/* Copyright (C) 2015 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" #include "ObjectManager.h" #include "graphics/ObjectBase.h" #include "graphics/ObjectEntry.h" #include "ps/CLogger.h" #include "ps/Game.h" #include "ps/Profile.h" #include "ps/Filesystem.h" #include "ps/XML/Xeromyces.h" #include "simulation2/Simulation2.h" #include "simulation2/components/ICmpTerrain.h" #include "simulation2/components/ICmpVisual.h" bool CObjectManager::ObjectKey::operator< (const CObjectManager::ObjectKey& a) const { if (ActorName < a.ActorName) return true; else if (ActorName > a.ActorName) return false; else return ActorVariation < a.ActorVariation; } static Status ReloadChangedFileCB(void* param, const VfsPath& path) { return static_cast(param)->ReloadChangedFile(path); } CObjectManager::CObjectManager(CMeshManager& meshManager, CSkeletonAnimManager& skeletonAnimManager, CSimulation2& simulation) : m_MeshManager(meshManager), m_SkeletonAnimManager(skeletonAnimManager), m_Simulation(simulation) { RegisterFileReloadFunc(ReloadChangedFileCB, this); if (!CXeromyces::AddValidator(g_VFS, "actor", "art/actors/actor.rng")) LOGERROR("CObjectManager: failed to load actor grammar file 'art/actors/actor.rng'"); } CObjectManager::~CObjectManager() { UnloadObjects(); UnregisterFileReloadFunc(ReloadChangedFileCB, this); } CObjectBase* CObjectManager::FindObjectBase(const CStrW& objectname) { ENSURE(!objectname.empty()); // See if the base type has been loaded yet: std::map::iterator it = m_ObjectBases.find(objectname); if (it != m_ObjectBases.end()) return it->second; // Not already loaded, so try to load it: CObjectBase* obj = new CObjectBase(*this); VfsPath pathname = VfsPath("art/actors/") / objectname; if (obj->Load(pathname)) { m_ObjectBases[objectname] = obj; return obj; } else delete obj; LOGERROR("CObjectManager::FindObjectBase(): Cannot find object '%s'", utf8_from_wstring(objectname)); return 0; } CObjectEntry* CObjectManager::FindObject(const CStrW& objname) { std::vector > selections; // TODO - should this really be empty? return FindObjectVariation(objname, selections); } CObjectEntry* CObjectManager::FindObjectVariation(const CStrW& objname, const std::vector >& selections) { CObjectBase* base = FindObjectBase(objname); if (! base) return NULL; return FindObjectVariation(base, selections); } CObjectEntry* CObjectManager::FindObjectVariation(CObjectBase* base, const std::vector >& selections) { PROFILE("object variation loading"); // Look to see whether this particular variation has already been loaded std::vector choices = base->CalculateVariationKey(selections); ObjectKey key (base->m_Pathname.string(), choices); std::map::iterator it = m_Objects.find(key); if (it != m_Objects.end() && !it->second->m_Outdated) return it->second; // If it hasn't been loaded, load it now // TODO: If there was an existing ObjectEntry, but it's outdated (due to hotloading), // we'll get a memory leak when replacing its entry in m_Objects. The problem is // some CUnits might still have a pointer to the old ObjectEntry so we probably can't // just delete it now. Probably we need to redesign the caching/hotloading system so it // makes more sense (e.g. use shared_ptr); for now I'll just leak, to avoid making the logic // more complex than it is already is, since this only matters for the rare case of hotloading. CObjectEntry* obj = new CObjectEntry(base, m_Simulation); // TODO: type ? // TODO (for some efficiency): use the pre-calculated choices for this object, // which has already worked out what to do for props, instead of passing the // selections into BuildVariation and having it recalculate the props' choices. if (! obj->BuildVariation(selections, choices, *this)) { DeleteObject(obj); return NULL; } m_Objects[key] = obj; return obj; } CTerrain* CObjectManager::GetTerrain() { CmpPtr cmpTerrain(m_Simulation, SYSTEM_ENTITY); if (!cmpTerrain) return NULL; return cmpTerrain->GetCTerrain(); } void CObjectManager::DeleteObject(CObjectEntry* entry) { std::function&)> second_equals = [&entry](const std::pair& a) { return a.second == entry; }; std::map::iterator it = m_Objects.begin(); while (m_Objects.end() != (it = find_if(it, m_Objects.end(), second_equals))) it = m_Objects.erase(it); delete entry; } void CObjectManager::UnloadObjects() { for (const std::pair& p : m_Objects) delete p.second; m_Objects.clear(); for (const std::pair& p : m_ObjectBases) delete p.second; m_ObjectBases.clear(); } Status CObjectManager::ReloadChangedFile(const VfsPath& path) { // Mark old entries as outdated so we don't reload them from the cache for (std::map::iterator it = m_Objects.begin(); it != m_Objects.end(); ++it) if (it->second->m_Base->UsesFile(path)) it->second->m_Outdated = true; // Reload actors that use a changed object for (std::map::iterator it = m_ObjectBases.begin(); it != m_ObjectBases.end(); ++it) { if (it->second->UsesFile(path)) { it->second->Reload(); // Slightly ugly hack: The graphics system doesn't preserve enough information to regenerate the // object with all correct variations, and we don't want to waste space storing it just for the // rare occurrence of hotloading, so we'll tell the component (which does preserve the information) // to do the reloading itself const CSimulation2::InterfaceListUnordered& cmps = m_Simulation.GetEntitiesWithInterfaceUnordered(IID_Visual); for (CSimulation2::InterfaceListUnordered::const_iterator eit = cmps.begin(); eit != cmps.end(); ++eit) static_cast(eit->second)->Hotload(it->first); } } return INFO::OK; }