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. #ifdef URHO3D_THREADING
  23. #include "../Precompiled.h"
  24. #include "../Core/Context.h"
  25. #include "../Core/Profiler.h"
  26. #include "../IO/Log.h"
  27. #include "../Resource/BackgroundLoader.h"
  28. #include "../Resource/ResourceCache.h"
  29. #include "../Resource/ResourceEvents.h"
  30. #include "../DebugNew.h"
  31. namespace Urho3D
  32. {
  33. BackgroundLoader::BackgroundLoader(ResourceCache* owner) :
  34. owner_(owner)
  35. {
  36. }
  37. void BackgroundLoader::ThreadFunction()
  38. {
  39. while (shouldRun_)
  40. {
  41. backgroundLoadMutex_.Acquire();
  42. // Search for a queued resource that has not been loaded yet
  43. HashMap<Pair<StringHash, StringHash>, BackgroundLoadItem>::Iterator i = backgroundLoadQueue_.Begin();
  44. while (i != backgroundLoadQueue_.End())
  45. {
  46. if (i->second_.resource_->GetAsyncLoadState() == ASYNC_QUEUED)
  47. break;
  48. else
  49. ++i;
  50. }
  51. if (i == backgroundLoadQueue_.End())
  52. {
  53. // No resources to load found
  54. backgroundLoadMutex_.Release();
  55. Time::Sleep(5);
  56. }
  57. else
  58. {
  59. BackgroundLoadItem& item = i->second_;
  60. Resource* resource = item.resource_;
  61. // We can be sure that the item is not removed from the queue as long as it is in the
  62. // "queued" or "loading" state
  63. backgroundLoadMutex_.Release();
  64. bool success = false;
  65. SharedPtr<File> file = owner_->GetFile(resource->GetName(), item.sendEventOnFailure_);
  66. if (file)
  67. {
  68. resource->SetAsyncLoadState(ASYNC_LOADING);
  69. success = resource->BeginLoad(*file);
  70. }
  71. // Process dependencies now
  72. // Need to lock the queue again when manipulating other entries
  73. Pair<StringHash, StringHash> key = MakePair(resource->GetType(), resource->GetNameHash());
  74. backgroundLoadMutex_.Acquire();
  75. if (item.dependents_.Size())
  76. {
  77. for (HashSet<Pair<StringHash, StringHash> >::Iterator i = item.dependents_.Begin();
  78. i != item.dependents_.End(); ++i)
  79. {
  80. HashMap<Pair<StringHash, StringHash>, BackgroundLoadItem>::Iterator j = backgroundLoadQueue_.Find(*i);
  81. if (j != backgroundLoadQueue_.End())
  82. j->second_.dependencies_.Erase(key);
  83. }
  84. item.dependents_.Clear();
  85. }
  86. resource->SetAsyncLoadState(success ? ASYNC_SUCCESS : ASYNC_FAIL);
  87. backgroundLoadMutex_.Release();
  88. }
  89. }
  90. }
  91. bool BackgroundLoader::QueueResource(StringHash type, const String& name, bool sendEventOnFailure, Resource* caller)
  92. {
  93. StringHash nameHash(name);
  94. Pair<StringHash, StringHash> key = MakePair(type, nameHash);
  95. MutexLock lock(backgroundLoadMutex_);
  96. // Check if already exists in the queue
  97. if (backgroundLoadQueue_.Find(key) != backgroundLoadQueue_.End())
  98. return false;
  99. BackgroundLoadItem& item = backgroundLoadQueue_[key];
  100. item.sendEventOnFailure_ = sendEventOnFailure;
  101. // Make sure the pointer is non-null and is a Resource subclass
  102. item.resource_ = DynamicCast<Resource>(owner_->GetContext()->CreateObject(type));
  103. if (!item.resource_)
  104. {
  105. URHO3D_LOGERROR("Could not load unknown resource type " + String(type));
  106. if (sendEventOnFailure && Thread::IsMainThread())
  107. {
  108. using namespace UnknownResourceType;
  109. VariantMap& eventData = owner_->GetEventDataMap();
  110. eventData[P_RESOURCETYPE] = type;
  111. owner_->SendEvent(E_UNKNOWNRESOURCETYPE, eventData);
  112. }
  113. backgroundLoadQueue_.Erase(key);
  114. return false;
  115. }
  116. URHO3D_LOGDEBUG("Background loading resource " + name);
  117. item.resource_->SetName(name);
  118. item.resource_->SetAsyncLoadState(ASYNC_QUEUED);
  119. // If this is a resource calling for the background load of more resources, mark the dependency as necessary
  120. if (caller)
  121. {
  122. Pair<StringHash, StringHash> callerKey = MakePair(caller->GetType(), caller->GetNameHash());
  123. HashMap<Pair<StringHash, StringHash>, BackgroundLoadItem>::Iterator j = backgroundLoadQueue_.Find(callerKey);
  124. if (j != backgroundLoadQueue_.End())
  125. {
  126. BackgroundLoadItem& callerItem = j->second_;
  127. item.dependents_.Insert(callerKey);
  128. callerItem.dependencies_.Insert(key);
  129. }
  130. else
  131. URHO3D_LOGWARNING("Resource " + caller->GetName() +
  132. " requested for a background loaded resource but was not in the background load queue");
  133. }
  134. // Start the background loader thread now
  135. if (!IsStarted())
  136. Run();
  137. return true;
  138. }
  139. void BackgroundLoader::WaitForResource(StringHash type, StringHash nameHash)
  140. {
  141. backgroundLoadMutex_.Acquire();
  142. // Check if the resource in question is being background loaded
  143. Pair<StringHash, StringHash> key = MakePair(type, nameHash);
  144. HashMap<Pair<StringHash, StringHash>, BackgroundLoadItem>::Iterator i = backgroundLoadQueue_.Find(key);
  145. if (i != backgroundLoadQueue_.End())
  146. {
  147. backgroundLoadMutex_.Release();
  148. {
  149. Resource* resource = i->second_.resource_;
  150. HiresTimer waitTimer;
  151. bool didWait = false;
  152. for (;;)
  153. {
  154. unsigned numDeps = i->second_.dependencies_.Size();
  155. AsyncLoadState state = resource->GetAsyncLoadState();
  156. if (numDeps > 0 || state == ASYNC_QUEUED || state == ASYNC_LOADING)
  157. {
  158. didWait = true;
  159. Time::Sleep(1);
  160. }
  161. else
  162. break;
  163. }
  164. if (didWait)
  165. URHO3D_LOGDEBUG("Waited " + String(waitTimer.GetUSec(false) / 1000) + " ms for background loaded resource " +
  166. resource->GetName());
  167. }
  168. // 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
  169. FinishBackgroundLoading(i->second_);
  170. backgroundLoadMutex_.Acquire();
  171. backgroundLoadQueue_.Erase(i);
  172. backgroundLoadMutex_.Release();
  173. }
  174. else
  175. backgroundLoadMutex_.Release();
  176. }
  177. void BackgroundLoader::FinishResources(int maxMs)
  178. {
  179. if (IsStarted())
  180. {
  181. HiresTimer timer;
  182. backgroundLoadMutex_.Acquire();
  183. for (HashMap<Pair<StringHash, StringHash>, BackgroundLoadItem>::Iterator i = backgroundLoadQueue_.Begin();
  184. i != backgroundLoadQueue_.End();)
  185. {
  186. Resource* resource = i->second_.resource_;
  187. unsigned numDeps = i->second_.dependencies_.Size();
  188. AsyncLoadState state = resource->GetAsyncLoadState();
  189. if (numDeps > 0 || state == ASYNC_QUEUED || state == ASYNC_LOADING)
  190. ++i;
  191. else
  192. {
  193. // Finishing a resource may need it to wait for other resources to load, in which case we can not
  194. // hold on to the mutex
  195. backgroundLoadMutex_.Release();
  196. FinishBackgroundLoading(i->second_);
  197. backgroundLoadMutex_.Acquire();
  198. i = backgroundLoadQueue_.Erase(i);
  199. }
  200. // Break when the time limit passed so that we keep sufficient FPS
  201. if (timer.GetUSec(false) >= maxMs * 1000)
  202. break;
  203. }
  204. backgroundLoadMutex_.Release();
  205. }
  206. }
  207. unsigned BackgroundLoader::GetNumQueuedResources() const
  208. {
  209. MutexLock lock(backgroundLoadMutex_);
  210. return backgroundLoadQueue_.Size();
  211. }
  212. void BackgroundLoader::FinishBackgroundLoading(BackgroundLoadItem& item)
  213. {
  214. Resource* resource = item.resource_;
  215. bool success = resource->GetAsyncLoadState() == ASYNC_SUCCESS;
  216. // If BeginLoad() phase was successful, call EndLoad() and get the final success/failure result
  217. if (success)
  218. {
  219. #ifdef URHO3D_PROFILING
  220. String profileBlockName("Finish" + resource->GetTypeName());
  221. Profiler* profiler = owner_->GetSubsystem<Profiler>();
  222. if (profiler)
  223. profiler->BeginBlock(profileBlockName.CString());
  224. #endif
  225. URHO3D_LOGDEBUG("Finishing background loaded resource " + resource->GetName());
  226. success = resource->EndLoad();
  227. #ifdef URHO3D_PROFILING
  228. if (profiler)
  229. profiler->EndBlock();
  230. #endif
  231. }
  232. resource->SetAsyncLoadState(ASYNC_DONE);
  233. if (!success && item.sendEventOnFailure_)
  234. {
  235. using namespace LoadFailed;
  236. VariantMap& eventData = owner_->GetEventDataMap();
  237. eventData[P_RESOURCENAME] = resource->GetName();
  238. owner_->SendEvent(E_LOADFAILED, eventData);
  239. }
  240. // Send event, either success or failure
  241. {
  242. using namespace ResourceBackgroundLoaded;
  243. VariantMap& eventData = owner_->GetEventDataMap();
  244. eventData[P_RESOURCENAME] = resource->GetName();
  245. eventData[P_SUCCESS] = success;
  246. eventData[P_RESOURCE] = resource;
  247. owner_->SendEvent(E_RESOURCEBACKGROUNDLOADED, eventData);
  248. }
  249. // Store to the cache; use same mechanism as for manual resources
  250. if (success || owner_->GetReturnFailedResources())
  251. owner_->AddManualResource(resource);
  252. }
  253. }
  254. #endif