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343 lines
14 KiB
C++
343 lines
14 KiB
C++
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2024 *
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
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* software and associated documentation files (the "Software"), to deal in the Software *
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* without restriction, including without limitation the rights to use, copy, modify, *
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* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
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* permit persons to whom the Software is furnished to do so, subject to the following *
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* conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in all copies *
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* or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
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* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
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* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
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* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
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****************************************************************************************/
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#ifndef __OPENSPACE_CORE___ASSET___H__
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#define __OPENSPACE_CORE___ASSET___H__
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#include <openspace/util/resourcesynchronization.h>
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#include <filesystem>
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#include <optional>
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namespace openspace {
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class AssetManager;
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/**
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* This class represents a successfully loaded Asset. Each Lua asset file results in
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* exactly one instance of this class unless it contains a syntax error or some other
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* error occurred while loading. Each Asset can have 0-* number of resource
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* synchronizations that were requested through the `syncedResource` function in Lua and
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* 0-* number of other Assets that this Asset requires (through the `require` function in
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* Lua. There also is a list of requiring assets that contain all assets which require
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* this asset.
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*
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* An asset goes through three external states. Starting out as unloaded when the instance
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* is newly created but the file has not been processed. In this case the #isLoaded,
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* #isSynchronized and the #isInitialized functions all return `false`. After the asset
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* has been loaded it is in the `Loaded` state (#isLoaded = true, #isSynchronized = false,
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* #isInitialized = false). After all registered synchronizations finish successfully, the
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* Asset transitions into the Synchronized state (#isLoaded = true,
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* #isSynchronized = true, #isInitialized = false) and after the final initialization
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* step, the asset is initialized (#isLoaded = true, #isSynchronized = true and
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* #isInitialized = true)
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*/
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class Asset {
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public:
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/// This struct contains all the meta information about this asset
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struct MetaInformation {
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/// The name of the asset
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std::string name;
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/// The version number of the asset. This is only a string representation and does
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/// not have to follow SemVer (even though it is advised)
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std::string version;
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/// A user-facing description of the asset contents
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std::string description;
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/// The author of the asset
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std::string author;
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/// A URL where a consumer of the asset might find additional information about,
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/// for example, the author or the used dataset(s)
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std::string url;
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/// The license under which this asset has been provided
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std::string license;
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/// A list of all scene graph nodes that have been created in this asset
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std::vector<std::string> identifiers;
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};
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/**
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* Creates a new Asset that is backed by the provided \p assetPath. The \p manager is
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* the AssetManager instance that is responsible for loading this and all the other
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* required Assets.
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*
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* \param manager The AssetManager that is responsible for loading this Asset and all
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* of its dependencies
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* \param assetPath The file path that will be used to load this Asset
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* \param explicitEnabled If the contents of this asset should start their life as
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* being enabled or not
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*
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* \pre The \p assetPath must not be empty and must be an existing file
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*/
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Asset(AssetManager& manager, std::filesystem::path assetPath,
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std::optional<bool> explicitEnabled);
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/**
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* Returns the path to the file that was used to initialize this Asset.
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*
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* \return The path to the file that was used to initialize this Asset
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*/
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std::filesystem::path path() const;
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/**
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* Adds a new dependent ResourceSynchronization object to this Asset.
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*
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* \param synchronization The resource synchronization object that is bound to this
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* Asset
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* \pre \p synchronization must not be nullptr
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* \pre \p synchronization must not have been added to this Asset before
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*/
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void addSynchronization(ResourceSynchronization* synchronization);
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/**
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* Updates the state of this Asset based on the latest synchronization being
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* successfully resolved. Depending on the sum state of all registered
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* synchronizations this Asset's state changes to successfully Synchronized, or
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* Failed.
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*/
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void setSynchronizationStateResolved();
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/**
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* Updates the state of this Asset based on the latest synchronization being rejected.
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* Depending on the sum state of all registered synchronizations this Asset's state
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* changes to successfully Synchronized, or Failed.
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*/
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void setSynchronizationStateRejected();
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/**
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* Register a SceneGraphNodeIdentifier with the asset (used to associate Nodes with
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* asset meta).
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*/
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void addIdentifier(std::string identifier);
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/**
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* If the asset has not yet been loaded, this function loads the asset and returns the
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* success state. If the loading succeeded, the Asset transitions into the `Loaded`
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* state. The \p parent that is provided is the Asset that caused this load operation
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* to be triggered and might be `nullptr` if this asset does not have any parents. If
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* this Asset has been previously loaded (even with a different \p parent), this
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* function does nothing.
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*
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* \param parent The parent asset (or `nullptr`) that triggered this loading
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*/
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void load(Asset* parent);
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/**
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* Returns `true` if this Asset has at least one parent that is in the Loaded state.
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*
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* \return `true` if this Asset has at least one parent that is in the Loaded state
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*/
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bool hasLoadedParent();
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/**
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* Returns `true` if this Asset has been successfully #load ed.
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*
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* /return `true` if this Asset has been successfully loaded
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*/
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bool isLoaded() const;
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/**
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* Unloads this Asset and unrequires all of its required assets, potentially causing
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* a cascading effect of further #unload calls if this asset was those required assets
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* only parent. After this call, this Asset will be in the Unloaded state. If this
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* Asset has already been unloaded (or has not yet been loaded), this function does
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* nothing.
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*/
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void unload();
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/**
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* Starts the registered synchronizations of this asset and returns `true` if all its
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* synchronizations and required assets' synchronizations could start. When all
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* synchronizations have completed successfully, this Asset transitions into the
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* Synchronized state.
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*
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* \pre This Asset must have been Loaded before
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*/
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void startSynchronizations();
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/**
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* Returns `true` if this Asset's synchronizations (if any) have completed
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* successfully.
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*
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* \return `true` if this Asset is in the Synchronized or Initialized state
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*/
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bool isSynchronized() const;
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/**
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* Initializes this asset and returns `true` if the initialized succeeded, i.e. if
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* this and all required assets initialized without errors. After this call, if it has
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* been successful, this Asset is in the Initialized state. If the Asset has already
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* been initialized, calling this function does nothing.
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*/
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void initialize();
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/**
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* Returns `true` if this Asset has been #initialize d successfully.
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*
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* \return `true` if this Asset has been #initialize d successfully. It returns
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* `false` both if this initialization failed as well as if thie #initialize
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* function has not been called on this Asset
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*/
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bool isInitialized() const;
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/**
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* Returns whether any of the parents of this Asset is currently in an initialized
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* state, meaning that any parent is still interested in this Asset at all.
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*
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* \return `true` if there is at least one initialized parent, `false` otherwise
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*/
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bool hasInitializedParent() const;
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/**
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* Deinitializes this Asset and recursively deinitializes the required assets if this
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* Asset was their ownly initialized parent. If the Asset was already deinitialized,
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* calling this function does nothing.
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*/
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void deinitialize();
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/**
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* Marks the passed \p dependency as being required by this Asset. If the
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* \p dependency is already required by this asset, this function does nothing.
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*
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* \param dependency The asset that is required by this asset
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*
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* \pre \p dependency must not be nullptr
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*/
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void require(Asset* dependency);
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/**
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* Returns `true` if the loading of the Asset has failed in any way so that
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* recovering from the error is impossible.
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*
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* \return `true` if the Asset handling failed in any way, `false` otherwise
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*/
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bool isFailed() const;
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/**
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* Returns the state of whether this asset was loaded with an explicit enable/disable
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* or not. If it was specified, the optional will have a value and the value is
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* whether the original `require` call asked for a true/false. If no such parameter
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* was used, the optional will not contain a value.
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*
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* \return Whether the asset was loaded with an explicit enable or not
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*/
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std::optional<bool> explicitEnabled() const;
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/**
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* Returns the asset that has first loaded this asset or nullptr if that has not been
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* determined yet.
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*
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* \return The asset that has first loaded this asset
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*/
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Asset* firstParent() const;
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/**
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* Sets the provided \p metaInformation as the meta information struct for this asset.
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* If previous information existed, it will be silently overwritten.
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*
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* \param metaInformation The meta information about this asset
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*/
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void setMetaInformation(MetaInformation metaInformation);
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/**
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* Returns the meta information of this asset back to the caller. If no such
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* information exists, a `std::nullopt` will be returned.
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*
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* \return The MetaInformation about this asset or `std::nullopt`
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*/
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std::optional<MetaInformation> metaInformation() const;
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private:
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/// All of the (internal) states that the Asset can move through. The externally
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/// visible states (Loaded, Synchronized, Initialized) are a subset of these states
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enum class State {
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/// The asset is created, but the Lua file has not been executed yet
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Unloaded,
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/// The execution of the asset file as Lua failed with some error
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LoadingFailed,
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/// The loading of the asset file succeeded
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Loaded,
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/// The Asset is currently synchronizing its ResourceSynchronizations and waiting
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/// for them to finish
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Synchronizing,
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/// All registered synchronizations have completed successfully
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Synchronized,
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/// At least one of the registered synchronizations failed to synchronize
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SyncRejected,
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/// The onInitialize method (if the asset has one) was executed successfully
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Initialized,
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/// The execution of the onInitialize method (if existing) resulted in a Lua error
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InitializationFailed
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};
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/**
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* Sets the \p state of this Asset to the new state. Depending on the current state of
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* this Asset, if \p state is a state related to the synchronization, it will
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* potentially propagate to this Asset's parents and cause them to be set to be
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* successfully synchronized or faild.
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*
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* \param state The new State that this Asset is set to
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*/
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void setState(State state);
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/**
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* Returns whether the Asset is synchronizing or has successfully synchronized.
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*/
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bool isSyncingOrResolved() const;
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/**
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* Returns whether the Asset has been successfully synchronized, meaning that both its
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* own resource synchronizations are finished as well as all requiered assets are
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* finished synchronizing.
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*/
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bool isSyncResolveReady() const;
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/// The state that this Asset is currently in
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std::atomic<State> _state = State::Unloaded;
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/// Reference to the manager that is responsible for loading and unloading this asset
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AssetManager& _manager;
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/// Absolute path to asset file
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std::filesystem::path _assetPath;
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/// Additional information about this asset, such as its name, author, license, etc
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std::optional<MetaInformation> _metaInformation;
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/// Assets that are required by this asset
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std::vector<Asset*> _requiredAssets;
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/// Assets that refers to this asset as a required asset
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std::vector<Asset*> _parentAssets;
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/// Synchronizations that were requested by this asset
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std::vector<ResourceSynchronization*> _synchronizations;
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/// The parameter that was passed into the original `require` call whether the
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/// contents of this asset should be enabled or disabled
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std::optional<bool> _explicitEnabled = std::nullopt;
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};
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} // namespace openspace
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#endif // __OPENSPACE_CORE___ASSET___H__
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