Feature/render pipeline (#232)
* refactor(engine): 重构2D渲染管线坐标系统 * feat(engine): 完善2D渲染管线和编辑器视口功能 * feat(editor): 实现Viewport变换工具系统 * feat(editor): 优化Inspector渲染性能并修复Gizmo变换工具显示 * feat(editor): 实现Run on Device移动预览功能 * feat(editor): 添加组件属性控制和依赖关系系统 * feat(editor): 实现动画预览功能和优化SpriteAnimator编辑器 * feat(editor): 修复SpriteAnimator动画预览功能并迁移CI到pnpm * feat(editor): 修复SpriteAnimator动画预览并迁移到pnpm * feat(editor): 修复SpriteAnimator动画预览并迁移到pnpm * feat(editor): 修复SpriteAnimator动画预览并迁移到pnpm * feat(editor): 修复SpriteAnimator动画预览并迁移到pnpm * feat(ci): 迁移项目到pnpm并修复CI构建问题 * chore: 迁移CI工作流到pnpm并添加WASM构建支持 * chore: 迁移CI工作流到pnpm并添加WASM构建支持 * chore: 迁移CI工作流到pnpm并添加WASM构建支持 * chore: 迁移CI工作流到pnpm并添加WASM构建支持 * chore: 迁移CI工作流到pnpm并添加WASM构建支持 * chore: 迁移CI工作流到pnpm并添加WASM构建支持 * chore: 移除 network 相关包 * chore: 移除 network 相关包
This commit is contained in:
541
packages/asset-system/src/core/AssetManager.ts
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541
packages/asset-system/src/core/AssetManager.ts
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@@ -0,0 +1,541 @@
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/**
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* Asset manager implementation
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* 资产管理器实现
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*/
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import {
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AssetGUID,
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AssetHandle,
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AssetType,
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AssetState,
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IAssetLoadOptions,
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IAssetLoadResult,
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IAssetReferenceInfo,
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IAssetPreloadGroup,
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IAssetLoadProgress,
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IAssetMetadata,
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AssetLoadError,
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IAssetCatalog
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} from '../types/AssetTypes';
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import {
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IAssetManager,
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IAssetLoadQueue
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} from '../interfaces/IAssetManager';
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import { IAssetLoader, IAssetLoaderFactory } from '../interfaces/IAssetLoader';
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import { AssetCache } from './AssetCache';
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import { AssetLoadQueue } from './AssetLoadQueue';
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import { AssetLoaderFactory } from '../loaders/AssetLoaderFactory';
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import { AssetDatabase } from './AssetDatabase';
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/**
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* Asset entry in the manager
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* 管理器中的资产条目
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*/
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interface AssetEntry {
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guid: AssetGUID;
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handle: AssetHandle;
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asset: unknown;
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metadata: IAssetMetadata;
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state: AssetState;
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referenceCount: number;
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lastAccessTime: number;
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loadPromise?: Promise<IAssetLoadResult>;
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}
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/**
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* Asset manager implementation
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* 资产管理器实现
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*/
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export class AssetManager implements IAssetManager {
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private readonly _assets = new Map<AssetGUID, AssetEntry>();
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private readonly _handleToGuid = new Map<AssetHandle, AssetGUID>();
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private readonly _pathToGuid = new Map<string, AssetGUID>();
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private readonly _cache: AssetCache;
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private readonly _loadQueue: IAssetLoadQueue;
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private readonly _loaderFactory: IAssetLoaderFactory;
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private readonly _database: AssetDatabase;
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private _nextHandle: AssetHandle = 1;
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private _statistics = {
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loadedCount: 0,
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failedCount: 0
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};
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private _isDisposed = false;
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private _loadingCount = 0;
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constructor(catalog?: IAssetCatalog) {
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this._cache = new AssetCache();
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this._loadQueue = new AssetLoadQueue();
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this._loaderFactory = new AssetLoaderFactory();
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this._database = new AssetDatabase();
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// 如果提供了目录,初始化数据库 / Initialize database if catalog provided
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if (catalog) {
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this.initializeFromCatalog(catalog);
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}
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}
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/**
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* Initialize from catalog
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* 从目录初始化
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*/
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private initializeFromCatalog(catalog: IAssetCatalog): void {
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catalog.entries.forEach((entry, guid) => {
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const metadata: IAssetMetadata = {
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guid,
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path: entry.path,
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type: entry.type,
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name: entry.path.split('/').pop() || '',
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size: entry.size,
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hash: entry.hash,
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dependencies: [],
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labels: [],
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tags: new Map(),
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lastModified: Date.now(),
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version: 1
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};
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this._database.addAsset(metadata);
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this._pathToGuid.set(entry.path, guid);
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});
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}
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/**
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* Load asset by GUID
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* 通过GUID加载资产
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*/
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async loadAsset<T = unknown>(
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guid: AssetGUID,
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options?: IAssetLoadOptions
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): Promise<IAssetLoadResult<T>> {
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// 检查是否已加载 / Check if already loaded
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const entry = this._assets.get(guid);
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if (entry) {
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if (entry.state === AssetState.Loaded && !options?.forceReload) {
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entry.lastAccessTime = Date.now();
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return {
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asset: entry.asset as T,
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handle: entry.handle,
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metadata: entry.metadata,
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loadTime: 0
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};
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}
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if (entry.state === AssetState.Loading && entry.loadPromise) {
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return entry.loadPromise as Promise<IAssetLoadResult<T>>;
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}
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}
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// 获取元数据 / Get metadata
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const metadata = this._database.getMetadata(guid);
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if (!metadata) {
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throw AssetLoadError.fileNotFound(guid, 'Unknown');
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}
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// 创建加载器 / Create loader
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const loader = this._loaderFactory.createLoader(metadata.type);
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if (!loader) {
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throw AssetLoadError.unsupportedType(guid, metadata.type);
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}
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// 开始加载 / Start loading
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const loadStartTime = performance.now();
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const newEntry: AssetEntry = {
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guid,
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handle: this._nextHandle++,
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asset: null,
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metadata,
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state: AssetState.Loading,
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referenceCount: 0,
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lastAccessTime: Date.now()
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};
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this._assets.set(guid, newEntry);
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this._handleToGuid.set(newEntry.handle, guid);
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this._loadingCount++;
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// 创建加载Promise / Create loading promise
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const loadPromise = this.performLoad<T>(loader, metadata, options, loadStartTime, newEntry);
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newEntry.loadPromise = loadPromise;
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try {
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const result = await loadPromise;
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return result;
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} catch (error) {
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this._statistics.failedCount++;
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newEntry.state = AssetState.Failed;
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throw error;
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} finally {
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this._loadingCount--;
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delete newEntry.loadPromise;
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}
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}
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/**
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* Perform asset loading
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* 执行资产加载
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*/
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private async performLoad<T>(
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loader: IAssetLoader,
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metadata: IAssetMetadata,
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options: IAssetLoadOptions | undefined,
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startTime: number,
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entry: AssetEntry
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): Promise<IAssetLoadResult<T>> {
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// 加载依赖 / Load dependencies
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if (metadata.dependencies.length > 0) {
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await this.loadDependencies(metadata.dependencies, options);
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}
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// 执行加载 / Execute loading
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const result = await loader.load(metadata.path, metadata, options);
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// 更新条目 / Update entry
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entry.asset = result.asset;
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entry.state = AssetState.Loaded;
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// 缓存资产 / Cache asset
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this._cache.set(metadata.guid, result.asset);
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// 更新统计 / Update statistics
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this._statistics.loadedCount++;
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const loadResult: IAssetLoadResult<T> = {
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asset: result.asset as T,
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handle: entry.handle,
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metadata,
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loadTime: performance.now() - startTime
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};
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return loadResult;
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}
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/**
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* Load dependencies
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* 加载依赖
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*/
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private async loadDependencies(
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dependencies: AssetGUID[],
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options?: IAssetLoadOptions
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): Promise<void> {
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const promises = dependencies.map((dep) => this.loadAsset(dep, options));
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await Promise.all(promises);
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}
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/**
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* Load asset by path
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* 通过路径加载资产
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*/
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async loadAssetByPath<T = unknown>(
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path: string,
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options?: IAssetLoadOptions
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): Promise<IAssetLoadResult<T>> {
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const guid = this._pathToGuid.get(path);
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if (!guid) {
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// 尝试从数据库查找 / Try to find from database
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let metadata = this._database.getMetadataByPath(path);
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if (!metadata) {
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// 动态创建元数据 / Create metadata dynamically
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const fileExt = path.substring(path.lastIndexOf('.')).toLowerCase();
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let assetType = AssetType.Custom;
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// 根据文件扩展名确定资产类型 / Determine asset type by file extension
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if (['.png', '.jpg', '.jpeg', '.gif', '.webp', '.bmp'].includes(fileExt)) {
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assetType = AssetType.Texture;
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} else if (['.json'].includes(fileExt)) {
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assetType = AssetType.Json;
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} else if (['.txt', '.md', '.xml', '.yaml'].includes(fileExt)) {
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assetType = AssetType.Text;
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}
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// 生成唯一GUID / Generate unique GUID
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const dynamicGuid = `dynamic_${Date.now()}_${Math.random().toString(36).substr(2, 9)}`;
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metadata = {
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guid: dynamicGuid,
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path: path,
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type: assetType,
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name: path.split('/').pop() || path.split('\\').pop() || 'unnamed',
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size: 0, // 动态加载时未知大小 / Unknown size for dynamic loading
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hash: '',
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dependencies: [],
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labels: [],
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tags: new Map(),
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lastModified: Date.now(),
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version: 1
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};
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// 注册到数据库 / Register to database
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this._database.addAsset(metadata);
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this._pathToGuid.set(path, metadata.guid);
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} else {
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this._pathToGuid.set(path, metadata.guid);
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}
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return this.loadAsset<T>(metadata.guid, options);
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}
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return this.loadAsset<T>(guid, options);
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}
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/**
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* Load multiple assets
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* 批量加载资产
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*/
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async loadAssets(
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guids: AssetGUID[],
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options?: IAssetLoadOptions
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): Promise<Map<AssetGUID, IAssetLoadResult>> {
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const results = new Map<AssetGUID, IAssetLoadResult>();
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// 并行加载所有资产 / Load all assets in parallel
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const promises = guids.map(async (guid) => {
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try {
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const result = await this.loadAsset(guid, options);
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results.set(guid, result);
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} catch (error) {
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console.error(`Failed to load asset ${guid}:`, error);
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}
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});
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await Promise.all(promises);
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return results;
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}
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/**
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* Preload asset group
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* 预加载资产组
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*/
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async preloadGroup(
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group: IAssetPreloadGroup,
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onProgress?: (progress: IAssetLoadProgress) => void
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): Promise<void> {
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const totalCount = group.assets.length;
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let loadedCount = 0;
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let loadedBytes = 0;
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let totalBytes = 0;
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// 计算总大小 / Calculate total size
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for (const guid of group.assets) {
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const metadata = this._database.getMetadata(guid);
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if (metadata) {
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totalBytes += metadata.size;
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}
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}
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// 加载每个资产 / Load each asset
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for (const guid of group.assets) {
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const metadata = this._database.getMetadata(guid);
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if (!metadata) continue;
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if (onProgress) {
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onProgress({
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currentAsset: metadata.name,
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loadedCount,
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totalCount,
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loadedBytes,
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totalBytes,
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||||
progress: loadedCount / totalCount
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});
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||||
}
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await this.loadAsset(guid, { priority: group.priority });
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loadedCount++;
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loadedBytes += metadata.size;
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}
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||||
// 最终进度 / Final progress
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||||
if (onProgress) {
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onProgress({
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||||
currentAsset: '',
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||||
loadedCount: totalCount,
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totalCount,
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||||
loadedBytes: totalBytes,
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||||
totalBytes,
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||||
progress: 1
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||||
});
|
||||
}
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||||
}
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||||
|
||||
/**
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||||
* Get loaded asset
|
||||
* 获取已加载的资产
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||||
*/
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||||
getAsset<T = unknown>(guid: AssetGUID): T | null {
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||||
const entry = this._assets.get(guid);
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||||
if (entry && entry.state === AssetState.Loaded) {
|
||||
entry.lastAccessTime = Date.now();
|
||||
return entry.asset as T;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get asset by handle
|
||||
* 通过句柄获取资产
|
||||
*/
|
||||
getAssetByHandle<T = unknown>(handle: AssetHandle): T | null {
|
||||
const guid = this._handleToGuid.get(handle);
|
||||
if (!guid) return null;
|
||||
return this.getAsset<T>(guid);
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if asset is loaded
|
||||
* 检查资产是否已加载
|
||||
*/
|
||||
isLoaded(guid: AssetGUID): boolean {
|
||||
const entry = this._assets.get(guid);
|
||||
return entry?.state === AssetState.Loaded;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get asset state
|
||||
* 获取资产状态
|
||||
*/
|
||||
getAssetState(guid: AssetGUID): AssetState {
|
||||
const entry = this._assets.get(guid);
|
||||
return entry?.state || AssetState.Unloaded;
|
||||
}
|
||||
|
||||
/**
|
||||
* Unload asset
|
||||
* 卸载资产
|
||||
*/
|
||||
unloadAsset(guid: AssetGUID): void {
|
||||
const entry = this._assets.get(guid);
|
||||
if (!entry) return;
|
||||
|
||||
// 检查引用计数 / Check reference count
|
||||
if (entry.referenceCount > 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
// 获取加载器以释放资源 / Get loader to dispose resources
|
||||
const loader = this._loaderFactory.createLoader(entry.metadata.type);
|
||||
if (loader) {
|
||||
loader.dispose(entry.asset);
|
||||
}
|
||||
|
||||
// 清理条目 / Clean up entry
|
||||
this._handleToGuid.delete(entry.handle);
|
||||
this._assets.delete(guid);
|
||||
this._cache.remove(guid);
|
||||
|
||||
// 更新统计 / Update statistics
|
||||
this._statistics.loadedCount--;
|
||||
|
||||
entry.state = AssetState.Unloaded;
|
||||
}
|
||||
|
||||
/**
|
||||
* Unload all assets
|
||||
* 卸载所有资产
|
||||
*/
|
||||
unloadAllAssets(): void {
|
||||
const guids = Array.from(this._assets.keys());
|
||||
guids.forEach((guid) => this.unloadAsset(guid));
|
||||
}
|
||||
|
||||
/**
|
||||
* Unload unused assets
|
||||
* 卸载未使用的资产
|
||||
*/
|
||||
unloadUnusedAssets(): void {
|
||||
const guids = Array.from(this._assets.keys());
|
||||
guids.forEach((guid) => {
|
||||
const entry = this._assets.get(guid);
|
||||
if (entry && entry.referenceCount === 0) {
|
||||
this.unloadAsset(guid);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Add reference to asset
|
||||
* 增加资产引用
|
||||
*/
|
||||
addReference(guid: AssetGUID): void {
|
||||
const entry = this._assets.get(guid);
|
||||
if (entry) {
|
||||
entry.referenceCount++;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Remove reference from asset
|
||||
* 移除资产引用
|
||||
*/
|
||||
removeReference(guid: AssetGUID): void {
|
||||
const entry = this._assets.get(guid);
|
||||
if (entry && entry.referenceCount > 0) {
|
||||
entry.referenceCount--;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Get reference info
|
||||
* 获取引用信息
|
||||
*/
|
||||
getReferenceInfo(guid: AssetGUID): IAssetReferenceInfo | null {
|
||||
const entry = this._assets.get(guid);
|
||||
if (!entry) return null;
|
||||
|
||||
return {
|
||||
guid,
|
||||
handle: entry.handle,
|
||||
referenceCount: entry.referenceCount,
|
||||
lastAccessTime: entry.lastAccessTime,
|
||||
state: entry.state
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Register custom loader
|
||||
* 注册自定义加载器
|
||||
*/
|
||||
registerLoader(type: AssetType, loader: IAssetLoader): void {
|
||||
this._loaderFactory.registerLoader(type, loader);
|
||||
}
|
||||
|
||||
/**
|
||||
* Get asset statistics
|
||||
* 获取资产统计信息
|
||||
*/
|
||||
getStatistics(): { loadedCount: number; loadQueue: number; failedCount: number } {
|
||||
return {
|
||||
loadedCount: this._statistics.loadedCount,
|
||||
loadQueue: this._loadQueue.getSize(),
|
||||
failedCount: this._statistics.failedCount
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Clear cache
|
||||
* 清空缓存
|
||||
*/
|
||||
clearCache(): void {
|
||||
this._cache.clear();
|
||||
}
|
||||
|
||||
/**
|
||||
* Dispose manager
|
||||
* 释放管理器
|
||||
*/
|
||||
dispose(): void {
|
||||
if (this._isDisposed) return;
|
||||
|
||||
this.unloadAllAssets();
|
||||
this._cache.clear();
|
||||
this._loadQueue.clear();
|
||||
this._assets.clear();
|
||||
this._handleToGuid.clear();
|
||||
this._pathToGuid.clear();
|
||||
|
||||
this._isDisposed = true;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user