godotengine/core/io/resource.cpp

862 lines
26 KiB
C++

/**************************************************************************/
/* resource.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "resource.h"
#include "core/io/resource_loader.h"
#include "core/math/math_funcs.h"
#include "core/math/random_pcg.h"
#include "core/os/os.h"
#include "core/variant/container_type_validate.h"
#include "scene/main/node.h" //only so casting works
void Resource::emit_changed() {
if (emit_changed_state != EMIT_CHANGED_UNBLOCKED) {
emit_changed_state = EMIT_CHANGED_BLOCKED_PENDING_EMIT;
return;
}
if (ResourceLoader::is_within_load() && !Thread::is_main_thread()) {
ResourceLoader::resource_changed_emit(this);
return;
}
emit_signal(CoreStringName(changed));
}
void Resource::_block_emit_changed() {
if (emit_changed_state == EMIT_CHANGED_UNBLOCKED) {
emit_changed_state = EMIT_CHANGED_BLOCKED;
}
}
void Resource::_unblock_emit_changed() {
bool emit = (emit_changed_state == EMIT_CHANGED_BLOCKED_PENDING_EMIT);
emit_changed_state = EMIT_CHANGED_UNBLOCKED;
if (emit) {
emit_changed();
}
}
void Resource::_resource_path_changed() {
}
void Resource::set_path(const String &p_path, bool p_take_over) {
if (path_cache == p_path) {
return;
}
if (p_path.is_empty()) {
p_take_over = false; // Can't take over an empty path
}
{
MutexLock lock(ResourceCache::lock);
if (!path_cache.is_empty()) {
ResourceCache::resources.erase(path_cache);
}
path_cache = "";
Ref<Resource> existing = ResourceCache::get_ref(p_path);
if (existing.is_valid()) {
if (p_take_over) {
existing->path_cache = String();
ResourceCache::resources.erase(p_path);
} else {
ERR_FAIL_MSG(vformat("Another resource is loaded from path '%s' (possible cyclic resource inclusion).", p_path));
}
}
path_cache = p_path;
if (!path_cache.is_empty()) {
ResourceCache::resources[path_cache] = this;
}
}
_resource_path_changed();
}
String Resource::get_path() const {
return path_cache;
}
void Resource::set_path_cache(const String &p_path) {
path_cache = p_path;
GDVIRTUAL_CALL(_set_path_cache, p_path);
}
static thread_local RandomPCG unique_id_gen = RandomPCG(0);
void Resource::seed_scene_unique_id(uint32_t p_seed) {
unique_id_gen.seed(p_seed);
}
String Resource::generate_scene_unique_id() {
// Generate a unique enough hash, but still user-readable.
// If it's not unique it does not matter because the saver will try again.
if (unique_id_gen.get_seed() == 0) {
OS::DateTime dt = OS::get_singleton()->get_datetime();
uint32_t hash = hash_murmur3_one_32(OS::get_singleton()->get_ticks_usec());
hash = hash_murmur3_one_32(dt.year, hash);
hash = hash_murmur3_one_32(dt.month, hash);
hash = hash_murmur3_one_32(dt.day, hash);
hash = hash_murmur3_one_32(dt.hour, hash);
hash = hash_murmur3_one_32(dt.minute, hash);
hash = hash_murmur3_one_32(dt.second, hash);
hash = hash_murmur3_one_32(Math::rand(), hash);
unique_id_gen.seed(hash);
}
uint32_t random_num = unique_id_gen.rand();
static constexpr uint32_t characters = 5;
static constexpr uint32_t char_count = ('z' - 'a');
static constexpr uint32_t base = char_count + ('9' - '0');
String id;
id.resize_uninitialized(characters + 1);
char32_t *ptr = id.ptrw();
for (uint32_t i = 0; i < characters; i++) {
uint32_t c = random_num % base;
if (c < char_count) {
ptr[i] = ('a' + c);
} else {
ptr[i] = ('0' + (c - char_count));
}
random_num /= base;
}
ptr[characters] = '\0';
return id;
}
void Resource::set_scene_unique_id(const String &p_id) {
bool is_valid = true;
for (int i = 0; i < p_id.length(); i++) {
if (!is_ascii_identifier_char(p_id[i])) {
is_valid = false;
scene_unique_id = Resource::generate_scene_unique_id();
break;
}
}
ERR_FAIL_COND_MSG(!is_valid, "The scene unique ID must contain only letters, numbers, and underscores.");
scene_unique_id = p_id;
}
String Resource::get_scene_unique_id() const {
return scene_unique_id;
}
void Resource::set_name(const String &p_name) {
name = p_name;
emit_changed();
}
String Resource::get_name() const {
return name;
}
void Resource::update_configuration_warning() {
if (_update_configuration_warning) {
_update_configuration_warning();
}
}
bool Resource::editor_can_reload_from_file() {
return true; //by default yes
}
void Resource::connect_changed(const Callable &p_callable, uint32_t p_flags) {
if (ResourceLoader::is_within_load() && !Thread::is_main_thread()) {
ResourceLoader::resource_changed_connect(this, p_callable, p_flags);
return;
}
if (!is_connected(CoreStringName(changed), p_callable) || p_flags & CONNECT_REFERENCE_COUNTED) {
connect(CoreStringName(changed), p_callable, p_flags);
}
}
void Resource::disconnect_changed(const Callable &p_callable) {
if (ResourceLoader::is_within_load() && !Thread::is_main_thread()) {
ResourceLoader::resource_changed_disconnect(this, p_callable);
return;
}
if (is_connected(CoreStringName(changed), p_callable)) {
disconnect(CoreStringName(changed), p_callable);
}
}
void Resource::reset_state() {
GDVIRTUAL_CALL(_reset_state);
}
Error Resource::copy_from(const Ref<Resource> &p_resource) {
ERR_FAIL_COND_V(p_resource.is_null(), ERR_INVALID_PARAMETER);
if (get_class() != p_resource->get_class()) {
return ERR_INVALID_PARAMETER;
}
_block_emit_changed();
reset_state(); // May want to reset state.
List<PropertyInfo> pi;
p_resource->get_property_list(&pi);
for (const PropertyInfo &E : pi) {
if (!(E.usage & PROPERTY_USAGE_STORAGE)) {
continue;
}
if (E.name == "resource_path") {
continue; //do not change path
}
set(E.name, p_resource->get(E.name));
}
_unblock_emit_changed();
return OK;
}
void Resource::reload_from_file() {
String path = get_path();
if (!path.is_resource_file()) {
return;
}
Ref<Resource> s = ResourceLoader::load(ResourceLoader::path_remap(path), get_class(), ResourceFormatLoader::CACHE_MODE_IGNORE);
if (s.is_null()) {
return;
}
copy_from(s);
}
Variant Resource::_duplicate_recursive(const Variant &p_variant, const DuplicateParams &p_params, uint32_t p_usage) const {
// Anything other than object can be simply skipped in case of a shallow copy.
if (!p_params.deep && p_variant.get_type() != Variant::OBJECT) {
return p_variant;
}
switch (p_variant.get_type()) {
case Variant::OBJECT: {
const Ref<Resource> &sr = p_variant;
bool should_duplicate = false;
if (sr.is_valid()) {
if ((p_usage & PROPERTY_USAGE_ALWAYS_DUPLICATE)) {
should_duplicate = true;
} else if ((p_usage & PROPERTY_USAGE_NEVER_DUPLICATE)) {
should_duplicate = false;
} else if (p_params.local_scene) {
should_duplicate = sr->is_local_to_scene();
} else {
switch (p_params.subres_mode) {
case RESOURCE_DEEP_DUPLICATE_NONE: {
should_duplicate = false;
} break;
case RESOURCE_DEEP_DUPLICATE_INTERNAL: {
should_duplicate = p_params.deep && sr->is_built_in();
} break;
case RESOURCE_DEEP_DUPLICATE_ALL: {
should_duplicate = p_params.deep;
} break;
default: {
DEV_ASSERT(false);
}
}
}
}
if (should_duplicate) {
if (thread_duplicate_remap_cache->has(sr)) {
return thread_duplicate_remap_cache->get(sr);
} else {
const Ref<Resource> &dupe = p_params.local_scene
? sr->duplicate_for_local_scene(p_params.local_scene, *thread_duplicate_remap_cache)
: sr->_duplicate(p_params);
thread_duplicate_remap_cache->insert(sr, dupe);
return dupe;
}
} else {
return p_variant;
}
} break;
case Variant::ARRAY: {
const Array &src = p_variant;
Array dst;
if (src.is_typed()) {
dst.set_typed(src.get_element_type());
}
dst.resize(src.size());
for (int i = 0; i < src.size(); i++) {
dst[i] = _duplicate_recursive(src[i], p_params);
}
return dst;
} break;
case Variant::DICTIONARY: {
const Dictionary &src = p_variant;
Dictionary dst;
if (src.is_typed()) {
dst.set_typed(src.get_key_type(), src.get_value_type());
}
for (const Variant &k : src.get_key_list()) {
const Variant &v = src[k];
dst.set(
_duplicate_recursive(k, p_params),
_duplicate_recursive(v, p_params));
}
return dst;
} break;
case Variant::PACKED_BYTE_ARRAY:
case Variant::PACKED_INT32_ARRAY:
case Variant::PACKED_INT64_ARRAY:
case Variant::PACKED_FLOAT32_ARRAY:
case Variant::PACKED_FLOAT64_ARRAY:
case Variant::PACKED_STRING_ARRAY:
case Variant::PACKED_VECTOR2_ARRAY:
case Variant::PACKED_VECTOR3_ARRAY:
case Variant::PACKED_COLOR_ARRAY:
case Variant::PACKED_VECTOR4_ARRAY: {
return p_variant.duplicate();
} break;
default: {
return p_variant;
}
}
}
Ref<Resource> Resource::_duplicate(const DuplicateParams &p_params) const {
ERR_FAIL_COND_V_MSG(p_params.local_scene && p_params.subres_mode != RESOURCE_DEEP_DUPLICATE_MAX, Ref<Resource>(), "Duplication for local-to-scene can't specify a deep duplicate mode.");
DuplicateRemapCacheT *remap_cache_backup = thread_duplicate_remap_cache;
// These are for avoiding potential duplicates that can happen in custom code
// from participating in the same duplication session (remap cache).
#define BEFORE_USER_CODE thread_duplicate_remap_cache = nullptr;
#define AFTER_USER_CODE thread_duplicate_remap_cache = remap_cache_backup;
List<PropertyInfo> plist;
get_property_list(&plist);
BEFORE_USER_CODE
Ref<Resource> r = Object::cast_to<Resource>(ClassDB::instantiate(get_class()));
AFTER_USER_CODE
ERR_FAIL_COND_V(r.is_null(), Ref<Resource>());
thread_duplicate_remap_cache->insert(Ref<Resource>(this), r);
if (p_params.local_scene) {
r->local_scene = p_params.local_scene;
}
// Duplicate script first, so the scripted properties are considered.
BEFORE_USER_CODE
r->set_script(get_script());
AFTER_USER_CODE
for (const PropertyInfo &E : plist) {
if (!(E.usage & PROPERTY_USAGE_STORAGE)) {
continue;
}
if (E.name == "script") {
continue;
}
BEFORE_USER_CODE
Variant p = get(E.name);
AFTER_USER_CODE
p = _duplicate_recursive(p, p_params, E.usage);
BEFORE_USER_CODE
r->set(E.name, p);
AFTER_USER_CODE
}
return r;
#undef BEFORE_USER_CODE
#undef AFTER_USER_CODE
}
Ref<Resource> Resource::duplicate_for_local_scene(Node *p_for_scene, DuplicateRemapCacheT &p_remap_cache) const {
#ifdef DEBUG_ENABLED
// The only possibilities for the remap cache passed being valid are these:
// a) It's the same already used as the one of the thread. That happens when this function
// is called within some recursion level within a duplication.
// b) There's no current thread remap cache, which means this function is acting as an entry point.
// This check failing means that this function is being called as an entry point during an ongoing
// duplication, likely due to custom instantiation or setter code. It would be an engine bug because
// code starting or joining a duplicate session must ensure to exit it temporarily when making calls
// that may in turn invoke such custom code.
if (thread_duplicate_remap_cache && &p_remap_cache != thread_duplicate_remap_cache) {
ERR_PRINT("Resource::duplicate_for_local_scene() called during an ongoing duplication session. This is an engine bug.");
}
#endif
DuplicateRemapCacheT *remap_cache_backup = thread_duplicate_remap_cache;
thread_duplicate_remap_cache = &p_remap_cache;
DuplicateParams params;
params.deep = true;
params.local_scene = p_for_scene;
const Ref<Resource> &dupe = _duplicate(params);
thread_duplicate_remap_cache = remap_cache_backup;
return dupe;
}
void Resource::_find_sub_resources(const Variant &p_variant, HashSet<Ref<Resource>> &p_resources_found) {
switch (p_variant.get_type()) {
case Variant::ARRAY: {
Array a = p_variant;
for (int i = 0; i < a.size(); i++) {
_find_sub_resources(a[i], p_resources_found);
}
} break;
case Variant::DICTIONARY: {
Dictionary d = p_variant;
for (const KeyValue<Variant, Variant> &kv : d) {
_find_sub_resources(kv.key, p_resources_found);
_find_sub_resources(kv.value, p_resources_found);
}
} break;
case Variant::OBJECT: {
Ref<Resource> r = p_variant;
if (r.is_valid()) {
p_resources_found.insert(r);
}
} break;
default: {
}
}
}
void Resource::configure_for_local_scene(Node *p_for_scene, DuplicateRemapCacheT &p_remap_cache) {
List<PropertyInfo> plist;
get_property_list(&plist);
reset_local_to_scene();
local_scene = p_for_scene;
for (const PropertyInfo &E : plist) {
if (!(E.usage & PROPERTY_USAGE_STORAGE)) {
continue;
}
Variant p = get(E.name);
HashSet<Ref<Resource>> sub_resources;
_find_sub_resources(p, sub_resources);
for (Ref<Resource> sr : sub_resources) {
if (sr->is_local_to_scene()) {
if (!p_remap_cache.has(sr)) {
sr->configure_for_local_scene(p_for_scene, p_remap_cache);
p_remap_cache[sr] = sr;
}
}
}
}
}
Ref<Resource> Resource::duplicate(bool p_deep) const {
DuplicateRemapCacheT remap_cache;
bool started_session = false;
if (!thread_duplicate_remap_cache) {
thread_duplicate_remap_cache = &remap_cache;
started_session = true;
}
DuplicateParams params;
params.deep = p_deep;
params.subres_mode = RESOURCE_DEEP_DUPLICATE_INTERNAL;
const Ref<Resource> &dupe = _duplicate(params);
if (started_session) {
thread_duplicate_remap_cache = nullptr;
}
return dupe;
}
Ref<Resource> Resource::duplicate_deep(ResourceDeepDuplicateMode p_deep_subresources_mode) const {
ERR_FAIL_INDEX_V(p_deep_subresources_mode, RESOURCE_DEEP_DUPLICATE_MAX, Ref<Resource>());
DuplicateRemapCacheT remap_cache;
bool started_session = false;
if (!thread_duplicate_remap_cache) {
thread_duplicate_remap_cache = &remap_cache;
started_session = true;
}
DuplicateParams params;
params.deep = true;
params.subres_mode = p_deep_subresources_mode;
const Ref<Resource> &dupe = _duplicate(params);
if (started_session) {
thread_duplicate_remap_cache = nullptr;
}
return dupe;
}
Ref<Resource> Resource::_duplicate_from_variant(bool p_deep, ResourceDeepDuplicateMode p_deep_subresources_mode, int p_recursion_count) const {
// A call without deep duplication would have been early-rejected at Variant::duplicate() unless it's the root call.
DEV_ASSERT(!(p_recursion_count > 0 && p_deep_subresources_mode == RESOURCE_DEEP_DUPLICATE_NONE));
// When duplicating from Variant, this function may be called multiple times from
// different parts of the data structure being copied. Therefore, we need to create
// a remap cache instance in a way that can be shared among all of the calls.
// Whatever Variant, Array or Dictionary that initiated the call chain will eventually
// claim it, when the stack unwinds up to the root call.
// One exception is that this is the root call.
if (p_recursion_count == 0) {
if (p_deep) {
return duplicate_deep(p_deep_subresources_mode);
} else {
return duplicate(false);
}
}
if (thread_duplicate_remap_cache) {
Resource::DuplicateRemapCacheT::Iterator E = thread_duplicate_remap_cache->find(Ref<Resource>(this));
if (E) {
return E->value;
}
} else {
thread_duplicate_remap_cache = memnew(DuplicateRemapCacheT);
}
DuplicateParams params;
params.deep = p_deep;
params.subres_mode = p_deep_subresources_mode;
const Ref<Resource> dupe = _duplicate(params);
return dupe;
}
void Resource::_teardown_duplicate_from_variant() {
if (thread_duplicate_remap_cache) {
memdelete(thread_duplicate_remap_cache);
thread_duplicate_remap_cache = nullptr;
}
}
void Resource::_set_path(const String &p_path) {
set_path(p_path, false);
}
void Resource::_take_over_path(const String &p_path) {
set_path(p_path, true);
}
RID Resource::get_rid() const {
RID ret;
if (!GDVIRTUAL_CALL(_get_rid, ret)) {
#ifndef DISABLE_DEPRECATED
if (_get_extension() && _get_extension()->get_rid) {
ret = RID::from_uint64(_get_extension()->get_rid(_get_extension_instance()));
}
#endif
}
return ret;
}
#ifdef TOOLS_ENABLED
uint32_t Resource::hash_edited_version_for_preview() const {
uint32_t hash = hash_murmur3_one_32(get_edited_version());
List<PropertyInfo> plist;
get_property_list(&plist);
for (const PropertyInfo &E : plist) {
if (E.usage & PROPERTY_USAGE_STORAGE && E.type == Variant::OBJECT && E.hint == PROPERTY_HINT_RESOURCE_TYPE) {
Ref<Resource> res = get(E.name);
if (res.is_valid()) {
hash = hash_murmur3_one_32(res->hash_edited_version_for_preview(), hash);
}
}
}
return hash;
}
#endif
void Resource::set_local_to_scene(bool p_enable) {
local_to_scene = p_enable;
}
bool Resource::is_local_to_scene() const {
return local_to_scene;
}
Node *Resource::get_local_scene() const {
if (local_scene) {
return local_scene;
}
if (_get_local_scene_func) {
return _get_local_scene_func();
}
return nullptr;
}
void Resource::setup_local_to_scene() {
emit_signal(SNAME("setup_local_to_scene_requested"));
GDVIRTUAL_CALL(_setup_local_to_scene);
}
void Resource::reset_local_to_scene() {
// Restores the state as if setup_local_to_scene() hadn't been called.
}
Node *(*Resource::_get_local_scene_func)() = nullptr;
void (*Resource::_update_configuration_warning)() = nullptr;
void Resource::set_as_translation_remapped(bool p_remapped) {
if (remapped_list.in_list() == p_remapped) {
return;
}
MutexLock lock(ResourceCache::lock);
if (p_remapped) {
ResourceLoader::remapped_list.add(&remapped_list);
} else {
ResourceLoader::remapped_list.remove(&remapped_list);
}
}
//helps keep IDs same number when loading/saving scenes. -1 clears ID and it Returns -1 when no id stored
void Resource::set_id_for_path(const String &p_path, const String &p_id) {
#ifdef TOOLS_ENABLED
if (p_id.is_empty()) {
ResourceCache::path_cache_lock.write_lock();
ResourceCache::resource_path_cache[p_path].erase(get_path());
ResourceCache::path_cache_lock.write_unlock();
} else {
ResourceCache::path_cache_lock.write_lock();
ResourceCache::resource_path_cache[p_path][get_path()] = p_id;
ResourceCache::path_cache_lock.write_unlock();
}
#endif
}
String Resource::get_id_for_path(const String &p_path) const {
#ifdef TOOLS_ENABLED
ResourceCache::path_cache_lock.read_lock();
if (ResourceCache::resource_path_cache[p_path].has(get_path())) {
String result = ResourceCache::resource_path_cache[p_path][get_path()];
ResourceCache::path_cache_lock.read_unlock();
return result;
} else {
ResourceCache::path_cache_lock.read_unlock();
return "";
}
#else
return "";
#endif
}
void Resource::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_path", "path"), &Resource::_set_path);
ClassDB::bind_method(D_METHOD("take_over_path", "path"), &Resource::_take_over_path);
ClassDB::bind_method(D_METHOD("get_path"), &Resource::get_path);
ClassDB::bind_method(D_METHOD("set_path_cache", "path"), &Resource::set_path_cache);
ClassDB::bind_method(D_METHOD("set_name", "name"), &Resource::set_name);
ClassDB::bind_method(D_METHOD("get_name"), &Resource::get_name);
ClassDB::bind_method(D_METHOD("get_rid"), &Resource::get_rid);
ClassDB::bind_method(D_METHOD("set_local_to_scene", "enable"), &Resource::set_local_to_scene);
ClassDB::bind_method(D_METHOD("is_local_to_scene"), &Resource::is_local_to_scene);
ClassDB::bind_method(D_METHOD("get_local_scene"), &Resource::get_local_scene);
ClassDB::bind_method(D_METHOD("setup_local_to_scene"), &Resource::setup_local_to_scene);
ClassDB::bind_method(D_METHOD("reset_state"), &Resource::reset_state);
ClassDB::bind_method(D_METHOD("set_id_for_path", "path", "id"), &Resource::set_id_for_path);
ClassDB::bind_method(D_METHOD("get_id_for_path", "path"), &Resource::get_id_for_path);
ClassDB::bind_method(D_METHOD("is_built_in"), &Resource::is_built_in);
ClassDB::bind_static_method("Resource", D_METHOD("generate_scene_unique_id"), &Resource::generate_scene_unique_id);
ClassDB::bind_method(D_METHOD("set_scene_unique_id", "id"), &Resource::set_scene_unique_id);
ClassDB::bind_method(D_METHOD("get_scene_unique_id"), &Resource::get_scene_unique_id);
ClassDB::bind_method(D_METHOD("emit_changed"), &Resource::emit_changed);
ClassDB::bind_method(D_METHOD("duplicate", "deep"), &Resource::duplicate, DEFVAL(false));
ClassDB::bind_method(D_METHOD("duplicate_deep", "deep_subresources_mode"), &Resource::duplicate_deep, DEFVAL(RESOURCE_DEEP_DUPLICATE_INTERNAL));
// For the bindings, it's much more natural to expose this enum from the Variant realm via Resource.
ClassDB::bind_integer_constant(get_class_static(), StringName("ResourceDeepDuplicateMode"), "RESOURCE_DEEP_DUPLICATE_NONE", RESOURCE_DEEP_DUPLICATE_NONE);
ClassDB::bind_integer_constant(get_class_static(), StringName("ResourceDeepDuplicateMode"), "RESOURCE_DEEP_DUPLICATE_INTERNAL", RESOURCE_DEEP_DUPLICATE_INTERNAL);
ClassDB::bind_integer_constant(get_class_static(), StringName("ResourceDeepDuplicateMode"), "RESOURCE_DEEP_DUPLICATE_ALL", RESOURCE_DEEP_DUPLICATE_ALL);
ADD_SIGNAL(MethodInfo("changed"));
ADD_SIGNAL(MethodInfo("setup_local_to_scene_requested"));
ADD_GROUP("Resource", "resource_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "resource_local_to_scene"), "set_local_to_scene", "is_local_to_scene");
ADD_PROPERTY(PropertyInfo(Variant::STRING, "resource_path", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "set_path", "get_path");
ADD_PROPERTY(PropertyInfo(Variant::STRING, "resource_name"), "set_name", "get_name");
ADD_PROPERTY(PropertyInfo(Variant::STRING, "resource_scene_unique_id", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "set_scene_unique_id", "get_scene_unique_id");
GDVIRTUAL_BIND(_setup_local_to_scene);
GDVIRTUAL_BIND(_get_rid);
GDVIRTUAL_BIND(_reset_state);
GDVIRTUAL_BIND(_set_path_cache, "path");
}
Resource::Resource() :
remapped_list(this) {}
Resource::~Resource() {
if (unlikely(path_cache.is_empty())) {
return;
}
MutexLock lock(ResourceCache::lock);
// Only unregister from the cache if this is the actual resource listed there.
// (Other resources can have the same value in `path_cache` if loaded with `CACHE_IGNORE`.)
HashMap<String, Resource *>::Iterator E = ResourceCache::resources.find(path_cache);
if (likely(E && E->value == this)) {
ResourceCache::resources.remove(E);
}
}
HashMap<String, Resource *> ResourceCache::resources;
#ifdef TOOLS_ENABLED
HashMap<String, HashMap<String, String>> ResourceCache::resource_path_cache;
#endif
Mutex ResourceCache::lock;
#ifdef TOOLS_ENABLED
RWLock ResourceCache::path_cache_lock;
#endif
void ResourceCache::clear() {
if (!resources.is_empty()) {
if (OS::get_singleton()->is_stdout_verbose()) {
ERR_PRINT(vformat("%d resources still in use at exit.", resources.size()));
for (const KeyValue<String, Resource *> &E : resources) {
print_line(vformat("Resource still in use: %s (%s)", E.key, E.value->get_class()));
}
} else {
ERR_PRINT(vformat("%d resources still in use at exit (run with --verbose for details).", resources.size()));
}
}
resources.clear();
}
bool ResourceCache::has(const String &p_path) {
Resource **res = nullptr;
{
MutexLock mutex_lock(lock);
res = resources.getptr(p_path);
if (res && (*res)->get_reference_count() == 0) {
// This resource is in the process of being deleted, ignore its existence.
(*res)->path_cache = String();
resources.erase(p_path);
res = nullptr;
}
}
if (!res) {
return false;
}
return true;
}
Ref<Resource> ResourceCache::get_ref(const String &p_path) {
Ref<Resource> ref;
{
MutexLock mutex_lock(lock);
Resource **res = resources.getptr(p_path);
if (res) {
ref = Ref<Resource>(*res);
}
if (res && ref.is_null()) {
// This resource is in the process of being deleted, ignore its existence
(*res)->path_cache = String();
resources.erase(p_path);
res = nullptr;
}
}
return ref;
}
void ResourceCache::get_cached_resources(List<Ref<Resource>> *p_resources) {
MutexLock mutex_lock(lock);
LocalVector<String> to_remove;
for (KeyValue<String, Resource *> &E : resources) {
Ref<Resource> ref = Ref<Resource>(E.value);
if (ref.is_null()) {
// This resource is in the process of being deleted, ignore its existence
E.value->path_cache = String();
to_remove.push_back(E.key);
continue;
}
p_resources->push_back(ref);
}
for (const String &E : to_remove) {
resources.erase(E);
}
}
int ResourceCache::get_cached_resource_count() {
MutexLock mutex_lock(lock);
return resources.size();
}