Files
FlaxEngine/Source/Engine/Content/JsonAsset.cpp
2020-12-07 23:40:54 +01:00

237 lines
6.2 KiB
C++

// Copyright (c) 2012-2020 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<rapidjson_flax::StringBuffer> 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<Guid>& 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<Guid>& 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<char>(), data.Length());
if (Document.HasParseError())
{
Log::JsonParseException(Document.GetParseError());
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<typename T>
ISerializable* Create()
{
return New<T>();
}
Dictionary<String, UnmanagedJsonInstanceCreator> UnmanagedTypes(32);
void InitUnmanagedJsonTypes()
{
ASSERT(UnmanagedTypes.IsEmpty());
// Key: managed class typename, Value: unmanaged instance spawner function
UnmanagedTypes[TEXT("FlaxEngine.PhysicalMaterial")] = &Create<PhysicalMaterial>;
}
////////////////////////////////////////////////////////////////////////////////////
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);
}