khanat-opennel-code/code/ryzom/client/src/streamable_ig.cpp
2017-03-15 20:43:10 +01:00

413 lines
11 KiB
C++

// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "stdpch.h"
#include "nel/3d/u_instance_group.h"
#include "nel/misc/path.h"
#include "nel/misc/progress_callback.h"
#include "ig_enum.h"
#include "streamable_ig.h"
#include "continent_manager.h"
extern CContinentManager ContinentMngr;
H_AUTO_DECL(RZ_StremableIG)
//=================================================================================
CStreamableIG::CStreamableIG() : _Scene(NULL), _Linked(false), _IGMap(NULL)
{
H_AUTO_USE(RZ_StremableIG)
}
//=================================================================================
void CStreamableIG::init(NL3D::UScene *owningScene, const NLMISC::CVector &pos,float forceLoadRadius,float loadRadius,float unloadRadius)
{
H_AUTO_USE(RZ_StremableIG)
nlassert(_Scene == NULL); // init should be called once
nlassert(owningScene);
_Scene = owningScene;
if (!(unloadRadius >= loadRadius && loadRadius >= forceLoadRadius && forceLoadRadius >= 0))
{
nlwarning("CStreamableIG::init : invalid radius have been used !");
}
CStreamableEntity::setForceLoadRadius(forceLoadRadius);
CStreamableEntity::setLoadRadius(loadRadius);
CStreamableEntity::setUnloadRadius(unloadRadius);
CStreamableEntity::setPos(pos);
}
//=================================================================================
CStreamableIG::~CStreamableIG()
{
H_AUTO_USE(RZ_StremableIG)
if (_Scene)
{
removeLoadedIGFromMap();
for(uint k = 0; k < _IGs.size(); ++k)
{
if (_IGs[k].Loading)
{
_Scene->stopCreatingAndAddingIG(&_IGs[k].IG);
}
else if(_IGs[k].IG && _IGs[k].IG != (NL3D::UInstanceGroup *)-1)
{
notifyIGRemoved(_IGs[k].IG);
}
if (_IGs[k].IG && _IGs[k].IG != (NL3D::UInstanceGroup *)-1)
{
_IGs[k].IG->removeFromScene(*_Scene);
_Scene->deleteInstanceGroup(_IGs[k].IG);
_IGs[k].IG= NULL;
}
}
}
}
//=================================================================================
/*virtual*/ void CStreamableIG::loadAsync()
{
H_AUTO_USE(RZ_StremableIG)
if (!_Linked)
{
if(!ClientCfg.Light)
nlwarning("Loading async %p", this);
#ifdef NL_DEBUG
//nlinfo("Loading async : %s", Name.c_str());
#endif
bool canLinkNow = true;
for(uint k = 0; k < _IGs.size(); ++k)
{
if (!_IGs[k].Loading && !_IGs[k].IG)
{
// Current continent season
EGSPD::CSeason::TSeason season = ContinentMngr.cur()->Season;
//nlinfo("started load async");
_IGs[k].Loading = true;
_Callback.Owner = this;
_Scene->createInstanceGroupAndAddToSceneAsync(_IGs[k].Name + ".ig", &_IGs[k].IG, _IGs[k].Pos, _IGs[k].Rot, season, &_Callback);
}
else
{
if (_IGs[k].Loading && _IGs[k].IG)
{
//nlinfo("loading finiched");
// loading has finished
_IGs[k].Loading = false;
if (_IGs[k].IG != (NL3D::UInstanceGroup *)-1 && _IGMap)
{
(*_IGMap)[_IGs[k].Name] = _IGs[k].IG;
this->notifyIGAdded(_IGs[k].IG);
}
}
}
// Load is not finished
canLinkNow &= !_IGs[k].Loading;
}
if (canLinkNow)
{
linkInstances();
}
}
}
//=================================================================================
/*virtual*/ void CStreamableIG::load(NLMISC::IProgressCallback &progress)
{
H_AUTO_USE(RZ_StremableIG)
if (!_Linked)
{
nlwarning("Load %p", this);
#ifdef NL_DEBUG
//nlinfo("Loading : %s", Name.c_str());
#endif
std::vector<bool> waitForIg;
waitForIg.resize(_IGs.size());
for(uint k = 0; k < _IGs.size(); ++k)
{
#ifdef NL_DEBUG
//nlinfo("Loading ig %s", _IGs[k].Name.c_str());
#endif
progress.progress((float)k/((float)_IGs.size()*2.f));
if (!_IGs[k].IG)
{
//nlinfo("blocking load");
if (!_IGs[k].Loading)
{
// Current continent season
EGSPD::CSeason::TSeason season = ContinentMngr.cur()->Season;
//nlinfo("start blocking load");
// blocking load
// block after queueing all
_Callback.Owner = this;
_Scene->createInstanceGroupAndAddToSceneAsync(_IGs[k].Name + ".ig", &_IGs[k].IG, _IGs[k].Pos, _IGs[k].Rot, season, &_Callback);
_IGs[k].Loading = true;
}
_Scene->updateWaitingInstances(1000); /* set a high value to upload texture at a fast rate */
waitForIg[k] = true;
}
else
{
if (_IGs[k].Loading && _IGs[k].IG)
{
_IGs[k].Loading = false;
}
waitForIg[k] = false;
}
}
for(uint k = 0; k < _IGs.size(); ++k)
{
progress.progress(((float)k + (float)_IGs.size())/((float)_IGs.size()*2.f));
if (waitForIg[k])
{
//nlinfo("wait for end of blockin load");
// blocking call
while (!_IGs[k].IG)
{
NLMISC::nlSleep(1);
// wait till loaded...
_Scene->updateWaitingInstances(1000); /* set a high value to upload texture at a fast rate */
}
_IGs[k].Loading = false;
}
}
linkInstances();
addLoadedIGToMap();
}
}
//=================================================================================
/*virtual*/ void CStreamableIG::unload()
{
H_AUTO_USE(RZ_StremableIG)
#ifdef NL_DEBUG
// nlinfo("Unloading : %s", Name.c_str());
#endif
if (_Linked)
{
nlwarning("Unloading %p", this);
}
removeLoadedIGFromMap();
for(uint k = 0; k < _IGs.size(); ++k)
{
if (_IGs[k].Loading)
{
if (_IGs[k].IG)
{
if (_IGs[k].IG != (NL3D::UInstanceGroup *)-1)
{
// the ig has just finished loading, and loading hasn't failed
_IGs[k].IG->removeFromScene(*_Scene);
// notifyIGAdded has not been called yet, so no need to call notifyIGRemoved
}
}
else
{
_Scene->stopCreatingAndAddingIG(&_IGs[k].IG);
}
_IGs[k].Loading = false;
_IGs[k].IG = NULL;
}
else
{
if (_IGs[k].IG && _IGs[k].IG != (NL3D::UInstanceGroup *)-1) // -1 signal that async loading failed
{
//nlinfo("unload 2");
nlassert(_Scene);
_IGs[k].IG->removeFromScene(*_Scene);
_Scene->deleteInstanceGroup (_IGs[k].IG);
this->notifyIGRemoved(_IGs[k].IG);
}
_IGs[k].IG = NULL;
}
}
_Linked = false;
}
//=================================================================================
void CStreamableIG::forceUnload()
{
H_AUTO_USE(RZ_StremableIG)
unload();
}
//===================================================================================
bool CStreamableIG::setIG(uint ig, const std::string &name, const std::string &parentName)
{
H_AUTO_USE(RZ_StremableIG)
if (ig<_IGs.size())
{
// Destroy this IG
if (_IGs[ig].Loading)
{
if (!_IGs[ig].IG)
{
_Scene->stopCreatingAndAddingIG(&_IGs[ig].IG);
this->notifyIGRemoved(_IGs[ig].IG);
_IGs[ig].Loading = false;
_IGs[ig].IG = NULL;
}
}
else
{
if (_IGs[ig].IG && _IGs[ig].IG != (NL3D::UInstanceGroup *)-1) // -1 signal that async loading failed
{
nlassert(_Scene);
_IGs[ig].IG->removeFromScene(*_Scene);
_Scene->deleteInstanceGroup (_IGs[ig].IG);
this->notifyIGRemoved(_IGs[ig].IG);
}
_IGs[ig].IG = NULL;
}
// Load this IG
_IGs[ig].Name = NLMISC::toLower(NLMISC::CFile::getFilenameWithoutExtension(name));
_IGs[ig].ParentName = NLMISC::toLower(NLMISC::CFile::getFilenameWithoutExtension(parentName));
_IGs[ig].IG = NULL;
_IGs[ig].Loading = false;
_Linked = false;
return true;
}
return false;
}
//=================================================================================
void CStreamableIG::addIG(const std::string &name,const std::string &parentName, const NLMISC::CVector &pos, const NLMISC::CQuat &rot)
{
H_AUTO_USE(RZ_StremableIG)
_IGs.push_back(CIGNode ());
_IGs.back().Name = NLMISC::toLower(NLMISC::CFile::getFilenameWithoutExtension(name));
_IGs.back().ParentName = NLMISC::toLower(NLMISC::CFile::getFilenameWithoutExtension(parentName));
_IGs.back().IG = NULL;
_IGs.back().Loading = false;
_IGs.back().Pos = pos;
_IGs.back().Rot = rot;
}
//=================================================================================
void CStreamableIG::linkInstances()
{
H_AUTO_USE(RZ_StremableIG)
if (_Linked)
return;
for(uint k = 0; k < _IGs.size(); ++k)
{
/** There are few igs at the same time, so a linear search should suffice for now
*/
if (_IGs[k].IG != (NL3D::UInstanceGroup *)-1)
{
// search the parent
if (!_IGs[k].ParentName.empty())
{
for(uint l = 0; l < _IGs.size(); ++l)
{
if (l == k) continue; // can't be a parent of itself
if (_IGs[l].IG != (NL3D::UInstanceGroup *)-1 && _IGs[k].ParentName == _IGs[l].Name)
{
if (!_IGs[k].IG->linkToParentCluster(_IGs[l].IG))
{
nlwarning("Failed to link cluster %s to its parent %s", _IGs[k].Name.c_str(), _IGs[k].ParentName.c_str());
}
}
}
}
}
}
_Linked = true;
}
//=================================================================================
void CStreamableIG::reserve(uint size)
{
H_AUTO_USE(RZ_StremableIG)
_IGs.reserve(size);
}
//=================================================================================
void CStreamableIG::setLoadedIGMap(CStreamableIG::TString2IG *igMap)
{
H_AUTO_USE(RZ_StremableIG)
removeLoadedIGFromMap();
_IGMap = igMap;
addLoadedIGToMap();
}
//=================================================================================
void CStreamableIG::addLoadedIGToMap()
{
H_AUTO_USE(RZ_StremableIG)
if (!_IGMap) return;
for(uint k = 0; k < _IGs.size(); ++k)
{
if (_IGs[k].IG && _IGs[k].IG != (NL3D::UInstanceGroup *)-1) // is this a successfully loaded ig ?
{
// insert the new ig if it hasn't before..
if( _IGMap->insert(std::make_pair(NLMISC::toLower(_IGs[k].Name), _IGs[k].IG)).second )
// if inserted, must notify IG Added, else already notifiyed by loadAsync()
this->notifyIGAdded(_IGs[k].IG);
}
}
}
//=================================================================================
void CStreamableIG::removeLoadedIGFromMap()
{
H_AUTO_USE(RZ_StremableIG)
if (!_IGMap) return;
for(uint k = 0; k < _IGs.size(); ++k)
{
if (_IGs[k].IG && _IGs[k].IG != (NL3D::UInstanceGroup *)-1) // is this a successfully loaded ig ?
{
TString2IG::iterator it = _IGMap->find(_IGs[k].Name);
if (it != _IGMap->end())
{
_IGMap->erase(it);
}
}
}
}
//=================================================================================
bool CStreamableIG::enumIGs(IIGEnum *callback)
{
H_AUTO_USE(RZ_StremableIG)
bool continueEnum = true;
for(TIGArray::iterator it = _IGs.begin(); it != _IGs.end() && continueEnum; ++it)
{
if (it->IG && it->IG != (NL3D::UInstanceGroup *)-1)
continueEnum = callback->enumIG(it->IG);
}
return continueEnum;
}