// Ryzom - MMORPG Framework // Copyright (C) 2010 Winch Gate Property Limited // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as // published by the Free Software Foundation, either version 3 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #include "stdpch.h" #include "nel/3d/u_instance_group.h" #include "nel/misc/path.h" #include "nel/misc/progress_callback.h" #include "ig_enum.h" #include "streamable_ig.h" #include "continent_manager.h" extern CContinentManager ContinentMngr; H_AUTO_DECL(RZ_StremableIG) //================================================================================= CStreamableIG::CStreamableIG() : _Scene(NULL), _Linked(false), _IGMap(NULL) { H_AUTO_USE(RZ_StremableIG) } //================================================================================= void CStreamableIG::init(NL3D::UScene *owningScene, const NLMISC::CVector &pos,float forceLoadRadius,float loadRadius,float unloadRadius) { H_AUTO_USE(RZ_StremableIG) nlassert(_Scene == NULL); // init should be called once nlassert(owningScene); _Scene = owningScene; if (!(unloadRadius >= loadRadius && loadRadius >= forceLoadRadius && forceLoadRadius >= 0)) { nlwarning("CStreamableIG::init : invalid radius have been used !"); } CStreamableEntity::setForceLoadRadius(forceLoadRadius); CStreamableEntity::setLoadRadius(loadRadius); CStreamableEntity::setUnloadRadius(unloadRadius); CStreamableEntity::setPos(pos); } //================================================================================= CStreamableIG::~CStreamableIG() { H_AUTO_USE(RZ_StremableIG) if (_Scene) { removeLoadedIGFromMap(); for(uint k = 0; k < _IGs.size(); ++k) { if (_IGs[k].Loading) { _Scene->stopCreatingAndAddingIG(&_IGs[k].IG); } else if(_IGs[k].IG && _IGs[k].IG != (NL3D::UInstanceGroup *)-1) { notifyIGRemoved(_IGs[k].IG); } if (_IGs[k].IG && _IGs[k].IG != (NL3D::UInstanceGroup *)-1) { _IGs[k].IG->removeFromScene(*_Scene); _Scene->deleteInstanceGroup(_IGs[k].IG); _IGs[k].IG= NULL; } } } } //================================================================================= /*virtual*/ void CStreamableIG::loadAsync() { H_AUTO_USE(RZ_StremableIG) if (!_Linked) { if(!ClientCfg.Light) nlwarning("Loading async %p", this); #ifdef NL_DEBUG //nlinfo("Loading async : %s", Name.c_str()); #endif bool canLinkNow = true; for(uint k = 0; k < _IGs.size(); ++k) { if (!_IGs[k].Loading && !_IGs[k].IG) { // Current continent season EGSPD::CSeason::TSeason season = ContinentMngr.cur()->Season; //nlinfo("started load async"); _IGs[k].Loading = true; _Callback.Owner = this; _Scene->createInstanceGroupAndAddToSceneAsync(_IGs[k].Name + ".ig", &_IGs[k].IG, _IGs[k].Pos, _IGs[k].Rot, season, &_Callback); } else { if (_IGs[k].Loading && _IGs[k].IG) { //nlinfo("loading finiched"); // loading has finished _IGs[k].Loading = false; if (_IGs[k].IG != (NL3D::UInstanceGroup *)-1 && _IGMap) { (*_IGMap)[_IGs[k].Name] = _IGs[k].IG; this->notifyIGAdded(_IGs[k].IG); } } } // Load is not finished canLinkNow &= !_IGs[k].Loading; } if (canLinkNow) { linkInstances(); } } } //================================================================================= /*virtual*/ void CStreamableIG::load(NLMISC::IProgressCallback &progress) { H_AUTO_USE(RZ_StremableIG) if (!_Linked) { nlwarning("Load %p", this); #ifdef NL_DEBUG //nlinfo("Loading : %s", Name.c_str()); #endif std::vector waitForIg; waitForIg.resize(_IGs.size()); for(uint k = 0; k < _IGs.size(); ++k) { #ifdef NL_DEBUG //nlinfo("Loading ig %s", _IGs[k].Name.c_str()); #endif progress.progress((float)k/((float)_IGs.size()*2.f)); if (!_IGs[k].IG) { //nlinfo("blocking load"); if (!_IGs[k].Loading) { // Current continent season EGSPD::CSeason::TSeason season = ContinentMngr.cur()->Season; //nlinfo("start blocking load"); // blocking load // block after queueing all _Callback.Owner = this; _Scene->createInstanceGroupAndAddToSceneAsync(_IGs[k].Name + ".ig", &_IGs[k].IG, _IGs[k].Pos, _IGs[k].Rot, season, &_Callback); _IGs[k].Loading = true; } _Scene->updateWaitingInstances(1000); /* set a high value to upload texture at a fast rate */ waitForIg[k] = true; } else { if (_IGs[k].Loading && _IGs[k].IG) { _IGs[k].Loading = false; } waitForIg[k] = false; } } for(uint k = 0; k < _IGs.size(); ++k) { progress.progress(((float)k + (float)_IGs.size())/((float)_IGs.size()*2.f)); if (waitForIg[k]) { //nlinfo("wait for end of blockin load"); // blocking call while (!_IGs[k].IG) { NLMISC::nlSleep(1); // wait till loaded... _Scene->updateWaitingInstances(1000); /* set a high value to upload texture at a fast rate */ } _IGs[k].Loading = false; } } linkInstances(); addLoadedIGToMap(); } } //================================================================================= /*virtual*/ void CStreamableIG::unload() { H_AUTO_USE(RZ_StremableIG) #ifdef NL_DEBUG // nlinfo("Unloading : %s", Name.c_str()); #endif if (_Linked) { nlwarning("Unloading %p", this); } removeLoadedIGFromMap(); for(uint k = 0; k < _IGs.size(); ++k) { if (_IGs[k].Loading) { if (_IGs[k].IG) { if (_IGs[k].IG != (NL3D::UInstanceGroup *)-1) { // the ig has just finished loading, and loading hasn't failed _IGs[k].IG->removeFromScene(*_Scene); // notifyIGAdded has not been called yet, so no need to call notifyIGRemoved } } else { _Scene->stopCreatingAndAddingIG(&_IGs[k].IG); } _IGs[k].Loading = false; _IGs[k].IG = NULL; } else { if (_IGs[k].IG && _IGs[k].IG != (NL3D::UInstanceGroup *)-1) // -1 signal that async loading failed { //nlinfo("unload 2"); nlassert(_Scene); _IGs[k].IG->removeFromScene(*_Scene); _Scene->deleteInstanceGroup (_IGs[k].IG); this->notifyIGRemoved(_IGs[k].IG); } _IGs[k].IG = NULL; } } _Linked = false; } //================================================================================= void CStreamableIG::forceUnload() { H_AUTO_USE(RZ_StremableIG) unload(); } //=================================================================================== bool CStreamableIG::setIG(uint ig, const std::string &name, const std::string &parentName) { H_AUTO_USE(RZ_StremableIG) if (ig<_IGs.size()) { // Destroy this IG if (_IGs[ig].Loading) { if (!_IGs[ig].IG) { _Scene->stopCreatingAndAddingIG(&_IGs[ig].IG); this->notifyIGRemoved(_IGs[ig].IG); _IGs[ig].Loading = false; _IGs[ig].IG = NULL; } } else { if (_IGs[ig].IG && _IGs[ig].IG != (NL3D::UInstanceGroup *)-1) // -1 signal that async loading failed { nlassert(_Scene); _IGs[ig].IG->removeFromScene(*_Scene); _Scene->deleteInstanceGroup (_IGs[ig].IG); this->notifyIGRemoved(_IGs[ig].IG); } _IGs[ig].IG = NULL; } // Load this IG _IGs[ig].Name = NLMISC::CFile::getFilenameWithoutExtension(name); _IGs[ig].ParentName = NLMISC::CFile::getFilenameWithoutExtension(parentName); NLMISC::strlwr(_IGs[ig].Name); NLMISC::strlwr(_IGs[ig].ParentName); _IGs[ig].IG = NULL; _IGs[ig].Loading = false; _Linked = false; return true; } return false; } //================================================================================= void CStreamableIG::addIG(const std::string &name,const std::string &parentName, const NLMISC::CVector &pos, const NLMISC::CQuat &rot) { H_AUTO_USE(RZ_StremableIG) _IGs.push_back(CIGNode ()); _IGs.back().Name = NLMISC::CFile::getFilenameWithoutExtension(name); _IGs.back().ParentName = NLMISC::CFile::getFilenameWithoutExtension(parentName); NLMISC::strlwr(_IGs.back().Name); NLMISC::strlwr(_IGs.back().ParentName); _IGs.back().IG = NULL; _IGs.back().Loading = false; _IGs.back().Pos = pos; _IGs.back().Rot = rot; } //================================================================================= void CStreamableIG::linkInstances() { H_AUTO_USE(RZ_StremableIG) if (_Linked) return; for(uint k = 0; k < _IGs.size(); ++k) { /** There are few igs at the same time, so a linear search should suffice for now */ if (_IGs[k].IG != (NL3D::UInstanceGroup *)-1) { // search the parent if (!_IGs[k].ParentName.empty()) { for(uint l = 0; l < _IGs.size(); ++l) { if (l == k) continue; // can't be a parent of itself if (_IGs[l].IG != (NL3D::UInstanceGroup *)-1 && _IGs[k].ParentName == _IGs[l].Name) { if (!_IGs[k].IG->linkToParentCluster(_IGs[l].IG)) { nlwarning("Failed to link cluster %s to its parent %s", _IGs[k].Name.c_str(), _IGs[k].ParentName.c_str()); } } } } } } _Linked = true; } //================================================================================= void CStreamableIG::reserve(uint size) { H_AUTO_USE(RZ_StremableIG) _IGs.reserve(size); } //================================================================================= void CStreamableIG::setLoadedIGMap(CStreamableIG::TString2IG *igMap) { H_AUTO_USE(RZ_StremableIG) removeLoadedIGFromMap(); _IGMap = igMap; addLoadedIGToMap(); } //================================================================================= void CStreamableIG::addLoadedIGToMap() { H_AUTO_USE(RZ_StremableIG) if (!_IGMap) return; for(uint k = 0; k < _IGs.size(); ++k) { if (_IGs[k].IG && _IGs[k].IG != (NL3D::UInstanceGroup *)-1) // is this a successfully loaded ig ? { // insert the new ig if it hasn't before.. if( _IGMap->insert(std::make_pair(NLMISC::strlwr(_IGs[k].Name), _IGs[k].IG)).second ) // if inserted, must notify IG Added, else already notifiyed by loadAsync() this->notifyIGAdded(_IGs[k].IG); } } } //================================================================================= void CStreamableIG::removeLoadedIGFromMap() { H_AUTO_USE(RZ_StremableIG) if (!_IGMap) return; for(uint k = 0; k < _IGs.size(); ++k) { if (_IGs[k].IG && _IGs[k].IG != (NL3D::UInstanceGroup *)-1) // is this a successfully loaded ig ? { TString2IG::iterator it = _IGMap->find(_IGs[k].Name); if (it != _IGMap->end()) { _IGMap->erase(it); } } } } //================================================================================= bool CStreamableIG::enumIGs(IIGEnum *callback) { H_AUTO_USE(RZ_StremableIG) bool continueEnum = true; for(TIGArray::iterator it = _IGs.begin(); it != _IGs.end() && continueEnum; ++it) { if (it->IG && it->IG != (NL3D::UInstanceGroup *)-1) continueEnum = callback->enumIG(it->IG); } return continueEnum; }