298 lines
9.1 KiB
C++
298 lines
9.1 KiB
C++
// © 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 "OLSLog.h"
|
|
#include "DataAssets/OLSGameDataAsset.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)
|
|
|
|
DEFINE_LOG_CATEGORY(LogOLSAssetManager);
|
|
|
|
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;
|
|
}
|
|
|
|
OLS_LOG_NO_WORLD(LogOLSAssetManager, Fatal, TEXT("Invalid AssetManagerClassName in DefaultEngine.ini. It must be set to LyraAssetManager!"));
|
|
|
|
// Fatal error above prevents this from being called.
|
|
return *NewObject<UOLSAssetManager>();
|
|
}
|
|
|
|
void UOLSAssetManager::DumpLoadedAssets()
|
|
{
|
|
OLS_LOG_NO_WORLD(LogOLSAssetManager, Log, TEXT("========== Start Dumping Loaded Assets =========="));
|
|
|
|
for (const UObject* loadedAsset : Get().LoadedAssets)
|
|
{
|
|
OLS_LOG_NO_WORLD(LogOLSAssetManager, Log, TEXT(" %s"), GET_UOBJECT_NAME(loadedAsset));
|
|
}
|
|
|
|
OLS_LOG_NO_WORLD(LogOLSAssetManager, Log, TEXT("... %d assets in loaded pool"), Get().LoadedAssets.Num());
|
|
OLS_LOG_NO_WORLD(LogOLSAssetManager, Log, TEXT("========== Finish Dumping Loaded Assets =========="));
|
|
}
|
|
|
|
const UOLSGameDataAsset& UOLSAssetManager::GetGameData()
|
|
{
|
|
return GetOrLoadTypedGameData<UOLSGameDataAsset>(OLSGameDataPath);
|
|
}
|
|
|
|
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
|
|
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);
|
|
|
|
const UOLSGameDataAsset& 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
|
|
|
|
OLS_LOG(LogOLSAssetManager, 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.
|
|
OLS_LOG(LogOLSAssetManager, 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("UOLSAssetManager::DoAllStartupJobs");
|
|
const double allStartupJobsStartTime = FPlatformTime::Seconds();
|
|
|
|
if (IsRunningDedicatedServer())
|
|
{
|
|
// No need for periodic progress updates, just run the jobs
|
|
for (const FOLSAssetManagerStartupJob& startupJob : StartupJobs)
|
|
{
|
|
startupJob.DoJob();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (StartupJobs.Num() > 0)
|
|
{
|
|
float totalJobValue = 0.0f;
|
|
for (const FOLSAssetManagerStartupJob& startupJob : StartupJobs)
|
|
{
|
|
totalJobValue += startupJob.JobWeight;
|
|
}
|
|
|
|
float accumulatedJobValue = 0.0f;
|
|
for (FOLSAssetManagerStartupJob& 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();
|
|
|
|
OLS_LOG(LogOLSAssetManager, Display, TEXT("All startup jobs took %.2f seconds to complete"),
|
|
FPlatformTime::Seconds() - allStartupJobsStartTime);
|
|
}
|
|
|
|
void UOLSAssetManager::InitializeGameplayCueManager()
|
|
{
|
|
SCOPED_BOOT_TIMING("UOLSAssetManager::InitializeGameplayCueManager");
|
|
|
|
// @TODO: Implement this after implementing ULyraGameplayCueManager.
|
|
// ULyraGameplayCueManager* GCM = ULyraGameplayCueManager::Get();
|
|
// check(GCM);
|
|
// GCM->LoadAlwaysLoadedCues();
|
|
}
|
|
|
|
void UOLSAssetManager::UpdateInitialGameContentLoadPercent(float gameContentPercent)
|
|
{
|
|
// @TODO: Implement this function.
|
|
// Could route this to the early startup loading screen
|
|
}
|