#include "cellpreloader.hpp" #include #include #include #include #include #include #include #include #include "../mwbase/environment.hpp" #include "../mwbase/world.hpp" #include "../mwworld/inventorystore.hpp" #include "../mwworld/esmstore.hpp" #include "cellstore.hpp" #include "manualref.hpp" #include "class.hpp" namespace MWWorld { struct ListModelsVisitor { ListModelsVisitor(std::vector& out) : mOut(out) { } virtual bool operator()(const MWWorld::Ptr& ptr) { ptr.getClass().getModelsToPreload(ptr, mOut); return true; } std::vector& mOut; }; /// Worker thread item: preload models in a cell. class PreloadItem : public SceneUtil::WorkItem { public: /// Constructor to be called from the main thread. PreloadItem(MWWorld::CellStore* cell, Resource::SceneManager* sceneManager, Resource::BulletShapeManager* bulletShapeManager, Resource::KeyframeManager* keyframeManager, Terrain::World* terrain) : mIsExterior(cell->getCell()->isExterior()) , mX(cell->getCell()->getGridX()) , mY(cell->getCell()->getGridY()) , mSceneManager(sceneManager) , mBulletShapeManager(bulletShapeManager) , mKeyframeManager(keyframeManager) , mTerrain(terrain) { ListModelsVisitor visitor (mMeshes); if (cell->getState() == MWWorld::CellStore::State_Loaded) { cell->forEach(visitor); } else { const std::vector& objectIds = cell->getPreloadedIds(); // could possibly build the model list in the worker thread if we manage to make the Store thread safe for (std::vector::const_iterator it = objectIds.begin(); it != objectIds.end(); ++it) { MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(), *it); std::string model = ref.getPtr().getClass().getModel(ref.getPtr()); if (!model.empty()) mMeshes.push_back(model); } } } /// Preload work to be called from the worker thread. virtual void doWork() { for (MeshList::const_iterator it = mMeshes.begin(); it != mMeshes.end(); ++it) { try { std::string mesh = *it; mesh = Misc::ResourceHelpers::correctActorModelPath(mesh, mSceneManager->getVFS()); mPreloadedObjects.push_back(mSceneManager->cacheInstance(mesh)); mPreloadedObjects.push_back(mBulletShapeManager->cacheInstance(mesh)); size_t slashpos = mesh.find_last_of("/\\"); if (slashpos != std::string::npos && slashpos != mesh.size()-1) { Misc::StringUtils::lowerCaseInPlace(mesh); if (mesh[slashpos+1] == 'x') { std::string kfname = mesh; if(kfname.size() > 4 && kfname.compare(kfname.size()-4, 4, ".nif") == 0) { kfname.replace(kfname.size()-4, 4, ".kf"); mPreloadedObjects.push_back(mKeyframeManager->get(kfname)); } } } } catch (std::exception& e) { // ignore error for now, would spam the log too much // error will be shown when visiting the cell } } if (mIsExterior) { try { mPreloadedObjects.push_back(mTerrain->cacheCell(mX, mY)); } catch(std::exception& e) { } } } private: typedef std::vector MeshList; bool mIsExterior; int mX; int mY; MeshList mMeshes; Resource::SceneManager* mSceneManager; Resource::BulletShapeManager* mBulletShapeManager; Resource::KeyframeManager* mKeyframeManager; Terrain::World* mTerrain; // keep a ref to the loaded objects to make sure it stays loaded as long as this cell is in the preloaded state std::vector > mPreloadedObjects; }; /// Worker thread item: update the resource system's cache, effectively deleting unused entries. class UpdateCacheItem : public SceneUtil::WorkItem { public: UpdateCacheItem(Resource::ResourceSystem* resourceSystem, Terrain::World* terrain, double referenceTime) : mReferenceTime(referenceTime) , mResourceSystem(resourceSystem) , mTerrain(terrain) { } virtual void doWork() { mResourceSystem->updateCache(mReferenceTime); mTerrain->updateCache(); } private: double mReferenceTime; Resource::ResourceSystem* mResourceSystem; Terrain::World* mTerrain; }; CellPreloader::CellPreloader(Resource::ResourceSystem* resourceSystem, Resource::BulletShapeManager* bulletShapeManager, Terrain::World* terrain) : mResourceSystem(resourceSystem) , mBulletShapeManager(bulletShapeManager) , mTerrain(terrain) , mExpiryDelay(0.0) , mMinCacheSize(0) , mMaxCacheSize(0) { } CellPreloader::~CellPreloader() { for (PreloadMap::iterator it = mPreloadCells.begin(); it != mPreloadCells.end();++it) it->second.mWorkItem->waitTillDone(); mPreloadCells.clear(); } void CellPreloader::preload(CellStore *cell, double timestamp) { if (!mWorkQueue) { std::cerr << "can't preload, no work queue set " << std::endl; return; } if (cell->getState() == CellStore::State_Unloaded) { std::cerr << "can't preload objects for unloaded cell" << std::endl; return; } PreloadMap::iterator found = mPreloadCells.find(cell); if (found != mPreloadCells.end()) { // already preloaded, nothing to do other than updating the timestamp found->second.mTimeStamp = timestamp; return; } while (mPreloadCells.size() >= mMaxCacheSize) { // throw out oldest cell to make room PreloadMap::iterator oldestCell = mPreloadCells.begin(); double oldestTimestamp = DBL_MAX; for (PreloadMap::iterator it = mPreloadCells.begin(); it != mPreloadCells.end(); ++it) { if (it->second.mTimeStamp < oldestTimestamp) { oldestTimestamp = it->second.mTimeStamp; oldestCell = it; } } mPreloadCells.erase(oldestCell); } osg::ref_ptr item (new PreloadItem(cell, mResourceSystem->getSceneManager(), mBulletShapeManager, mResourceSystem->getKeyframeManager(), mTerrain)); mWorkQueue->addWorkItem(item); mPreloadCells[cell] = PreloadEntry(timestamp, item); } void CellPreloader::notifyLoaded(CellStore *cell) { mPreloadCells.erase(cell); } void CellPreloader::updateCache(double timestamp) { for (PreloadMap::iterator it = mPreloadCells.begin(); it != mPreloadCells.end();) { if (mPreloadCells.size() >= mMinCacheSize && it->second.mTimeStamp < timestamp - mExpiryDelay) mPreloadCells.erase(it++); else ++it; } // the resource cache is cleared from the worker thread so that we're not holding up the main thread with delete operations mWorkQueue->addWorkItem(new UpdateCacheItem(mResourceSystem, mTerrain, timestamp)); } void CellPreloader::setExpiryDelay(double expiryDelay) { mExpiryDelay = expiryDelay; } void CellPreloader::setMinCacheSize(unsigned int num) { mMinCacheSize = num; } void CellPreloader::setMaxCacheSize(unsigned int num) { mMaxCacheSize = num; } void CellPreloader::setWorkQueue(osg::ref_ptr workQueue) { mWorkQueue = workQueue; } }