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Copy pathEditorModelPlacement.cpp
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334 lines (318 loc) · 14.3 KB
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#include "EditorModelPlacement.h"
#include "DataSystem.h"
#include "ModelSceneInstantiation.h"
#include "ReflectionUndo.h"
#include "Scene.h"
#include "SceneManager.h"
#include "imgui.h"
#include <atomic>
#include <chrono>
#include <condition_variable>
#include <deque>
#include <mutex>
#include <thread>
#include <vector>
namespace Editor
{
struct ModelPlacement::Request
{
std::uint32_t sceneId{};
std::string path;
std::optional<math::vector3> position;
bool gameMode{};
std::atomic<bool> cancelled{ false };
std::atomic<bool> ready{ false };
std::atomic<bool> finished{ false };
std::atomic<std::size_t> completedSteps{ 0 };
std::atomic<std::size_t> totalSteps{ 0 };
// Worker writes these before ready.store(release); only GT reads afterwards.
std::unique_ptr<ModelSceneInstantiation::PendingInstance> prepared;
std::string error;
// GT only, including undo cleanup. UI only posts cancellation.
EntityHandle root;
bool positionApplied{ false };
std::size_t applyFrames{};
std::size_t loadingFrames{};
double prepareMs{};
long long maxApplyUs{};
};
struct ModelPlacement::Impl
{
std::mutex mutex;
std::condition_variable wake;
std::thread worker;
bool stopping{ true };
std::deque<std::shared_ptr<Request>> work;
std::vector<std::shared_ptr<Request>> incoming;
std::vector<std::shared_ptr<Request>> cancellations;
std::vector<std::shared_ptr<Request>> visible;
std::vector<std::shared_ptr<Request>> pending; // GT only
std::uint64_t completed{};
std::uint64_t failed{};
std::uint64_t cancelled{};
};
class ModelPlacement::Command final : public Meta::IUndoableCommand
{
public:
Command(std::uint32_t sceneId, std::string path, std::optional<math::vector3> position)
: m_sceneId(sceneId), m_path(std::move(path)), m_position(position),
m_gameMode(SceneManagers->IsGameStart()) {}
~Command() override
{
if (m_request && !m_request->finished.load(std::memory_order_acquire))
ModelPlacement::Get().Cancel(m_request);
}
void Redo() override
{ m_request = ModelPlacement::Get().Enqueue(m_sceneId, m_path, m_position, m_gameMode); }
void Undo() override { ModelPlacement::Get().Cancel(m_request); }
private:
std::uint32_t m_sceneId;
std::string m_path;
std::optional<math::vector3> m_position;
bool m_gameMode;
std::shared_ptr<Request> m_request;
};
ModelPlacement::ModelPlacement() : m_impl(std::make_unique<Impl>()) {}
ModelPlacement::~ModelPlacement() { Shutdown(); }
ModelPlacement& ModelPlacement::Get() { static ModelPlacement instance; return instance; }
void ModelPlacement::Initialize()
{
auto& state = *m_impl;
std::lock_guard lock(state.mutex);
if (!state.stopping) return;
state.stopping = false;
state.worker = std::thread([this]
{
const HRESULT com = CoInitializeEx(nullptr, COINIT_MULTITHREADED);
SetThreadDescription(GetCurrentThread(), L"Model asset preparation");
SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_BELOW_NORMAL);
auto& state = *m_impl;
for (;;)
{
std::shared_ptr<Request> request;
{
std::unique_lock lock(state.mutex);
state.wake.wait(lock, [&] { return state.stopping || !state.work.empty(); });
if (state.stopping) break;
request = std::move(state.work.front());
state.work.pop_front();
}
if (request->cancelled.load(std::memory_order_acquire)) continue;
const auto prepareStart = std::chrono::steady_clock::now();
try
{
if (FAILED(com)) request->error = "Model image decoder initialization failed";
else
{
auto generation = DataSystems->LoadModelAssetGenerationByPath(request->path);
if (!generation) request->error = "Model asset load failed: " + request->path;
else if (!request->cancelled.load(std::memory_order_acquire))
{
ModelSceneInstantiation::Options options;
options.createMeshCollider = DataSystems->ReadModelCreateMeshCollider(
FileGuid(generation->Identity().modelId));
request->prepared = ModelSceneInstantiation::PendingInstance::Prepare(
std::move(generation), options);
if (!request->prepared) request->error = "Model preparation failed: " + request->path;
}
}
}
catch (const std::exception& error) { request->error = error.what(); }
catch (...) { request->error = "Unexpected model preparation failure"; }
request->prepareMs = std::chrono::duration<double, std::milli>(
std::chrono::steady_clock::now() - prepareStart).count();
request->ready.store(true, std::memory_order_release);
}
if (SUCCEEDED(com)) CoUninitialize();
});
}
void ModelPlacement::Execute(std::uint32_t sceneId, std::string path,
std::optional<math::vector3> position)
{
Meta::UndoManager::GetInstance()->Execute(
std::make_unique<Command>(sceneId, std::move(path), position));
}
std::shared_ptr<ModelPlacement::Request> ModelPlacement::Enqueue(
std::uint32_t sceneId, const std::string& path,
const std::optional<math::vector3>& position, bool gameMode)
{
auto request = std::make_shared<Request>();
request->sceneId = sceneId;
request->path = path;
request->position = position;
request->gameMode = gameMode;
{
std::lock_guard lock(m_impl->mutex);
if (m_impl->stopping) return {};
m_impl->incoming.push_back(request);
m_impl->visible.push_back(request);
m_impl->work.push_back(request);
}
m_impl->wake.notify_one();
return request;
}
void ModelPlacement::Cancel(const std::shared_ptr<Request>& request)
{
if (!request || request->cancelled.exchange(true, std::memory_order_acq_rel)) return;
std::lock_guard lock(m_impl->mutex);
if (!m_impl->stopping) m_impl->cancellations.push_back(request);
}
namespace
{
Scene* PlacementScene(std::uint32_t sceneId)
{
for (Scene* scene : SceneManagers->GetScenes())
if (scene && scene->GetSceneId() == sceneId) return scene;
return nullptr;
}
}
void ModelPlacement::Tick()
{
auto& state = *m_impl;
std::vector<std::shared_ptr<Request>> cancellations;
{
std::lock_guard lock(state.mutex);
state.pending.insert(state.pending.end(), state.incoming.begin(), state.incoming.end());
state.incoming.clear();
cancellations.swap(state.cancellations);
}
const auto cleanup = [&state](Request& request)
{
if (Scene* scene = PlacementScene(request.sceneId))
{
if (request.root.IsValid())
{
resetSelectedObjectEvent.Broadcast();
if (request.prepared) request.prepared->Cancel(*scene);
else if (auto* root = scene->Resolve(request.root); root && !root->IsDestroyMark())
scene->DestroyEntity(root->m_index);
request.root = {};
// Play snapshot/scene switching follows this pump. Remove cancelled
// entities now so a pending destroy mark cannot enter that snapshot.
scene->EndFramePass();
}
}
if (!request.finished.exchange(true, std::memory_order_acq_rel)) ++state.cancelled;
};
for (const auto& request : cancellations) cleanup(*request);
const auto deadline = std::chrono::steady_clock::now() + std::chrono::milliseconds(2);
bool advanced = false;
for (const auto& request : state.pending)
{
Scene* active = SceneManagers->GetActiveScene();
if (!active || active->GetSceneId() != request->sceneId
|| SceneManagers->IsGameStart() != request->gameMode || SceneManagers->IsSceneLoading())
request->cancelled.store(true, std::memory_order_release);
if (request->cancelled.load(std::memory_order_acquire)) { cleanup(*request); continue; }
if (!request->ready.load(std::memory_order_acquire))
{
++request->loadingFrames;
continue;
}
if (!request->prepared)
{
Debug->LogError(request->error);
++state.failed;
request->finished.store(true, std::memory_order_release);
continue;
}
// 전체 요청에 2ms를 배정하고 한 프레임에는 한 인스턴스만 진행한다.
if (advanced || std::chrono::steady_clock::now() >= deadline) continue;
advanced = true;
request->totalSteps.store(request->prepared->TotalSteps(), std::memory_order_relaxed);
ModelSceneInstantiation::PendingInstance::Status result;
const auto applyStart = std::chrono::steady_clock::now();
try
{
result = request->prepared->Advance(*active, 16,
std::chrono::duration_cast<std::chrono::microseconds>(deadline - std::chrono::steady_clock::now()));
}
catch (const std::exception& error)
{
Debug->LogError(error.what());
request->prepared->Cancel(*active);
result = ModelSceneInstantiation::PendingInstance::Status::Failed;
}
request->root = request->prepared->Root();
++request->applyFrames;
request->maxApplyUs = (std::max)(request->maxApplyUs,
static_cast<long long>(std::chrono::duration_cast<std::chrono::microseconds>(
std::chrono::steady_clock::now() - applyStart).count()));
request->completedSteps.store(request->prepared->CompletedSteps(), std::memory_order_relaxed);
if (!request->positionApplied && request->root.IsValid())
{
if (auto* root = active->Resolve(request->root); root && request->position)
root->Transform_().SetPosition(*request->position, TransformWriteReason::ModelImport);
request->positionApplied = true;
}
if (result == ModelSceneInstantiation::PendingInstance::Status::Failed)
{
++state.failed;
request->finished.store(true, std::memory_order_release);
cleanup(*request);
}
if (result == ModelSceneInstantiation::PendingInstance::Status::Complete)
{
++state.completed;
std::printf("[model.async] ready path=%s steps=%zu frames=%zu loadingFrames=%zu prepareMs=%.3f maxApplyUs=%lld\n",
request->path.c_str(), request->prepared->TotalSteps(), request->applyFrames,
request->loadingFrames, request->prepareMs, request->maxApplyUs);
request->prepared.reset();
request->finished.store(true, std::memory_order_release);
}
}
std::erase_if(state.pending, [](const auto& request) { return request->finished.load(std::memory_order_acquire); });
std::lock_guard lock(state.mutex);
std::erase_if(state.visible, [](const auto& request) { return request->finished.load(std::memory_order_acquire); });
}
void ModelPlacement::DrawStatus()
{
std::vector<std::shared_ptr<Request>> visible;
{ std::lock_guard lock(m_impl->mutex); visible = m_impl->visible; }
if (visible.empty()) return;
if (ImGui::Begin("Model loading", nullptr, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings))
{
for (const auto& request : visible)
{
ImGui::PushID(request.get());
ImGui::TextUnformatted(file::path(request->path).filename().string().c_str());
const auto total = request->totalSteps.load(std::memory_order_relaxed);
if (total) ImGui::ProgressBar(static_cast<float>(request->completedSteps.load(std::memory_order_relaxed)) / total);
else ImGui::TextUnformatted("Preparing model...");
if (ImGui::Button("Cancel")) Cancel(request);
ImGui::PopID();
}
}
ImGui::End();
}
void ModelPlacement::Shutdown()
{
auto& state = *m_impl;
{
std::lock_guard lock(state.mutex);
if (state.stopping) return;
state.stopping = true;
for (const auto& request : state.visible) request->cancelled.store(true, std::memory_order_release);
state.work.clear();
}
state.wake.notify_all();
if (state.worker.joinable()) state.worker.join();
Tick(); // presentation has stopped; scenes and DataSystem are still alive.
std::lock_guard lock(state.mutex);
state.pending.clear();
state.visible.clear();
}
void ModelPlacement::PrintStatus() const
{
// CLI and Tick both run on GT; the queue counts also include UI requests.
std::lock_guard lock(m_impl->mutex);
std::printf("[model.async] pending=%zu completed=%llu failed=%llu cancelled=%llu\n",
m_impl->visible.size(), static_cast<unsigned long long>(m_impl->completed),
static_cast<unsigned long long>(m_impl->failed), static_cast<unsigned long long>(m_impl->cancelled));
}
bool ModelPlacement::IsIdle() const
{
std::lock_guard lock(m_impl->mutex);
return m_impl->visible.empty();
}
}