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https://github.com/Kelsidavis/WoWee.git
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- Add mutex to AssetManager::loadTexture/loadDBC/fileExists to prevent StormLib thread-safety races that silently fail texture reads; stop caching texture load failures so transient errors are retried. - Replace /unstuckgy DBC lookup (which used wrong coordinate transform) with hardcoded safe locations per map. - Widen WMO floor raycast from single grid cell to ±1 unit range query to catch bridge/walkway triangles at cell boundaries. - Tighten swept collision hit threshold (0.5 → 0.15) and grid query margin (2.5 → 1.5) to prevent false-positive wall pushes. - Tighten post-wall-push Z snap lower bound (-1.0 → -0.3) to prevent gradual floor sinking.
163 lines
4.1 KiB
C++
163 lines
4.1 KiB
C++
#include "pipeline/asset_manager.hpp"
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#include "core/logger.hpp"
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#include <algorithm>
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namespace wowee {
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namespace pipeline {
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AssetManager::AssetManager() = default;
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AssetManager::~AssetManager() {
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shutdown();
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}
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bool AssetManager::initialize(const std::string& dataPath_) {
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if (initialized) {
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LOG_WARNING("AssetManager already initialized");
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return true;
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}
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dataPath = dataPath_;
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LOG_INFO("Initializing asset manager with data path: ", dataPath);
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// Initialize MPQ manager
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if (!mpqManager.initialize(dataPath)) {
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LOG_ERROR("Failed to initialize MPQ manager");
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return false;
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}
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initialized = true;
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LOG_INFO("Asset manager initialized successfully");
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return true;
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}
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void AssetManager::shutdown() {
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if (!initialized) {
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return;
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}
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LOG_INFO("Shutting down asset manager");
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clearCache();
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mpqManager.shutdown();
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initialized = false;
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}
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BLPImage AssetManager::loadTexture(const std::string& path) {
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if (!initialized) {
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LOG_ERROR("AssetManager not initialized");
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return BLPImage();
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}
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// Normalize path
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std::string normalizedPath = normalizePath(path);
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LOG_DEBUG("Loading texture: ", normalizedPath);
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// Read BLP file from MPQ (must hold readMutex — StormLib is not thread-safe)
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std::vector<uint8_t> blpData;
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{
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std::lock_guard<std::mutex> lock(readMutex);
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blpData = mpqManager.readFile(normalizedPath);
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}
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if (blpData.empty()) {
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LOG_WARNING("Texture not found: ", normalizedPath);
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return BLPImage();
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}
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// Load BLP
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BLPImage image = BLPLoader::load(blpData);
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if (!image.isValid()) {
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LOG_ERROR("Failed to load texture: ", normalizedPath);
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return BLPImage();
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}
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LOG_INFO("Loaded texture: ", normalizedPath, " (", image.width, "x", image.height, ")");
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return image;
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}
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std::shared_ptr<DBCFile> AssetManager::loadDBC(const std::string& name) {
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if (!initialized) {
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LOG_ERROR("AssetManager not initialized");
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return nullptr;
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}
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// Check cache first
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auto it = dbcCache.find(name);
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if (it != dbcCache.end()) {
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LOG_DEBUG("DBC already loaded (cached): ", name);
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return it->second;
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}
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LOG_DEBUG("Loading DBC: ", name);
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// Construct DBC path (DBFilesClient directory)
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std::string dbcPath = "DBFilesClient\\" + name;
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// Read DBC file from MPQ (must hold readMutex — StormLib is not thread-safe)
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std::vector<uint8_t> dbcData;
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{
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std::lock_guard<std::mutex> lock(readMutex);
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dbcData = mpqManager.readFile(dbcPath);
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}
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if (dbcData.empty()) {
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LOG_WARNING("DBC not found: ", dbcPath);
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return nullptr;
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}
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// Load DBC
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auto dbc = std::make_shared<DBCFile>();
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if (!dbc->load(dbcData)) {
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LOG_ERROR("Failed to load DBC: ", dbcPath);
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return nullptr;
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}
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// Cache the DBC
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dbcCache[name] = dbc;
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LOG_INFO("Loaded DBC: ", name, " (", dbc->getRecordCount(), " records)");
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return dbc;
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}
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std::shared_ptr<DBCFile> AssetManager::getDBC(const std::string& name) const {
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auto it = dbcCache.find(name);
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if (it != dbcCache.end()) {
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return it->second;
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}
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return nullptr;
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}
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bool AssetManager::fileExists(const std::string& path) const {
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if (!initialized) {
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return false;
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}
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std::lock_guard<std::mutex> lock(readMutex);
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return mpqManager.fileExists(normalizePath(path));
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}
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std::vector<uint8_t> AssetManager::readFile(const std::string& path) const {
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if (!initialized) {
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return std::vector<uint8_t>();
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}
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std::lock_guard<std::mutex> lock(readMutex);
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return mpqManager.readFile(normalizePath(path));
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}
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void AssetManager::clearCache() {
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dbcCache.clear();
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LOG_INFO("Cleared asset cache");
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}
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std::string AssetManager::normalizePath(const std::string& path) const {
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std::string normalized = path;
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// Convert forward slashes to backslashes (WoW uses backslashes)
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std::replace(normalized.begin(), normalized.end(), '/', '\\');
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return normalized;
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}
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} // namespace pipeline
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} // namespace wowee
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