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BXSSP_Andriod/Plugins/CesiumForUnreal/Source/ThirdParty/include/CesiumAsync/SharedAssetDepot.h

563 lines
20 KiB
C++

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