OLS/Source/ols/Private/Systems/OLSAssetManager.cpp

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// © 2024 Long Ly. All rights reserved. Any unauthorized use, reproduction, or distribution of this trademark is strictly prohibited and may result in legal action.
#include "Systems/OLSAssetManager.h"
#include "Misc/App.h"
#include "Stats/StatsMisc.h"
#include "Misc/ScopedSlowTask.h"
#include "Engine/Engine.h"
#include "Systems/OLSAssetManagerStartupJob.h"
#include "DataAssets/OLSPawnDataAsset.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(OLSAssetManager)
const FName FOLSBundles::Equipped("Equipped");
//////////////////////////////////////////////////////////////////////
static FAutoConsoleCommand CVarDumpLoadedAssets(
TEXT("OLS.DumpLoadedAssets"),
TEXT("Shows all assets that were loaded via the asset manager and are currently in memory."),
FConsoleCommandDelegate::CreateStatic(UOLSAssetManager::DumpLoadedAssets)
);
//////////////////////////////////////////////////////////////////////
#define STARTUP_JOB_WEIGHTED(jobFunc, jobWeight) StartupJobs.Add(FOLSAssetManagerStartupJob(#jobFunc, [this](const FOLSAssetManagerStartupJob& startupJob, TSharedPtr<FStreamableHandle>& loadHandle){jobFunc;}, jobWeight))
#define STARTUP_JOB(jobFunc) STARTUP_JOB_WEIGHTED(jobFunc, 1.f)
//////////////////////////////////////////////////////////////////////
UOLSAssetManager::UOLSAssetManager()
{
DefaultPawnData = nullptr;
}
UOLSAssetManager& UOLSAssetManager::Get()
{
check(GEngine);
if (UOLSAssetManager* Singleton = Cast<UOLSAssetManager>(GEngine->AssetManager))
{
return *Singleton;
}
// @Todo replace this our custom log.
// UE_LOG(LogLyra, Fatal, TEXT("Invalid AssetManagerClassName in DefaultEngine.ini. It must be set to LyraAssetManager!"));
// Fatal error above prevents this from being called.
return *NewObject<UOLSAssetManager>();
}
template <typename AssetType>
AssetType* UOLSAssetManager::GetAsset(const TSoftObjectPtr<AssetType>& assetPointer, bool shouldKeepInMemory)
{
AssetType* loadedAsset = nullptr;
const FSoftObjectPath& assetPath = assetPointer.ToSoftObjectPath();
if (assetPath.IsValid())
{
loadedAsset = assetPointer.Get();
if (!loadedAsset)
{
loadedAsset = Cast<AssetType>(SynchronousLoadAsset(assetPath));
ensureAlwaysMsgf(loadedAsset, TEXT("Failed to load asset [%s]"), *assetPointer.ToString());
}
if (loadedAsset && shouldKeepInMemory)
{
// Added to loaded asset list.
Get().AddLoadedAsset(Cast<UObject>(loadedAsset));
}
}
return loadedAsset;
}
template <typename AssetType>
TSubclassOf<AssetType> UOLSAssetManager::GetSubclass(const TSoftClassPtr<AssetType>& assetPointer, bool shouldKeepInMemory)
{
TSubclassOf<AssetType> loadedSubclass = nullptr;
const FSoftObjectPath& assetPath = assetPointer.ToSoftObjectPath();
if (assetPath.IsValid())
{
loadedSubclass = assetPointer.Get();
if (!loadedSubclass)
{
loadedSubclass = Cast<UClass>(SynchronousLoadAsset(assetPath));
ensureAlwaysMsgf(loadedSubclass, TEXT("Failed to load asset class [%s]"), *assetPointer.ToString());
}
if (loadedSubclass && shouldKeepInMemory)
{
// Added to loaded asset list.
Get().AddLoadedAsset(Cast<UObject>(loadedSubclass));
}
}
return loadedSubclass;
}
void UOLSAssetManager::DumpLoadedAssets()
{
}
const UOLSPawnDataAsset* UOLSAssetManager::GetDefaultPawnData() const
{
return GetAsset(DefaultPawnData);
}
template <typename GameDataClass>
const GameDataClass& UOLSAssetManager::GetOrLoadTypedGameData(const TSoftObjectPtr<GameDataClass>& dataPath)
{
if (const TObjectPtr<UPrimaryDataAsset>* pResult = GameDataMap.Find(GameDataClass::StaticClass()))
{
return *CastChecked<GameDataClass>(*pResult);
}
// Does a blocking load if needed
return *CastChecked<const GameDataClass>(
LoadGameDataOfClass(GameDataClass::StaticClass(), dataPath, GameDataClass::StaticClass()->GetFName()));
}
UObject* UOLSAssetManager::SynchronousLoadAsset(const FSoftObjectPath& assetPath)
{
if (assetPath.IsValid())
{
TUniquePtr<FScopeLogTime> logTimePtr;
if (ShouldLogAssetLoads())
{
logTimePtr = MakeUnique<FScopeLogTime>(*FString::Printf(TEXT("Synchronously loaded asset [%s]"), *assetPath.ToString()), nullptr, FScopeLogTime::ScopeLog_Seconds);
}
if (UAssetManager::IsInitialized())
{
return UAssetManager::GetStreamableManager().LoadSynchronous(assetPath, false);
}
// Use LoadObject if asset manager isn't ready yet.
return assetPath.TryLoad();
}
return nullptr;
}
bool UOLSAssetManager::ShouldLogAssetLoads()
{
static bool shouldLogAssetLoads = FParse::Param(FCommandLine::Get(), TEXT("LogAssetLoads"));
return shouldLogAssetLoads;
}
void UOLSAssetManager::AddLoadedAsset(const UObject* Asset)
{
if (ensureAlways(Asset))
{
FScopeLock LoadedAssetsLock(&LoadedAssetsCritical);
LoadedAssets.Add(Asset);
}
}
void UOLSAssetManager::StartInitialLoading()
{
SCOPED_BOOT_TIMING("UOLSAssetManager::StartInitialLoading");
// This does all of the scanning, need to do this now even if loads are deferred
Super::StartInitialLoading();
STARTUP_JOB(InitializeGameplayCueManager());
{
// Load base game data asset
// @Todo uncomment this after implementing GetGameData().
// STARTUP_JOB_WEIGHTED(GetGameData(), 25.f);
}
// Run all the queued up startup jobs
DoAllStartupJobs();
}
#if WITH_EDITOR
void UOLSAssetManager::PreBeginPIE(bool shouldStartSimulate)
{
Super::PreBeginPIE(shouldStartSimulate);
{
FScopedSlowTask slowTask(0, NSLOCTEXT("OLSEditor", "BeginLoadingPIEData", "Loading PIE Data"));
const bool shouldShowCancelButton = false;
const bool shouldAllowInPIE = true;
slowTask.MakeDialog(shouldShowCancelButton, shouldAllowInPIE);
// @Todo unlock this comment.
// const ULyraGameData& LocalGameDataCommon = GetGameData();
// Intentionally after GetGameData to avoid counting GameData time in this timer
SCOPE_LOG_TIME_IN_SECONDS(TEXT("PreBeginPIE asset preloading complete"), nullptr);
// You could add preloading of anything else needed for the experience we'll be using here
// (e.g., by grabbing the default experience from the world settings + the experience override in developer settings)
}
}
#endif
UPrimaryDataAsset* UOLSAssetManager::LoadGameDataOfClass(
TSubclassOf<UPrimaryDataAsset> dataClass,
const TSoftObjectPtr<UPrimaryDataAsset>& dataClassPath,
FPrimaryAssetType primaryAssetType)
{
UPrimaryDataAsset* asset = nullptr;
DECLARE_SCOPE_CYCLE_COUNTER(TEXT("Loading GameData Object"), STAT_GameData, STATGROUP_LoadTime);
if (!dataClassPath.IsNull())
{
#if WITH_EDITOR
FScopedSlowTask slowTask(0, FText::Format(NSLOCTEXT("OLSEditor", "BeginLoadingGameDataTask", "Loading GameData {0}"), FText::FromName(dataClass->GetFName())));
const bool shouldShowCancelButton = false;
const bool shouldAllowInPIE = true;
slowTask.MakeDialog(shouldShowCancelButton, shouldAllowInPIE);
#endif
// @Todo replace this log with our custom.
// UE_LOG(LogLyra, Log, TEXT("Loading GameData: %s ..."), *dataClassPath.ToString());
SCOPE_LOG_TIME_IN_SECONDS(TEXT(" ... GameData loaded!"), nullptr);
// This can be called recursively in the editor because it is called on demand from PostLoad so force a sync load for primary asset and async load the rest in that case
if (GIsEditor)
{
asset = dataClassPath.LoadSynchronous();
LoadPrimaryAssetsWithType(primaryAssetType);
}
else
{
TSharedPtr<FStreamableHandle> handle = LoadPrimaryAssetsWithType(primaryAssetType);
if (handle.IsValid())
{
handle->WaitUntilComplete(0.0f, false);
// This should always work
asset = Cast<UPrimaryDataAsset>(handle->GetLoadedAsset());
}
}
}
if (asset)
{
GameDataMap.Add(dataClass, asset);
}
else
{
// It is not acceptable to fail to load any GameData asset. It will result in soft failures that are hard to diagnose.
// @Todo replace this log with our custom.
// UE_LOG(LogLyra, Fatal, TEXT("Failed to load GameData asset at %s. Type %s. This is not recoverable and likely means you do not have the correct data to run %s."), *dataClassPath.ToString(), *primaryAssetType.ToString(), FApp::GetProjectName());
}
return asset;
}
void UOLSAssetManager::DoAllStartupJobs()
{
SCOPED_BOOT_TIMING("ULyraAssetManager::DoAllStartupJobs");
const double AllStartupJobsStartTime = FPlatformTime::Seconds();
// if (IsRunningDedicatedServer())
// {
// // No need for periodic progress updates, just run the jobs
// for (const FLyraAssetManagerStartupJob& StartupJob : StartupJobs)
// {
// StartupJob.DoJob();
// }
// }
// else
// {
// if (StartupJobs.Num() > 0)
// {
// float TotalJobValue = 0.0f;
// for (const FLyraAssetManagerStartupJob& StartupJob : StartupJobs)
// {
// TotalJobValue += StartupJob.JobWeight;
// }
//
// float AccumulatedJobValue = 0.0f;
// for (FLyraAssetManagerStartupJob& StartupJob : StartupJobs)
// {
// const float JobValue = StartupJob.JobWeight;
// StartupJob.SubstepProgressDelegate.BindLambda([This = this, AccumulatedJobValue, JobValue, TotalJobValue](float NewProgress)
// {
// const float SubstepAdjustment = FMath::Clamp(NewProgress, 0.0f, 1.0f) * JobValue;
// const float OverallPercentWithSubstep = (AccumulatedJobValue + SubstepAdjustment) / TotalJobValue;
//
// This->UpdateInitialGameContentLoadPercent(OverallPercentWithSubstep);
// });
//
// StartupJob.DoJob();
//
// StartupJob.SubstepProgressDelegate.Unbind();
//
// AccumulatedJobValue += JobValue;
//
// UpdateInitialGameContentLoadPercent(AccumulatedJobValue / TotalJobValue);
// }
// }
// else
// {
// UpdateInitialGameContentLoadPercent(1.0f);
// }
// }
//
// StartupJobs.Empty();
// @Todo replace this with our custom log.
// UE_LOG(LogLyra, Display, TEXT("All startup jobs took %.2f seconds to complete"), FPlatformTime::Seconds() - AllStartupJobsStartTime);
}
void UOLSAssetManager::InitializeGameplayCueManager()
{
SCOPED_BOOT_TIMING("UOLSAssetManager::InitializeGameplayCueManager");
// ULyraGameplayCueManager* GCM = ULyraGameplayCueManager::Get();
// check(GCM);
// GCM->LoadAlwaysLoadedCues();
}
void UOLSAssetManager::UpdateInitialGameContentLoadPercent(float gameContentPercent)
{
// Could route this to the early startup loading screen
}