone, std::set<std::string>& loadedBanksForZone, std::stack<std::string>& dependenciesToLoad)
void ObjLoader::LoadSoundBankFromLinkedInfo(ISearchPath* searchPath, const std::string& soundBankFileName, const SndRuntimeAssetBank* sndBankLinkedInfo, Zone* zone,
std::set<std::string>& loadedBanksForZone, std::stack<std::string>& dependenciesToLoad)
{
if (loadedBanksForZone.find(soundBankFileName) == loadedBanksForZone.end())
{
@ -183,7 +184,7 @@ namespace T6
LoadSoundBankFromLinkedInfo(searchPath, soundBankFileName, &sndBank->loadAssetBank, zone, loadedBanksForZone, dependenciesToLoad);
}
while(!dependenciesToLoad.empty())
while (!dependenciesToLoad.empty())
{
auto dependencyFileName = dependenciesToLoad.top();
dependenciesToLoad.pop();
@ -454,4 +455,10 @@ namespace T6
AssetLoadingManager assetLoadingManager(m_asset_loaders_by_type, *context);
return assetLoadingManager.LoadAssetFromLoader(assetType, assetName);
}
void ObjLoader::FinalizeAssetsForZone(AssetLoadingContext* context) const
{
for (const auto& [type, loader] : m_asset_loaders_by_type)
loader->FinalizeAssetsForZone(context);
}
}

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@ -1,6 +1,6 @@
#pragma once
#include <unordered_map>
#include <map>
#include <memory>
#include <set>
#include <string>
@ -19,7 +19,7 @@ namespace T6
static const int IPAK_READ_HASH;
static const int GLOBAL_HASH;
std::unordered_map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
std::map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
static bool VerifySoundBankChecksum(const SoundBank* soundBank, const SndRuntimeAssetBank& sndRuntimeAssetBank);
static SoundBank* LoadSoundBankForZone(ISearchPath* searchPath, const std::string& soundBankFileName, Zone* zone);
@ -48,5 +48,6 @@ namespace T6
void LoadObjDataForZone(ISearchPath* searchPath, Zone* zone) const override;
bool LoadAssetForZone(AssetLoadingContext* context, asset_type_t assetType, const std::string& assetName) const override;
void FinalizeAssetsForZone(AssetLoadingContext* context) const override;
};
}

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@ -37,4 +37,5 @@ public:
virtual void LoadObjDataForZone(ISearchPath* searchPath, Zone* zone) const = 0;
virtual bool LoadAssetForZone(AssetLoadingContext* context, asset_type_t assetType, const std::string& assetName) const = 0;
virtual void FinalizeAssetsForZone(AssetLoadingContext* context) const = 0;
};

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@ -68,7 +68,7 @@ void ObjLoading::LoadIWDsInSearchPath(ISearchPath* searchPath)
if (file->is_open())
{
auto iwd = std::make_unique<IWD>(path, std::move(file));
if (iwd->Initialize())
{
IWD::Repository.AddContainer(std::move(iwd), searchPath);
@ -106,3 +106,15 @@ bool ObjLoading::LoadAssetForZone(AssetLoadingContext* context, const asset_type
return false;
}
void ObjLoading::FinalizeAssetsForZone(AssetLoadingContext* context)
{
for (const auto* loader : OBJ_LOADERS)
{
if (loader->SupportsZone(context->m_zone))
{
loader->FinalizeAssetsForZone(context);
return;
}
}
}

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@ -55,4 +55,5 @@ public:
static void LoadObjDataForZone(ISearchPath* searchPath, Zone* zone);
static bool LoadAssetForZone(AssetLoadingContext* context, asset_type_t assetType, const std::string& assetName);
static void FinalizeAssetsForZone(AssetLoadingContext* context);
};