258 lines
8.6 KiB
C++
258 lines
8.6 KiB
C++
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
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#pragma once
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#include "Engine/Core/Enums.h"
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#include "Engine/Core/Delegate.h"
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#include "Engine/Core/Types/String.h"
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#include "Engine/Platform/CriticalSection.h"
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#include "Engine/Scripting/ScriptingObject.h"
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#include "Config.h"
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#include "Types.h"
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#define DECLARE_ASSET_HEADER(type) \
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DECLARE_SCRIPTING_TYPE_NO_SPAWN(type); \
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public: \
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static const String TypeName; \
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const String& GetTypeName() const override { return type::TypeName; } \
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public: \
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explicit type(const SpawnParams& params, const AssetInfo* info)
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/// <summary>
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/// Asset objects base class.
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/// </summary>
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API_CLASS(Abstract, NoSpawn) class FLAXENGINE_API Asset : public ManagedScriptingObject
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{
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DECLARE_SCRIPTING_TYPE_NO_SPAWN(Asset);
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friend Content;
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friend LoadAssetTask;
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friend class ContentService;
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public:
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/// <summary>
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/// The asset loading result.
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/// </summary>
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DECLARE_ENUM_7(LoadResult, Ok, Failed, MissingDataChunk, CannotLoadData, CannotLoadStorage, CannotLoadInitData, InvalidData);
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protected:
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enum class LoadState : int64
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{
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Unloaded,
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Loaded,
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LoadFailed,
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};
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volatile int64 _refCount;
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volatile int64 _loadState;
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volatile intptr _loadingTask;
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int8 _deleteFileOnUnload : 1; // Indicates that asset source file should be removed on asset unload
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int8 _isVirtual : 1; // Indicates that asset is pure virtual (generated or temporary, has no storage so won't be saved)
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public:
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/// <summary>
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/// Initializes a new instance of the <see cref="Asset"/> class.
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/// </summary>
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/// <param name="params">The object initialization parameters.</param>
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/// <param name="info">The asset object information.</param>
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explicit Asset(const SpawnParams& params, const AssetInfo* info);
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public:
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typedef Delegate<Asset*> EventType;
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/// <summary>
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/// Action called when asset gets loaded
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/// </summary>
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EventType OnLoaded;
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/// <summary>
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/// Action called when asset start reloading (e.g. after reimport). Always called from the main thread.
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/// </summary>
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EventType OnReloading;
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/// <summary>
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/// Action called when asset gets unloaded
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/// </summary>
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EventType OnUnloaded;
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/// <summary>
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/// General purpose mutex for an asset object. Should guard most of asset functionalities to be secure.
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/// </summary>
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CriticalSection Locker;
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public:
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/// <summary>
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/// Gets asset's reference count. Asset will be automatically unloaded when this reaches zero.
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/// </summary>
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API_PROPERTY() int32 GetReferencesCount() const;
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/// <summary>
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/// Adds reference to that asset.
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/// </summary>
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FORCE_INLINE void AddReference()
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{
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Platform::InterlockedIncrement(&_refCount);
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}
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/// <summary>
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/// Removes reference from that asset.
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/// </summary>
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FORCE_INLINE void RemoveReference()
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{
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Platform::InterlockedDecrement(&_refCount);
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}
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public:
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/// <summary>
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/// Gets the path to the asset storage file. In Editor, it reflects the actual file, in cooked Game, it fakes the Editor path to be informative for developers.
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/// </summary>
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API_PROPERTY() virtual const String& GetPath() const = 0;
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/// <summary>
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/// Gets the asset type name.
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/// </summary>
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virtual const String& GetTypeName() const = 0;
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/// <summary>
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/// Returns true if asset is loaded, otherwise false.
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/// </summary>
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API_PROPERTY() FORCE_INLINE bool IsLoaded() const
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{
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return Platform::AtomicRead(&_loadState) == (int64)LoadState::Loaded;
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}
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/// <summary>
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/// Returns true if last asset loading failed, otherwise false.
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/// </summary>
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API_PROPERTY() bool LastLoadFailed() const
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{
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return Platform::AtomicRead(&_loadState) == (int64)LoadState::LoadFailed;
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}
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/// <summary>
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/// Determines whether this asset is virtual (generated or temporary, has no storage so it won't be saved).
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/// </summary>
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API_PROPERTY() FORCE_INLINE bool IsVirtual() const
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{
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return _isVirtual != 0;
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}
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#if USE_EDITOR
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/// <summary>
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/// Determines whether this asset was marked to be deleted on unload.
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/// </summary>
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API_PROPERTY() bool ShouldDeleteFileOnUnload() const;
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#endif
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/// <summary>
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/// Gets amount of CPU memory used by this resource (in bytes). It's a rough estimation. Memory may be fragmented, compressed or sub-allocated so the actual memory pressure from this resource may vary.
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/// </summary>
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API_PROPERTY() virtual uint64 GetMemoryUsage() const;
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public:
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/// <summary>
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/// Reloads the asset.
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/// </summary>
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API_FUNCTION() void Reload();
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/// <summary>
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/// Stops the current thread execution and waits until asset will be loaded (loading will fail, success or be cancelled).
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/// </summary>
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/// <param name="timeoutInMilliseconds">Custom timeout value in milliseconds.</param>
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/// <returns>True if cannot load that asset (failed or has been cancelled), otherwise false.</returns>
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API_FUNCTION() bool WaitForLoaded(double timeoutInMilliseconds = 30000.0) const;
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/// <summary>
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/// Initializes asset data as virtual asset.
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/// </summary>
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virtual void InitAsVirtual();
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/// <summary>
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/// Cancels any asynchronous content streaming by this asset (eg. mesh data streaming into GPU memory). Will release any locks for asset storage container.
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/// </summary>
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virtual void CancelStreaming();
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#if USE_EDITOR
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/// <summary>
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/// Gets the asset references. Supported only in Editor.
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/// </summary>
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/// <remarks>
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/// For some asset types (e.g. scene or prefab) it may contain invalid asset ids due to not perfect gather method,
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/// which is optimized to perform scan very quickly. Before using those ids perform simple validation via Content cache API.
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/// The result collection contains only 1-level-deep references (only direct ones) and is invalid if asset is not loaded.
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/// Also the output data may have duplicated asset ids or even invalid ids (Guid::Empty).
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/// </remarks>
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/// <param name="output">The output collection of the asset ids referenced by this asset.</param>
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virtual void GetReferences(Array<Guid, HeapAllocation>& output) const;
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/// <summary>
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/// Gets the asset references. Supported only in Editor.
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/// </summary>
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/// <remarks>
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/// For some asset types (e.g. scene or prefab) it may contain invalid asset ids due to not perfect gather method,
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/// which is optimized to perform scan very quickly. Before using those ids perform simple validation via Content cache API.
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/// The result collection contains only 1-level-deep references (only direct ones) and is invalid if asset is not loaded.
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/// Also the output data may have duplicated asset ids or even invalid ids (Guid::Empty).
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/// </remarks>
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/// <returns>The collection of the asset ids referenced by this asset.</returns>
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API_FUNCTION() Array<Guid, HeapAllocation> GetReferences() const;
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#endif
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/// <summary>
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/// Deletes the managed object.
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/// </summary>
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void DeleteManaged();
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protected:
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/// <summary>
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/// Creates the loading tasks sequence (allows to inject custom tasks to asset loading logic).
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/// </summary>
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/// <returns>First task to call on start loading</returns>
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virtual ContentLoadTask* createLoadingTask();
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/// <summary>
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/// Starts the asset loading.
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/// </summary>
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virtual void startLoading();
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/// <summary>
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/// Releases the storage file/container handle to prevent issues when renaming or moving the asset.
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/// </summary>
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virtual void releaseStorage();
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/// <summary>
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/// Loads asset
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/// </summary>
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/// <returns>Loading result</returns>
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virtual LoadResult loadAsset() = 0;
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/// <summary>
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/// Unloads asset data
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/// </summary>
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/// <param name="isReloading">True if asset is reloading data, otherwise false.</param>
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virtual void unload(bool isReloading) = 0;
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protected:
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virtual bool IsInternalType() const;
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bool onLoad(LoadAssetTask* task);
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void onLoaded();
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virtual void onLoaded_MainThread();
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virtual void onUnload_MainThread();
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#if USE_EDITOR
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virtual void onRename(const StringView& newPath) = 0;
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#endif
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public:
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// [ManagedScriptingObject]
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String ToString() const override;
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void OnDeleteObject() override;
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bool CreateManaged() override;
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void DestroyManaged() override;
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void OnManagedInstanceDeleted() override;
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void OnScriptingDispose() override;
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void ChangeID(const Guid& newId) override;
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};
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// Don't include Content.h but just Load method
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extern FLAXENGINE_API Asset* LoadAsset(const Guid& id, const ScriptingTypeHandle& type);
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