#ifndef HECLDATABASE_HPP #define HECLDATABASE_HPP #include #include #include #include #include #include #include "HECL.hpp" namespace HECLDatabase { class IDatabase; class IProject; /** * @brief Generic Database Object Class * * This abstract base-class is a typeless object node for entities in an * underlying database. */ class IDataObject { public: /** * @brief Data-key of object * @return Primary key */ virtual int64_t id() const=0; /** * @brief FourCC type of object * @return FourCC type */ virtual const HECL::FourCC& type() const=0; /** * @brief Data-hash of object * @return Object hash truncated to system's size-type */ virtual const HECL::ObjectHash& hash() const=0; /** * @brief Original path of object * @return Name */ virtual const std::string& path() const=0; /** * @brief Retrieve the database this object is stored within * @return database object */ virtual IDatabase* parentDatabase() const=0; }; /** * @brief An iterable collection of objects tracked within the database */ class IDataDependencyGroup { public: /** * @brief Count of objects in the group * @return object count */ virtual size_t length() const=0; /** * @brief Alias of length() * @return object count */ inline size_t size() const {return length();} /** * @brief Retrieve object at specified internal index within the group * @param idx internal index of object to fetch (range [0,length()-1]) * @return object or nullptr */ virtual const IDataObject* at(size_t idx) const=0; inline const IDataObject* operator[](size_t idx) {return at(idx);} virtual std::vector::const_iterator begin() const=0; virtual std::vector::const_iterator end() const=0; }; /** * @brief Root database interface */ class IDatabase { public: virtual ~IDatabase() {} /** * @brief Database backend type */ enum Type { T_UNKNOWN, T_MEMORY, /**< In-memory database; ideal for gathering small groups of frequently-accessed objects */ T_LOOSE, /**< Loose database; ideal for read/write database construction or platforms with good filesystems */ T_PACKED /**< Packed database; ideal for read-only archived data */ }; virtual Type getType() const=0; /** * @brief Database access type */ enum Access { A_INVALID, A_READONLY, /**< Read-only access; packed databases always use this mode */ A_READWRITE /**< Read/write access; used for building fresh databases */ }; virtual Access getAccess() const=0; /** * @brief Lookup object by database primary-key * @param id Primary-key of object * @return Data object */ virtual const IDataObject* lookupObject(size_t id) const=0; /** * @brief Lookup object by name * @param name Name of object * @return Data object */ virtual const IDataObject* lookupObject(const std::string& name) const=0; /** * @brief Write a full copy of the database to another type/path * @param type Type of new database * @param path Target path of new database * @return True on success */ virtual bool writeDatabase(IDatabase::Type type, const std::string& path) const=0; }; /** * @brief Creates a new (empty) database * @param type Type of new database * @param access Requested level of access * @return New database object * * Generally, the preferred method for working with HECL databases is via the * IProject interface. NewProject() will automatically construct the necessary * internal database objects. */ IDatabase* NewDatabase(IDatabase::Type type, IDatabase::Access access, const std::string& path); /** * @brief Base object to subclass for integrating with key project operations * * All project objects are provided with IDataObject pointers to their database * entries. Subclasses register themselves with a type registry so instances * are automatically constructed when performing operations like cooking and packaging. * * DO NOT CONSTRUCT THIS OR SUBCLASSES DIRECTLY!! */ class CProjectObject { protected: friend class CProject; /** * @brief Byte-order of target system */ enum DataEndianness { DE_NONE, DE_BIG, /**< Big-endian (PowerPC) */ DE_LITTLE /**< Little-endian (Intel) */ }; /** * @brief Data-formats of target system */ enum DataPlatform { DP_NONE, DP_GENERIC, /**< Scanline textures and 3-way shader bundle (GLSL, HLSL, SPIR-V) */ DP_REVOLUTION, /**< Tiled textures and GX register buffers */ DP_CAFE /**< Swizzled textures and R700 shader objects */ }; typedef std::function TDataAppender; /** * @brief Optional private method implemented by CProjectObject subclasses to cook objects * @param dataAppender subclass calls this function zero or more times to provide cooked-data linearly * @param endianness byte-order to target * @param platform data-formats to target * @return true if cook succeeded * * This method is called during IProject::cookPath(). * Part of the cooking process may include embedding database-refs to dependencies. * This method should store the 64-bit value provided by IDataObject::id() when doing this. */ virtual bool _cookObject(TDataAppender dataAppender, DataEndianness endianness, DataPlatform platform) {(void)dataAppender;(void)endianness;(void)platform;return true;} typedef std::function TDepAdder; /** * @brief Optional private method implemented by CProjectObject subclasses to resolve dependencies * @param depAdder subclass calls this function zero or more times to register each dependency * * This method is called during IProject::packagePath(). * Dependencies registered via this method will eventually have this method called on themselves * as well. This is a non-recursive operation, no need for subclasses to implement recursion-control. */ virtual void _gatherDeps(TDepAdder depAdder) {(void)depAdder;} protected: std::string m_path; IDataObject* m_mainObj; IDataObject* m_cookedObj; public: virtual ~CProjectObject(); struct ConstructionInfo { IDataObject* mainObj; IDataObject* cookedObj; const std::string& path; }; CProjectObject(const ConstructionInfo& info) : m_path(info.path), m_mainObj(info.mainObj), m_cookedObj(info.cookedObj) {} }; /** * @brief Main project interface * * Projects are intermediate working directories used for staging * resources in their ideal editor-formats. This interface exposes all * primary operations to perform on a given project. */ class IProject { public: virtual ~IProject() {} /** * @brief Internal packagePath() exception * * Due to the recursive nature of packagePath(), there are potential * pitfalls like infinite-recursion. HECL throws this whenever there * are uncooked dependencies or if the maximum dependency-recursion * limit is exceeded. */ class PackageException : public std::runtime_error {}; /** * @brief A rough description of how 'expensive' a given cook operation is * * This is used to provide pretty colors during the cook operation */ enum Cost { C_NONE, C_LIGHT, C_MEDIUM, C_HEAVY }; /** * @brief Access internal database interface for working files * @return main working database object * * It's generally recommended for HECL frontends to avoid modifying * databases via this returned object. */ virtual IDatabase* mainDatabase() const=0; /** * @brief Access internal database interface for cooked objects * @return main cooked database object * * It's generally recommended for HECL frontends to avoid modifying * databases via this returned object. */ virtual IDatabase* cookedDatabase() const=0; /** * @brief Register an optional callback to report log-messages using * @param logger logger-callback * * If this method is never called, all project operations will run silently. */ virtual void registerLogger(HECL::TLogger logger)=0; /** * @brief Get the path of the project's root-directory * @param absolute return as absolute-path * @return project root path * * Self explanatory */ virtual std::string getProjectRootPath(bool absolute=false) const=0; /** * @brief Determine if an arbitrary absolute or relative path lies within project * @param subpath directory or file to validate * @return true if valid */ virtual bool validateSubPath(const std::string& subpath) const=0; /** * @brief Add a given file or file-pattern to the database * @param path file or pattern within project * @return true on success * * This method blocks while object hashing takes place */ virtual bool addPath(const std::string& path)=0; /** * @brief Remove a given file or file-pattern from the database * @param path file or pattern within project * @param recursive traverse into matched subdirectories * @return true on success * * This method will not delete actual working files from the project * directory. It will delete associated cooked objects though. */ virtual bool removePath(const std::string& path, bool recursive=false)=0; /** * @brief Register a working sub-directory as a Dependency Group * @param path directory to register as Dependency Group * @return true on success * * Dependency Groups are used at runtime to stage burst load-transactions. * They may only be added to directories and will automatically claim * subdirectories as well. * * Cooked objects in dependency groups will be packaged contiguously * and automatically duplicated if shared with other dependency groups. * This contiguous storage makes for optimal loading from slow block-devices * like optical drives. */ virtual bool addGroup(const std::string& path)=0; /** * @brief Unregister a working sub-directory as a dependency group * @param path directory to unregister as Dependency Group * @return true on success */ virtual bool removeGroup(const std::string& path)=0; /** * @brief Begin cook process for specified directory * @param path directory of intermediates to cook * @param feedbackCb a callback to run reporting cook-progress * @param recursive traverse subdirectories to cook as well * @return true on success * * Object cooking is generally an expensive process for large projects. * This method blocks execution during the procedure, with periodic * feedback delivered via feedbackCb. */ virtual bool cookPath(const std::string& path, std::function feedbackCb, bool recursive=false)=0; /** * @brief Interrupts a cook in progress (call from SIGINT handler) * * Database corruption is bad! sqlite is pretty robust at avoiding data corruption, * but HECL spreads its data objects through the filesystem; this ensures that * those objects are cleanly finalized or discarded before stopping. * * Note that this method returns immediately; the resumed cookPath() * call will return as quickly as possible. */ virtual void interruptCook()=0; /** * @brief Delete cooked objects for directory * @param path directory of intermediates to clean * @param recursive traverse subdirectories to clean as well * @return true on success * * Developers understand how useful 'clean' is. While ideally not required, * it's useful for verifying that a rebuild from ground-up is doable. */ virtual bool cleanPath(const std::string& path, bool recursive=false)=0; /** * @brief Package cooked objects for directory * @param path directory of intermediates to package * @param recursive traverse subdirectories to package as well * @return true on success * * Once all dependent resources are cooked, this method archives specified * intermediates into a packed database file located alongside the specified * directory. This is a similar process to 'linking' in software development. * * Part of this process involves calling CProjectObject::_gatherDeps() to calculate * object dependencies. This makes package-assembly simple, as dependencies will * automatically be added as needed. The frontend needn't be concerned about * gathering leaf-objects buried in corners of the working directory. */ virtual bool packagePath(const std::string& path, bool recursive=false)=0; }; /** * @brief Creates a new (empty) project using specified root directory * @param rootPath Path to project root-directory (may be relative) * @return New project object * * This is the preferred way to open an existing or create a new HECL project. * All necessary database index files and object directories will be established * within the specified directory path. */ IProject* NewProject(const std::string& rootPath); /** * @brief Base object to subclass for integrating with key runtime operations * * All runtime objects are provided with IDataObject pointers to their database * entries. Subclasses register themselves with a type registry so instances * are automatically constructed when performing operations like runtime-integration. * * DO NOT CONSTRUCT THIS OR SUBCLASSES DIRECTLY!! */ class CRuntimeObject { unsigned m_refCount = 0; bool m_loaded = false; protected: /** * @brief Optional subclass method called on background thread or in response to interrupt when data is ready * @param data fully-loaded data buffer * @param len length of buffer * @return true when data is successfully integrated into the runtime */ virtual bool _objectFinishedLoading(const void* data, size_t len) {(void)data;(void)len;return true;} /** * @brief Optional subclass method called in response to reference-count dropping to 0 */ virtual void _objectWillUnload() {} protected: IDataObject* m_obj; public: struct ConstructionInfo { IDataObject* obj; }; CRuntimeObject(const ConstructionInfo& info) : m_obj(info.obj) {} /** * @brief Determine if object is fully loaded and constructed * @return true if so */ inline bool isLoaded() const {return m_loaded;} /** * @brief Increment object's reference count * @return true if already loaded (ready to use) false if load is staged (poll with isLoaded()) * * CRuntimeObject instances initially have an internal reference-count of 0. * By calling this method from 0, an asynchronous load operation takes place. * Synchronous loads are discouraged by HECL in order to avoid stalling game * systems. Please poll with isLoaded() to keep things running smoothly! */ bool incRef(); /** * @brief Decrement object's reference count * * If the internal reference-count reaches 0, the object's unload procedure takes place */ void decRef(); }; /** * @brief Runtime data-management interface * * Interface for controlling runtime data-operations like object lookup * and burst load-transactions. The runtime's implementation automatically * constructs CRuntimeObject instances as needed. */ class IRuntime { public: virtual ~IRuntime() {} /** * @brief Lookup singular object by database ID * @param id database ID of object * @return runtime object */ virtual CRuntimeObject* lookupObjectById(size_t id); /** * @brief Iterable group view providing a load interface for Dependency Groups * * HECL uses a background thread or other asynchronous loading mechanism to * efficiently load and construct IRuntimeObject instances. * * The iterator interface may be used immediately to access contained objects. */ class IStagedGroup { public: /** * @brief Poll to see if transaction complete * @return true if complete */ virtual bool isDone() const=0; virtual std::vector::iterator begin() const=0; virtual std::vector::iterator end() const=0; }; /** * @brief Begin asynchronously loading a dependency group by id * @param groupId the id of the dependency group within the database * @return Staged group interface scheduled to load ASAP */ virtual IStagedGroup* loadDependencyGroup(int64_t groupId); /** * @brief Unload a previously-loaded dependency group or cancel a load in-progress * @param group Staged Group obtained via loadDependencyGroup() */ virtual void unloadDependencyGroup(IStagedGroup* group); }; /** * @brief Statically-constructed structure registering a FourCC with project * and runtime factories. This is used for constructing key operational subclasses * for cooking/packaging during development and runtime-integrating during gameplay. */ struct RegistryEntry { const HECL::FourCC& fcc; #ifndef HECL_STRIP_PROJECT std::function projectFactory; #endif #ifndef HECL_STRIP_RUNTIME std::function runtimeFactory; #endif }; #if !defined(HECL_STRIP_PROJECT) && !defined(HECL_STRIP_RUNTIME) #define REGISTRY_ENTRY(fourcc, projectClass, runtimeClass) {fourcc, \ [](const HECLDatabase::CProjectObject::ConstructionInfo& info) -> \ HECLDatabase::CProjectObject* {return new projectClass(info);}, \ [](const HECLDatabase::CRuntimeObject::ConstructionInfo& info) -> \ HECLDatabase::CRuntimeObject* {return new runtimeClass(info);}} #define REGISTRY_SENTINEL() { HECL::FourCC(), \ [](const HECLDatabase::CProjectObject::ConstructionInfo&) -> \ HECLDatabase::CProjectObject* {return nullptr;}, \ [](const HECLDatabase::CRuntimeObject::ConstructionInfo&) -> \ HECLDatabase::CRuntimeObject* {return nullptr;}} #elif !defined(HECL_STRIP_PROJECT) #define REGISTRY_ENTRY(fourcc, projectClass, runtimeClass) {fourcc, \ [](const HECLDatabase::CProjectObject::ConstructionInfo& info) -> \ HECLDatabase::CProjectObject* {return new projectClass(info);}} #define REGISTRY_SENTINEL() { HECL::FourCC(), \ [](const HECLDatabase::CProjectObject::ConstructionInfo&) -> \ HECLDatabase::CProjectObject* {return nullptr;}} #elif !defined(HECL_STRIP_RUNTIME) #define REGISTRY_ENTRY(fourcc, projectClass, runtimeClass) {fourcc, \ [](const HECLDatabase::CRuntimeObject::ConstructionInfo& info) -> \ HECLDatabase::CRuntimeObject* {return new runtimeClass(info);}} #define REGISTRY_SENTINEL() { HECL::FourCC(), \ [](const HECLDatabase::CRuntimeObject::ConstructionInfo&) -> \ HECLDatabase::CRuntimeObject* {return nullptr;}} #endif /** * @brief Statically-constructed table of registered types * * Table is defined in dataspec/dataspec.cpp of HECL's codebase. * Developers are encouraged to modify/extend the default data model as * required by their project. * * The REGISTRY_ENTRY macro is a helper for defining entries. * The REGISTRY_SENTINEL must be inserted at the end of the table. */ extern const RegistryEntry DATASPEC_TYPE_REGISTRY[]; } #endif // HECLDATABASE_HPP