OpenAssetTools/src/ZoneCommon/Pool/GlobalAssetPool.h

190 lines
5.4 KiB
C++

#pragma once
#include "AssetPool.h"
#include <algorithm>
#include <cassert>
#include <memory>
#include <string>
#include <unordered_map>
#include <vector>
template<typename T> class GlobalAssetPool
{
struct LinkedAssetPool
{
AssetPool<T>* m_asset_pool;
int m_priority;
};
struct GameAssetPoolEntry
{
XAssetInfo<T>* m_asset;
bool m_duplicate;
LinkedAssetPool* m_asset_pool;
};
static std::vector<std::unique_ptr<LinkedAssetPool>> m_linked_asset_pools;
static std::unordered_map<std::string, GameAssetPoolEntry> m_assets;
static void SortLinkedAssetPools()
{
std::sort(m_linked_asset_pools.begin(),
m_linked_asset_pools.end(),
[](const std::unique_ptr<LinkedAssetPool>& a, const std::unique_ptr<LinkedAssetPool>& b) -> bool
{
return a->m_priority < b->m_priority;
});
}
static bool ReplaceAssetPoolEntry(GameAssetPoolEntry& assetEntry)
{
int occurrences = 0;
for (const auto& linkedAssetPool : m_linked_asset_pools)
{
XAssetInfo<T>* foundAsset = linkedAssetPool->m_asset_pool->GetAsset(assetEntry.m_asset->m_name);
if (foundAsset != nullptr)
{
if (++occurrences == 1)
{
assetEntry.m_asset = foundAsset;
assetEntry.m_duplicate = false;
assetEntry.m_asset_pool = linkedAssetPool.get();
}
else
{
assetEntry.m_duplicate = true;
break;
}
}
}
return occurrences > 0;
}
static void LinkAsset(LinkedAssetPool* link, const std::string& normalizedAssetName, XAssetInfo<T>* asset)
{
auto existingAsset = m_assets.find(normalizedAssetName);
if (existingAsset == m_assets.end())
{
GameAssetPoolEntry entry{};
entry.m_asset = asset;
entry.m_asset_pool = link;
entry.m_duplicate = false;
m_assets[normalizedAssetName] = entry;
}
else
{
auto& existingEntry = existingAsset->second;
existingEntry.m_duplicate = true;
if (existingEntry.m_asset_pool->m_priority < link->m_priority)
{
existingEntry.m_asset_pool = link;
existingEntry.m_asset = asset;
}
}
}
public:
static void LinkAssetPool(AssetPool<T>* assetPool, const int priority)
{
auto newLink = std::make_unique<LinkedAssetPool>();
newLink->m_asset_pool = assetPool;
newLink->m_priority = priority;
auto* newLinkPtr = newLink.get();
m_linked_asset_pools.emplace_back(std::move(newLink));
SortLinkedAssetPools();
for (auto asset : *assetPool)
{
const auto normalizedAssetName = XAssetInfo<T>::NormalizeAssetName(asset->m_name);
LinkAsset(newLinkPtr, normalizedAssetName, asset);
}
}
static void LinkAsset(AssetPool<T>* assetPool, const std::string& normalizedAssetName, XAssetInfo<T>* asset)
{
LinkedAssetPool* link = nullptr;
for (const auto& existingLink : m_linked_asset_pools)
{
if (existingLink->m_asset_pool == assetPool)
{
link = existingLink.get();
break;
}
}
assert(link != nullptr);
if (link == nullptr)
return;
LinkAsset(link, normalizedAssetName, asset);
}
static void UnlinkAssetPool(AssetPool<T>* assetPool)
{
auto iLinkEntry = m_linked_asset_pools.begin();
for (; iLinkEntry != m_linked_asset_pools.end(); ++iLinkEntry)
{
LinkedAssetPool* linkEntry = iLinkEntry->get();
if (linkEntry->m_asset_pool == assetPool)
{
break;
}
}
assert(iLinkEntry != m_linked_asset_pools.end());
if (iLinkEntry == m_linked_asset_pools.end())
return;
auto assetPoolToUnlink = std::move(*iLinkEntry);
m_linked_asset_pools.erase(iLinkEntry);
for (auto iAssetEntry = m_assets.begin(); iAssetEntry != m_assets.end();)
{
auto& assetEntry = *iAssetEntry;
if (assetEntry.second.m_asset_pool != assetPoolToUnlink.get())
{
++iAssetEntry;
continue;
}
if (assetEntry.second.m_duplicate && ReplaceAssetPoolEntry(assetEntry.second))
{
++iAssetEntry;
continue;
}
iAssetEntry = m_assets.erase(iAssetEntry);
}
}
static XAssetInfo<T>* GetAssetByName(const std::string& name)
{
const auto normalizedName = XAssetInfo<T>::NormalizeAssetName(name);
const auto foundEntry = m_assets.find(normalizedName);
if (foundEntry == m_assets.end())
return nullptr;
return foundEntry->second.m_asset;
}
};
template<typename T>
std::vector<std::unique_ptr<typename GlobalAssetPool<T>::LinkedAssetPool>> GlobalAssetPool<T>::m_linked_asset_pools =
std::vector<std::unique_ptr<LinkedAssetPool>>();
template<typename T>
std::unordered_map<std::string, typename GlobalAssetPool<T>::GameAssetPoolEntry> GlobalAssetPool<T>::m_assets =
std::unordered_map<std::string, GameAssetPoolEntry>();