chore: always use dynamic asset pools and remove static implementation

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Jan 2025-01-21 20:42:13 +01:00
parent 74f84cbf83
commit b4194eff28
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20 changed files with 420 additions and 963 deletions

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@ -1,123 +1,57 @@
#include "GameAssetPoolIW3.h" #include "GameAssetPoolIW3.h"
#include "Pool/AssetPoolDynamic.h" #include "Pool/AssetPoolDynamic.h"
#include "Pool/AssetPoolStatic.h"
#include <cassert> #include <cassert>
#include <type_traits> #include <type_traits>
using namespace IW3; using namespace IW3;
const char* GameAssetPoolIW3::ASSET_TYPE_NAMES[]{ namespace
"xmodelpieces", "physpreset", "xanim", "xmodel", "material", "techniqueset", "image", "sound", "soundcurve", "loadedsound", {
"clipmap", "clipmap", "comworld", "gameworldsp", "gameworldmp", "mapents", "gfxworld", "lightdef", "uimap", "font", constexpr const char* ASSET_TYPE_NAMES[]{
"menulist", "menu", "localize", "weapon", "snddriverglobals", "fx", "impactfx", "aitype", "mptype", "character", "xmodelpieces", "physpreset", "xanim", "xmodel", "material", "techniqueset", "image", "sound", "soundcurve", "loadedsound",
"xmodelalias", "rawfile", "stringtable", "clipmap", "clipmap", "comworld", "gameworldsp", "gameworldmp", "mapents", "gfxworld", "lightdef", "uimap", "font",
}; "menulist", "menu", "localize", "weapon", "snddriverglobals", "fx", "impactfx", "aitype", "mptype", "character",
"xmodelalias", "rawfile", "stringtable",
};
}
GameAssetPoolIW3::GameAssetPoolIW3(Zone* zone, const int priority) GameAssetPoolIW3::GameAssetPoolIW3(Zone* zone, const zone_priority_t priority)
: ZoneAssetPools(zone), : ZoneAssetPools(zone),
m_priority(priority) m_priority(priority)
{ {
static_assert(std::extent_v<decltype(ASSET_TYPE_NAMES)> == ASSET_TYPE_COUNT); static_assert(std::extent_v<decltype(ASSET_TYPE_NAMES)> == ASSET_TYPE_COUNT);
}
void GameAssetPoolIW3::InitPoolStatic(const asset_type_t type, const size_t capacity) #define INIT_POOL(poolName) (poolName) = std::make_unique<AssetPoolDynamic<decltype(poolName)::element_type::type>>(m_priority)
{
#define CASE_INIT_POOL_STATIC(assetType, poolName) \
case assetType: \
{ \
if ((poolName) == nullptr && capacity > 0) \
{ \
(poolName) = std::make_unique<AssetPoolStatic<decltype(poolName)::element_type::type>>(capacity, m_priority, (assetType)); \
} \
break; \
}
switch (type) INIT_POOL(m_phys_preset);
{ INIT_POOL(m_xanim_parts);
CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSPRESET, m_phys_preset) INIT_POOL(m_xmodel);
CASE_INIT_POOL_STATIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts) INIT_POOL(m_material);
CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL, m_xmodel) INIT_POOL(m_technique_set);
CASE_INIT_POOL_STATIC(ASSET_TYPE_MATERIAL, m_material) INIT_POOL(m_image);
CASE_INIT_POOL_STATIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set) INIT_POOL(m_sound);
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMAGE, m_image) INIT_POOL(m_sound_curve);
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND, m_sound) INIT_POOL(m_loaded_sound);
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve) INIT_POOL(m_clip_map);
CASE_INIT_POOL_STATIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound) INIT_POOL(m_com_world);
CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP, m_clip_map) INIT_POOL(m_game_world_sp);
CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP_PVS, m_clip_map) INIT_POOL(m_game_world_mp);
CASE_INIT_POOL_STATIC(ASSET_TYPE_COMWORLD, m_com_world) INIT_POOL(m_map_ents);
CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp) INIT_POOL(m_gfx_world);
CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp) INIT_POOL(m_gfx_light_def);
CASE_INIT_POOL_STATIC(ASSET_TYPE_MAP_ENTS, m_map_ents) INIT_POOL(m_font);
CASE_INIT_POOL_STATIC(ASSET_TYPE_GFXWORLD, m_gfx_world) INIT_POOL(m_menu_list);
CASE_INIT_POOL_STATIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def) INIT_POOL(m_menu_def);
CASE_INIT_POOL_STATIC(ASSET_TYPE_FONT, m_font) INIT_POOL(m_localize);
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENULIST, m_menu_list) INIT_POOL(m_weapon);
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENU, m_menu_def) INIT_POOL(m_fx);
CASE_INIT_POOL_STATIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize) INIT_POOL(m_fx_impact_table);
CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON, m_weapon) INIT_POOL(m_raw_file);
CASE_INIT_POOL_STATIC(ASSET_TYPE_FX, m_fx) INIT_POOL(m_string_table);
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
CASE_INIT_POOL_STATIC(ASSET_TYPE_RAWFILE, m_raw_file)
CASE_INIT_POOL_STATIC(ASSET_TYPE_STRINGTABLE, m_string_table)
default: #undef INIT_POOL
assert(type >= 0 && type < ASSET_TYPE_COUNT);
break;
}
#undef CASE_INIT_POOL_STATIC
}
void GameAssetPoolIW3::InitPoolDynamic(const asset_type_t type)
{
#define CASE_INIT_POOL_DYNAMIC(assetType, poolName) \
case assetType: \
{ \
if ((poolName) == nullptr) \
{ \
(poolName) = std::make_unique<AssetPoolDynamic<decltype(poolName)::element_type::type>>(m_priority, (assetType)); \
} \
break; \
}
switch (type)
{
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSPRESET, m_phys_preset)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XMODEL, m_xmodel)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MATERIAL, m_material)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMAGE, m_image)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND, m_sound)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP, m_clip_map)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP_PVS, m_clip_map)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_COMWORLD, m_com_world)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MAP_ENTS, m_map_ents)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GFXWORLD, m_gfx_world)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FONT, m_font)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENULIST, m_menu_list)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENU, m_menu_def)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON, m_weapon)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FX, m_fx)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_RAWFILE, m_raw_file)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRINGTABLE, m_string_table)
default:
assert(type >= 0 && type < ASSET_TYPE_COUNT);
break;
}
#undef CASE_INIT_POOL_STATIC
} }
XAssetInfoGeneric* GameAssetPoolIW3::AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo) XAssetInfoGeneric* GameAssetPoolIW3::AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo)
@ -125,7 +59,7 @@ XAssetInfoGeneric* GameAssetPoolIW3::AddAssetToPool(std::unique_ptr<XAssetInfoGe
#define CASE_ADD_TO_POOL(assetType, poolName) \ #define CASE_ADD_TO_POOL(assetType, poolName) \
case assetType: \ case assetType: \
{ \ { \
assert((poolName) != nullptr); \ assert(poolName); \
return (poolName)->AddAsset(std::unique_ptr<XAssetInfo<decltype(poolName)::element_type::type>>( \ return (poolName)->AddAsset(std::unique_ptr<XAssetInfo<decltype(poolName)::element_type::type>>( \
static_cast<XAssetInfo<decltype(poolName)::element_type::type>*>(xAssetInfo.release()))); \ static_cast<XAssetInfo<decltype(poolName)::element_type::type>*>(xAssetInfo.release()))); \
} }
@ -174,7 +108,7 @@ XAssetInfoGeneric* GameAssetPoolIW3::GetAsset(const asset_type_t type, const std
#define CASE_GET_ASSET(assetType, poolName) \ #define CASE_GET_ASSET(assetType, poolName) \
case assetType: \ case assetType: \
{ \ { \
if ((poolName) != nullptr) \ if (poolName) \
return (poolName)->GetAsset(std::move(name)); \ return (poolName)->GetAsset(std::move(name)); \
break; \ break; \
} }

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@ -9,13 +9,6 @@
class GameAssetPoolIW3 final : public ZoneAssetPools class GameAssetPoolIW3 final : public ZoneAssetPools
{ {
int m_priority;
static const char* ASSET_TYPE_NAMES[];
protected:
XAssetInfoGeneric* AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo) override;
public: public:
std::unique_ptr<AssetPool<IW3::PhysPreset>> m_phys_preset; std::unique_ptr<AssetPool<IW3::PhysPreset>> m_phys_preset;
std::unique_ptr<AssetPool<IW3::XAnimParts>> m_xanim_parts; std::unique_ptr<AssetPool<IW3::XAnimParts>> m_xanim_parts;
@ -46,17 +39,20 @@ public:
std::unique_ptr<AssetPool<IW3::RawFile>> m_raw_file; std::unique_ptr<AssetPool<IW3::RawFile>> m_raw_file;
std::unique_ptr<AssetPool<IW3::StringTable>> m_string_table; std::unique_ptr<AssetPool<IW3::StringTable>> m_string_table;
GameAssetPoolIW3(Zone* zone, int priority); GameAssetPoolIW3(Zone* zone, zone_priority_t priority);
~GameAssetPoolIW3() override = default; ~GameAssetPoolIW3() override = default;
void InitPoolStatic(asset_type_t type, size_t capacity) override; [[nodiscard]] XAssetInfoGeneric* GetAsset(asset_type_t type, const std::string& name) const override;
void InitPoolDynamic(asset_type_t type) override;
_NODISCARD XAssetInfoGeneric* GetAsset(asset_type_t type, const std::string& name) const override;
static std::optional<const char*> AssetTypeNameByType(asset_type_t assetType); static std::optional<const char*> AssetTypeNameByType(asset_type_t assetType);
_NODISCARD std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const override; [[nodiscard]] std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const override;
static asset_type_t AssetTypeCount(); static asset_type_t AssetTypeCount();
_NODISCARD asset_type_t GetAssetTypeCount() const override; [[nodiscard]] asset_type_t GetAssetTypeCount() const override;
protected:
XAssetInfoGeneric* AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo) override;
private:
zone_priority_t m_priority;
}; };

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@ -1,144 +1,69 @@
#include "GameAssetPoolIW4.h" #include "GameAssetPoolIW4.h"
#include "Pool/AssetPoolDynamic.h" #include "Pool/AssetPoolDynamic.h"
#include "Pool/AssetPoolStatic.h"
#include <cassert> #include <cassert>
#include <type_traits> #include <type_traits>
using namespace IW4; using namespace IW4;
const char* GameAssetPoolIW4::ASSET_TYPE_NAMES[]{ namespace
"physpreset", "physcollmap", "xanim", "xmodelsurfs", "xmodel", "material", "pixelshader", "vertexshader", "vertexdecl", "techniqueset", {
"image", "sound", "soundcurve", "loadedsound", "clipmap", "clipmap", "comworld", "gameworldsp", "gameworldmp", "mapents", constexpr const char* ASSET_TYPE_NAMES[]{
"fxworld", "gfxworld", "lightdef", "uimap", "font", "menulist", "menu", "localize", "weapon", "snddriverglobals", "physpreset", "physcollmap", "xanim", "xmodelsurfs", "xmodel", "material", "pixelshader", "vertexshader",
"fx", "impactfx", "aitype", "mptype", "character", "xmodelalias", "rawfile", "stringtable", "leaderboard", "structureddatadef", "vertexdecl", "techniqueset", "image", "sound", "soundcurve", "loadedsound", "clipmap", "clipmap",
"tracer", "vehicle", "addonmapents", "comworld", "gameworldsp", "gameworldmp", "mapents", "fxworld", "gfxworld", "lightdef", "uimap",
}; "font", "menulist", "menu", "localize", "weapon", "snddriverglobals", "fx", "impactfx",
"aitype", "mptype", "character", "xmodelalias", "rawfile", "stringtable", "leaderboard", "structureddatadef",
"tracer", "vehicle", "addonmapents",
};
}
GameAssetPoolIW4::GameAssetPoolIW4(Zone* zone, const int priority) GameAssetPoolIW4::GameAssetPoolIW4(Zone* zone, const zone_priority_t priority)
: ZoneAssetPools(zone), : ZoneAssetPools(zone),
m_priority(priority) m_priority(priority)
{ {
assert(std::extent_v<decltype(ASSET_TYPE_NAMES)> == ASSET_TYPE_COUNT); static_assert(std::extent_v<decltype(ASSET_TYPE_NAMES)> == ASSET_TYPE_COUNT);
}
void GameAssetPoolIW4::InitPoolStatic(const asset_type_t type, const size_t capacity) #define INIT_POOL(poolName) (poolName) = std::make_unique<AssetPoolDynamic<decltype(poolName)::element_type::type>>(m_priority)
{
#define CASE_INIT_POOL_STATIC(assetType, poolName) \
case assetType: \
{ \
if ((poolName) == nullptr && capacity > 0) \
{ \
(poolName) = std::make_unique<AssetPoolStatic<decltype(poolName)::element_type::type>>(capacity, m_priority, (assetType)); \
} \
break; \
}
switch (type) INIT_POOL(m_phys_preset);
{ INIT_POOL(m_phys_collmap);
CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSPRESET, m_phys_preset) INIT_POOL(m_xanim_parts);
CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap) INIT_POOL(m_xmodel);
CASE_INIT_POOL_STATIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts) INIT_POOL(m_material);
CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL, m_xmodel) INIT_POOL(m_material_pixel_shader);
CASE_INIT_POOL_STATIC(ASSET_TYPE_MATERIAL, m_material) INIT_POOL(m_material_vertex_shader);
CASE_INIT_POOL_STATIC(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader) INIT_POOL(m_material_vertex_decl);
CASE_INIT_POOL_STATIC(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader) INIT_POOL(m_technique_set);
CASE_INIT_POOL_STATIC(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl) INIT_POOL(m_image);
CASE_INIT_POOL_STATIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set) INIT_POOL(m_sound);
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMAGE, m_image) INIT_POOL(m_sound_curve);
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND, m_sound) INIT_POOL(m_loaded_sound);
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve) INIT_POOL(m_clip_map);
CASE_INIT_POOL_STATIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound) INIT_POOL(m_com_world);
CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP_SP, m_clip_map) INIT_POOL(m_game_world_sp);
CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP_MP, m_clip_map) INIT_POOL(m_game_world_mp);
CASE_INIT_POOL_STATIC(ASSET_TYPE_COMWORLD, m_com_world) INIT_POOL(m_map_ents);
CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp) INIT_POOL(m_fx_world);
CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp) INIT_POOL(m_gfx_world);
CASE_INIT_POOL_STATIC(ASSET_TYPE_MAP_ENTS, m_map_ents) INIT_POOL(m_gfx_light_def);
CASE_INIT_POOL_STATIC(ASSET_TYPE_FXWORLD, m_fx_world) INIT_POOL(m_font);
CASE_INIT_POOL_STATIC(ASSET_TYPE_GFXWORLD, m_gfx_world) INIT_POOL(m_menu_list);
CASE_INIT_POOL_STATIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def) INIT_POOL(m_menu_def);
CASE_INIT_POOL_STATIC(ASSET_TYPE_FONT, m_font) INIT_POOL(m_localize);
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENULIST, m_menu_list) INIT_POOL(m_weapon);
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENU, m_menu_def) INIT_POOL(m_fx);
CASE_INIT_POOL_STATIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize) INIT_POOL(m_fx_impact_table);
CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON, m_weapon) INIT_POOL(m_raw_file);
CASE_INIT_POOL_STATIC(ASSET_TYPE_FX, m_fx) INIT_POOL(m_string_table);
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table) INIT_POOL(m_leaderboard);
CASE_INIT_POOL_STATIC(ASSET_TYPE_RAWFILE, m_raw_file) INIT_POOL(m_structed_data_def_set);
CASE_INIT_POOL_STATIC(ASSET_TYPE_STRINGTABLE, m_string_table) INIT_POOL(m_tracer);
CASE_INIT_POOL_STATIC(ASSET_TYPE_LEADERBOARD, m_leaderboard) INIT_POOL(m_vehicle);
CASE_INIT_POOL_STATIC(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set) INIT_POOL(m_addon_map_ents);
CASE_INIT_POOL_STATIC(ASSET_TYPE_TRACER, m_tracer)
CASE_INIT_POOL_STATIC(ASSET_TYPE_VEHICLE, m_vehicle)
CASE_INIT_POOL_STATIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents)
default: #undef INIT_POOL
assert(type >= 0 && type < ASSET_TYPE_COUNT);
break;
}
#undef CASE_INIT_POOL_STATIC
}
void GameAssetPoolIW4::InitPoolDynamic(const asset_type_t type)
{
#define CASE_INIT_POOL_DYNAMIC(assetType, poolName) \
case assetType: \
{ \
if ((poolName) == nullptr) \
{ \
(poolName) = std::make_unique<AssetPoolDynamic<decltype(poolName)::element_type::type>>(m_priority, (assetType)); \
} \
break; \
}
switch (type)
{
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSPRESET, m_phys_preset)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XMODEL, m_xmodel)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MATERIAL, m_material)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMAGE, m_image)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND, m_sound)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP_SP, m_clip_map)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP_MP, m_clip_map)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_COMWORLD, m_com_world)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MAP_ENTS, m_map_ents)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FXWORLD, m_fx_world)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GFXWORLD, m_gfx_world)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FONT, m_font)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENULIST, m_menu_list)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENU, m_menu_def)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON, m_weapon)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FX, m_fx)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_RAWFILE, m_raw_file)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRINGTABLE, m_string_table)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LEADERBOARD, m_leaderboard)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TRACER, m_tracer)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VEHICLE, m_vehicle)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents)
default:
assert(type >= 0 && type < ASSET_TYPE_COUNT);
break;
}
#undef CASE_INIT_POOL_DYNAMIC
} }
XAssetInfoGeneric* GameAssetPoolIW4::AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo) XAssetInfoGeneric* GameAssetPoolIW4::AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo)
@ -146,7 +71,7 @@ XAssetInfoGeneric* GameAssetPoolIW4::AddAssetToPool(std::unique_ptr<XAssetInfoGe
#define CASE_ADD_TO_POOL(assetType, poolName) \ #define CASE_ADD_TO_POOL(assetType, poolName) \
case assetType: \ case assetType: \
{ \ { \
assert((poolName) != nullptr); \ assert(poolName); \
return (poolName)->AddAsset(std::unique_ptr<XAssetInfo<decltype(poolName)::element_type::type>>( \ return (poolName)->AddAsset(std::unique_ptr<XAssetInfo<decltype(poolName)::element_type::type>>( \
static_cast<XAssetInfo<decltype(poolName)::element_type::type>*>(xAssetInfo.release()))); \ static_cast<XAssetInfo<decltype(poolName)::element_type::type>*>(xAssetInfo.release()))); \
} }
@ -205,7 +130,7 @@ XAssetInfoGeneric* GameAssetPoolIW4::GetAsset(const asset_type_t type, const std
#define CASE_GET_ASSET(assetType, poolName) \ #define CASE_GET_ASSET(assetType, poolName) \
case assetType: \ case assetType: \
{ \ { \
if ((poolName) != nullptr) \ if (poolName) \
return (poolName)->GetAsset(name); \ return (poolName)->GetAsset(name); \
break; \ break; \
} }

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@ -3,20 +3,11 @@
#include "Game/IW4/IW4.h" #include "Game/IW4/IW4.h"
#include "Pool/AssetPool.h" #include "Pool/AssetPool.h"
#include "Pool/ZoneAssetPools.h" #include "Pool/ZoneAssetPools.h"
#include "Utils/ClassUtils.h"
#include <memory> #include <memory>
class GameAssetPoolIW4 final : public ZoneAssetPools class GameAssetPoolIW4 final : public ZoneAssetPools
{ {
int m_priority;
static constexpr const char* ASSET_TYPE_INVALID = "invalid_asset_type";
static const char* ASSET_TYPE_NAMES[];
protected:
XAssetInfoGeneric* AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo) override;
public: public:
std::unique_ptr<AssetPool<IW4::PhysPreset>> m_phys_preset; std::unique_ptr<AssetPool<IW4::PhysPreset>> m_phys_preset;
std::unique_ptr<AssetPool<IW4::PhysCollmap>> m_phys_collmap; std::unique_ptr<AssetPool<IW4::PhysCollmap>> m_phys_collmap;
@ -54,17 +45,20 @@ public:
std::unique_ptr<AssetPool<IW4::VehicleDef>> m_vehicle; std::unique_ptr<AssetPool<IW4::VehicleDef>> m_vehicle;
std::unique_ptr<AssetPool<IW4::AddonMapEnts>> m_addon_map_ents; std::unique_ptr<AssetPool<IW4::AddonMapEnts>> m_addon_map_ents;
GameAssetPoolIW4(Zone* zone, int priority); GameAssetPoolIW4(Zone* zone, zone_priority_t priority);
~GameAssetPoolIW4() override = default; ~GameAssetPoolIW4() override = default;
void InitPoolStatic(asset_type_t type, size_t capacity) override; [[nodiscard]] XAssetInfoGeneric* GetAsset(asset_type_t type, const std::string& name) const override;
void InitPoolDynamic(asset_type_t type) override;
_NODISCARD XAssetInfoGeneric* GetAsset(asset_type_t type, const std::string& name) const override;
static std::optional<const char*> AssetTypeNameByType(asset_type_t assetType); static std::optional<const char*> AssetTypeNameByType(asset_type_t assetType);
_NODISCARD std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const override; [[nodiscard]] std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const override;
static asset_type_t AssetTypeCount(); static asset_type_t AssetTypeCount();
_NODISCARD asset_type_t GetAssetTypeCount() const override; [[nodiscard]] asset_type_t GetAssetTypeCount() const override;
protected:
XAssetInfoGeneric* AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo) override;
private:
zone_priority_t m_priority;
}; };

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@ -1,193 +1,114 @@
#include "GameAssetPoolIW5.h" #include "GameAssetPoolIW5.h"
#include "Pool/AssetPoolDynamic.h" #include "Pool/AssetPoolDynamic.h"
#include "Pool/AssetPoolStatic.h"
#include <cassert> #include <cassert>
#include <type_traits> #include <type_traits>
using namespace IW5; using namespace IW5;
const char* GameAssetPoolIW5::ASSET_TYPE_NAMES[]{ namespace
"physpreset", {
"physcollmap", constexpr const char* ASSET_TYPE_NAMES[]{
"xanim", "physpreset",
"xmodelsurfs", "physcollmap",
"xmodel", "xanim",
"material", "xmodelsurfs",
"pixelshader", "xmodel",
"vertexshader", "material",
"vertexdecl", "pixelshader",
"techniqueset", "vertexshader",
"image", "vertexdecl",
"sound", "techniqueset",
"soundcurve", "image",
"loadedsound", "sound",
"clipmap", "soundcurve",
"comworld", "loadedsound",
"glassworld", "clipmap",
"pathdata", "comworld",
"vehicletrack", "glassworld",
"mapents", "pathdata",
"fxworld", "vehicletrack",
"gfxworld", "mapents",
"lightdef", "fxworld",
"uimap", "gfxworld",
"font", "lightdef",
"menulist", "uimap",
"menu", "font",
"localize", "menulist",
"attachment", "menu",
"weapon", "localize",
"snddriverglobals", "attachment",
"fx", "weapon",
"impactfx", "snddriverglobals",
"surfacefx", "fx",
"aitype", "impactfx",
"mptype", "surfacefx",
"character", "aitype",
"xmodelalias", "mptype",
"rawfile", "character",
"scriptfile", "xmodelalias",
"stringtable", "rawfile",
"leaderboard", "scriptfile",
"structureddatadef", "stringtable",
"tracer", "leaderboard",
"vehicle", "structureddatadef",
"addonmapents", "tracer",
}; "vehicle",
"addonmapents",
};
}
GameAssetPoolIW5::GameAssetPoolIW5(Zone* zone, const int priority) GameAssetPoolIW5::GameAssetPoolIW5(Zone* zone, const zone_priority_t priority)
: ZoneAssetPools(zone), : ZoneAssetPools(zone),
m_priority(priority) m_priority(priority)
{ {
assert(std::extent_v<decltype(ASSET_TYPE_NAMES)> == ASSET_TYPE_COUNT); static_assert(std::extent_v<decltype(ASSET_TYPE_NAMES)> == ASSET_TYPE_COUNT);
}
void GameAssetPoolIW5::InitPoolStatic(const asset_type_t type, const size_t capacity) #define INIT_POOL(poolName) (poolName) = std::make_unique<AssetPoolDynamic<decltype(poolName)::element_type::type>>(m_priority)
{
#define CASE_INIT_POOL_STATIC(assetType, poolName) \
case assetType: \
{ \
if ((poolName) == nullptr && capacity > 0) \
{ \
(poolName) = std::make_unique<AssetPoolStatic<decltype(poolName)::element_type::type>>(capacity, m_priority, (assetType)); \
} \
break; \
}
switch (type) INIT_POOL(m_phys_preset);
{ INIT_POOL(m_phys_collmap);
CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSPRESET, m_phys_preset) INIT_POOL(m_xanim_parts);
CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap) INIT_POOL(m_xmodel_surfs);
CASE_INIT_POOL_STATIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts) INIT_POOL(m_xmodel);
CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL_SURFS, m_xmodel_surfs) INIT_POOL(m_material);
CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL, m_xmodel) INIT_POOL(m_material_pixel_shader);
CASE_INIT_POOL_STATIC(ASSET_TYPE_MATERIAL, m_material) INIT_POOL(m_material_vertex_shader);
CASE_INIT_POOL_STATIC(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader) INIT_POOL(m_material_vertex_decl);
CASE_INIT_POOL_STATIC(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader) INIT_POOL(m_technique_set);
CASE_INIT_POOL_STATIC(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl) INIT_POOL(m_image);
CASE_INIT_POOL_STATIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set) INIT_POOL(m_sound);
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMAGE, m_image) INIT_POOL(m_sound_curve);
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND, m_sound) INIT_POOL(m_loaded_sound);
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve) INIT_POOL(m_clip_map);
CASE_INIT_POOL_STATIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound) INIT_POOL(m_com_world);
CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP, m_clip_map) INIT_POOL(m_glass_world);
CASE_INIT_POOL_STATIC(ASSET_TYPE_COMWORLD, m_com_world) INIT_POOL(m_path_data);
CASE_INIT_POOL_STATIC(ASSET_TYPE_GLASSWORLD, m_glass_world) INIT_POOL(m_vehicle_track);
CASE_INIT_POOL_STATIC(ASSET_TYPE_PATHDATA, m_path_data) INIT_POOL(m_map_ents);
CASE_INIT_POOL_STATIC(ASSET_TYPE_VEHICLE_TRACK, m_vehicle_track) INIT_POOL(m_fx_world);
CASE_INIT_POOL_STATIC(ASSET_TYPE_MAP_ENTS, m_map_ents) INIT_POOL(m_gfx_world);
CASE_INIT_POOL_STATIC(ASSET_TYPE_FXWORLD, m_fx_world) INIT_POOL(m_gfx_light_def);
CASE_INIT_POOL_STATIC(ASSET_TYPE_GFXWORLD, m_gfx_world) INIT_POOL(m_font);
CASE_INIT_POOL_STATIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def) INIT_POOL(m_menu_list);
CASE_INIT_POOL_STATIC(ASSET_TYPE_FONT, m_font) INIT_POOL(m_menu_def);
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENULIST, m_menu_list) INIT_POOL(m_localize);
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENU, m_menu_def) INIT_POOL(m_attachment);
CASE_INIT_POOL_STATIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize) INIT_POOL(m_weapon);
CASE_INIT_POOL_STATIC(ASSET_TYPE_ATTACHMENT, m_attachment) INIT_POOL(m_fx);
CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON, m_weapon) INIT_POOL(m_fx_impact_table);
CASE_INIT_POOL_STATIC(ASSET_TYPE_FX, m_fx) INIT_POOL(m_surface_fx_table);
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table) INIT_POOL(m_raw_file);
CASE_INIT_POOL_STATIC(ASSET_TYPE_SURFACE_FX, m_surface_fx_table) INIT_POOL(m_script_file);
CASE_INIT_POOL_STATIC(ASSET_TYPE_RAWFILE, m_raw_file) INIT_POOL(m_string_table);
CASE_INIT_POOL_STATIC(ASSET_TYPE_SCRIPTFILE, m_script_file) INIT_POOL(m_leaderboard);
CASE_INIT_POOL_STATIC(ASSET_TYPE_STRINGTABLE, m_string_table) INIT_POOL(m_structed_data_def_set);
CASE_INIT_POOL_STATIC(ASSET_TYPE_LEADERBOARD, m_leaderboard) INIT_POOL(m_tracer);
CASE_INIT_POOL_STATIC(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set) INIT_POOL(m_vehicle);
CASE_INIT_POOL_STATIC(ASSET_TYPE_TRACER, m_tracer) INIT_POOL(m_addon_map_ents);
CASE_INIT_POOL_STATIC(ASSET_TYPE_VEHICLE, m_vehicle)
CASE_INIT_POOL_STATIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents)
default: #undef INIT_POOL
assert(type >= 0 && type < ASSET_TYPE_COUNT);
break;
}
#undef CASE_INIT_POOL_STATIC
}
void GameAssetPoolIW5::InitPoolDynamic(const asset_type_t type)
{
#define CASE_INIT_POOL_DYNAMIC(assetType, poolName) \
case assetType: \
{ \
if ((poolName) == nullptr) \
{ \
(poolName) = std::make_unique<AssetPoolDynamic<decltype(poolName)::element_type::type>>(m_priority, (assetType)); \
} \
break; \
}
switch (type)
{
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSPRESET, m_phys_preset)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XMODEL_SURFS, m_xmodel_surfs)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XMODEL, m_xmodel)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MATERIAL, m_material)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMAGE, m_image)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND, m_sound)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP, m_clip_map)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_COMWORLD, m_com_world)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GLASSWORLD, m_glass_world)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PATHDATA, m_path_data)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VEHICLE_TRACK, m_vehicle_track)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MAP_ENTS, m_map_ents)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FXWORLD, m_fx_world)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GFXWORLD, m_gfx_world)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FONT, m_font)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENULIST, m_menu_list)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENU, m_menu_def)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ATTACHMENT, m_attachment)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON, m_weapon)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FX, m_fx)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SURFACE_FX, m_surface_fx_table)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_RAWFILE, m_raw_file)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SCRIPTFILE, m_script_file)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRINGTABLE, m_string_table)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LEADERBOARD, m_leaderboard)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TRACER, m_tracer)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VEHICLE, m_vehicle)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents)
default:
assert(type >= 0 && type < ASSET_TYPE_COUNT);
break;
}
#undef CASE_INIT_POOL_DYNAMIC
} }
XAssetInfoGeneric* GameAssetPoolIW5::AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo) XAssetInfoGeneric* GameAssetPoolIW5::AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo)
@ -195,7 +116,7 @@ XAssetInfoGeneric* GameAssetPoolIW5::AddAssetToPool(std::unique_ptr<XAssetInfoGe
#define CASE_ADD_TO_POOL(assetType, poolName) \ #define CASE_ADD_TO_POOL(assetType, poolName) \
case assetType: \ case assetType: \
{ \ { \
assert((poolName) != nullptr); \ assert(poolName); \
return (poolName)->AddAsset(std::unique_ptr<XAssetInfo<decltype(poolName)::element_type::type>>( \ return (poolName)->AddAsset(std::unique_ptr<XAssetInfo<decltype(poolName)::element_type::type>>( \
static_cast<XAssetInfo<decltype(poolName)::element_type::type>*>(xAssetInfo.release()))); \ static_cast<XAssetInfo<decltype(poolName)::element_type::type>*>(xAssetInfo.release()))); \
} }
@ -258,8 +179,8 @@ XAssetInfoGeneric* GameAssetPoolIW5::GetAsset(const asset_type_t type, const std
#define CASE_GET_ASSET(assetType, poolName) \ #define CASE_GET_ASSET(assetType, poolName) \
case assetType: \ case assetType: \
{ \ { \
if ((poolName) != nullptr) \ if (poolName) \
return (poolName)->GetAsset(std::move(name)); \ return (poolName)->GetAsset(name); \
break; \ break; \
} }

View File

@ -8,14 +8,6 @@
class GameAssetPoolIW5 final : public ZoneAssetPools class GameAssetPoolIW5 final : public ZoneAssetPools
{ {
int m_priority;
static constexpr const char* ASSET_TYPE_INVALID = "invalid_asset_type";
static const char* ASSET_TYPE_NAMES[];
protected:
XAssetInfoGeneric* AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo) override;
public: public:
std::unique_ptr<AssetPool<IW5::PhysPreset>> m_phys_preset; std::unique_ptr<AssetPool<IW5::PhysPreset>> m_phys_preset;
std::unique_ptr<AssetPool<IW5::PhysCollmap>> m_phys_collmap; std::unique_ptr<AssetPool<IW5::PhysCollmap>> m_phys_collmap;
@ -58,17 +50,20 @@ public:
std::unique_ptr<AssetPool<IW5::VehicleDef>> m_vehicle; std::unique_ptr<AssetPool<IW5::VehicleDef>> m_vehicle;
std::unique_ptr<AssetPool<IW5::AddonMapEnts>> m_addon_map_ents; std::unique_ptr<AssetPool<IW5::AddonMapEnts>> m_addon_map_ents;
GameAssetPoolIW5(Zone* zone, int priority); GameAssetPoolIW5(Zone* zone, zone_priority_t priority);
~GameAssetPoolIW5() override = default; ~GameAssetPoolIW5() override = default;
void InitPoolStatic(asset_type_t type, size_t capacity) override; [[nodiscard]] XAssetInfoGeneric* GetAsset(asset_type_t type, const std::string& name) const override;
void InitPoolDynamic(asset_type_t type) override;
_NODISCARD XAssetInfoGeneric* GetAsset(asset_type_t type, const std::string& name) const override;
static std::optional<const char*> AssetTypeNameByType(asset_type_t assetType); static std::optional<const char*> AssetTypeNameByType(asset_type_t assetType);
_NODISCARD std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const override; [[nodiscard]] std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const override;
static asset_type_t AssetTypeCount(); static asset_type_t AssetTypeCount();
_NODISCARD asset_type_t GetAssetTypeCount() const override; [[nodiscard]] asset_type_t GetAssetTypeCount() const override;
protected:
XAssetInfoGeneric* AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo) override;
private:
zone_priority_t m_priority;
}; };

View File

@ -1,140 +1,67 @@
#include "GameAssetPoolT5.h" #include "GameAssetPoolT5.h"
#include "Pool/AssetPoolDynamic.h" #include "Pool/AssetPoolDynamic.h"
#include "Pool/AssetPoolStatic.h"
#include <cassert> #include <cassert>
#include <type_traits> #include <type_traits>
using namespace T5; using namespace T5;
const char* GameAssetPoolT5::ASSET_TYPE_NAMES[]{ namespace
"xmodelpieces", "physpreset", "physconstraints", "destructibledef", "xanim", "xmodel", "material", {
"techniqueset", "image", "soundbank", "soundpatch", "clipmap", "clipmap", "comworld", constexpr const char* ASSET_TYPE_NAMES[]{
"gameworldsp", "gameworldmp", "mapents", "gfxworld", "gfxlightdef", "uimap", "font", "xmodelpieces", "physpreset", "physconstraints", "destructibledef", "xanim", "xmodel", "material",
"menulist", "menu", "localize", "weapon", "weapondef", "weaponvariant", "snddriverglobals", "techniqueset", "image", "soundbank", "soundpatch", "clipmap", "clipmap", "comworld",
"fx", "fximpacttable", "aitype", "mptype", "mpbody", "mphead", "character", "gameworldsp", "gameworldmp", "mapents", "gfxworld", "gfxlightdef", "uimap", "font",
"xmodelalias", "rawfile", "stringtable", "packindex", "xglobals", "ddl", "glasses", "menulist", "menu", "localize", "weapon", "weapondef", "weaponvariant", "snddriverglobals",
"emblemset", "fx", "fximpacttable", "aitype", "mptype", "mpbody", "mphead", "character",
}; "xmodelalias", "rawfile", "stringtable", "packindex", "xglobals", "ddl", "glasses",
"emblemset",
};
}
GameAssetPoolT5::GameAssetPoolT5(Zone* zone, const int priority) GameAssetPoolT5::GameAssetPoolT5(Zone* zone, const zone_priority_t priority)
: ZoneAssetPools(zone), : ZoneAssetPools(zone),
m_priority(priority) m_priority(priority)
{ {
assert(std::extent_v<decltype(ASSET_TYPE_NAMES)> == ASSET_TYPE_COUNT); static_assert(std::extent_v<decltype(ASSET_TYPE_NAMES)> == ASSET_TYPE_COUNT);
}
void GameAssetPoolT5::InitPoolStatic(const asset_type_t type, const size_t capacity) #define INIT_POOL(poolName) (poolName) = std::make_unique<AssetPoolDynamic<decltype(poolName)::element_type::type>>(m_priority)
{
#define CASE_INIT_POOL_STATIC(assetType, poolName) \
case assetType: \
{ \
if ((poolName) == nullptr && capacity > 0) \
{ \
(poolName) = std::make_unique<AssetPoolStatic<decltype(poolName)::element_type::type>>(capacity, m_priority, (assetType)); \
} \
break; \
}
switch (type) INIT_POOL(m_phys_preset);
{ INIT_POOL(m_phys_constraints);
CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSPRESET, m_phys_preset) INIT_POOL(m_destructible_def);
CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints) INIT_POOL(m_xanim_parts);
CASE_INIT_POOL_STATIC(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def) INIT_POOL(m_xmodel);
CASE_INIT_POOL_STATIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts) INIT_POOL(m_material);
CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL, m_xmodel) INIT_POOL(m_technique_set);
CASE_INIT_POOL_STATIC(ASSET_TYPE_MATERIAL, m_material) INIT_POOL(m_image);
CASE_INIT_POOL_STATIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set) INIT_POOL(m_sound_bank);
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMAGE, m_image) INIT_POOL(m_sound_patch);
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND, m_sound_bank) INIT_POOL(m_clip_map);
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND_PATCH, m_sound_patch) INIT_POOL(m_com_world);
CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP, m_clip_map) INIT_POOL(m_game_world_sp);
CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP_PVS, m_clip_map) INIT_POOL(m_game_world_mp);
CASE_INIT_POOL_STATIC(ASSET_TYPE_COMWORLD, m_com_world) INIT_POOL(m_map_ents);
CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp) INIT_POOL(m_gfx_world);
CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp) INIT_POOL(m_gfx_light_def);
CASE_INIT_POOL_STATIC(ASSET_TYPE_MAP_ENTS, m_map_ents) INIT_POOL(m_font);
CASE_INIT_POOL_STATIC(ASSET_TYPE_GFXWORLD, m_gfx_world) INIT_POOL(m_menu_list);
CASE_INIT_POOL_STATIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def) INIT_POOL(m_menu_def);
CASE_INIT_POOL_STATIC(ASSET_TYPE_FONT, m_font) INIT_POOL(m_localize);
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENULIST, m_menu_list) INIT_POOL(m_weapon);
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENU, m_menu_def) INIT_POOL(m_snd_driver_globals);
CASE_INIT_POOL_STATIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize) INIT_POOL(m_fx);
CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON, m_weapon) INIT_POOL(m_fx_impact_table);
CASE_INIT_POOL_STATIC(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals) INIT_POOL(m_raw_file);
CASE_INIT_POOL_STATIC(ASSET_TYPE_FX, m_fx) INIT_POOL(m_string_table);
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table) INIT_POOL(m_pack_index);
CASE_INIT_POOL_STATIC(ASSET_TYPE_RAWFILE, m_raw_file) INIT_POOL(m_xglobals);
CASE_INIT_POOL_STATIC(ASSET_TYPE_STRINGTABLE, m_string_table) INIT_POOL(m_ddl);
CASE_INIT_POOL_STATIC(ASSET_TYPE_PACK_INDEX, m_pack_index) INIT_POOL(m_glasses);
CASE_INIT_POOL_STATIC(ASSET_TYPE_XGLOBALS, m_xglobals) INIT_POOL(m_emblem_set);
CASE_INIT_POOL_STATIC(ASSET_TYPE_DDL, m_ddl)
CASE_INIT_POOL_STATIC(ASSET_TYPE_GLASSES, m_glasses)
CASE_INIT_POOL_STATIC(ASSET_TYPE_EMBLEMSET, m_emblem_set)
default: #undef INIT_POOL
assert(type >= 0 && type < ASSET_TYPE_COUNT);
break;
}
#undef CASE_INIT_POOL_STATIC
}
void GameAssetPoolT5::InitPoolDynamic(const asset_type_t type)
{
#define CASE_INIT_POOL_DYNAMIC(assetType, poolName) \
case assetType: \
{ \
if ((poolName) == nullptr) \
{ \
(poolName) = std::make_unique<AssetPoolDynamic<decltype(poolName)::element_type::type>>(m_priority, (assetType)); \
} \
break; \
}
switch (type)
{
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSPRESET, m_phys_preset)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XMODEL, m_xmodel)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MATERIAL, m_material)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMAGE, m_image)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND, m_sound_bank)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND_PATCH, m_sound_patch)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP, m_clip_map)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP_PVS, m_clip_map)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_COMWORLD, m_com_world)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MAP_ENTS, m_map_ents)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GFXWORLD, m_gfx_world)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FONT, m_font)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENULIST, m_menu_list)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENU, m_menu_def)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON, m_weapon)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FX, m_fx)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_RAWFILE, m_raw_file)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRINGTABLE, m_string_table)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PACK_INDEX, m_pack_index)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XGLOBALS, m_xglobals)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_DDL, m_ddl)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GLASSES, m_glasses)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_EMBLEMSET, m_emblem_set)
default:
assert(type >= 0 && type < ASSET_TYPE_COUNT);
break;
}
#undef CASE_INIT_POOL_DYNAMIC
} }
XAssetInfoGeneric* GameAssetPoolT5::AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo) XAssetInfoGeneric* GameAssetPoolT5::AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo)
@ -142,7 +69,7 @@ XAssetInfoGeneric* GameAssetPoolT5::AddAssetToPool(std::unique_ptr<XAssetInfoGen
#define CASE_ADD_TO_POOL(assetType, poolName) \ #define CASE_ADD_TO_POOL(assetType, poolName) \
case assetType: \ case assetType: \
{ \ { \
assert((poolName) != nullptr); \ assert(poolName); \
return (poolName)->AddAsset(std::unique_ptr<XAssetInfo<decltype(poolName)::element_type::type>>( \ return (poolName)->AddAsset(std::unique_ptr<XAssetInfo<decltype(poolName)::element_type::type>>( \
static_cast<XAssetInfo<decltype(poolName)::element_type::type>*>(xAssetInfo.release()))); \ static_cast<XAssetInfo<decltype(poolName)::element_type::type>*>(xAssetInfo.release()))); \
} }
@ -198,8 +125,8 @@ XAssetInfoGeneric* GameAssetPoolT5::GetAsset(const asset_type_t type, const std:
#define CASE_GET_ASSET(assetType, poolName) \ #define CASE_GET_ASSET(assetType, poolName) \
case assetType: \ case assetType: \
{ \ { \
if ((poolName) != nullptr) \ if (poolName) \
return (poolName)->GetAsset(std::move(name)); \ return (poolName)->GetAsset(name); \
break; \ break; \
} }

View File

@ -8,14 +8,6 @@
class GameAssetPoolT5 final : public ZoneAssetPools class GameAssetPoolT5 final : public ZoneAssetPools
{ {
int m_priority;
static constexpr const char* ASSET_TYPE_INVALID = "invalid_asset_type";
static const char* ASSET_TYPE_NAMES[];
protected:
XAssetInfoGeneric* AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo) override;
public: public:
std::unique_ptr<AssetPool<T5::PhysPreset>> m_phys_preset; std::unique_ptr<AssetPool<T5::PhysPreset>> m_phys_preset;
std::unique_ptr<AssetPool<T5::PhysConstraints>> m_phys_constraints; std::unique_ptr<AssetPool<T5::PhysConstraints>> m_phys_constraints;
@ -50,17 +42,20 @@ public:
std::unique_ptr<AssetPool<T5::Glasses>> m_glasses; std::unique_ptr<AssetPool<T5::Glasses>> m_glasses;
std::unique_ptr<AssetPool<T5::EmblemSet>> m_emblem_set; std::unique_ptr<AssetPool<T5::EmblemSet>> m_emblem_set;
GameAssetPoolT5(Zone* zone, int priority); GameAssetPoolT5(Zone* zone, zone_priority_t priority);
~GameAssetPoolT5() override = default; ~GameAssetPoolT5() override = default;
void InitPoolStatic(asset_type_t type, size_t capacity) override; [[nodiscard]] XAssetInfoGeneric* GetAsset(asset_type_t type, const std::string& name) const override;
void InitPoolDynamic(asset_type_t type) override;
_NODISCARD XAssetInfoGeneric* GetAsset(asset_type_t type, const std::string& name) const override;
static std::optional<const char*> AssetTypeNameByType(asset_type_t assetType); static std::optional<const char*> AssetTypeNameByType(asset_type_t assetType);
_NODISCARD std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const override; [[nodiscard]] std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const override;
static asset_type_t AssetTypeCount(); static asset_type_t AssetTypeCount();
_NODISCARD asset_type_t GetAssetTypeCount() const override; [[nodiscard]] asset_type_t GetAssetTypeCount() const override;
protected:
XAssetInfoGeneric* AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo) override;
private:
zone_priority_t m_priority;
}; };

View File

@ -1,225 +1,136 @@
#include "GameAssetPoolT6.h" #include "GameAssetPoolT6.h"
#include "Pool/AssetPoolDynamic.h" #include "Pool/AssetPoolDynamic.h"
#include "Pool/AssetPoolStatic.h"
#include <cassert> #include <cassert>
#include <type_traits> #include <type_traits>
using namespace T6; using namespace T6;
const char* GameAssetPoolT6::ASSET_TYPE_NAMES[]{ namespace
"xmodelpieces", {
"physpreset", constexpr const char* ASSET_TYPE_NAMES[]{
"physconstraints", "xmodelpieces",
"destructibledef", "physpreset",
"xanim", "physconstraints",
"xmodel", "destructibledef",
"material", "xanim",
"techniqueset", "xmodel",
"image", "material",
"soundbank", "techniqueset",
"soundpatch", "image",
"clipmap", "soundbank",
"clipmap", "soundpatch",
"comworld", "clipmap",
"gameworldsp", "clipmap",
"gameworldmp", "comworld",
"mapents", "gameworldsp",
"gfxworld", "gameworldmp",
"gfxlightdef", "mapents",
"uimap", "gfxworld",
"font", "gfxlightdef",
"fonticon", "uimap",
"menulist", "font",
"menu", "fonticon",
"localize", "menulist",
"weapon", "menu",
"weapondef", "localize",
"weaponvariant", "weapon",
"weaponfull", "weapondef",
"attachment", "weaponvariant",
"attachmentunique", "weaponfull",
"camo", "attachment",
"snddriverglobals", "attachmentunique",
"fx", "camo",
"fximpacttable", "snddriverglobals",
"aitype", "fx",
"mptype", "fximpacttable",
"mpbody", "aitype",
"mphead", "mptype",
"character", "mpbody",
"xmodelalias", "mphead",
"rawfile", "character",
"stringtable", "xmodelalias",
"leaderboard", "rawfile",
"xglobals", "stringtable",
"ddl", "leaderboard",
"glasses", "xglobals",
"emblemset", "ddl",
"script", "glasses",
"keyvaluepairs", "emblemset",
"vehicle", "script",
"memoryblock", "keyvaluepairs",
"addonmapents", "vehicle",
"tracer", "memoryblock",
"skinnedverts", "addonmapents",
"qdb", "tracer",
"slug", "skinnedverts",
"footsteptable", "qdb",
"footstepfxtable", "slug",
"zbarrier", "footsteptable",
}; "footstepfxtable",
"zbarrier",
};
} // namespace
GameAssetPoolT6::GameAssetPoolT6(Zone* zone, const int priority) GameAssetPoolT6::GameAssetPoolT6(Zone* zone, const zone_priority_t priority)
: ZoneAssetPools(zone), : ZoneAssetPools(zone),
m_priority(priority) m_priority(priority)
{ {
assert(std::extent_v<decltype(ASSET_TYPE_NAMES)> == ASSET_TYPE_COUNT); static_assert(std::extent_v<decltype(ASSET_TYPE_NAMES)> == ASSET_TYPE_COUNT);
}
void GameAssetPoolT6::InitPoolStatic(const asset_type_t type, const size_t capacity) #define INIT_POOL(poolName) (poolName) = std::make_unique<AssetPoolDynamic<decltype(poolName)::element_type::type>>(m_priority)
{
#define CASE_INIT_POOL_STATIC(assetType, poolName) \
case assetType: \
{ \
if ((poolName) == nullptr && capacity > 0) \
{ \
(poolName) = std::make_unique<AssetPoolStatic<decltype(poolName)::element_type::type>>(capacity, m_priority, (assetType)); \
} \
break; \
}
switch (type) INIT_POOL(m_phys_preset);
{ INIT_POOL(m_phys_constraints);
CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSPRESET, m_phys_preset) INIT_POOL(m_destructible_def);
CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints) INIT_POOL(m_xanim_parts);
CASE_INIT_POOL_STATIC(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def) INIT_POOL(m_xmodel);
CASE_INIT_POOL_STATIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts) INIT_POOL(m_material);
CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL, m_xmodel) INIT_POOL(m_technique_set);
CASE_INIT_POOL_STATIC(ASSET_TYPE_MATERIAL, m_material) INIT_POOL(m_image);
CASE_INIT_POOL_STATIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set) INIT_POOL(m_sound_bank);
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMAGE, m_image) INIT_POOL(m_sound_patch);
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND, m_sound_bank) INIT_POOL(m_clip_map);
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND_PATCH, m_sound_patch) INIT_POOL(m_com_world);
CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP, m_clip_map) INIT_POOL(m_game_world_sp);
CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP_PVS, m_clip_map) INIT_POOL(m_game_world_mp);
CASE_INIT_POOL_STATIC(ASSET_TYPE_COMWORLD, m_com_world) INIT_POOL(m_map_ents);
CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp) INIT_POOL(m_gfx_world);
CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp) INIT_POOL(m_gfx_light_def);
CASE_INIT_POOL_STATIC(ASSET_TYPE_MAP_ENTS, m_map_ents) INIT_POOL(m_font);
CASE_INIT_POOL_STATIC(ASSET_TYPE_GFXWORLD, m_gfx_world) INIT_POOL(m_font_icon);
CASE_INIT_POOL_STATIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def) INIT_POOL(m_menu_list);
CASE_INIT_POOL_STATIC(ASSET_TYPE_FONT, m_font) INIT_POOL(m_menu_def);
CASE_INIT_POOL_STATIC(ASSET_TYPE_FONTICON, m_font_icon) INIT_POOL(m_localize);
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENULIST, m_menu_list) INIT_POOL(m_weapon);
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENU, m_menu_def) INIT_POOL(m_attachment);
CASE_INIT_POOL_STATIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize) INIT_POOL(m_attachment_unique);
CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON, m_weapon) INIT_POOL(m_camo);
CASE_INIT_POOL_STATIC(ASSET_TYPE_ATTACHMENT, m_attachment) INIT_POOL(m_snd_driver_globals);
CASE_INIT_POOL_STATIC(ASSET_TYPE_ATTACHMENT_UNIQUE, m_attachment_unique) INIT_POOL(m_fx);
CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON_CAMO, m_camo) INIT_POOL(m_fx_impact_table);
CASE_INIT_POOL_STATIC(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals) INIT_POOL(m_raw_file);
CASE_INIT_POOL_STATIC(ASSET_TYPE_FX, m_fx) INIT_POOL(m_string_table);
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table) INIT_POOL(m_leaderboard);
CASE_INIT_POOL_STATIC(ASSET_TYPE_RAWFILE, m_raw_file) INIT_POOL(m_xglobals);
CASE_INIT_POOL_STATIC(ASSET_TYPE_STRINGTABLE, m_string_table) INIT_POOL(m_ddl);
CASE_INIT_POOL_STATIC(ASSET_TYPE_LEADERBOARD, m_leaderboard) INIT_POOL(m_glasses);
CASE_INIT_POOL_STATIC(ASSET_TYPE_XGLOBALS, m_xglobals) INIT_POOL(m_emblem_set);
CASE_INIT_POOL_STATIC(ASSET_TYPE_DDL, m_ddl) INIT_POOL(m_script);
CASE_INIT_POOL_STATIC(ASSET_TYPE_GLASSES, m_glasses) INIT_POOL(m_key_value_pairs);
CASE_INIT_POOL_STATIC(ASSET_TYPE_EMBLEMSET, m_emblem_set) INIT_POOL(m_vehicle);
CASE_INIT_POOL_STATIC(ASSET_TYPE_SCRIPTPARSETREE, m_script) INIT_POOL(m_memory_block);
CASE_INIT_POOL_STATIC(ASSET_TYPE_KEYVALUEPAIRS, m_key_value_pairs) INIT_POOL(m_addon_map_ents);
CASE_INIT_POOL_STATIC(ASSET_TYPE_VEHICLEDEF, m_vehicle) INIT_POOL(m_tracer);
CASE_INIT_POOL_STATIC(ASSET_TYPE_MEMORYBLOCK, m_memory_block) INIT_POOL(m_skinned_verts);
CASE_INIT_POOL_STATIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents) INIT_POOL(m_qdb);
CASE_INIT_POOL_STATIC(ASSET_TYPE_TRACER, m_tracer) INIT_POOL(m_slug);
CASE_INIT_POOL_STATIC(ASSET_TYPE_SKINNEDVERTS, m_skinned_verts) INIT_POOL(m_footstep_table);
CASE_INIT_POOL_STATIC(ASSET_TYPE_QDB, m_qdb) INIT_POOL(m_footstep_fx_table);
CASE_INIT_POOL_STATIC(ASSET_TYPE_SLUG, m_slug) INIT_POOL(m_zbarrier);
CASE_INIT_POOL_STATIC(ASSET_TYPE_FOOTSTEP_TABLE, m_footstep_table)
CASE_INIT_POOL_STATIC(ASSET_TYPE_FOOTSTEPFX_TABLE, m_footstep_fx_table)
CASE_INIT_POOL_STATIC(ASSET_TYPE_ZBARRIER, m_zbarrier)
default: #undef INIT_POOL
assert(type >= 0 && type < ASSET_TYPE_COUNT);
break;
}
#undef CASE_INIT_POOL_STATIC
}
void GameAssetPoolT6::InitPoolDynamic(const asset_type_t type)
{
#define CASE_INIT_POOL_DYNAMIC(assetType, poolName) \
case assetType: \
{ \
if ((poolName) == nullptr) \
{ \
(poolName) = std::make_unique<AssetPoolDynamic<decltype(poolName)::element_type::type>>(m_priority, (assetType)); \
} \
break; \
}
switch (type)
{
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSPRESET, m_phys_preset)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XMODEL, m_xmodel)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MATERIAL, m_material)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMAGE, m_image)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND, m_sound_bank)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND_PATCH, m_sound_patch)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP, m_clip_map)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP_PVS, m_clip_map)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_COMWORLD, m_com_world)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MAP_ENTS, m_map_ents)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GFXWORLD, m_gfx_world)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FONT, m_font)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FONTICON, m_font_icon)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENULIST, m_menu_list)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENU, m_menu_def)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON, m_weapon)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ATTACHMENT, m_attachment)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ATTACHMENT_UNIQUE, m_attachment_unique)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON_CAMO, m_camo)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FX, m_fx)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_RAWFILE, m_raw_file)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRINGTABLE, m_string_table)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LEADERBOARD, m_leaderboard)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XGLOBALS, m_xglobals)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_DDL, m_ddl)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GLASSES, m_glasses)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_EMBLEMSET, m_emblem_set)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SCRIPTPARSETREE, m_script)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_KEYVALUEPAIRS, m_key_value_pairs)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VEHICLEDEF, m_vehicle)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MEMORYBLOCK, m_memory_block)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TRACER, m_tracer)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SKINNEDVERTS, m_skinned_verts)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_QDB, m_qdb)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SLUG, m_slug)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FOOTSTEP_TABLE, m_footstep_table)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FOOTSTEPFX_TABLE, m_footstep_fx_table)
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ZBARRIER, m_zbarrier)
default:
assert(type >= 0 && type < ASSET_TYPE_COUNT);
break;
}
#undef CASE_INIT_POOL_DYNAMIC
} }
XAssetInfoGeneric* GameAssetPoolT6::AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo) XAssetInfoGeneric* GameAssetPoolT6::AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo)
@ -227,7 +138,7 @@ XAssetInfoGeneric* GameAssetPoolT6::AddAssetToPool(std::unique_ptr<XAssetInfoGen
#define CASE_ADD_TO_POOL(assetType, poolName) \ #define CASE_ADD_TO_POOL(assetType, poolName) \
case assetType: \ case assetType: \
{ \ { \
assert((poolName) != nullptr); \ assert(poolName); \
return (poolName)->AddAsset(std::unique_ptr<XAssetInfo<decltype(poolName)::element_type::type>>( \ return (poolName)->AddAsset(std::unique_ptr<XAssetInfo<decltype(poolName)::element_type::type>>( \
static_cast<XAssetInfo<decltype(poolName)::element_type::type>*>(xAssetInfo.release()))); \ static_cast<XAssetInfo<decltype(poolName)::element_type::type>*>(xAssetInfo.release()))); \
} }
@ -299,7 +210,7 @@ XAssetInfoGeneric* GameAssetPoolT6::GetAsset(const asset_type_t type, const std:
#define CASE_GET_ASSET(assetType, poolName) \ #define CASE_GET_ASSET(assetType, poolName) \
case assetType: \ case assetType: \
{ \ { \
if ((poolName) != nullptr) \ if (poolName) \
return (poolName)->GetAsset(name); \ return (poolName)->GetAsset(name); \
break; \ break; \
} }

View File

@ -8,14 +8,6 @@
class GameAssetPoolT6 final : public ZoneAssetPools class GameAssetPoolT6 final : public ZoneAssetPools
{ {
int m_priority;
static constexpr const char* ASSET_TYPE_INVALID = "invalid_asset_type";
static const char* ASSET_TYPE_NAMES[];
protected:
XAssetInfoGeneric* AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo) override;
public: public:
std::unique_ptr<AssetPool<T6::PhysPreset>> m_phys_preset; std::unique_ptr<AssetPool<T6::PhysPreset>> m_phys_preset;
std::unique_ptr<AssetPool<T6::PhysConstraints>> m_phys_constraints; std::unique_ptr<AssetPool<T6::PhysConstraints>> m_phys_constraints;
@ -66,17 +58,20 @@ public:
std::unique_ptr<AssetPool<T6::FootstepFXTableDef>> m_footstep_fx_table; std::unique_ptr<AssetPool<T6::FootstepFXTableDef>> m_footstep_fx_table;
std::unique_ptr<AssetPool<T6::ZBarrierDef>> m_zbarrier; std::unique_ptr<AssetPool<T6::ZBarrierDef>> m_zbarrier;
GameAssetPoolT6(Zone* zone, int priority); GameAssetPoolT6(Zone* zone, zone_priority_t priority);
~GameAssetPoolT6() override = default; ~GameAssetPoolT6() override = default;
void InitPoolStatic(asset_type_t type, size_t capacity) override; [[nodiscard]] XAssetInfoGeneric* GetAsset(asset_type_t type, const std::string& name) const override;
void InitPoolDynamic(asset_type_t type) override;
_NODISCARD XAssetInfoGeneric* GetAsset(asset_type_t type, const std::string& name) const override;
static std::optional<const char*> AssetTypeNameByType(asset_type_t assetType); static std::optional<const char*> AssetTypeNameByType(asset_type_t assetType);
_NODISCARD std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const override; [[nodiscard]] std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const override;
static asset_type_t AssetTypeCount(); static asset_type_t AssetTypeCount();
_NODISCARD asset_type_t GetAssetTypeCount() const override; [[nodiscard]] asset_type_t GetAssetTypeCount() const override;
protected:
XAssetInfoGeneric* AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo) override;
private:
zone_priority_t m_priority;
}; };

View File

@ -4,20 +4,18 @@
#include "GlobalAssetPool.h" #include "GlobalAssetPool.h"
#include "XAssetInfo.h" #include "XAssetInfo.h"
#include <cstring> #include <vector>
template<typename T> class AssetPoolDynamic final : public AssetPool<T> template<typename T> class AssetPoolDynamic final : public AssetPool<T>
{ {
using AssetPool<T>::m_asset_lookup; using AssetPool<T>::m_asset_lookup;
std::vector<std::unique_ptr<XAssetInfo<T>>> m_assets; std::vector<std::unique_ptr<XAssetInfo<T>>> m_assets;
asset_type_t m_type;
public: public:
AssetPoolDynamic(const int priority, const asset_type_t type) explicit AssetPoolDynamic(const zone_priority_t priority)
{ {
GlobalAssetPool<T>::LinkAssetPool(this, priority); GlobalAssetPool<T>::LinkAssetPool(this, priority);
m_type = type;
} }
AssetPoolDynamic(AssetPoolDynamic<T>&) = delete; AssetPoolDynamic(AssetPoolDynamic<T>&) = delete;

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@ -1,104 +0,0 @@
#pragma once
#include "AssetPool.h"
#include "GlobalAssetPool.h"
#include "XAssetInfo.h"
#include <cstring>
#include <stdexcept>
template<typename T> class AssetPoolStatic final : public AssetPool<T>
{
using AssetPool<T>::m_asset_lookup;
struct AssetPoolEntry
{
XAssetInfo<T>* m_info;
union
{
T m_entry;
AssetPoolEntry* m_next;
};
};
AssetPoolEntry* m_free;
AssetPoolEntry* m_pool;
XAssetInfo<T>* m_info_pool;
size_t m_capacity;
asset_type_t m_type;
public:
AssetPoolStatic(const size_t capacity, const int priority, const asset_type_t type)
{
m_capacity = capacity;
m_type = type;
if (m_capacity > 0)
{
m_pool = new AssetPoolEntry[m_capacity];
m_info_pool = new XAssetInfo<T>[m_capacity];
for (size_t i = 0; i < m_capacity - 1; i++)
{
m_pool[i].m_info = &m_info_pool[i];
m_pool[i].m_next = &m_pool[i + 1];
}
m_pool[m_capacity - 1].m_info = &m_info_pool[m_capacity - 1];
m_pool[m_capacity - 1].m_next = nullptr;
m_free = m_pool;
GlobalAssetPool<T>::LinkAssetPool(this, priority);
}
else
{
m_pool = nullptr;
m_free = nullptr;
m_info_pool = nullptr;
}
}
AssetPoolStatic(AssetPoolStatic<T>&) = delete;
AssetPoolStatic(AssetPoolStatic<T>&&) = delete;
AssetPoolStatic<T>& operator=(AssetPoolStatic<T>&) = delete;
AssetPoolStatic<T>& operator=(AssetPoolStatic<T>&&) = default;
~AssetPoolStatic() override
{
if (m_capacity > 0)
GlobalAssetPool<T>::UnlinkAssetPool(this);
delete[] m_pool;
m_pool = nullptr;
delete[] m_info_pool;
m_info_pool = nullptr;
m_free = nullptr;
m_capacity = 0;
}
XAssetInfo<T>* AddAsset(std::unique_ptr<XAssetInfo<T>> xAssetInfo) override
{
if (m_free == nullptr)
throw std::runtime_error("Could not add asset to static asset pool: capacity exhausted.");
const auto normalizedName = XAssetInfo<T>::NormalizeAssetName(xAssetInfo->m_name);
AssetPoolEntry* poolSlot = m_free;
m_free = m_free->m_next;
const T* pAsset = xAssetInfo->Asset();
xAssetInfo->m_ptr = static_cast<void*>(&poolSlot->m_entry);
memcpy(&poolSlot->m_entry, pAsset, sizeof(T));
*poolSlot->m_info = std::move(*xAssetInfo);
m_asset_lookup[normalizedName] = poolSlot->m_info;
GlobalAssetPool<T>::LinkAsset(this, normalizedName, poolSlot->m_info);
return poolSlot->m_info;
}
};

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@ -1,6 +1,7 @@
#pragma once #pragma once
#include "AssetPool.h" #include "AssetPool.h"
#include "Zone/ZoneTypes.h"
#include <algorithm> #include <algorithm>
#include <cassert> #include <cassert>
@ -14,7 +15,7 @@ template<typename T> class GlobalAssetPool
struct LinkedAssetPool struct LinkedAssetPool
{ {
AssetPool<T>* m_asset_pool; AssetPool<T>* m_asset_pool;
int m_priority; zone_priority_t m_priority;
}; };
struct GameAssetPoolEntry struct GameAssetPoolEntry
@ -92,7 +93,7 @@ template<typename T> class GlobalAssetPool
} }
public: public:
static void LinkAssetPool(AssetPool<T>* assetPool, const int priority) static void LinkAssetPool(AssetPool<T>* assetPool, const zone_priority_t priority)
{ {
auto newLink = std::make_unique<LinkedAssetPool>(); auto newLink = std::make_unique<LinkedAssetPool>();
newLink->m_asset_pool = assetPool; newLink->m_asset_pool = assetPool;

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@ -16,12 +16,6 @@ class XAssetInfoGeneric;
class ZoneAssetPools class ZoneAssetPools
{ {
protected:
Zone* m_zone;
std::vector<XAssetInfoGeneric*> m_assets_in_order;
virtual XAssetInfoGeneric* AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo) = 0;
public: public:
using iterator = std::vector<XAssetInfoGeneric*>::const_iterator; using iterator = std::vector<XAssetInfoGeneric*>::const_iterator;
@ -45,13 +39,16 @@ public:
_NODISCARD virtual asset_type_t GetAssetTypeCount() const = 0; _NODISCARD virtual asset_type_t GetAssetTypeCount() const = 0;
_NODISCARD virtual std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const = 0; _NODISCARD virtual std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const = 0;
virtual void InitPoolStatic(asset_type_t type, size_t capacity) = 0;
virtual void InitPoolDynamic(asset_type_t type) = 0;
_NODISCARD size_t GetTotalAssetCount() const; _NODISCARD size_t GetTotalAssetCount() const;
_NODISCARD iterator begin() const; _NODISCARD iterator begin() const;
_NODISCARD iterator end() const; _NODISCARD iterator end() const;
static std::unique_ptr<ZoneAssetPools> CreateForGame(GameId game, Zone* zone, zone_priority_t priority); static std::unique_ptr<ZoneAssetPools> CreateForGame(GameId game, Zone* zone, zone_priority_t priority);
protected:
virtual XAssetInfoGeneric* AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo) = 0;
Zone* m_zone;
std::vector<XAssetInfoGeneric*> m_assets_in_order;
}; };

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@ -9,9 +9,6 @@ Zone::Zone(std::string name, const zone_priority_t priority, IGame* game)
m_game(game), m_game(game),
m_pools(ZoneAssetPools::CreateForGame(game->GetId(), this, priority)) m_pools(ZoneAssetPools::CreateForGame(game->GetId(), this, priority))
{ {
const auto assetTypeCount = m_pools->GetAssetTypeCount();
for (auto i = 0; i < assetTypeCount; i++)
m_pools->InitPoolDynamic(i);
} }
Zone::~Zone() Zone::~Zone()

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@ -126,11 +126,6 @@ void ContentLoader::LoadXAssetArray(const bool atStreamStart, const size_t count
if (atStreamStart) if (atStreamStart)
m_stream->Load<XAsset>(varXAsset, count); m_stream->Load<XAsset>(varXAsset, count);
for (asset_type_t assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
{
m_zone->m_pools->InitPoolDynamic(assetType);
}
for (size_t index = 0; index < count; index++) for (size_t index = 0; index < count; index++)
{ {
LoadXAsset(false); LoadXAsset(false);

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@ -146,11 +146,6 @@ void ContentLoader::LoadXAssetArray(const bool atStreamStart, const size_t count
if (atStreamStart) if (atStreamStart)
m_stream->Load<XAsset>(varXAsset, count); m_stream->Load<XAsset>(varXAsset, count);
for (asset_type_t assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
{
m_zone->m_pools->InitPoolDynamic(assetType);
}
for (size_t index = 0; index < count; index++) for (size_t index = 0; index < count; index++)
{ {
LoadXAsset(false); LoadXAsset(false);

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@ -155,11 +155,6 @@ void ContentLoader::LoadXAssetArray(const bool atStreamStart, const size_t count
if (atStreamStart) if (atStreamStart)
m_stream->Load<XAsset>(varXAsset, count); m_stream->Load<XAsset>(varXAsset, count);
for (asset_type_t assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
{
m_zone->m_pools->InitPoolDynamic(assetType);
}
for (size_t index = 0; index < count; index++) for (size_t index = 0; index < count; index++)
{ {
LoadXAsset(false); LoadXAsset(false);

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@ -139,11 +139,6 @@ void ContentLoader::LoadXAssetArray(const bool atStreamStart, const size_t count
if (atStreamStart) if (atStreamStart)
m_stream->Load<XAsset>(varXAsset, count); m_stream->Load<XAsset>(varXAsset, count);
for (asset_type_t assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
{
m_zone->m_pools->InitPoolDynamic(assetType);
}
for (size_t index = 0; index < count; index++) for (size_t index = 0; index < count; index++)
{ {
LoadXAsset(false); LoadXAsset(false);

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@ -168,11 +168,6 @@ void ContentLoader::LoadXAssetArray(const bool atStreamStart, const size_t count
if (atStreamStart) if (atStreamStart)
m_stream->Load<XAsset>(varXAsset, count); m_stream->Load<XAsset>(varXAsset, count);
for (asset_type_t assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
{
m_zone->m_pools->InitPoolDynamic(assetType);
}
for (size_t index = 0; index < count; index++) for (size_t index = 0; index < count; index++)
{ {
LoadXAsset(false); LoadXAsset(false);