Files
test/source/blender/asset_system/AS_asset_catalog.hh
Sybren A. Stüvel c22db2251e Fix #111576: Unnecessary write operations on blender_assets.cats.txt
When saving asset catalogs to an already-existing file, only perform
that save when there were local changes to the catalogs. This prevents
unnecessary writes to the catalog definition file, as that can cause
conflicts when multiple Blender instances share the same asset library
(either directly or via Syncthing/Dropbox/etc.)

Pull Request: https://projects.blender.org/blender/blender/pulls/148205
2025-10-16 15:36:52 +02:00

398 lines
15 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup asset_system
*/
#pragma once
#include <memory>
#include <mutex>
#include <set>
#include <string>
#include "BLI_function_ref.hh"
#include "BLI_map.hh"
#include "BLI_set.hh"
#include "BLI_uuid.h"
#include "BLI_vector.hh"
#include "AS_asset_catalog_path.hh"
namespace blender::asset_system {
class AssetCatalog;
class AssetCatalogCollection;
class AssetCatalogDefinitionFile;
class AssetCatalogFilter;
class AssetCatalogTree;
using CatalogID = bUUID;
using CatalogPathComponent = std::string;
/* Would be nice to be able to use `std::filesystem::path` for this, but it's currently not
* available on the minimum macOS target version. */
using CatalogFilePath = std::string;
using OwningAssetCatalogMap = Map<CatalogID, std::unique_ptr<AssetCatalog>>;
/* Manages the asset catalogs of a single asset library (i.e. of catalogs defined in a single
* directory hierarchy). */
class AssetCatalogService {
std::unique_ptr<AssetCatalogCollection> catalog_collection_;
/**
* Cached catalog tree storage. Lazy-created by #AssetCatalogService::catalog_tree().
*/
std::unique_ptr<AssetCatalogTree> catalog_tree_;
std::recursive_mutex catalog_tree_mutex_;
Vector<std::unique_ptr<AssetCatalogCollection>> undo_snapshots_;
Vector<std::unique_ptr<AssetCatalogCollection>> redo_snapshots_;
CatalogFilePath asset_library_root_;
bool is_read_only_ = false;
friend class AssetLibraryService;
friend class AssetLibrary;
public:
static const CatalogFilePath DEFAULT_CATALOG_FILENAME;
struct read_only_tag {};
explicit AssetCatalogService(const CatalogFilePath &asset_library_root = {});
explicit AssetCatalogService(read_only_tag);
/**
* Set tag indicating that some catalog modifications are unsaved, which could
* get lost on exit. This tag is not set by internal catalog code, the catalog
* service user is responsible for it. It is cleared by #write_to_disk().
*
* This "dirty" state is tracked per catalog, so that it's possible to gracefully load changes
* from disk. Any catalog with unsaved changes will not be overwritten by on-disk changes. */
void tag_has_unsaved_changes(AssetCatalog *edited_catalog = nullptr);
bool has_unsaved_changes() const;
/**
* Check if this is a read-only service meaning the user shouldn't be able to do edits. This is
* not enforced by internal catalog code, the catalog service user is responsible for it. For
* example the UI should disallow edits.
*/
bool is_read_only() const;
/** Load asset catalog definitions from the files found in the asset library. */
void load_from_disk();
/** Load asset catalog definitions from the given file or directory. */
void load_from_disk(const CatalogFilePath &file_or_directory_path);
/**
* Duplicate the catalogs from \a other_service into this one. Does not rebuild the tree, this
* needs to be done by the caller (call #rebuild_tree()!).
*
* \note If a catalog from \a other already exists in this collection (identified by catalog ID),
* it will be skipped and \a on_duplicate_items will be called.
*/
void add_from_existing(const AssetCatalogService &other_service,
FunctionRef<void(const AssetCatalog &existing,
const AssetCatalog &to_be_ignored)> on_duplicate_items);
/**
* Write the catalog definitions to disk.
*
* The location where the catalogs are saved is variable, and depends on the location of the
* blend file. The first matching rule wins:
*
* - Already loaded a CDF from disk?
* -> Always write to that file.
* - The directory containing the blend file has a blender_assets.cats.txt file?
* -> Merge with & write to that file.
* - The directory containing the blend file is part of an asset library, as per
* the user's preferences?
* -> Merge with & write to ${ASSET_LIBRARY_ROOT}/blender_assets.cats.txt
* - Create a new file blender_assets.cats.txt next to the blend file.
*
* Return true on success, which either means there were no in-memory categories to save,
* or the save was successful. */
bool write_to_disk(const CatalogFilePath &blend_file_path);
/**
* Ensure that the next call to #on_blend_save_post() will choose a new location for the CDF
* suitable for the location of the blend file (regardless of where the current catalogs come
* from), and that catalogs will be merged with already-existing ones in that location.
*
* Use this for a "Save as..." that has to write the catalogs to the new blend file location,
* instead of updating the previously read CDF. */
void prepare_to_merge_on_write();
/**
* Merge on-disk changes into the in-memory asset catalogs.
* This should be called before writing the asset catalogs to disk.
*
* - New on-disk catalogs are loaded into memory.
* - Already-known on-disk catalogs are ignored (so will be overwritten with our in-memory
* data). This includes in-memory marked-as-deleted catalogs.
*/
void reload_catalogs();
/** Return catalog with the given ID. Return nullptr if not found. */
AssetCatalog *find_catalog(CatalogID catalog_id) const;
/**
* Return first catalog with the given path. Return nullptr if not found. This is not an
* efficient call as it's just a linear search over the catalogs.
*
* If there are multiple catalogs with the same path, return the first-loaded one. If there is
* none marked as "first loaded", return the one with the lowest UUID. */
AssetCatalog *find_catalog_by_path(const AssetCatalogPath &path) const;
/**
* Return true only if this catalog is known.
* This treats deleted catalogs as "unknown". */
bool is_catalog_known(CatalogID catalog_id) const;
/**
* Create a filter object that can be used to determine whether an asset belongs to the given
* catalog, or any of the catalogs in the sub-tree rooted at the given catalog.
*
* \see #AssetCatalogFilter
*/
AssetCatalogFilter create_catalog_filter(CatalogID active_catalog_id) const;
/**
* Create a catalog with some sensible auto-generated catalog ID.
* The catalog will be saved to the default catalog file.
*
* NOTE: this does NOT mark the catalog service itself as 'has changes'. The caller is
* responsible for that.
*
* \see #tag_has_unsaved_changes()
*/
AssetCatalog *create_catalog(const AssetCatalogPath &catalog_path);
/**
* Delete all catalogs with the given path, and their children.
*/
void prune_catalogs_by_path(const AssetCatalogPath &path);
/**
* Delete all catalogs with the same path as the identified catalog, and their children.
* This call is the same as calling `prune_catalogs_by_path(find_catalog(catalog_id)->path)`.
*/
void prune_catalogs_by_id(CatalogID catalog_id);
/**
* Update the catalog path, also updating the catalog path of all sub-catalogs.
*/
void update_catalog_path(CatalogID catalog_id, const AssetCatalogPath &new_catalog_path);
/**
* May be called from multiple threads.
*/
const AssetCatalogTree &catalog_tree();
/** Return true only if there are no catalogs known. */
bool is_empty() const;
/**
* Store the current catalogs in the undo stack.
* This snapshots everything in the #AssetCatalogCollection. */
void undo_push();
/**
* Restore the last-saved undo snapshot, pushing the current state onto the redo stack.
* The caller is responsible for first checking that undoing is possible.
*/
void undo();
bool is_undo_possbile() const;
/**
* Restore the last-saved redo snapshot, pushing the current state onto the undo stack.
* The caller is responsible for first checking that undoing is possible. */
void redo();
bool is_redo_possbile() const;
protected:
void load_directory_recursive(const CatalogFilePath &directory_path);
void load_single_file(const CatalogFilePath &catalog_definition_file_path);
/** Implementation of #write_to_disk() that doesn't clear the "has unsaved changes" tag. */
bool write_to_disk_ex(const CatalogFilePath &blend_file_path);
void untag_has_unsaved_changes();
bool is_catalog_known_with_unsaved_changes(CatalogID catalog_id) const;
/**
* Delete catalogs, only keeping them when they are either listed in
* \a catalogs_to_keep or have unsaved changes.
*
* \note Deleted catalogs are hard-deleted, i.e. they just vanish instead of
* remembering them as "deleted".
*/
void purge_catalogs_not_listed(const Set<CatalogID> &catalogs_to_keep);
/**
* Delete a catalog, without deleting any of its children and without rebuilding the catalog
* tree. The deletion in "Soft", in the sense that the catalog pointer is moved from `catalogs_`
* to `deleted_catalogs_`; the AssetCatalog instance itself is kept in memory. As a result, it
* will be removed from a CDF when saved to disk.
*
* This is a lower-level function than #prune_catalogs_by_path.
*
* NOTE: this does NOT mark the catalog service itself as 'has changes'. The caller is
* responsible for that.
*
* \see #tag_has_unsaved_changes()
*/
void delete_catalog_by_id_soft(CatalogID catalog_id);
/**
* Hard delete a catalog. This simply removes the catalog from existence. The deletion will not
* be remembered, and reloading the CDF will bring it back. */
void delete_catalog_by_id_hard(CatalogID catalog_id);
std::unique_ptr<AssetCatalogDefinitionFile> parse_catalog_file(
const CatalogFilePath &catalog_definition_file_path);
/**
* Construct an in-memory catalog definition file (CDF) from the currently known catalogs.
* This object can then be processed further before saving to disk. */
std::unique_ptr<AssetCatalogDefinitionFile> construct_cdf_in_memory(
const CatalogFilePath &file_path) const;
/**
* Find a suitable path to write a CDF to.
*
* This depends on the location of the blend file, and on whether a CDF already exists next to it
* or whether the blend file is saved inside an asset library.
*/
static CatalogFilePath find_suitable_cdf_path_for_writing(
const CatalogFilePath &blend_file_path);
std::unique_ptr<AssetCatalogTree> read_into_tree() const;
/**
* Ensure a #catalog_tree() will update the tree. Must be called whenever the contained user
* visible catalogs change.
* May be called from multiple threads.
*/
void invalidate_catalog_tree();
/**
* For every catalog, ensure that its parent path also has a known catalog.
*/
void create_missing_catalogs();
/**
* For every catalog, mark it as "dirty".
*/
void tag_all_catalogs_as_unsaved_changes();
/* For access by subclasses, as those will not be marked as friend by #AssetCatalogCollection. */
const AssetCatalogDefinitionFile *get_catalog_definition_file() const;
const OwningAssetCatalogMap &get_catalogs() const;
const OwningAssetCatalogMap &get_deleted_catalogs() const;
};
/**
* Asset Catalog definition, containing a symbolic ID and a path that points to a node in the
* catalog hierarchy.
*
* \warning The asset system may reload catalogs, invalidating pointers. Thus it's not recommended
* to store pointers to asset catalogs. Store the #CatalogID instead and do a lookup when
* needed.
*/
class AssetCatalog {
public:
const CatalogID catalog_id;
AssetCatalogPath path;
/**
* Simple, human-readable name for the asset catalog. This is stored on assets alongside the
* catalog ID; the catalog ID is a UUID that is not human-readable,
* so to avoid complete data-loss when the catalog definition file gets lost,
* we also store a human-readable simple name for the catalog.
*
* It should fit in sizeof(AssetMetaData::catalog_simple_name) bytes. */
std::string simple_name;
struct Flags {
/* Treat this catalog as deleted. Keeping deleted catalogs around is necessary to support
* merging of on-disk changes with in-memory changes. */
bool is_deleted = false;
/* Sort this catalog first when there are multiple catalogs with the same catalog path. This
* ensures that in a situation where missing catalogs were auto-created, and then
* load-and-merged with a file that also has these catalogs, the first one in that file is
* always sorted first, regardless of the sort order of its UUID. */
bool is_first_loaded = false;
/* Merging on-disk changes into memory will not overwrite this catalog.
* For example, when a catalog was renamed (i.e. changed path) in this Blender session,
* reloading the catalog definition file should not overwrite that change.
*
* Note that this flag is ignored when is_deleted=true; deleted catalogs that are still in
* memory are considered "unsaved" by definition. */
bool has_unsaved_changes = false;
} flags;
AssetCatalog() = delete;
AssetCatalog(CatalogID catalog_id, const AssetCatalogPath &path, const std::string &simple_name);
/**
* Create a new Catalog with the given path, auto-generating a sensible catalog simple-name.
*
* NOTE: the given path will be cleaned up (trailing spaces removed, etc.), so the returned
* `AssetCatalog`'s path differ from the given one.
*/
static std::unique_ptr<AssetCatalog> from_path(const AssetCatalogPath &path);
/** Make a new simple name for the catalog, based on its path. */
void simple_name_refresh();
protected:
/** Generate a sensible catalog ID for the given path. */
static std::string sensible_simple_name_for_path(const AssetCatalogPath &path);
};
/** Comparator for asset catalogs, ordering by (path, first_seen, UUID). */
struct AssetCatalogLessThan {
bool operator()(const AssetCatalog *lhs, const AssetCatalog *rhs) const
{
if (lhs->path != rhs->path) {
return lhs->path < rhs->path;
}
if (lhs->flags.is_first_loaded != rhs->flags.is_first_loaded) {
return lhs->flags.is_first_loaded;
}
return lhs->catalog_id < rhs->catalog_id;
}
};
/**
* Set that stores catalogs ordered by (path, UUID).
* Being a set, duplicates are removed. The catalog's simple name is ignored in this. */
using AssetCatalogOrderedSet = std::set<const AssetCatalog *, AssetCatalogLessThan>;
using MutableAssetCatalogOrderedSet = std::set<AssetCatalog *, AssetCatalogLessThan>;
/**
* Filter that can determine whether an asset should be visible or not, based on its catalog ID.
*
* \see AssetCatalogService::create_catalog_filter()
*/
class AssetCatalogFilter {
const Set<CatalogID> matching_catalog_ids_;
const Set<CatalogID> known_catalog_ids_;
friend AssetCatalogService;
public:
bool contains(CatalogID asset_catalog_id) const;
/* So that all unknown catalogs can be shown under "Unassigned". */
bool is_known(CatalogID asset_catalog_id) const;
protected:
explicit AssetCatalogFilter(Set<CatalogID> &&matching_catalog_ids,
Set<CatalogID> &&known_catalog_ids);
};
} // namespace blender::asset_system