Separates out acquireAsset call for importing assets until after all assets have been imported, then runs it as a post step to ensure all assets are properly loaded before they're used

This commit is contained in:
JeffR 2022-04-10 19:41:37 -05:00
parent 50973b7f6f
commit 1c7c32baa6
4 changed files with 41 additions and 11 deletions

View file

@ -174,11 +174,6 @@ void MaterialAsset::initializeAsset()
return;
}
if (mMatDefinitionName == StringTable->insert("DetailBlue"))
{
bool asdfsd = true;
}
if (size() != 0 && mScriptPath == StringTable->EmptyString())
{
mLoadedState = EmbeddedDefinition;

View file

@ -1727,7 +1727,8 @@ void AssetImporter::processMaterialAsset(AssetImportObject* assetItem)
//If there was no existing assetId, then lets see if it already exists in a legacy file, like a materials.cs or materials.tscript
//If it does, we'll just make our asset point to that instead of a new file
Material* mat = MATMGR->getMaterialDefinitionByName(assetName);
Material* mat;
Sim::findObject(assetName, mat);
if (!mat)
mat = MATMGR->getMaterialDefinitionByMapTo(assetName);
@ -2618,6 +2619,8 @@ StringTableEntry AssetImporter::autoImportFile(Torque::Path filePath, String typ
else
{
importAssets();
acquireAssets();
}
dumpActivityLog();
@ -2729,10 +2732,6 @@ void AssetImporter::importAssets(AssetImportObject* assetItem)
tss->setShapeAssetId(assetId);
}
}
//Go ahead and force the asset to load now just to kick it for immediate use
AssetBase* assetDef = AssetDatabase.acquireAsset<AssetBase>(assetId);
AssetDatabase.releaseAsset(assetId);
}
else
{
@ -2757,6 +2756,34 @@ void AssetImporter::importAssets(AssetImportObject* assetItem)
dumpActivityLog();
}
void AssetImporter::acquireAssets(AssetImportObject* assetItem)
{
Vector<AssetImportObject*> itemList = importingAssets;
if (assetItem != nullptr)
itemList = assetItem->childAssetItems;
for (U32 i = 0; i < itemList.size(); i++)
{
AssetImportObject* item = itemList[i];
if (item->importStatus == AssetImportObject::Skipped ||
item->importStatus == AssetImportObject::NotProcessed ||
item->importStatus == AssetImportObject::Error)
continue;
//recurse if needed, we want to process child items first for dependency reasons
acquireAssets(item);
//Go ahead and force the asset to load now just to kick it for immediate use
String assetId = item->moduleName + ":" + item->assetName;
if (AssetDatabase.isDeclaredAsset(assetId))
{
AssetBase* assetDef = AssetDatabase.acquireAsset<AssetBase>(assetId);
AssetDatabase.releaseAsset(assetId);
}
}
}
//
// Type-specific import logic
//

View file

@ -914,6 +914,12 @@ public:
/// </summary>
Torque::Path importShapeAnimationAsset(AssetImportObject* assetItem);
/// <summary>
/// Iterates over all the items in the current session and acquires them, which jumpstarts the loading/init'ng process on them, making the available for use immediately
/// <para>@param assetItem, if null, will loop over and recurse the main import asset items, if a specific AssetImportObject is passed in, it will recurse it's children</para>
/// </summary>
void acquireAssets(AssetImportObject* assetItem = nullptr);
//
/// <summary>
/// Gets the currently active import configuration

View file

@ -92,7 +92,9 @@ DefineEngineMethod(AssetImporter, resolveAssetItemIssues, void, (AssetImportObje
DefineEngineMethod(AssetImporter, importAssets, void, (),,
"Runs the actual import action on the items.")
{
return object->importAssets();
object->importAssets();
object->acquireAssets();
}
DefineEngineMethod(AssetImporter, getAssetItemCount, S32, (),,