mirror of
https://github.com/Laupetin/OpenAssetTools.git
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284 lines
10 KiB
C++
284 lines
10 KiB
C++
#include "AssetCreationContext.h"
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#include "Utils/Logging/Log.h"
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#include <cassert>
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#include <format>
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namespace
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{
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std::string GetAssetSourceDescription(const Zone& targetZone, const XAssetInfoGeneric& assetInfo)
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{
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assert(assetInfo.m_zone != nullptr);
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if (assetInfo.m_zone == &targetZone)
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return "(src: disk)";
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return std::format("(src: {})", assetInfo.m_zone->m_name);
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}
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} // namespace
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IgnoredAssetLookup::IgnoredAssetLookup() = default;
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IgnoredAssetLookup::IgnoredAssetLookup(const AssetList& assetList)
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{
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m_ignored_asset_lookup.reserve(assetList.m_entries.size());
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for (const auto& asset : assetList.m_entries)
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{
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m_ignored_asset_lookup.emplace(asset.m_name, asset.m_type);
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}
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}
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bool IgnoredAssetLookup::IsAssetIgnored(const asset_type_t assetType, const std::string& name) const
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{
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const auto entries = m_ignored_asset_lookup.equal_range(name);
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for (auto i = entries.first; i != entries.second; ++i)
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{
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if (i->second == assetType)
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return true;
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}
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return false;
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}
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GenericAssetRegistration::GenericAssetRegistration(const asset_type_t type, std::string name, void* asset)
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: m_type(type),
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m_name(std::move(name)),
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m_asset(asset)
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{
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}
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void GenericAssetRegistration::AddDependency(XAssetInfoGeneric* dependency)
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{
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m_dependencies.emplace(dependency);
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}
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void GenericAssetRegistration::AddScriptString(scr_string_t scriptString)
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{
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m_used_script_strings.emplace(scriptString);
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}
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void GenericAssetRegistration::AddIndirectAssetReference(IndirectAssetReference indirectAssetReference)
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{
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m_indirect_asset_references.emplace(std::move(indirectAssetReference));
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}
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std::unique_ptr<XAssetInfoGeneric> GenericAssetRegistration::CreateXAssetInfo()
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{
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assert(m_asset);
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std::vector<XAssetInfoGeneric*> dependencies(m_dependencies.begin(), m_dependencies.end());
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std::vector<scr_string_t> scriptStrings(m_used_script_strings.begin(), m_used_script_strings.end());
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std::vector<IndirectAssetReference> indirectAssetReferences(m_indirect_asset_references.begin(), m_indirect_asset_references.end());
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return std::make_unique<XAssetInfoGeneric>(
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m_type, std::move(m_name), m_asset, std::move(dependencies), std::move(scriptStrings), std::move(indirectAssetReferences));
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}
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AssetCreationContext::AssetCreationContext(Zone& zone, const AssetCreatorCollection* creators, const IgnoredAssetLookup* ignoredAssetLookup)
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: ZoneAssetCreationStateContainer(zone),
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m_zone(zone),
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m_game(*IGame::GetGameById(zone.m_game_id)),
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m_forced_asset_pools(std::make_unique<ZoneAssetPools>(zone, zone.m_priority)),
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m_creators(creators),
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m_ignored_asset_lookup(ignoredAssetLookup),
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m_forced_load_depth(0u)
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{
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const auto subAssetTypeCount = IGame::GetGameById(zone.m_game_id)->GetSubAssetTypeCount();
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m_sub_asset_pools.resize(subAssetTypeCount);
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for (asset_type_t subAssetType = 0; subAssetType < subAssetTypeCount; subAssetType++)
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m_sub_asset_pools[subAssetType] = std::make_unique<AssetPool>();
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}
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XAssetInfoGeneric* AssetCreationContext::AddAssetGeneric(GenericAssetRegistration registration) const
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{
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auto xAssetInfo = registration.CreateXAssetInfo();
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xAssetInfo->m_zone = &m_zone;
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const auto assetType = xAssetInfo->m_type;
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const auto* pAssetName = xAssetInfo->m_name.c_str();
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XAssetInfoGeneric* addedAsset;
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if (m_forced_load_depth > 0)
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addedAsset = m_forced_asset_pools->AddAsset(std::move(xAssetInfo));
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else
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addedAsset = m_zone.m_pools.AddAsset(std::move(xAssetInfo));
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if (addedAsset == nullptr)
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con::error(R"(Failed to add asset of type "{}" to pool: "{}")", *IGame::GetGameById(m_zone.m_game_id)->GetAssetTypeName(assetType), pAssetName);
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return addedAsset;
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}
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XAssetInfoGeneric* AssetCreationContext::AddSubAssetGeneric(GenericAssetRegistration registration) const
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{
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auto xAssetInfo = registration.CreateXAssetInfo();
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xAssetInfo->m_zone = &m_zone;
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const auto subAssetType = xAssetInfo->m_type;
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const auto* pAssetName = xAssetInfo->m_name.c_str();
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auto* addedAsset = m_sub_asset_pools[subAssetType]->AddAsset(std::move(xAssetInfo));
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if (addedAsset == nullptr)
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con::error(R"(Failed to add sub asset of type "{}" to pool: "{}")", *IGame::GetGameById(m_zone.m_game_id)->GetAssetTypeName(subAssetType), pAssetName);
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return addedAsset;
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}
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XAssetInfoGeneric* AssetCreationContext::LoadDefaultAssetDependency(const asset_type_t assetType, const std::string& assetName)
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{
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const auto result = m_creators->CreateDefaultAsset(assetType, assetName, *this);
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if (result.HasTakenAction() && !result.HasFailed())
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return result.GetAssetInfo();
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con::error("Failed to create default asset of type {}", *IGame::GetGameById(m_zone.m_game_id)->GetAssetTypeName(assetType));
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return nullptr;
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}
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XAssetInfoGeneric* AssetCreationContext::LoadDependencyGeneric(const asset_type_t assetType, const std::string& assetName, const bool required)
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{
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auto* alreadyLoadedAsset = m_zone.m_pools.GetAssetOrAssetReference(assetType, assetName);
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if (alreadyLoadedAsset)
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return alreadyLoadedAsset;
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if (m_forced_load_depth > 0)
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{
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alreadyLoadedAsset = m_forced_asset_pools->GetAssetOrAssetReference(assetType, assetName);
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if (alreadyLoadedAsset)
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return alreadyLoadedAsset;
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// If we are already force loading an asset we should not load its dependencies
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return LoadDefaultAssetDependency(assetType, std::format(",{}", assetName));
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}
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if (assetName.starts_with(','))
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return LoadDefaultAssetDependency(assetType, assetName);
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const auto assetTypeName = m_game.GetAssetTypeName(assetType).value_or("unknown");
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if (m_ignored_asset_lookup->IsAssetIgnored(assetType, assetName))
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return LoadDefaultAssetDependency(assetType, std::format(",{}", assetName));
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const auto result = m_creators->CreateAsset(assetType, assetName, *this);
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if (result.HasTakenAction())
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{
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if (!result.HasFailed())
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{
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auto* assetInfo = result.GetAssetInfo();
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con::info(R"(Loaded {} "{}" {})", assetTypeName, assetName, GetAssetSourceDescription(m_zone, *assetInfo));
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return assetInfo;
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}
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con::error(R"(Could not load asset "{}" of type "{}")", assetName, assetTypeName);
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}
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else if (required)
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{
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con::error(R"(Missing asset "{}" of type "{}")", assetName, assetTypeName);
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}
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return nullptr;
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}
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XAssetInfoGeneric* AssetCreationContext::LoadSubAssetGeneric(const asset_type_t subAssetType, const std::string& assetName)
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{
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assert(subAssetType < m_sub_asset_pools.size());
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auto* alreadyLoadedSubAsset = m_sub_asset_pools[subAssetType]->GetAsset(assetName);
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if (alreadyLoadedSubAsset)
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return alreadyLoadedSubAsset;
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const auto subAssetTypeName = m_game.GetSubAssetTypeName(subAssetType).value_or("unknown");
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const auto result = m_creators->CreateSubAsset(subAssetType, assetName, *this);
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if (result.HasTakenAction())
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{
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if (!result.HasFailed())
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{
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con::debug(R"(Loaded {} "{}")", subAssetTypeName, assetName);
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return result.GetAssetInfo();
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}
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con::error(R"(Could not load sub asset "{}" of type "{}")", assetName, subAssetTypeName);
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}
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else
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{
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con::error(R"(Missing sub asset "{}" of type "{}")", assetName, subAssetTypeName);
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}
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return nullptr;
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}
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IndirectAssetReference AssetCreationContext::LoadIndirectAssetReferenceGeneric(const asset_type_t assetType, const std::string& assetName)
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{
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const auto* alreadyLoadedAsset = m_zone.m_pools.GetAssetOrAssetReference(assetType, assetName);
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if (alreadyLoadedAsset)
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return IndirectAssetReference(assetType, assetName);
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if (m_ignored_asset_lookup->IsAssetIgnored(assetType, assetName))
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return IndirectAssetReference(assetType, assetName);
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const auto assetTypeName = m_game.GetAssetTypeName(assetType).value_or("unknown");
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const auto result = m_creators->CreateAsset(assetType, assetName, *this);
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if (result.HasTakenAction() && !result.HasFailed())
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{
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auto* assetInfo = result.GetAssetInfo();
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con::info(R"(Loaded {} "{}" {})", assetTypeName, assetName, GetAssetSourceDescription(m_zone, *assetInfo));
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}
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else if (!result.HasTakenAction() && !result.HasFailed())
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{
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con::warn(R"(Could not load indirectly referenced asset "{}" of type "{}")", assetName, assetTypeName);
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}
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return IndirectAssetReference(assetType, assetName);
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}
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XAssetInfoGeneric* AssetCreationContext::ForceLoadDependencyGeneric(const asset_type_t assetType, const std::string& assetName)
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{
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auto* alreadyLoadedAsset = m_zone.m_pools.GetAssetOrAssetReference(assetType, assetName);
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if (alreadyLoadedAsset && !alreadyLoadedAsset->IsReference())
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return alreadyLoadedAsset;
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alreadyLoadedAsset = m_forced_asset_pools->GetAssetOrAssetReference(assetType, assetName);
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if (alreadyLoadedAsset && !alreadyLoadedAsset->IsReference())
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return alreadyLoadedAsset;
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auto result = AssetCreationResult::NoAction();
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if (m_ignored_asset_lookup->IsAssetIgnored(assetType, assetName))
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{
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// Load default asset to zone
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if (!LoadDefaultAssetDependency(assetType, std::format(",{}", assetName)))
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return nullptr;
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++m_forced_load_depth;
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result = m_creators->CreateAsset(assetType, assetName, *this);
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assert(m_forced_load_depth > 0);
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m_forced_load_depth = std::min(m_forced_load_depth - 1u, 0u);
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}
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else
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result = m_creators->CreateAsset(assetType, assetName, *this);
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const auto assetTypeName = m_game.GetAssetTypeName(assetType).value_or("unknown");
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if (result.HasTakenAction())
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{
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if (!result.HasFailed())
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{
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auto* assetInfo = result.GetAssetInfo();
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con::info(R"(Loaded {} "{}" {})", assetTypeName, assetName, GetAssetSourceDescription(m_zone, *assetInfo));
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return assetInfo;
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}
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con::error(R"(Could not load asset "{}" of type "{}")", assetName, assetTypeName);
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}
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else
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{
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con::error(R"(Missing asset "{}" of type "{}")", assetName, assetTypeName);
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}
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return nullptr;
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}
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