mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Reprocess, load and hot swap changed assets using new asset pipeline
This commit is contained in:
@@ -63,6 +63,8 @@ class AssetFile
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public EditorContentManager ContentManager => _contentManager;
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public bool UseNewAssetPipeline => _assetConfig?.ImporterConfig != null;
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[AllowAppend]
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public this(EditorContentManager contentManager, AssetNode assetNode)
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{
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@@ -82,24 +84,32 @@ class AssetFile
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{
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AssetFile assetFile = new AssetFile(contentManager, assetNode);
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assetFile.LoadOrCreateAssetConfig();
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// TODO: Remove this check once we only use the new processing pipeline
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if (assetFile._assetConfig.ImporterConfig != null)
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{
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CachedAsset cacheEntry = assetFile._contentManager.AssetCache.GetCacheEntry(assetFile._assetConfig.AssetHandle);
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if (cacheEntry == null ||
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cacheEntry.CreationTimestamp < assetFile._lastAssetEditTime ||
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cacheEntry.CreationTimestamp < assetFile._lastConfigEditTime)
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{
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assetFile._contentManager.AssetConverter.QueueForProcessing(assetFile);
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}
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}
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assetFile.CheckForReprocessing();
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return assetFile;
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}
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public void CheckForReprocessing()
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{
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LoadOrCreateAssetConfig();
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// TODO: Remove this check once we only use the new processing pipeline
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if (!UseNewAssetPipeline)
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return;
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CachedAsset cacheEntry = _contentManager.AssetCache.GetCacheEntry(_assetConfig.AssetHandle);
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_lastAssetEditTime = File.GetLastWriteTimeUtc(_assetFile.Path);
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_lastConfigEditTime = File.GetLastWriteTimeUtc(_assetConfigPath);
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if (cacheEntry == null ||
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cacheEntry.CreationTimestamp < _lastAssetEditTime ||
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cacheEntry.CreationTimestamp < _lastConfigEditTime)
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{
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_contentManager.AssetConverter.QueueForProcessing(this);
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}
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}
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/// Loads the asset config (.ass) file or creates it.
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private void LoadOrCreateAssetConfig()
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{
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@@ -107,12 +117,12 @@ class AssetFile
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{
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LoadAssetConfig();
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}
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else
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else if (_assetConfig == null)
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{
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CreateDefaultAssetLoader();
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}
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_lastAssetEditTime = File.GetLastWriteTimeUtc(_assetConfigPath);
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_lastConfigEditTime = File.GetLastWriteTimeUtc(_assetConfigPath);
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}
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private void GenerateAssetHandle()
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@@ -123,7 +133,9 @@ class AssetFile
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private void CreateDefaultAssetLoader()
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{
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String fileExtension = Path.GetExtension(_assetFile.Path, .. scope .());
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Log.EngineLogger.Info($"Created config for {_assetFile.Path}");
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_assetConfig = new AssetConfig();
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GenerateAssetHandle();
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@@ -163,21 +175,33 @@ class AssetFile
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private void LoadAssetConfig()
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{
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if (Bon.DeserializeFromFile(ref _assetConfig, _assetConfigPath) case .Err)
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AssetConfig newAssetConfig = new AssetConfig();
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if (Bon.DeserializeFromFile(ref newAssetConfig, _assetConfigPath) case .Err)
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{
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Log.EngineLogger.Error($"Failed to load asset config {_assetConfigPath}");
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// TODO: Handle failure of asset config loading
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Runtime.NotImplemented();
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delete newAssetConfig;
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return;
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}
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delete _assetConfig;
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_assetConfig = newAssetConfig;
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}
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public void SaveAssetConfig()
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{
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gBonEnv.serializeFlags |= .Verbose;
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//BonEnvironment bonEnv = scope .();
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var oldFlags = gBonEnv.serializeFlags;
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gBonEnv.serializeFlags |= .IncludeDefault | .Verbose;
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Bon.SerializeIntoFile(_assetConfig, _assetConfigPath);
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_assetConfig.Config.[Friend]_changed = false;
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_assetConfig.Config?.[Friend]_changed = false;
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gBonEnv.serializeFlags = oldFlags;
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}
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}
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@@ -35,14 +35,21 @@ class AssetCache
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/// Current format version of loose asset file (.laf) file reader and writer.
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public const uint16 FormatVersion = 1;
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private append String _directory = .() ~ delete:append _;
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private append String _directory = .();// ~ delete:append _;
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private append Dictionary<AssetHandle, CachedAsset> _assets ~ delete:append _;
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private append Dictionary<AssetHandle, CachedAsset> _assets = .();// ~ delete:append _;
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public StringView CacheDirectory => _directory;
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private bool _cacheLoaded;
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private EditorContentManager _contentManager;
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public this(EditorContentManager contentManager)
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{
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_contentManager = contentManager;
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}
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public ~this()
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{
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ClearCache();
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@@ -198,7 +205,7 @@ class AssetCache
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switch (asset.Compression)
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{
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case .L4Z:
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case .LZ4:
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uint maxCompressedSize = LZ4.LZ4F_CompressFrameBound((uint)data.Length);
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uint8[] compressedData = new uint8[maxCompressedSize];
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@@ -233,7 +240,7 @@ class AssetCache
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Try!(writer.Write(dataToWrite));
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// TODO: Notify content manager!
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_contentManager.QueueAssetReload(asset.Handle);
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return .Ok;
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}
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@@ -262,7 +269,7 @@ class AssetCache
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FileStream fileStream = new FileStream();
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Try!(OpenFileStream(asset, fileStream));
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return fileStream;
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case .L4Z:
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case .LZ4:
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FileStream compressedStream = scope FileStream();
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Try!(OpenFileStream(asset, compressedStream));
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@@ -26,6 +26,8 @@ class AssetHierarchy
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private append String _resourcesDirectory = .();
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private append String _assetsDirectory = .();
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private const float FileSystemDebounceSeconds = 0.5f;
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private EditorContentManager _contentManager;
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public TreeNode<AssetNode> RootNode => _assetRootNode;
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@@ -257,21 +259,31 @@ class AssetHierarchy
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private bool _fileTreeUpdateRequested = false;
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private float _fileSystemDebounce;
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/// Invokes the the file tree update on the mainthread.
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private void DeferFileTreeUpdate()
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{
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_fileSystemDebounce = FileSystemDebounceSeconds;
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if (!_fileTreeUpdateRequested)
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{
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_fileTreeUpdateRequested = true;
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Application.Instance.InvokeOnMainThread(new () =>
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{
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_fileSystemDebounce -= Application.Instance.GameTime.DeltaTime;
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if (_fileSystemDebounce > 0)
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return false;
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UpdateFiles();
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_fileTreeUpdateRequested = false;
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return true;
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});
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}
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}
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/// Initializes the FSW for the current ContentDirectory and registers the events.
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private void SetupFileSystemWatcher()
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{
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@@ -518,7 +530,7 @@ class AssetHierarchy
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fileName.RemoveFromEnd(AssetFile.ConfigFileExtension.Length);
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String fileNameWithContentRoot = scope .();
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Path.InternalCombine(fileNameWithContentRoot, _assetsDirectory, fileName);
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Path.Combine(fileNameWithContentRoot, _assetsDirectory, fileName);
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var nodeResult = GetNodeFromPath(fileNameWithContentRoot);
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@@ -535,7 +547,21 @@ class AssetHierarchy
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if (node->IsDirectory)
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return;
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OnFileContentChanged(node.Value);
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if (!(node->AssetFile?.UseNewAssetPipeline ?? false))
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OnFileContentChanged(node.Value);
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_fileSystemDebounce = FileSystemDebounceSeconds;
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Application.Instance.InvokeOnMainThread(new () => {
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_fileSystemDebounce -= Application.Instance.GameTime.DeltaTime;
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if (_fileSystemDebounce > 0)
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return false;
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node->AssetFile?.CheckForReprocessing();
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return true;
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});
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}
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private void FileRenamed(StringView oldFilePath, StringView newFilePath)
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@@ -546,7 +572,6 @@ class AssetHierarchy
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if (oldFilePath.EndsWith(AssetFile.ConfigFileExtension))
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return;
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String oldFileNameWithContentRoot = scope .();
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Path.InternalCombine(oldFileNameWithContentRoot, _assetsDirectory, oldFilePath);
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@@ -560,7 +585,10 @@ class AssetHierarchy
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if (File.Exists(oldConfigFileName) && !File.Exists(newConfigFileName))
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{
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if (File.Move(oldConfigFileName, newConfigFileName) case .Err(let value))
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// TODO: Actually Move, but it's a bit complicated to manage cases, where external programs move the original file and
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// rename an new file to the original name. So just copy the config to retain it.
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// I don't think there is a clean way to solve this.
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if (File.Copy(oldConfigFileName, newConfigFileName) case .Err(let value))
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{
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Log.EngineLogger.Error($"Failed to move file {oldConfigFileName} to {newConfigFileName}. Code: {value}");
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}
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@@ -222,6 +222,7 @@ class TextureImporter : IAssetImporter
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}
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}
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[BonTarget]
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enum GenerateMipMaps
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{
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No,
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@@ -717,7 +718,10 @@ class TextureLoader : IProcessedAssetLoader
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Runtime.NotImplemented();
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}
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result.SamplerState = SamplerStateManager.GetSampler(sampler);
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using (SamplerState samplerState = SamplerStateManager.GetSampler(sampler))
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{
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result.SamplerState = samplerState;
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}
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return result;
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}
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@@ -26,6 +26,8 @@ class TextureAssetPropertiesEditor : AssetPropertiesEditor
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public override void ShowEditor()
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{
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return;
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if (_textureConfig == null)
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return;
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@@ -102,6 +102,8 @@ class PropertiesWindow : EditorWindow
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private void ShowPropertiesEditor(AssetFile assetFile)
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{
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return;
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if (_currentPropertiesEditor == null)
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return;
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@@ -26,7 +26,7 @@ class EditorContentManager : IContentManager
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private append Dictionary<AssetHandle, Asset> _handleToAsset = .();
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private append AssetHierarchy _assetHierarchy = .(this);
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private append AssetCache _assetCache = .() ~ delete:append _;
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private append AssetCache _assetCache = .(this);
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private append AssetConverter _assetConverter = .(this);
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private append List<AssetHandle> _reloadQueue = .();
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@@ -54,9 +54,18 @@ class EditorContentManager : IContentManager
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if (assetNode.AssetFile?.LoadedAsset == null)
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return;
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_reloadQueue.Add(assetNode.AssetFile.LoadedAsset.Handle);
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QueueAssetReload(assetNode.AssetFile.LoadedAsset.Handle);
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}
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public void QueueAssetReload(AssetHandle assetHandle)
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{
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// The asset isn't loaded, so we don't need to reload.
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if (!_handleToAsset.ContainsKey(assetHandle))
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return;
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_reloadQueue.Add(assetHandle);
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}
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public void OnFileRenamed(AssetNode assetNode, StringView oldIdentifier)
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{
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// Asset isn't loaded so we don't need to reload it.
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@@ -373,33 +382,45 @@ class EditorContentManager : IContentManager
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Log.EngineLogger.AssertDebug(oldAsset != null);
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StringView oldIdentifier = oldAsset.Identifier;
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GetResourceAndSubassetName(oldIdentifier, let resourceName, let subassetName);
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Result<TreeNode<AssetNode>> resultNode = AssetHierarchy.GetNodeFromAssetHandle(handle);
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if (resultNode case .Err)
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{
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Log.EngineLogger.Error($"Could not find asset node for asset \"{oldIdentifier}\".");
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Log.EngineLogger.Error($"Could not find asset node for asset \"{oldAsset.Identifier}\".");
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return;
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}
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AssetNode assetNode = resultNode->Value;
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AssetFile file = assetNode.AssetFile;
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CachedAsset cacheEntry = _assetCache.GetCacheEntry(handle);
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Asset loadedAsset;
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// TODO: Remove this check once we no longer need the old stuff
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if (cacheEntry != null)
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{
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loadedAsset = LoadFromCache(handle, false);
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}
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else
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{
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IAssetLoader assetLoader = GetAssetLoader(file);
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Stream stream = OpenStream(assetNode.Path, true);
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StringView oldIdentifier = oldAsset.Identifier;
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GetResourceAndSubassetName(oldIdentifier, let resourceName, let subassetName);
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// TODO: Add async loading!
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loadedAsset = assetLoader.LoadAsset(stream, file.AssetConfig.Config, resourceName, subassetName, this);
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IAssetLoader assetLoader = GetAssetLoader(file);
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Stream stream = OpenStream(assetNode.Path, true);
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// TODO: Add async loading!
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Asset loadedAsset = assetLoader.LoadAsset(stream, file.AssetConfig.Config, resourceName, subassetName, this);
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delete stream;
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delete stream;
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}
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if (loadedAsset == null)
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return;
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file.[Friend]_loadedAsset = loadedAsset;
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SwapAsset(oldAsset, loadedAsset);
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@@ -910,7 +931,7 @@ class EditorContentManager : IContentManager
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}
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// TODO: obviously use a map or something...
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TextureLoader textureLoader = new .();
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TextureLoader textureLoader = new .() ~ delete _;
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private IProcessedAssetLoader GetLoader(AssetType assetType)
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{
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@@ -30,7 +30,7 @@ namespace GlitchyEngine
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private IContentManager _contentManager;
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private append List<delegate void()> _jobQueue = .() ~ ClearAndDeleteItems!(_);
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private append List<delegate bool()> _jobQueue = .() ~ ClearAndDeleteItems!(_);
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private append Monitor _jobQueueMutex = .();
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public bool IsRunning => _running;
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@@ -233,7 +233,7 @@ namespace GlitchyEngine
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}
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/// Executes the given Job on the main thread. Takes ownership of the delegate.
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public void InvokeOnMainThread(delegate void() ownJob)
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public void InvokeOnMainThread(delegate bool() ownJob)
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{
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using (_jobQueueMutex.Enter())
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{
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@@ -249,10 +249,14 @@ namespace GlitchyEngine
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{
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for (let job in _jobQueue)
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{
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job();
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if (job())
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{
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@job.RemoveFast();
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delete job;
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}
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}
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ClearAndDeleteItems!(_jobQueue);
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//ClearAndDeleteItems!(_jobQueue);
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}
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}
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}
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@@ -1,7 +1,10 @@
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using Bon;
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namespace GlitchyEngine.Content;
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[BonTarget]
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enum AssetCompression : uint8
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{
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None,
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L4Z
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LZ4
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}
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@@ -257,6 +257,8 @@ static class ScriptEngine
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_requestingReload = false;
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_userAssemblyWatcher.StartRaisingEvents();
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return true;
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});
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});
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Reference in New Issue
Block a user