public TAsset GetByName(string name)
        {
            var instanceId = AssetHash.GetHash(name);

            // Find existing cached item.
            foreach (var assetScope in _assetScopes)
            {
                if (assetScope.Assets.TryGetValue(instanceId, out var result))
                {
                    return(result);
                }
            }

            // If we can, create new item and cache it.
            if (_loader != null)
            {
                var newValue = _loader.Load(name, _assetStore.LoadContext);
                _assetScopes.Peek().Assets.Add(instanceId, newValue);

                newValue.InternalId = _nextId;
                _byInternalId.Add(_nextId, newValue);

                _nextId++;

                _list.Add(newValue);

                return(newValue);
            }

            return(null);
        }
Exemple #2
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        internal AssetStore(
            FileSystem fileSystem,
            string language,
            GraphicsDevice graphicsDevice,
            StandardGraphicsResources standardGraphicsResources,
            ShaderResourceManager shaderResources,
            OnDemandAssetLoadStrategy loadStrategy)
        {
            LoadContext = new AssetLoadContext(
                fileSystem,
                language,
                graphicsDevice,
                standardGraphicsResources,
                shaderResources,
                this);

            _scopedSingleAssetStorage   = new List <IScopedSingleAssetStorage>();
            _singleAssetStorageByTypeId = new Dictionary <uint, IScopedSingleAssetStorage>();

            void AddSingleAssetStorage <TAsset>(ScopedSingleAsset <TAsset> assetStorage)
                where TAsset : BaseSingletonAsset, new()
            {
                _scopedSingleAssetStorage.Add(assetStorage);

                var typeId = AssetHash.GetHash(typeof(TAsset).Name);

                _singleAssetStorageByTypeId.Add(typeId, assetStorage);
            }

            AddSingleAssetStorage(AIData = new ScopedSingleAsset <AIData>());
            AddSingleAssetStorage(AnimationSoundClientBehaviorGlobalSetting = new ScopedSingleAsset <AnimationSoundClientBehaviorGlobalSetting>());
            AddSingleAssetStorage(AptButtonTooltipMap    = new ScopedSingleAsset <AptButtonTooltipMap>());
            AddSingleAssetStorage(ArmySummaryDescription = new ScopedSingleAsset <ArmySummaryDescription>());
            AddSingleAssetStorage(AudioSettings          = new ScopedSingleAsset <AudioSettings>());
            AddSingleAssetStorage(AwardSystem            = new ScopedSingleAsset <AwardSystem>());
            AddSingleAssetStorage(BannerUI          = new ScopedSingleAsset <BannerUI>());
            AddSingleAssetStorage(ChallengeGenerals = new ScopedSingleAsset <ChallengeGenerals>());
            AddSingleAssetStorage(CreateAHeroSystem = new ScopedSingleAsset <CreateAHeroSystem>());
            AddSingleAssetStorage(Credits           = new ScopedSingleAsset <Credits>());
            AddSingleAssetStorage(DrawGroupInfo     = new ScopedSingleAsset <DrawGroupInfo>());
            AddSingleAssetStorage(Environment       = new ScopedSingleAsset <Environment>());
            AddSingleAssetStorage(Fire                                            = new ScopedSingleAsset <Fire>());
            AddSingleAssetStorage(FireLogicSystem                                 = new ScopedSingleAsset <FireLogicSystem>());
            AddSingleAssetStorage(FormationAssistant                              = new ScopedSingleAsset <FormationAssistant>());
            AddSingleAssetStorage(GameData                                        = new ScopedSingleAsset <GameData>());
            AddSingleAssetStorage(InGameNotificationBox                           = new ScopedSingleAsset <InGameNotificationBox>());
            AddSingleAssetStorage(InGameUI                                        = new ScopedSingleAsset <InGameUI>());
            AddSingleAssetStorage(Language                                        = new ScopedSingleAsset <Language>());
            AddSingleAssetStorage(LinearCampaign                                  = new ScopedSingleAsset <LinearCampaign>());
            AddSingleAssetStorage(LargeGroupAudioUnusedKnownKeys                  = new ScopedSingleAsset <LargeGroupAudioUnusedKnownKeys>());
            AddSingleAssetStorage(LivingWorldMapInfo                              = new ScopedSingleAsset <LivingWorldMapInfo>());
            AddSingleAssetStorage(LivingWorldAutoResolveResourceBonus             = new ScopedSingleAsset <LivingWorldAutoResolveResourceBonus>());
            AddSingleAssetStorage(LivingWorldAutoResolveSciencePurchasePointBonus = new ScopedSingleAsset <LivingWorldAutoResolveSciencePurchasePointBonus>());
            AddSingleAssetStorage(MiscAudio                                       = new ScopedSingleAsset <MiscAudio>());
            AddSingleAssetStorage(MiscEvaData                                     = new ScopedSingleAsset <MiscEvaData>());
            AddSingleAssetStorage(MissionObjectiveList                            = new ScopedSingleAsset <MissionObjectiveList>());
            AddSingleAssetStorage(MouseData                                       = new ScopedSingleAsset <MouseData>());
            AddSingleAssetStorage(MultiplayerSettings                             = new ScopedSingleAsset <MultiplayerSettings>());
            AddSingleAssetStorage(OnlineChatColors                                = new ScopedSingleAsset <OnlineChatColors>());
            AddSingleAssetStorage(Pathfinder                                      = new ScopedSingleAsset <Pathfinder>());
            AddSingleAssetStorage(StrategicHud                                    = new ScopedSingleAsset <StrategicHud>());
            AddSingleAssetStorage(WaterTransparency                               = new ScopedSingleAsset <WaterTransparency>());
            AddSingleAssetStorage(Weather                                         = new ScopedSingleAsset <Weather>());

            _scopedAssetCollections = new List <IScopedAssetCollection>();
            _byTypeId = new Dictionary <uint, IScopedAssetCollection>();

            void AddAssetCollection <TAsset>(ScopedAssetCollection <TAsset> assetCollection)
                where TAsset : BaseAsset
            {
                _scopedAssetCollections.Add(assetCollection);

                var typeId = AssetHash.GetHash(typeof(TAsset).Name);

                _byTypeId.Add(typeId, assetCollection);
            }

            AddAssetCollection(AIBases                           = new ScopedAssetCollection <AIBase>(this));
            AddAssetCollection(AIDozerAssignments                = new ScopedAssetCollection <AIDozerAssignment>(this));
            AddAssetCollection(AmbientStreams                    = new ScopedAssetCollection <AmbientStream>(this));
            AddAssetCollection(Animations                        = new ScopedAssetCollection <Animation>(this));
            AddAssetCollection(ArmorTemplates                    = new ScopedAssetCollection <ArmorTemplate>(this));
            AddAssetCollection(ArmyDefinitions                   = new ScopedAssetCollection <ArmyDefinition>(this));
            AddAssetCollection(AudioEvents                       = new ScopedAssetCollection <AudioEvent>(this));
            AddAssetCollection(AudioFiles                        = new ScopedAssetCollection <AudioFile>(this, loadStrategy.CreateAudioFileLoader()));
            AddAssetCollection(AudioLods                         = new ScopedAssetCollection <AudioLod>(this));
            AddAssetCollection(AutoResolveArmors                 = new ScopedAssetCollection <AutoResolveArmor>(this));
            AddAssetCollection(AutoResolveBodies                 = new ScopedAssetCollection <AutoResolveBody>(this));
            AddAssetCollection(AutoResolveCombatChains           = new ScopedAssetCollection <AutoResolveCombatChain>(this));
            AddAssetCollection(AutoResolveHandicapLevels         = new ScopedAssetCollection <AutoResolveHandicapLevel>(this));
            AddAssetCollection(AutoResolveLeaderships            = new ScopedAssetCollection <AutoResolveLeadership>(this));
            AddAssetCollection(AutoResolveReinforcementSchedules = new ScopedAssetCollection <AutoResolveReinforcementSchedule>(this));
            AddAssetCollection(AutoResolveWeapons                = new ScopedAssetCollection <AutoResolveWeapon>(this));
            AddAssetCollection(BannerTypes                       = new ScopedAssetCollection <BannerType>(this));
            AddAssetCollection(BenchProfiles                     = new ScopedAssetCollection <BenchProfile>(this));
            AddAssetCollection(BridgeTemplates                   = new ScopedAssetCollection <BridgeTemplate>(this));
            AddAssetCollection(CampaignTemplates                 = new ScopedAssetCollection <CampaignTemplate>(this));
            AddAssetCollection(CommandButtons                    = new ScopedAssetCollection <CommandButton>(this));
            AddAssetCollection(CommandMaps                       = new ScopedAssetCollection <CommandMap>(this));
            AddAssetCollection(CommandSets                       = new ScopedAssetCollection <CommandSet>(this));
            AddAssetCollection(ControlBarResizers                = new ScopedAssetCollection <ControlBarResizer>(this));
            AddAssetCollection(ControlBarSchemes                 = new ScopedAssetCollection <ControlBarScheme>(this));
            AddAssetCollection(CrateDatas                        = new ScopedAssetCollection <CrateData>(this));
            AddAssetCollection(CrowdResponses                    = new ScopedAssetCollection <CrowdResponse>(this));
            AddAssetCollection(DamageFXs                         = new ScopedAssetCollection <DamageFX>(this));
            AddAssetCollection(DialogEvents                      = new ScopedAssetCollection <DialogEvent>(this));
            AddAssetCollection(DynamicGameLods                   = new ScopedAssetCollection <DynamicGameLod>(this));
            AddAssetCollection(EmotionNuggets                    = new ScopedAssetCollection <EmotionNugget>(this));
            AddAssetCollection(EvaEvents                         = new ScopedAssetCollection <EvaEvent>(this));
            AddAssetCollection(ExperienceLevels                  = new ScopedAssetCollection <ExperienceLevel>(this));
            AddAssetCollection(ExperienceScalarTables            = new ScopedAssetCollection <ExperienceScalarTable>(this));
            AddAssetCollection(FactionVictoryDatas               = new ScopedAssetCollection <FactionVictoryData>(this));
            AddAssetCollection(FontDefaultSettings               = new ScopedAssetCollection <FontDefaultSetting>(this));
            AddAssetCollection(FontSubstitutions                 = new ScopedAssetCollection <FontSubstitution>(this));
            AddAssetCollection(FXLists                           = new ScopedAssetCollection <FXListData>(this));
            AddAssetCollection(FXParticleSystemTemplates         = new ScopedAssetCollection <FXParticleSystemTemplate>(this));
            AddAssetCollection(GuiTextures                       = new ScopedAssetCollection <GuiTextureAsset>(this, loadStrategy.CreateGuiTextureLoader()));
            AddAssetCollection(HeaderTemplates                   = new ScopedAssetCollection <HeaderTemplate>(this));
            AddAssetCollection(HouseColors                       = new ScopedAssetCollection <HouseColor>(this));
            AddAssetCollection(LargeGroupAudioMaps               = new ScopedAssetCollection <LargeGroupAudioMap>(this));
            AddAssetCollection(LivingWorldAITemplates            = new ScopedAssetCollection <LivingWorldAITemplate>(this));
            AddAssetCollection(LivingWorldAnimObjects            = new ScopedAssetCollection <LivingWorldAnimObject>(this));
            AddAssetCollection(LivingWorldArmyIcons              = new ScopedAssetCollection <LivingWorldArmyIcon>(this));
            AddAssetCollection(LivingWorldBuildings              = new ScopedAssetCollection <LivingWorldBuilding>(this));
            AddAssetCollection(LivingWorldBuildingIcons          = new ScopedAssetCollection <LivingWorldBuildingIcon>(this));
            AddAssetCollection(LivingWorldBuildPlotIcons         = new ScopedAssetCollection <LivingWorldBuildPlotIcon>(this));
            AddAssetCollection(LivingWorldCampaigns              = new ScopedAssetCollection <LivingWorldCampaign>(this));
            AddAssetCollection(LivingWorldObjects                = new ScopedAssetCollection <LivingWorldObject>(this));
            AddAssetCollection(LivingWorldPlayerArmies           = new ScopedAssetCollection <LivingWorldPlayerArmy>(this));
            AddAssetCollection(LivingWorldPlayerTemplates        = new ScopedAssetCollection <LivingWorldPlayerTemplate>(this));
            AddAssetCollection(LivingWorldRegionCampaigns        = new ScopedAssetCollection <LivingWorldRegionCampaign>(this));
            AddAssetCollection(LivingWorldRegionEffects          = new ScopedAssetCollection <LivingWorldRegionEffects>(this));
            AddAssetCollection(LivingWorldSounds                 = new ScopedAssetCollection <LivingWorldSound>(this));
            AddAssetCollection(LocomotorTemplates                = new ScopedAssetCollection <LocomotorTemplate>(this));
            AddAssetCollection(LodPresets                        = new ScopedAssetCollection <LodPreset>(this));
            AddAssetCollection(MapCaches                         = new ScopedAssetCollection <MapCache>(this));
            AddAssetCollection(MappedImages                      = new ScopedAssetCollection <MappedImage>(this));
            AddAssetCollection(MeshNameMatches                   = new ScopedAssetCollection <MeshNameMatches>(this));
            AddAssetCollection(Models                          = new ScopedAssetCollection <Model>(this, loadStrategy.CreateModelLoader()));
            AddAssetCollection(ModelAnimations                 = new ScopedAssetCollection <Graphics.Animation.W3DAnimation>(this, loadStrategy.CreateAnimationLoader()));
            AddAssetCollection(ModelBoneHierarchies            = new ScopedAssetCollection <ModelBoneHierarchy>(this, loadStrategy.CreateModelBoneHierarchyLoader()));
            AddAssetCollection(ModelMeshes                     = new ScopedAssetCollection <ModelMesh>(this)); // TODO: ModelMesh loader?
            AddAssetCollection(ModifierLists                   = new ScopedAssetCollection <ModifierList>(this));
            AddAssetCollection(MouseCursors                    = new ScopedAssetCollection <MouseCursor>(this));
            AddAssetCollection(MultiplayerColors               = new ScopedAssetCollection <MultiplayerColor>(this));
            AddAssetCollection(MultiplayerStartingMoneyChoices = new ScopedAssetCollection <MultiplayerStartingMoneyChoice>(this));
            AddAssetCollection(Multisounds                     = new ScopedAssetCollection <Multisound>(this));
            AddAssetCollection(MusicTracks                     = new ScopedAssetCollection <MusicTrack>(this));
            AddAssetCollection(ObjectCreationLists             = new ScopedAssetCollection <ObjectCreationList>(this));
            AddAssetCollection(ObjectDefinitions               = new ScopedAssetCollection <ObjectDefinition>(this));
            AddAssetCollection(PlayerAITypes                   = new ScopedAssetCollection <PlayerAIType>(this));
            AddAssetCollection(PlayerTemplates                 = new ScopedAssetCollection <PlayerTemplate>(this));
            AddAssetCollection(Ranks                   = new ScopedAssetCollection <Rank>(this));
            AddAssetCollection(RegionCampaigns         = new ScopedAssetCollection <RegionCampaign>(this));
            AddAssetCollection(RoadTemplates           = new ScopedAssetCollection <RoadTemplate>(this));
            AddAssetCollection(Sciences                = new ScopedAssetCollection <Science>(this));
            AddAssetCollection(ScoredKillEvaAnnouncers = new ScopedAssetCollection <ScoredKillEvaAnnouncer>(this));
            AddAssetCollection(ShellMenuSchemes        = new ScopedAssetCollection <ShellMenuScheme>(this));
            AddAssetCollection(SkirmishAIDatas         = new ScopedAssetCollection <SkirmishAIData>(this));
            AddAssetCollection(SkyboxTextureSets       = new ScopedAssetCollection <SkyboxTextureSet>(this));
            AddAssetCollection(SpecialPowers           = new ScopedAssetCollection <SpecialPower>(this));
            AddAssetCollection(StanceTemplates         = new ScopedAssetCollection <StanceTemplate>(this));
            AddAssetCollection(StaticGameLods          = new ScopedAssetCollection <StaticGameLod>(this));
            AddAssetCollection(StreamedSounds          = new ScopedAssetCollection <StreamedSound>(this));
            AddAssetCollection(Subsystems              = new ScopedAssetCollection <LoadSubsystem>(this));
            AddAssetCollection(TerrainTextures         = new ScopedAssetCollection <TerrainTexture>(this));
            AddAssetCollection(Textures                = new ScopedAssetCollection <TextureAsset>(this, loadStrategy.CreateTextureLoader()));
            AddAssetCollection(Upgrades                = new ScopedAssetCollection <UpgradeTemplate>(this));
            AddAssetCollection(VictorySystemDatas      = new ScopedAssetCollection <VictorySystemData>(this));
            AddAssetCollection(Videos                  = new ScopedAssetCollection <Video>(this));
            AddAssetCollection(WaterSets               = new ScopedAssetCollection <WaterSet>(this));
            AddAssetCollection(WaterTextureLists       = new ScopedAssetCollection <WaterTextureList>(this));
            AddAssetCollection(WeaponTemplates         = new ScopedAssetCollection <WeaponTemplate>(this));
            AddAssetCollection(WeatherDatas            = new ScopedAssetCollection <WeatherData>(this));
            AddAssetCollection(WindowTransitions       = new ScopedAssetCollection <WindowTransition>(this));
        }