add compile options to asset manager

CompileAll - allows us to compile all assets to binary
CompileModuleAssets - allows us to just compile assets for a specific module
CompileAsset - compile a single asset
This commit is contained in:
marauder2k7 2025-10-11 19:06:05 +01:00
parent 7d497383da
commit f1658d2e1e
3 changed files with 206 additions and 4 deletions

View file

@ -964,6 +964,148 @@ bool AssetManager::renameReferencedAsset( const char* pAssetIdFrom, const char*
return true;
}
bool AssetManager::compileAllAssets(const bool compressed, const bool includeUnloaded)
{
// Debug Profiling.
PROFILE_SCOPE(AssetManager_CompileAllAssets);
// Info.
if (mEchoInfo)
{
Con::printSeparator();
Con::printf("Asset Manager: Started compiling ALL assets.");
}
Vector<typeAssetId> assetsToRelease;
// Are we including unloaded assets?
if (includeUnloaded)
{
// Yes, so prepare a list of assets to release and load them.
for (typeDeclaredAssetsHash::iterator assetItr = mDeclaredAssets.begin(); assetItr != mDeclaredAssets.end(); ++assetItr)
{
// Fetch asset Id.
typeAssetId assetId = assetItr->key;
// Skip if asset is loaded.
if (assetItr->value->mpAssetBase != NULL)
continue;
// Note asset as needing a release.
assetsToRelease.push_back(assetId);
// Acquire the asset.
acquireAsset<AssetBase>(assetId);
}
}
bool oldCompressed = mTaml.getBinaryCompression();
mTaml.setBinaryCompression(compressed);
bool success = false;
// Refresh the current loaded assets.
// NOTE: This will result in some assets being refreshed more than once due to asset dependencies.
for (typeDeclaredAssetsHash::iterator assetItr = mDeclaredAssets.begin(); assetItr != mDeclaredAssets.end(); ++assetItr)
{
// Skip private assets.
if (assetItr->value->mAssetPrivate)
continue;
// Refresh asset if it's loaded.
success = compileAsset(assetItr->key);
if (!success)
{
break;
}
}
mTaml.setBinaryCompression(oldCompressed);
// Are we including unloaded assets?
if (includeUnloaded)
{
// Yes, so release the assets we loaded.
for (Vector<typeAssetId>::iterator assetItr = assetsToRelease.begin(); assetItr != assetsToRelease.end(); ++assetItr)
{
releaseAsset(*assetItr);
}
}
// Info.
if (mEchoInfo)
{
Con::printSeparator();
Con::printf("Asset Manager: Finished compiling ALL assets.");
}
return success;
}
bool AssetManager::compileModuleAssets(ModuleDefinition* pModuleDefinition)
{
// Sanity!
AssertFatal(pModuleDefinition != NULL, "Cannot remove declared assets using a NULL module definition");
// Fetch module assets.
ModuleDefinition::typeModuleAssetsVector& moduleAssets = pModuleDefinition->getModuleAssets();
// Remove all module assets.
while (moduleAssets.size() > 0)
{
// Fetch asset definition.
AssetDefinition* pAssetDefinition = *moduleAssets.begin();
bool success = compileAsset(pAssetDefinition->mAssetId);
if (!success)
return false;
}
return true;
}
bool AssetManager::compileAsset(const char* pAssetId)
{
// Sanity!
AssertFatal(pAssetId != NULL, "Cannot compile NULL asset");
AssetDefinition* pAssetDefinition = findAsset(pAssetId);
// Does the asset exist?
if (pAssetDefinition == NULL)
{
Con::warnf("Asset Manager::compileAsset Failed to compile asset Id '%s' as it does not exist", pAssetId);
return false;
}
// Info.
if (mEchoInfo)
{
Con::printSeparator();
Con::printf("Asset Manager::compileAsset Started compiling Asset Id '%s'...", pAssetId);
}
AssetBase* pAssetBase = pAssetDefinition->mpAssetBase;
if (pAssetBase != NULL)
{
Torque::Path binaryPath = pAssetDefinition->mAssetBaseFilePath;
binaryPath.setExtension(mTaml.getAutoFormatBinaryExtension());
// Save asset.
mTaml.write(pAssetBase, binaryPath.getFullPath().c_str());
}
else
{
Con::warnf("Asset Manager::compileAsset Failed to compile asset Id '%s' as it does not have an assetBase", pAssetId);
return false;
}
// Info.
if (mEchoInfo)
{
Con::printSeparator();
Con::printf("Asset Manager: Finished refreshing Asset Id '%s'.", pAssetId);
}
return false;
}
//-----------------------------------------------------------------------------
bool AssetManager::releaseAsset( const char* pAssetId )

View file

@ -151,6 +151,28 @@ public:
bool isReferencedAsset( const char* pAssetId );
bool renameReferencedAsset( const char* pAssetIdFrom, const char* pAssetIdTo );
/// <summary>
/// Compile all assets.
/// </summary>
/// <param name="compressed">Do we want binary compression?</param>
/// <param name="includeUnloaded">Do we want to include unloaded assets?</param>
/// <returns>True if successful, otherwise false.</returns>
bool compileAllAssets(const bool compressed = false, const bool includeUnloaded = false);
/// <summary>
/// Compile all assets for a module.
/// </summary>
/// <param name="pModuleDefinition">The module definition to compile.</param>
/// <returns></returns>
bool compileModuleAssets(ModuleDefinition* pModuleDefinition);
/// <summary>
/// Compile a single asset to binary.
/// </summary>
/// <param name="pAssetId">The asset id to be compiled.</param>
/// <returns>True if successful, otherwise false.</returns>
bool compileAsset(const char* pAssetId);
/// Public asset acquisition.
template<typename T> T* acquireAsset( const char* pAssetId )
{
@ -404,4 +426,4 @@ private:
extern AssetManager AssetDatabase;
#endif // _ASSET_MANAGER_H_
#endif // _ASSET_MANAGER_H_

View file

@ -1,4 +1,4 @@
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Copyright (c) 2013 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
@ -20,11 +20,12 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "console/engineAPI.h"
#include "assetBase.h"
#include "assetManager.h"
#include "assets/assetBase.h"
#include "assets/assetManager.h"
#include "module/moduleDefinition.h"
#include "console/sim.h"
DefineEngineMethod(AssetManager, compileReferencedAssets, bool, (const char* moduleDefinition), (""),
"Compile the referenced assets determined by the specified module definition.\n"
"@param moduleDefinition The module definition specifies the asset manifest.\n"
@ -853,3 +854,40 @@ DefineEngineMethod(AssetManager, dumpDeclaredAssets, void, (), ,
{
return object->dumpDeclaredAssets();
}
//-----------------------------------------------------------------------------
DefineEngineMethod(AssetManager, compileAllAssets, bool, (bool compressed, bool includeUnloaded),(false, true),
"Compile all assets.\n"
"@return true on success.\n")
{
return object->compileAllAssets(compressed, includeUnloaded);
}
DefineEngineMethod(AssetManager, compileModuleAssets, bool, (const char* moduleDefinition), (""),
"Compile all assets for a module.\n"
"@return true on success.\n")
{
// Fetch module definition.
ModuleDefinition* pModuleDefinition;
Sim::findObject(moduleDefinition, pModuleDefinition);
// Did we find the module definition?
if (pModuleDefinition == NULL)
{
// No, so warn.
Con::warnf("AssetManager::removeDeclaredAssets() - Could not find the module definition '%s'.", moduleDefinition);
return false;
}
// Remove declared assets.
return object->compileModuleAssets(pModuleDefinition);
}
DefineEngineMethod(AssetManager, compileAsset, bool, (const char* assetId), (""),
"Compile a single asset.\n"
"@return true on success.\n")
{
return object->compileAsset(assetId);
}