Asset data management

Added functions to AssetManager to pack/unpack assets using an id hash instead of their id string this cuts down how much data is sent across the network for assets

All asset macros updated to use this new functionality.
This commit is contained in:
marauder2k7 2025-12-09 10:04:33 +00:00
parent 563c0266e4
commit 74638c0f2c
4 changed files with 115 additions and 173 deletions

View file

@ -536,52 +536,12 @@ if (m##name##AssetId[index] != StringTable->EmptyString())\
}
#define PACKDATA_SOUNDASSET_ARRAY(name, index)\
if (stream->writeFlag(AssetDatabase.isDeclaredAsset(m##name##AssetId[index])))\
{\
stream->writeString(m##name##AssetId[index]);\
}\
else\
{\
if(stream->writeFlag(Sim::findObject(m##name##Name[index])))\
{\
SFXTrack* sndTrack = get##name##Profile(index);\
if(stream->writeFlag(sndTrack != nullptr))\
{\
stream->writeRangedU32(SimObjectId(sndTrack->getId()), DataBlockObjectIdFirst, DataBlockObjectIdLast);\
sfxWrite(stream, sndTrack);\
}\
}\
else\
{\
stream->writeString(m##name##Name[index]);\
}\
}
AssetDatabase.packDataAsset(stream, m##name##AssetId[index])
//network recieve - datablock
#define UNPACKDATA_SOUNDASSET_ARRAY(name, index)\
if (stream->readFlag())\
{\
m##name##AssetId[index] = stream->readSTString();\
_set##name(m##name##AssetId[index], index);\
}\
else\
{\
if(stream->readFlag())\
{\
String errorStr;\
if(stream->readFlag())\
{\
m##name##SFXId[index] = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );\
sfxReadAndResolve(stream, &m##name##Profile[index], errorStr);\
}\
}\
else\
{\
m##name##Name[index] = stream->readSTString(); \
_set##name(m##name##Name[index], index); \
}\
}
m##name##AssetId[index] = AssetDatabase.unpackDataAsset(stream)
#pragma endregion
#endif // _ASSET_BASE_H_