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Asynchronous coroutines-based asset loader for libGDX.
The newest version!
package ktx.assets.async
import com.badlogic.gdx.assets.AssetDescriptor
import com.badlogic.gdx.assets.AssetLoaderParameters
import com.badlogic.gdx.assets.AssetManager
import com.badlogic.gdx.assets.loaders.AssetLoader
import com.badlogic.gdx.assets.loaders.AsynchronousAssetLoader
import com.badlogic.gdx.assets.loaders.BitmapFontLoader
import com.badlogic.gdx.assets.loaders.CubemapLoader
import com.badlogic.gdx.assets.loaders.FileHandleResolver
import com.badlogic.gdx.assets.loaders.I18NBundleLoader
import com.badlogic.gdx.assets.loaders.MusicLoader
import com.badlogic.gdx.assets.loaders.ParticleEffectLoader
import com.badlogic.gdx.assets.loaders.PixmapLoader
import com.badlogic.gdx.assets.loaders.ShaderProgramLoader
import com.badlogic.gdx.assets.loaders.SkinLoader
import com.badlogic.gdx.assets.loaders.SoundLoader
import com.badlogic.gdx.assets.loaders.SynchronousAssetLoader
import com.badlogic.gdx.assets.loaders.TextureAtlasLoader
import com.badlogic.gdx.assets.loaders.TextureLoader
import com.badlogic.gdx.assets.loaders.resolvers.InternalFileHandleResolver
import com.badlogic.gdx.files.FileHandle
import com.badlogic.gdx.graphics.g3d.loader.G3dModelLoader
import com.badlogic.gdx.graphics.g3d.loader.ObjLoader
import com.badlogic.gdx.utils.Disposable
import com.badlogic.gdx.utils.JsonReader
import com.badlogic.gdx.utils.Logger
import com.badlogic.gdx.utils.Queue
import com.badlogic.gdx.utils.UBJsonReader
import com.badlogic.gdx.utils.async.AsyncExecutor
import kotlinx.coroutines.CompletableDeferred
import kotlinx.coroutines.Deferred
import kotlinx.coroutines.ExperimentalCoroutinesApi
import kotlinx.coroutines.async
import kotlinx.coroutines.launch
import kotlinx.coroutines.runBlocking
import kotlinx.coroutines.sync.Mutex
import kotlinx.coroutines.sync.withLock
import kotlinx.coroutines.withContext
import ktx.assets.TextAssetLoader
import ktx.async.KtxAsync
import ktx.async.newSingleThreadAsyncContext
import ktx.async.onRenderingThread
import java.util.concurrent.ConcurrentHashMap
import kotlin.coroutines.CoroutineContext
import com.badlogic.gdx.graphics.g3d.particles.ParticleEffectLoader as ParticleEffect3dLoader
/**
* Asynchronous asset loader based on coroutines API. An [AssetManager] alternative.
*
* Note that [KtxAsync.initiate] must be called on the rendering thread before creating an [AssetStorage].
*
* [asyncContext] is used to perform asynchronous file loading. Defaults to a single-threaded context using an
* [AsyncExecutor]. See [newSingleThreadAsyncContext] or [ktx.async.newAsyncContext] functions to create a custom
* loading context. Multithreaded contexts are fully supported and might boost loading performance if the assets
* are loaded asynchronously in parallel.
*
* [fileResolver] determines how file paths are interpreted. Defaults to [InternalFileHandleResolver], which loads
* internal files.
*
* If `useDefaultLoaders` is true (which is the default), all default libGDX [AssetLoader] implementations
* will be registered. If [silenceAssetManagerWarnings] is false (which is the default), all non-fatal asset loading
* issues caused by asset loaders will be logged as errors. It is encouraged not to change this setting to true during
* the development to avoid potential errors.
*/
class AssetStorage(
val asyncContext: CoroutineContext = newSingleThreadAsyncContext(threadName = "AssetStorage-Thread"),
val fileResolver: FileHandleResolver = InternalFileHandleResolver(),
useDefaultLoaders: Boolean = true,
var silenceAssetManagerWarnings: Boolean = false,
) : Disposable {
private val asAssetManager: AssetManager = AssetManagerWrapper(this)
private val loaderStorage = AssetLoaderStorage()
private val lock = Mutex()
private val assets = mutableMapOf, Asset<*>>()
private val pathToIdentifiers = ConcurrentHashMap>>()
/**
* Allows tracking progress of the loaded assets.
*
* The values stored by the [LoadingProgress] are _eventually consistent._
* The progress can go slightly out of sync of the actual amounts of loaded assets,
* as it is not protected by the [lock].
*
* Due to the asynchronous nature of [AssetStorage], some assets that will eventually
* be scheduled by coroutines might not be counted by [LoadingProgress] yet.
* Calling [load] and [loadAsync] is not guaranteed to immediately update the
* [LoadingProgress.total] number of assets.
*
* Use the [progress] for display only and base your actual application logic on [AssetStorage] API.
*/
val progress = LoadingProgress()
/** libGDX [Logger] used internally, usually to report issues. */
var logger: Logger
get() = asAssetManager.logger
set(value) {
asAssetManager.logger = value
}
init {
if (useDefaultLoaders) {
setLoader { TextAssetLoader(fileResolver) }
setLoader { BitmapFontLoader(fileResolver) }
setLoader { MusicLoader(fileResolver) }
setLoader { PixmapLoader(fileResolver) }
setLoader { SoundLoader(fileResolver) }
setLoader { TextureAtlasLoader(fileResolver) }
setLoader { TextureLoader(fileResolver) }
setLoader { SkinLoader(fileResolver) }
setLoader { ParticleEffectLoader(fileResolver) }
setLoader { ParticleEffect3dLoader(fileResolver) }
setLoader { AssetStoragePolygonRegionLoader(fileResolver) }
setLoader { I18NBundleLoader(fileResolver) }
setLoader(suffix = ".g3dj") { G3dModelLoader(JsonReader(), fileResolver) }
setLoader(suffix = ".g3db") { G3dModelLoader(UBJsonReader(), fileResolver) }
setLoader(suffix = ".obj") { ObjLoader(fileResolver) }
setLoader { ShaderProgramLoader(fileResolver) }
setLoader { CubemapLoader(fileResolver) }
}
}
/**
* Creates a new [Identifier] that allows to uniquely describe an asset by [path] and class.
* Uses reified [T] type to obtain the asset class.
*
* [T] is type of the loaded asset.
* [path] to the file must be consistent with [fileResolver] asset type.
*/
inline fun getIdentifier(path: String): Identifier = Identifier(path.normalizePath(), T::class.java)
/**
* Creates a new [AssetDescriptor] for the selected asset.
*
* [T] is type of the loaded asset.
* [path] to the file should be consistent with [fileResolver] asset type.
* Loading [parameters] are optional and passed to the associated [AssetLoader].
* Returns a new instance of [AssetDescriptor] with a resolved [FileHandle].
*
* If the asset requires a [FileHandle] incompatible with the storage [fileResolver],
* use the [fileHandle] parameter to set it.
*
* Top-level (static) alternatives can be found in `ktx-assets`. See [ktx.assets.assetDescriptor].
*/
inline fun getAssetDescriptor(
path: String,
parameters: AssetLoaderParameters? = null,
fileHandle: FileHandle? = null,
): AssetDescriptor {
val descriptor = AssetDescriptor(path.normalizePath(), T::class.java, parameters)
descriptor.file = fileHandle ?: fileResolver.resolve(path)
return descriptor
}
/**
* Returns a loaded asset of type [T] loaded from selected [path] or throws [MissingAssetException]
* if the asset is not loaded yet or was never scheduled for loading. Rethrows any exceptions
* encountered during asset loading.
*
* [T] is the type of the asset. Must match the type requested during loading.
* [path] must match the asset path passed during loading.
*
* This method might throw the following exceptions:
* - [MissingAssetException] if the asset of [T] type with the given [path] was never added with [load] or [add].
* - [UnloadedAssetException] if the asset was already unloaded asynchronously.
* - [MissingLoaderException] if the [AssetLoader] for asset of requested type is not registered.
* - [InvalidLoaderException] if the [AssetLoader] implementation of requested type is invalid.
* - [AssetLoadingException] if the [AssetLoader] has thrown an exception during loading.
* - [MissingDependencyException] is the [AssetLoader] is unable to obtain an instance of asset's dependency.
* - [UnsupportedMethodException] is the [AssetLoader] uses unsupported operation on [AssetManagerWrapper].
*
* See also [getOrNull] and [getAsync].
*/
inline operator fun get(path: String): T = this[getIdentifier(path)]
/**
* Returns a loaded asset of type [T] described by [descriptor] or throws [MissingAssetException]
* if the asset is not loaded yet or was never scheduled for loading. Rethrows any exceptions
* encountered during asset loading.
*
* [T] is the type of the asset. Must match the type requested during loading.
* [descriptor] contains the asset data. See [getAssetDescriptor].
*
* This method might throw the following exceptions:
* - [MissingAssetException] if the asset of [T] type described by [descriptor] was never added with [load] or [add].
* - [UnloadedAssetException] if the asset was already unloaded asynchronously.
* - [MissingLoaderException] if the [AssetLoader] for asset of requested type is not registered.
* - [InvalidLoaderException] if the [AssetLoader] implementation of requested type is invalid.
* - [AssetLoadingException] if the [AssetLoader] has thrown an exception during loading.
* - [MissingDependencyException] is the [AssetLoader] is unable to obtain an instance of asset's dependency.
* - [UnsupportedMethodException] is the [AssetLoader] uses unsupported operation on [AssetManagerWrapper].
*
* See also [getOrNull] and [getAsync].
*/
operator fun get(descriptor: AssetDescriptor): T = this[descriptor.toIdentifier()]
/**
* Returns a loaded asset of type [T] identified by [identifier] or throws [MissingAssetException]
* if the asset is not loaded yet or was never scheduled for loading. Rethrows any exceptions
* encountered during asset loading.
*
* [T] is the type of the asset. Must match the type requested during loading.
* [identifier] uniquely identifies a file by its path and type. See [Identifier].
*
* This method might throw the following exceptions:
* - [MissingAssetException] if the asset of [T] type identified by [identifier] was never added with [load] or [add].
* - [UnloadedAssetException] if the asset was already unloaded asynchronously.
* - [MissingLoaderException] if the [AssetLoader] for asset of requested type is not registered.
* - [InvalidLoaderException] if the [AssetLoader] implementation of requested type is invalid.
* - [AssetLoadingException] if the [AssetLoader] has thrown an exception during loading.
* - [MissingDependencyException] is the [AssetLoader] is unable to obtain an instance of asset's dependency.
* - [UnsupportedMethodException] is the [AssetLoader] uses unsupported operation on [AssetManagerWrapper].
*
* See also [getOrNull] and [getAsync].
*/
operator fun get(identifier: Identifier): T {
val reference = getAsync(identifier)
return getOrThrow(identifier, reference)
}
private fun getOrThrow(asset: Asset): T = getOrThrow(asset.identifier, asset.reference)
@OptIn(ExperimentalCoroutinesApi::class) // Avoids runBlocking call.
private fun getOrThrow(identifier: Identifier, reference: Deferred): T =
if (reference.isCompleted) reference.getCompleted() else throw MissingAssetException(identifier)
/**
* Returns a loaded asset of type [T] loaded from selected [path] or `null`
* if the asset is not loaded yet or was never scheduled for loading.
* Rethrows any exceptions encountered during asset loading.
*
* [T] is the type of the asset. Must match the type requested during loading.
* [path] must match the asset path passed during loading.
*
* This method might throw the following exceptions:
* - [UnloadedAssetException] if the asset was already unloaded asynchronously.
* - [MissingLoaderException] if the [AssetLoader] for asset of requested type is not registered.
* - [InvalidLoaderException] if the [AssetLoader] implementation of requested type is invalid.
* - [AssetLoadingException] if the [AssetLoader] has thrown an exception during loading.
* - [MissingDependencyException] is the [AssetLoader] is unable to obtain an instance of asset's dependency.
* - [UnsupportedMethodException] is the [AssetLoader] uses unsupported operation on [AssetManagerWrapper].
*
* See also [get] and [getAsync].
*/
inline fun getOrNull(path: String): T? = getOrNull(getIdentifier(path))
/**
* Returns a loaded asset of type [T] described by [descriptor] or `null`
* if the asset is not loaded yet or was never scheduled for loading.
* Rethrows any exceptions encountered during asset loading.
*
* [T] is the type of the asset. Must match the type requested during loading.
* [descriptor] contains the asset data. See [getAssetDescriptor].
*
* This method might throw the following exceptions:
* - [UnloadedAssetException] if the asset was already unloaded asynchronously.
* - [MissingLoaderException] if the [AssetLoader] for asset of requested type is not registered.
* - [InvalidLoaderException] if the [AssetLoader] implementation of requested type is invalid.
* - [AssetLoadingException] if the [AssetLoader] has thrown an exception during loading.
* - [MissingDependencyException] is the [AssetLoader] is unable to obtain an instance of asset's dependency.
* - [UnsupportedMethodException] is the [AssetLoader] uses unsupported operation on [AssetManagerWrapper].
*
* See also [get] and [getAsync].
*/
fun getOrNull(descriptor: AssetDescriptor): T? = getOrNull(descriptor.toIdentifier())
/**
* Returns a loaded asset of type [T] identified by [identifier] or `null`
* if the asset is not loaded yet or was never scheduled for loading.
* Rethrows any exceptions encountered during asset loading.
*
* [T] is the type of the asset. Must match the type requested during loading.
* [identifier] uniquely identifies a file by its path and type. See [Identifier].
*
* This method might throw the following exceptions:
* - [UnloadedAssetException] if the asset was already unloaded asynchronously.
* - [MissingLoaderException] if the [AssetLoader] for asset of requested type is not registered.
* - [InvalidLoaderException] if the [AssetLoader] implementation of requested type is invalid.
* - [AssetLoadingException] if the [AssetLoader] has thrown an exception during loading.
* - [MissingDependencyException] is the [AssetLoader] is unable to obtain an instance of asset's dependency.
* - [UnsupportedMethodException] is the [AssetLoader] uses unsupported operation on [AssetManagerWrapper].
*
* See also [get] and [getAsync].
*/
@OptIn(ExperimentalCoroutinesApi::class)
fun getOrNull(identifier: Identifier): T? {
val asset = assets[identifier]
@Suppress("UNCHECKED_CAST", "EXPERIMENTAL_API_USAGE") // Avoids runBlocking call.
return if (asset == null || !asset.reference.isCompleted) null else asset.reference.getCompleted() as T
}
/**
* Returns the reference to the asset wrapped with [Deferred].
* Use [Deferred.await] to obtain the instance.
*
* [T] is the type of the asset. Must match the type requested during loading.
* [path] must match the asset path passed during loading.
*
* Note that while the result is a [CompletableDeferred], it should never be completed manually.
* Instead, rely on the [AssetStorage] to load the asset.
*
* Using [Deferred.await] might throw the following exceptions:
* - [MissingAssetException] if the asset at [path] was never added with [load] or [add].
* - [UnloadedAssetException] if the asset was already unloaded asynchronously.
* - [MissingLoaderException] if the [AssetLoader] for asset of requested type is not registered.
* - [InvalidLoaderException] if the [AssetLoader] implementation of requested type is invalid.
* - [AssetLoadingException] if the [AssetLoader] has thrown an exception during loading.
* - [MissingDependencyException] is the [AssetLoader] is unable to obtain an instance of asset's dependency.
* - [UnsupportedMethodException] is the [AssetLoader] uses unsupported operation on [AssetManagerWrapper].
*
* Otherwise, using [Deferred.await] will suspend the coroutine until the asset is loaded
* and return its instance.
*
* See also [get] and [getOrNull] for synchronous alternatives.
*/
inline fun getAsync(path: String): Deferred = getAsync(getIdentifier(path))
/**
* Returns the reference to the asset wrapped with [Deferred]. Use [Deferred.await] to obtain the instance.
* Throws [AssetStorageException] if the asset was unloaded or never scheduled to begin with.
*
* [T] is the type of the asset. Must match the type requested during loading.
* [descriptor] contains the asset data. See [getAssetDescriptor].
*
* Note that while the result is a [CompletableDeferred], it should never be completed manually.
* Instead, rely on the [AssetStorage] to load the asset.
*
* Using [Deferred.await] might throw the following exceptions:
* - [MissingAssetException] if the asset was never added with [load] or [add].
* - [UnloadedAssetException] if the asset was already unloaded asynchronously.
* - [MissingLoaderException] if the [AssetLoader] for asset of requested type is not registered.
* - [InvalidLoaderException] if the [AssetLoader] implementation of requested type is invalid.
* - [AssetLoadingException] if the [AssetLoader] has thrown an exception during loading.
* - [MissingDependencyException] is the [AssetLoader] is unable to obtain an instance of asset's dependency.
* - [UnsupportedMethodException] is the [AssetLoader] uses unsupported operation on [AssetManagerWrapper].
*
* Otherwise, using [Deferred.await] will suspend the coroutine until the asset is loaded
* and return its instance.
*
* See also [get] and [getOrNull] for synchronous alternatives.
*/
fun getAsync(descriptor: AssetDescriptor): Deferred = getAsync(descriptor.toIdentifier())
/**
* Returns the reference to the asset wrapped with [Deferred].
* Use [Deferred.await] to obtain the instance.
*
* [T] is the type of the asset. Must match the type requested during loading.
* [identifier] uniquely identifies a file by its path and type. See [Identifier].
*
* Note that while the result is a [CompletableDeferred], it should never be completed manually.
* Instead, rely on the [AssetStorage] to load the asset.
*
* Using [Deferred.await] might throw the following exceptions:
* - [MissingAssetException] if the asset with [identifier] was never added with [load] or [add].
* - [UnloadedAssetException] if the asset was already unloaded asynchronously.
* - [MissingLoaderException] if the [AssetLoader] for asset of requested type is not registered.
* - [InvalidLoaderException] if the [AssetLoader] implementation of requested type is invalid.
* - [AssetLoadingException] if the [AssetLoader] has thrown an exception during loading.
* - [MissingDependencyException] is the [AssetLoader] is unable to obtain an instance of asset's dependency.
* - [UnsupportedMethodException] is the [AssetLoader] uses unsupported operation on [AssetManagerWrapper].
*
* Otherwise, using [Deferred.await] will suspend the coroutine until the asset is loaded
* and return its instance.
*
* See also [get] and [getOrNull] for synchronous alternatives.
*/
fun getAsync(identifier: Identifier): Deferred {
val asset = assets[identifier]
@Suppress("UNCHECKED_CAST")
return if (asset != null) asset.reference as Deferred else getMissingAssetAsync(identifier)
}
private fun getMissingAssetAsync(identifier: Identifier): Deferred = CompletableDeferred().apply {
completeExceptionally(MissingAssetException(identifier))
}
/**
* Checks whether an asset in the selected [path] with [T] type is already loaded.
* Returns false if the asset is not loaded yet, is unloaded or was never loaded to begin with.
*
* Note that assets that loaded exceptionally (i.e. asset loader threw an exception) will
* also report as loaded, but trying to obtain their instance will cause rethrowing of that
* exception, forcing the user to handle it.
*/
inline fun isLoaded(path: String): Boolean = isLoaded(getIdentifier(path))
/**
* Checks whether an asset described with [descriptor] is already loaded.
* Returns false if the asset is not loaded yet, is unloaded or was never loaded to begin with.
*
* Note that assets that loaded exceptionally (i.e. asset loader threw an exception) will
* also report as loaded, but trying to obtain their instance will cause rethrowing of that
* exception, forcing the user to handle it.
*/
fun isLoaded(descriptor: AssetDescriptor<*>): Boolean = isLoaded(descriptor.toIdentifier())
/**
* Checks whether an asset identified with [identifier] is already loaded.
* Returns false if the asset is not loaded yet, is unloaded or was never loaded to begin with.
*
* Note that assets that loaded exceptionally (i.e. asset loader threw an exception) will
* also report as loaded, but trying to obtain their instance will cause rethrowing of that
* exception, forcing the user to handle it.
*/
fun isLoaded(identifier: Identifier<*>): Boolean =
assets[identifier]?.reference?.isCompleted ?: false
/**
* Checks whether an asset in the selected [path] and [T] type is currently managed by the storage.
* This will return true for assets that are currently being loaded or
*/
inline operator fun contains(path: String): Boolean = contains(getIdentifier(path))
/**
* Checks whether an asset described by [descriptor] is currently managed by the storage.
* This will return true for assets that are currently being loaded or
*/
operator fun contains(descriptor: AssetDescriptor<*>): Boolean = contains(descriptor.toIdentifier())
/**
* Checks whether an asset identified by [identifier] is currently managed by the storage.
* This will return true for assets that are currently being loaded or
*/
operator fun contains(identifier: Identifier<*>): Boolean = identifier in assets
/**
* Adds a fully loaded [asset] to the storage. Allows to avoid loading the asset with the [AssetStorage]
* and to manually add it to storage context.
*
* [T] is the type of the [asset]. Note that a superclass of the asset can be chosen to associate the file with.
* [path] must be a unique ID that will be used to retrieve the asset. Since the [asset] is loaded manually,
* it does not have to be an actual file path.
*
* Throws [AlreadyLoadedAssetException] if an asset with the same path is already loaded or scheduled for loading.
*/
suspend inline fun add(path: String, asset: T) =
add(getAssetDescriptor(path), asset)
/**
* Adds a fully loaded [asset] to the storage. Allows to avoid loading the asset with the [AssetStorage]
* and to manually add it to storage context.
*
* [T] is the type of the [asset]. Note that a superclass of the asset can be chosen to associate the file with.
* [identifier] uniquely identifies the assets and defines its type. Since the [asset] is loaded manually,
* [Identifier.path] does not have to be an actual file path. See [getIdentifier].
*
* Throws [AlreadyLoadedAssetException] if an asset with the same path is already loaded or scheduled for loading.
*/
suspend fun add(identifier: Identifier, asset: T) =
add(identifier.toAssetDescriptor(), asset)
/**
* Adds a fully loaded [asset] to the storage. Allows to avoid loading the asset with the [AssetStorage]
* and to manually add it to storage context.
*
* [T] is the type of the [asset]. Note that a superclass of the asset can be chosen to associate the file with.
* [descriptor] contains the asset data. See [getAssetDescriptor].
*
* Throws [AlreadyLoadedAssetException] if an asset with the same path is already loaded or scheduled for loading.
*/
suspend fun add(descriptor: AssetDescriptor, asset: T) {
val identifier = descriptor.toIdentifier()
lock.withLock {
@Suppress("UNCHECKED_CAST")
val existingAsset = assets[identifier] as? Asset
if (existingAsset != null) {
// Asset is already stored. Will fail to replace.
throw AlreadyLoadedAssetException(identifier)
}
// Asset is currently not stored. Creating.
@Suppress("UNCHECKED_CAST")
assets[identifier] = Asset(
descriptor = descriptor,
reference = CompletableDeferred(asset),
dependencies = emptyList(),
referenceCount = 1,
loader = ManualLoader as Loader,
)
registerAssetPath(identifier)
progress.registerAddedAsset()
}
}
/**
* Schedules asynchronous loading of an asset of [T] type located at [path].
* Return a [Deferred] reference which will eventually point to a fully loaded instance of [T].
*
* [path] must be compatible with the [fileResolver].
* Loading [parameters] are optional and can be used to configure the loaded asset.
*
* [Deferred.await] might throw the following exceptions:
* - [UnloadedAssetException] if the asset unloaded asynchronously by another coroutine.
* - [MissingLoaderException] if the [AssetLoader] for asset of requested type is not registered.
* - [InvalidLoaderException] if the [AssetLoader] implementation of requested type is invalid.
* - [AssetLoadingException] if the [AssetLoader] has thrown an exception during loading.
* - [MissingDependencyException] is the [AssetLoader] is unable to obtain an instance of asset's dependency.
* - [UnsupportedMethodException] is the [AssetLoader] uses unsupported operation on [AssetManagerWrapper].
*
* If the asset was already loaded, added or scheduled for loading, this method will not fail or throw
* an exception (unless the original loading fails). Instead, the coroutine will be suspended until
* the original loading is finished and then return the same result.
*
* Note that to unload an asset, [unload] method should be called the same amount of times as [load]
* or [loadAsync]. Asset dependencies should not be unloaded directly; instead, unload the asset that
* required them and caused them to load in the first place.
*
* If the [parameters] define a [AssetLoaderParameters.loadedCallback], it will be invoked on the main
* rendering thread after the asset is loaded successfully with this [AssetStorage] wrapped as an
* [AssetManager] with [AssetManagerWrapper]. Note that the wrapper supports a limited number of methods.
* It is encouraged not to rely on [AssetLoaderParameters.LoadedCallback] and use coroutines instead.
* Exceptions thrown by callbacks will not be propagated, and will be logged with [logger] instead.
*/
inline fun loadAsync(path: String, parameters: AssetLoaderParameters? = null): Deferred =
loadAsync(getAssetDescriptor(path, parameters))
/**
* Schedules loading of an asset with path and type specified by [identifier].
* Suspends the coroutine until an asset is loaded and returns a fully loaded instance of [T].
*
* [Identifier.path] must be compatible with the [fileResolver].
* Loading [parameters] are optional and can be used to configure the loaded asset.
*
* [Deferred.await] might throw the following exceptions:
* - [UnloadedAssetException] if the asset unloaded asynchronously by another coroutine.
* - [MissingLoaderException] if the [AssetLoader] for asset of requested type is not registered.
* - [InvalidLoaderException] if the [AssetLoader] implementation of requested type is invalid.
* - [AssetLoadingException] if the [AssetLoader] has thrown an exception during loading.
* - [MissingDependencyException] is the [AssetLoader] is unable to obtain an instance of asset's dependency.
* - [UnsupportedMethodException] is the [AssetLoader] uses unsupported operation on [AssetManagerWrapper].
*
* If the asset was already loaded, added or scheduled for loading, this method will not fail or throw
* an exception (unless the original loading fails). Instead, the coroutine will be suspended until
* the original loading is finished and then return the same result.
*
* Note that to unload an asset, [unload] method should be called the same amount of times as [load]
* or [loadAsync]. Asset dependencies should not be unloaded directly; instead, unload the asset that
* required them and caused them to load in the first place.
*
* If the [parameters] define a [AssetLoaderParameters.loadedCallback], it will be invoked on the main
* rendering thread after the asset is loaded successfully with this [AssetStorage] wrapped as an
* [AssetManager] with [AssetManagerWrapper]. Note that the wrapper supports a limited number of methods.
* It is encouraged not to rely on [AssetLoaderParameters.LoadedCallback] and use coroutines instead.
* Exceptions thrown by callbacks will not be propagated, and will be logged with [logger] instead.
*/
fun loadAsync(identifier: Identifier, parameters: AssetLoaderParameters? = null): Deferred =
loadAsync(identifier.toAssetDescriptor(parameters))
/**
* Schedules loading of an asset of [T] type described by the [descriptor].
* Suspends the coroutine until an asset is loaded and returns a fully loaded instance of [T].
*
* [Deferred.await] might throw the following exceptions:
* - [UnloadedAssetException] if the asset unloaded asynchronously by another coroutine.
* - [MissingLoaderException] if the [AssetLoader] for asset of requested type is not registered.
* - [InvalidLoaderException] if the [AssetLoader] implementation of requested type is invalid.
* - [AssetLoadingException] if the [AssetLoader] has thrown an exception during loading.
* - [MissingDependencyException] is the [AssetLoader] is unable to obtain an instance of asset's dependency.
* - [UnsupportedMethodException] is the [AssetLoader] uses unsupported operation on [AssetManagerWrapper].
*
* If the asset was already loaded, added or scheduled for loading, this method will not fail or throw
* an exception (unless the original loading fails). Instead, the coroutine will be suspended until
* the original loading is finished and then return the same result.
*
* Note that to unload an asset, [unload] method should be called the same amount of times as [load]
* or [loadAsync]. Asset dependencies should not be unloaded directly; instead, unload the asset that
* required them and caused them to load in the first place.
*
* If the [AssetDescriptor.params] define a [AssetLoaderParameters.loadedCallback], it will be invoked on
* the main rendering thread after the asset is loaded successfully with this [AssetStorage] wrapped as an
* [AssetManager] with [AssetManagerWrapper]. Note that the wrapper supports a limited number of methods.
* It is encouraged not to rely on [AssetLoaderParameters.LoadedCallback] and use coroutines instead.
* Exceptions thrown by callbacks will not be propagated, and will be logged with [logger] instead.
*/
fun loadAsync(descriptor: AssetDescriptor): Deferred = KtxAsync.async(asyncContext) {
load(descriptor)
}
/**
* Schedules loading of an asset of [T] type located at [path].
* Suspends the coroutine until an asset is loaded and returns a fully loaded instance of [T].
*
* [path] must be compatible with the [fileResolver].
* Loading [parameters] are optional and can be used to configure the loaded asset.
*
* Might throw the following exceptions:
* - [UnloadedAssetException] if the asset unloaded asynchronously by another coroutine.
* - [MissingLoaderException] if the [AssetLoader] for asset of requested type is not registered.
* - [InvalidLoaderException] if the [AssetLoader] implementation of requested type is invalid.
* - [AssetLoadingException] if the [AssetLoader] has thrown an exception during loading.
* - [MissingDependencyException] is the [AssetLoader] is unable to obtain an instance of asset's dependency.
* - [UnsupportedMethodException] is the [AssetLoader] uses unsupported operation on [AssetManagerWrapper].
*
* If the asset was already loaded, added or scheduled for loading, this method will not fail or throw
* an exception (unless the original loading fails). Instead, the coroutine will be suspended until
* the original loading is finished and then return the same result.
*
* Note that to unload an asset, [unload] method should be called the same amount of times as [load].
* Asset dependencies should not be unloaded directly; instead, unload the asset that required them
* and caused them to load in the first place.
*
* If the [parameters] define a [AssetLoaderParameters.loadedCallback], it will be invoked on the main
* rendering thread after the asset is loaded successfully with this [AssetStorage] wrapped as an
* [AssetManager] with [AssetManagerWrapper]. Note that the wrapper supports a limited number of methods.
* It is encouraged not to rely on [AssetLoaderParameters.LoadedCallback] and use coroutines instead.
* Exceptions thrown by callbacks will not be propagated, and will be logged with [logger] instead.
*/
suspend inline fun load(path: String, parameters: AssetLoaderParameters? = null): T =
load(getAssetDescriptor(path, parameters))
/**
* Schedules loading of an asset with path and type specified by [identifier].
* Suspends the coroutine until an asset is loaded and returns a fully loaded instance of [T].
*
* [Identifier.path] must be compatible with the [fileResolver].
* Loading [parameters] are optional and can be used to configure the loaded asset.
*
* Might throw the following exceptions:
* - [UnloadedAssetException] if the asset unloaded asynchronously by another coroutine.
* - [MissingLoaderException] if the [AssetLoader] for asset of requested type is not registered.
* - [InvalidLoaderException] if the [AssetLoader] implementation of requested type is invalid.
* - [AssetLoadingException] if the [AssetLoader] has thrown an exception during loading.
* - [MissingDependencyException] is the [AssetLoader] is unable to obtain an instance of asset's dependency.
* - [UnsupportedMethodException] is the [AssetLoader] uses unsupported operation on [AssetManagerWrapper].
*
* If the asset was already loaded, added or scheduled for loading, this method will not fail or throw
* an exception (unless the original loading fails). Instead, the coroutine will be suspended until
* the original loading is finished and then return the same result.
*
* Note that to unload an asset, [unload] method should be called the same amount of times as [load].
* Asset dependencies should not be unloaded directly; instead, unload the asset that required them
* and caused them to load in the first place.
*
* If the [parameters] define a [AssetLoaderParameters.loadedCallback], it will be invoked on the main
* rendering thread after the asset is loaded successfully with this [AssetStorage] wrapped as an
* [AssetManager] with [AssetManagerWrapper]. Note that the wrapper supports a limited number of methods.
* It is encouraged not to rely on [AssetLoaderParameters.LoadedCallback] and use coroutines instead.
* Exceptions thrown by callbacks will not be propagated, and will be logged with [logger] instead.
*/
suspend fun load(identifier: Identifier, parameters: AssetLoaderParameters? = null): T =
load(identifier.toAssetDescriptor(parameters))
/**
* Schedules loading of an asset of [T] type described by the [descriptor].
* Suspends the coroutine until an asset is loaded and returns a fully loaded instance of [T].
*
* Might throw the following exceptions:
* - [UnloadedAssetException] if the asset unloaded asynchronously by another coroutine.
* - [MissingLoaderException] if the [AssetLoader] for asset of requested type is not registered.
* - [InvalidLoaderException] if the [AssetLoader] implementation of requested type is invalid.
* - [AssetLoadingException] if the [AssetLoader] has thrown an exception during loading.
* - [MissingDependencyException] is the [AssetLoader] is unable to obtain an instance of asset's dependency.
* - [UnsupportedMethodException] is the [AssetLoader] uses unsupported operation on [AssetManagerWrapper].
*
* If the asset was already loaded, added or scheduled for loading, this method will not fail or throw
* an exception (unless the original loading fails). Instead, the coroutine will be suspended until
* the original loading is finished and then return the same result.
*
* Note that to unload an asset, [unload] method should be called the same amount of times as [load].
* Asset dependencies should not be unloaded directly; instead, unload the asset that required them
* and caused them to load in the first place.
*
* If the [AssetDescriptor.params] define a [AssetLoaderParameters.loadedCallback], it will be invoked on
* the main rendering thread after the asset is loaded successfully with this [AssetStorage] wrapped as an
* [AssetManager] with [AssetManagerWrapper]. Note that the wrapper supports a limited number of methods.
* It is encouraged not to rely on [AssetLoaderParameters.LoadedCallback] and use coroutines instead.
* Exceptions thrown by callbacks will not be propagated, and will be logged with [logger] instead.
*/
suspend fun load(descriptor: AssetDescriptor): T {
val newAssets: List>
val asset: Asset
lock.withLock {
asset = obtainAsset(descriptor)
newAssets = updateReferences(asset)
}
newAssets.forEach { assetToLoad ->
// Loading new assets asynchronously:
progress.registerScheduledAsset()
KtxAsync.launch(asyncContext) {
withAssetLoadingErrorHandling(assetToLoad) {
loadAsset(assetToLoad)
}
}
}
// Awaiting until the asset is loaded:
return asset.reference.await()
}
/** Must be called with [lock]. */
private suspend fun obtainAsset(descriptor: AssetDescriptor): Asset {
val identifier = descriptor.toIdentifier()
val asset = assets[identifier]
if (asset != null) {
// Asset already exists and identifier ensures same type - returning:
@Suppress("UNCHECKED_CAST")
return asset as Asset
}
return createNewAsset(descriptor).also {
assets[identifier] = it
registerAssetPath(identifier)
}
}
/** Must be called with [lock]. */
private suspend fun createNewAsset(descriptor: AssetDescriptor): Asset =
withContext(asyncContext) {
resolveFileHandle(descriptor)
val loader = getLoader(descriptor.type, descriptor.fileName) ?: throw MissingLoaderException(descriptor)
val dependencies = loader.getDependencies(descriptor)
Asset(
descriptor = descriptor,
dependencies = dependencies.map { obtainAsset(it) },
loader = loader,
referenceCount = 0,
)
}
private fun resolveFileHandle(descriptor: AssetDescriptor<*>) {
if (descriptor.file == null) {
descriptor.file = fileResolver.resolve(descriptor.fileName)
}
}
/**
* Must be executed with [lock].
* Updates reference counts of entire dependency tree starting with [root].
* Returns a list of new assets that have to be loaded.
*/
private fun updateReferences(root: Asset<*>): List> {
val queue = Queue>()
queue.addLast(root)
val newAssets = mutableListOf>()
while (!queue.isEmpty) {
val asset = queue.removeFirst()
asset.referenceCount++
if (asset.referenceCount == 1) {
newAssets.add(asset)
}
asset.dependencies.forEach(queue::addLast)
}
return newAssets
}
private suspend fun loadAsset(
asset: Asset,
): T {
asset.dependencies.forEach { dependency ->
withAssetLoadingErrorHandling(asset) {
dependency.reference.await()
}
}
if (asset.reference.isCompleted) {
// The asset failed to load due to its dependencies or asynchronous unloading:
return asset.reference.await()
}
withAssetLoadingErrorHandling(asset) {
when (val loader = asset.loader) {
is SynchronousLoader -> loadWithSynchronousLoader(loader, asset)
is AsynchronousLoader -> loadWithAsynchronousLoader(loader, asset)
else -> throw InvalidLoaderException(loader)
}
}
return asset.reference.await()
}
private inline fun withAssetLoadingErrorHandling(asset: Asset<*>, operation: () -> Unit) {
try {
operation()
} catch (exception: AssetStorageException) {
setLoadedExceptionally(asset, exception)
} catch (exception: Throwable) {
setLoadedExceptionally(asset, AssetLoadingException(asset.descriptor, cause = exception))
}
}
private fun setLoadedExceptionally(asset: Asset<*>, exception: AssetStorageException) {
if (asset.reference.completeExceptionally(exception)) {
// This the passed exception managed to complete the loading, we record a failed asset loading:
progress.registerFailedAsset()
}
}
private suspend fun loadWithSynchronousLoader(
synchronousLoader: SynchronousLoader,
asset: Asset,
) {
// If any of the isCompleted checks returns true, asset is likely to be unloaded asynchronously.
if (asset.reference.isCompleted) {
return
}
onRenderingThread {
if (!asset.reference.isCompleted) {
val value = synchronousLoader.load(asAssetManager, asset.descriptor)
setLoaded(asset, value)
}
}
}
private suspend fun loadWithAsynchronousLoader(
asynchronousLoader: AsynchronousLoader,
asset: Asset,
) {
// If any of the isCompleted checks returns true, asset is likely to be unloaded asynchronously.
withContext(asyncContext) {
if (!asset.reference.isCompleted) {
asynchronousLoader.loadAsync(asAssetManager, asset.descriptor)
}
}
if (asset.reference.isCompleted) {
return
}
onRenderingThread {
if (!asset.reference.isCompleted) {
val value = asynchronousLoader.loadSync(asAssetManager, asset.descriptor)
setLoaded(asset, value)
}
}
}
private fun setLoaded(asset: Asset, value: T) {
if (asset.reference.complete(value)) {
// The asset was correctly loaded and assigned.
progress.registerLoadedAsset()
try {
// Notifying the libGDX loading callback to support AssetManager behavior:
asset.descriptor.params?.loadedCallback?.finishedLoading(
asAssetManager,
asset.identifier.path,
asset.identifier.type,
)
} catch (exception: Throwable) {
// We are unable to propagate the exception at this point, so we just log it:
logger.error(
"Exception occurred during execution of loaded callback of asset: ${asset.identifier}",
exception,
)
}
} else {
// The asset was unloaded asynchronously. The deferred was likely completed with an exception.
// Now we have to take care of the loaded value, or it will remain loaded and unreferenced.
value.dispose(asset.identifier)
}
}
/**
* Blocks the current thread until the asset with [T] type is loaded from the given [path].
*
* This method is safe to call from the main rendering thread, as well as other application threads.
* However, avoid loading the same asset or assets with the same dependencies with both synchronous
* [loadSync] and asynchronous [load] or [loadAsync], and avoid running this method from within
* coroutines.
*
* This method should be used only to load crucial assets that are needed to initiate the application,
* e.g. assets required to display the loading screen. Whenever possible, prefer [load] and [loadAsync].
*
* Might throw the following exceptions:
* - [MissingAssetException] when attempting to load an asset that was already scheduled for asynchronous loading.
* - [UnloadedAssetException] if the asset unloaded asynchronously by another coroutine.
* - [MissingLoaderException] if the [AssetLoader] for asset of requested type is not registered.
* - [InvalidLoaderException] if the [AssetLoader] implementation of requested type is invalid.
* - [AssetLoadingException] if the [AssetLoader] has thrown an exception during loading.
* - [MissingDependencyException] is the [AssetLoader] is unable to obtain an instance of asset's dependency.
* - [UnsupportedMethodException] is the [AssetLoader] uses unsupported operation on [AssetManagerWrapper].
*
* If the asset was already loaded, added or scheduled for loading, this method will either return the asset
* immediately if it is loaded, or throw [MissingAssetException] if it is unloaded. In either case, it will
* increase the reference count of the asset - see [getReferenceCount] and [unload] for details.
*/
inline fun loadSync(path: String, parameters: AssetLoaderParameters? = null): T =
loadSync(getAssetDescriptor(path, parameters))
/**
* Blocks the current thread until the asset with [T] type is loaded with data specified by the [identifier]
* and optional loading [parameters].
*
* This method is safe to call from the main rendering thread, as well as other application threads.
* However, avoid loading the same asset or assets with the same dependencies with both synchronous
* [loadSync] and asynchronous [load] or [loadAsync], and avoid running this method from within
* coroutines.
*
* This method should be used only to load crucial assets that are needed to initiate the application,
* e.g. assets required to display the loading screen. Whenever possible, prefer [load] and [loadAsync].
*
* Might throw the following exceptions:
* - [MissingAssetException] when attempting to load an asset that was already scheduled for asynchronous loading.
* - [UnloadedAssetException] if the asset unloaded asynchronously by another coroutine.
* - [MissingLoaderException] if the [AssetLoader] for asset of requested type is not registered.
* - [InvalidLoaderException] if the [AssetLoader] implementation of requested type is invalid.
* - [AssetLoadingException] if the [AssetLoader] has thrown an exception during loading.
* - [MissingDependencyException] is the [AssetLoader] is unable to obtain an instance of asset's dependency.
* - [UnsupportedMethodException] is the [AssetLoader] uses unsupported operation on [AssetManagerWrapper].
*
* If the asset was already loaded, added or scheduled for loading, this method will either return the asset
* immediately if it is loaded, or throw [MissingAssetException] if it is unloaded. In either case, it will
* increase the reference count of the asset - see [getReferenceCount] and [unload] for details.
*/
fun loadSync(identifier: Identifier, parameters: AssetLoaderParameters? = null) =
loadSync(identifier.toAssetDescriptor(parameters))
/**
* Blocks the current thread until the asset with [T] type is loaded using the asset [descriptor].
*
* This method is safe to call from the main rendering thread, as well as other application threads.
* However, avoid loading the same asset or assets with the same dependencies with both synchronous
* [loadSync] and asynchronous [load] or [loadAsync], and avoid running this method from within
* coroutines.
*
* This method should be used only to load crucial assets that are needed to initiate the application,
* e.g. assets required to display the loading screen. Whenever possible, prefer [load] and [loadAsync].
*
* Might throw the following exceptions:
* - [MissingAssetException] when attempting to load an asset that was already scheduled for asynchronous loading.
* - [UnloadedAssetException] if the asset unloaded asynchronously by another coroutine.
* - [MissingLoaderException] if the [AssetLoader] for asset of requested type is not registered.
* - [InvalidLoaderException] if the [AssetLoader] implementation of requested type is invalid.
* - [AssetLoadingException] if the [AssetLoader] has thrown an exception during loading.
* - [MissingDependencyException] is the [AssetLoader] is unable to obtain an instance of asset's dependency.
* - [UnsupportedMethodException] is the [AssetLoader] uses unsupported operation on [AssetManagerWrapper].
*
* If the asset was already loaded, added or scheduled for loading, this method will either return the asset
* immediately if it is loaded, or throw [MissingAssetException] if it is unloaded. In either case, it will
* increase the reference count of the asset - see [getReferenceCount] and [unload] for details.
*/
fun loadSync(descriptor: AssetDescriptor): T = runBlocking {
val asset: Asset
val newAssets = lock.withLock {
asset = obtainAsset(descriptor)
updateReferences(asset)
}
loadSync(newAssets)
getOrThrow(asset)
}
private suspend fun loadSync(assets: List>) {
val queue = Queue>(assets.size)
assets.forEach {
progress.registerScheduledAsset()
// Adding assets in reversed order - dependencies should be first:
queue.addFirst(it)
}
verifyDependenciesForSynchronousLoading(assets)
while (!queue.isEmpty) {
val asset = queue.removeFirst()
// "Awaiting" for dependencies to be loaded without suspending:
if (asset.dependencies.any { !it.reference.isCompleted }) {
queue.addLast(asset)
continue
}
onRenderingThread {
withAssetLoadingErrorHandling(asset) {
loadAssetSync(asset)
}
}
}
}
private fun verifyDependenciesForSynchronousLoading(assets: List>) {
val identifiers = assets.map { it.identifier }.toSet()
val exceptions = mutableListOf()
assets.forEach { asset ->
// Gathering all dependencies that are not loaded and were scheduled for asynchronous loading:
asset.dependencies.filter { !it.reference.isCompleted && it.identifier !in identifiers }
// Preparing an exception if such a dependency occurs:
.map { MissingDependencyException(it.identifier) }
// Setting parent asset as exceptionally loaded:
.forEach { exception ->
setLoadedExceptionally(asset, exception)
exceptions.add(exception)
}
}
// Throwing one of the exceptions if any occurs:
exceptions.firstOrNull()?.let { throw it }
}
private fun loadAssetSync(asset: Asset) =
when (val loader = asset.loader) {
is SynchronousLoader -> setLoaded(asset, loader.load(asAssetManager, asset.descriptor))
is AsynchronousLoader -> {
loader.loadAsync(asAssetManager, asset.descriptor)
setLoaded(asset, loader.loadSync(asAssetManager, asset.descriptor))
}
else -> throw InvalidLoaderException(loader)
}
/**
* Removes asset loaded with the given [path] and [T] type and all of its dependencies.
* Does nothing if asset was not loaded in the first place.
* Will not dispose of the asset if it still is referenced by any other assets.
* Any removed assets that implement [Disposable] will be disposed.
*
* Note: only assets that were explicitly scheduled for loading with [load], [loadAsync] or
* [loadSync], or manually added to storage with [add] should be unloaded.
* Dependencies of assets will be removed automatically along with the original assets
* that caused them to load in the first place.
*
* Assets scheduled for loading multiple times must be explicitly unloaded multiple times -
* until the asset is unloaded as many times as it was referenced, it is assumed that it is
* still used. Manually unloading dependencies of other assets (that were not scheduled
* for loading explicitly) might lead to unexpected runtime exceptions.
*
* Will log all exceptions related to unloading of the assets. Silence the [logger]
* to avoid exception logging.
*
* Returns `true` if the asset was present in the [AssetStorage]. Note that if the asset
* is still referenced (i.e. [load] was called multiple times or the asset is a dependency
* of an asset that is still loaded), the asset will not be disposed of and will remain
* in the storage even if `true` is returned.
*/
suspend inline fun unload(path: String): Boolean = unload(getIdentifier(path))
/**
* Removes asset described by the [descriptor] and all of its dependencies.
* Does nothing if asset was not loaded in the first place.
* Will not dispose of the asset if it still is referenced by any other assets.
* Any removed assets that implement [Disposable] will be disposed.
*
* Note: only assets that were explicitly scheduled for loading with [load], [loadAsync] or
* [loadSync], or manually added to storage with [add] should be unloaded.
* Dependencies of assets will be removed automatically along with the original assets
* that caused them to load in the first place.
*
* Assets scheduled for loading multiple times must be explicitly unloaded multiple times -
* until the asset is unloaded as many times as it was referenced, it is assumed that it is
* still used. Manually unloading dependencies of other assets (that were not scheduled
* for loading explicitly) might lead to unexpected runtime exceptions.
*
* Will log all exceptions related to unloading of the assets. Silence the [logger]
* to avoid exception logging.
*
* Returns `true` if the asset was present in the [AssetStorage]. Note that if the asset
* is still referenced (i.e. [load] was called multiple times or the asset is a dependency
* of an asset that is still loaded), the asset will not be disposed of and will remain
* in the storage even if `true` is returned.
*/
suspend fun unload(descriptor: AssetDescriptor<*>): Boolean = unload(descriptor.toIdentifier())
/**
* Removes asset loaded with the given [identifier] and all of its dependencies.
* Does nothing if asset was not loaded in the first place.
* Will not dispose of the asset if it still is referenced by any other assets.
* Any removed assets that implement [Disposable] will be disposed.
*
* Note: only assets that were explicitly scheduled for loading with [load], [loadAsync] or
* [loadSync], or manually added to storage with [add] should be unloaded.
* Dependencies of assets will be removed automatically along with the original assets
* that caused them to load in the first place.
*
* Assets scheduled for loading multiple times must be explicitly unloaded multiple times -
* until the asset is unloaded as many times as it was referenced, it is assumed that it is
* still used. Manually unloading dependencies of other assets (that were not scheduled
* for loading explicitly) might lead to unexpected runtime exceptions.
*
* Will log all exceptions related to unloading of the assets. Silence the [logger]
* to avoid exception logging.
*
* Returns `true` if the asset was present in the [AssetStorage]. Note that if the asset
* is still referenced (i.e. [load] was called multiple times or the asset is a dependency
* of an asset that is still loaded), the asset will not be disposed of and will remain
* in the storage even if `true` is returned.
*/
suspend fun unload(identifier: Identifier<*>): Boolean = lock.withLock {
val root = assets[identifier]
if (root == null) {
// Asset is absent in the storage. Returning false - unsuccessful unload:
false
} else {
val queue = Queue>()
queue.addLast(root)
while (!queue.isEmpty) {
val asset = queue.removeFirst()
asset.referenceCount--
if (asset.referenceCount == 0) {
// The asset is no longer referenced by the user or any dependencies. Removing and disposing.
assets.remove(asset.identifier)
unregisterAssetPath(asset.identifier)
disposeOf(asset)
}
asset.dependencies.forEach(queue::addLast)
}
// Asset was present in the storage. Returning true - successful unload:
true
}
}
@OptIn(ExperimentalCoroutinesApi::class) // Allows disposing of assets without suspending calls.
private fun disposeOf(asset: Asset<*>) {
if (!asset.reference.isCompleted) {
val exception = UnloadedAssetException(asset.identifier)
// If the asset is not loaded yet, we complete the reference with exception:
val cancelled = asset.reference.completeExceptionally(exception)
if (cancelled) {
progress.removeScheduledAsset()
// We managed to complete the reference exceptionally. The loading coroutine will dispose of the asset.
return
}
}
val exception = asset.reference.getCompletionExceptionOrNull()
if (exception != null) {
// The asset was not loaded successfully. Nothing to dispose of.
progress.removeFailedAsset()
} else {
progress.removeLoadedAsset()
asset.reference.getCompleted().dispose(asset.identifier)
}
}
/**
* Performs cast to [Disposable] if possible and disposes of the object with [Disposable.dispose].
* Logs any disposing errors.
*/
private fun Any?.dispose(identifier: Identifier<*>) {
try {
(this as? Disposable)?.dispose()
} catch (exception: Throwable) {
logger.error("Failed to dispose of asset: $identifier", exception)
}
}
/**
* Returns the [AssetLoader] associated with the file. [Asset] is used to determine the type
* of the loaded file. [path] might be necessary to choose the correct loader, as some loaders
* might be assigned to specific file suffixes or extensions.
*/
inline fun getLoader(path: String? = null): Loader? =
getLoader(Asset::class.java, path)
/**
* Internal API exposed for inlined method. See inlined [getLoader] with generics.
* [type] is the class of the loaded asset, while path is used to determine if
* a loader specifically assigned to a file suffix or extension is necessary.
*/
fun getLoader(type: Class, path: String?): Loader? =
loaderStorage.getLoader(type, path?.normalizePath())
/**
* Associates the [AssetLoader] with specific asset type determined by [T].
* [loaderProvider] should create a new instance of loader of the selected types.
* Optional [suffix] can be passed if the loader should handle only the files
* with a specific file name suffix or extension.
*
* Throws [InvalidLoaderException] if the [AssetLoader] does not extend
* [SynchronousAssetLoader] or [AsynchronousAssetLoader].
*/
inline fun setLoader(suffix: String? = null, noinline loaderProvider: () -> Loader) =
setLoader(T::class.java, suffix, loaderProvider)
/**
* Internal API exposed for inlined method. See inlined [setLoader] with reified generics.
* Associates the [AssetLoader] [loaderProvider] with [type] under the specified optional [suffix].
*
* Throws [InvalidLoaderException] if the [AssetLoader] does not extend
* [SynchronousAssetLoader] or [AsynchronousAssetLoader].
*/
fun setLoader(type: Class, suffix: String? = null, loaderProvider: () -> Loader) {
loaderStorage.setLoaderProvider(type, suffix, loaderProvider)
}
/**
* Matches [AssetDescriptor] pre-processing. Return this [String] with normalized file separators.
*/
fun String.normalizePath() = replace('\\', '/')
/**
* Returns the amount of references to the asset under the given [path] of [T] type.
*
* References consist of manual registration of the asset with [add],
* scheduling the asset for loading with [load], [loadAsync] or [loadSync],
* and the amount of times the asset was referenced as a dependency of other assets.
*/
inline fun getReferenceCount(path: String): Int = getReferenceCount(getIdentifier(path))
/**
* Returns the amount of references to the asset described by [descriptor].
*
* References consist of manual registration of the asset with [add],
* scheduling the asset for loading with [load], [loadAsync] or [loadSync],
* and the amount of times the asset was referenced as a dependency of other assets.
*/
fun getReferenceCount(descriptor: AssetDescriptor<*>): Int = getReferenceCount(descriptor.toIdentifier())
/**
* Returns the amount of references to the asset identified by [identifier].
*
* References consist of manual registration of the asset with [add],
* scheduling the asset for loading with [load], [loadAsync] or [loadSync],
* and the amount of times the asset was referenced as a dependency of other assets.
*/
fun getReferenceCount(identifier: Identifier<*>): Int = assets[identifier]?.referenceCount ?: 0
/**
* Returns a copy of the list of dependencies of the asset under [path] with [T] type.
* If the asset is not loaded or has no dependencies, an empty list is returned.
*/
inline fun getDependencies(path: String): List> =
getDependencies(getIdentifier(path))
/**
* Returns a copy of the list of dependencies of the asset described by [descriptor].
* If the asset is not loaded or has no dependencies, an empty list is returned.
*/
fun getDependencies(descriptor: AssetDescriptor<*>): List> =
getDependencies(descriptor.toIdentifier())
/**
* Returns a copy of the list of dependencies of the asset identified by [identifier].
* If the asset is not loaded or has no dependencies, an empty list is returned.
*/
fun getDependencies(identifier: Identifier<*>): List> {
val dependencies = assets[identifier]?.dependencies
return dependencies?.map { it.identifier } ?: emptyList()
}
/** Must be called with [lock]. Adds [identifier] to [pathToIdentifiers]. */
private fun registerAssetPath(identifier: Identifier<*>) {
val path = identifier.path
val identifiers = getAssetIdentifiers(path)
pathToIdentifiers[path] = identifiers + listOf(identifier)
}
/** Must be called with [lock]. Removes [identifier] from [pathToIdentifiers]. */
private fun unregisterAssetPath(identifier: Identifier<*>) {
val path = identifier.path
val identifiers = getAssetIdentifiers(path)
pathToIdentifiers[path] = identifiers.filterNot { it == identifier }
}
/**
* Internal utility method. Returns a list of asset [Identifier]s associated with the asset [path].
* Do not attempt to modify the returned list. Changing the list might have an unpredictable effect
* on the asset loaders.
*/
fun getAssetIdentifiers(path: String): List> = pathToIdentifiers[path] ?: emptyList()
/**
* Creates a deep copy of the internal asset storage. Returns an [AssetStorageSnapshot]
* with the current storage state. For debugging purposes.
*
* Note that the [CompletableDeferred] that store references to assets are preserved only
* when completed, otherwise new instances of [CompletableDeferred] are returned. Even if
* the [CompletableDeferred] instances are completed manually, they will not affect the
* internal state of the storage.
*/
suspend fun takeSnapshotAsync(): AssetStorageSnapshot {
lock.withLock {
// Creating a safe copy of all assets without unfinished internal completable deferred instances:
val assetsCopy = assets.mapValues {
@Suppress("UNCHECKED_CAST")
val asset: Asset = it.value as Asset
val reference: CompletableDeferred = if (asset.reference.isCompleted || asset.reference.isCancelled) {
asset.reference
} else {
CompletableDeferred()
}
asset.copy(reference = reference)
}
// Replacing dependencies with safe copies:
return AssetStorageSnapshot(
assets = assetsCopy.mapValues {
val asset = it.value
if (asset.dependencies.isEmpty()) {
asset
} else {
asset.copy(
dependencies = asset.dependencies.mapNotNull { dependency ->
assetsCopy[dependency.identifier]
},
)
}
},
)
}
}
/**
* Creates a deep copy of the internal asset storage. Returns an [AssetStorageSnapshot]
* with the current storage state. Blocks the current thread until the snapshot is complete.
* If assets are currently being loaded, avoid calling this method from within the rendering
* thread. For debugging purposes.
*
* Note that the [CompletableDeferred] that store references to assets are preserved only
* when completed, otherwise new instances of [CompletableDeferred] are returned. Even if
* the [CompletableDeferred] instances are completed manually, they will not affect the
* internal state of the storage.
*/
fun takeSnapshot(): AssetStorageSnapshot {
return runBlocking { takeSnapshotAsync() }
}
/**
* Unloads all assets. Blocks current thread until are assets are unloaded.
* Logs all disposing exceptions.
*
* Prefer suspending [dispose] method that takes an error handler as parameter.
*
* Calling [dispose] is not guaranteed to keep the eventual consistency of [progress]
* if [dispose] is called during asynchronous asset loading.
* If exact loading progress is crucial, prefer creating another instance of [AssetStorage]
* than reusing existing one that has been disposed.
*/
override fun dispose() {
runBlocking {
dispose { identifier, cause ->
logger.error("Unable to dispose of $identifier.", cause)
}
}
}
/**
* Unloads all assets. Cancels loading of all scheduled assets.
* [onError] will be invoked on every caught disposing exception.
*
* Calling [dispose] is not guaranteed to keep the eventual consistency of [progress]
* if [dispose] is called during asynchronous asset loading.
* If exact loading progress is crucial, prefer creating another instance of [AssetStorage]
* than reusing existing one that has been disposed.
*/
suspend fun dispose(onError: (identifier: Identifier<*>, cause: Throwable) -> Unit) {
lock.withLock {
for (asset in assets.values) {
if (!asset.reference.isCompleted) {
val exception = UnloadedAssetException(asset.identifier)
if (asset.reference.completeExceptionally(exception)) {
// We managed to complete the deferred exceptionally,
// so the loading coroutine will take care of the rest.
continue
}
}
try {
(asset.reference.await() as? Disposable)?.dispose()
} catch (exception: Throwable) {
onError(asset.identifier, exception)
}
asset.referenceCount = 0
}
assets.clear()
pathToIdentifiers.clear()
progress.reset()
}
}
override fun toString(): String = "AssetStorage(assets=${
assets.keys.sortedBy { it.path }.joinToString(separator = ", ", prefix = "[", postfix = "]")
})"
}
/**
* Container for a single asset of type [T] managed by [AssetStorage].
*/
data class Asset(
/** Stores asset loading data. */
val descriptor: AssetDescriptor,
/** Unique identifier of the asset. */
val identifier: Identifier = descriptor.toIdentifier(),
/** Stores reference to the actual asset once it is loaded. */
val reference: CompletableDeferred = CompletableDeferred(),
/** Lists asset dependencies that require loading. */
val dependencies: List>,
/** Used to load the asset. */
val loader: Loader,
/** Control variable. Lists how many times the asset is referenced by other assets as dependency
* or by direct manual load requests. */
@Volatile var referenceCount: Int = 0,
)
/**
* Uniquely identifies a single asset stored in an [AssetStorage] by its [type] and [path].
*
* Multiple assets with the same [path] can be stored in an [AssetStorage] as long as they
* have a different [type]. Similarly, [AssetStorage] can store multiple assets of the same
* [type], as long as each has a different [path].
*
* Avoid using [Identifier] constructor directly. Instead, rely on [AssetStorage.getIdentifier]
* or [AssetDescriptor.toIdentifier].
*/
data class Identifier(
/** File path to the asset compatible with the [AssetStorage.fileResolver]. Must be normalized. */
val path: String,
/** [Class] of the asset specified during loading. */
val type: Class,
) {
/**
* Converts this [Identifier] to an [AssetDescriptor] that describes the asset and its loading data.
*
* If the returned [AssetDescriptor] is used to load an asset, and the asset requires specific loading
* instructions, make sure to pass the loading [parameters] to set [AssetDescriptor.parameters]. Similarly,
* if the asset requires a custom [FileHandle] incompatible with [AssetStorage.fileResolver], pass the
* [fileHandle] parameter to set it as [AssetDescriptor.file].
*
* If the [AssetDescriptor] is used to simply identify an asset similarly to an [Identifier],
* [parameters] and [fileHandle] are not required. You can retrieve a loaded asset from the
* [AssetStorage] with either its [Identifier] or an [AssetDescriptor] without loading data -
* the parameters and file are only used when calling [AssetStorage.load].
*/
fun toAssetDescriptor(
parameters: AssetLoaderParameters? = null,
fileHandle: FileHandle? = null,
): AssetDescriptor =
AssetDescriptor(path, type, parameters).apply {
if (fileHandle != null) {
file = fileHandle
}
}
}
/**
* Converts this [AssetDescriptor] to an [AssetStorage] [Identifier].
* Copies [AssetDescriptor.type] to [Identifier.type] and [AssetDescriptor.fileName] to [Identifier.path].
*
* Note that loading parameters from [AssetDescriptor.parameters] are ignored. If the returned [Identifier]
* is used to load an asset, and the asset requires specific loading instructions, make sure to pass the
* loading parameters to the [AssetStorage.load] method.
*
* Similarly, [AssetDescriptor.file] is not used by the [Identifier]. Instead, [AssetDescriptor.fileName]
* will be used to resolve the file using [AssetStorage.fileResolver]. If a [FileHandle] of a different type
* is required, use [AssetDescriptor] for loading instead.
*/
fun AssetDescriptor.toIdentifier(): Identifier = Identifier(fileName, type)
/**
* Stores a copy of state of an [AssetStorage]. For debugging purposes.
*/
data class AssetStorageSnapshot(
val assets: Map, Asset<*>>,
) {
/**
* Prints [AssetStorage] state for debugging. Lists registered assets with their dependencies
* and reference counts.
*/
fun prettyPrint(): String {
return """[
${
assets.values
.sortedBy { it.identifier.type.name }
.sortedBy { it.identifier.path }
.joinToString(separator = "\n") {
""" "${it.identifier.path}" (${it.identifier.type.name}) {
references=${it.referenceCount},
dependencies=${
it.dependencies.joinToString(separator = ", ", prefix = "[", postfix = "]") { dependency ->
"\"${dependency.identifier.path}\" (${dependency.identifier.type.name})"
}
},
loaded=${it.reference.isCompleted || it.reference.isCancelled},
loader=${it.loader.javaClass.name},
},"""
}
}
]"""
}
}