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