使用 FNV-1a hash 算法为纹理生成稳定的运行时 ID: - 新增 _pathIdCache 静态缓存,跨 Play/Stop 循环保持稳定 - 新增 getStableIdForPath() 方法,相同路径永远返回相同 ID - 修改 loadTextureForComponent/loadTextureByGuid 使用稳定 ID - clearTextureMappings() 不再清除 _pathIdCache 这解决了 Play/Stop 后纹理 ID 失效的根本问题。
722 lines
23 KiB
TypeScript
722 lines
23 KiB
TypeScript
/**
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* Engine integration for asset system
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* 资产系统的引擎集成
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*/
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import { AssetManager } from '../core/AssetManager';
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import { AssetGUID, AssetType } from '../types/AssetTypes';
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import { ITextureAsset, IAudioAsset, IJsonAsset } from '../interfaces/IAssetLoader';
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import { PathResolutionService, type IPathResolutionService } from '../services/PathResolutionService';
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import { TextureLoader } from '../loaders/TextureLoader';
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/**
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* Texture engine bridge interface (for asset system)
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* 纹理引擎桥接接口(用于资产系统)
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*/
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export interface ITextureEngineBridge {
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/**
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* Load texture to GPU
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* 加载纹理到GPU
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*/
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loadTexture(id: number, url: string): Promise<void>;
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/**
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* Load multiple textures
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* 批量加载纹理
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*/
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loadTextures(requests: Array<{ id: number; url: string }>): Promise<void>;
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/**
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* Unload texture from GPU
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* 从GPU卸载纹理
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*/
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unloadTexture(id: number): void;
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/**
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* Get texture info
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* 获取纹理信息
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*/
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getTextureInfo(id: number): { width: number; height: number } | null;
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/**
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* Get or load texture by path.
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* 按路径获取或加载纹理。
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*
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* This is the preferred method for getting texture IDs.
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* The Rust engine is the single source of truth for texture ID allocation.
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* 这是获取纹理 ID 的首选方法。
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* Rust 引擎是纹理 ID 分配的唯一事实来源。
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*
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* @param path Image path/URL | 图片路径/URL
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* @returns Texture ID allocated by Rust engine | Rust 引擎分配的纹理 ID
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*/
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getOrLoadTextureByPath?(path: string): number;
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/**
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* Clear the texture path cache (optional).
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* 清除纹理路径缓存(可选)。
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*
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* This should be called when restoring scene snapshots to ensure
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* textures are reloaded with correct IDs.
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* 在恢复场景快照时应调用此方法,以确保纹理使用正确的ID重新加载。
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*/
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clearTexturePathCache?(): void;
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/**
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* Clear all textures and reset state (optional).
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* 清除所有纹理并重置状态(可选)。
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*/
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clearAllTextures?(): void;
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// ===== Texture State API =====
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// ===== 纹理状态 API =====
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/**
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* Get texture loading state.
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* 获取纹理加载状态。
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*
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* @param id Texture ID | 纹理 ID
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* @returns State string: 'loading', 'ready', or 'failed:reason' | 状态字符串
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*/
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getTextureState?(id: number): string;
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/**
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* Check if texture is ready for rendering.
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* 检查纹理是否已就绪可渲染。
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*
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* @param id Texture ID | 纹理 ID
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* @returns true if texture data is loaded | 纹理数据已加载则返回 true
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*/
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isTextureReady?(id: number): boolean;
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/**
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* Get count of textures currently loading.
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* 获取当前正在加载的纹理数量。
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*
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* @returns Number of textures in 'loading' state | 处于加载状态的纹理数量
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*/
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getTextureLoadingCount?(): number;
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/**
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* Load texture asynchronously with Promise.
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* 使用 Promise 异步加载纹理。
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*
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* Unlike loadTexture which returns immediately, this method
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* waits until the texture is actually loaded and ready.
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* 与 loadTexture 立即返回不同,此方法会等待纹理实际加载完成。
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*
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* @param id Texture ID | 纹理 ID
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* @param url Image URL | 图片 URL
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* @returns Promise that resolves when texture is ready | 纹理就绪时解析的 Promise
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*/
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loadTextureAsync?(id: number, url: string): Promise<void>;
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}
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/**
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* Audio asset with runtime ID
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* 带运行时 ID 的音频资产
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*/
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interface AudioAssetEntry {
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id: number;
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asset: IAudioAsset;
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path: string;
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}
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/**
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* Data asset with runtime ID
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* 带运行时 ID 的数据资产
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*/
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interface DataAssetEntry {
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id: number;
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data: unknown;
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path: string;
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}
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/**
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* Asset system engine integration
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* 资产系统引擎集成
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*/
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export class EngineIntegration {
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private _assetManager: AssetManager;
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private _engineBridge?: ITextureEngineBridge;
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private _pathResolver: IPathResolutionService;
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private _textureIdMap = new Map<AssetGUID, number>();
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private _pathToTextureId = new Map<string, number>();
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// 路径稳定 ID 缓存(跨 Play/Stop 循环保持稳定)
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// Path-stable ID cache (persists across Play/Stop cycles)
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private static _pathIdCache = new Map<string, number>();
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// Audio resource mappings | 音频资源映射
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private _audioIdMap = new Map<AssetGUID, number>();
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private _pathToAudioId = new Map<string, number>();
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private _audioAssets = new Map<number, AudioAssetEntry>();
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private static _nextAudioId = 1;
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// Data resource mappings | 数据资源映射
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private _dataIdMap = new Map<AssetGUID, number>();
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private _pathToDataId = new Map<string, number>();
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private _dataAssets = new Map<number, DataAssetEntry>();
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private static _nextDataId = 1;
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/**
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* 根据路径生成稳定的 ID(使用 FNV-1a hash)
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* Generate stable ID from path (using FNV-1a hash)
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*
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* 相同路径永远返回相同 ID,即使在 clearTextureMappings 后
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* Same path always returns same ID, even after clearTextureMappings
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*
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* @param path 资源路径 | Resource path
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* @param type 资源类型 | Resource type
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* @returns 稳定的运行时 ID | Stable runtime ID
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*/
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private static getStableIdForPath(path: string, type: 'texture' | 'audio'): number {
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const cacheKey = `${type}:${path}`;
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const cached = EngineIntegration._pathIdCache.get(cacheKey);
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if (cached !== undefined) {
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return cached;
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}
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// FNV-1a hash 算法 | FNV-1a hash algorithm
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let hash = 2166136261; // FNV offset basis
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for (let i = 0; i < path.length; i++) {
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hash ^= path.charCodeAt(i);
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hash = Math.imul(hash, 16777619); // FNV prime
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hash = hash >>> 0; // Keep as uint32
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}
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// 确保 ID > 0(0 保留给默认纹理)
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// Ensure ID > 0 (0 is reserved for default texture)
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const id = (hash % 0x7FFFFFFF) + 1;
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EngineIntegration._pathIdCache.set(cacheKey, id);
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return id;
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}
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constructor(assetManager: AssetManager, engineBridge?: ITextureEngineBridge, pathResolver?: IPathResolutionService) {
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this._assetManager = assetManager;
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this._engineBridge = engineBridge;
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this._pathResolver = pathResolver ?? new PathResolutionService();
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}
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/**
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* Set path resolver
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* 设置路径解析器
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*/
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setPathResolver(resolver: IPathResolutionService): void {
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this._pathResolver = resolver;
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}
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/**
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* Set engine bridge
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* 设置引擎桥接
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*/
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setEngineBridge(bridge: ITextureEngineBridge): void {
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this._engineBridge = bridge;
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}
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/**
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* Load texture for component
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* 为组件加载纹理
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*
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* 使用路径稳定 ID 确保相同路径在 Play/Stop 循环后返回相同 ID。
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* 这样组件保存的 textureId 在恢复场景后仍然有效。
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*
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* Uses path-stable ID to ensure same path returns same ID across Play/Stop cycles.
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* This ensures component's saved textureId remains valid after scene restore.
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*
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* AssetManager 内部会处理路径解析,这里只需传入原始路径。
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* AssetManager handles path resolution internally, just pass the original path here.
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*/
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async loadTextureForComponent(texturePath: string): Promise<number> {
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// 生成路径稳定 ID(相同路径永远返回相同 ID)
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// Generate path-stable ID (same path always returns same ID)
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const stableId = EngineIntegration.getStableIdForPath(texturePath, 'texture');
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// 检查是否已加载到 GPU
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// Check if already loaded to GPU
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const existingId = this._pathToTextureId.get(texturePath);
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if (existingId === stableId) {
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return stableId; // 已加载,直接返回 | Already loaded, return directly
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}
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// 解析路径为引擎可用的 URL
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// Resolve path to engine-compatible URL
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const engineUrl = this._pathResolver.catalogToRuntime(texturePath);
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// 使用稳定 ID 加载纹理到 GPU
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// Load texture to GPU with stable ID
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if (this._engineBridge) {
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// 优先使用异步加载(支持加载状态追踪)
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// Prefer async loading (supports loading state tracking)
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if (this._engineBridge.loadTextureAsync) {
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await this._engineBridge.loadTextureAsync(stableId, engineUrl);
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} else {
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await this._engineBridge.loadTexture(stableId, engineUrl);
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}
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}
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// 缓存映射
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// Cache mapping
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this._pathToTextureId.set(texturePath, stableId);
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return stableId;
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}
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/**
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* Load texture by GUID
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* 通过GUID加载纹理
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*
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* 使用路径稳定 ID 确保相同路径在 Play/Stop 循环后返回相同 ID。
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* Uses path-stable ID to ensure same path returns same ID across Play/Stop cycles.
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*/
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async loadTextureByGuid(guid: AssetGUID): Promise<number> {
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// 检查是否已有纹理ID / Check if texture ID exists
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const existingId = this._textureIdMap.get(guid);
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if (existingId) {
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return existingId;
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}
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// 通过资产系统加载获取元数据和路径 / Load through asset system to get metadata and path
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const result = await this._assetManager.loadAsset<ITextureAsset>(guid);
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const metadata = result.metadata;
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const assetPath = metadata.path;
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// 生成路径稳定 ID
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// Generate path-stable ID
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const stableId = EngineIntegration.getStableIdForPath(assetPath, 'texture');
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// 检查是否已加载到 GPU
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// Check if already loaded to GPU
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if (this._pathToTextureId.get(assetPath) === stableId) {
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this._textureIdMap.set(guid, stableId);
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return stableId;
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}
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// 解析路径为引擎可用的 URL
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// Resolve path to engine-compatible URL
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const engineUrl = this._pathResolver.catalogToRuntime(assetPath);
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// 使用稳定 ID 加载纹理到 GPU
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// Load texture to GPU with stable ID
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if (this._engineBridge) {
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if (this._engineBridge.loadTextureAsync) {
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await this._engineBridge.loadTextureAsync(stableId, engineUrl);
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} else {
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await this._engineBridge.loadTexture(stableId, engineUrl);
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}
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}
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// 缓存映射 / Cache mapping
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this._textureIdMap.set(guid, stableId);
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this._pathToTextureId.set(assetPath, stableId);
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return stableId;
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}
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/**
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* Batch load textures
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* 批量加载纹理
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*/
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async loadTexturesBatch(paths: string[]): Promise<Map<string, number>> {
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const results = new Map<string, number>();
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// 收集需要加载的纹理 / Collect textures to load
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const toLoad: string[] = [];
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for (const path of paths) {
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const existingId = this._pathToTextureId.get(path);
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if (existingId) {
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results.set(path, existingId);
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} else {
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toLoad.push(path);
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}
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}
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if (toLoad.length === 0) {
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return results;
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}
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// 并行加载所有纹理 / Load all textures in parallel
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const loadPromises = toLoad.map(async (path) => {
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try {
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const id = await this.loadTextureForComponent(path);
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results.set(path, id);
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} catch (error) {
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console.error(`Failed to load texture: ${path}`, error);
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results.set(path, 0); // 使用默认纹理ID / Use default texture ID
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}
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});
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await Promise.all(loadPromises);
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return results;
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}
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/**
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* 批量加载资源(通用方法,支持 IResourceLoader 接口)
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* Load resources in batch (generic method for IResourceLoader interface)
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*
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* @param paths 资源路径数组 / Array of resource paths
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* @param type 资源类型 / Resource type
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* @returns 路径到运行时 ID 的映射 / Map of paths to runtime IDs
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*/
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async loadResourcesBatch(paths: string[], type: 'texture' | 'audio' | 'font' | 'data'): Promise<Map<string, number>> {
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switch (type) {
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case 'texture':
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return this.loadTexturesBatch(paths);
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case 'audio':
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return this.loadAudioBatch(paths);
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case 'data':
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return this.loadDataBatch(paths);
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case 'font':
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// 字体资源暂未实现 / Font resources not yet implemented
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console.warn('[EngineIntegration] Font resource loading not yet implemented');
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return new Map();
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default:
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console.warn(`[EngineIntegration] Unknown resource type '${type}'`);
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return new Map();
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}
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}
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// ============= Audio Resource Methods =============
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// ============= 音频资源方法 =============
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/**
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* Load audio for component
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* 为组件加载音频
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*
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* @param audioPath 音频文件路径 / Audio file path
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* @returns 运行时音频 ID / Runtime audio ID
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*/
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async loadAudioForComponent(audioPath: string): Promise<number> {
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// 检查缓存 / Check cache
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const existingId = this._pathToAudioId.get(audioPath);
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if (existingId) {
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return existingId;
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}
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// 通过资产系统加载 / Load through asset system
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const result = await this._assetManager.loadAssetByPath<IAudioAsset>(audioPath);
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const audioAsset = result.asset;
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// 分配运行时 ID / Assign runtime ID
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const audioId = EngineIntegration._nextAudioId++;
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// 缓存映射 / Cache mapping
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this._pathToAudioId.set(audioPath, audioId);
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this._audioAssets.set(audioId, {
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id: audioId,
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asset: audioAsset,
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path: audioPath
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});
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return audioId;
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}
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/**
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* Batch load audio files
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* 批量加载音频文件
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*/
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async loadAudioBatch(paths: string[]): Promise<Map<string, number>> {
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const results = new Map<string, number>();
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// 收集需要加载的音频 / Collect audio to load
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const toLoad: string[] = [];
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for (const path of paths) {
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const existingId = this._pathToAudioId.get(path);
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if (existingId) {
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results.set(path, existingId);
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} else {
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toLoad.push(path);
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}
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}
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if (toLoad.length === 0) {
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return results;
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}
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// 并行加载所有音频 / Load all audio in parallel
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const loadPromises = toLoad.map(async (path) => {
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try {
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const id = await this.loadAudioForComponent(path);
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results.set(path, id);
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} catch (error) {
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console.error(`Failed to load audio: ${path}`, error);
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results.set(path, 0);
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}
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});
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await Promise.all(loadPromises);
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return results;
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}
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/**
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* Get audio asset by ID
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* 通过 ID 获取音频资产
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*/
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getAudioAsset(audioId: number): IAudioAsset | null {
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const entry = this._audioAssets.get(audioId);
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return entry?.asset || null;
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}
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/**
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* Get audio ID for path
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* 获取路径的音频 ID
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*/
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getAudioId(path: string): number | null {
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return this._pathToAudioId.get(path) || null;
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}
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/**
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* Unload audio
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* 卸载音频
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*/
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unloadAudio(audioId: number): void {
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const entry = this._audioAssets.get(audioId);
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if (entry) {
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this._pathToAudioId.delete(entry.path);
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this._audioAssets.delete(audioId);
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// 从 GUID 映射中清理 / Clean up GUID mapping
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for (const [guid, id] of this._audioIdMap.entries()) {
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if (id === audioId) {
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this._audioIdMap.delete(guid);
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this._assetManager.unloadAsset(guid);
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break;
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}
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}
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}
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}
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// ============= Data Resource Methods =============
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// ============= 数据资源方法 =============
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/**
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* Load data (JSON) for component
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* 为组件加载数据(JSON)
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*
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* @param dataPath 数据文件路径 / Data file path
|
||
* @returns 运行时数据 ID / Runtime data ID
|
||
*/
|
||
async loadDataForComponent(dataPath: string): Promise<number> {
|
||
// 检查缓存 / Check cache
|
||
const existingId = this._pathToDataId.get(dataPath);
|
||
if (existingId) {
|
||
return existingId;
|
||
}
|
||
|
||
// 通过资产系统加载 / Load through asset system
|
||
const result = await this._assetManager.loadAssetByPath<IJsonAsset>(dataPath);
|
||
const jsonAsset = result.asset;
|
||
|
||
// 分配运行时 ID / Assign runtime ID
|
||
const dataId = EngineIntegration._nextDataId++;
|
||
|
||
// 缓存映射 / Cache mapping
|
||
this._pathToDataId.set(dataPath, dataId);
|
||
this._dataAssets.set(dataId, {
|
||
id: dataId,
|
||
data: jsonAsset.data,
|
||
path: dataPath
|
||
});
|
||
|
||
return dataId;
|
||
}
|
||
|
||
/**
|
||
* Batch load data files
|
||
* 批量加载数据文件
|
||
*/
|
||
async loadDataBatch(paths: string[]): Promise<Map<string, number>> {
|
||
const results = new Map<string, number>();
|
||
|
||
// 收集需要加载的数据 / Collect data to load
|
||
const toLoad: string[] = [];
|
||
for (const path of paths) {
|
||
const existingId = this._pathToDataId.get(path);
|
||
if (existingId) {
|
||
results.set(path, existingId);
|
||
} else {
|
||
toLoad.push(path);
|
||
}
|
||
}
|
||
|
||
if (toLoad.length === 0) {
|
||
return results;
|
||
}
|
||
|
||
// 并行加载所有数据 / Load all data in parallel
|
||
const loadPromises = toLoad.map(async (path) => {
|
||
try {
|
||
const id = await this.loadDataForComponent(path);
|
||
results.set(path, id);
|
||
} catch (error) {
|
||
console.error(`Failed to load data: ${path}`, error);
|
||
results.set(path, 0);
|
||
}
|
||
});
|
||
|
||
await Promise.all(loadPromises);
|
||
return results;
|
||
}
|
||
|
||
/**
|
||
* Get data by ID
|
||
* 通过 ID 获取数据
|
||
*/
|
||
getData<T = unknown>(dataId: number): T | null {
|
||
const entry = this._dataAssets.get(dataId);
|
||
return (entry?.data as T) || null;
|
||
}
|
||
|
||
/**
|
||
* Get data ID for path
|
||
* 获取路径的数据 ID
|
||
*/
|
||
getDataId(path: string): number | null {
|
||
return this._pathToDataId.get(path) || null;
|
||
}
|
||
|
||
/**
|
||
* Unload data
|
||
* 卸载数据
|
||
*/
|
||
unloadData(dataId: number): void {
|
||
const entry = this._dataAssets.get(dataId);
|
||
if (entry) {
|
||
this._pathToDataId.delete(entry.path);
|
||
this._dataAssets.delete(dataId);
|
||
|
||
// 从 GUID 映射中清理 / Clean up GUID mapping
|
||
for (const [guid, id] of this._dataIdMap.entries()) {
|
||
if (id === dataId) {
|
||
this._dataIdMap.delete(guid);
|
||
this._assetManager.unloadAsset(guid);
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
/**
|
||
* Unload texture
|
||
* 卸载纹理
|
||
*/
|
||
unloadTexture(textureId: number): void {
|
||
// 从引擎卸载 / Unload from engine
|
||
if (this._engineBridge) {
|
||
this._engineBridge.unloadTexture(textureId);
|
||
}
|
||
|
||
// 清理映射 / Clean up mappings
|
||
for (const [path, id] of this._pathToTextureId.entries()) {
|
||
if (id === textureId) {
|
||
this._pathToTextureId.delete(path);
|
||
break;
|
||
}
|
||
}
|
||
|
||
for (const [guid, id] of this._textureIdMap.entries()) {
|
||
if (id === textureId) {
|
||
this._textureIdMap.delete(guid);
|
||
// 也从资产管理器卸载 / Also unload from asset manager
|
||
this._assetManager.unloadAsset(guid);
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
/**
|
||
* Get texture ID for path
|
||
* 获取路径的纹理ID
|
||
*/
|
||
getTextureId(path: string): number | null {
|
||
return this._pathToTextureId.get(path) || null;
|
||
}
|
||
|
||
/**
|
||
* Preload textures for scene
|
||
* 为场景预加载纹理
|
||
*/
|
||
async preloadSceneTextures(texturePaths: string[]): Promise<void> {
|
||
await this.loadTexturesBatch(texturePaths);
|
||
}
|
||
|
||
/**
|
||
* Clear all texture mappings (for scene switching)
|
||
* 清空所有纹理映射(用于场景切换)
|
||
*
|
||
* 注意:使用路径稳定 ID 后,不应在 Play/Stop 循环中调用此方法。
|
||
* 此方法仅用于场景切换时释放旧场景的纹理资源。
|
||
*
|
||
* NOTE: With path-stable IDs, this should NOT be called during Play/Stop cycle.
|
||
* This method is only for releasing old scene's texture resources during scene switching.
|
||
*
|
||
* _pathIdCache 不会被清除,确保相同路径始终返回相同 ID。
|
||
* _pathIdCache is NOT cleared, ensuring same path always returns same ID.
|
||
*/
|
||
clearTextureMappings(): void {
|
||
// 1. 清除加载状态映射(不清除 _pathIdCache)
|
||
// Clear load state mappings (NOT clearing _pathIdCache)
|
||
this._textureIdMap.clear();
|
||
this._pathToTextureId.clear();
|
||
|
||
// 2. 清除 Rust 引擎的 GPU 纹理资源
|
||
// Clear Rust engine's GPU texture resources
|
||
if (this._engineBridge?.clearAllTextures) {
|
||
this._engineBridge.clearAllTextures();
|
||
}
|
||
|
||
// 3. 清除 AssetManager 中的纹理资产缓存
|
||
// Clear texture asset cache in AssetManager
|
||
this._assetManager.unloadAssetsByType(AssetType.Texture, true);
|
||
|
||
// 注意:不再重置 TextureLoader 的 ID 计数器,因为现在使用路径稳定 ID
|
||
// NOTE: No longer reset TextureLoader's ID counter as we now use path-stable IDs
|
||
}
|
||
|
||
/**
|
||
* Clear all audio mappings
|
||
* 清空所有音频映射
|
||
*/
|
||
clearAudioMappings(): void {
|
||
this._audioIdMap.clear();
|
||
this._pathToAudioId.clear();
|
||
this._audioAssets.clear();
|
||
}
|
||
|
||
/**
|
||
* Clear all data mappings
|
||
* 清空所有数据映射
|
||
*/
|
||
clearDataMappings(): void {
|
||
this._dataIdMap.clear();
|
||
this._pathToDataId.clear();
|
||
this._dataAssets.clear();
|
||
}
|
||
|
||
/**
|
||
* Clear all resource mappings
|
||
* 清空所有资源映射
|
||
*/
|
||
clearAllMappings(): void {
|
||
this.clearTextureMappings();
|
||
this.clearAudioMappings();
|
||
this.clearDataMappings();
|
||
}
|
||
|
||
/**
|
||
* Get statistics
|
||
* 获取统计信息
|
||
*/
|
||
getStatistics(): {
|
||
loadedTextures: number;
|
||
loadedAudio: number;
|
||
loadedData: number;
|
||
} {
|
||
return {
|
||
loadedTextures: this._pathToTextureId.size,
|
||
loadedAudio: this._audioAssets.size,
|
||
loadedData: this._dataAssets.size
|
||
};
|
||
}
|
||
}
|