Harrison
d50ede989c
Loads information from loader. information creates useable. Minor folder restructuring. Untested.
219 lines
7.3 KiB
C#
219 lines
7.3 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Threading;
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using RecrownedGTK.AssetsSystem.Information;
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namespace RecrownedGTK.AssetsSystem
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{
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/// <summary>
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/// Wrapper for the content manager that helps with controlling it by adding automated multithreaded content loading.
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/// </summary>
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public class AssetManager
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{
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private AssetLoader assetLoader;
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readonly Queue<ContentData> queue;
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Dictionary<string, IDisposable> assets;
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/// <summary>
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/// 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.
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/// </summary>
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private readonly Dictionary<Type, IAssetPathResolver> contentPathModifier;
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/// <summary>
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/// Used when no path modifier is defined for that specific type.
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/// </summary>
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public IAssetPathResolver normalPathModifier = new NormalAssetPathResolver();
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volatile float progress;
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volatile bool running;
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/// <summary>
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/// Whether or not the queue is empty and all content is loaded.
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/// </summary>
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public bool Done { get { return !running && queue.Count == 0; } }
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/// <summary>
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/// The progress of the loading. 1 is complete while 0 is incomplete.
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/// </summary>
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public float Progress { get { return progress; } }
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/// <summary>
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/// Wraps the <see cref="ContentManager"/>.
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/// </summary>
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/// <param name="contentManager">The manager to wrap.</param>
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public AssetManager()
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{
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assets = new Dictionary<string, IDisposable>();
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queue = new Queue<ContentData>();
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contentPathModifier = new Dictionary<Type, IAssetPathResolver>();
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}
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/// <summary>
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/// Adds a <see cref="IContentPathResolver"/> to this handler.
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/// </summary>
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/// <param name="assetType"></param>
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/// <param name="contentResolver"></param>
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public void AddContentPathResolver(Type assetType, IAssetPathResolver contentResolver) {
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contentPathModifier.Add(assetType, contentResolver);
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}
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/// <summary>
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/// Removes the <see cref="IContentPathResolver"/> for the key.
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/// </summary>
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/// <param name="assetType"></param>
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public void RemoveContentResolver(Type assetType) {
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contentPathModifier.Remove(assetType);
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}
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private void Load(string assetName, Type type, bool usePathModifier)
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{
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Debug.WriteLine("Loading asset: " + assetName);
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string path = assetName;
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if (usePathModifier)
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{
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IAssetPathResolver handler;
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if (contentPathModifier.ContainsKey(type))
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{
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handler = contentPathModifier[type];
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}
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else
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{
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handler = normalPathModifier;
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}
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path = handler.Modify(assetName);
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}
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assets.Add(assetName, assetLoader.Load(path, type).CreateUseable());
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}
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/// <summary>
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/// Gets the requested asset.
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/// </summary>
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/// <typeparam name="T">The type of the asset for an alternative way to cast.</typeparam>
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/// <param name="assetName">The name of the asset.</param>
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/// <returns>The asset casted to the type given with T.</returns>
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public T Get<T>(string assetName)
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{
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lock (queue)
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{
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return (T)assets[assetName];
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}
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}
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/// <summary>
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/// Queues an asset to be loaded.
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/// </summary>
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/// <typeparam name="T">The type of the asset to be queued.</typeparam>
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/// <param name="assetName">Name of asset to look for.</param>
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/// <param name="usePathModifier">Whether or not to use the path modifiers.</param>
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public void Queue<T>(string assetName, bool usePathModifier = true)
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{
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lock (queue)
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{
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if (!assets.ContainsKey(assetName))
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{
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queue.Enqueue(new ContentData(assetName, typeof(T), usePathModifier));
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Debug.WriteLine("Queued asset: " + assetName);
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Update();
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}
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else
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{
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throw new InvalidOperationException("Did not queue asset due to asset with same name being loaded: " + assetName);
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}
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}
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}
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/// <summary>
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/// Called whenever a batch of assets should be loaded from the queue. Safe to call once every frame.
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/// </summary>
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public void Update()
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{
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if (queue.Count > 0 && !running)
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{
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ThreadPool.QueueUserWorkItem(LoadBatchCallback);
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}
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}
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private void LoadBatchCallback(object info) {
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LoadBatch();
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}
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private void LoadBatch()
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{
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running = true;
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int totalTasks = queue.Count;
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int tasksCompleted = 0;
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while (queue.Count != 0)
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{
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lock (queue)
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{
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ContentData content = queue.Dequeue();
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Load(content.assetName, content.type, content.usePathModifier);
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tasksCompleted++;
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progress = (float)tasksCompleted / totalTasks;
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}
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}
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running = false;
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}
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/// <summary>
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/// Removes the asset from the list of assets in the system.
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/// Cannot remove from queue.
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/// </summary>
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/// <param name="name">the string name used to load the asset</param>
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public void Remove(string name)
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{
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lock (queue)
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{
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if (assets.ContainsKey(name))
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{
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if (assets[name] is IDisposable)
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{
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((IDisposable)assets[name]).Dispose();
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}
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assets.Remove(name);
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}
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}
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}
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/// <summary>
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/// Clears the queue.
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/// </summary>
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public void ClearQueue()
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{
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lock (queue)
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{
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queue.Clear();
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}
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}
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/// <summary>
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/// Unloads everything from both queue and loaded list while properly disposing of the assets loaded.
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/// </summary>
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public void UnloadAll()
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{
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lock (queue)
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{
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foreach (KeyValuePair<string, IDisposable> asset in assets)
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{
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asset.Value.Dispose();
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}
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assets.Clear();
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ClearQueue();
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Debug.WriteLine("Unloaded all assets.");
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}
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}
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private struct ContentData
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{
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internal Type type;
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internal string assetName;
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internal bool usePathModifier;
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public ContentData(string assetName, Type type, bool usePathModifier)
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{
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this.type = type;
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this.assetName = assetName;
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this.usePathModifier = usePathModifier;
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}
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}
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}
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}
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