Partial fix for #130007. The catalog tree mutex would be set in `catalog_tree()` and `invalidate_catalog_tree()`. The former could end up adding catalogs and thus calling `invalidate_catalog_tree()`, which would attempt to set a mutex that the caller set already. This seems like a good use-case for `std::recursive_mutex`. would make sure there's a catalog for each catalog path by calling `create_missing_catalogs()`
383 lines
14 KiB
C++
383 lines
14 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup asset_system
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*/
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#pragma once
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#include <memory>
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#include <mutex>
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#include <set>
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#include <string>
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#include "BLI_function_ref.hh"
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#include "BLI_map.hh"
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#include "BLI_set.hh"
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#include "BLI_uuid.h"
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#include "BLI_vector.hh"
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#include "AS_asset_catalog_path.hh"
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namespace blender::asset_system {
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class AssetCatalog;
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class AssetCatalogCollection;
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class AssetCatalogDefinitionFile;
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class AssetCatalogFilter;
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class AssetCatalogTree;
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using CatalogID = bUUID;
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using CatalogPathComponent = std::string;
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/* Would be nice to be able to use `std::filesystem::path` for this, but it's currently not
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* available on the minimum macOS target version. */
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using CatalogFilePath = std::string;
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using OwningAssetCatalogMap = Map<CatalogID, std::unique_ptr<AssetCatalog>>;
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/* Manages the asset catalogs of a single asset library (i.e. of catalogs defined in a single
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* directory hierarchy). */
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class AssetCatalogService {
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std::unique_ptr<AssetCatalogCollection> catalog_collection_;
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/**
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* Cached catalog tree storage. Lazy-created by #AssetCatalogService::catalog_tree().
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*/
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std::unique_ptr<AssetCatalogTree> catalog_tree_;
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std::recursive_mutex catalog_tree_mutex_;
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Vector<std::unique_ptr<AssetCatalogCollection>> undo_snapshots_;
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Vector<std::unique_ptr<AssetCatalogCollection>> redo_snapshots_;
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const CatalogFilePath asset_library_root_;
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const bool is_read_only_ = false;
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public:
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static const CatalogFilePath DEFAULT_CATALOG_FILENAME;
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struct read_only_tag {};
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explicit AssetCatalogService(const CatalogFilePath &asset_library_root = {});
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explicit AssetCatalogService(read_only_tag);
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/**
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* Set tag indicating that some catalog modifications are unsaved, which could
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* get lost on exit. This tag is not set by internal catalog code, the catalog
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* service user is responsible for it. It is cleared by #write_to_disk().
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*
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* This "dirty" state is tracked per catalog, so that it's possible to gracefully load changes
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* from disk. Any catalog with unsaved changes will not be overwritten by on-disk changes. */
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void tag_has_unsaved_changes(AssetCatalog *edited_catalog);
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bool has_unsaved_changes() const;
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/**
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* Check if this is a read-only service meaning the user shouldn't be able to do edits. This is
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* not enforced by internal catalog code, the catalog service user is responsible for it. For
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* example the UI should disallow edits.
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*/
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bool is_read_only() const;
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/** Load asset catalog definitions from the files found in the asset library. */
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void load_from_disk();
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/** Load asset catalog definitions from the given file or directory. */
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void load_from_disk(const CatalogFilePath &file_or_directory_path);
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/**
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* Duplicate the catalogs from \a other_service into this one. Does not rebuild the tree, this
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* needs to be done by the caller (call #rebuild_tree()!).
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*
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* \note If a catalog from \a other already exists in this collection (identified by catalog ID),
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* it will be skipped and \a on_duplicate_items will be called.
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*/
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void add_from_existing(const AssetCatalogService &other_service,
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FunctionRef<void(const AssetCatalog &existing,
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const AssetCatalog &to_be_ignored)> on_duplicate_items);
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/**
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* Write the catalog definitions to disk.
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*
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* The location where the catalogs are saved is variable, and depends on the location of the
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* blend file. The first matching rule wins:
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*
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* - Already loaded a CDF from disk?
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* -> Always write to that file.
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* - The directory containing the blend file has a blender_assets.cats.txt file?
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* -> Merge with & write to that file.
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* - The directory containing the blend file is part of an asset library, as per
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* the user's preferences?
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* -> Merge with & write to ${ASSET_LIBRARY_ROOT}/blender_assets.cats.txt
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* - Create a new file blender_assets.cats.txt next to the blend file.
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*
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* Return true on success, which either means there were no in-memory categories to save,
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* or the save was successful. */
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bool write_to_disk(const CatalogFilePath &blend_file_path);
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/**
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* Ensure that the next call to #on_blend_save_post() will choose a new location for the CDF
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* suitable for the location of the blend file (regardless of where the current catalogs come
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* from), and that catalogs will be merged with already-existing ones in that location.
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*
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* Use this for a "Save as..." that has to write the catalogs to the new blend file location,
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* instead of updating the previously read CDF. */
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void prepare_to_merge_on_write();
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/**
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* Merge on-disk changes into the in-memory asset catalogs.
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* This should be called before writing the asset catalogs to disk.
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*
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* - New on-disk catalogs are loaded into memory.
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* - Already-known on-disk catalogs are ignored (so will be overwritten with our in-memory
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* data). This includes in-memory marked-as-deleted catalogs.
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*/
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void reload_catalogs();
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/** Return catalog with the given ID. Return nullptr if not found. */
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AssetCatalog *find_catalog(CatalogID catalog_id) const;
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/**
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* Return first catalog with the given path. Return nullptr if not found. This is not an
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* efficient call as it's just a linear search over the catalogs.
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*
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* If there are multiple catalogs with the same path, return the first-loaded one. If there is
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* none marked as "first loaded", return the one with the lowest UUID. */
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AssetCatalog *find_catalog_by_path(const AssetCatalogPath &path) const;
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/**
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* Return true only if this catalog is known.
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* This treats deleted catalogs as "unknown". */
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bool is_catalog_known(CatalogID catalog_id) const;
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/**
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* Create a filter object that can be used to determine whether an asset belongs to the given
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* catalog, or any of the catalogs in the sub-tree rooted at the given catalog.
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*
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* \see #AssetCatalogFilter
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*/
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AssetCatalogFilter create_catalog_filter(CatalogID active_catalog_id) const;
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/** Create a catalog with some sensible auto-generated catalog ID.
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* The catalog will be saved to the default catalog file. */
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AssetCatalog *create_catalog(const AssetCatalogPath &catalog_path);
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/**
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* Delete all catalogs with the given path, and their children.
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*/
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void prune_catalogs_by_path(const AssetCatalogPath &path);
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/**
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* Delete all catalogs with the same path as the identified catalog, and their children.
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* This call is the same as calling `prune_catalogs_by_path(find_catalog(catalog_id)->path)`.
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*/
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void prune_catalogs_by_id(CatalogID catalog_id);
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/**
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* Update the catalog path, also updating the catalog path of all sub-catalogs.
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*/
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void update_catalog_path(CatalogID catalog_id, const AssetCatalogPath &new_catalog_path);
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/**
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* May be called from multiple threads.
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*/
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const AssetCatalogTree &catalog_tree();
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/** Return true only if there are no catalogs known. */
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bool is_empty() const;
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/**
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* Store the current catalogs in the undo stack.
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* This snapshots everything in the #AssetCatalogCollection. */
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void undo_push();
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/**
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* Restore the last-saved undo snapshot, pushing the current state onto the redo stack.
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* The caller is responsible for first checking that undoing is possible.
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*/
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void undo();
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bool is_undo_possbile() const;
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/**
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* Restore the last-saved redo snapshot, pushing the current state onto the undo stack.
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* The caller is responsible for first checking that undoing is possible. */
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void redo();
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bool is_redo_possbile() const;
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protected:
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void load_directory_recursive(const CatalogFilePath &directory_path);
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void load_single_file(const CatalogFilePath &catalog_definition_file_path);
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/** Implementation of #write_to_disk() that doesn't clear the "has unsaved changes" tag. */
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bool write_to_disk_ex(const CatalogFilePath &blend_file_path);
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void untag_has_unsaved_changes();
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bool is_catalog_known_with_unsaved_changes(CatalogID catalog_id) const;
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/**
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* Delete catalogs, only keeping them when they are either listed in
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* \a catalogs_to_keep or have unsaved changes.
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*
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* \note Deleted catalogs are hard-deleted, i.e. they just vanish instead of
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* remembering them as "deleted".
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*/
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void purge_catalogs_not_listed(const Set<CatalogID> &catalogs_to_keep);
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/**
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* Delete a catalog, without deleting any of its children and without rebuilding the catalog
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* tree. The deletion in "Soft", in the sense that the catalog pointer is moved from `catalogs_`
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* to `deleted_catalogs_`; the AssetCatalog instance itself is kept in memory. As a result, it
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* will be removed from a CDF when saved to disk.
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*
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* This is a lower-level function than #prune_catalogs_by_path.
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*/
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void delete_catalog_by_id_soft(CatalogID catalog_id);
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/**
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* Hard delete a catalog. This simply removes the catalog from existence. The deletion will not
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* be remembered, and reloading the CDF will bring it back. */
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void delete_catalog_by_id_hard(CatalogID catalog_id);
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std::unique_ptr<AssetCatalogDefinitionFile> parse_catalog_file(
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const CatalogFilePath &catalog_definition_file_path);
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/**
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* Construct an in-memory catalog definition file (CDF) from the currently known catalogs.
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* This object can then be processed further before saving to disk. */
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std::unique_ptr<AssetCatalogDefinitionFile> construct_cdf_in_memory(
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const CatalogFilePath &file_path) const;
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/**
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* Find a suitable path to write a CDF to.
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*
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* This depends on the location of the blend file, and on whether a CDF already exists next to it
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* or whether the blend file is saved inside an asset library.
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*/
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static CatalogFilePath find_suitable_cdf_path_for_writing(
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const CatalogFilePath &blend_file_path);
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std::unique_ptr<AssetCatalogTree> read_into_tree() const;
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/**
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* Ensure a #catalog_tree() will update the tree. Must be called whenever the contained user
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* visible catalogs change.
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* May be called from multiple threads.
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*/
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void invalidate_catalog_tree();
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/**
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* For every catalog, ensure that its parent path also has a known catalog.
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*/
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void create_missing_catalogs();
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/**
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* For every catalog, mark it as "dirty".
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*/
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void tag_all_catalogs_as_unsaved_changes();
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/* For access by subclasses, as those will not be marked as friend by #AssetCatalogCollection. */
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const AssetCatalogDefinitionFile *get_catalog_definition_file() const;
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const OwningAssetCatalogMap &get_catalogs() const;
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const OwningAssetCatalogMap &get_deleted_catalogs() const;
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};
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/**
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* Asset Catalog definition, containing a symbolic ID and a path that points to a node in the
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* catalog hierarchy.
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*
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* \warning The asset system may reload catalogs, invalidating pointers. Thus it's not recommended
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* to store pointers to asset catalogs. Store the #CatalogID instead and do a lookup when
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* needed.
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*/
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class AssetCatalog {
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public:
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const CatalogID catalog_id;
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AssetCatalogPath path;
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/**
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* Simple, human-readable name for the asset catalog. This is stored on assets alongside the
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* catalog ID; the catalog ID is a UUID that is not human-readable,
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* so to avoid complete data-loss when the catalog definition file gets lost,
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* we also store a human-readable simple name for the catalog.
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*
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* It should fit in sizeof(AssetMetaData::catalog_simple_name) bytes. */
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std::string simple_name;
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struct Flags {
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/* Treat this catalog as deleted. Keeping deleted catalogs around is necessary to support
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* merging of on-disk changes with in-memory changes. */
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bool is_deleted = false;
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/* Sort this catalog first when there are multiple catalogs with the same catalog path. This
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* ensures that in a situation where missing catalogs were auto-created, and then
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* load-and-merged with a file that also has these catalogs, the first one in that file is
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* always sorted first, regardless of the sort order of its UUID. */
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bool is_first_loaded = false;
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/* Merging on-disk changes into memory will not overwrite this catalog.
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* For example, when a catalog was renamed (i.e. changed path) in this Blender session,
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* reloading the catalog definition file should not overwrite that change.
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*
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* Note that this flag is ignored when is_deleted=true; deleted catalogs that are still in
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* memory are considered "unsaved" by definition. */
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bool has_unsaved_changes = false;
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} flags;
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AssetCatalog() = delete;
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AssetCatalog(CatalogID catalog_id, const AssetCatalogPath &path, const std::string &simple_name);
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/**
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* Create a new Catalog with the given path, auto-generating a sensible catalog simple-name.
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*
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* NOTE: the given path will be cleaned up (trailing spaces removed, etc.), so the returned
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* `AssetCatalog`'s path differ from the given one.
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*/
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static std::unique_ptr<AssetCatalog> from_path(const AssetCatalogPath &path);
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/** Make a new simple name for the catalog, based on its path. */
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void simple_name_refresh();
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protected:
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/** Generate a sensible catalog ID for the given path. */
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static std::string sensible_simple_name_for_path(const AssetCatalogPath &path);
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};
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/** Comparator for asset catalogs, ordering by (path, first_seen, UUID). */
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struct AssetCatalogLessThan {
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bool operator()(const AssetCatalog *lhs, const AssetCatalog *rhs) const
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{
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if (lhs->path != rhs->path) {
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return lhs->path < rhs->path;
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}
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if (lhs->flags.is_first_loaded != rhs->flags.is_first_loaded) {
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return lhs->flags.is_first_loaded;
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}
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return lhs->catalog_id < rhs->catalog_id;
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}
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};
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/**
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* Set that stores catalogs ordered by (path, UUID).
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* Being a set, duplicates are removed. The catalog's simple name is ignored in this. */
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using AssetCatalogOrderedSet = std::set<const AssetCatalog *, AssetCatalogLessThan>;
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using MutableAssetCatalogOrderedSet = std::set<AssetCatalog *, AssetCatalogLessThan>;
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/**
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* Filter that can determine whether an asset should be visible or not, based on its catalog ID.
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*
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* \see AssetCatalogService::create_catalog_filter()
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*/
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class AssetCatalogFilter {
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const Set<CatalogID> matching_catalog_ids_;
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const Set<CatalogID> known_catalog_ids_;
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friend AssetCatalogService;
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public:
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bool contains(CatalogID asset_catalog_id) const;
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/* So that all unknown catalogs can be shown under "Unassigned". */
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bool is_known(CatalogID asset_catalog_id) const;
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protected:
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explicit AssetCatalogFilter(Set<CatalogID> &&matching_catalog_ids,
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Set<CatalogID> &&known_catalog_ids);
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};
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} // namespace blender::asset_system
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