Files
FlaxEngine/Source/Engine/Content/JsonAsset.cpp

560 lines
16 KiB
C++

// Copyright (c) Wojciech Figat. All rights reserved.
#include "JsonAsset.h"
#if USE_EDITOR
#include "Engine/Platform/File.h"
#include "Engine/Platform/FileSystem.h"
#include "Engine/Core/Types/DataContainer.h"
#include "Engine/Level/Level.h"
#else
#include "Storage/ContentStorageManager.h"
#endif
#include "Content.h"
#include "FlaxEngine.Gen.h"
#include "Cache/AssetsCache.h"
#include "Engine/Core/Log.h"
#include "Engine/Core/Config/Settings.h"
#include "Engine/Serialization/JsonTools.h"
#include "Engine/Serialization/JsonWriters.h"
#include "Engine/Content/Factories/JsonAssetFactory.h"
#include "Engine/Core/Cache.h"
#include "Engine/Debug/Exceptions/JsonParseException.h"
#include "Engine/Profiler/ProfilerCPU.h"
#include "Engine/Scripting/Scripting.h"
#include "Engine/Scripting/ManagedCLR/MClass.h"
#include "Engine/Scripting/ManagedCLR/MField.h"
#include "Engine/Utilities/StringConverter.h"
#include "Engine/Threading/Threading.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;
PROFILE_CPU_NAMED("JsonAsset.GetData");
rapidjson_flax::StringBuffer buffer;
OnGetData(buffer);
return String((const char*)buffer.GetString(), (int32)buffer.GetSize());
}
void JsonAssetBase::SetData(const StringView& value)
{
if (!IsLoaded())
return;
PROFILE_CPU_NAMED("JsonAsset.SetData");
const StringAnsi dataJson(value);
ScopeLock lock(Locker);
const StringView dataTypeName = DataTypeName;
if (Init(dataTypeName, dataJson))
{
LOG(Error, "Failed to set Json asset data.");
}
}
bool JsonAssetBase::Init(const StringView& dataTypeName, const StringAnsiView& dataJson)
{
unload(true);
DataTypeName = dataTypeName;
DataEngineBuild = FLAXENGINE_VERSION_BUILD;
// Parse json document
{
PROFILE_CPU_NAMED("Json.Parse");
Document.Parse(dataJson.Get(), dataJson.Length());
}
if (Document.HasParseError())
{
Log::JsonParseException(Document.GetParseError(), Document.GetErrorOffset());
return true;
}
Data = &Document;
_isVirtualDocument = true;
// Load asset-specific data
return loadAsset() != LoadResult::Ok;
}
void JsonAssetBase::OnGetData(rapidjson_flax::StringBuffer& buffer) const
{
PrettyJsonWriter writerObj(buffer);
Data->Accept(writerObj.GetWriter());
}
const String& JsonAssetBase::GetPath() const
{
#if USE_EDITOR
return _path;
#else
// In build all assets are packed into packages so use ID for original path lookup
return Content::GetRegistry()->GetEditorAssetPath(_id);
#endif
}
uint64 JsonAssetBase::GetMemoryUsage() const
{
Locker.Lock();
uint64 result = Asset::GetMemoryUsage();
result += sizeof(JsonAssetBase) - sizeof(Asset);
if (Data)
result += Document.GetAllocator().Capacity();
Locker.Unlock();
return result;
}
#if USE_EDITOR
void FindIds(ISerializable::DeserializeStream& node, Array<Guid>& output, Array<String>& files, rapidjson_flax::Value* nodeName = nullptr)
{
if (node.IsObject())
{
for (auto i = node.MemberBegin(); i != node.MemberEnd(); ++i)
{
FindIds(i->value, output, files, &i->name);
}
}
else if (node.IsArray())
{
for (rapidjson::SizeType i = 0; i < node.Size(); i++)
{
FindIds(node[i], output, files);
}
}
else if (node.IsString() && node.GetStringLength() != 0)
{
if (node.GetStringLength() == 32)
{
// Try parse as Guid in format `N` (32 hex chars)
Guid id;
if (!Guid::Parse(node.GetStringAnsiView(), id))
{
output.Add(id);
return;
}
}
if (node.GetStringLength() < 512 &&
(!nodeName || nodeName->GetStringAnsiView() != "ImportPath")) // Ignore path in ImportPath from ModelPrefab (TODO: resave prefabs/scenes before cooking to get rid of editor-only data)
{
// Try to detect file paths
String path = node.GetText();
if (FileSystem::FileExists(path))
{
files.Add(MoveTemp(path));
}
}
}
}
void JsonAssetBase::GetReferences(const StringAnsiView& json, Array<Guid>& assets)
{
ISerializable::SerializeDocument document;
document.Parse(json.Get(), json.Length());
if (document.HasParseError())
return;
Array<String> files;
FindIds(document, assets, files);
}
bool JsonAssetBase::Save(const StringView& path)
{
if (OnCheckSave(path))
return true;
PROFILE_CPU();
ScopeLock lock(Locker);
// Serialize to json to the buffer
rapidjson_flax::StringBuffer buffer;
PrettyJsonWriter writerObj(buffer);
_isResaving = true;
Save(writerObj);
_isResaving = false;
// Save json to file
if (File::WriteAllBytes(path.HasChars() ? path : StringView(GetPath()), (byte*)buffer.GetString(), (int32)buffer.GetSize()))
{
LOG(Error, "Cannot save \'{0}\'", ToString());
return true;
}
return false;
}
bool JsonAssetBase::Save(JsonWriter& writer) const
{
if (OnCheckSave())
return true;
ScopeLock lock(Locker);
writer.StartObject();
{
// Json resource header
writer.JKEY("ID");
writer.Guid(GetID());
writer.JKEY("TypeName");
writer.String(DataTypeName);
writer.JKEY("EngineBuild");
writer.Int(FLAXENGINE_VERSION_BUILD);
// Json resource data
rapidjson_flax::StringBuffer dataBuffer;
OnGetData(dataBuffer);
writer.JKEY("Data");
writer.RawValue(dataBuffer.GetString(), (int32)dataBuffer.GetSize());
}
writer.EndObject();
return false;
}
void JsonAssetBase::GetReferences(Array<Guid>& assets, Array<String>& files) 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, assets, files);
}
#endif
Asset::LoadResult JsonAssetBase::loadAsset()
{
if (IsVirtual() || _isVirtualDocument)
return LoadResult::Ok;
// Load data (raw json file in editor, cooked asset in build game)
#if USE_EDITOR
BytesContainer data;
if (File::ReadAllBytes(_path, 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(_path, 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
{
PROFILE_CPU_NAMED("Json.Parse");
Document.Parse(data.Get<char>(), 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;
_isVirtualDocument = false;
}
#if USE_EDITOR
void JsonAssetBase::onRename(const StringView& newPath)
{
ScopeLock lock(Locker);
// Rename
_path = newPath;
}
#endif
REGISTER_JSON_ASSET(JsonAsset, "FlaxEngine.JsonAsset", true);
JsonAsset::JsonAsset(const SpawnParams& params, const AssetInfo* info)
: JsonAssetBase(params, info)
, Instance(nullptr)
{
}
uint64 JsonAsset::GetMemoryUsage() const
{
Locker.Lock();
uint64 result = JsonAssetBase::GetMemoryUsage();
result += sizeof(JsonAsset) - sizeof(JsonAssetBase);
if (Instance && InstanceType)
result += InstanceType.GetType().Size;
Locker.Unlock();
return result;
}
void JsonAsset::OnGetData(rapidjson_flax::StringBuffer& buffer) const
{
if (Instance && InstanceType && _isResaving)
{
// Serialize instance object that was loaded (from potentially deprecated data, serialize method is always up to date)
const ScriptingType& type = InstanceType.GetType();
PrettyJsonWriter writer(buffer);
bool got = false;
switch (type.Type)
{
case ScriptingTypes::Class:
case ScriptingTypes::Structure:
{
const ScriptingType::InterfaceImplementation* interface = type.GetInterface(ISerializable::TypeInitializer);
writer.StartObject();
((ISerializable*)((byte*)Instance + interface->VTableOffset))->Serialize(writer, nullptr);
got = true;
break;
}
case ScriptingTypes::Script:
{
writer.StartObject();
ToInterface<ISerializable>((ScriptingObject*)Instance)->Serialize(writer, nullptr);
got = true;
break;
}
}
if (got)
{
writer.EndObject();
// Parse json document (CreateInstance uses it to spawn object)
auto* self = const_cast<JsonAsset*>(this);
{
PROFILE_CPU_NAMED("Json.Parse");
self->Document.Parse(buffer.GetString(), buffer.GetSize());
}
if (self->Document.HasParseError())
{
self->Data = nullptr;
Log::JsonParseException(Document.GetParseError(), Document.GetErrorOffset());
}
else
{
self->Data = &self->Document;
self->DataEngineBuild = FLAXENGINE_VERSION_BUILD;
}
return;
}
}
JsonAssetBase::OnGetData(buffer);
}
Asset::LoadResult JsonAsset::loadAsset()
{
const auto result = JsonAssetBase::loadAsset();
if (result != LoadResult::Ok || IsInternalType())
return result;
if (CreateInstance())
return LoadResult::Failed;
#if USE_EDITOR
// Reload instance when module with this type gets reloaded
Level::ScriptsReloadStart.Bind<JsonAsset, &JsonAsset::OnScriptsReloadStart>(this);
Level::ScriptsReloaded.Bind<JsonAsset, &JsonAsset::OnScriptsReloaded>(this);
#endif
// Destroy instance on scripting shutdown (eg. asset from scripts)
Scripting::ScriptsUnload.Bind<JsonAsset, &JsonAsset::DeleteInstance>(this);
return LoadResult::Ok;
}
void JsonAsset::unload(bool isReloading)
{
#if USE_EDITOR
Level::ScriptsReloadStart.Unbind<JsonAsset, &JsonAsset::OnScriptsReloadStart>(this);
Level::ScriptsReloaded.Unbind<JsonAsset, &JsonAsset::OnScriptsReloaded>(this);
#endif
Scripting::ScriptsUnload.Unbind<JsonAsset, &JsonAsset::DeleteInstance>(this);
DeleteInstance();
_isAfterReload |= isReloading;
JsonAssetBase::unload(isReloading);
}
void JsonAsset::onLoaded_MainThread()
{
JsonAssetBase::onLoaded_MainThread();
// Special case for Settings assets to flush them after edited and saved in Editor
// TODO: add interface for custom JsonAsset interaction of the instance class (eg. OnJsonLoaded, or similar to C# like OnDeserialized from Newtonsoft.Json)
const StringAsANSI<> dataTypeNameAnsi(DataTypeName.Get(), DataTypeName.Length());
const auto typeHandle = Scripting::FindScriptingType(StringAnsiView(dataTypeNameAnsi.Get(), DataTypeName.Length()));
if (Instance && typeHandle && typeHandle.IsSubclassOf(SettingsBase::TypeInitializer) && _isAfterReload)
{
_isAfterReload = false;
((SettingsBase*)Instance)->Apply();
}
}
bool JsonAsset::CreateInstance()
{
ScopeLock lock(Locker);
if (Instance)
return false;
// Try to scripting type for this data
const StringAsANSI<> dataTypeNameAnsi(DataTypeName.Get(), DataTypeName.Length());
const auto typeHandle = Scripting::FindScriptingType(StringAnsiView(dataTypeNameAnsi.Get(), DataTypeName.Length()));
if (typeHandle)
{
auto& type = typeHandle.GetType();
// Ensure that object can deserialized
const ScriptingType::InterfaceImplementation* interface = type.GetInterface(ISerializable::TypeInitializer);
if (!interface)
{
LOG(Warning, "Cannot deserialize {0} from Json Asset because it doesn't implement ISerializable interface.", type.ToString());
return false;
}
auto modifier = Cache::ISerializeModifier.Get();
modifier->EngineBuild = DataEngineBuild;
// Create object
switch (type.Type)
{
case ScriptingTypes::Class:
case ScriptingTypes::Structure:
{
const auto instance = Allocator::Allocate(type.Size);
if (!instance)
return true;
Instance = instance;
if (type.Type == ScriptingTypes::Class)
{
_dtor = type.Class.Dtor;
type.Class.Ctor(instance);
}
else
{
_dtor = type.Struct.Dtor;
type.Struct.Ctor(instance);
}
// Deserialize object
((ISerializable*)((byte*)instance + interface->VTableOffset))->Deserialize(*Data, modifier.Value);
break;
}
case ScriptingTypes::Script:
{
const ScriptingObjectSpawnParams params(Guid::New(), typeHandle);
const auto instance = type.Script.Spawn(params);
if (!instance)
return true;
Instance = instance;
_dtor = nullptr;
// Deserialize object
ToInterface<ISerializable>(instance)->Deserialize(*Data, modifier.Value);
break;
}
}
InstanceType = typeHandle;
}
return false;
}
void JsonAsset::DeleteInstance()
{
ScopeLock lock(Locker);
// C# instance
MObject* object = GetManagedInstance();
MClass* klass = GetClass();
if (object && klass)
{
const MField* field = klass->GetField("_instance");
if (field)
field->SetValue(object, nullptr);
}
// C++ instance
if (!Instance)
return;
if (_dtor)
{
_dtor(Instance);
_dtor = nullptr;
Allocator::Free(Instance);
}
else
{
Delete((ScriptingObject*)Instance);
}
InstanceType = ScriptingTypeHandle();
Instance = nullptr;
}
#if USE_EDITOR
void JsonAsset::OnScriptsReloadStart()
{
DeleteInstance();
}
void JsonAsset::OnScriptsReloaded()
{
if (CreateInstance())
{
LOG(Warning, "Failed to reload {0} instance {1}.", ToString(), DataTypeName);
}
}
#endif