2018-11-30 02:41:06 +00:00
|
|
|
|
using Microsoft.Xna.Framework.Content;
|
|
|
|
|
using System;
|
|
|
|
|
using System.Collections.Generic;
|
|
|
|
|
using System.Diagnostics;
|
|
|
|
|
using System.Threading;
|
|
|
|
|
|
2018-12-04 13:45:09 +00:00
|
|
|
|
namespace RecrownedAthenaeum.ContentSystem
|
2018-11-30 02:41:06 +00:00
|
|
|
|
{
|
|
|
|
|
public class ContentManagerController
|
|
|
|
|
{
|
|
|
|
|
Thread thread;
|
|
|
|
|
readonly ContentManager contentManager;
|
|
|
|
|
readonly Queue<LoadableContent> queue;
|
|
|
|
|
Dictionary<string, IDisposable> assets;
|
|
|
|
|
public readonly Dictionary<Type, IContentPathModifier> contentPathModifier;
|
|
|
|
|
volatile float progress;
|
|
|
|
|
volatile bool running;
|
|
|
|
|
|
|
|
|
|
public ContentManagerController(ContentManager contentManager)
|
|
|
|
|
{
|
|
|
|
|
this.contentManager = contentManager;
|
|
|
|
|
assets = new Dictionary<string, IDisposable>();
|
|
|
|
|
queue = new Queue<LoadableContent>();
|
|
|
|
|
contentPathModifier = new Dictionary<Type, IContentPathModifier>();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void Load(string assetName, Type type, bool usePathModifier)
|
|
|
|
|
{
|
|
|
|
|
string path = assetName;
|
|
|
|
|
if (usePathModifier)
|
|
|
|
|
{
|
|
|
|
|
IContentPathModifier handler = contentPathModifier[type];
|
|
|
|
|
path = handler.Modify(assetName);
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
assets.Add(assetName, contentManager.Load<IDisposable>(path));
|
|
|
|
|
|
|
|
|
|
Debug.WriteLine("Loaded asset: " + assetName);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public T Get<T>(string assetName)
|
|
|
|
|
{
|
|
|
|
|
lock (queue)
|
|
|
|
|
{
|
|
|
|
|
return (T)assets[assetName];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void Queue<T>(string assetName, bool usePathModifier = true) where T : IDisposable
|
|
|
|
|
{
|
|
|
|
|
lock (queue)
|
|
|
|
|
{
|
|
|
|
|
if (!assets.ContainsKey(assetName))
|
|
|
|
|
{
|
|
|
|
|
queue.Enqueue(new LoadableContent(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)
|
|
|
|
|
{
|
|
|
|
|
LoadableContent 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.");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public bool Done
|
|
|
|
|
{
|
|
|
|
|
get
|
|
|
|
|
{
|
|
|
|
|
return !running && queue.Count == 0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public float Progress
|
|
|
|
|
{
|
|
|
|
|
get
|
|
|
|
|
{
|
|
|
|
|
return progress;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|