chore: extract ZoneAssetLoaderContainer to separate class

This commit is contained in:
Jan 2025-01-03 10:23:30 +01:00
parent 41d97c0954
commit fa6f9451d2
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GPG Key ID: 44B581F78FF5C57C
10 changed files with 57 additions and 41 deletions

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@ -65,12 +65,12 @@ namespace zone_creator
AssetCreatorCollection creatorCollection(*zone);
ZoneDefinitionContext zoneDefinitionContext(*context.m_definition);
AssetCreationContext creationContext(*zone, &creatorCollection, &ignoredAssetLookup);
objCompiler->ConfigureCreatorCollection(
creatorCollection, *zone, zoneDefinitionContext, *context.m_asset_search_path, lookup, context.m_out_dir, context.m_cache_dir);
objLoader->ConfigureCreatorCollection(creatorCollection, *zone, *context.m_asset_search_path, lookup);
AssetCreationContext creationContext(zone.get(), &creatorCollection, &ignoredAssetLookup);
for (const auto& assetEntry : context.m_definition->m_assets)
{
const auto* createdAsset = creationContext.LoadDependencyGeneric(assetEntry.m_asset_type, assetEntry.m_asset_name);

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@ -62,8 +62,8 @@ std::unique_ptr<XAssetInfoGeneric> GenericAssetRegistration::CreateXAssetInfo()
m_type, std::move(m_name), m_asset, std::move(dependencies), std::move(scriptStrings), std::move(indirectAssetReferences));
}
AssetCreationContext::AssetCreationContext(Zone* zone, const AssetCreatorCollection* creators, const IgnoredAssetLookup* ignoredAssetLookup)
: m_zone(zone),
AssetCreationContext::AssetCreationContext(Zone& zone, const AssetCreatorCollection* creators, const IgnoredAssetLookup* ignoredAssetLookup)
: ZoneAssetLoaderContainer(zone),
m_creators(creators),
m_ignored_asset_lookup(ignoredAssetLookup)
{
@ -72,14 +72,14 @@ AssetCreationContext::AssetCreationContext(Zone* zone, const AssetCreatorCollect
XAssetInfoGeneric* AssetCreationContext::AddAssetGeneric(GenericAssetRegistration registration) const
{
auto xAssetInfo = registration.CreateXAssetInfo();
xAssetInfo->m_zone = m_zone;
xAssetInfo->m_zone = &m_zone;
const auto assetType = xAssetInfo->m_type;
const auto* pAssetName = xAssetInfo->m_name.c_str();
auto* addedAsset = m_zone->m_pools->AddAsset(std::move(xAssetInfo));
auto* addedAsset = m_zone.m_pools->AddAsset(std::move(xAssetInfo));
if (addedAsset == nullptr)
std::cerr << std::format("Failed to add asset of type \"{}\" to pool: \"{}\"\n", *m_zone->m_pools->GetAssetTypeName(assetType), pAssetName);
std::cerr << std::format("Failed to add asset of type \"{}\" to pool: \"{}\"\n", *m_zone.m_pools->GetAssetTypeName(assetType), pAssetName);
return addedAsset;
}
@ -90,14 +90,14 @@ XAssetInfoGeneric* AssetCreationContext::LoadDefaultAssetDependency(const asset_
if (result.HasTakenAction() && !result.HasFailed())
return result.GetAssetInfo();
std::cerr << std::format("Failed to create default asset of type {}\n", *m_zone->m_pools->GetAssetTypeName(assetType));
std::cerr << std::format("Failed to create default asset of type {}\n", *m_zone.m_pools->GetAssetTypeName(assetType));
return nullptr;
}
XAssetInfoGeneric* AssetCreationContext::LoadDependencyGeneric(const asset_type_t assetType, const std::string& assetName)
{
auto* alreadyLoadedAsset = m_zone->m_pools->GetAssetOrAssetReference(assetType, assetName);
auto* alreadyLoadedAsset = m_zone.m_pools->GetAssetOrAssetReference(assetType, assetName);
if (alreadyLoadedAsset)
return alreadyLoadedAsset;
@ -110,11 +110,11 @@ XAssetInfoGeneric* AssetCreationContext::LoadDependencyGeneric(const asset_type_
if (!result.HasFailed())
return result.GetAssetInfo();
std::cerr << std::format("Could not load asset \"{}\" of type \"{}\"\n", assetName, *m_zone->m_pools->GetAssetTypeName(assetType));
std::cerr << std::format("Could not load asset \"{}\" of type \"{}\"\n", assetName, *m_zone.m_pools->GetAssetTypeName(assetType));
}
else
{
std::cerr << std::format("Missing asset \"{}\" of type \"{}\"\n", assetName, *m_zone->m_pools->GetAssetTypeName(assetType));
std::cerr << std::format("Missing asset \"{}\" of type \"{}\"\n", assetName, *m_zone.m_pools->GetAssetTypeName(assetType));
}
return nullptr;
@ -122,7 +122,7 @@ XAssetInfoGeneric* AssetCreationContext::LoadDependencyGeneric(const asset_type_
IndirectAssetReference AssetCreationContext::LoadIndirectAssetReferenceGeneric(asset_type_t assetType, const std::string& assetName)
{
auto* alreadyLoadedAsset = m_zone->m_pools->GetAssetOrAssetReference(assetType, assetName);
auto* alreadyLoadedAsset = m_zone.m_pools->GetAssetOrAssetReference(assetType, assetName);
if (alreadyLoadedAsset)
return IndirectAssetReference(assetType, assetName);
@ -132,8 +132,7 @@ IndirectAssetReference AssetCreationContext::LoadIndirectAssetReferenceGeneric(a
const auto result = m_creators->CreateAsset(assetType, assetName, *this);
if (!result.HasTakenAction() && !result.HasFailed())
{
std::cerr << std::format(
"Could not load indirectly referenced asset \"{}\" of type \"{}\"\n", assetName, *m_zone->m_pools->GetAssetTypeName(assetType));
std::cerr << std::format("Could not load indirectly referenced asset \"{}\" of type \"{}\"\n", assetName, *m_zone.m_pools->GetAssetTypeName(assetType));
}
return IndirectAssetReference(assetType, assetName);
}

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@ -10,7 +10,6 @@
#include <memory>
#include <string>
#include <type_traits>
#include <typeindex>
#include <unordered_map>
#include <unordered_set>
@ -27,10 +26,10 @@ public:
std::unordered_multimap<std::string, asset_type_t> m_ignored_asset_lookup;
};
class AssetCreationContext
class AssetCreationContext : public ZoneAssetLoaderContainer
{
public:
AssetCreationContext(Zone* zone, const AssetCreatorCollection* creators, const IgnoredAssetLookup* ignoredAssetLookup);
AssetCreationContext(Zone& zone, const AssetCreatorCollection* creators, const IgnoredAssetLookup* ignoredAssetLookup);
template<typename AssetType> XAssetInfo<typename AssetType::Type>* AddAsset(AssetRegistration<AssetType> registration)
{
@ -66,29 +65,11 @@ public:
IndirectAssetReference LoadIndirectAssetReferenceGeneric(asset_type_t assetType, const std::string& assetName);
template<typename T> T* GetZoneAssetLoaderState()
{
static_assert(std::is_base_of_v<IZoneAssetLoaderState, T>, "T must inherit IZoneAssetLoaderState");
// T must also have a public default constructor
const auto foundEntry = m_zone_asset_loader_states.find(typeid(T));
if (foundEntry != m_zone_asset_loader_states.end())
return dynamic_cast<T*>(foundEntry->second.get());
auto newState = std::make_unique<T>();
newState->SetZone(m_zone);
auto* newStatePtr = newState.get();
m_zone_asset_loader_states.emplace(std::make_pair<std::type_index, std::unique_ptr<IZoneAssetLoaderState>>(typeid(T), std::move(newState)));
return newStatePtr;
}
private:
[[nodiscard]] XAssetInfoGeneric* LoadDefaultAssetDependency(asset_type_t assetType, const std::string& assetName);
Zone* m_zone;
const AssetCreatorCollection* m_creators;
const IgnoredAssetLookup* m_ignored_asset_lookup;
std::unordered_map<std::type_index, std::unique_ptr<IZoneAssetLoaderState>> m_zone_asset_loader_states;
};
#include "AssetCreatorCollection.h"

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@ -1,6 +1,11 @@
#pragma once
#include "Zone/Zone.h"
#include <memory>
#include <typeindex>
#include <unordered_map>
class IZoneAssetLoaderState
{
protected:
@ -18,3 +23,34 @@ public:
// Do nothing by default
}
};
class ZoneAssetLoaderContainer
{
public:
ZoneAssetLoaderContainer(Zone& zone)
: m_zone(zone)
{
}
template<typename T> T* GetZoneAssetLoaderState()
{
static_assert(std::is_base_of_v<IZoneAssetLoaderState, T>, "T must inherit IZoneAssetLoaderState");
// T must also have a public default constructor
const auto foundEntry = m_zone_asset_loader_states.find(typeid(T));
if (foundEntry != m_zone_asset_loader_states.end())
return dynamic_cast<T*>(foundEntry->second.get());
auto newState = std::make_unique<T>();
newState->SetZone(&m_zone);
auto* newStatePtr = newState.get();
m_zone_asset_loader_states.emplace(std::make_pair<std::type_index, std::unique_ptr<IZoneAssetLoaderState>>(typeid(T), std::move(newState)));
return newStatePtr;
}
protected:
Zone& m_zone;
private:
std::unordered_map<std::type_index, std::unique_ptr<IZoneAssetLoaderState>> m_zone_asset_loader_states;
};

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@ -25,7 +25,7 @@ namespace
MemoryManager memory;
AssetCreatorCollection creatorCollection(zone);
IgnoredAssetLookup ignoredAssetLookup;
AssetCreationContext context(&zone, &creatorCollection, &ignoredAssetLookup);
AssetCreationContext context(zone, &creatorCollection, &ignoredAssetLookup);
auto loader = CreateStringTableLoader(memory, searchPath);
auto result = loader->CreateAsset("mp/cooltable.csv", context);

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@ -25,7 +25,7 @@ namespace
MemoryManager memory;
AssetCreatorCollection creatorCollection(zone);
IgnoredAssetLookup ignoredAssetLookup;
AssetCreationContext context(&zone, &creatorCollection, &ignoredAssetLookup);
AssetCreationContext context(zone, &creatorCollection, &ignoredAssetLookup);
auto loader = CreateStringTableLoader(memory, searchPath);
auto result = loader->CreateAsset("mp/cooltable.csv", context);

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@ -34,7 +34,7 @@ namespace test::game::iw4::menu::parsing::it
: m_zone("MockZone", 0, IGame::GetGameById(GameId::IW4)),
m_creator_collection(m_zone),
m_ignored_asset_lookup(),
m_context(&m_zone, &m_creator_collection, &m_ignored_asset_lookup)
m_context(m_zone, &m_creator_collection, &m_ignored_asset_lookup)
{
m_asset_creator = CreateMenuListLoader(*m_zone.GetMemory(), m_search_path);
}

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@ -24,7 +24,7 @@ namespace
MemoryManager memory;
AssetCreatorCollection creatorCollection(zone);
IgnoredAssetLookup ignoredAssetLookup;
AssetCreationContext context(&zone, &creatorCollection, &ignoredAssetLookup);
AssetCreationContext context(zone, &creatorCollection, &ignoredAssetLookup);
auto loader = CreateStringTableLoader(memory, searchPath);
auto result = loader->CreateAsset("mp/cooltable.csv", context);

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@ -24,7 +24,7 @@ namespace
MemoryManager memory;
AssetCreatorCollection creatorCollection(zone);
IgnoredAssetLookup ignoredAssetLookup;
AssetCreationContext context(&zone, &creatorCollection, &ignoredAssetLookup);
AssetCreationContext context(zone, &creatorCollection, &ignoredAssetLookup);
auto loader = CreateStringTableLoader(memory, searchPath);
auto result = loader->CreateAsset("mp/cooltable.csv", context);

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@ -24,7 +24,7 @@ namespace
MemoryManager memory;
AssetCreatorCollection creatorCollection(zone);
IgnoredAssetLookup ignoredAssetLookup;
AssetCreationContext context(&zone, &creatorCollection, &ignoredAssetLookup);
AssetCreationContext context(zone, &creatorCollection, &ignoredAssetLookup);
auto loader = CreateStringTableLoader(memory, searchPath);
auto result = loader->CreateAsset("mp/cooltable.csv", context);