Kelsidavis-WoWee/include/pipeline/asset_manager.hpp

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#pragma once
#include "pipeline/blp_loader.hpp"
#include "pipeline/dbc_loader.hpp"
#include "pipeline/asset_manifest.hpp"
#include "pipeline/loose_file_reader.hpp"
#include <atomic>
#include <memory>
#include <string>
#include <vector>
#include <map>
#include <unordered_map>
#include <mutex>
#include <shared_mutex>
namespace wowee {
namespace pipeline {
/**
* AssetManager - Unified interface for loading WoW assets
*
* Reads pre-extracted loose files indexed by manifest.json.
* Supports an override directory (Data/override/) checked before the manifest
* for HD textures, custom content, or mod overrides.
* Use the asset_extract tool to extract MPQ archives first.
* All reads are fully parallel (no serialization mutex needed).
*/
class AssetManager {
public:
AssetManager();
~AssetManager();
/**
* Initialize asset manager
* @param dataPath Path to directory containing manifest.json and extracted assets
* @return true if initialization succeeded
*/
bool initialize(const std::string& dataPath);
/**
* Shutdown and cleanup
*/
void shutdown();
/**
* Check if asset manager is initialized
*/
bool isInitialized() const { return initialized; }
const std::string& getDataPath() const { return dataPath; }
feat(editor): add standalone world editor (rough/WIP) Standalone wowee_editor tool for creating custom WoW zones. This is a rough initial implementation — many features work but M2/WMO rendering still has issues (frame sync, texture layout transitions) and needs further polish. Terrain: - Create new blank terrain with 10 biome types (Grassland, Forest, Jungle, Desert, Barrens, Snow, Swamp, Rocky, Beach, Volcanic) - Load existing ADT tiles from extracted game data - Sculpt brushes: Raise, Lower, Smooth, Flatten, Level - Chunk edge stitching prevents seams between tiles - Undo/redo (100-deep stack, Ctrl+Z/Ctrl+Shift+Z) - Save to WoW ADT/WDT format Texture Painting: - Paint/Erase/Replace Base modes - Full tileset texture browser (1285 textures from manifest) - Per-zone directory filtering and search - Alpha map editing with 4-layer limit (auto-replaces weakest) Object Placement: - M2 and WMO model placement with full manifest browser (11k M2s, 2k WMOs) - M2Renderer + WMORenderer integrated (loads .skin files for WotLK) - Ghost preview follows cursor before placing - Ctrl+click selection, right-click context menu - Transform gizmo (Move/Rotate/Scale with axis constraints) - Position/rotation/scale editing in properties panel NPC/Monster System: - 631 creature presets scanned from manifest, categorized (Critters, Beasts, Humanoids, Undead, Demons, etc.) - Stats editor: level, health, mana, damage, armor, faction - Behavior: Stationary, Patrol, Wander, Scripted - Aggro/leash radius, respawn time, flags (hostile/vendor/etc.) - Save creature spawns to JSON Water: - Place water at configurable height per chunk - Liquid types: Water, Ocean, Magma, Slime - Rendered as translucent colored quads - Saved in ADT MH2O format Infrastructure: - Free-fly camera (WASD/QE, right-drag look, scroll speed) - 5-mode toolbar: Sculpt | Paint | Objects | Water | NPCs - Asset browser indexes full manifest on startup - Editor water/marker shaders (pos+color vertex format) - forceNoCull added to M2Renderer for editor use - AssetManifest::getEntries() and AssetManager::getManifest() exposed Known issues: - M2/WMO rendering may not display on first placement (frame index sync between update/render was misaligned — now fixed but untested end-to-end) - Validation layer errors on shutdown (resource cleanup ordering) - Object placement on steep terrain can miss raycast - No undo for texture painting or object placement yet
2026-05-05 03:47:03 -07:00
const AssetManifest& getManifest() const { return manifest_; }
/**
* Load a BLP texture
* @param path Virtual path to BLP file (e.g., "Textures\\Minimap\\Background.blp")
* @return BLP image (check isValid())
*/
BLPImage loadTexture(const std::string& path);
/**
* Set expansion-specific data path for CSV DBC lookup.
* When set, loadDBC() checks expansionDataPath/db/Name.csv before
* falling back to the manifest (binary DBC from extracted MPQs).
*/
void setExpansionDataPath(const std::string& path);
/**
* Set a base data path to fall back to when the primary manifest
* does not contain a requested file. Call this when the primary
* dataPath is an expansion-specific subset (e.g. Data/expansions/vanilla/)
* that only holds DBC overrides, not the full world asset set.
* @param basePath Path to the base extraction (Data/) that has a manifest.json
*/
void setBaseFallbackPath(const std::string& basePath);
/**
* Load a DBC file
* @param name DBC file name (e.g., "Map.dbc")
* @return Loaded DBC file (check isLoaded())
*/
std::shared_ptr<DBCFile> loadDBC(const std::string& name);
/**
* Load a DBC file that is optional (not all expansions ship it).
* Returns nullptr quietly (debug-level log only) when the file is absent.
* @param name DBC file name (e.g., "Item.dbc")
* @return Loaded DBC file, or nullptr if not available
*/
std::shared_ptr<DBCFile> loadDBCOptional(const std::string& name);
/**
* Get a cached DBC file
* @param name DBC file name
* @return Cached DBC or nullptr if not loaded
*/
std::shared_ptr<DBCFile> getDBC(const std::string& name) const;
/**
* Check if a file exists
* @param path Virtual file path
* @return true if file exists
*/
bool fileExists(const std::string& path) const;
/**
* Read raw file data
* @param path Virtual file path
* @return File contents (empty if not found)
*/
std::vector<uint8_t> readFile(const std::string& path) const;
/**
* Read optional file data without warning spam.
* Intended for probe-style lookups (e.g. external .anim variants).
* @param path Virtual file path
* @return File contents (empty if not found)
*/
std::vector<uint8_t> readFileOptional(const std::string& path) const;
/**
* Get loaded DBC count
*/
size_t getLoadedDBCCount() const { return dbcCache.size(); }
/**
* Get file cache stats
*/
size_t getFileCacheSize() const { return fileCacheTotalBytes; }
size_t getFileCacheHits() const { return fileCacheHits; }
size_t getFileCacheMisses() const { return fileCacheMisses; }
/**
* Clear all cached resources
*/
void clearCache();
/**
* Clear only DBC cache (forces reload on next loadDBC call)
*/
void clearDBCCache();
/**
* Delete all extracted asset files from the data directory on disk.
* Removes extracted subdirectories (db, character, creature, terrain, etc.),
* manifest.json, override dir, and expansion-specific extracted assets.
* After calling this, initialize() will fail until assets are re-extracted.
* @return Number of entries removed
*/
size_t purgeExtractedAssets();
private:
bool initialized = false;
std::string dataPath;
std::string expansionDataPath_; // e.g. "Data/expansions/wotlk"
std::string overridePath_; // e.g. "Data/override"
// Base manifest (loaded from dataPath/manifest.json)
AssetManifest manifest_;
LooseFileReader looseReader_;
// Optional base-path fallback: used when manifest_ doesn't contain a file.
// Populated by setBaseFallbackPath(); ignored if baseFallbackDataPath_ is empty.
std::string baseFallbackDataPath_;
AssetManifest baseFallbackManifest_;
/**
* Resolve filesystem path: check override dir first, then base manifest.
* Returns empty string if not found.
*/
std::string resolveFile(const std::string& normalizedPath) const;
// Guards fileCache, dbcCache, fileCacheTotalBytes, fileCacheAccessCounter, and
// fileCacheBudget. Shared lock for read-only cache lookups (readFile cache hit,
// loadDBC cache hit); exclusive lock for inserts and eviction.
mutable std::shared_mutex cacheMutex;
// THREAD-SAFE: protected by cacheMutex (exclusive lock for writes).
std::unordered_map<std::string, std::shared_ptr<DBCFile>> dbcCache;
// File cache (LRU, dynamic budget based on system RAM)
struct CachedFile {
std::vector<uint8_t> data;
uint64_t lastAccessTime;
};
// THREAD-SAFE: protected by cacheMutex (shared_mutex — shared_lock for reads,
// exclusive lock_guard for writes/eviction).
mutable std::unordered_map<std::string, CachedFile> fileCache;
mutable size_t fileCacheTotalBytes = 0;
mutable uint64_t fileCacheAccessCounter = 0;
// THREAD-SAFE: atomic — incremented from any thread after releasing cacheMutex.
mutable std::atomic<size_t> fileCacheHits{0};
mutable std::atomic<size_t> fileCacheMisses{0};
mutable size_t fileCacheBudget = 1024 * 1024 * 1024; // Dynamic, starts at 1GB
void setupFileCacheBudget();
/**
* Try to load a PNG override for a BLP path.
* Returns valid BLPImage if PNG found, invalid otherwise.
*/
BLPImage tryLoadPngOverride(const std::string& normalizedPath) const;
/**
* Normalize path for case-insensitive lookup
*/
std::string normalizePath(const std::string& path) const;
};
} // namespace pipeline
} // namespace wowee