Files
Nerfed/Nerfed.Runtime/Resource/ResourceManager.cs
T
2026-04-28 19:17:23 +02:00

210 lines
6.8 KiB
C#

using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.IO;
using System.Threading;
namespace Nerfed.Runtime;
/// <summary>
/// A highly scalable, multithreaded resource manager that handles asynchronous asset
/// loading and automatic reference-counted memory management.
/// </summary>
public static class ResourceManager
{
private const string RootName = "Resources";
// Track resources by their Guid ID instead of simple strings.
private static readonly ConcurrentDictionary<Guid, Resource> _resourceCache = new();
// Mapping a string path to its runtime Guid identifier
private static readonly ConcurrentDictionary<string, Guid> _pathToGuid = new();
// Queues for background processing
private static readonly ConcurrentQueue<Resource> _loadQueue = new();
// Loader threads
private static readonly Thread _loaderThread;
private static bool _isRunning = true;
// A registry of how to create concrete Resource instances from a generic type without massive switch statements.
private static readonly Dictionary<Type, Func<Resource>> _resourceFactories = new()
{
{ typeof(Shader), () => new Shader() }
};
static ResourceManager()
{
_loaderThread = new Thread(LoaderWorkerLoop)
{
Name = "Nerfed Asset Loader",
IsBackground = true,
Priority = ThreadPriority.BelowNormal // Keeps CPU time focused on the main game loop
};
_loaderThread.Start();
}
/// <summary>
/// Synchronously shuts down the loader thread when the engine closes.
/// </summary>
public static void Shutdown()
{
_isRunning = false;
_loaderThread.Join();
}
/// <summary>
/// Registers a new resource type factory so the manager knows how to instantiate it.
/// Example: RegisterResourceType<Texture>(() => new Texture());
/// </summary>
public static void RegisterResourceType<T>(Func<T> factory) where T : Resource
{
_resourceFactories[typeof(T)] = factory;
}
/// <summary>
/// Gets the Guid associated with a specific asset path, making an initial id pass if required.
/// In a fully baked engine, the Guid is known at compile time or baked in the map data.
/// </summary>
public static Guid GetId(string resourcePath)
{
return _pathToGuid.GetOrAdd(resourcePath, _ => Guid.NewGuid());
}
/// <summary>
/// Begins an asynchronous load for a resource by its Guid.
/// In ECS systems, Entities should strictly prefer this overload over the string one.
/// </summary>
public static T Retain<T>(Guid id, string expectedPath) where T : Resource
{
var resource = _resourceCache.GetOrAdd(id, (assetId) =>
{
if (!_resourceFactories.TryGetValue(typeof(T), out var factory))
{
throw new Exception($"Failed to create resource. No factory registered for {typeof(T).Name}");
}
var newResource = factory();
newResource.Id = assetId;
// The path is still required so the background thread knows which file to open from disk.
newResource.Path = expectedPath;
newResource.State = ResourceState.Unloaded;
return newResource;
});
lock (resource)
{
resource.ReferenceCount++;
if (resource.State == ResourceState.Unloaded)
{
resource.State = ResourceState.Queued;
_loadQueue.Enqueue(resource);
}
}
return (T)resource;
}
/// <summary>
/// Begins an asynchronous load utilizing the string path to find the matching Guid.
/// This should generally be avoided in tight ECS loops.
/// </summary>
public static T Retain<T>(string resourcePath) where T : Resource
{
Guid id = GetId(resourcePath);
return Retain<T>(id, resourcePath);
}
/// <summary>
/// Gets the current loading state of a resource by its Guid without altering its reference count.
/// </summary>
public static ResourceState GetState(Guid id)
{
if (_resourceCache.TryGetValue(id, out var resource))
{
return resource.State;
}
return ResourceState.Unloaded;
}
/// <summary>
/// Decrements the reference count of a resource by its Guid.
/// </summary>
public static void Release(Guid id)
{
if (_resourceCache.TryGetValue(id, out var resource))
{
Release(resource);
}
}
/// <summary>
/// Decrements the reference count of a resource.
/// If the count reaches 0, the asset is automatically unloaded from memory.
/// </summary>
public static void Release(Resource resource)
{
if (resource == null) return;
lock (resource)
{
resource.ReferenceCount--;
if (resource.ReferenceCount <= 0)
{
// Fully unused! We should unload it safely.
if (resource.State == ResourceState.Loaded)
{
resource.Unload();
}
resource.State = ResourceState.Unloaded;
_resourceCache.TryRemove(resource.Id, out _);
}
}
}
/// <summary>
/// Background thread loop that pulls from the queue and does the slow file I/O operations.
/// </summary>
private static void LoaderWorkerLoop()
{
while (_isRunning)
{
if (_loadQueue.TryDequeue(out var resource))
{
// Safety check: Was the resource released before we even got around to loading it?
if (resource.ReferenceCount <= 0)
{
resource.State = ResourceState.Unloaded;
continue;
}
try
{
resource.State = ResourceState.Loading;
string fullPath = Path.Combine(AppContext.BaseDirectory, RootName, resource.Id.ToString()) + ".bin";
// Do the slow synchronous disk read
using var stream = StorageContainer.OpenStream(fullPath);
resource.Load(stream);
resource.State = ResourceState.Loaded;
}
catch (Exception e)
{
Log.Error($"Failed to background load asset '{resource.Path}': {e.Message}");
resource.State = ResourceState.Failed;
}
}
else
{
// Sleep cleanly if queue is empty to avoid burning total CPU usage on an infinite while-loop
Thread.Sleep(10);
}
}
}
}