/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org Copyright (c) 2000-2006 Torus Knot Software Ltd Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 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 Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. You may alternatively use this source under the terms of a specific version of the OGRE Unrestricted License provided you have obtained such a license from Torus Knot Software Ltd. ----------------------------------------------------------------------------- */ // Ogre includes #include "OgreStableHeaders.h" #include "OgreResource.h" #include "OgreResourceManager.h" #include "OgreResourceBackgroundQueue.h" #include "OgreLogManager.h" #include "OgreException.h" namespace Ogre { //----------------------------------------------------------------------- Resource::Resource(ResourceManager* creator, const String& name, ResourceHandle handle, const String& group, bool isManual, ManualResourceLoader* loader) : mCreator(creator), mName(name), mGroup(group), mHandle(handle), mLoadingState(LOADSTATE_UNLOADED), mIsBackgroundLoaded(false), mSize(0), mIsManual(isManual), mLoader(loader) { } //----------------------------------------------------------------------- Resource::~Resource() { } //----------------------------------------------------------------------- void Resource::escalateLoading() { // Just call load as if this is the background thread, locking on // load status will prevent race conditions load(true); } //----------------------------------------------------------------------- void Resource::load(bool background) { // Early-out without lock (mitigate perf cost of ensuring loaded) // Don't load if: // 1. We're already loaded // 2. Another thread is loading right now // 3. We're marked for background loading and this is not the background // loading thread we're being called by if (mLoadingState != LOADSTATE_UNLOADED || (mIsBackgroundLoaded && !background)) return; // Scope lock over load status { OGRE_LOCK_MUTEX(mLoadingStatusMutex) // Check again just in case status changed (since we didn't lock above) if (mLoadingState != LOADSTATE_UNLOADED || (mIsBackgroundLoaded && !background)) { // no loading to be done return; } mLoadingState = LOADSTATE_LOADING; } // Scope lock for actual loading try { OGRE_LOCK_AUTO_MUTEX preLoadImpl(); if (mIsManual) { // Load from manual loader if (mLoader) { mLoader->loadResource(this); } else { // Warn that this resource is not reloadable LogManager::getSingleton().logMessage( "WARNING: " + mCreator->getResourceType() + " instance '" + mName + "' was defined as manually " "loaded, but no manual loader was provided. This Resource " "will be lost if it has to be reloaded."); } } else { if (mGroup == ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME) { // Derive resource group changeGroupOwnership( ResourceGroupManager::getSingleton() .findGroupContainingResource(mName)); } loadImpl(); } // Calculate resource size mSize = calculateSize(); postLoadImpl(); } catch (...) { // Reset loading in-progress flag in case failed for some reason OGRE_LOCK_MUTEX(mLoadingStatusMutex) mLoadingState = LOADSTATE_UNLOADED; // Re-throw throw; } // Scope lock for loading progress { OGRE_LOCK_MUTEX(mLoadingStatusMutex) // Now loaded mLoadingState = LOADSTATE_LOADED; } // Notify manager if(mCreator) mCreator->_notifyResourceLoaded(this); // Fire (deferred) events if (mIsBackgroundLoaded) queueFireBackgroundLoadingComplete(); } //----------------------------------------------------------------------- void Resource::changeGroupOwnership(const String& newGroup) { if (mGroup != newGroup) { String oldGroup = mGroup; mGroup = newGroup; ResourceGroupManager::getSingleton() ._notifyResourceGroupChanged(oldGroup, this); } } //----------------------------------------------------------------------- void Resource::unload(void) { // Early-out without lock (mitigate perf cost of ensuring unloaded) if (mLoadingState != LOADSTATE_LOADED) return; // Scope lock for loading status { OGRE_LOCK_MUTEX(mLoadingStatusMutex) if (mLoadingState == LOADSTATE_LOADING) { OGRE_EXCEPT(Exception::ERR_INTERNAL_ERROR, "Cannot unload resource " + mName + " whilst loading is in progress!", "Resource::unload"); } if (mLoadingState != LOADSTATE_LOADED) return; // nothing to do mLoadingState = LOADSTATE_UNLOADING; } // Scope lock for actual unload { OGRE_LOCK_AUTO_MUTEX preUnloadImpl(); unloadImpl(); postUnloadImpl(); } // Scope lock for loading status { OGRE_LOCK_MUTEX(mLoadingStatusMutex) mLoadingState = LOADSTATE_UNLOADED; } // Notify manager if(mCreator) mCreator->_notifyResourceUnloaded(this); } //----------------------------------------------------------------------- void Resource::reload(void) { OGRE_LOCK_AUTO_MUTEX if (mLoadingState == LOADSTATE_LOADED) { unload(); load(); } } //----------------------------------------------------------------------- void Resource::touch(void) { OGRE_LOCK_AUTO_MUTEX // make sure loaded load(); if(mCreator) mCreator->_notifyResourceTouched(this); } //----------------------------------------------------------------------- void Resource::addListener(Resource::Listener* lis) { mListenerList.push_back(lis); } //----------------------------------------------------------------------- void Resource::removeListener(Resource::Listener* lis) { // O(n) but not called very often mListenerList.remove(lis); } //----------------------------------------------------------------------- void Resource::queueFireBackgroundLoadingComplete(void) { ResourceBackgroundQueue& rbq = ResourceBackgroundQueue::getSingleton(); for (ListenerList::iterator i = mListenerList.begin(); i != mListenerList.end(); ++i) { rbq._queueFireBackgroundLoadingComplete(*i, this); } } }