// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved. #include "JsonAsset.h" #include "Storage/ContentStorageManager.h" #include "Engine/Threading/Threading.h" #if USE_EDITOR #include "Engine/Platform/File.h" #endif #include "FlaxEngine.Gen.h" #include "Engine/Core/Log.h" #include "Engine/Serialization/JsonTools.h" #include "Engine/Content/Factories/JsonAssetFactory.h" #include "Engine/Debug/Exceptions/JsonParseException.h" JsonAssetBase::JsonAssetBase(const SpawnParams& params, const AssetInfo* info) : Asset(params, info) , _path(info->Path) , Data(nullptr) , DataEngineBuild(0) { } String JsonAssetBase::GetData() const { if (Data == nullptr) return String::Empty; // Get serialized data rapidjson_flax::StringBuffer buffer; rapidjson_flax::Writer writer(buffer); Data->Accept(writer); return String((const char*)buffer.GetString(), (int32)buffer.GetSize()); } const String& JsonAssetBase::GetPath() const { return _path; } #if USE_EDITOR void FindIds(ISerializable::DeserializeStream& node, Array& output) { if (node.IsObject()) { for (auto i = node.MemberBegin(); i != node.MemberEnd(); ++i) { FindIds(i->value, output); } } else if (node.IsArray()) { for (rapidjson::SizeType i = 0; i < node.Size(); i++) { FindIds(node[i], output); } } else if (node.IsString()) { const auto length = node.GetStringLength(); if (length == 32) { // Try parse as Guid in format `N` (32 hex chars) Guid id; if (!Guid::Parse(node.GetText(), id)) output.Add(id); } } } void JsonAssetBase::GetReferences(Array& output) const { if (Data == nullptr) return; // Unified way to find asset references inside a generic asset. // This could deserialize managed/unmanaged object or load actors in case of SceneAsset or PrefabAsset. // But this would be performance killer. // The fastest way is to just iterate through the json and find all the Guid values. // It produces many invalid ids (like refs to scene objects). // But it's super fast, super low-memory and doesn't involve any advanced systems integration. FindIds(*Data, output); } #endif Asset::LoadResult JsonAssetBase::loadAsset() { // Load data (raw json file in editor, cooked asset in build game) #if USE_EDITOR BytesContainer data; if (File::ReadAllBytes(GetPath(), data)) { LOG(Warning, "Filed to load json asset data. {0}", ToString()); return LoadResult::CannotLoadData; } if (data.Length() == 0) { return LoadResult::MissingDataChunk; } #else // Get the asset storage container but don't load it now const auto storage = ContentStorageManager::GetStorage(GetPath(), true); if (!storage) return LoadResult::CannotLoadStorage; // Load header AssetInitData initData; if (storage->LoadAssetHeader(GetID(), initData)) return LoadResult::CannotLoadInitData; // Load the actual data auto chunk = initData.Header.Chunks[0]; if (chunk == nullptr) return LoadResult::MissingDataChunk; if (storage->LoadAssetChunk(chunk)) return LoadResult::CannotLoadData; auto& data = chunk->Data; #endif // Parse json document Document.Parse(data.Get(), data.Length()); if (Document.HasParseError()) { Log::JsonParseException(Document.GetParseError(), Document.GetErrorOffset()); return LoadResult::CannotLoadData; } // Gather information from the header const auto id = JsonTools::GetGuid(Document, "ID"); if (id != _id) { LOG(Warning, "Invalid json asset id. Asset: {0}, serialized: {1}.", _id, id); return LoadResult::InvalidData; } DataTypeName = JsonTools::GetString(Document, "TypeName"); DataEngineBuild = JsonTools::GetInt(Document, "EngineBuild", FLAXENGINE_VERSION_BUILD); auto dataMember = Document.FindMember("Data"); if (dataMember == Document.MemberEnd()) { LOG(Warning, "Missing json asset data."); return LoadResult::InvalidData; } Data = &dataMember->value; return LoadResult::Ok; } void JsonAssetBase::unload(bool isReloading) { ISerializable::SerializeDocument tmp; Document.Swap(tmp); Data = nullptr; DataTypeName.Clear(); DataEngineBuild = 0; } #if USE_EDITOR void JsonAssetBase::onRename(const StringView& newPath) { ScopeLock lock(Locker); // Rename _path = newPath; } #endif REGISTER_JSON_ASSET(JsonAsset, "FlaxEngine.JsonAsset"); //////////////////////////////////////////////////////////////////////////////////// #include "Engine/Physics/PhysicalMaterial.h" // Unmanaged json asset types that are serialized to JsonAsset and should be created by auto by asset. // This allows to reuse JsonAsset without creating dedicated asset types. It has been designed for lightweight resources. typedef ISerializable* (*UnmanagedJsonInstanceCreator)(); template ISerializable* Create() { return New(); } Dictionary UnmanagedTypes(32); void InitUnmanagedJsonTypes() { ASSERT(UnmanagedTypes.IsEmpty()); // Key: managed class typename, Value: unmanaged instance spawner function UnmanagedTypes[TEXT("FlaxEngine.PhysicalMaterial")] = &Create; } //////////////////////////////////////////////////////////////////////////////////// JsonAsset::JsonAsset(const SpawnParams& params, const AssetInfo* info) : JsonAssetBase(params, info) , Instance(nullptr) { if (UnmanagedTypes.IsEmpty()) InitUnmanagedJsonTypes(); } Asset::LoadResult JsonAsset::loadAsset() { // Base auto result = JsonAssetBase::loadAsset(); if (result != LoadResult::Ok) return result; UnmanagedJsonInstanceCreator instanceSpawner = nullptr; if (UnmanagedTypes.TryGet(DataTypeName, instanceSpawner)) { Instance = instanceSpawner(); Instance->Deserialize(*Data, nullptr); } return result; } void JsonAsset::unload(bool isReloading) { // Base JsonAssetBase::unload(isReloading); SAFE_DELETE(Instance); }