Add content deprecation system that auto-saves assets in Editor that use old data format

This commit is contained in:
Wojtek Figat
2025-01-20 23:46:49 +01:00
parent 1497acef58
commit 8a7ceef288
67 changed files with 751 additions and 427 deletions

View File

@@ -6,6 +6,7 @@
#include "Engine/Threading/Threading.h"
#if USE_EDITOR
#include "Engine/Core/Types/DataContainer.h"
#include "Engine/Serialization/MemoryWriteStream.h"
#endif
#include "Engine/Content/Factories/BinaryAssetFactory.h"
@@ -44,7 +45,7 @@ Asset::LoadResult ParticleEmitterFunction::load()
if (!surfaceChunk || !surfaceChunk->IsLoaded())
return LoadResult::MissingDataChunk;
MemoryReadStream stream(surfaceChunk->Get(), surfaceChunk->Size());
if (Graph.Load(&stream, false))
if (Graph.Load(&stream, USE_EDITOR))
return LoadResult::Failed;
for (int32 i = 0; i < Graph.Nodes.Count(); i++)
{
@@ -103,7 +104,7 @@ AssetChunksFlag ParticleEmitterFunction::getChunksToPreload() const
return GET_CHUNK_FLAG(0);
}
bool ParticleEmitterFunction::LoadSurface(ParticleEmitterGraphCPU& graph)
bool ParticleEmitterFunction::LoadSurface(ParticleEmitterGraphCPU& graph, bool loadMeta)
{
if (WaitForLoaded())
return true;
@@ -114,7 +115,7 @@ bool ParticleEmitterFunction::LoadSurface(ParticleEmitterGraphCPU& graph)
{
const auto surfaceChunk = GetChunk(0);
MemoryReadStream stream(surfaceChunk->Get(), surfaceChunk->Size());
return graph.Load(&stream, false);
return graph.Load(&stream, loadMeta);
}
}
return true;
@@ -141,7 +142,7 @@ BytesContainer ParticleEmitterFunction::LoadSurface()
#if COMPILE_WITH_PARTICLE_GPU_GRAPH
bool ParticleEmitterFunction::LoadSurface(ParticleEmitterGraphGPU& graph)
bool ParticleEmitterFunction::LoadSurface(ParticleEmitterGraphGPU& graph) const
{
if (WaitForLoaded())
return true;
@@ -178,19 +179,10 @@ void ParticleEmitterFunction::GetSignature(Array<StringView, FixedAllocation<32>
}
}
bool ParticleEmitterFunction::SaveSurface(BytesContainer& data)
bool ParticleEmitterFunction::SaveSurface(const BytesContainer& data) const
{
// Wait for asset to be loaded or don't if last load failed
if (LastLoadFailed())
{
LOG(Warning, "Saving asset that failed to load.");
}
else if (WaitForLoaded())
{
LOG(Error, "Asset loading failed. Cannot save it.");
if (OnCheckSave())
return true;
}
ScopeLock lock(Locker);
// Set Visject Surface data
@@ -210,4 +202,17 @@ bool ParticleEmitterFunction::SaveSurface(BytesContainer& data)
return false;
}
bool ParticleEmitterFunction::Save(const StringView& path)
{
if (OnCheckSave(path))
return true;
ScopeLock lock(Locker);
MemoryWriteStream writeStream;
if (Graph.Save(&writeStream, true))
return true;
BytesContainer data;
data.Link(ToSpan(writeStream));
return SaveSurface(data);
}
#endif