/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2014 Torus Knot Software Ltd 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. ----------------------------------------------------------------------------- */ #ifndef _ResourceManager_H__ #define _ResourceManager_H__ #include "OgrePrerequisites.h" #include "OgreResource.h" #include "OgreResourceGroupManager.h" #include "OgreCommon.h" #include "OgreStringVector.h" #include "OgreScriptLoader.h" #include "OgreHeaderPrefix.h" namespace Ogre { /** Template class describing a simple pool of items. */ template class Pool { protected: typedef typename std::list ItemList; ItemList mItems; OGRE_AUTO_MUTEX; public: Pool() {} virtual ~Pool() {} /** Get the next item from the pool. @return pair indicating whether there was a free item, and the item if so */ virtual std::pair removeItem() { OGRE_LOCK_AUTO_MUTEX; std::pair ret; if (mItems.empty()) { ret.first = false; } else { ret.first = true; ret.second = mItems.front(); mItems.pop_front(); } return ret; } /** Add a new item to the pool. */ virtual void addItem(const T& i) { OGRE_LOCK_AUTO_MUTEX; mItems.push_front(i); } /// Clear the pool virtual void clear() { OGRE_LOCK_AUTO_MUTEX; mItems.clear(); } }; /** \addtogroup Core * @{ */ /** \addtogroup Resources * @{ */ /** Defines a generic resource handler. @see @ref Resource-Management @note If OGRE_THREAD_SUPPORT is 1, this class is thread-safe. */ class _OgreExport ResourceManager : public ScriptLoader, public ResourceAlloc { public: OGRE_AUTO_MUTEX; // public to allow external locking ResourceManager(); virtual ~ResourceManager(); /** Creates a new blank resource, but does not immediately load it. @param name The unique name of the %Resource @param group The name of the resource group to attach this new resource to @param isManual Is this resource manually loaded? If so, you should really populate the loader parameter in order that the load process can call the loader back when loading is required. @param loader Pointer to a ManualLoader implementation which will be called when the Resource wishes to load (should be supplied if you set isManual to true). You can in fact leave this parameter null if you wish, but the Resource will never be able to reload if anything ever causes it to unload. Therefore provision of a proper ManualLoader instance is strongly recommended. @param createParams If any parameters are required to create an instance, they should be supplied here as name / value pairs */ ResourcePtr createResource(const String& name, const String& group, bool isManual = false, ManualResourceLoader* loader = 0, const NameValuePairList* createParams = 0); typedef std::pair ResourceCreateOrRetrieveResult; /** Create a new resource, or retrieve an existing one with the same name if it already exists. This method performs the same task as calling getByName() followed by create() if that returns null. The advantage is that it does it in one call so there are no race conditions if using multiple threads that could cause getByName() to return null, but create() to fail because another thread created a resource in between. @copydetails ResourceManager::createResource @return A pair, the first element being the pointer, and the second being an indicator specifying whether the resource was newly created. */ ResourceCreateOrRetrieveResult createOrRetrieve(const String& name, const String& group, bool isManual = false, ManualResourceLoader* loader = 0, const NameValuePairList* createParams = 0); /** Set a limit on the amount of memory this resource handler may use. If, when asked to load a new resource, the manager believes it will exceed this memory budget, it will temporarily unload a resource to make room for the new one. This unloading is not permanent and the Resource is not destroyed; it simply needs to be reloaded when next used. */ void setMemoryBudget(size_t bytes); /** Get the limit on the amount of memory this resource handler may use. */ size_t getMemoryBudget(void) const; /** Gets the current memory usage, in bytes. */ size_t getMemoryUsage(void) const { return mMemoryUsage.load(); } /** Unloads a single resource by name. Unloaded resources are not removed, they simply free up their memory as much as they can and wait to be reloaded. @see ResourceGroupManager for unloading of resource groups. */ void unload(const String& name, const String& group OGRE_RESOURCE_GROUP_INIT); /** Unloads a single resource by handle. Unloaded resources are not removed, they simply free up their memory as much as they can and wait to be reloaded. @see ResourceGroupManager for unloading of resource groups. */ void unload(ResourceHandle handle); /** Unloads all resources. Unloaded resources are not removed, they simply free up their memory as much as they can and wait to be reloaded. @see ResourceGroupManager for unloading of resource groups. @param reloadableOnly If true (the default), only unload the resource that is reloadable. Because some resources isn't reloadable, they will be unloaded but can't load them later. Thus, you might not want to them unloaded. Or, you might unload all of them, and then populate them manually later. @see Resource::isReloadable for resource is reloadable. */ void unloadAll(bool reloadableOnly = true) { unloadAll(reloadableOnly ? Resource::LF_DEFAULT : Resource::LF_INCLUDE_NON_RELOADABLE); } /** Caused all currently loaded resources to be reloaded. All resources currently being held in this manager which are also marked as currently loaded will be unloaded, then loaded again. @param reloadableOnly If true (the default), only reload the resource that is reloadable. Because some resources isn't reloadable, they will be unloaded but can't loaded again. Thus, you might not want to them unloaded. Or, you might unload all of them, and then populate them manually later. @see Resource::isReloadable for resource is reloadable. */ void reloadAll(bool reloadableOnly = true) { reloadAll(reloadableOnly ? Resource::LF_DEFAULT : Resource::LF_INCLUDE_NON_RELOADABLE); } /** Unload all resources which are not referenced by any other object. This method behaves like unloadAll, except that it only unloads resources which are not in use, ie not referenced by other objects. This allows you to free up some memory selectively whilst still keeping the group around (and the resources present, just not using much memory). @par Some referenced resource may exists 'weak' pointer to their sub-components (e.g. Entity held pointer to SubMesh), in this case, unload or reload that resource will cause dangerous pointer access. Use this function instead of unloadAll allows you avoid fail in those situations. @param reloadableOnly If true (the default), only unloads resources which can be subsequently automatically reloaded. */ void unloadUnreferencedResources(bool reloadableOnly = true) { unloadAll(reloadableOnly ? Resource::LF_ONLY_UNREFERENCED : Resource::LF_ONLY_UNREFERENCED_INCLUDE_NON_RELOADABLE); } /** Caused all currently loaded but not referenced by any other object resources to be reloaded. This method behaves like reloadAll, except that it only reloads resources which are not in use, i.e. not referenced by other objects. @par Some referenced resource may exists 'weak' pointer to their sub-components (e.g. Entity held pointer to SubMesh), in this case, unload or reload that resource will cause dangerous pointer access. Use this function instead of reloadAll allows you avoid fail in those situations. @param reloadableOnly If true (the default), only reloads resources which can be subsequently automatically reloaded. */ void reloadUnreferencedResources(bool reloadableOnly = true) { reloadAll(reloadableOnly ? Resource::LF_ONLY_UNREFERENCED : Resource::LF_ONLY_UNREFERENCED_INCLUDE_NON_RELOADABLE); } /** Unloads all resources. Unloaded resources are not removed, they simply free up their memory as much as they can and wait to be reloaded. @see ResourceGroupManager for unloading of resource groups. @param flags Allow to restrict processing to only reloadable and/or unreferenced resources. @see Resource::LoadingFlags for additional information. */ virtual void unloadAll(Resource::LoadingFlags flags); /** Caused all currently loaded resources to be reloaded. All resources currently being held in this manager which are also marked as currently loaded will be unloaded, then loaded again. @param flags Allow to restrict processing to only reloadable and/or unreferenced resources. Additionally, reloading could be done with preserving some selected resource states that could be used elsewhere. @see Resource::LoadingFlags for additional information. */ virtual void reloadAll(Resource::LoadingFlags flags); /** Remove a single resource. Removes a single resource, meaning it will be removed from the list of valid resources in this manager, also causing it to be unloaded. @note The word 'Destroy' is not used here, since if any other pointers are referring to this resource, it will persist until they have finished with it; however to all intents and purposes it no longer exists and will likely get destroyed imminently. @note If you do have shared pointers to resources hanging around after the ResourceManager is destroyed, you may get problems on destruction of these resources if they were relying on the manager (especially if it is a plugin). If you find you get problems on shutdown in the destruction of resources, try making sure you release all your shared pointers before you shutdown OGRE. */ void remove(const ResourcePtr& r); /// @overload void remove(const String& name, const String& group OGRE_RESOURCE_GROUP_INIT); /// @overload void remove(ResourceHandle handle); /** Removes all resources. @note The word 'Destroy' is not used here, since if any other pointers are referring to these resources, they will persist until they have been finished with; however to all intents and purposes the resources no longer exist and will get destroyed imminently. @note If you do have shared pointers to resources hanging around after the ResourceManager is destroyed, you may get problems on destruction of these resources if they were relying on the manager (especially if it is a plugin). If you find you get problems on shutdown in the destruction of resources, try making sure you release all your shared pointers before you shutdown OGRE. */ virtual void removeAll(void); /** Remove all resources which are not referenced by any other object. This method behaves like removeAll, except that it only removes resources which are not in use, ie not referenced by other objects. This allows you to free up some memory selectively whilst still keeping the group around (and the resources present, just not using much memory). @par Some referenced resource may exists 'weak' pointer to their sub-components (e.g. Entity held pointer to SubMesh), in this case, remove or reload that resource will cause dangerous pointer access. Use this function instead of removeAll allows you avoid fail in those situations. @param reloadableOnly If true (the default), only removes resources which can be subsequently automatically reloaded. */ virtual void removeUnreferencedResources(bool reloadableOnly = true); /** Retrieves a pointer to a resource by name, or null if the resource does not exist. */ virtual ResourcePtr getResourceByName(const String& name, const String& groupName OGRE_RESOURCE_GROUP_INIT) const; /** Retrieves a pointer to a resource by handle, or null if the resource does not exist. */ virtual ResourcePtr getByHandle(ResourceHandle handle) const; /// Returns whether the named resource exists in this manager bool resourceExists(const String& name, const String& group OGRE_RESOURCE_GROUP_INIT) const { return getResourceByName(name, group).get() != 0; } /// Returns whether a resource with the given handle exists in this manager bool resourceExists(ResourceHandle handle) const { return getByHandle(handle).get() != 0; } /** Notify this manager that a resource which it manages has been 'touched', i.e. used. */ virtual void _notifyResourceTouched(Resource* res); /** Notify this manager that a resource which it manages has been loaded. */ virtual void _notifyResourceLoaded(Resource* res); /** Notify this manager that a resource which it manages has been unloaded. */ virtual void _notifyResourceUnloaded(Resource* res); /** Generic prepare method, used to create a Resource specific to this ResourceManager without using one of the specialised 'prepare' methods (containing per-Resource-type parameters). @param name The name of the %Resource @param group The resource group to which this resource will belong @param isManual Is the resource to be manually loaded? If so, you should provide a value for the loader parameter @param loader The manual loader which is to perform the required actions when this resource is loaded; only applicable when you specify true for the previous parameter @param loadParams Optional pointer to a list of name/value pairs containing loading parameters for this type of resource. @param backgroundThread Optional boolean which lets the load routine know if it is being run on the background resource loading thread */ ResourcePtr prepare(const String& name, const String& group, bool isManual = false, ManualResourceLoader* loader = 0, const NameValuePairList* loadParams = 0, bool backgroundThread = false); /** Generic load method, used to create a Resource specific to this ResourceManager without using one of the specialised 'load' methods (containing per-Resource-type parameters). @copydetails ResourceManager::prepare() */ ResourcePtr load(const String& name, const String& group, bool isManual = false, ManualResourceLoader* loader = 0, const NameValuePairList* loadParams = 0, bool backgroundThread = false); const StringVector& getScriptPatterns(void) const override { return mScriptPatterns; } void parseScript(DataStreamPtr& stream, const String& groupName) override; Real getLoadingOrder(void) const override { return mLoadOrder; } /** Gets a string identifying the type of resource this manager handles. */ const String& getResourceType(void) const { return mResourceType; } /** Sets whether this manager and its resources habitually produce log output */ void setVerbose(bool v) { mVerbose = v; } /** Gets whether this manager and its resources habitually produce log output */ bool getVerbose(void) { return mVerbose; } /** Definition of a pool of resources, which users can use to reuse similar resources many times without destroying and recreating them. This is a simple utility class which allows the reuse of resources between code which has a changing need for them. For example, */ class _OgreExport ResourcePool : public Pool, public ResourceAlloc { String mName; public: ResourcePool(const String& name); ~ResourcePool(); /// Get the name of the pool const String& getName() const; void clear() override; }; /// Create a resource pool, or reuse one that already exists ResourcePool* getResourcePool(const String& name); /// Destroy a resource pool void destroyResourcePool(ResourcePool* pool); /// Destroy a resource pool void destroyResourcePool(const String& name); /// destroy all pools void destroyAllResourcePools(); protected: /** Allocates the next handle. */ ResourceHandle getNextHandle(void); /** Create a new resource instance compatible with this manager (no custom parameters are populated at this point). Subclasses must override this method and create a subclass of Resource. @param name The unique name of the resource @param handle The unique handle of the resource @param group The name of the resource group to attach this new resource to @param isManual Is this resource manually loaded? If so, you should really populate the loader parameter in order that the load process can call the loader back when loading is required. @param loader Pointer to a ManualLoader implementation which will be called when the Resource wishes to load (should be supplied if you set isManual to true). You can in fact leave this parameter null if you wish, but the Resource will never be able to reload if anything ever causes it to unload. Therefore provision of a proper ManualLoader instance is strongly recommended. @param createParams If any parameters are required to create an instance, they should be supplied here as name / value pairs. These do not need to be set on the instance (handled elsewhere), just used if required to differentiate which concrete class is created. */ virtual Resource* createImpl(const String& name, ResourceHandle handle, const String& group, bool isManual, ManualResourceLoader* loader, const NameValuePairList* createParams) = 0; /** Add a newly created resource to the manager (note weak reference) */ virtual void addImpl( ResourcePtr& res ); /** Remove a resource from this manager; remove it from the lists. */ virtual void removeImpl(const ResourcePtr& res ); /** Checks memory usage and pages out if required. This is automatically done after a new resource is loaded. */ void checkUsage(void); public: typedef std::unordered_map< String, ResourcePtr > ResourceMap; typedef std::unordered_map< String, ResourceMap > ResourceWithGroupMap; typedef std::map ResourceHandleMap; protected: ResourceHandleMap mResourcesByHandle; ResourceMap mResources; ResourceWithGroupMap mResourcesWithGroup; size_t mMemoryBudget; /// In bytes std::atomic mNextHandle; std::atomic mMemoryUsage; /// In bytes bool mVerbose; // IMPORTANT - all subclasses must populate the fields below /// Patterns to use to look for scripts if supported (e.g. *.overlay) StringVector mScriptPatterns; /// Loading order relative to other managers, higher is later Real mLoadOrder; /// String identifying the resource type this manager handles String mResourceType; public: typedef MapIterator ResourceMapIterator; /** Returns an iterator over all resources in this manager. @note Use of this iterator is NOT thread safe! */ ResourceMapIterator getResourceIterator(void) { return ResourceMapIterator(mResourcesByHandle.begin(), mResourcesByHandle.end()); } protected: typedef std::map ResourcePoolMap; ResourcePoolMap mResourcePoolMap; }; /** @} */ /** @} */ } #include "OgreHeaderSuffix.h" #endif