#include "StarRoot.hpp" #include "StarIterator.hpp" #include "StarJsonExtra.hpp" #include "StarFile.hpp" #include "StarEncode.hpp" #include "StarConfiguration.hpp" #include "StarAssets.hpp" #include "StarItemDatabase.hpp" #include "StarMaterialDatabase.hpp" #include "StarTerrainDatabase.hpp" #include "StarBiomeDatabase.hpp" #include "StarLiquidsDatabase.hpp" #include "StarStatusEffectDatabase.hpp" #include "StarDamageDatabase.hpp" #include "StarParticleDatabase.hpp" #include "StarProjectile.hpp" #include "StarMonster.hpp" #include "StarNpc.hpp" #include "StarObject.hpp" #include "StarPlant.hpp" #include "StarPlantDrop.hpp" #include "StarStagehandDatabase.hpp" #include "StarVehicleDatabase.hpp" #include "StarPlayer.hpp" #include "StarItemDrop.hpp" #include "StarEffectSourceDatabase.hpp" #include "StarStoredFunctions.hpp" #include "StarTreasure.hpp" #include "StarDungeonGenerator.hpp" #include "StarTilesetDatabase.hpp" #include "StarStatisticsDatabase.hpp" #include "StarEmoteProcessor.hpp" #include "StarSpeciesDatabase.hpp" #include "StarImageMetadataDatabase.hpp" #include "StarLogging.hpp" #include "StarProjectileDatabase.hpp" #include "StarPlayerFactory.hpp" #include "StarObjectDatabase.hpp" #include "StarEntityFactory.hpp" #include "StarDirectoryAssetSource.hpp" #include "StarPackedAssetSource.hpp" #include "StarJsonBuilder.hpp" #include "StarQuestTemplateDatabase.hpp" #include "StarAiDatabase.hpp" #include "StarTechDatabase.hpp" #include "StarWorkerPool.hpp" #include "StarCodexDatabase.hpp" #include "StarBehaviorDatabase.hpp" #include "StarTenantDatabase.hpp" #include "StarNameGenerator.hpp" #include "StarDanceDatabase.hpp" #include "StarSpawnTypeDatabase.hpp" #include "StarRadioMessageDatabase.hpp" #include "StarCollectionDatabase.hpp" namespace Star { namespace { unsigned const RootMaintenanceSleep = 5000; unsigned const RootLoadThreads = 4; } atomic Root::s_singleton; Root* Root::singletonPtr() { return s_singleton.load(); } Root& Root::singleton() { auto ptr = s_singleton.load(); if (!ptr) throw RootException("Root::singleton() called with no Root instance available"); else return *ptr; } Root::Root(Settings settings) { Root* oldRoot = nullptr; if (!s_singleton.compare_exchange_strong(oldRoot, this)) throw RootException("Singleton Root has been constructed twice"); m_settings = move(settings); if (m_settings.runtimeConfigFile) m_runtimeConfigFile = toStoragePath(*m_settings.runtimeConfigFile); if (!File::isDirectory(m_settings.storageDirectory)) File::makeDirectory(m_settings.storageDirectory); if (m_settings.logFile) { String logFile = toStoragePath(*m_settings.logFile); File::backupFileInSequence(logFile, m_settings.logFileBackups); Logger::addSink(make_shared(logFile, m_settings.logLevel, true)); } Logger::stdoutSink()->setLevel(m_settings.logLevel); if (m_settings.quiet) Logger::removeStdoutSink(); Logger::info("Root: Preparing Root..."); m_stopMaintenanceThread = false; m_maintenanceThread = Thread::invoke("Root::maintenanceMain", [this]() { MutexLocker locker(m_maintenanceStopMutex); while (!m_stopMaintenanceThread) { m_reloadListeners.clearExpiredListeners(); { MutexLocker locker(m_objectDatabaseMutex); if (ObjectDatabasePtr objectDb = m_objectDatabase) { locker.unlock(); objectDb->cleanup(); } } { MutexLocker locker(m_itemDatabaseMutex); if (ItemDatabasePtr itemDb = m_itemDatabase) { locker.unlock(); itemDb->cleanup(); } } { MutexLocker locker(m_monsterDatabaseMutex); if (MonsterDatabasePtr monsterDb = m_monsterDatabase) { locker.unlock(); monsterDb->cleanup(); } } { MutexLocker locker(m_assetsMutex); if (AssetsPtr assets = m_assets) { locker.unlock(); assets->cleanup(); } } { MutexLocker locker(m_tenantDatabaseMutex); if (TenantDatabasePtr tenantDb = m_tenantDatabase) { locker.unlock(); tenantDb->cleanup(); } } Random::addEntropy(); { MutexLocker locker(m_configurationMutex); writeConfig(); } m_maintenanceStopCondition.wait(m_maintenanceStopMutex, RootMaintenanceSleep); } }); Logger::info("Root: Done preparing Root."); } Root::~Root() { Logger::info("Root: Shutting down Root"); { MutexLocker locker(m_maintenanceStopMutex); m_stopMaintenanceThread = true; m_maintenanceStopCondition.signal(); } m_maintenanceThread.finish(); m_reloadListeners.clearAllListeners(); writeConfig(); s_singleton.store(nullptr); } void Root::reload() { Logger::info("Root: Reloading from disk"); { // We need to lock all the mutexes to reset everything to cause it to be // reloaded, but whenever we lock individual members we should always do it // in the same order (well, the same order*ing* not necessarily the same // order) to avoid deadlocks. This means that we need to enumerate the // finicky, implicit dependency order that we have due to each member's // constructor referencing root recursively. We could avoid doing this // explicitly with C++11's std::lock (if c++11 threading primitives were // finally reliable on all targets), or some other equivalent deadlock // avoidance algorithm. // Entity factory depends on all the entity databases and the versioning // database. MutexLocker entityFactoryLock(m_entityFactoryMutex); // Species database depends on the item database. MutexLocker speciesDatabaseLock(m_speciesDatabaseMutex); // Item database depends on object database and codex database MutexLocker itemDatabaseLock(m_itemDatabaseMutex); // These databases depend on various things below, but not the item database MutexLocker objectDatabaseLock(m_objectDatabaseMutex); MutexLocker playerFactoryLock(m_playerFactoryMutex); MutexLocker npcDatabaseLock(m_npcDatabaseMutex); MutexLocker stagehandDatabaseLock(m_stagehandDatabaseMutex); MutexLocker vehicleDatabaseLock(m_vehicleDatabaseMutex); MutexLocker monsterDatabaseLock(m_monsterDatabaseMutex); MutexLocker plantDatabaseLock(m_plantDatabaseMutex); MutexLocker projectileDatabaseLock(m_projectileDatabaseMutex); // Biome database depends on liquids, materials, and stored function // databases. MutexLocker biomeDatabaseLock(m_biomeDatabaseMutex); // Dungeon definitions database depends on the material and liquids database MutexLocker dungeonDefinitionsLock(m_dungeonDefinitionsMutex); MutexLocker tilesetDatabaseLock(m_tilesetDatabaseMutex); MutexLocker statisticsDatabaseLock(m_statisticsDatabaseMutex); // Liquids database depends on the materials database MutexLocker liquidsDatabaseLock(m_liquidsDatabaseMutex); // Material database depends on particle database MutexLocker materialDatabaseLock(m_materialDatabaseMutex); // Databases that depend on functions database. MutexLocker damageDatabaseLock(m_damageDatabaseMutex); MutexLocker effectSourceDatabaseLock(m_effectSourceDatabaseMutex); MutexLocker statusEffectDatabaseLock(m_statusEffectDatabaseMutex); MutexLocker treasureDatabaseLock(m_treasureDatabaseMutex); // Databases that don't depend on anything other than assets MutexLocker codexDatabaseLock(m_codexDatabaseMutex); MutexLocker behaviorDatabaseMutex(m_behaviorDatabaseMutex); MutexLocker techDatabaseLock(m_techDatabaseMutex); MutexLocker aiDatabaseLock(m_aiDatabaseMutex); MutexLocker questTemplateDatabaseLock(m_questTemplateDatabaseMutex); MutexLocker emoteProcessorLock(m_emoteProcessorMutex); MutexLocker terrainDatabaseLock(m_terrainDatabaseMutex); MutexLocker particleDatabaseLock(m_particleDatabaseMutex); MutexLocker versioningDatabaseLock(m_versioningDatabaseMutex); MutexLocker functionDatabaseLock(m_functionDatabaseMutex); MutexLocker imageMetadataDatabaseLock(m_imageMetadataDatabaseMutex); MutexLocker tenantDatabaseLock(m_tenantDatabaseMutex); MutexLocker nameGeneratorLock(m_nameGeneratorMutex); MutexLocker danceDatabaseLock(m_danceDatabaseMutex); MutexLocker spawnTypeDatabaseLock(m_spawnTypeDatabaseMutex); MutexLocker radioMessageDatabaseLock(m_radioMessageDatabaseMutex); MutexLocker collectionDatabaseLock(m_collectionDatabaseMutex); // Configuration and Assets are at the very bottom of the hierarchy. MutexLocker configurationLock(m_configurationMutex); MutexLocker assetsLock(m_assetsMutex); writeConfig(); m_entityFactory.reset(); m_speciesDatabase.reset(); m_itemDatabase.reset(); m_objectDatabase.reset(); m_playerFactory.reset(); m_stagehandDatabase.reset(); m_vehicleDatabase.reset(); m_npcDatabase.reset(); m_monsterDatabase.reset(); m_plantDatabase.reset(); m_projectileDatabase.reset(); m_biomeDatabase.reset(); m_dungeonDefinitions.reset(); m_tilesetDatabase.reset(); m_statisticsDatabase.reset(); m_liquidsDatabase.reset(); m_materialDatabase.reset(); m_damageDatabase.reset(); m_effectSourceDatabase.reset(); m_statusEffectDatabase.reset(); m_treasureDatabase.reset(); m_codexDatabase.reset(); m_behaviorDatabase.reset(); m_techDatabase.reset(); m_aiDatabase.reset(); m_questTemplateDatabase.reset(); m_emoteProcessor.reset(); m_terrainDatabase.reset(); m_particleDatabase.reset(); m_versioningDatabase.reset(); m_functionDatabase.reset(); m_imageMetadataDatabase.reset(); m_tenantDatabase.reset(); m_nameGenerator.reset(); m_danceDatabase.reset(); m_spawnTypeDatabase.reset(); m_radioMessageDatabase.reset(); m_collectionDatabase.reset(); m_assets.reset(); m_configuration.reset(); } m_reloadListeners.trigger(); } void Root::reloadWithMods(StringList modDirectories) { MutexLocker locker(m_modsMutex); m_modDirectories = move(modDirectories); reload(); } void Root::fullyLoad() { auto workerPool = WorkerPool("Root::fullyLoad", RootLoadThreads); List loaders; loaders.reserve(40); loaders.append(workerPool.addWork(swallow(bind(&Root::assets, this)))); loaders.append(workerPool.addWork(swallow(bind(&Root::configuration, this)))); loaders.append(workerPool.addWork(swallow(bind(&Root::codexDatabase, this)))); loaders.append(workerPool.addWork(swallow(bind(&Root::behaviorDatabase, this)))); loaders.append(workerPool.addWork(swallow(bind(&Root::techDatabase, this)))); loaders.append(workerPool.addWork(swallow(bind(&Root::aiDatabase, this)))); loaders.append(workerPool.addWork(swallow(bind(&Root::questTemplateDatabase, this)))); loaders.append(workerPool.addWork(swallow(bind(&Root::emoteProcessor, this)))); loaders.append(workerPool.addWork(swallow(bind(&Root::terrainDatabase, this)))); loaders.append(workerPool.addWork(swallow(bind(&Root::particleDatabase, this)))); loaders.append(workerPool.addWork(swallow(bind(&Root::versioningDatabase, this)))); loaders.append(workerPool.addWork(swallow(bind(&Root::functionDatabase, this)))); loaders.append(workerPool.addWork(swallow(bind(&Root::imageMetadataDatabase, this)))); loaders.append(workerPool.addWork(swallow(bind(&Root::tenantDatabase, this)))); loaders.append(workerPool.addWork(swallow(bind(&Root::nameGenerator, this)))); loaders.append(workerPool.addWork(swallow(bind(&Root::danceDatabase, this)))); loaders.append(workerPool.addWork(swallow(bind(&Root::spawnTypeDatabase, this)))); loaders.append(workerPool.addWork(swallow(bind(&Root::radioMessageDatabase, this)))); loaders.append(workerPool.addWork(swallow(bind(&Root::collectionDatabase, this)))); loaders.append(workerPool.addWork(swallow(bind(&Root::statisticsDatabase, this)))); loaders.append(workerPool.addWork(swallow(bind(&Root::speciesDatabase, this)))); loaders.append(workerPool.addWork(swallow(bind(&Root::projectileDatabase, this)))); loaders.append(workerPool.addWork(swallow(bind(&Root::stagehandDatabase, this)))); loaders.append(workerPool.addWork(swallow(bind(&Root::damageDatabase, this)))); loaders.append(workerPool.addWork(swallow(bind(&Root::effectSourceDatabase, this)))); loaders.append(workerPool.addWork(swallow(bind(&Root::statusEffectDatabase, this)))); loaders.append(workerPool.addWork(swallow(bind(&Root::treasureDatabase, this)))); loaders.append(workerPool.addWork(swallow(bind(&Root::materialDatabase, this)))); loaders.append(workerPool.addWork(swallow(bind(&Root::objectDatabase, this)))); loaders.append(workerPool.addWork(swallow(bind(&Root::npcDatabase, this)))); loaders.append(workerPool.addWork(swallow(bind(&Root::plantDatabase, this)))); loaders.append(workerPool.addWork(swallow(bind(&Root::itemDatabase, this)))); loaders.append(workerPool.addWork(swallow(bind(&Root::monsterDatabase, this)))); loaders.append(workerPool.addWork(swallow(bind(&Root::vehicleDatabase, this)))); loaders.append(workerPool.addWork(swallow(bind(&Root::playerFactory, this)))); loaders.append(workerPool.addWork(swallow(bind(&Root::entityFactory, this)))); loaders.append(workerPool.addWork(swallow(bind(&Root::biomeDatabase, this)))); loaders.append(workerPool.addWork(swallow(bind(&Root::liquidsDatabase, this)))); loaders.append(workerPool.addWork(swallow(bind(&Root::dungeonDefinitions, this)))); loaders.append(workerPool.addWork(swallow(bind(&Root::tilesetDatabase, this)))); auto startSeconds = Time::monotonicTime(); for (auto& loader : loaders) loader.finish(); Logger::info("Root: Loaded everything in {} seconds", Time::monotonicTime() - startSeconds); { MutexLocker locker(m_assetsMutex); if (m_assets) m_assets->clearCache(); } } void Root::registerReloadListener(ListenerWeakPtr reloadListener) { m_reloadListeners.addListener(move(reloadListener)); } String Root::toStoragePath(String const& path) const { return File::relativeTo(m_settings.storageDirectory, File::convertDirSeparators(path)); } AssetsConstPtr Root::assets() { return loadMemberFunction(m_assets, m_assetsMutex, "Assets", [this]() { StringList assetDirectories = m_settings.assetDirectories; assetDirectories.appendAll(m_modDirectories); auto assets = make_shared(m_settings.assetsSettings, scanForAssetSources(assetDirectories)); Logger::info("Assets digest is {}", hexEncode(assets->digest())); return assets; }); } ConfigurationPtr Root::configuration() { return loadMemberFunction(m_configuration, m_configurationMutex, "Configuration", [this]() { Json currentConfig; if (m_runtimeConfigFile) { if (!File::isFile(*m_runtimeConfigFile)) { Logger::info("Root: no runtime config file, creating new default runtime config"); currentConfig = m_settings.defaultConfiguration; } else { try { Json jConfig = Json::parseJson(File::readFileString(*m_runtimeConfigFile)); if (!jConfig.isType(Json::Type::Object)) throw ConfigurationException("User config is not of JSON type Object"); if (jConfig.get("configurationVersion", {}) != m_settings.defaultConfiguration.get("configurationVersion", {})) throw ConfigurationException("User config version does not match default config version"); auto config = jConfig.toObject(); for (auto& entry : *m_settings.defaultConfiguration.objectPtr()) { if (!config.contains(entry.first)) config.insert(entry.first, entry.second); } currentConfig = config; } catch (std::exception const& e) { Logger::warn("Root: Failed to load user configuration file {}, resetting user config: {}", *m_runtimeConfigFile, outputException(e, false)); currentConfig = m_settings.defaultConfiguration; File::rename(*m_runtimeConfigFile, *m_runtimeConfigFile + ".old"); } } } else { currentConfig = m_settings.defaultConfiguration; } return make_shared(m_settings.defaultConfiguration, currentConfig); }); } ObjectDatabaseConstPtr Root::objectDatabase() { return loadMember(m_objectDatabase, m_objectDatabaseMutex, "ObjectDatabase"); } PlantDatabaseConstPtr Root::plantDatabase() { return loadMember(m_plantDatabase, m_plantDatabaseMutex, "PlantDatabase"); } ProjectileDatabaseConstPtr Root::projectileDatabase() { return loadMember(m_projectileDatabase, m_projectileDatabaseMutex, "ProjectileDatabase"); } MonsterDatabaseConstPtr Root::monsterDatabase() { return loadMember(m_monsterDatabase, m_monsterDatabaseMutex, "MonsterDatabase"); } NpcDatabaseConstPtr Root::npcDatabase() { return loadMember(m_npcDatabase, m_npcDatabaseMutex, "NpcDatabase"); } StagehandDatabaseConstPtr Root::stagehandDatabase() { return loadMember(m_stagehandDatabase, m_stagehandDatabaseMutex, "StagehandDatabase"); } VehicleDatabaseConstPtr Root::vehicleDatabase() { return loadMember(m_vehicleDatabase, m_vehicleDatabaseMutex, "VehicleDatabase"); } PlayerFactoryConstPtr Root::playerFactory() { return loadMember(m_playerFactory, m_playerFactoryMutex, "PlayerFactory"); } EntityFactoryConstPtr Root::entityFactory() { return loadMember(m_entityFactory, m_entityFactoryMutex, "EntityFactory"); } PatternedNameGeneratorConstPtr Root::nameGenerator() { return loadMember(m_nameGenerator, m_nameGeneratorMutex, "NameGenerator"); } ItemDatabaseConstPtr Root::itemDatabase() { return loadMember(m_itemDatabase, m_itemDatabaseMutex, "ItemDatabase"); } MaterialDatabaseConstPtr Root::materialDatabase() { return loadMember(m_materialDatabase, m_materialDatabaseMutex, "MaterialDatabase"); } TerrainDatabaseConstPtr Root::terrainDatabase() { return loadMember(m_terrainDatabase, m_terrainDatabaseMutex, "TerrainDatabase"); } BiomeDatabaseConstPtr Root::biomeDatabase() { return loadMember(m_biomeDatabase, m_biomeDatabaseMutex, "BiomeDatabase"); } LiquidsDatabaseConstPtr Root::liquidsDatabase() { return loadMember(m_liquidsDatabase, m_liquidsDatabaseMutex, "LiquidsDatabase"); } StatusEffectDatabaseConstPtr Root::statusEffectDatabase() { return loadMember(m_statusEffectDatabase, m_statusEffectDatabaseMutex, "StatusEffectDatabase"); } DamageDatabaseConstPtr Root::damageDatabase() { return loadMember(m_damageDatabase, m_damageDatabaseMutex, "DamageDatabase"); } ParticleDatabaseConstPtr Root::particleDatabase() { return loadMember(m_particleDatabase, m_particleDatabaseMutex, "ParticleDatabase"); } EffectSourceDatabaseConstPtr Root::effectSourceDatabase() { return loadMember(m_effectSourceDatabase, m_effectSourceDatabaseMutex, "EffectSourceDatabase"); } FunctionDatabaseConstPtr Root::functionDatabase() { return loadMember(m_functionDatabase, m_functionDatabaseMutex, "FunctionDatabase"); } TreasureDatabaseConstPtr Root::treasureDatabase() { return loadMember(m_treasureDatabase, m_treasureDatabaseMutex, "TreasureDatabase"); } DungeonDefinitionsConstPtr Root::dungeonDefinitions() { return loadMember(m_dungeonDefinitions, m_dungeonDefinitionsMutex, "DungeonDefinitions"); } TilesetDatabaseConstPtr Root::tilesetDatabase() { return loadMember(m_tilesetDatabase, m_tilesetDatabaseMutex, "TilesetDatabase"); } StatisticsDatabaseConstPtr Root::statisticsDatabase() { return loadMember(m_statisticsDatabase, m_statisticsDatabaseMutex, "StatisticsDatabase"); } EmoteProcessorConstPtr Root::emoteProcessor() { return loadMember(m_emoteProcessor, m_emoteProcessorMutex, "EmoteProcessor"); } SpeciesDatabaseConstPtr Root::speciesDatabase() { return loadMember(m_speciesDatabase, m_speciesDatabaseMutex, "SpeciesDatabase"); } ImageMetadataDatabaseConstPtr Root::imageMetadataDatabase() { return loadMember(m_imageMetadataDatabase, m_imageMetadataDatabaseMutex, "ImageMetadataDatabase"); } VersioningDatabaseConstPtr Root::versioningDatabase() { return loadMember(m_versioningDatabase, m_versioningDatabaseMutex, "VersioningDatabase"); } QuestTemplateDatabaseConstPtr Root::questTemplateDatabase() { return loadMember(m_questTemplateDatabase, m_questTemplateDatabaseMutex, "QuestTemplateDatabase"); } AiDatabaseConstPtr Root::aiDatabase() { return loadMember(m_aiDatabase, m_aiDatabaseMutex, "AiDatabase"); } TechDatabaseConstPtr Root::techDatabase() { return loadMember(m_techDatabase, m_techDatabaseMutex, "TechDatabase"); } CodexDatabaseConstPtr Root::codexDatabase() { return loadMember(m_codexDatabase, m_codexDatabaseMutex, "CodexDatabase"); } BehaviorDatabaseConstPtr Root::behaviorDatabase() { return loadMember(m_behaviorDatabase, m_behaviorDatabaseMutex, "BehaviorDatabase"); } TenantDatabaseConstPtr Root::tenantDatabase() { return loadMember(m_tenantDatabase, m_tenantDatabaseMutex, "TenantDatabase"); } DanceDatabaseConstPtr Root::danceDatabase() { return loadMember(m_danceDatabase, m_danceDatabaseMutex, "DanceDatabase"); } SpawnTypeDatabaseConstPtr Root::spawnTypeDatabase() { return loadMember(m_spawnTypeDatabase, m_spawnTypeDatabaseMutex, "SpawnTypeDatabase"); } RadioMessageDatabaseConstPtr Root::radioMessageDatabase() { return loadMember(m_radioMessageDatabase, m_radioMessageDatabaseMutex, "RadioMessageDatabase"); } CollectionDatabaseConstPtr Root::collectionDatabase() { return loadMember(m_collectionDatabase, m_collectionDatabaseMutex, "CollectionDatabase"); } StringList Root::scanForAssetSources(StringList const& directories) { struct AssetSource { String path; Maybe name; float priority; StringList requires_; StringList includes; }; List> assetSources; StringMap> namedSources; // Scan for assets in each given directory, the first-level ordering of asset // sources comes from the scanning order here, and then alphabetically by the // file / directory name for (auto const& directory : directories) { if (!File::isDirectory(directory)) { Logger::info("Root: Skipping asset directory '{}', directory not found", directory); continue; } Logger::info("Root: Scanning for asset sources in directory '{}'", directory); for (auto entry : File::dirList(directory, true).sorted()) { AssetSourcePtr source; auto fileName = File::relativeTo(directory, entry.first); if (entry.first.beginsWith(".") || entry.first.beginsWith("_")) Logger::info("Root: Skipping hidden '{}' in asset directory", entry.first); else if (entry.second) source = make_shared(fileName); else if (entry.first.endsWith(".pak")) source = make_shared(fileName); else Logger::warn("Root: Unrecognized file in asset directory '{}', skipping", entry.first); if (!source) continue; auto metadata = source->metadata(); auto assetSource = make_shared(); assetSource->path = fileName; assetSource->name = metadata.maybe("name").apply(mem_fn(&Json::toString)); assetSource->priority = metadata.value("priority", 0.0f).toFloat(); assetSource->requires_ = jsonToStringList(metadata.value("requires", JsonArray{})); assetSource->includes = jsonToStringList(metadata.value("includes", JsonArray{})); if (assetSource->name) { if (auto oldAssetSource = namedSources.value(*assetSource->name)) { if (oldAssetSource->priority <= assetSource->priority) { Logger::warn("Root: Overriding duplicate asset source '{}' named '{}' with higher or equal priority source '{}", oldAssetSource->path, *assetSource->name, assetSource->path); *oldAssetSource = *assetSource; } else { Logger::warn("Root: Skipping duplicate asset source '{}' named '{}', previous source '{}' has higher priority", assetSource->path, *assetSource->name, oldAssetSource->priority); } } else { namedSources[*assetSource->name] = assetSource; assetSources.append(move(assetSource)); } } else { assetSources.append(move(assetSource)); } } } // Then, order asset sources so that lower priority assets come before higher // priority ones assetSources.sort([](auto const& a, auto const& b) { return a->priority < b->priority; }); // Finally, sort asset sources so that sources that have dependencies come // after their dependencies. HashSet> workingSet; OrderedHashSet> dependencySortedSources; function)> dependencySortVisit; dependencySortVisit = [&](shared_ptr source) { if (workingSet.contains(source)) throw StarException("Asset dependencies form a cycle"); if (dependencySortedSources.contains(source)) return; workingSet.add(source); for (auto const& includeName : source->includes) { if (auto include = namedSources.ptr(includeName)) dependencySortVisit(*include); } for (auto const& requirementName : source->requires_) { if (auto requirement = namedSources.ptr(requirementName)) dependencySortVisit(*requirement); else throw StarException(strf("Asset source '{}' is missing dependency '{}'", *source->name, requirementName)); } workingSet.remove(source); dependencySortedSources.add(move(source)); }; for (auto source : assetSources) dependencySortVisit(move(source)); StringList sourcePaths; for (auto const& source : dependencySortedSources) { if (source->name) Logger::info("Root: Detected asset source named '{}' at '{}'", *source->name, source->path); else Logger::info("Root: Detected unnamed asset source at '{}'", source->path); sourcePaths.append(source->path); } return sourcePaths; } void Root::writeConfig() { if (m_configuration) { auto currentConfig = m_configuration->currentConfiguration(); if (m_lastRuntimeConfig != currentConfig) { if (m_runtimeConfigFile) { Logger::info("Root: Writing runtime configuration to '{}'", *m_runtimeConfigFile); File::overwriteFileWithRename(m_configuration->printConfiguration(), *m_runtimeConfigFile); } m_lastRuntimeConfig = currentConfig; } } } template shared_ptr Root::loadMember(shared_ptr& ptr, Mutex& mutex, char const* name, Params&&... params) { return loadMemberFunction(ptr, mutex, name, [&]() { return make_shared(forward(params)...); }); } template shared_ptr Root::loadMemberFunction(shared_ptr& ptr, Mutex& mutex, char const* name, function()> loadFunction) { MutexLocker locker(mutex); if (!ptr) { auto startSeconds = Time::monotonicTime(); ptr = loadFunction(); Logger::info("Root: Loaded {} in {} seconds", name, Time::monotonicTime() - startSeconds); } return ptr; } }