BackgroundLoader.cpp 10 KB

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  1. //
  2. // Copyright (c) 2008-2015 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "../Precompiled.h"
  23. #include "../Core/Context.h"
  24. #include "../Core/Profiler.h"
  25. #include "../IO/Log.h"
  26. #include "../Resource/BackgroundLoader.h"
  27. #include "../Resource/ResourceCache.h"
  28. #include "../Resource/ResourceEvents.h"
  29. #include "../DebugNew.h"
  30. namespace Atomic
  31. {
  32. BackgroundLoader::BackgroundLoader(ResourceCache* owner) :
  33. owner_(owner)
  34. {
  35. }
  36. void BackgroundLoader::ThreadFunction()
  37. {
  38. while (shouldRun_)
  39. {
  40. backgroundLoadMutex_.Acquire();
  41. // Search for a queued resource that has not been loaded yet
  42. HashMap<Pair<StringHash, StringHash>, BackgroundLoadItem>::Iterator i = backgroundLoadQueue_.Begin();
  43. while (i != backgroundLoadQueue_.End())
  44. {
  45. if (i->second_.resource_->GetAsyncLoadState() == ASYNC_QUEUED)
  46. break;
  47. else
  48. ++i;
  49. }
  50. if (i == backgroundLoadQueue_.End())
  51. {
  52. // No resources to load found
  53. backgroundLoadMutex_.Release();
  54. Time::Sleep(5);
  55. }
  56. else
  57. {
  58. BackgroundLoadItem& item = i->second_;
  59. Resource* resource = item.resource_;
  60. // We can be sure that the item is not removed from the queue as long as it is in the
  61. // "queued" or "loading" state
  62. backgroundLoadMutex_.Release();
  63. bool success = false;
  64. SharedPtr<File> file = owner_->GetFile(resource->GetName(), item.sendEventOnFailure_);
  65. if (file)
  66. {
  67. resource->SetAsyncLoadState(ASYNC_LOADING);
  68. success = resource->BeginLoad(*file);
  69. }
  70. // Process dependencies now
  71. // Need to lock the queue again when manipulating other entries
  72. Pair<StringHash, StringHash> key = MakePair(resource->GetType(), resource->GetNameHash());
  73. backgroundLoadMutex_.Acquire();
  74. if (item.dependents_.Size())
  75. {
  76. for (HashSet<Pair<StringHash, StringHash> >::Iterator i = item.dependents_.Begin();
  77. i != item.dependents_.End(); ++i)
  78. {
  79. HashMap<Pair<StringHash, StringHash>, BackgroundLoadItem>::Iterator j = backgroundLoadQueue_.Find(*i);
  80. if (j != backgroundLoadQueue_.End())
  81. j->second_.dependencies_.Erase(key);
  82. }
  83. item.dependents_.Clear();
  84. }
  85. resource->SetAsyncLoadState(success ? ASYNC_SUCCESS : ASYNC_FAIL);
  86. backgroundLoadMutex_.Release();
  87. }
  88. }
  89. }
  90. bool BackgroundLoader::QueueResource(StringHash type, const String& name, bool sendEventOnFailure, Resource* caller)
  91. {
  92. StringHash nameHash(name);
  93. Pair<StringHash, StringHash> key = MakePair(type, nameHash);
  94. MutexLock lock(backgroundLoadMutex_);
  95. // Check if already exists in the queue
  96. if (backgroundLoadQueue_.Find(key) != backgroundLoadQueue_.End())
  97. return false;
  98. BackgroundLoadItem& item = backgroundLoadQueue_[key];
  99. item.sendEventOnFailure_ = sendEventOnFailure;
  100. // Make sure the pointer is non-null and is a Resource subclass
  101. item.resource_ = DynamicCast<Resource>(owner_->GetContext()->CreateObject(type));
  102. if (!item.resource_)
  103. {
  104. LOGERROR("Could not load unknown resource type " + String(type));
  105. if (sendEventOnFailure && Thread::IsMainThread())
  106. {
  107. using namespace UnknownResourceType;
  108. VariantMap& eventData = owner_->GetEventDataMap();
  109. eventData[P_RESOURCETYPE] = type;
  110. owner_->SendEvent(E_UNKNOWNRESOURCETYPE, eventData);
  111. }
  112. backgroundLoadQueue_.Erase(key);
  113. return false;
  114. }
  115. LOGDEBUG("Background loading resource " + name);
  116. item.resource_->SetName(name);
  117. item.resource_->SetAsyncLoadState(ASYNC_QUEUED);
  118. // If this is a resource calling for the background load of more resources, mark the dependency as necessary
  119. if (caller)
  120. {
  121. Pair<StringHash, StringHash> callerKey = MakePair(caller->GetType(), caller->GetNameHash());
  122. HashMap<Pair<StringHash, StringHash>, BackgroundLoadItem>::Iterator j = backgroundLoadQueue_.Find(callerKey);
  123. if (j != backgroundLoadQueue_.End())
  124. {
  125. BackgroundLoadItem& callerItem = j->second_;
  126. item.dependents_.Insert(callerKey);
  127. callerItem.dependencies_.Insert(key);
  128. }
  129. else
  130. LOGWARNING("Resource " + caller->GetName() +
  131. " requested for a background loaded resource but was not in the background load queue");
  132. }
  133. // Start the background loader thread now
  134. if (!IsStarted())
  135. Run();
  136. return true;
  137. }
  138. void BackgroundLoader::WaitForResource(StringHash type, StringHash nameHash)
  139. {
  140. backgroundLoadMutex_.Acquire();
  141. // Check if the resource in question is being background loaded
  142. Pair<StringHash, StringHash> key = MakePair(type, nameHash);
  143. HashMap<Pair<StringHash, StringHash>, BackgroundLoadItem>::Iterator i = backgroundLoadQueue_.Find(key);
  144. if (i != backgroundLoadQueue_.End())
  145. {
  146. backgroundLoadMutex_.Release();
  147. {
  148. Resource* resource = i->second_.resource_;
  149. HiresTimer waitTimer;
  150. bool didWait = false;
  151. for (;;)
  152. {
  153. unsigned numDeps = i->second_.dependencies_.Size();
  154. AsyncLoadState state = resource->GetAsyncLoadState();
  155. if (numDeps > 0 || state == ASYNC_QUEUED || state == ASYNC_LOADING)
  156. {
  157. didWait = true;
  158. Time::Sleep(1);
  159. }
  160. else
  161. break;
  162. }
  163. if (didWait)
  164. LOGDEBUG("Waited " + String(waitTimer.GetUSec(false) / 1000) + " ms for background loaded resource " +
  165. resource->GetName());
  166. }
  167. // This may take a long time and may potentially wait on other resources, so it is important we do not hold the mutex during this
  168. FinishBackgroundLoading(i->second_);
  169. backgroundLoadMutex_.Acquire();
  170. backgroundLoadQueue_.Erase(i);
  171. backgroundLoadMutex_.Release();
  172. }
  173. else
  174. backgroundLoadMutex_.Release();
  175. }
  176. void BackgroundLoader::FinishResources(int maxMs)
  177. {
  178. if (IsStarted())
  179. {
  180. HiresTimer timer;
  181. backgroundLoadMutex_.Acquire();
  182. for (HashMap<Pair<StringHash, StringHash>, BackgroundLoadItem>::Iterator i = backgroundLoadQueue_.Begin();
  183. i != backgroundLoadQueue_.End();)
  184. {
  185. Resource* resource = i->second_.resource_;
  186. unsigned numDeps = i->second_.dependencies_.Size();
  187. AsyncLoadState state = resource->GetAsyncLoadState();
  188. if (numDeps > 0 || state == ASYNC_QUEUED || state == ASYNC_LOADING)
  189. ++i;
  190. else
  191. {
  192. // Finishing a resource may need it to wait for other resources to load, in which case we can not
  193. // hold on to the mutex
  194. backgroundLoadMutex_.Release();
  195. FinishBackgroundLoading(i->second_);
  196. backgroundLoadMutex_.Acquire();
  197. i = backgroundLoadQueue_.Erase(i);
  198. }
  199. // Break when the time limit passed so that we keep sufficient FPS
  200. if (timer.GetUSec(false) >= maxMs * 1000)
  201. break;
  202. }
  203. backgroundLoadMutex_.Release();
  204. }
  205. }
  206. unsigned BackgroundLoader::GetNumQueuedResources() const
  207. {
  208. MutexLock lock(backgroundLoadMutex_);
  209. return backgroundLoadQueue_.Size();
  210. }
  211. void BackgroundLoader::FinishBackgroundLoading(BackgroundLoadItem& item)
  212. {
  213. Resource* resource = item.resource_;
  214. bool success = resource->GetAsyncLoadState() == ASYNC_SUCCESS;
  215. // If BeginLoad() phase was successful, call EndLoad() and get the final success/failure result
  216. if (success)
  217. {
  218. #ifdef ATOMIC_PROFILING
  219. String profileBlockName("Finish" + resource->GetTypeName());
  220. Profiler* profiler = owner_->GetSubsystem<Profiler>();
  221. if (profiler)
  222. profiler->BeginBlock(profileBlockName.CString());
  223. #endif
  224. LOGDEBUG("Finishing background loaded resource " + resource->GetName());
  225. success = resource->EndLoad();
  226. #ifdef ATOMIC_PROFILING
  227. if (profiler)
  228. profiler->EndBlock();
  229. #endif
  230. }
  231. resource->SetAsyncLoadState(ASYNC_DONE);
  232. if (!success && item.sendEventOnFailure_)
  233. {
  234. using namespace LoadFailed;
  235. VariantMap& eventData = owner_->GetEventDataMap();
  236. eventData[P_RESOURCENAME] = resource->GetName();
  237. owner_->SendEvent(E_LOADFAILED, eventData);
  238. }
  239. // Send event, either success or failure
  240. {
  241. using namespace ResourceBackgroundLoaded;
  242. VariantMap& eventData = owner_->GetEventDataMap();
  243. eventData[P_RESOURCENAME] = resource->GetName();
  244. eventData[P_SUCCESS] = success;
  245. eventData[P_RESOURCE] = resource;
  246. owner_->SendEvent(E_RESOURCEBACKGROUNDLOADED, eventData);
  247. }
  248. // Store to the cache; use same mechanism as for manual resources
  249. if (success || owner_->GetReturnFailedResources())
  250. owner_->AddManualResource(resource);
  251. }
  252. }