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forked from 0ad/0ad
0ad/source/graphics/ObjectManager.cpp
wraitii 66fbc23f2c De-singletonify CConfigDB, make hooks RAII.
CConfigDB is no longer a singleton, and its members are no longer
static.
This makes it possible to have several instances of it, useful for
testing of if we ever want to have different config profiles.

Also updates hooks to delete themselves on destruction, to fit a more
natural RAII pattern. Long-lived objects must take care to destroy hooks
before ConfigDB is reset.

Differential Revision: https://code.wildfiregames.com/D3866
This was SVN commit r25326.
2021-04-27 07:45:40 +00:00

194 lines
7.4 KiB
C++

/* Copyright (C) 2021 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 <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "ObjectManager.h"
#include "graphics/ObjectBase.h"
#include "graphics/ObjectEntry.h"
#include "ps/CLogger.h"
#include "ps/ConfigDB.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 (ObjectBaseIdentifier < a.ObjectBaseIdentifier)
return true;
else if (ObjectBaseIdentifier > a.ObjectBaseIdentifier)
return false;
else
return ActorVariation < a.ActorVariation;
}
static Status ReloadChangedFileCB(void* param, const VfsPath& path)
{
return static_cast<CObjectManager*>(param)->ReloadChangedFile(path);
}
CObjectManager::CObjectManager(CMeshManager& meshManager, CSkeletonAnimManager& skeletonAnimManager, CSimulation2& simulation)
: m_MeshManager(meshManager), m_SkeletonAnimManager(skeletonAnimManager), m_Simulation(simulation)
{
RegisterFileReloadFunc(ReloadChangedFileCB, this);
m_QualityHook = std::make_unique<CConfigDBHook>(g_ConfigDB.RegisterHookAndCall("max_actor_quality", [this]() { ActorQualityChanged(); }));
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);
}
std::pair<bool, CActorDef&> CObjectManager::FindActorDef(const CStrW& actorName)
{
ENSURE(!actorName.empty());
decltype(m_ActorDefs)::iterator it = m_ActorDefs.find(actorName);
if (it != m_ActorDefs.end() && !it->second.outdated)
return { true, *it->second.obj };
std::unique_ptr<CActorDef> actor = std::make_unique<CActorDef>(*this);
VfsPath pathname = VfsPath("art/actors/") / actorName;
bool success = true;
if (!actor->Load(pathname))
{
// In case of failure, load a placeholder - we want to have an actor around for hotloading.
// (this will leave garbage actors in the object manager if loading files with typos in the name,
// but that's unlikely to be a large memory problem).
LOGERROR("CObjectManager::FindActorDef(): Cannot find actor '%s'", utf8_from_wstring(actorName));
actor->LoadErrorPlaceholder(pathname);
success = false;
}
return { success, *m_ActorDefs.insert_or_assign(actorName, std::move(actor)).first->second.obj };
}
CObjectEntry* CObjectManager::FindObjectVariation(const CActorDef* actor, const std::vector<std::set<CStr>>& selections, uint32_t seed)
{
if (!actor)
return nullptr;
const std::shared_ptr<CObjectBase>& base = actor->GetBase(m_QualityLevel);
std::vector<const std::set<CStr>*> completeSelections;
for (const std::set<CStr>& selectionSet : selections)
completeSelections.emplace_back(&selectionSet);
// To maintain a consistent look between quality levels, first complete with the highest-quality variants.
// then complete again at the required quality level (since not all variants may be available).
std::set<CStr> highQualitySelections = actor->GetBase(255)->CalculateRandomRemainingSelections(seed, selections);
completeSelections.emplace_back(&highQualitySelections);
// We don't have to pass the high-quality selections here because they have higher priority anyways.
std::set<CStr> remainingSelections = base->CalculateRandomRemainingSelections(seed, selections);
completeSelections.emplace_back(&remainingSelections);
return FindObjectVariation(base, completeSelections);
}
CObjectEntry* CObjectManager::FindObjectVariation(const std::shared_ptr<CObjectBase>& base, const std::vector<const std::set<CStr>*>& completeSelections)
{
PROFILE2("FindObjectVariation");
// Look to see whether this particular variation has already been loaded
std::vector<u8> choices = base->CalculateVariationKey(completeSelections);
ObjectKey key (base->GetIdentifier(), choices);
decltype(m_Objects)::iterator it = m_Objects.find(key);
if (it != m_Objects.end() && !it->second.outdated)
return it->second.obj.get();
// If it hasn't been loaded, load it now.
std::unique_ptr<CObjectEntry> obj = std::make_unique<CObjectEntry>(base, m_Simulation);
// 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(completeSelections, choices, *this))
return nullptr;
return m_Objects.insert_or_assign(key, std::move(obj)).first->second.obj.get();
}
CTerrain* CObjectManager::GetTerrain()
{
CmpPtr<ICmpTerrain> cmpTerrain(m_Simulation, SYSTEM_ENTITY);
if (!cmpTerrain)
return NULL;
return cmpTerrain->GetCTerrain();
}
void CObjectManager::UnloadObjects()
{
m_Objects.clear();
m_ActorDefs.clear();
}
Status CObjectManager::ReloadChangedFile(const VfsPath& path)
{
// Mark old entries as outdated so we don't reload them from the cache
for (std::pair<const ObjectKey, Hotloadable<CObjectEntry>>& object : m_Objects)
if (!object.second.outdated && object.second.obj->m_Base->UsesFile(path))
object.second.outdated = true;
const CSimulation2::InterfaceListUnordered& cmps = m_Simulation.GetEntitiesWithInterfaceUnordered(IID_Visual);
// Reload actors that use a changed object
for (std::pair<const CStrW, Hotloadable<CActorDef>>& actor : m_ActorDefs)
{
if (!actor.second.outdated && actor.second.obj->UsesFile(path))
actor.second.outdated = true;
// 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
for (CSimulation2::InterfaceListUnordered::const_iterator eit = cmps.begin(); eit != cmps.end(); ++eit)
static_cast<ICmpVisual*>(eit->second)->Hotload(actor.first);
}
return INFO::OK;
}
void CObjectManager::ActorQualityChanged()
{
int quality;
CFG_GET_VAL("max_actor_quality", quality);
if (quality == m_QualityLevel)
return;
m_QualityLevel = quality > 255 ? 255 : quality < 0 ? 0 : quality;
// No need to reload entries or actors, but we do need to reload all units.
const CSimulation2::InterfaceListUnordered& cmps = m_Simulation.GetEntitiesWithInterfaceUnordered(IID_Visual);
for (CSimulation2::InterfaceListUnordered::const_iterator eit = cmps.begin(); eit != cmps.end(); ++eit)
static_cast<ICmpVisual*>(eit->second)->Hotload();
// Trigger an interpolate call - needed because the game is generally paused & models disappear otherwise.
m_Simulation.Interpolate(0.f, 0.f, 0.f);
}