feat: normalize asset names before loading

This commit is contained in:
Jan 2024-04-22 19:23:54 +02:00
parent 04b80b5208
commit 6bd6635a83
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GPG Key ID: 44B581F78FF5C57C
2 changed files with 37 additions and 17 deletions

View File

@ -1,5 +1,9 @@
#include "AssetLoadingManager.h"
#include "Utils/StringUtils.h"
#include <algorithm>
#include <format>
#include <iostream>
AssetLoadingManager::AssetLoadingManager(const std::map<asset_type_t, std::unique_ptr<IAssetLoader>>& assetLoadersByType, AssetLoadingContext& context)
@ -26,7 +30,7 @@ XAssetInfoGeneric* AssetLoadingManager::AddAssetInternal(std::unique_ptr<XAssetI
m_last_dependency_loaded = m_context.m_zone->m_pools->AddAsset(std::move(xAssetInfo));
if (m_last_dependency_loaded == nullptr)
std::cout << "Failed to add asset of type \"" << m_context.m_zone->m_pools->GetAssetTypeName(assetType) << "\" to pool: \"" << pAssetName << "\"\n";
std::cerr << "Failed to add asset of type \"" << m_context.m_zone->m_pools->GetAssetTypeName(assetType) << "\" to pool: \"" << pAssetName << "\"\n";
return m_last_dependency_loaded;
}
@ -62,7 +66,7 @@ XAssetInfoGeneric* AssetLoadingManager::LoadIgnoredDependency(const asset_type_t
return lastDependency;
}
std::cout << "Failed to create empty asset \"" << assetName << "\" for type \"" << m_context.m_zone->m_pools->GetAssetTypeName(assetType) << "\"\n";
std::cerr << "Failed to create empty asset \"" << assetName << "\" for type \"" << m_context.m_zone->m_pools->GetAssetTypeName(assetType) << "\"\n";
return nullptr;
}
@ -122,51 +126,65 @@ XAssetInfoGeneric* AssetLoadingManager::LoadAssetDependency(const asset_type_t a
return lastDependency;
}
std::cout << "Failed to load asset of type \"" << m_context.m_zone->m_pools->GetAssetTypeName(assetType) << "\": \"" << assetName << "\"\n";
std::cerr << "Failed to load asset of type \"" << m_context.m_zone->m_pools->GetAssetTypeName(assetType) << "\": \"" << assetName << "\"\n";
return nullptr;
}
XAssetInfoGeneric* AssetLoadingManager::LoadDependency(const asset_type_t assetType, const std::string& assetName)
{
auto* alreadyLoadedAsset = m_context.m_zone->m_pools->GetAssetOrAssetReference(assetType, assetName);
const auto normalizedAssetName = NormalizeAssetName(assetName);
auto* alreadyLoadedAsset = m_context.m_zone->m_pools->GetAssetOrAssetReference(assetType, normalizedAssetName);
if (alreadyLoadedAsset)
return alreadyLoadedAsset;
const auto loader = m_asset_loaders_by_type.find(assetType);
if (loader != m_asset_loaders_by_type.end())
{
const auto ignoreEntry = m_context.m_ignored_asset_map.find(assetName);
const auto ignoreEntry = m_context.m_ignored_asset_map.find(normalizedAssetName);
if (ignoreEntry != m_context.m_ignored_asset_map.end() && ignoreEntry->second == assetType)
{
const auto linkAssetName = ',' + assetName;
const auto linkAssetName = std::format(",{}", normalizedAssetName);
return LoadIgnoredDependency(assetType, linkAssetName, loader->second.get());
}
return LoadAssetDependency(assetType, assetName, loader->second.get());
return LoadAssetDependency(assetType, normalizedAssetName, loader->second.get());
}
std::cout << "Failed to find loader for asset type \"" << m_context.m_zone->m_pools->GetAssetTypeName(assetType) << "\"\n";
std::cerr << "Failed to find loader for asset type \"" << m_context.m_zone->m_pools->GetAssetTypeName(assetType) << "\"\n";
return nullptr;
}
IndirectAssetReference AssetLoadingManager::LoadIndirectAssetReference(const asset_type_t assetType, const std::string& assetName)
{
const auto* alreadyLoadedAsset = m_context.m_zone->m_pools->GetAssetOrAssetReference(assetType, assetName);
if (alreadyLoadedAsset)
return IndirectAssetReference(assetType, assetName);
const auto normalizedAssetName = NormalizeAssetName(assetName);
const auto ignoreEntry = m_context.m_ignored_asset_map.find(assetName);
const auto* alreadyLoadedAsset = m_context.m_zone->m_pools->GetAssetOrAssetReference(assetType, normalizedAssetName);
if (alreadyLoadedAsset)
return IndirectAssetReference(assetType, normalizedAssetName);
const auto ignoreEntry = m_context.m_ignored_asset_map.find(normalizedAssetName);
if (ignoreEntry != m_context.m_ignored_asset_map.end() && ignoreEntry->second == assetType)
return IndirectAssetReference(assetType, assetName);
return IndirectAssetReference(assetType, normalizedAssetName);
const auto loader = m_asset_loaders_by_type.find(assetType);
if (loader != m_asset_loaders_by_type.end())
{
LoadAssetDependency(assetType, assetName, loader->second.get());
return IndirectAssetReference(assetType, assetName);
LoadAssetDependency(assetType, normalizedAssetName, loader->second.get());
return IndirectAssetReference(assetType, normalizedAssetName);
}
std::cout << "Failed to find loader for asset type \"" << m_context.m_zone->m_pools->GetAssetTypeName(assetType) << "\"\n";
return IndirectAssetReference(assetType, assetName);
std::cerr << "Failed to find loader for asset type \"" << m_context.m_zone->m_pools->GetAssetTypeName(assetType) << "\"\n";
return IndirectAssetReference(assetType, normalizedAssetName);
}
std::string AssetLoadingManager::NormalizeAssetName(const std::string& assetName)
{
std::string result(assetName);
utils::MakeStringLowerCase(result);
std::ranges::replace(result, '\\', '/');
return result;
}

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@ -25,6 +25,8 @@ private:
XAssetInfoGeneric* AddAssetInternal(std::unique_ptr<XAssetInfoGeneric> xAssetInfo);
static std::string NormalizeAssetName(const std::string& assetName);
const std::map<asset_type_t, std::unique_ptr<IAssetLoader>>& m_asset_loaders_by_type;
AssetLoadingContext& m_context;
XAssetInfoGeneric* m_last_dependency_loaded;