Feature/assets (#1784)

General overhaul of the Asset loading system
This commit is contained in:
Alexander Bock
2021-12-19 21:04:01 +04:00
committed by GitHub
parent f8b5d4b662
commit debcb43ade
167 changed files with 3251 additions and 4441 deletions

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@@ -92,7 +92,6 @@ public:
std::vector<std::byte> encode();
void decode(std::vector<std::byte> data);
void scheduleLoadSingleAsset(std::string assetPath);
void toggleShutdownMode();
// Guaranteed to return a valid pointer
@@ -110,7 +109,7 @@ public:
static scripting::LuaLibrary luaLibrary();
private:
void loadAsset(const std::string& assetName);
void loadAssets();
void loadFonts();
void runGlobalCustomizationScripts();
@@ -126,9 +125,6 @@ private:
std::unique_ptr<LoadingScreen> _loadingScreen;
std::unique_ptr<VersionChecker> _versionChecker;
bool _hasScheduledAssetLoading = false;
std::string _scheduledAssetPathToLoad;
glm::vec2 _mousePosition = glm::vec2(0.f);
//grabs json from each module to pass to the documentation engine.

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@@ -26,156 +26,276 @@
#define __OPENSPACE_CORE___ASSET___H__
#include <openspace/util/resourcesynchronization.h>
#include <openspace/util/synchronizationwatcher.h>
#include <memory>
#include <filesystem>
#include <optional>
#include <string>
#include <vector>
namespace openspace {
class AssetLoader;
class AssetManager;
class Asset : public std::enable_shared_from_this<Asset> {
/**
* This class represents a successfully loaded Asset. Each Lua asset file results in
* exactly one instance of this class unless it contains a syntax error or some other
* error occurred while loading. Each Asset can have 0-* number of resource
* synchronizations that were requested through the `syncedResource` function in Lua and
* 0-* number of other Assets that this Asset requires (through the `require` function in
* Lua. There also is a list of requiring assets that contain all assets which require
* this asset.
* An asset goes through three external states. Starting out as unloaded when the instance
* is newly created but the file has not been processed. In this case the #isLoaded,
* #isSynchronized and the #isInitialized functions all return \c false. After the asset
* has been loaded it is in the \c Loaded state (#isLoaded = true,
* #isSynchronized = false, #isInitialized = false). After all registered synchronizations
* finish successfully, the Asset transitions into the Synchronized state
* (#isLoaded = true, #isSynchronized = true, #isInitialized = false) and after the final
* initialization step, the asset is initialized (#isLoaded = true,
* #isSynchronized = true and #isInitialized = true)
*/
class Asset {
public:
enum class State {
Unloaded,
LoadingFailed,
Loaded,
Synchronizing,
SyncResolved,
SyncRejected,
Initialized,
InitializationFailed
};
/// This struct contains all the meta information about this asset
struct MetaInformation {
/// The name of the asset
std::string name;
/// The version number of the asset. This is only a string representation and does
/// not have to follow SemVer (even though it is advised)
std::string version;
/// A user-facing description of the asset contents
std::string description;
/// The author of the asset
std::string author;
/// A URL where a consumer of the asset might find additional information about,
/// for example, the author or the used dataset(s)
std::string url;
/// The license under which this asset has been provided
std::string license;
/// A list of all scene graph nodes that have been created in this asset
std::vector<std::string> identifiers;
};
/**
* Root asset constructor
* Creates a new Asset that is backed by the provided \p assetPath. The \p manager is
* the AssetManager instance that is responsible for loading this and all the other
* required Assets.
*
* \param manager The AssetManager that is responsible for loading this Asset and all
* of its dependencies
* \param assetPath The file path that will be used to load this Asset
*
* \pre The \p assetPath must not be empty and must be an existing file
*/
Asset(AssetLoader* loader, SynchronizationWatcher* watcher);
Asset(AssetManager& manager, std::filesystem::path assetPath);
/**
* Regular asset constructor
* Returns the path to the file that was used to initialize this Asset.
*
* \return The path to the file that was used to initialize this Asset
*/
Asset(AssetLoader* loader, SynchronizationWatcher* watcher, std::string assetPath);
std::string id() const;
const std::string& assetFilePath() const;
bool hasAssetFile() const;
std::string assetDirectory() const;
const std::string& assetName() const;
AssetLoader* loader() const;
State state() const;
void addSynchronization(std::unique_ptr<ResourceSynchronization> synchronization);
void clearSynchronizations();
std::vector<ResourceSynchronization*> ownSynchronizations() const;
void syncStateChanged(ResourceSynchronization* sync,
ResourceSynchronization::State state);
std::filesystem::path path() const;
/**
* Load this asset and return true if successful,
* i.e. if this and all required assets loaded without errors.
* Adds a new dependent ResourceSynchronization object to this Asset.
*
* \param synchronization The resource synchronization object that is bound to this
* Asset
* \pre \p synchronization must not be nullptr
* \pre \p synchronization must not have been added to this Asset before
*/
void addSynchronization(ResourceSynchronization* synchronization);
/**
* Updates the state of this Asset based on the latest synchronization being
* successfully resolved. Depending on the sum state of all registered
* synchronizations this Asset's state changes to successfully Synchronized, or Failed
*/
void setSynchronizationStateResolved();
/**
* Updates the state of this Asset based on the latest synchronization being rejected.
* Depending on the sum state of all registered synchronizations this Asset's state
* changes to successfully Synchronized, or Failed
*/
void setSynchronizationStateRejected();
/**
* If the asset has not yet been loaded, this function loads the asset and returns the
* success state. If the loading succeeded, the Asset transitions into the \c Loaded
* state. The \p parent that is provided is the Asset that caused this load operation
* to be triggered and might be \c nullptr if this asset does not have any parents. If
* this Asset has been previously loaded (even with a different \p parent), this
* function does nothing.
*
* \param parent The parent asset (or \c nullptr) that triggered this loading
*/
void load(Asset* parent);
/**
* Returns \c true if this Asset has at least one parent that is in the Loaded state.
*
* \return \c true if this Asset has at least one parent that is in the Loaded state
*/
bool load();
bool hasLoadedParent();
/**
* Returns \c true if this Asset has been successfully #load ed.
*
* /return \c true if this Asset has been successfully loaded
*/
bool isLoaded() const;
/**
* Unloads this Asset and unrequires all of its required assets, potentially causing
* a cascading effect of further #unload calls if this asset was those required assets
* only parent. After this call, this Asset will be in the Unloaded state. If this
* Asset has already been unloaded (or has not yet been loaded), this function does
* nothing.
*/
void unload();
void unloadIfUnwanted();
/**
* Start synchronizations of this asset and return true if all
* its own synchronizations and required assets' synchronizations could start.
* Starts the registered synchronizations of this asset and returns \c true if all its
* synchronizations and required assets' synchronizations could start. When all
* synchronizations have completed successfully, this Asset transitions into the
* Synchronized state.
*
* \pre This Asset must have been Loaded before
*/
bool startSynchronizations();
float requiredSynchronizationProgress() const;
float requestedSynchronizationProgress();
void startSynchronizations();
/**
* Initialize this asset and return true if successful,
* i.e. if this and all required assets initialized without errors.
* Returns \c true if this Asset's synchronizations (if any) have completed
* successfully.
*
* \return \c true if this Asset is in the Synchronized or Initialized state
*/
bool isSynchronized() const;
/**
* Initializes this asset and returns \c true if the initialized succeeded, i.e. if
* this and all required assets initialized without errors. After this call, if it has
* been successful, this Asset is in the Initialized state. If the Asset has already
* been initialized, calling this function does nothing.
*/
void initialize();
/**
* Returns \c true if this Asset has been #initialize d successfully.
*
* \return \c true if this Asset has been #initialize d successfully. It returns
* \c false both if this initialization failed as well as if thie #initialize
* function has not been called on this Asset
*/
bool initialize();
bool hasInitializedParent() const;
bool isInitialized() const;
/**
* Returns whether any of the parents of this Asset is currently in an initialized
* state, meaning that any parent is still interested in this Asset at all.
*
* \return \c true if there is at least one initialized parent, \c false otherwise
*/
bool hasInitializedParent() const;
/**
* Deinitializes this Asset and recursively deinitializes the required assets if this
* Asset was their ownly initialized parent. If the Asset was already deinitialized,
* calling this function does nothing.
*/
void deinitialize();
void deinitializeIfUnwanted();
// Dependency graph
bool requires(const Asset* asset) const;
void require(std::shared_ptr<Asset> child);
void unrequire(Asset* child);
/**
* Marks the passed \p child as being required by \p this Asset. If the \p child is
* already required by this asset, this function does nothing.
*
* \param child The asset that is required by this asset
* \pre \p child must not be nullptr
*/
void require(Asset* child);
bool requests(Asset* asset) const;
void request(std::shared_ptr<Asset> child);
void unrequest(Asset* child);
std::vector<Asset*> requestedAssets() const;
std::vector<Asset*> requestingAssets() const;
std::vector<Asset*> requiredAssets() const;
std::vector<Asset*> requiringAssets() const;
std::vector<const Asset*> subTreeAssets() const;
std::vector<Asset*> childAssets() const;
/**
* Returns \c true if the loading of the Asset has failed in any way so that
* recovering from the error is impossible.
*
* \return \c true if the Asset handling failed in any way, \c false otherwise
*/
bool isFailed() const;
/**
* Sets the provided \p metaInformation as the meta information struct for this asset.
* If previous information existed, it will be silently overwritten.
*
* \param metaInformation The meta information about this asset
*/
void setMetaInformation(MetaInformation metaInformation);
/**
* Returns the meta information of this asset back to the caller. If no such
* information exists, a \c std::nullopt will be returned.
*
* \return The MetaInformation about this asset or \c std::nullopt
*/
std::optional<MetaInformation> metaInformation() const;
private:
/// All of the (internal) states that the Asset can move through. The externally
/// visible states (Loaded, Synchronized, Initialized) are a subset of these states
enum class State {
/// The asset is created, but the Lua file has not been executed yet
Unloaded,
/// The execution of the asset file as Lua failed with some error
LoadingFailed,
/// The loading of the asset file succeeded
Loaded,
/// The Asset is currently synchronizing its ResourceSynchronizations and waiting
/// for them to finish
Synchronizing,
/// All registered synchronizations have completed successfully
Synchronized,
/// At least one of the registered synchronizations failed to synchronize
SyncRejected,
/// The onInitialize method (if the asset has one) was executed successfully
Initialized,
/// The execution of the onInitialize method (if existing) resulted in a Lua error
InitializationFailed
};
/**
* Sets the \p state of this Asset to the new state. Depending on the current state of
* this Asset, if \p state is a state related to the synchronization, it will
* potentially propagate to this Asset's parents and cause them to be set to be
* successfully synchronized or faild.
*
* \param state The new State that this Asset is set to
*/
void setState(State state);
void requiredAssetChangedState(Asset::State childState);
void requestedAssetChangedState(Asset* child, Asset::State childState);
bool isSynchronized() const;
/// Returns whether the Asset is synchronizing or has successfully synchronized
bool isSyncingOrResolved() const;
bool isSyncResolveReady();
bool hasSyncingOrResolvedParent() const;
bool cancelAllSynchronizations();
bool cancelUnwantedSynchronizations();
std::vector<const Asset*> requiredSubTreeAssets() const;
/// Returns whether the Asset has been successfully synchronized, meaning that both
/// its own resource synchronizations are finished as well as all requiered assets are
/// finished synchronizing
bool isSyncResolveReady() const;
std::atomic<State> _state;
AssetLoader* _loader;
SynchronizationWatcher* _synchronizationWatcher;
/// The state that this Asset is currently in
std::atomic<State> _state = State::Unloaded;
std::vector<std::shared_ptr<ResourceSynchronization>> _synchronizations;
/// Reference to the manager that is responsible for loading and unloading this asset
AssetManager& _manager;
bool _hasAssetPath;
// The name of the asset
std::string _assetName;
// Absolute path to asset file
std::string _assetPath;
/// Absolute path to asset file
std::filesystem::path _assetPath;
/// Additional information about this asset, such as its name, author, license, etc
std::optional<MetaInformation> _metaInformation;
// Required assets
std::vector<std::shared_ptr<Asset>> _requiredAssets;
/// Assets that are required by this asset
std::vector<Asset*> _requiredAssets;
// Assets that refers to this asset as a required asset
std::vector<std::weak_ptr<Asset>> _requiringAssets;
/// Assets that refers to this asset as a required asset
std::vector<Asset*> _parentAssets;
// Requested assets
std::vector<std::shared_ptr<Asset>> _requestedAssets;
// Assets that refers to this asset as a requested asset
std::vector<std::weak_ptr<Asset>> _requestingAssets;
// Synchronization watches
std::vector<SynchronizationWatcher::WatchHandle> _syncWatches;
/// Synchronizations that were requested by this asset
std::vector<ResourceSynchronization*> _synchronizations;
};
} // namespace openspace

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@@ -1,42 +0,0 @@
/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2021 *
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
* software and associated documentation files (the "Software"), to deal in the Software *
* without restriction, including without limitation the rights to use, copy, modify, *
* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
* permit persons to whom the Software is furnished to do so, subject to the following *
* conditions: *
* *
* The above copyright notice and this permission notice shall be included in all copies *
* or substantial portions of the Software. *
* *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
****************************************************************************************/
#ifndef __OPENSPACE_CORE___ASSETLISTENER___H__
#define __OPENSPACE_CORE___ASSETLISTENER___H__
#include <openspace/scene/asset.h>
namespace openspace {
class AssetListener {
public:
virtual ~AssetListener() = default;
virtual void assetStateChanged(Asset* asset, Asset::State state) = 0;
virtual void assetRequested(Asset* parent, std::shared_ptr<Asset> child) = 0;
virtual void assetUnrequested(Asset* parent, std::shared_ptr<Asset> child) = 0;
};
} // namespace openspace
#endif // __OPENSPACE_CORE___ASSETLISTENER___H__

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@@ -1,225 +0,0 @@
/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2021 *
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
* software and associated documentation files (the "Software"), to deal in the Software *
* without restriction, including without limitation the rights to use, copy, modify, *
* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
* permit persons to whom the Software is furnished to do so, subject to the following *
* conditions: *
* *
* The above copyright notice and this permission notice shall be included in all copies *
* or substantial portions of the Software. *
* *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
****************************************************************************************/
#ifndef __OPENSPACE_CORE___ASSETLOADER___H__
#define __OPENSPACE_CORE___ASSETLOADER___H__
#include <openspace/scene/asset.h>
#include <filesystem>
#include <map>
#include <memory>
#include <string>
#include <unordered_map>
struct lua_State;
namespace ghoul::filesystem { class Directory; }
namespace ghoul::lua { class LuaState; }
namespace openspace {
namespace assetloader {
int onInitialize(lua_State* state);
int onDeinitialize(lua_State* state);
int onInitializeDependency(lua_State* state);
int onDeinitializeDependency(lua_State* state);
int require(lua_State* state);
int exists(lua_State* state);
int localResource(lua_State* state);
int syncedResource(lua_State* state);
int exportAsset(lua_State* state);
} // namespace assetloader
class AssetListener;
class ResourceSynchronization;
class SynchronizationWatcher;
class AssetLoader {
public:
AssetLoader(ghoul::lua::LuaState* luaState, SynchronizationWatcher* syncWatcher,
std::string assetRootDirectory);
~AssetLoader();
/**
* Add the asset as a request of the root asset
*/
std::shared_ptr<Asset> add(const std::string& identifier);
/**
* Remove the asset as a request of the root asset
*/
void remove(const std::string& identifier);
/**
* Enable the asset to be reused when the same path is required/requested again
*/
void trackAsset(std::shared_ptr<Asset> asset);
/**
* Disable the asset from being reused when the same path is required/requested again
*/
void untrackAsset(Asset* asset);
/**
* Return the asset identified by the identifier,
* if the asset is tracked. Otherwise return nullptr.
*/
std::shared_ptr<Asset> has(const std::string& identifier) const;
/// Return the root asset
const Asset& rootAsset() const;
/// Return the root asset
Asset& rootAsset();
/**
* Return the asset root directory
*/
const std::string& assetRootDirectory() const;
/**
* Load an asset
*/
bool loadAsset(Asset* asset);
/**
* Unload an asset
*/
void unloadAsset(Asset* asset);
/**
* Call the onInitialize function specified in the asset file
*/
void callOnInitialize(Asset* asset);
/**
* Call the onDeinitialize function specified in the asset file
*/
void callOnDeinitialize(Asset* asset);
/**
* Call the dependency.onInitialize function specified in the asset file
*/
void callOnDependencyInitialize(Asset* asset, Asset* dependant);
/**
* Call the dependency.onDeinitialize function specified in the asset file
*/
void callOnDependencyDeinitialize(Asset* asset, Asset* dependant);
/**
* Generate the absolute path for an asset specified as `path`
* relative to `baseDirectory`
*/
std::string generateAssetPath(const std::string& baseDirectory,
const std::string& assetPath) const;
/**
* Add listener to asset state changes
*/
void addAssetListener(AssetListener* listener);
/**
* Remove listener to asset state changes
*/
void removeAssetListener(AssetListener* listener);
/**
* Notify listeners about asset state change
*/
void assetStateChanged(Asset* asset, Asset::State state);
/**
* Notify listeners about new requests
*/
void assetRequested(Asset* parent, std::shared_ptr<Asset> child);
/**
* Notify listeners about removed requests
*/
void assetUnrequested(Asset* parent, std::shared_ptr<Asset> child);
private:
void unrequest(const std::string& identifier);
void setUpAssetLuaTable(Asset* asset);
void tearDownAssetLuaTable(Asset* asset);
std::shared_ptr<Asset> getAsset(const std::string& name);
std::filesystem::path currentDirectory() const;
void setCurrentAsset(Asset* asset);
void addLuaDependencyTable(Asset* dependant, Asset* dependency);
// Lua functions
int onInitializeLua(Asset* asset);
int onDeinitializeLua(Asset* asset);
int onInitializeDependencyLua(Asset* dependant, Asset* dependency);
int onDeinitializeDependencyLua(Asset* dependant, Asset* dependency);
int requireLua(Asset* dependant);
int requestLua(Asset* parent);
int existsLua(Asset* asset);
int localResourceLua(Asset* asset);
int syncedResourceLua(Asset* asset);
int exportAssetLua(Asset* asset);
// Friend C closures (callable from Lua, and maps to Lua functions above)
friend int assetloader::onInitialize(lua_State* state);
friend int assetloader::onDeinitialize(lua_State* state);
friend int assetloader::onInitializeDependency(lua_State* state);
friend int assetloader::onDeinitializeDependency(lua_State* state);
friend int assetloader::require(lua_State* state);
friend int assetloader::exists(lua_State* state);
friend int assetloader::localResource(lua_State* state);
friend int assetloader::syncedResource(lua_State* state);
friend int assetloader::exportAsset(lua_State* state);
// Member variables
std::shared_ptr<Asset> _rootAsset;
Asset* _currentAsset = nullptr;
std::unordered_map<std::string, std::weak_ptr<Asset>> _trackedAssets;
SynchronizationWatcher* _synchronizationWatcher;
std::string _assetRootDirectory;
ghoul::lua::LuaState* _luaState;
// State change listeners
std::vector<AssetListener*> _assetListeners;
// References to Lua values
std::unordered_map<Asset*, std::vector<int>> _onInitializationFunctionRefs;
std::unordered_map<Asset*, std::vector<int>> _onDeinitializationFunctionRefs;
std::unordered_map<Asset*, std::map<Asset*, std::vector<int>>>
_onDependencyInitializationFunctionRefs;
std::unordered_map<Asset*, std::map<Asset*, std::vector<int>>>
_onDependencyDeinitializationFunctionRefs;
int _assetsTableRef = 0;
};
} // namespace openspace
#endif // __OPENSPACE_CORE___ASSETLOADER___H__

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@@ -25,58 +25,184 @@
#ifndef __OPENSPACE_CORE___ASSETMANAGER___H__
#define __OPENSPACE_CORE___ASSETMANAGER___H__
#include <openspace/scene/assetlistener.h>
#include <openspace/scene/assetloader.h>
#include <ghoul/lua/ghoul_lua.h>
#include <ghoul/lua/luastate.h>
#include <memory>
#include <filesystem>
#include <unordered_map>
#include <vector>
#include <unordered_set>
namespace openspace {
namespace scripting { struct LuaLibrary; }
class Asset;
class AssetLoader;
class SynchronizationWatcher;
class ResourceSynchronization;
/**
* Interface for managing assets.
* The asset manager interface is only concerned with "top level" assets, and not their
* dependencies. However, an asset is not considered synchronized before all its deps are
* synchronized. Also, setting a target state of an asset to Unloaded will only unload an
* asset from the system if it is not a dependency of a loaded asset.
* The AssetManager class manages the loading, initialization, and unloading of all assets
* loaded in OpenSpace. Most actions of this class are operating in a two-step process
* where first the intent of an action is registered, which is then executed in the next
* call to the #update function.
* All assets are loading through the same Lua state.
*/
class AssetManager : AssetListener {
class AssetManager {
public:
AssetManager(ghoul::lua::LuaState* state, std::string assetRootDirectory);
AssetManager(ghoul::lua::LuaState* state, std::filesystem::path assetRootDirectory);
~AssetManager();
virtual ~AssetManager() = default;
void initialize();
void deinitialize();
/**
* Loads the asset at the provided \p path as a new root asset of the AssetManager.
* If the asset at that path was already loaded, nothing happens.
*
* \param path The path from which the Asset is loaded. This path can be either
* relative to the base directory (the path starting with . or ..), an absolute
* path (that path starting with *:/ or /) or relative to the global asset root
* (if the path starts any other way)
* \pre \p path must not be the empty string
*/
void add(const std::string& path);
/**
* Removes the asset at the provided \p path if it has been loaded by this
* AssetManager. If the asset at that path was not found, nothing happens.
*
* \param path The path from which the Asset is loaded. This path can be either
* relative to the base directory (the path starting with . or ..), an absolute
* path (that path starting with *:/ or /) or relative to the global asset root
* (if the path starts any other way)
* \pre \p path must not be the empty string
*/
void remove(const std::string& path);
void removeAll();
const Asset& rootAsset() const;
Asset& rootAsset();
void assetStateChanged(Asset* asset, Asset::State state) override;
void assetRequested(Asset* parent, std::shared_ptr<Asset> child) override;
void assetUnrequested(Asset* parent, std::shared_ptr<Asset> child) override;
/**
* Update function that should be called at least once per frame that will load all
* queued asset loads and asset removal.
*/
void update();
bool update();
scripting::LuaLibrary luaLibrary();
private:
std::unordered_map<std::string, bool> _pendingStateChangeCommands;
std::mutex _pendingInitializationsMutex;
std::vector<std::shared_ptr<Asset>> _pendingInitializations;
/**
* Returns all assets that have been loaded by the AssetManager. The order of the
* assets is undefined.
*
* \return A list of all assets that have been previously loaded by the AssetManager
*/
std::vector<const Asset*> allAssets() const;
SynchronizationWatcher _synchronizationWatcher;
AssetLoader _assetLoader;
std::vector<const ResourceSynchronization*> allSynchronizations() const;
/**
* Loads the provided \p asset as a child of the provided \p parent. Loading an asset
* means that asset file gets executed and the meta information is extracted from it.
* The \p parent is the asset file that caused this loading to happen and can be a
* \c nullptr if the asset is to be loaded as a root asset.
*
* \param asset The asset that should be loaded
* \param parent The parent of the loaded asset file or \c nullptr if the asset is a
* root asset
* \pre \p asset must not be a nullptr
*/
bool loadAsset(Asset* asset, Asset* parent);
/**
* Unload the provided \p asset by removing all information about it from the Lua
* state and placing the asset onto the deletion queue. Please note that the asset
* will not actually get destroyed until the next #update call to the AssetManager.
*
* \param asset The asset that should get unloaded
* \pre \p asset must not be a nullptr
*/
void unloadAsset(Asset* asset);
/**
* This function calls the `onInitialize` function that was specified in the file of
* the provided \p asset.
*
* \param asset The asset file whose `onInitialize` function should be called
*/
void callOnInitialize(Asset* asset) const;
/**
* This function calls the `onDeinitialize` function that was specified in the file of
* the provided \p asset.
*
* \param asset The asset file whose `onDeinitialize` function should be called
*/
void callOnDeinitialize(Asset* asset) const;
private:
/// Creates and registers all of the callback functions that the asset is expected to
/// call in the file, for example the `localResource`, `require`, etc.
void setUpAssetLuaTable(Asset* asset);
/// Returns the loaded Asset by either trying to load the asset at the provided path
/// or returning a previously loaded copy
Asset* retrieveAsset(const std::filesystem::path& path);
/// Setup the asset table of the provided asset in the shared Lua state
void setCurrentAsset(Asset* asset);
/// Takes the asset path, determines the type of path (relative to base, relative to
/// root or absolute and returns fully formed path
std::filesystem::path generateAssetPath(const std::filesystem::path& baseDirectory,
const std::string& assetPath) const;
//
// Assets
//
/// The authoritative list of all assets loaded through the AssetManager
std::vector<std::unique_ptr<Asset>> _assets;
/// A list of all root assets that have been loaded directly by the `add` function
std::vector<Asset*> _rootAssets;
/// This list contains all of the assets that are queued to be loading in the next
/// update call
std::unordered_set<std::string> _assetAddQueue;
/// The list contains all of the assets that should be removed in the next update call
std::unordered_set<std::string> _assetRemoveQueue;
/// This list contains all assets that need to be initialized in the next update call
std::vector<Asset*> _toBeInitialized;
/// This list contains all of the assets that will be deleted in the next update call
std::vector<std::unique_ptr<Asset>> _toBeDeleted;
//
// ResourceSynchronizations
//
/// Collection that stores the assets that have requested each ResourceSynchronization
struct SyncItem {
std::unique_ptr<ResourceSynchronization> synchronization;
std::vector<Asset*> assets;
};
/// Authoritative list over all ResourceSynchronizations that have been requested by
/// any asset
std::unordered_map<std::string, std::unique_ptr<SyncItem>> _synchronizations;
/// The list of ResourceSynchronizations that were not finished in the last update
/// call
std::vector<SyncItem*> _unfinishedSynchronizations;
//
// Other values
//
/// The location of the asset root directory
std::filesystem::path _assetRootDirectory;
/// The Lua state that is used for all asset initialization
ghoul::lua::LuaState* _luaState = nullptr;
// References to the onInitialize and the onDeinitialize functions for each Asset
std::unordered_map<Asset*, std::vector<int>> _onInitializeFunctionRefs;
std::unordered_map<Asset*, std::vector<int>> _onDeinitializeFunctionRefs;
int _assetsTableRef = 0;
};
} // namespace openspace

View File

@@ -28,267 +28,442 @@
#include <ghoul/misc/boolean.h>
#include <atomic>
#include <condition_variable>
#include <filesystem>
#include <fstream>
#include <functional>
#include <optional>
#include <string>
#include <thread>
#include <vector>
// @TODO: This class is a diamond-of-death; maybe some redesign to make the things into
// components, rather than inheritance?
#ifdef _MSC_VER
#pragma warning(push)
#pragma warning(disable : 4250)
#endif
#include <chrono>
namespace openspace {
namespace curlfunctions {
size_t writeCallback(char* ptr, size_t size, size_t nmemb, void* userData);
int progressCallback(void* userData, int64_t nTotalDownloadBytes,
int64_t nDownloadedBytes, int64_t nTotalUploadBytes, int64_t nUploadBytes);
size_t headerCallback(char* ptr, size_t size, size_t nmemb, void* userData);
}
// Synchronous http request
/**
* This class performs a synchronous HTTP request to the provided URL. Any result that is
* returned based on this request is returned through three callback functions that can be
* registered using the #onHeader, #onProgress, and #onData functions. Calling these
* functions will overwrite any previously registered handler.
* The ProgressCallback can be used to stop the download if the handler returns \c false.
*
* The workflow for this class:
* 1. Create a new object with the URL that points to the location from which the data
* should be loaded
* 2. Register the callbacks that are needed (at least the #onData callback)
* 3. Start the download with the #perform function
*/
class HttpRequest {
public:
enum class ReadyState : unsigned int {
Unsent,
Loading,
ReceivedHeader,
Fail,
Success
};
/**
* This callback is called every time there is progress to report for the download. It
* transmits currently downloaded number of bytes (which can be 0 if the download
* hasn't started yet) and the total number of bytes if that value is known. The
* return value determines if the download should continue (if the function returns
* \c true) or if it should abort (if \c false is returned).
*
* \param downloadedBytes The number of bytes that have been downloaded thus far or 0
* if the download hasn't started yet
* \param totalBytes The total number of bytes for the download if it is known, or a
* std::nullopt of the total size is unknown
* \return \c true if the download should continue or \c false if it should be aborted
*/
using ProgressCallback = std::function<
bool(size_t downloadedBytes, std::optional<size_t> totalBytes)
>;
struct Progress {
bool totalBytesKnown = false;
size_t totalBytes = 0;
size_t downloadedBytes = 0;
};
/**
* This callback is executed every time a chunk of data arrived for the download. The
* parameters point to the buffer of this new incoming data and the number of bytes
* that have arrived. The buffer pointed to will most likely only be valid during the
* time of the callback and it is the callbacks responsibility to store the contents
* of the buffer before the callback returns. If the return value is \c true, the
* download continues, if it is \c false, this signals to the library that an error
* has occurred from which recovery is not possible.
*
* \param buffer The pointer to the beginning of the buffer where the new incoming
* data is located. This buffer is only valid during the execution of this
* callback and the contents of the buffer should be copied to a different
* location
* \param size The number of bytes that are contained in the \p buffer
* \return \c true if the download should continue or \c false if it should be aborted
*/
using DataCallback = std::function<bool(char* buffer, size_t size)>;
struct Data {
char* buffer;
size_t size;
};
/**
* This callback is executed when the header of an HTTP request is received
* successfully. The provided buffer and size contain the contents of the header field
* for the response. The buffer pointed to will most likely only be valid during the
* time of the callback and it is the callbacks responsibility to store the contents
* of the buffer before the callback returns. If the return value is \c true, the
* download continues, if it is \c false, this signals to the library that an error
* has occurred from which recovery is not possible. If this function returns
* \c false, it will cause the main download to not start at all.
*
* \param buffer The pointer to the beginning of the buffer where the header
* information is located. This buffer is only valid during the execution of
* this callback and the contents of the buffer should be copied to a different
* location
* \param size The number of bytes that are contained in the \p buffer
* \return \c true if the download should continue or \c false if it should be aborted
*/
using HeaderCallback = std::function<bool(char* buffer, size_t size)>;
struct Header {
char* buffer;
size_t size;
};
/**
* Creates a new HttpRequest object that will try to download the contents at the
* provided \p url.
*
* \param url The URL that should be requested by this HttpRequest
*
* \pre \p url must not be empty
*/
explicit HttpRequest(std::string url);
using ReadyStateChangeCallback = std::function<void(ReadyState)>;
// ProgressCallback: Return non-zero value to cancel download.
using ProgressCallback = std::function<int(Progress)>;
// DataCallback: Return number of bytes successfully stored.
// If this does not match the data buffer sice reported in Data,
// the request will fail.
using DataCallback = std::function<size_t(Data)>;
// HeaderCallback: Return number of bytes successfully stored.
// If this does not match the data buffer sice reported in Header,
// the request will fail.
using HeaderCallback = std::function<size_t(Header)>;
struct RequestOptions {
int requestTimeoutSeconds; // 0 for no timeout
};
HttpRequest(std::string url);
void onReadyStateChange(ReadyStateChangeCallback cb);
/**
* Registers a callback that will be called when the header for the request has been
* transmitted successfully. The contents of the header will be passed into the
* callback and the callback returns whether the request should proceed or be aborted.
*
* \param cb The callback that should be registered. This will silently replace any
* previously registered callback
*/
void onHeader(HeaderCallback cb);
/**
* Registers a callback that will be called whenever there is progress to be reported
* on the transfer of the request's body. The callback will receive information about
* the number of bytes that have been downloaded and the total number of bytes that
* should be downloaded to complete the request. This information might not always be
* available. The callback's return value determines whether the request should
* continue or be aborted.
*
* \param cb The callback that should be registered. This will silently replace any
* previously registered callback
*/
void onProgress(ProgressCallback cb);
/**
* Registers a callback that will be called whenever there is new data that has been
* received from the request. It is this callback's responsibility to store that data
* in a place that is persistent across multiple calls to the callback, usually by
* storing it in an external buffer and appending to it. The callback can return
* whether the download should proceed (by returning \c true) or be aborted (by
* returning \c false).
*
* \param cb The callback that should be registered. This will silently replace any
* previously registered callback
*/
void onData(DataCallback cb);
void perform(RequestOptions opt);
/**
* Performs the request to the URL provided in the constructor. As this request is
* handled synchronously, this function will only return once the request has been
* completed successfully or failed. During this call, the registered callbacks will
* be called repeatedly until the request finishes. This function returns whether the
* request was completed successfully or failed.
*
* \param timeout The amount of time the request will wait before aborting due to the
* server not responding. If this value is 0, there is no timeout on the
* request.
*
* \return \c true if the request completed successfully, \c false otherwise
*/
bool perform(std::chrono::milliseconds timeout = std::chrono::milliseconds(0));
/**
* Returns the URL that was passed into the constructor of this HttpRequest.
*
* \return The URL that was passed into the constructor of this HttpRequest
*/
const std::string& url() const;
private:
void setReadyState(ReadyState state);
std::string _url;
ReadyStateChangeCallback _onReadyStateChange;
ProgressCallback _onProgress;
DataCallback _onData;
/// The callback that will be called when the header was received successfully
HeaderCallback _onHeader;
ReadyState _readyState;
Progress _progress;
/// The callback that will be called when there is progress to be reported
ProgressCallback _onProgress;
friend size_t curlfunctions::writeCallback(char* ptr, size_t size, size_t nmemb,
void* userData);
/// The callback that will be called when there is data to be stored away
DataCallback _onData;
friend int curlfunctions::progressCallback(void* userData,
int64_t nTotalDownloadBytes,
int64_t nDownloadedBytes, int64_t nTotalUploadBytes, int64_t nUploadBytes);
friend size_t curlfunctions::headerCallback(char* ptr, size_t size, size_t nmemb,
void* userData);
/// The URL that this HttpRequest is going to request
std::string _url;
};
/**
* This abstract base class uses the HttpRequest class to perform an asynchronous
* download. Every subclass needs to implement at least the #handleData function that will
* be called every time a chunk of data has been received from the request. The download
* is started through the #start function and it is possible to turn this into a
* synchronous download by executing the #wait function directly afterwards. If a
* HttpRequest::ProgressCallback has been registered through the #onProgress function,
* that callback is called every time the download some progress to report.
*/
class HttpDownload {
public:
using ProgressCallback = std::function<bool(HttpRequest::Progress)>;
using HeaderCallback = std::function<bool(HttpRequest::Header)>;
/**
* Creates a new HttpDownload that will start to download the file pointed to by the
* \param url parameter as soon as the download is #start ed.
*
* \param url The URL that should be downloaded by this HttpDownload
*
* \pre \p url must not be empty
*/
explicit HttpDownload(std::string url);
HttpDownload();
HttpDownload(HttpDownload&& d) = default;
HttpDownload& operator=(HttpDownload&&) = default;
virtual ~HttpDownload() = default;
void onProgress(ProgressCallback progressCallback);
void onHeader(HeaderCallback headerCallback);
bool hasStarted() const;
/**
* Virtual destructor that will cancel the ongoing download and block until the
* download is successfully canceled.
*/
virtual ~HttpDownload();
/**
* Registers a callback that will be called whenever there is progress to be reported
* on the file's download. The callback will receive information about the number of
* bytes that have been downloaded and the total number of bytes that should be
* downloaded. This information might not always be available. The callback's return
* value determines whether the request should continue or be aborted.
*
* \param progressCallback The callback that should be registered. This will silently
* replace any previously registered callback
*/
void onProgress(HttpRequest::ProgressCallback progressCallback);
/**
* Starts the asynchronous download of the file by starting a new thread that will
* take care of the download, meaning that this function will return almost
* instantaneously. If the HttpDownload is already downloading a file this function
* does nothing.
*
* \param timeout The number of milliseconds that the download will be kept alive
* while waiting for a reply from the server. If this value is 0, the
* connection will never time out
*/
void start(std::chrono::milliseconds timeout = std::chrono::milliseconds(0));
/**
* Cancels the ongoing download. Because of the underlying library that is used, the
* transfer will only be aborted the next time any piece of data is received or the
* library reports any progress.
*/
void cancel();
/**
* This function will wait until the download has completed and will return the
* success of the download back to the caller.
*
* \return \c true if the downloaded succeeded or \c false if the download failed
*/
bool wait();
/**
* Returns \c true if the download has completed and it failed, or \c false if either
* the download is till ongoing or is finished and has succeeded.
*
* \return Whether the download has completed and it failed
*/
bool hasFailed() const;
/**
* Returns \c true if the download has completed successfully , or \c false if either
* the download is till ongoing or is finished and has failed.
*
* \return Whether the download has completed successfully
*/
bool hasSucceeded() const;
protected:
virtual size_t handleData(HttpRequest::Data d) = 0;
virtual bool initDownload() = 0;
virtual bool deinitDownload() = 0;
bool callOnProgress(HttpRequest::Progress p);
void markAsStarted();
void markAsSuccessful();
void markAsFailed();
private:
ProgressCallback _onProgress;
bool _started = false;
bool _failed = false;
bool _successful = false;
};
class SyncHttpDownload : public virtual HttpDownload {
public:
SyncHttpDownload(std::string url);
SyncHttpDownload(SyncHttpDownload&& d) = default;
SyncHttpDownload& operator=(SyncHttpDownload&&) = default;
virtual ~SyncHttpDownload() = default;
void download(HttpRequest::RequestOptions opt);
/**
* Returns the URL that was passed into the constructor of this HttpDownload.
*
* \return The URL that was passed into the constructor of this HttpDownload
*/
const std::string& url() const;
protected:
HttpRequest _httpRequest;
};
/**
* This abstract function has to be implemented by any concrete subclass to handle an
* incoming chunk of data from the download. The parameters point to the \p buffer of
* this new incoming data and the number of bytes that have arrived. The buffer
* pointed to will most likely only be valid during the time of the callback and it is
* the callbacks responsibility to store the contents of the buffer before the
* callback returns. If the return value is \c true, the download continues, if it is
* \c false, this signals to the library that an error has occurred from which
* recovery is not possible. This function will be called on a different thread from
* the one that called the #start method.
*
* \param buffer The beginning of the buffer of this chunk of data
* \param size The number of bytes that the \p buffer contains
*
* \return The implementation should return \c true if the downloading should continue
* and \c false if the handling of the data caused some error that the
* subclass is incapable of recovering from
*/
virtual bool handleData(char* buffer, size_t size) = 0;
class AsyncHttpDownload : public virtual HttpDownload {
public:
AsyncHttpDownload(std::string url);
AsyncHttpDownload(AsyncHttpDownload&& d);
virtual ~AsyncHttpDownload() = default;
void start(HttpRequest::RequestOptions opt);
void cancel();
void wait();
/**
* This function is called before the downloading starts and can be used by subclasses
* to perform one-time setup functions, such as opening a file, reserving a block of
* storage, etc. This function guaranteed to be only called once per HttpDownload.
* The return value determines if the setup operation completed successfully or if an
* error occurred that will cause the download to be terminated. This function will be
* called on a different thread from the one that called the #start method.
*
* \return \c true if the setup completed successfully and \c false if the setup
* failed unrecoverably
*/
virtual bool setup();
const std::string& url() const;
protected:
void download(HttpRequest::RequestOptions opt);
/**
* This function is called after the downloading has finished and before a potential
* call to #wait is performed. This function can be used by a subclass to perform
* one-time operations that are required when the downloading fininshes, such as
* closing file handles, committing some memory etc. The return value of this function
* signals whether the teardown completed successfully. This function will be called
* on a different thread from the one that called the #start method.
*
* \return \c true if the teardown completed successfully and \c false if it failed
*/
virtual bool teardown();
private:
HttpRequest _httpRequest;
std::thread _downloadThread;
std::mutex _conditionMutex;
std::condition_variable _downloadFinishCondition;
/// The callback that will be called whenever there is some progress to be reported
HttpRequest::ProgressCallback _onProgress;
/// Value indicating whether the HttpDownload is currently downloading a file
bool _isDownloading = false;
/// Value indicating whether the download is finished
bool _isFinished = false;
/// Value indicated whether the download was successful
bool _isSuccessful = false;
/// Marker telling the downloading thread that the download should be cancelled
bool _shouldCancel = false;
std::mutex _stateChangeMutex;
/// The HttpRequest class that will be used for the download
HttpRequest _httpRequest;
/// The thread that contains the HttpRequest to download the file
std::thread _downloadThread;
/// This condition variable is used by the #wait function to be able to wait for
/// completion of the downloading thread
std::condition_variable _downloadFinishCondition;
};
class HttpFileDownload : public virtual HttpDownload {
/**
* This specific subclass of the HttpDownload downloads the contents of the provided URL
* into a file on disk. By default, an existing file will not be overwritten and will
* cause the download to fail. This behavior can be overwritten through a parameter in the
* constructor of this class.
*/
class HttpFileDownload : public HttpDownload {
public:
BooleanType(Overwrite);
HttpFileDownload() = default;
HttpFileDownload(std::string destination, Overwrite = Overwrite::No);
/**
* Constructor that will create a HttpFileDownload which will download the contents of
* the provided \p url to the \p destinationPath. If the \p destinationPath already
* contains a file and \p overwrite is Overwrite::No, the download will fail; if it is
* Overwrite::Yes, the existing content at the \p destinationPath will be overwritten.
*/
HttpFileDownload(std::string url, std::filesystem::path destinationPath,
Overwrite overwrite = Overwrite::No);
/**
* This destructor will cancel any ongoing download and wait for its completion, so it
* might not block for a short amount of time.
*/
virtual ~HttpFileDownload() = default;
const std::string& destination() const;
/**
* Returns the path where the contents of the URL provided in the constructor will be
* saved to.
*
* \return The path where URL will be downloaded to
*/
std::filesystem::path destination() const;
protected:
bool initDownload() override;
bool deinitDownload() override;
size_t handleData(HttpRequest::Data d) override;
private:
/// Will create all directories that are necessary to reach _destination and then
/// fight with other HttpFileDownloads to get one of a limited number of file handles
/// to open _file
bool setup() override;
static std::mutex _directoryCreationMutex;
/// Closes the _file and returns the handle back to the pool of available handles
bool teardown() override;
/// Stores the chunk of data into the _file handle
bool handleData(char* buffer, size_t size) override;
/// A flag whether this HttpFileDownload got a handle from the limited supply of
/// handles. This limit is used to prevent all HttpFileDownloads from getting file
/// handles from the operating system as that resource is limited and downloads would
/// fail unrecoverably if no handles are available. So we limit the maximum number and
/// if that number is exceeded, the HttpFileDownload will wait until a handle is
/// available.
std::atomic_bool _hasHandle = false;
private:
std::string _destination;
bool _overwrite;
/// The destination path where the contents of the URL provided in the constructor
/// will be saved to
std::filesystem::path _destination;
/// The file handle to the _destination used to save incoming chunks
std::ofstream _file;
static const int MaxFilehandles = 35;
static std::atomic_int nCurrentFilehandles;
/// Mutex that will be prevent multiple HttpFileDownloads to simultaneously try to
/// create the necessary intermediate directories, which would cause issues
static std::mutex _directoryCreationMutex;
/// The maximum number of file handles that all HttpFileDownloads combined can use up
static constexpr const int MaxFileHandles = 32;
/// Stores the number of currently open file handles across all HttpFileDownloads
static std::atomic_int nCurrentFileHandles;
};
class HttpMemoryDownload : public virtual HttpDownload {
/**
* This concerete HttpDownload subclass downloads the contents of the URL passed into the
* constructor into a buffer of memory that can be retrieve. Please note that that buffer
* should only be used accessed once the HttpDownload::hasFinished function returns
* \c true.
*/
class HttpMemoryDownload : public HttpDownload {
public:
HttpMemoryDownload() = default;
HttpMemoryDownload(HttpMemoryDownload&& d) = default;
HttpMemoryDownload& operator=(HttpMemoryDownload&&) = default;
/**
* Creates an instance of a HttpMemoryDownload that will download the contents of the
* \p url into memory
*
* \param url The URL whose contents should be downloaded
*/
explicit HttpMemoryDownload(std::string url);
/**
* This destructor will cancel any ongoing download and wait for its completion, so it
* might not block for a short amount of time.
*/
virtual ~HttpMemoryDownload() = default;
/**
* Returns a reference to the buffer that is used to store the contents of the URL
* passed in the constructor. Please observe that while the HttpDownload::hasFinished
* method returns \c false, this buffer will be changed by a different thread and
* access is not thread-safe. After that function returns \c true, it is safe to
* access the buffer.
*
* \return A reference to the buffer used to hold the contents of the URL
*/
const std::vector<char>& downloadedData() const;
protected:
bool initDownload() override;
bool deinitDownload() override;
size_t handleData(HttpRequest::Data d) override;
private:
std::vector<char> _downloadedData;
};
/// Stores each downloaded chunk into the stored buffer
bool handleData(char* buffer, size_t size) override;
// Synchronous download to memory
class SyncHttpMemoryDownload : public SyncHttpDownload, public HttpMemoryDownload {
public:
SyncHttpMemoryDownload(std::string url);
virtual ~SyncHttpMemoryDownload() = default;
};
// Synchronous download to file
class SyncHttpFileDownload : public SyncHttpDownload, public HttpFileDownload {
public:
SyncHttpFileDownload(
std::string url,
std::string destinationPath,
HttpFileDownload::Overwrite = Overwrite::No
);
virtual ~SyncHttpFileDownload() = default;
};
// Asynchronous download to memory
class AsyncHttpMemoryDownload : public AsyncHttpDownload, public HttpMemoryDownload {
public:
AsyncHttpMemoryDownload(std::string url);
virtual ~AsyncHttpMemoryDownload() = default;
};
// Asynchronous download to file
class AsyncHttpFileDownload : public AsyncHttpDownload, public HttpFileDownload {
public:
AsyncHttpFileDownload(
std::string url,
std::string destinationPath,
HttpFileDownload::Overwrite = Overwrite::No
);
virtual ~AsyncHttpFileDownload() = default;
/// The buffer where the downloaded chunks are accumulated
std::vector<char> _buffer;
};
} // namespace openspace
#ifdef _MSC_VER
#pragma warning(pop)
#endif
#endif // __OPENSPACE_CORE___HTTPREQUEST___H__

View File

@@ -26,11 +26,8 @@
#define __OPENSPACE_CORE___RESOURCESYNCHRONIZATION___H__
#include <atomic>
#include <functional>
#include <memory>
#include <mutex>
#include <filesystem>
#include <string>
#include <unordered_map>
namespace ghoul { class Dictionary; }
@@ -38,8 +35,152 @@ namespace openspace {
namespace documentation { struct Documentation; }
/**
* The ResourceSynchronization class handles the download of persistent datasets, meaning
* that the contents of the data is only downloaded once at the beginning of the
* application. A ResourceSynchronization is created through the #createFromDictionary
* function, whose dictionary must contain at least a \c Type value that specifies which
* type of ResourceSynchronization should be create. Any type that is registered to the
* global factory is a valid type here.
* A ResourceSynchronization state can be in one of four states that can be queried
* through the #isSyncing, #isResolved, and #isRejected functions. The available states
* are:
* \c Unsynchronized (#isSyncing = false, #isResolved = false, #isRejected = false),
* \c Syncing (#isSyncing = true, #isResolved = false, #isRejected = false),
* \c Resolved (#isSyncing = false, #isResolved = true, #isRejected = false),
* \c Rejected (#isSyncing = false, #isResolved = false, #isRejected = true)
*/
class ResourceSynchronization {
public:
/**
* Creates a new ResourceSynchronization based on the \p dictionary information that
* is passed into this function. The dictionary must contain at least a \c Type, an
* \c Identifier, and a \c Name, with other optional parameters depending on the
* specific subtype of ResourceSynchronization class is is specified through the
* provided \c Type.
*
* \param dictionary The dictionary containing the parameters with which to choose the
* specific type of ResourceSynchronization and all the necessary parameters to
* initialize said ResourceSynchronization
*
* \throw SpecificationError If the \p dictionary does not contain a \c Type, an
* \c Identifier, and a \c Name
*/
static std::unique_ptr<ResourceSynchronization> createFromDictionary(
const ghoul::Dictionary& dictionary);
/**
* Generates a unique identifying string for the dictionary that is based on the
* \c Type and the \c Identifier values of the passed \p dictionary. All other
* parameters are ignored, but as long as the \c Type and/or the \c Identifier values
* differ, the resulting string will be different.
*
* \param dictionary The dictionary containing the \c Type and the \c Identifier used
* to create a unique identifier
*
* \throw SpecificationError If the \p dictionary does not contain a \c Type, an
* \c Identifier, and a \c Name
*/
static std::string generateUid(const ghoul::Dictionary& dictionary);
/// Defaulted virtual constructor
virtual ~ResourceSynchronization() = default;
/**
* Returns the location to which files downloaded through this ResourceSynchronization
* are saved.
*
* \return The location for files created by this class
*/
virtual std::filesystem::path directory() const = 0;
/// Starts the synchronization for this ResourceSynchronization
virtual void start() = 0;
/// Cancels any ongoing synchronization of this ResourceSynchronization
virtual void cancel() = 0;
/**
* Returns the number of bytes that have already been synchronized or 0 if the
* synchronization hasn't started yet. This number always will only contain the number
* of bytes of actual payload data, not any additional data transfers that some
* subtypes might require.
*
* \return The number of synchronized bytes
*/
size_t nSynchronizedBytes() const;
/**
* Returns the number of total bytes that ought to be synchronized for this
* ResourceSynchronization to be considered complete. If that number is not known
* (yet), the returned value is 0. This number always will only contain the number of
* bytes of actual payload data, not any additional data transfers that some subtypes
* might require.
*
* \return The total number of required bytes
*/
size_t nTotalBytes() const;
/**
* Returns \c true if the total number of bytes for this ResourceSynchronization is
* known. Will return \c false otherwise. This number always will only contain the
* number of bytes of actual payload data, not any additional data transfers that some
* subtypes might require.
*
* \return The state whether the number of total bytes is known or not
*/
bool nTotalBytesIsKnown() const;
/**
* Returns the unique identifier of this ResourceSynchronization.
*
* \return The unique identifier of this ResourceSynchronization
*/
const std::string& identifier() const;
/**
* Returns the name of this ResourceSynchronization.
*
* \return The name of this ResourceSynchronization
*/
const std::string& name() const;
/**
* Returns whether this ResourceSynchronization is currently syncing its files and has
* not finished doing so.
*
* \return \c true if this object is currently synchronizing
*/
bool isSyncing() const;
/**
* Returns whether this ResourceSynchronization has successfully finished
* synchronizing all of its files. Once this has returned \c true, it will stay so
* until the object is destroyed and it is guaranteed that no more files will be added
* to the #directory.
*
* \return \c true if this object is finished synchronizing
*/
bool isResolved() const;
/**
* Returns whether this ResourceSynchronization has failed to synchronizing all or any
* of its files. Once this has returned \c true, it will stay so until the object is
* destroyed. Some subclasses might try to download as many files as possible, but no
* general guarantee is provided regarding the completeness of the download.
*
* \return \c true if this object has failed synchronizing one or more of the required
* files
*/
bool isRejected() const;
static documentation::Documentation Documentation();
protected:
/// Empty constructor that just sets the synchronization root
ResourceSynchronization(std::filesystem::path synchronizationRoot);
/// Representation of the state that this object can be in
enum class State {
Unsynced,
Syncing,
@@ -47,49 +188,34 @@ public:
Rejected
};
using CallbackHandle = size_t;
using StateChangeCallback = std::function<void(State)>;
/// Creates a file next to the directory that indicates that this
/// ResourceSynchronization has successfully synchronized its contents
void createSyncFile() const;
static std::unique_ptr<ResourceSynchronization> createFromDictionary(
const ghoul::Dictionary& dictionary);
/// Returns whether the synchronization file create in #createSyncFile exists
bool hasSyncFile() const;
ResourceSynchronization(const ghoul::Dictionary& dictionary);
virtual ~ResourceSynchronization() = default;
virtual std::string directory() = 0;
virtual void start() = 0;
virtual void cancel() = 0;
virtual void clear() = 0;
virtual size_t nSynchronizedBytes() = 0;
virtual size_t nTotalBytes() = 0;
virtual bool nTotalBytesIsKnown() = 0;
virtual float progress();
State state() const;
const std::string& name() const;
bool isResolved() const;
bool isRejected() const;
bool isSyncing() const;
CallbackHandle addStateChangeCallback(StateChangeCallback cb);
void removeStateChangeCallback(CallbackHandle id);
static documentation::Documentation Documentation();
protected:
void resolve();
void reject();
void reset();
void begin();
private:
void setState(State state);
/// The internal identifier for this ResourceSynchronization. It is not enforced but
/// advised that this identifier be different for all instances of the same subtype
std::string _identifier;
/// The user-facing name of this ResourceSynchronization
std::string _name;
/// The path to the root folder relative to which synchronization files are placed
const std::filesystem::path _synchronizationRoot;
/// The current #State of this ResouceSynchronization
std::atomic<State> _state = State::Unsynced;
std::mutex _callbackMutex;
CallbackHandle _nextCallbackId = 0;
std::unordered_map<CallbackHandle, StateChangeCallback> _stateChangeCallbacks;
/// Contains the fact whether the total number of payload bytes is known
std::atomic_bool _nTotalBytesKnown = false;
/// Contains the total number of payload bytes or 0 if that number is not known
std::atomic_size_t _nTotalBytes = 0;
/// Contains the number of already synchronized payload bytes
std::atomic_size_t _nSynchronizedBytes = 0;
};
} // namespace openspace

View File

@@ -1,75 +0,0 @@
/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2021 *
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
* software and associated documentation files (the "Software"), to deal in the Software *
* without restriction, including without limitation the rights to use, copy, modify, *
* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
* permit persons to whom the Software is furnished to do so, subject to the following *
* conditions: *
* *
* The above copyright notice and this permission notice shall be included in all copies *
* or substantial portions of the Software. *
* *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
****************************************************************************************/
#ifndef __OPENSPACE_CORE___SYNCHRONIZATIONWATCHER___H__
#define __OPENSPACE_CORE___SYNCHRONIZATIONWATCHER___H__
#include <openspace/util/resourcesynchronization.h>
#include <memory>
#include <mutex>
#include <vector>
#include <unordered_map>
namespace openspace {
/**
* Delays callbacks of synchronization state changes to
* when notify is called.
*/
class SynchronizationWatcher {
public:
using WatchHandle = size_t;
struct WatchData {
std::weak_ptr<ResourceSynchronization> synchronization;
ResourceSynchronization::CallbackHandle callbackHandle;
};
struct NotificationData {
std::weak_ptr<ResourceSynchronization> synchronization;
ResourceSynchronization::State state;
WatchHandle handle;
ResourceSynchronization::StateChangeCallback callback;
};
WatchHandle watchSynchronization(
std::shared_ptr<ResourceSynchronization> synchronization,
ResourceSynchronization::StateChangeCallback callback
);
void unwatchSynchronization(WatchHandle watchHandle);
void notify();
private:
std::mutex _mutex;
std::unordered_map<WatchHandle, WatchData> _watchedSyncs;
std::vector<NotificationData> _pendingNotifications;
WatchHandle nextWatchHandle = 0;
};
} // namespace openspace
#endif // __OPENSPACE_CORE___SYNCHRONIZATIONWATCHER___H__

View File

@@ -49,7 +49,7 @@ public:
SemanticVersion latestVersion();
private:
std::unique_ptr<AsyncHttpMemoryDownload> _request;
std::unique_ptr<HttpMemoryDownload> _request;
std::optional<SemanticVersion> _latestVersion;
};