mirror of
https://github.com/MihailRis/voxelcore.git
synced 2026-10-04 18:41:51 +00:00
fix loaded tracks cache does not reset on assets reset
This commit is contained in:
parent
bbdf31fc19
commit
8422349e45
5 changed files with 42 additions and 14 deletions
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@ -208,6 +208,7 @@ function this.compile_track(raw_track, track_name)
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end
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local loaded_tracks = {}
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local backup_tracks = {}
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function internals.store_animation(name, track)
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loaded_tracks[name] = track
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@ -236,8 +237,16 @@ function internals.on_animation_frame()
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end
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end
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function internals.stop_all_actions()
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function internals.stop_animation_actions()
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running_actions = {}
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end
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function internals.backup_and_clear_animation()
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loaded_tracks, backup_tracks = backup_tracks, {}
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end
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function internals.restore_animation_backup()
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loaded_tracks, backup_tracks = backup_tracks, {}
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end
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return this
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@ -168,7 +168,7 @@ gui_util.__reset_local = nil
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stdcomp.reset = nil
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function internals.on_world_quit()
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internals.stop_all_actions()
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internals.stop_animation_actions()
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__rules.clear()
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__gui_util_reset_local()
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__stdcomp_reset()
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@ -9,6 +9,7 @@
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#include "graphics/core/Shader.hpp"
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#include "graphics/render/ModelsGenerator.hpp"
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#include "graphics/ui/GUI.hpp"
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#include "logic/scripting/scripting.hpp"
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static debug::Logger logger("assets-management");
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@ -49,6 +50,8 @@ AssetsLoader& AssetsManagement::acquireBackgroundLoader() {
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void AssetsManagement::loadAssets(Content* content) {
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finishBackgroundLoader();
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scripting::on_assets_loading();
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const auto& paths = engine.getPaths();
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logger.info() << "loading assets";
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Shader::preprocessor->setPaths(&paths.resPaths);
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@ -59,19 +62,24 @@ void AssetsManagement::loadAssets(Content* content) {
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AssetsLoader loader(engine, *newAssets, paths.resPaths);
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loader.addDefaults(content);
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// no need
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// correct log messages order is more useful
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// todo: before setting to true, check if GLSLExtension thread safe
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bool threading = false; // look at three upper lines
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if (threading) {
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auto task = loader.startTask(
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[=]() {}, 0
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);
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task->waitForEnd();
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} else {
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while (loader.hasNext()) {
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loader.loadNext();
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try {
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// no need
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// correct log messages order is more useful
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// todo: before setting to true, check if GLSLExtension thread safe
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bool threading = false; // look at three upper lines
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if (threading) {
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auto task = loader.startTask(
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[=]() {}, 0
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);
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task->waitForEnd();
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} else {
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while (loader.hasNext()) {
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loader.loadNext();
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}
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}
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} catch (...) {
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scripting::revert_assets_loading();
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throw;
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}
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assets = std::move(newAssets);
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if (content) {
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@ -260,6 +260,14 @@ static int push_properties_tables(
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return 1;
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}
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void scripting::on_assets_loading() {
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lua::call_internal(lua::get_main_state(), "backup_and_clear_animation");
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}
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void scripting::revert_assets_loading() {
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lua::call_internal(lua::get_main_state(), "restore_animation_backup");
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}
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void scripting::on_content_load(Content* content) {
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scripting::content = content;
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scripting::indices = content->getIndices();
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@ -50,6 +50,9 @@ namespace scripting {
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void initialize(Engine& engine);
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void on_assets_loading();
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void revert_assets_loading();
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void on_content_load(Content* content);
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void on_content_reset();
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