recrownedathenaeum/RecrownedAthenaeum/ContentSystem/ContentManagerController.cs

182 lines
6.1 KiB
C#

using Microsoft.Xna.Framework.Content;
using RecrownedAthenaeum.ContentSystem;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Threading;
namespace RecrownedAthenaeum.ContentSystem
{
/// <summary>
/// Wrapper for the content manager that helps with controlling it by adding automated multithreaded content loading.
/// </summary>
public class ContentManagerController
{
Thread thread;
readonly ContentManager contentManager;
readonly Queue<ContentData> queue;
Dictionary<string, IDisposable> assets;
/// <summary>
/// Path modifiers to change the path in which the content manager looks to load a file. Used for better organizing things while not needing to type entire path.
/// </summary>
public readonly Dictionary<Type, IContentPathResolver> contentPathModifier;
/// <summary>
/// Used when no path modifier is defined for that specific type.
/// </summary>
public IContentPathResolver normalPathModifier = new NormalContentResolver();
volatile float progress;
volatile bool running;
/// <summary>
/// Whether or not the queue is empty and all content is loaded.
/// </summary>
public bool Done { get { return !running && queue.Count == 0; } }
/// <summary>
/// The progress of the loading. 1 is complete while 0 is incomplete.
/// </summary>
public float Progress { get { return progress; } }
/// <summary>
/// Wraps the <see cref="ContentManager"/>.
/// </summary>
/// <param name="contentManager">The manager to wrap.</param>
public ContentManagerController(ContentManager contentManager)
{
this.contentManager = contentManager;
assets = new Dictionary<string, IDisposable>();
queue = new Queue<ContentData>();
contentPathModifier = new Dictionary<Type, IContentPathResolver>();
}
private void Load(string assetName, Type type, bool usePathModifier)
{
Debug.WriteLine("Loading asset: " + assetName);
string path = assetName;
if (usePathModifier)
{
IContentPathResolver handler;
if (contentPathModifier.ContainsKey(type))
{
handler = contentPathModifier[type];
} else
{
handler = normalPathModifier;
}
path = handler.Modify(assetName);
}
assets.Add(assetName, contentManager.Load<IDisposable>(path));
}
/// <summary>
/// Gets the requested asset.
/// </summary>
/// <typeparam name="T">The type of the asset for an alternative way to cast.</typeparam>
/// <param name="assetName">The name of the asset.</param>
/// <returns>The asset casted to the type given with T.</returns>
public T Get<T>(string assetName)
{
lock (queue)
{
return (T)assets[assetName];
}
}
/// <summary>
/// Queues an asset to be loaded.
/// </summary>
/// <typeparam name="T">The type of the asset to be queued.</typeparam>
/// <param name="assetName">Name of asset to look for.</param>
/// <param name="usePathModifier">Whether or not to use the path modifiers.</param>
public void Queue<T>(string assetName, bool usePathModifier = true) where T : IDisposable
{
lock (queue)
{
if (!assets.ContainsKey(assetName))
{
queue.Enqueue(new ContentData(assetName, typeof(T), usePathModifier));
Debug.WriteLine("Queued asset: " + assetName);
}
else
{
throw new InvalidOperationException("Did not queue asset due to asset with same name being loaded: " + assetName);
}
}
}
/// <summary>
/// Called whenever a batch of assets should be loaded from the queue. Safe to call once every frame.
/// </summary>
public void Update()
{
if (queue.Count > 0 && (thread == null || !thread.IsAlive))
{
thread = new Thread(LoadBatch);
thread.Start();
}
}
private void LoadBatch()
{
running = true;
int totalTasks = queue.Count;
int tasksCompleted = 0;
while (queue.Count != 0)
{
lock (queue)
{
ContentData content = queue.Dequeue();
Load(content.assetName, content.type, content.usePathModifier);
tasksCompleted++;
progress = (float)tasksCompleted / totalTasks;
}
}
running = false;
}
/// <summary>
/// Removes the asset from the list of assets in the system.
/// Cannot remove from queue.
/// </summary>
/// <param name="name">the string name used to load the asset</param>
public void Remove(string name)
{
lock (queue)
{
if (assets.ContainsKey(name))
{
assets[name].Dispose();
assets.Remove(name);
}
}
}
/// <summary>
/// Clears the queue.
/// </summary>
public void ClearQueue()
{
lock (queue)
{
queue.Clear();
}
}
/// <summary>
/// Unloads everything from both queue and loaded list while properly disposing of the assets loaded.
/// </summary>
public void UnloadAll()
{
lock (queue)
{
contentManager.Unload();
assets.Clear();
ClearQueue();
Debug.WriteLine("Unloaded all assets.");
}
}
}
}