public override async Task <AssetViewModel> PickupObject(AssetViewModel objectToFix, object referencedMember)
        {
            var assetPicker = ServiceProvider.Get <IEditorDialogService>().CreateAssetPickerDialog(objectToFix.Session);

            assetPicker.Message             = "Select an asset to replace the deleted asset";
            assetPicker.Filter              = x => !IsInObjectsToFixList(x);
            assetPicker.InitialLocation     = objectToFix.Directory;
            assetPicker.AllowMultiSelection = false;
            Type assetType   = objectToFix.AssetType;
            var  contentType = AssetRegistry.GetContentType(objectToFix.AssetType);

            if (contentType != null)
            {
                var assetTypes = AssetRegistry.GetAssetTypes(contentType);
                assetPicker.AcceptedTypes.AddRange(assetTypes);
            }
            else
            {
                assetPicker.AcceptedTypes.Add(assetType);
            }

            var result = await assetPicker.ShowModal();

            return(result == DialogResult.Ok ? assetPicker.SelectedAssets.First() : null);
        }
Example #2
0
        public override object ConvertBack(object value, Type targetType, object parameter, CultureInfo culture)
        {
            var url   = (string)value;
            var asset = SessionViewModel.Instance.AllAssets.FirstOrDefault(x => x.Url == url);

            if (asset == null)
            {
                return(null);
            }

            var contentType = AssetRegistry.GetContentType(asset.AssetType);

            return(AttachedReferenceManager.CreateProxyObject(contentType, asset.Id, asset.Url));
        }
Example #3
0
        /// <summary>
        /// Creates a reference to the given asset that matches the given reference type.
        /// </summary>
        /// <param name="asset">The target asset of the reference to create.</param>
        /// <param name="referenceType">The type of reference to create.</param>
        /// <returns>A reference to the given asset if it's not null and <paramref name="referenceType"/> is a valid reference type, null otherwise.</returns>
        /// <remarks>A reference type is either an <see cref="AssetReference"/> or a content type registered in the <see cref="AssetRegistry"/>.</remarks>
        public static object CreateReference(AssetViewModel asset, Type referenceType)
        {
            if (asset != null)
            {
                if (AssetRegistry.IsContentType(referenceType))
                {
                    var assetType   = asset.AssetItem.Asset.GetType();
                    var contentType = AssetRegistry.GetContentType(assetType);
                    return(referenceType.IsAssignableFrom(contentType) ? AttachedReferenceManager.CreateProxyObject(contentType, asset.Id, asset.Url) : null);
                }

                if (typeof(AssetReference).IsAssignableFrom(referenceType))
                {
                    return(new AssetReference(asset.AssetItem.Id, asset.AssetItem.Location));
                }
            }

            return(null);
        }
Example #4
0
        private Task CheckAssetsToReload()
        {
            return(GameDispatcher.InvokeTask(async() =>
            {
                List <ReloadingAsset> assets;

                // Get assets to reload from queue
                lock (assetsToReloadLock)
                {
                    // Nothing left, early exit
                    if (assetsToReloadQueue.Count == 0)
                    {
                        return;
                    }

                    // Copy locally and clear queue
                    assets = assetsToReloadQueue.ToList();
                    assetsToReloadQueue.Clear();
                    assetsToReloadMapping.Clear();
                }

                // Update the colorspace
                Game.UpdateColorSpace(currentColorSpace);

                var objToFastReload = new Dictionary <string, object>();

                using (await database.MountInCurrentMicroThread())
                {
                    // First, unload assets
                    foreach (var assetToUnload in assets)
                    {
                        if (FastReloadTypes.Contains(assetToUnload.AssetItem.Asset.GetType()) && IsCurrentlyLoaded(assetToUnload.AssetItem.Asset.Id))
                        {
                            // If this type supports fast reload, retrieve the current (old) value via a load
                            var type = AssetRegistry.GetContentType(assetToUnload.AssetItem.Asset.GetType());
                            string url = GetLoadingTimeUrl(assetToUnload.AssetItem);
                            var oldValue = Game.Content.Get(type, url);
                            if (oldValue != null)
                            {
                                logger?.Debug($"Preparing fast-reload of {assetToUnload.AssetItem.Location}");
                                objToFastReload.Add(url, oldValue);
                            }
                        }
                        else if (IsCurrentlyLoaded(assetToUnload.AssetItem.Asset.Id, true))
                        {
                            // Unload this object if it has already been loaded.
                            logger?.Debug($"Unloading {assetToUnload.AssetItem.Location}");
                            await UnloadAsset(assetToUnload.AssetItem.Asset.Id);
                        }
                    }

                    // Process fast-reload objects
                    var nonFastReloadAssets = new List <ReloadingAsset>();
                    foreach (var assetToLoad in assets)
                    {
                        object oldValue;
                        string url = GetLoadingTimeUrl(assetToLoad.AssetItem);
                        if (FastReloadTypes.Contains(assetToLoad.AssetItem.Asset.GetType()) && objToFastReload.TryGetValue(url, out oldValue))
                        {
                            // Fill oldValue with the values from the database without reloading the object.
                            // As a result, no reference needs to be updated.
                            logger?.Debug($"Fast-reloading {assetToLoad.AssetItem.Location}");
                            ReloadContent(oldValue, assetToLoad.AssetItem);
                            var loadedObject = oldValue;

                            // This fast-reloaded content might have been already loaded through private reference, but if we're reloading it here,
                            // it means that we expect a public reference (eg. it has just been referenced publicly). Reload() won't increase public reference count
                            // so we have to do it manually.
                            if (!IsCurrentlyLoaded(assetToLoad.AssetItem.Id, true))
                            {
                                var type = AssetRegistry.GetContentType(assetToLoad.AssetItem.Asset.GetType());
                                LoadContent(type, url);
                            }

                            await Manager.ReplaceContent(assetToLoad.AssetItem.Asset.Id, loadedObject);

                            assetToLoad.Result.SetResult(loadedObject);
                        }
                        else
                        {
                            nonFastReloadAssets.Add(assetToLoad);
                        }
                    }

                    // Load all async object in a separate task
                    // We avoid Game.Content.LoadAsync, which would wait next frame between every loaded asset
                    var microThread = Scheduler.CurrentMicroThread;
                    var bufferBlock = new BufferBlock <KeyValuePair <ReloadingAsset, object> >();
                    var task = Task.Run(() =>
                    {
                        var initialContext = SynchronizationContext.Current;
                        // This synchronization context gives access to any MicroThreadLocal values. The database to use might actually be micro thread local.
                        SynchronizationContext.SetSynchronizationContext(new MicrothreadProxySynchronizationContext(microThread));

                        foreach (var assetToLoad in nonFastReloadAssets)
                        {
                            var type = AssetRegistry.GetContentType(assetToLoad.AssetItem.Asset.GetType());
                            string url = GetLoadingTimeUrl(assetToLoad.AssetItem);

                            object loadedObject = null;
                            try
                            {
                                loadedObject = LoadContent(type, url);
                            }
                            catch (Exception e)
                            {
                                logger?.Error($"Unable to load asset [{assetToLoad.AssetItem.Location}].", e);
                            }

                            // Post it in BufferBlock so that the game-side loop can process results incrementally
                            bufferBlock.Post(new KeyValuePair <ReloadingAsset, object>(assetToLoad, loadedObject));
                        }

                        bufferBlock.Complete();

                        SynchronizationContext.SetSynchronizationContext(initialContext);
                    });

                    while (await bufferBlock.OutputAvailableAsync())
                    {
                        var item = await bufferBlock.ReceiveAsync();

                        var assetToLoad = item.Key;
                        var loadedObject = item.Value;

                        if (loadedObject != null)
                        {
                            // If it's the first load of this asset, keep its loading url
                            if (!AssetLoadingTimeUrls.ContainsKey(assetToLoad.AssetItem.Asset.Id))
                            {
                                AssetLoadingTimeUrls.Add(assetToLoad.AssetItem.Asset.Id, assetToLoad.AssetItem.Location);
                            }

                            // Add assets that were not previously loaded to the assetLoadingTimeUrls map.
                            var dependencyManager = Asset.AssetItem.Package.Session.DependencyManager;
                            var dependencies = dependencyManager.ComputeDependencies(Asset.AssetItem.Id, AssetDependencySearchOptions.Out | AssetDependencySearchOptions.Recursive, ContentLinkType.Reference);
                            if (dependencies != null)
                            {
                                foreach (var dependency in dependencies.LinksOut)
                                {
                                    if (!AssetLoadingTimeUrls.ContainsKey(dependency.Item.Id))
                                    {
                                        AssetLoadingTimeUrls.Add(dependency.Item.Id, dependency.Item.Location);
                                    }
                                }
                            }

                            // Remove assets that were previously loaded but are not anymore from the assetLoadingTimeUrls map.
                            foreach (var loadedUrls in AssetLoadingTimeUrls.Where(x => !Game.Content.IsLoaded(x.Value)).ToList())
                            {
                                AssetLoadingTimeUrls.Remove(loadedUrls.Key);
                            }
                        }

                        await Manager.ReplaceContent(assetToLoad.AssetItem.Asset.Id, loadedObject);

                        assetToLoad.Result.SetResult(loadedObject);
                    }

                    // Make sure everything is complete before we return
                    await task;
                }
            }));
        }