godot/core/io/resource.cpp

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/**************************************************************************/
/* resource.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/**************************************************************************/
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#include "resource.h"
#include "core/core_string_names.h"
#include "core/io/file_access.h"
#include "core/io/resource_loader.h"
#include "core/math/math_funcs.h"
#include "core/object/script_language.h"
#include "core/os/os.h"
#include "scene/main/node.h" //only so casting works
#include <stdio.h>
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void Resource::emit_changed() {
emit_signal(CoreStringNames::get_singleton()->changed);
}
void Resource::_resource_path_changed() {
}
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void Resource::set_path(const String &p_path, bool p_take_over) {
if (path_cache == p_path) {
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return;
}
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if (p_path.is_empty()) {
p_take_over = false; // Can't take over an empty path
}
ResourceCache::lock.lock();
if (!path_cache.is_empty()) {
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ResourceCache::resources.erase(path_cache);
}
path_cache = "";
Ref<Resource> existing = ResourceCache::get_ref(p_path);
if (existing.is_valid()) {
if (p_take_over) {
existing->path_cache = String();
ResourceCache::resources.erase(p_path);
} else {
ResourceCache::lock.unlock();
ERR_FAIL_MSG("Another resource is loaded from path '" + p_path + "' (possible cyclic resource inclusion).");
}
}
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path_cache = p_path;
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if (!path_cache.is_empty()) {
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ResourceCache::resources[path_cache] = this;
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}
ResourceCache::lock.unlock();
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_resource_path_changed();
}
String Resource::get_path() const {
return path_cache;
}
String Resource::generate_scene_unique_id() {
// Generate a unique enough hash, but still user-readable.
// If it's not unique it does not matter because the saver will try again.
OS::DateTime dt = OS::get_singleton()->get_datetime();
uint32_t hash = hash_murmur3_one_32(OS::get_singleton()->get_ticks_usec());
hash = hash_murmur3_one_32(dt.year, hash);
hash = hash_murmur3_one_32(dt.month, hash);
hash = hash_murmur3_one_32(dt.day, hash);
hash = hash_murmur3_one_32(dt.hour, hash);
hash = hash_murmur3_one_32(dt.minute, hash);
hash = hash_murmur3_one_32(dt.second, hash);
hash = hash_murmur3_one_32(Math::rand(), hash);
static constexpr uint32_t characters = 5;
static constexpr uint32_t char_count = ('z' - 'a');
static constexpr uint32_t base = char_count + ('9' - '0');
String id;
for (uint32_t i = 0; i < characters; i++) {
uint32_t c = hash % base;
if (c < char_count) {
id += String::chr('a' + c);
} else {
id += String::chr('0' + (c - char_count));
}
hash /= base;
}
return id;
}
void Resource::set_scene_unique_id(const String &p_id) {
scene_unique_id = p_id;
}
String Resource::get_scene_unique_id() const {
return scene_unique_id;
}
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void Resource::set_name(const String &p_name) {
name = p_name;
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emit_changed();
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}
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String Resource::get_name() const {
return name;
}
void Resource::update_configuration_warning() {
if (_update_configuration_warning) {
_update_configuration_warning();
}
}
bool Resource::editor_can_reload_from_file() {
return true; //by default yes
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}
void Resource::connect_changed(const Callable &p_callable, uint32_t p_flags) {
if (!is_connected(CoreStringNames::get_singleton()->changed, p_callable) || p_flags & CONNECT_REFERENCE_COUNTED) {
connect(CoreStringNames::get_singleton()->changed, p_callable, p_flags);
}
}
void Resource::disconnect_changed(const Callable &p_callable) {
if (is_connected(CoreStringNames::get_singleton()->changed, p_callable)) {
disconnect(CoreStringNames::get_singleton()->changed, p_callable);
}
}
void Resource::reset_state() {
}
Error Resource::copy_from(const Ref<Resource> &p_resource) {
ERR_FAIL_COND_V(p_resource.is_null(), ERR_INVALID_PARAMETER);
if (get_class() != p_resource->get_class()) {
return ERR_INVALID_PARAMETER;
}
reset_state(); // May want to reset state.
List<PropertyInfo> pi;
p_resource->get_property_list(&pi);
for (const PropertyInfo &E : pi) {
if (!(E.usage & PROPERTY_USAGE_STORAGE)) {
continue;
}
if (E.name == "resource_path") {
continue; //do not change path
}
set(E.name, p_resource->get(E.name));
}
return OK;
}
void Resource::reload_from_file() {
String path = get_path();
if (!path.is_resource_file()) {
return;
}
Ref<Resource> s = ResourceLoader::load(ResourceLoader::path_remap(path), get_class(), ResourceFormatLoader::CACHE_MODE_IGNORE);
if (!s.is_valid()) {
return;
}
copy_from(s);
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}
Ref<Resource> Resource::duplicate_for_local_scene(Node *p_for_scene, HashMap<Ref<Resource>, Ref<Resource>> &remap_cache) {
List<PropertyInfo> plist;
get_property_list(&plist);
Ref<Resource> r = Object::cast_to<Resource>(ClassDB::instantiate(get_class()));
ERR_FAIL_COND_V(r.is_null(), Ref<Resource>());
r->local_scene = p_for_scene;
for (const PropertyInfo &E : plist) {
if (!(E.usage & PROPERTY_USAGE_STORAGE)) {
continue;
}
Variant p = get(E.name);
if (p.get_type() == Variant::OBJECT) {
Ref<Resource> sr = p;
if (sr.is_valid()) {
if (sr->is_local_to_scene()) {
if (remap_cache.has(sr)) {
p = remap_cache[sr];
} else {
Ref<Resource> dupe = sr->duplicate_for_local_scene(p_for_scene, remap_cache);
p = dupe;
remap_cache[sr] = dupe;
}
}
}
}
r->set(E.name, p);
}
return r;
}
void Resource::configure_for_local_scene(Node *p_for_scene, HashMap<Ref<Resource>, Ref<Resource>> &remap_cache) {
List<PropertyInfo> plist;
get_property_list(&plist);
reset_local_to_scene();
local_scene = p_for_scene;
for (const PropertyInfo &E : plist) {
if (!(E.usage & PROPERTY_USAGE_STORAGE)) {
continue;
}
Variant p = get(E.name);
if (p.get_type() == Variant::OBJECT) {
Ref<Resource> sr = p;
if (sr.is_valid()) {
if (sr->is_local_to_scene()) {
if (!remap_cache.has(sr)) {
sr->configure_for_local_scene(p_for_scene, remap_cache);
remap_cache[sr] = sr;
}
}
}
}
}
}
Ref<Resource> Resource::duplicate(bool p_subresources) const {
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List<PropertyInfo> plist;
get_property_list(&plist);
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Ref<Resource> r = static_cast<Resource *>(ClassDB::instantiate(get_class()));
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ERR_FAIL_COND_V(r.is_null(), Ref<Resource>());
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for (const PropertyInfo &E : plist) {
if (!(E.usage & PROPERTY_USAGE_STORAGE)) {
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continue;
}
Variant p = get(E.name);
switch (p.get_type()) {
case Variant::Type::DICTIONARY:
case Variant::Type::ARRAY:
case Variant::Type::PACKED_BYTE_ARRAY:
case Variant::Type::PACKED_COLOR_ARRAY:
case Variant::Type::PACKED_INT32_ARRAY:
case Variant::Type::PACKED_INT64_ARRAY:
case Variant::Type::PACKED_FLOAT32_ARRAY:
case Variant::Type::PACKED_FLOAT64_ARRAY:
case Variant::Type::PACKED_STRING_ARRAY:
case Variant::Type::PACKED_VECTOR2_ARRAY:
case Variant::Type::PACKED_VECTOR3_ARRAY: {
r->set(E.name, p.duplicate(p_subresources));
} break;
case Variant::Type::OBJECT: {
if (!(E.usage & PROPERTY_USAGE_NEVER_DUPLICATE) && (p_subresources || (E.usage & PROPERTY_USAGE_ALWAYS_DUPLICATE))) {
Ref<Resource> sr = p;
if (sr.is_valid()) {
r->set(E.name, sr->duplicate(p_subresources));
}
} else {
r->set(E.name, p);
}
} break;
default: {
r->set(E.name, p);
}
}
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}
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return r;
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}
void Resource::_set_path(const String &p_path) {
set_path(p_path, false);
}
void Resource::_take_over_path(const String &p_path) {
set_path(p_path, true);
}
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RID Resource::get_rid() const {
if (get_script_instance()) {
Callable::CallError ce;
RID ret = get_script_instance()->callp(SNAME("_get_rid"), nullptr, 0, ce);
if (ce.error == Callable::CallError::CALL_OK && ret.is_valid()) {
return ret;
}
}
if (_get_extension() && _get_extension()->get_rid) {
RID ret;
ret.from_uint64(_get_extension()->get_rid(_get_extension_instance()));
if (ret.is_valid()) {
return ret;
}
}
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return RID();
}
#ifdef TOOLS_ENABLED
uint32_t Resource::hash_edited_version() const {
uint32_t hash = hash_murmur3_one_32(get_edited_version());
List<PropertyInfo> plist;
get_property_list(&plist);
for (const PropertyInfo &E : plist) {
if (E.usage & PROPERTY_USAGE_STORAGE && E.type == Variant::OBJECT && E.hint == PROPERTY_HINT_RESOURCE_TYPE) {
Ref<Resource> res = get(E.name);
if (res.is_valid()) {
hash = hash_murmur3_one_32(res->hash_edited_version(), hash);
}
}
}
return hash;
}
#endif
void Resource::set_local_to_scene(bool p_enable) {
local_to_scene = p_enable;
}
bool Resource::is_local_to_scene() const {
return local_to_scene;
}
Node *Resource::get_local_scene() const {
if (local_scene) {
return local_scene;
}
if (_get_local_scene_func) {
return _get_local_scene_func();
}
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return nullptr;
}
void Resource::setup_local_to_scene() {
// Can't use GDVIRTUAL in Resource, so this will have to be done with a signal
emit_signal(SNAME("setup_local_to_scene_requested"));
}
void Resource::reset_local_to_scene() {
// Restores the state as if setup_local_to_scene() hadn't been called.
}
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Node *(*Resource::_get_local_scene_func)() = nullptr;
void (*Resource::_update_configuration_warning)() = nullptr;
void Resource::set_as_translation_remapped(bool p_remapped) {
if (remapped_list.in_list() == p_remapped) {
return;
}
ResourceCache::lock.lock();
if (p_remapped) {
ResourceLoader::remapped_list.add(&remapped_list);
} else {
ResourceLoader::remapped_list.remove(&remapped_list);
}
ResourceCache::lock.unlock();
}
#ifdef TOOLS_ENABLED
//helps keep IDs same number when loading/saving scenes. -1 clears ID and it Returns -1 when no id stored
void Resource::set_id_for_path(const String &p_path, const String &p_id) {
if (p_id.is_empty()) {
ResourceCache::path_cache_lock.write_lock();
ResourceCache::resource_path_cache[p_path].erase(get_path());
ResourceCache::path_cache_lock.write_unlock();
} else {
ResourceCache::path_cache_lock.write_lock();
ResourceCache::resource_path_cache[p_path][get_path()] = p_id;
ResourceCache::path_cache_lock.write_unlock();
}
}
String Resource::get_id_for_path(const String &p_path) const {
ResourceCache::path_cache_lock.read_lock();
if (ResourceCache::resource_path_cache[p_path].has(get_path())) {
String result = ResourceCache::resource_path_cache[p_path][get_path()];
ResourceCache::path_cache_lock.read_unlock();
return result;
} else {
ResourceCache::path_cache_lock.read_unlock();
return "";
}
}
#endif
void Resource::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_path", "path"), &Resource::_set_path);
ClassDB::bind_method(D_METHOD("take_over_path", "path"), &Resource::_take_over_path);
ClassDB::bind_method(D_METHOD("get_path"), &Resource::get_path);
ClassDB::bind_method(D_METHOD("set_name", "name"), &Resource::set_name);
ClassDB::bind_method(D_METHOD("get_name"), &Resource::get_name);
ClassDB::bind_method(D_METHOD("get_rid"), &Resource::get_rid);
ClassDB::bind_method(D_METHOD("set_local_to_scene", "enable"), &Resource::set_local_to_scene);
ClassDB::bind_method(D_METHOD("is_local_to_scene"), &Resource::is_local_to_scene);
ClassDB::bind_method(D_METHOD("get_local_scene"), &Resource::get_local_scene);
ClassDB::bind_method(D_METHOD("setup_local_to_scene"), &Resource::setup_local_to_scene);
ClassDB::bind_method(D_METHOD("emit_changed"), &Resource::emit_changed);
ClassDB::bind_method(D_METHOD("duplicate", "subresources"), &Resource::duplicate, DEFVAL(false));
ADD_SIGNAL(MethodInfo("changed"));
ADD_SIGNAL(MethodInfo("setup_local_to_scene_requested"));
ADD_GROUP("Resource", "resource_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "resource_local_to_scene"), "set_local_to_scene", "is_local_to_scene");
ADD_PROPERTY(PropertyInfo(Variant::STRING, "resource_path", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "set_path", "get_path");
ADD_PROPERTY(PropertyInfo(Variant::STRING, "resource_name"), "set_name", "get_name");
MethodInfo get_rid_bind("_get_rid");
get_rid_bind.return_val.type = Variant::RID;
::ClassDB::add_virtual_method(get_class_static(), get_rid_bind, true, Vector<String>(), true);
}
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Resource::Resource() :
remapped_list(this) {}
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Resource::~Resource() {
if (!path_cache.is_empty()) {
ResourceCache::lock.lock();
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ResourceCache::resources.erase(path_cache);
ResourceCache::lock.unlock();
}
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}
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HashMap<String, Resource *> ResourceCache::resources;
#ifdef TOOLS_ENABLED
HashMap<String, HashMap<String, String>> ResourceCache::resource_path_cache;
#endif
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Mutex ResourceCache::lock;
#ifdef TOOLS_ENABLED
RWLock ResourceCache::path_cache_lock;
#endif
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void ResourceCache::clear() {
if (resources.size()) {
ERR_PRINT("Resources still in use at exit (run with --verbose for details).");
if (OS::get_singleton()->is_stdout_verbose()) {
for (const KeyValue<String, Resource *> &E : resources) {
print_line(vformat("Resource still in use: %s (%s)", E.key, E.value->get_class()));
}
}
}
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resources.clear();
}
bool ResourceCache::has(const String &p_path) {
lock.lock();
Resource **res = resources.getptr(p_path);
if (res && (*res)->get_reference_count() == 0) {
// This resource is in the process of being deleted, ignore its existence.
(*res)->path_cache = String();
resources.erase(p_path);
res = nullptr;
}
lock.unlock();
if (!res) {
return false;
}
return true;
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}
Ref<Resource> ResourceCache::get_ref(const String &p_path) {
Ref<Resource> ref;
lock.lock();
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Resource **res = resources.getptr(p_path);
if (res) {
ref = Ref<Resource>(*res);
}
if (res && !ref.is_valid()) {
// This resource is in the process of being deleted, ignore its existence
(*res)->path_cache = String();
resources.erase(p_path);
res = nullptr;
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}
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lock.unlock();
return ref;
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}
void ResourceCache::get_cached_resources(List<Ref<Resource>> *p_resources) {
lock.lock();
LocalVector<String> to_remove;
for (KeyValue<String, Resource *> &E : resources) {
Ref<Resource> ref = Ref<Resource>(E.value);
if (!ref.is_valid()) {
// This resource is in the process of being deleted, ignore its existence
E.value->path_cache = String();
to_remove.push_back(E.key);
continue;
}
p_resources->push_back(ref);
}
for (const String &E : to_remove) {
resources.erase(E);
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}
lock.unlock();
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}
int ResourceCache::get_cached_resource_count() {
lock.lock();
int rc = resources.size();
lock.unlock();
return rc;
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}