初始提交: UE5.3项目基础框架
This commit is contained in:
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Plugins/CesiumForUnreal/Source/ThirdParty/include/CesiumAsync/SharedAssetDepot.h
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Plugins/CesiumForUnreal/Source/ThirdParty/include/CesiumAsync/SharedAssetDepot.h
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#pragma once
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#include <CesiumAsync/AsyncSystem.h>
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#include <CesiumAsync/Future.h>
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#include <CesiumAsync/IAssetAccessor.h>
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#include <CesiumUtility/DoublyLinkedList.h>
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#include <CesiumUtility/IDepotOwningAsset.h>
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#include <CesiumUtility/IntrusivePointer.h>
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#include <CesiumUtility/ReferenceCounted.h>
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#include <CesiumUtility/Result.h>
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#include <cstddef>
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#include <functional>
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#include <memory>
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#include <mutex>
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#include <optional>
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#include <string>
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#include <unordered_map>
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namespace CesiumUtility {
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template <typename T> class SharedAsset;
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}
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namespace CesiumAsync {
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/**
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* @brief A depot for {@link CesiumUtility::SharedAsset} instances, which are potentially shared between multiple objects.
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*
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* @tparam TAssetType The type of asset stored in this depot. This should
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* be derived from {@link CesiumUtility::SharedAsset}.
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*/
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template <typename TAssetType, typename TAssetKey>
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class CESIUMASYNC_API SharedAssetDepot
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: public CesiumUtility::ReferenceCountedThreadSafe<
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SharedAssetDepot<TAssetType, TAssetKey>>,
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public CesiumUtility::IDepotOwningAsset<TAssetType> {
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public:
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/**
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* @brief The maximum total byte usage of assets that have been loaded but are
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* no longer needed.
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*
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* When cached assets are no longer needed, they're marked as
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* candidates for deletion. However, this deletion doesn't actually occur
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* until the total byte usage of deletion candidates exceeds this threshold.
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* At that point, assets are cleaned up in the order that they were marked for
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* deletion until the total dips below this threshold again.
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*
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* Default is 16MiB.
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*/
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int64_t inactiveAssetSizeLimitBytes = 16 * 1024 * 1024;
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/**
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* @brief Signature for the callback function that will be called to fetch and
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* create a new instance of `TAssetType` if one with the given key doesn't
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* already exist in the depot.
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*
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* @param asyncSystem The \ref AsyncSystem used by this \ref SharedAssetDepot.
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* @param pAssetAccessor The \ref IAssetAccessor used by this \ref
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* SharedAssetDepot. Use this to fetch the asset.
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* @param key The `TAssetKey` for the asset that should be loaded by this
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* factory.
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* @returns A \ref CesiumAsync::Future "Future" that resolves to a \ref
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* CesiumUtility::ResultPointer "ResultPointer" containing the loaded asset,
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* or any error information if the asset failed to load.
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*/
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using FactorySignature =
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CesiumAsync::Future<CesiumUtility::ResultPointer<TAssetType>>(
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const AsyncSystem& asyncSystem,
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const std::shared_ptr<IAssetAccessor>& pAssetAccessor,
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const TAssetKey& key);
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/**
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* @brief Creates a new `SharedAssetDepot` using the given factory callback to
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* load new assets.
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*
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* @param factory The factory to use to fetch and create assets that don't
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* already exist in the depot. See \ref FactorySignature.
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*/
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SharedAssetDepot(std::function<FactorySignature> factory);
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virtual ~SharedAssetDepot();
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/**
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* @brief Gets an asset from the depot if it already exists, or creates it
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* using the depot's factory if it does not.
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*
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* @param asyncSystem The async system.
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* @param pAssetAccessor The asset accessor to use to download assets, if
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* necessary.
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* @param assetKey The key uniquely identifying the asset to get or create.
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* @return A shared future that resolves when the asset is ready or fails.
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*/
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SharedFuture<CesiumUtility::ResultPointer<TAssetType>> getOrCreate(
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const AsyncSystem& asyncSystem,
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const std::shared_ptr<IAssetAccessor>& pAssetAccessor,
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const TAssetKey& assetKey);
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/**
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* @brief Returns the total number of distinct assets contained in this depot,
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* including both active and inactive assets.
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*/
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size_t getAssetCount() const;
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/**
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* @brief Gets the number of assets owned by this depot that are active,
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* meaning that they are currently being used in one or more places.
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*/
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size_t getActiveAssetCount() const;
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/**
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* @brief Gets the number of assets owned by this depot that are inactive,
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* meaning that they are not currently being used.
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*/
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size_t getInactiveAssetCount() const;
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/**
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* @brief Gets the total bytes used by inactive (unused) assets owned by this
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* depot.
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*/
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int64_t getInactiveAssetTotalSizeBytes() const;
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private:
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struct LockHolder;
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// Disable copy
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void operator=(const SharedAssetDepot<TAssetType, TAssetKey>& other) = delete;
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/**
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* @brief Locks the shared asset depot for thread-safe access. It will remain
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* locked until the returned object is destroyed or the `unlock` method is
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* called on it.
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*/
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LockHolder lock() const;
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/**
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* @brief Marks the given asset as a candidate for deletion.
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* Should only be called by {@link SharedAsset}. May be called from any thread.
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*
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* @param asset The asset to mark for deletion.
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* @param threadOwnsDepotLock True if the calling thread already owns the
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* depot lock; otherwise, false.
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*/
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void markDeletionCandidate(const TAssetType& asset, bool threadOwnsDepotLock)
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override;
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void markDeletionCandidateUnderLock(const TAssetType& asset);
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/**
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* @brief Unmarks the given asset as a candidate for deletion.
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* Should only be called by {@link SharedAsset}. May be called from any thread.
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*
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* @param asset The asset to unmark for deletion.
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* @param threadOwnsDepotLock True if the calling thread already owns the
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* depot lock; otherwise, false.
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*/
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void unmarkDeletionCandidate(
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const TAssetType& asset,
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bool threadOwnsDepotLock) override;
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void unmarkDeletionCandidateUnderLock(const TAssetType& asset);
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/**
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* @brief An entry for an asset owned by this depot. This is reference counted
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* so that we can keep it alive during async operations.
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*/
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struct AssetEntry
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: public CesiumUtility::ReferenceCountedThreadSafe<AssetEntry> {
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AssetEntry(TAssetKey&& key_)
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: CesiumUtility::ReferenceCountedThreadSafe<AssetEntry>(),
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key(std::move(key_)),
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pAsset(),
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maybePendingAsset(),
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errorsAndWarnings(),
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sizeInDeletionList(0),
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deletionListPointers() {}
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AssetEntry(const TAssetKey& key_) : AssetEntry(TAssetKey(key_)) {}
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/**
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* @brief The unique key identifying this asset.
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*/
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TAssetKey key;
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/**
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* @brief A pointer to the asset. This may be nullptr if the asset is still
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* being loaded, or if it failed to load.
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*/
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std::unique_ptr<TAssetType> pAsset;
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/**
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* @brief If this asset is currently loading, this field holds a shared
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* future that will resolve when the asset load is complete. This field will
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* be empty if the asset finished loading, including if it failed to load.
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*/
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std::optional<SharedFuture<CesiumUtility::ResultPointer<TAssetType>>>
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maybePendingAsset;
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/**
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* @brief The errors and warnings that occurred while loading this asset.
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* This will not contain any errors or warnings if the asset has not
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* finished loading yet.
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*/
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CesiumUtility::ErrorList errorsAndWarnings;
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/**
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* @brief The size of this asset when it was added to the
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* _deletionCandidates list. This is stored so that the exact same size can
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* be subtracted later. The value of this field is undefined if the asset is
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* not currently in the _deletionCandidates list.
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*/
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int64_t sizeInDeletionList;
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/**
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* @brief The next and previous pointers to entries in the
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* _deletionCandidates list.
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*/
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CesiumUtility::DoublyLinkedListPointers<AssetEntry> deletionListPointers;
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CesiumUtility::ResultPointer<TAssetType> toResultUnderLock() const;
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};
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// Manages the depot's mutex. Also ensures, via IntrusivePointer, that the
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// depot won't be destroyed while the lock is held.
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struct LockHolder {
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LockHolder(
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const CesiumUtility::IntrusivePointer<const SharedAssetDepot>& pDepot);
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~LockHolder();
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void unlock();
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private:
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// These two fields _must_ be declared in this order to guarantee that the
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// mutex is released before the depot pointer. Releasing the depot pointer
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// could destroy the depot, and that will be disastrous if the lock is still
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// held.
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CesiumUtility::IntrusivePointer<const SharedAssetDepot> pDepot;
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std::unique_lock<std::mutex> lock;
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};
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// Maps asset keys to AssetEntry instances. This collection owns the asset
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// entries.
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std::unordered_map<TAssetKey, CesiumUtility::IntrusivePointer<AssetEntry>>
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_assets;
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// Maps asset pointers to AssetEntry instances. The values in this map refer
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// to instances owned by the _assets map.
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std::unordered_map<TAssetType*, AssetEntry*> _assetsByPointer;
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// List of assets that are being considered for deletion, in the order that
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// they became unused.
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CesiumUtility::DoublyLinkedList<AssetEntry, &AssetEntry::deletionListPointers>
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_deletionCandidates;
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// The total amount of memory used by all assets in the _deletionCandidates
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// list.
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int64_t _totalDeletionCandidateMemoryUsage;
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// Mutex serializing access to _assets, _assetsByPointer, _deletionCandidates,
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// and any AssetEntry owned by this depot.
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mutable std::mutex _mutex;
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// The factory used to create new AssetType instances.
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std::function<FactorySignature> _factory;
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// This instance keeps a reference to itself whenever it is managing active
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// assets, preventing it from being destroyed even if all other references to
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// it are dropped.
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CesiumUtility::IntrusivePointer<SharedAssetDepot<TAssetType, TAssetKey>>
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_pKeepAlive;
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};
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template <typename TAssetType, typename TAssetKey>
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SharedAssetDepot<TAssetType, TAssetKey>::SharedAssetDepot(
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std::function<FactorySignature> factory)
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: _assets(),
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_assetsByPointer(),
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_deletionCandidates(),
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_totalDeletionCandidateMemoryUsage(0),
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_mutex(),
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_factory(std::move(factory)),
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_pKeepAlive(nullptr) {}
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template <typename TAssetType, typename TAssetKey>
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SharedAssetDepot<TAssetType, TAssetKey>::~SharedAssetDepot() {
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// Ideally, when the depot is destroyed, all the assets it owns would become
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// independent assets. But this is extremely difficult to manage in a
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// thread-safe manner.
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// Since we're in the destructor, we can be sure no one has a reference to
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// this instance anymore. That means that no other thread can be executing
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// `getOrCreate`, and no async asset creations are in progress.
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// However, if assets owned by this depot are still alive, then other
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// threads can still be calling addReference / releaseReference on some of
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// our assets even while we're running the depot's destructor. Which means
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// that we can end up in `markDeletionCandidate` at the same time the
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// destructor is running. And in fact it's possible for a `SharedAsset` with
|
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// especially poor timing to call into a `SharedAssetDepot` just after it is
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// destroyed.
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|
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// To avoid this, we use the _pKeepAlive field to maintain an artificial
|
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// reference to this depot whenever it owns live assets. This should keep
|
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// this destructor from being called except when all of its assets are also
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// in the _deletionCandidates list.
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CESIUM_ASSERT(this->_assets.size() == this->_deletionCandidates.size());
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}
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template <typename TAssetType, typename TAssetKey>
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SharedFuture<CesiumUtility::ResultPointer<TAssetType>>
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SharedAssetDepot<TAssetType, TAssetKey>::getOrCreate(
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const AsyncSystem& asyncSystem,
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const std::shared_ptr<IAssetAccessor>& pAssetAccessor,
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const TAssetKey& assetKey) {
|
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// We need to take care here to avoid two assets starting to load before the
|
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// first asset has added an entry and set its maybePendingAsset field.
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LockHolder lock = this->lock();
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auto existingIt = this->_assets.find(assetKey);
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if (existingIt != this->_assets.end()) {
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// We've already loaded (or are loading) an asset with this ID - we can
|
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// just use that.
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const AssetEntry& entry = *existingIt->second;
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if (entry.maybePendingAsset) {
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// Asset is currently loading.
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return *entry.maybePendingAsset;
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} else {
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return asyncSystem.createResolvedFuture(entry.toResultUnderLock())
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.share();
|
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}
|
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}
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|
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// Calling the factory function while holding the mutex unnecessarily
|
||||
// limits parallelism. It can even lead to a bug in the scenario where the
|
||||
// `thenInWorkerThread` continuation is invoked immediately in the current
|
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// thread, before `thenInWorkerThread` itself returns. That would result
|
||||
// in an attempt to lock the mutex recursively, which is not allowed.
|
||||
|
||||
// So we jump through some hoops here to publish "this thread is working
|
||||
// on it", then unlock the mutex, and _then_ actually call the factory
|
||||
// function.
|
||||
Promise<void> promise = asyncSystem.createPromise<void>();
|
||||
|
||||
// We haven't loaded or started to load this asset yet.
|
||||
// Let's do that now.
|
||||
CesiumUtility::IntrusivePointer<SharedAssetDepot<TAssetType, TAssetKey>>
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pDepot = this;
|
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CesiumUtility::IntrusivePointer<AssetEntry> pEntry = new AssetEntry(assetKey);
|
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|
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auto future =
|
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promise.getFuture()
|
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.thenImmediately([pDepot, pEntry, asyncSystem, pAssetAccessor]() {
|
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return pDepot->_factory(asyncSystem, pAssetAccessor, pEntry->key);
|
||||
})
|
||||
.catchImmediately([](std::exception&& e) {
|
||||
return CesiumUtility::Result<
|
||||
CesiumUtility::IntrusivePointer<TAssetType>>(
|
||||
CesiumUtility::ErrorList::error(
|
||||
std::string("Error creating asset: ") + e.what()));
|
||||
})
|
||||
.thenInWorkerThread(
|
||||
[pDepot,
|
||||
pEntry](CesiumUtility::Result<
|
||||
CesiumUtility::IntrusivePointer<TAssetType>>&& result) {
|
||||
LockHolder lock = pDepot->lock();
|
||||
|
||||
if (result.pValue) {
|
||||
result.pValue->_pDepot = pDepot.get();
|
||||
pDepot->_assetsByPointer[result.pValue.get()] = pEntry.get();
|
||||
}
|
||||
|
||||
// Now that this asset is owned by the depot, we exclusively
|
||||
// control its lifetime with a std::unique_ptr.
|
||||
pEntry->pAsset =
|
||||
std::unique_ptr<TAssetType>(result.pValue.get());
|
||||
pEntry->errorsAndWarnings = std::move(result.errors);
|
||||
pEntry->maybePendingAsset.reset();
|
||||
|
||||
// The asset is initially live because we have an
|
||||
// IntrusivePointer to it right here. So make sure the depot
|
||||
// stays alive, too.
|
||||
pDepot->_pKeepAlive = pDepot;
|
||||
|
||||
return pEntry->toResultUnderLock();
|
||||
});
|
||||
|
||||
SharedFuture<CesiumUtility::ResultPointer<TAssetType>> sharedFuture =
|
||||
std::move(future).share();
|
||||
|
||||
pEntry->maybePendingAsset = sharedFuture;
|
||||
|
||||
[[maybe_unused]] bool added = this->_assets.emplace(assetKey, pEntry).second;
|
||||
|
||||
// Should always be added successfully, because we checked above that the
|
||||
// asset key doesn't exist in the map yet.
|
||||
CESIUM_ASSERT(added);
|
||||
|
||||
// Unlock the mutex and then call the factory function.
|
||||
lock.unlock();
|
||||
promise.resolve();
|
||||
|
||||
return sharedFuture;
|
||||
}
|
||||
|
||||
template <typename TAssetType, typename TAssetKey>
|
||||
size_t SharedAssetDepot<TAssetType, TAssetKey>::getAssetCount() const {
|
||||
LockHolder lock = this->lock();
|
||||
return this->_assets.size();
|
||||
}
|
||||
|
||||
template <typename TAssetType, typename TAssetKey>
|
||||
size_t SharedAssetDepot<TAssetType, TAssetKey>::getActiveAssetCount() const {
|
||||
LockHolder lock = this->lock();
|
||||
return this->_assets.size() - this->_deletionCandidates.size();
|
||||
}
|
||||
|
||||
template <typename TAssetType, typename TAssetKey>
|
||||
size_t SharedAssetDepot<TAssetType, TAssetKey>::getInactiveAssetCount() const {
|
||||
LockHolder lock = this->lock();
|
||||
return this->_deletionCandidates.size();
|
||||
}
|
||||
|
||||
template <typename TAssetType, typename TAssetKey>
|
||||
int64_t
|
||||
SharedAssetDepot<TAssetType, TAssetKey>::getInactiveAssetTotalSizeBytes()
|
||||
const {
|
||||
LockHolder lock = this->lock();
|
||||
return this->_totalDeletionCandidateMemoryUsage;
|
||||
}
|
||||
|
||||
template <typename TAssetType, typename TAssetKey>
|
||||
typename SharedAssetDepot<TAssetType, TAssetKey>::LockHolder
|
||||
SharedAssetDepot<TAssetType, TAssetKey>::lock() const {
|
||||
return LockHolder{this};
|
||||
}
|
||||
|
||||
template <typename TAssetType, typename TAssetKey>
|
||||
void SharedAssetDepot<TAssetType, TAssetKey>::markDeletionCandidate(
|
||||
const TAssetType& asset,
|
||||
bool threadOwnsDepotLock) {
|
||||
if (threadOwnsDepotLock) {
|
||||
this->markDeletionCandidateUnderLock(asset);
|
||||
} else {
|
||||
LockHolder lock = this->lock();
|
||||
this->markDeletionCandidateUnderLock(asset);
|
||||
}
|
||||
}
|
||||
|
||||
template <typename TAssetType, typename TAssetKey>
|
||||
void SharedAssetDepot<TAssetType, TAssetKey>::markDeletionCandidateUnderLock(
|
||||
const TAssetType& asset) {
|
||||
auto it = this->_assetsByPointer.find(const_cast<TAssetType*>(&asset));
|
||||
CESIUM_ASSERT(it != this->_assetsByPointer.end());
|
||||
if (it == this->_assetsByPointer.end()) {
|
||||
return;
|
||||
}
|
||||
|
||||
CESIUM_ASSERT(it->second != nullptr);
|
||||
|
||||
AssetEntry& entry = *it->second;
|
||||
entry.sizeInDeletionList = asset.getSizeBytes();
|
||||
this->_totalDeletionCandidateMemoryUsage += entry.sizeInDeletionList;
|
||||
|
||||
this->_deletionCandidates.insertAtTail(entry);
|
||||
|
||||
if (this->_totalDeletionCandidateMemoryUsage >
|
||||
this->inactiveAssetSizeLimitBytes) {
|
||||
// Delete the deletion candidates until we're below the limit.
|
||||
while (this->_deletionCandidates.size() > 0 &&
|
||||
this->_totalDeletionCandidateMemoryUsage >
|
||||
this->inactiveAssetSizeLimitBytes) {
|
||||
AssetEntry* pOldEntry = this->_deletionCandidates.head();
|
||||
this->_deletionCandidates.remove(*pOldEntry);
|
||||
|
||||
this->_totalDeletionCandidateMemoryUsage -= pOldEntry->sizeInDeletionList;
|
||||
|
||||
CESIUM_ASSERT(
|
||||
pOldEntry->pAsset == nullptr ||
|
||||
pOldEntry->pAsset->_referenceCount == 0);
|
||||
|
||||
if (pOldEntry->pAsset) {
|
||||
this->_assetsByPointer.erase(pOldEntry->pAsset.get());
|
||||
}
|
||||
|
||||
// This will actually delete the asset.
|
||||
this->_assets.erase(pOldEntry->key);
|
||||
}
|
||||
}
|
||||
|
||||
// If this depot is not managing any live assets, then we no longer need to
|
||||
// keep it alive.
|
||||
if (this->_assets.size() == this->_deletionCandidates.size()) {
|
||||
this->_pKeepAlive.reset();
|
||||
}
|
||||
}
|
||||
|
||||
template <typename TAssetType, typename TAssetKey>
|
||||
void SharedAssetDepot<TAssetType, TAssetKey>::unmarkDeletionCandidate(
|
||||
const TAssetType& asset,
|
||||
bool threadOwnsDepotLock) {
|
||||
if (threadOwnsDepotLock) {
|
||||
this->unmarkDeletionCandidateUnderLock(asset);
|
||||
} else {
|
||||
LockHolder lock = this->lock();
|
||||
this->unmarkDeletionCandidateUnderLock(asset);
|
||||
}
|
||||
}
|
||||
|
||||
template <typename TAssetType, typename TAssetKey>
|
||||
void SharedAssetDepot<TAssetType, TAssetKey>::unmarkDeletionCandidateUnderLock(
|
||||
const TAssetType& asset) {
|
||||
auto it = this->_assetsByPointer.find(const_cast<TAssetType*>(&asset));
|
||||
CESIUM_ASSERT(it != this->_assetsByPointer.end());
|
||||
if (it == this->_assetsByPointer.end()) {
|
||||
return;
|
||||
}
|
||||
|
||||
CESIUM_ASSERT(it->second != nullptr);
|
||||
|
||||
AssetEntry& entry = *it->second;
|
||||
bool isFound = this->_deletionCandidates.contains(entry);
|
||||
|
||||
CESIUM_ASSERT(isFound);
|
||||
|
||||
if (isFound) {
|
||||
this->_totalDeletionCandidateMemoryUsage -= entry.sizeInDeletionList;
|
||||
this->_deletionCandidates.remove(entry);
|
||||
}
|
||||
|
||||
// This depot is now managing at least one live asset, so keep it alive.
|
||||
this->_pKeepAlive = this;
|
||||
}
|
||||
|
||||
template <typename TAssetType, typename TAssetKey>
|
||||
CesiumUtility::ResultPointer<TAssetType>
|
||||
SharedAssetDepot<TAssetType, TAssetKey>::AssetEntry::toResultUnderLock() const {
|
||||
// This method is called while the calling thread already owns the depot
|
||||
// mutex. So we must take care not to lock it again, which could happen if
|
||||
// the asset is currently unreferenced and we naively create an
|
||||
// IntrusivePointer for it.
|
||||
CesiumUtility::IntrusivePointer<TAssetType> p = nullptr;
|
||||
if (pAsset) {
|
||||
pAsset->addReference(true);
|
||||
p = pAsset.get();
|
||||
pAsset->releaseReference(true);
|
||||
}
|
||||
return CesiumUtility::ResultPointer<TAssetType>(p, errorsAndWarnings);
|
||||
}
|
||||
|
||||
template <typename TAssetType, typename TAssetKey>
|
||||
SharedAssetDepot<TAssetType, TAssetKey>::LockHolder::LockHolder(
|
||||
const CesiumUtility::IntrusivePointer<const SharedAssetDepot>& pDepot_)
|
||||
: pDepot(pDepot_), lock(pDepot_->_mutex) {}
|
||||
|
||||
template <typename TAssetType, typename TAssetKey>
|
||||
SharedAssetDepot<TAssetType, TAssetKey>::LockHolder::~LockHolder() = default;
|
||||
|
||||
template <typename TAssetType, typename TAssetKey>
|
||||
void SharedAssetDepot<TAssetType, TAssetKey>::LockHolder::unlock() {
|
||||
this->lock.unlock();
|
||||
}
|
||||
|
||||
} // namespace CesiumAsync
|
||||
Reference in New Issue
Block a user