mirror of
https://github.com/Facepunch/sbox-public.git
synced 2026-08-02 00:38:31 -04:00
* New map selector with support for workshops + mounts * New mounts menu on main menu and pause menu to enable/disable mounts * Mount scenes multiplayer support - incl. auto-mounting the game if we can, disconnect if we can't (not installed) * MapInstance supports non-package scenes from LaunchArgs * ResourceLoader: don't use cached result if it's no longer IsValid, like after it's destroyed from a resourcelibrary clear * MapInstance: failing to load from LaunchArgs fallsback to the preconfigured map * Skip SoundFile.Create when IsHeadless * Quake mount: hide non-map bsps
162 lines
3.4 KiB
C#
162 lines
3.4 KiB
C#
using Sandbox.Diagnostics;
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using System.Collections.Generic;
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using System.Threading;
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using System.Threading.Tasks;
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namespace Sandbox.Mounting;
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/// <summary>
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/// A class responsible for loading a single resource. It will cache the result inside.
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/// </summary>
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public abstract class ResourceLoader
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{
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protected static readonly Logger Log = new Logger( "ResourceLoader" );
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internal BaseGameMount _mount;
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/// <summary>
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/// The type of resource this file can provide.
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/// </summary>
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public ResourceType Type { get; private set; }
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static Dictionary<ResourceType, string> extensions = new()
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{
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{ ResourceType.Model, ".vmdl" },
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{ ResourceType.Scene, ".scene" },
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{ ResourceType.Texture, ".vtex" },
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{ ResourceType.Sound, ".vsnd" },
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{ ResourceType.Material, ".vmat" },
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{ ResourceType.PrefabFile, ".prefab" },
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};
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/// <summary>
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/// The path to the asset
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/// </summary>
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public string Path { get; private set; }
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/// <summary>
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/// The filename of the asset, without extension
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/// </summary>
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public string Name { get; private set; }
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/// <summary>
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/// General tags. Anything you want to do that doesn't fit into the flags.
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/// </summary>
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public HashSet<string> Tags { get; } = new HashSet<string>( StringComparer.OrdinalIgnoreCase );
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/// <summary>
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/// Flags allow customization of how this resource is treated by the engine.
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/// </summary>
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public ResourceFlags Flags { get; set; }
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/// <summary>
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/// The folder in which this resource resides
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/// </summary>
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public ResourceFolder Folder { get; internal set; }
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public ResourceLoader()
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{
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}
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internal void InitializeInternal( ResourceType type, string path, BaseGameMount mount )
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{
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_mount = mount;
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// Standardize the path into a mount path
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path = path.Replace( '\\', '/' ).Trim( '/' );
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path = $"mount://{_mount.Ident}/{path}";
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// Force an engine specific extension, if it isn't already set
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if ( extensions.TryGetValue( type, out var extension ) )
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{
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if ( !path.EndsWith( extension ) )
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path += extension;
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}
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Path = path;
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Type = type;
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Name = System.IO.Path.GetFileNameWithoutExtension( path );
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_mount.RegisterFileInternal( this );
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}
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object _cachedResult;
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Lock _lock = new();
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Task<object> _loadTask;
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/// <summary>
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/// Should be implemented to load a specific type
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/// </summary>
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public async Task<object> GetOrCreate()
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{
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if ( _loadTask is not null && !_loadTask.IsCompleted )
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{
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await _loadTask;
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}
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_lock.Enter();
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if ( _cachedResult is not null && (_cachedResult is not IValid v || v.IsValid) )
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{
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_lock.Exit();
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return _cachedResult;
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}
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try
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{
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_loadTask = LoadAsync();
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if ( _loadTask is not null )
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{
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await _loadTask;
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_cachedResult = _loadTask.Result;
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}
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}
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catch ( System.Exception e )
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{
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Log.Warning( e, $"Exception when loading '{Path}'" );
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}
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finally
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{
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_lock.Exit();
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}
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_loadTask = default;
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return _cachedResult;
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}
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/// <summary>
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/// Should be implemented to load a specific type
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/// </summary>
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protected virtual Task<object> LoadAsync()
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{
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return Task.FromResult( Load() );
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}
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/// <summary>
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/// Should be implemented to load a specific type
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/// </summary>
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protected virtual object Load()
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{
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return null; ;
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}
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internal void ShutdownInternal()
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{
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Shutdown();
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}
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protected virtual void Shutdown()
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{
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}
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}
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public abstract class ResourceLoader<T> : ResourceLoader where T : BaseGameMount
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{
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public T Host => _mount as T;
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}
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