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glitchy-engine-beef/GlitchyEditor/src/Assets/AssetConverter.bf
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Beef

using System.Collections;
using GlitchyEditor.Assets.Importers;
using GlitchyEngine;
using System;
using System.IO;
using GlitchyEngine.Content;
using GlitchyEditor.Assets.Processors;
using System.Threading;
using System.Threading.Tasks;
namespace GlitchyEditor.Assets;
class AssetConverter
{
private append Queue<AssetFile> _queue = .();
private EditorContentManager _contentManager;
private Dictionary<AssetFile, Task> _processingAssets ~ delete _;
public this(EditorContentManager contentManager)
{
_contentManager = contentManager;
}
public void QueueForProcessing(AssetFile assetFile, bool isBlocking = false)
{
if (isBlocking)
Process(assetFile);
else
_queue.Add(assetFile);
}
public void Update()
{
if (_queue.Count == 0)
return;
for (AssetFile assetFile in _queue)
{
Process(assetFile);
}
_queue.Clear();
}
private void Process(AssetFile assetFile)
{
Result<ImportedResource> importResult = ImportResource(assetFile);
ImportedResource importedResource = null;
defer { delete importedResource; }
if (!(importResult case .Ok(out importedResource)))
{
Log.EngineLogger.Error("Failed to import asset!");
return;
}
List<ProcessedResource> processedResources = scope .();
defer { ClearAndDeleteItems!(processedResources); }
Result<void> processResult = ProcessResource(assetFile, importedResource, processedResources);
if (processResult case .Err)
{
Log.EngineLogger.Error("Failed to process asset!");
return;
}
for (ProcessedResource resource in processedResources)
{
if (ExportResource(assetFile, resource) case .Err)
{
Log.EngineLogger.Error("Failed to export asset.");
}
}
}
private Result<ImportedResource> ImportResource(AssetFile assetFile)
{
IAssetImporter importer = _contentManager.GetAssetImporter(assetFile);
if (importer == null)
{
Log.EngineLogger.Error("Importer is null!");
return .Err;
}
return importer.Import(assetFile.AssetFile.Path, assetFile.AssetFile.Identifier, assetFile.AssetConfig);
}
private Result<void> ProcessResource(AssetFile assetFile, ImportedResource importedResource, List<ProcessedResource> outProcessedResources)
{
IAssetProcessor processor = _contentManager.GetAssetProcessor(importedResource.GetType());
if (processor == null)
{
Log.EngineLogger.Error($"No asset processor for type {importedResource.GetType()} found.");
return .Err;
}
return processor.Process(importedResource, assetFile.AssetConfig, outProcessedResources);
}
private Result<void> ExportResource(AssetFile assetFile, ProcessedResource resource)
{
IAssetExporter exporter = _contentManager.GetAssetExporter(resource.AssetType);
if (exporter == null)
{
Log.EngineLogger.Error($"No exporter for asset type {resource.AssetType}!");
return .Err;
}
MemoryStream memoryStream = scope .();
Result<void> exportResult = exporter.Export(memoryStream, resource, assetFile.AssetConfig);
if (exportResult case .Err)
{
Log.EngineLogger.Error("Failed to export asset!");
return .Err;
}
if (assetFile.AssetConfig.ExporterConfig == null)
{
assetFile.AssetConfig.ExporterConfig = new AssetExporterConfig();
}
CachedAsset assetInfo = scope CachedAsset();
assetInfo.Handle = resource.AssetHandle;
assetInfo.CreationTimestamp = DateTime.UtcNow;
assetInfo.Compression = assetFile.AssetConfig.ExporterConfig.Compression;
assetInfo.AssetIdentifier = new AssetIdentifier(resource.AssetIdentifier);
assetInfo.AssetType = resource.AssetType;
if (_contentManager.AssetCache.SaveAsset(assetInfo, memoryStream.Memory) case .Err)
{
Log.EngineLogger.Error("Failed to write asset to cache.");
return .Err;
}
assetFile.SaveAssetConfigIfChanged();
return .Ok;
}
}