/* 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;
}